All of these three are part of the overall "Abilities" section, and emcompass the overall list of abilities a character can have.
The Current "tree" or "mind map" has been giving me trouble to convert in a a list, but here's one attempt at it anyway.
A Character
A Character has three main parts:
Body - Their physical corpus. What represents their location in space. Their genetic background. As well as their collected memories and knowledge.
Abilities - What a character is capable of. Affecting the world willfully, reacting to the willfulness of the world, and interacting with elements of the world.
Resources - What things a character has at their disposal. From a book, to a doomsday device, to a new cassette tape.
Actions
I'm... not entire sure, or set in how I will have actions organized, but here is a current model:
Players have "pools" of dice, in their three main types of abilities.
These individual dice are rolled to see if an action is more, or less, successful than is needed to perform a task. Each dice provides a "Hit" on a 4+. Creatures may trade in dice at a rate of 3 Dice per 1 guaranteed Hit [Is that a good trade rate?]
Each dice also represents 1 second worth of action. A character committed to a "large" action can potentially become interrupted, or have their own actions interfered with.
Turn Order:
Initiative - Creatures roll a single dice pool of their choosing. The total value of the dice rolled is that creatures initiative value. An experienced [anything] will tend to get the drop on a less [experienced] anything.
Initiative Order - Creatures are arranged in order of highest to lowest values. Creatures with lower values are said to be acting slower; while faster acting Creatures are able to react or ignore slower action Creatures.
Creatures with the lowest Imitative value go first. However any Creature with a Higher Value may choose to act before they do.
Bidding - Each creature bids an amount of Dice equal to the size of the action they wish to take.
--Movement - The generally accepted rule is that 1 4-foot square takes about 1 steamboat/second to move into for the average 6~ foot tall humanoid. Basically, every creature can (usually) move 1/3 of it's height per second.
--Active Abilities - Each 1d6 spent in using an Active ability costs 1 second. In addition to other costs.
-- Reactive Abilities - Each 1d6 spent in a Reactive ability increases the Cooldown on a creature by 1 second. In addition to other costs.
Acting
Once the Creature with the lowest Imitative score performs their actions, the amount of time they spent performing their actions is how much time the next creature can act before the previous creature in the initiative order can interrupt them.
If the slowest person only bids 1 second at a time, then everyone else is also on a 1 second schedule, unless a 'faster' Creature decides to take on a more time intensive action.
[honestly, not sure how this will work out, but it's something I'd like to try out]
Abilities
You can do things
Active - Use equipment offensively, change or affect a target.
Reactive - Use equipment defensively, react to a change imposed on a Creature.
Non-Combat - Gathering, Processing, Crafting
How Abilities Sub-divide
All abilities come in three Schedules; and in three grades of Power.
Schedules:
Continual - These are the "power sources". Swordery, Sorcery, Surgery. The ability to use a sword; fire a blast out of your finger tips or special item, repair things, block with a weapon or shield, etc. are all in here.
Encounter - These are the "laundry list" type of powers. Things that everyone should have, regardless of their power source. A mechanic who swings a rusty wrench should be able to deal special ability damage, even if their overall weapon damage is not as good as a someone who took the Martial or Mental offense powers. Likewise, a person with a sword should not be cut off from power just b/c they use a weapon. A sword can seriously break limbs with a single strike. In the hands of a transhuman like many Player Characters, a sword strike can easily chop off limbs on mundane targets.
Daily - Big stuff. Nova damage of any kind. Many of these abilities have a front-cost, meaning that ambushes, or waiting till several actions have occured will happen before a Daily is used. Buffs tend to be Dailies.
Subdivisions:
Active splits into:
Active
-Martial
--Minor - Moderate - Major
--Physique student - ~ adept - ~ master
--Unarmed student - ~ adept - ~ master
--Technique student - ~ adept - ~ master
-Mental
--Minor - Moderate - Major
--Mago - Mage - Magus
--Sensitive - Medium - Psychic
--Seer - Cleric - Prophet
-Intent
--Minor - Moderate - Major
--Tinker - Smith - Mechanic
--Medic - Doktorr - Chirurgeon
--Healer - Mystic - Thaumaturge
-Note: Intent is double edged. A Healer may harm, a Mechanic may Sabotage, and a Doktorr can deliver death. However only via use of their skill. They are potentially good at killing, but are not going to be great at combat.
-Martial
--Minor - Moderate - Major
--Physique student - ~ adept - ~ master
--Unarmed student - ~ adept - ~ master
--Technique student - ~ adept - ~ master
-Mental
--Minor - Moderate - Major
--Mago - Mage - Magus
--Sensitive - Medium - Psychic
--Seer - Cleric - Prophet
-Intent
--Minor - Moderate - Major
--Tinker - Smith - Mechanic
--Medic - Doktorr - Chirurgeon
--Healer - Mystic - Thaumaturge
-Note: Intent is double edged. A Healer may harm, a Mechanic may Sabotage, and a Doktorr can deliver death. However only via use of their skill. They are potentially good at killing, but are not going to be great at combat.
There 'is' content for Reactive. However it needs to be re-ordered again, to better fit with my most current model of how to divy up power types and gradiants.
Minor [Tiers: up to 45 Minors per Tier (Mortal/Mythic/Epic/Divine)]
- Cost 1d6 to activate
- 1 Sec Cooldown
- +1d6 To related Pool
- Minor abilities are not going to have a large effect. A sword swing or parry. The ability to kill someone who is unconscious and not get PTSD or go into sympathetic shock.
- Minor abilities usually affect Stamina, dealing, or repairing Stamina-based damage.
- Minors are gained at a rate of 1/session, however, they do not have to be spent on an ability until a character chooses. Usually at a dramatic moment.
Examples:
[Technique Student] -Wield Concrealable, 1H melee weapon, and non-strength based "aimed" weapons (everything from a light rifle, to a crossbow, to throwing weapons).
[Mago] - With a warm up time of 5d6, you may fire a ranged attack out to as far as you can see (if using a piece of Equipment), or throwing distance if unarmed.
[Healer] - You may repair damage to Organic targets at a rate of 1 Hit Point per Successful Hit you accomplish.
Moderate [Tiers: up to 15 Moderates per Tier (Mortal/Mythic/Epic/Divine)]
- Cost 2d6 to activate
- 3 Sec Cooldown
- +3d6 To related Pool
- Moderate Abilities are things that are for more focused characters. Anyone who studies may know how to shoot a blast of fire from nearby energy pockets, but only a trained character will be able to deliver special effects with their elemental effects, or sword strikes. As well as being able to harvest Magical grade resources, like Harpy feathers, or Demon Dung.
- Moderate abilities only affect Body, dealing, or repairing Body-based damage
- Moderates are gained at a rate of 1/3 sessions, however, they do not have to be spent on an ability until a character chooses. Usually at a dramatic moment.
Major - [Tiers: up to 5 Majors per Tier (Mortal/Mythic/Epic/Divine)]
- Cost 3d6 to activate
- 6 Sec Cooldown
- +6d6 To related Pool
- Major abilities are things like blocking attacks, even with a tiny shield; wielding a two-handed weapon in one hand, being able to contact greater powers for extra information, being able to gather, process or craft Mythical items.
- Major abilities only affect Life, dealing, or repairing Life-based damage
- Majors are gained at a rate of 1/9 sessions, however, they do not have to be spent on an ability until a character chooses. Usually at a dramatic moment.
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That's just a summary of abilities so far. Playtesting just the combat system has been interesting so far.