I've been working on a gameplay mock-up for Palpha. My goal is to create a combat system that incentivize strategic thinking and imitates the theatrical combat scenarios seen in various movie, anime, and video game cut-scenes. I don't have any visuals to show off quite yet, so I'll talk about the stats.
Stability
Stability represents a characters posture. You use stability when attacking and gain an equal or less amount depending on the success of the hit. Stability is also used to block or dodge an opponents attack. When stability reaches zero, your character can no longer react defensively and takes damage directly to their health. After taking damage directly to health, stability is refilled. The amount refilled is dependent on the health state of the character.
Health
Health is split into 5 levels called health states.
Uninjured - 100% stability
Minor injury - 90% stability restored
Injured - 70% stability restored
Severely injured - 50% stability restored
Critically injured - 40% stability restored
You lose the battle when you have been damaged past critically injured.
Attack Accuracy
Strength, fortitude, finesse, and wits determine the outcome of an attack. The ratio between Attacker's Strength/Defender's Fortitude and Attacker's Finesse/Defender's Wits determines whether an attack misses, grazes, hits, or crits.
Willpower
Use willpower to increase attack damage, increase attack accuracy, or use a character's special ability. Willpower can be gained by depleting an opponent's stability to zero or doing nothing during your turn.
Exertion
Each character has a set number of points that limits how much willpower they can use to enhance an attack during their turn.
Speed
Speed determines how much time passes before it's your turn at the beginning of battle.