If only.
Read (manga): The Apothecary Diaries vol 6 (Natsu Hyuuga, Nekokurage, Itsuki Nanao, Touco Shino): Jinshi in disguise!
Written (game design): 220:
All of these things need new improved terminology. The high-level
description that has a number of dice attached, like Heat Subtraction
10d6 or Utility Belt Gadgets 7d6 or Druidic Magic 12d6, is called
a powerset. (It could be called special effect, but let’s save that
for the details of a specific action, like whether you’re using
Heat Subtraction to break something by supercooling it so it shatters
under the pressure, or dropping a chunk of frozen air on it.) You
can definitely have more than one powerset. The cost per die depends
on what effects the powerset can produce, so having multiple that
don’t overlap may not even be more expensive than having one that
does it all. This probably needs to be more granular than
offense/defense/movement/chrome, but not necessarily a huge amount
more. Maybe at the level of the Hero 6E powers section where it
groups attack powers, mental powers, sense-affecting powers, movement
powers, etc. We also need to figure out how to apply overall
limitations to a powerset, because this is the monster that never
dies.
The general options of trading off one value against another that
are available to everyone, like spreading an attack (trading dice
for area), pushing (trading side effects for dice or for OCV), or
haymakering (trading time for dice), are maneuvers. This includes
the default maneuver of not trading anything and just using the
power as written.
What do we call it when you spend some points to always be able to do
something even if the GM isn’t feeling it? Are they just applications
because it’s 2026 and there’s an app for everything except tracking
fascists? Not tricks or stunts, since these are the things you pay
points to be able to do reliably. Techniques? Feats? Knacks? Skills is
already taken, obviously.