So I have a game I'm rewriting where characters start with a "power" and through play they gain new "powers," modify their existing ones, or some combination there of.
I will not be having a subsystem to handle powers, you will roll as normal but when powers are involved the risks shift to appropriate power related ones. (My system will work a lot like ghost/echo in this way)
I certainly want players to have a lot of creative control of the power, how it looks and operates. But I do also want the gameplay around using powers feel like the players are pushing the limits of their power as they first understand it and gaining further mastery in play. Essentially something they do a lot becomes way less risky as they learn to effectively control their power.
For context this is science fiction characters basically exploring a huge Clarktech megastructure and coming back changed by what they encounter. The powers should feel somewhat dangerous to use, be mysterious but somewhat plausibly breaking rules of physics. This is not a superhero game
To this end I want to create a list of suggested starting powers that a player can choose that will be open ended but also evocative. I want to to provide the players a small nugget to interpret how they choose and grow their idea in play as they attempt to solve problems with the power.
What do you folks think, I'd love to hear thoughts and suggestions on how to handle this.