Since apparently no one else is going to do it, I guess I will. I have a tactical combat system I already made where-in you build our own powers using a point system. It plays like D&D 4e but you get the powers you want, plays quickly, and is balanced (so maybe not so much like 4e). I am busily converting it to CoX - which is different in that movement is easy (no opportunity attacks). The system already had rank instead of levels, so that part is easy.
Characters have ranks: minion, lt, boss, EB, AV. Heroes can be set to any rank but are normally boss rank. Rank determines your hit points, base accuracy, mezz resistance, and how many inherents you have. A minion has 5 hit points, base accuracy +0, mezz resistance 1, and 0 inherents. A hero/boss has 20 hit points, base accuracy +2, mezz resistance 3, and 2 inherents.
Inherents replace AT's by providing you bonuses to select abilities. You basically make an AT by selecting 2 inherents. You cannot take the same inherent more than twice.
Tanker: +1 Damage Resistance, Movement Resistance, Mezz Resistance
Stalker: +1 Defense
Brute: +1 Damage with melee and close attacks
Scrapper: +1 Accuracy with melee and close attacks
Blaster: +1 Damage with ranged attacks and close attacks
Sniper: +1 Accuracy with ranged attacks and close attacks
Corruptor: -1 to Foe debuffs
Controller: +1 Magnitude to controls
Defender: +1 to buffs and heals
Powersets are by theme, not broken up by AT. You can select any powers from the powerset. The key is your inherents. A defender gets more use out of heals and buffs, a controller gets more use out of controls. Defensive powers basically go away, replaced by Tanker and Stalker inherents. There is also a point build system so you can make your own powers or powersets.
Here are some sample Dark powers:
Shadow Punch: At-Will, Melee, Accuracy +2, Dmg d4, Foe -1 Acc
Smite: At-Will, Melee, Accuracy +1, Dmg d6, Foe -1 Acc
Midnight Grasp: Encounter, Melee, Accuracy +0, Dmg d8, Foe -1 Acc, Foe Immobilize
Shadow Maul: At-Will, Close Blast 3, Accuracy +0, Dmg d4, Foe -1 Acc
Death Shroud: At-Will, Close Burst 1, Accuracy +0, Dmg d4, Foe -1 Acc
Siphon Life: At-Will, Melee, Accuracy +0, Dmg d6, Self Heal d4, Foe -1 Acc
Life Drain: At-Will, Range 5, Accuracy +0, Dmg d4, Self Heal d4, Foe -1 Acc
Dark Regeneration: At-Will, Close Burst 1, Accuracy +0, Dmg d4, Self Heal d4
Twilight Grasp: At-Will, Range 5, Accuracy +0, Heal d4 Close Burst 1
Shadowy Binds: At-Will, Range 5, Accuracy +0, Dmg d4, Foe Immobilize Mag 1, Foe -1 Acc
Living Shadows: At-Will, Close Blast 3, Accuracy +0, Foe Immobilize Mag 1, Foe -1 Acc
Tenebrous Tentacles: Encounter, Close Blast 3, Accuracy +0, Dmg d4, DoT d4, Foe Immobilize Mag 1, Foe -1 Acc
Touch of Fear: At-Will, Melee, Accuracy +0, Sleep Mag 2 Duration 2
Cloak of Fear: At-Will, Close Burst 1, Accuracy +0, Sleep Mag 3
Fearsome Stare: Encounter, Close Blast 5, Accuracy +0, Sleep Mag 2 Duration 2
Howling Twilight: Encounter, Range 5, Burst 1, Accuracy +0, Sleep Mag 2, Heal d4
Oppressive Gloom: At-Will, Close Burst 1, Accuracy +0, Stun Mag 1
Dark Grasp: At-Will, Range 5, Accuracy +0, Dmg d4, Stun Mag 1
Petrifying Gaze: Encounter, Range 5, Accuracy +1, Stun Mag 1
Abyssal Gaze: Encounter, Range 5, Accuracy, Dmg d6, DoT d4, Stun Mag 2
Heart of Darkness: Encounter, Close Burst 1, Accuracy +0, Dmg d4, DoT d4, Stun Mag 1
Shadow Field: Encounter, Range 5, Burst 1, Accuracy -1, Stun Mag 2
The way combat works is fairly simple.
Base defense is 6. You roll d10 to hit and add your Accuracy modifiers, if you roll the defense or better you hit. Minions need to roll a 6 (so 50% chance to hit), Bosses/Heroes need to roll a 4 (so 70% chance to hit). A 1 always misses, a 10 always hits.
For damage you roll the damage die and add any modifiers. Subtract target's damage resistance if any. So a d8 attack will take out a minion half the time with one shot. A blaster with +2 ranged damage will take out a minion with a d4 attack half the time.
DoT is an extra damage roll on the following turn, it applies vs damage resistance separately.
Healing heals the number of hit points rolled on the die.
Controls (immobilize, sleep, stun) have a magnitude. You must equal the mezz resistance of the target to have an effect. By default they last one turn. Immobilize you cannot move. Sleep you get no action but it breaks if you take damage (fear is combined with sleep). Stun you get no action.
Buffs and Debuffs modify the appropriate abilities. The same effects do not stack, you use the highest one (i.e Dmg +1 and Dmg +2 combine to be Dmg +2).
You can move 10 squares per turn in addition to using a power.
Tomb Fisted Kid is an undead cowboy sheriff
Inherents: Tanker 1, Scrapper 1
Siphon Life: At-Will, Melee, Accuracy +0, Dmg d6, Self Heal d4, Foe -1 Acc
He attacks a Hellion minion with Siphon Life. The minion has Defense 6.
Attack roll d10. Accuracy +2 (hero) +1 (scrapper). He needs to roll a 3+ to hit.
He hits and rolls d6 for damage, rolling a 2. The Hellion has no damage resistance so he takes 2 damage.
He rolls a d4 for self healing and gets a 3. He heals 3 hit points (up to maximum).
Bon Bone is a voodoo hougan
Inherents: Blaster 1, Controller 1
Dark Grasp: At-Will, Range 5, Accuracy +0, Dmg d4, Stun Mag 1
He attacks a group of Hellions, they have a Lieutenant. Dark Grasp is normally Stun Mag 1 but with Controller inherent it goes to a 2. So it will affect an Lt.
Attack roll d10. Accuracy +2 (hero). The Lt has defense 6. He needs to roll a 4 to hit.
He hits. He rolls d4 +1 (for blaster) damage and does 4 damage.
The Lt takes a Mag 2 Stun and is unable to act on its next turn.