Okay, to explain where we are now,we have to explain the vehicle that got us here(... sounded better in my head).
Powers are exactly what you think they are, Superpowers. Each power comes with AUGMENTS, these Augments are what shape the powers. Augmenting the scope and strengths of the power. Allowing players to mold the power to their style. This "re-styling" happens every other time you level up the power(on the odd numbered levels). But with every level up the power's range(effective distance) and strength increases naturally. What we just described is one of two power configurations and is the default build. We think it's called a "PowerTree". For example; below is the top quarter of Animal Transformation. You'll notice the description under the Name and two Base Augments. The Base Augments is the starting line for your powers growth. Full Transformation grants you the power to transform into animals. A number of animals of your choosing; think Beastboy or Ben 10 but with animals. The second base, Partial Transformation, allows you to take on certain traits of different animals. Like the characters Animalman, Vixen and Kevin 11 but with animals.
The Automatic part is literally that, automatic abilities gained from the power.
The second type we call the "Powerpool". For the most part they start out the same. The power's name and details about the power. Followed by a list of Augments; this is where the differences begin. Instead of choosing a base augment, the power gives you a pool of points that you assign to the Augments in the power. Allowing you to change up which augments will be active each time you turn on the power. Each Augment in the powerpool has 4 levels. The more points you commit to an augment, the stronger the augment becomes. Meaning you can place more powerpool points into each augment to make them better. In the example below we have BODY ADAPTATION: Adhesive Dermal layer; here's a very brief and butchered summarization of Adhesive Dermal Layer:
1: Walk, stand, run on surfaces.
2: resist unstable footing.
3: Harder to disarm and better at grappling.
4: Can perform all movement types on the walls and ceilings.
Those are the Two main Power Structures in our game. NOW that, that was explained; on to the hard part. As stated earlier, each power structure has augments and It's these Augments that are the problem. In the PowerTree Build; each augment MUST be constructed to allow the player to repurchase that augment as many times as they choose and scale in a way that makes it worth the players while. IN the powerpool; each augment is in fact a mini power but condensed into 4 levels and can work seamlessly with the other augments/mini powers in the main power. While being balanced and worth the XP! This is all before you factor in making each power mechanically Feel like the power it's titled after.
It's so much back-end work!!!
We are Just about finished with Body Adaptation meaning we've balanced and edited 25 of the 133 augments that are divided among the 15 powers(25 if you ask the testers). We are giving ourselves till July to work on these edits before we switch over to overhauling the setting and going hard on PR. This includes Actual Plays, a Demo release on Itch and video content tied to Powerpunk. We are cutting this very close to the line. We are hoping to launch a Crowdfunding campaign THIS YEAR and we are struggling. But If this works ...