Since I kind of need multiple projects going at once, here's something I've been thinking about.
You play the Labrats, mutant critters who are trying to rebuild civilization after the apocalypse and to survive the experiments of the human corporations in the clouds. Superpowers, comic book science, and the occasional bits of magic are spackled about and plenty of the Labrats have mutations or implants from the meddling of the scientists. There are plenty of Labrat civilizations, but many are under constant threat of, or violently controlled by, the humans.
The major themes of the setting would probably be progress, power, and class. What does it take to build something when the oppressors only want to use you and keep you under their thumb?
The dice mechanic is to roll from a pool of six sided dice and choose three to keep. Highest number wins.
Characters are connected to the setting through Plotlines and Relationships. I'm still figuring these out, but they are probably going to be the advancement mechanic.
It might be a point buy, skill based system. Powers are effects based since the setting allows a pretty broad range and it's an action game so what you can do should matter. So here's some pre-rough draft combat rules to build that around.
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Movement is abstracted out to simple descriptors. She is NEAR the fire extinguisher, they are FAR AWAY from the camp site, ze is in the PERSONAL SPACE of the robot. A certain amount of fudging might be allowed here. Barriers are a thing.
During combat you might take or inflict a Condition which limits your abilities. "Burned", "dazed", "hacked", etc. They're rated for Severity as well. You can only take so many points in severity of conditions before you're overwhelmed and taken out of the scene. You can are also able to manipulate the environment to make conditions for you.
Placing a condition on an opponent is a matter of comparing skill rolls between the two. If the attacker wins then they get to inflict a Condition. They take the difference between the two and that becomes the Condition's Severity Rating.
If you reach your capacity for Condition Severity then you might not necessarily die. Rather you might be captured or injured. You would be able to spend a Hero Point to stay on your feet for another round, but you'll probably be facing heavier consequences because of that. Either way your ability to affect the plot is diminished temporarily but you might be able to catch a second wind and come back in a big way.
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So the following sorts of effects are available for powers...
Theme: A word or phrase outlining what the power is on a conceptual level.
Range: Default is Personal(punching distance).
Movement: Can you move using the power? If so, how far?
Inflicting Conditions: Does it inflict any Conditions?
Treating Conditions: Does it treat any Conditions?
Limits: Are there any special limitations on the power?
Extras: Things like immunity to certain conditions or certain kinds of barriers you can ignore.
Plotline: A Plotline which the power is attached to.
Hero Points create opportunities for spectacular heroics. Whether that's staying up when you should be knocked out or otherwise taken out of the fight (once per scene, lasts for a turn), adding an object to the scene (once per turn, GM fiat), creating a plot opportunity (GM fiat), or even adding another d6 to your roll(one per point spent), spending a hero point could give you the edge you need. You gain Hero Points for playing your character to their Plotlines (still figuring these out) and providing juicy bits of roleplay.