Alrighty, as promised here's some WIP mechanics.
Critical Failures and Critical Successes:
Rolls of a 1 or 20 must be re-rolled to determine the severity of its effect. Rolling a 1 on a 1, meaning an absolute disaster, while rolling a 20 on a 20 meaning an outstanding success. This means that while a character without the bonuses to beat a high DC has some chance of getting lucky, rolling a 20 doesn’t guarantee complete success.
Second Chances: Sometimes you might blow a roll but the check is something that your Character might be able to try again. If so, you may make another roll but the DC will increase.
Extended Checks: If you are trying to do something that must be done over a long period of time then you must succeed multiple checks. If you get a definitive success then that may count for multiple successes, a critical failure might either knock off one success or you might have to start over again. If more than one character can participate in the check than you can pool successes.
Taking Extra Time: You can perform your task over a longer period of time than normal in order to get a better chance of success. If you spend 2x as long you get a +2, if you take 4x as long than it maxes out at +6.
Numerical scores are applied to the skill categories (in bold), which govern roll bonuses. Characters are then specialized in the skills within the categories, and gain additional bonuses for skills they are proficient in. Having higher scores in a category also make it easier to learn additional skills in that category.
(The skills listed in the categories may or may not be redistributed or further subdivided later: but basically think of them as proficiencies, or things which one has, rather than numbers to be increased. Weapons in particular will have many more individual proficiencies, which will likely be discussed)
Science
-Biological Sciences
-Physical Sciences
-Astronomical Sciences
-Computer Sciences
Piloting
-Small Crafts
-Large Crafts
Engineering
-Electronics
-Mechanics
-Technician
Ranged Weapons
-Marksman
-Emplacements
Melee Weapons
Agility
-Athletics
-Acrobatics
-Dodging
-Stealth
Social
-Culture
-Business
-Insight
-Diplomacy
All self-aware beings are linked together by a mysterious phenomenon called the Mindweave. A rare few individuals become attuned to it, and consequently are able to wield unusual abilities. Able to affect both mind and matter, the potential uses of the Mindweave are limited only by the creativity of its users, as well as their ability to harness and control energy from the universe. However, the practice of Mindweavers is generally split into two branches, mastery in one of which often requires neglecting the other due to the rigor and dedication required for learning.
(Branches)
Actuation (Physical)
Mindweaving having to do with manipulating matter and physical energy. Includes such disciplines as telekinesis, pyrokinesis, transforming and redirecting energy, and applying physical forces. While a talented Actuator may seem capable of seemingly sorcerous feats, they must always keep in mind the golden rule:
E = mc2
Augury (Mental)
This branch concerns the feelings, thoughts, and mental properties of other beings, as well as sending information directly between minds. Sensing, reading, or even influencing the minds of others, as well as boosting or counteracting the abilities of other mindweavers. Some Augars have been known to probe the autonomous systems of living beings and promote and bolster their natural healing systems.
Energy
The Mindweave seems to have much in common with the more well-understood fundamental forces of physics, and while mysterious it seems to fit within the laws of nature. As such, like any action in physics, the Mindweave requires energy. All thinking beings generate a psychic field, similar to the flow of electricity generating a magnetic field, and Mindweavers can charge theirs to store the energy they need to use their abilities. Most learn to passively gather thermal/electromagnetic energy from their environments, increasing rate and capacity over time, but other sources can be exploited as well, and some Actuators specialize in the flow and redirection of energy. Some Mindweavers can learn how to sap energy from other beings and their psychic fields (attuned or otherwise).
As such, psychic characters will need time to recharge their fields after prolonged usage of their powers. Depending on the requirements of a given ability, this can vary from a pause to “catch one’s breath,” to a longer period of rest without using their field’s stored energy. Sometimes Mindweavers can train their energy management on a few of their specific abilities so as to find an equilibrium and use them indefinitely.
Augury tends to have smaller energy requirements, and basic sensory powers tend to require minimal energy, though more impressive efforts can still require considerable taxation.
Pushing the Limit: When pushed to it, a Mindweaver who has exhausted their field may draw upon the potential energy stored in their body to supply their abilities. However, this potential energy of course already serves important purposes. The chemical energy stored in cells, the electrical potential of neurons and artificial processors: whether organic or machine, removing this energy has negative consequences for the desperate Mindweaver. This will cause varying amounts of damage and may incur status effects.
Speed: How fast the actor is capable of moving
Strength: How much force the actor can exert
Reflexes: How quickly the actor can react
Will: Affects the actor’s use of Mindweave, as well as resistance to mental effects (Mindweave or otherwise)
There are two statistics related to resisting attack rolls:
Defense: This affects how hard it is to actually hit an actor. This is mainly comprised of evasion and bonuses from cover. An attack roll must beat this to hit.
Armor: This affects how resistant an actor is to different types of damage. This can be done in a variety of ways, depending on the specific armor:
Damage Reduction: The armor reduces damage of a certain type from any hit by a given amount
Damage Threshold: In order to deal damage, all hits within a certain timeframe (usually 1 turn) must total over the threshold amount.
Damage Soak: The armor acts as a source of bonus HP, absorbing damage of the given type until its pool is depleted.
Active Defense: The armor allows the user, on a hit, to make a roll to reduce the damage by that much.