Lol thanks man. Although i'm not very sure how much exactly we'll invent from M&M.
Class + race system is one thing, its cool and pretty much done. Races provide different classes for same roles, which is great, like for mage role can have cat shaman or elven light mage/priest.
But some stuff like teachers for skills, or heavy dice roll system, mhm.
I probably want to reduce random stuff a lot. And overdoing complexity for crafting system or some skills will be kinda bad for H-game.
Also, armor classes is probably not a fitting idea because we mostly using bikini armors
For example, right now we have initiative instead of classic "recovery" thing.
It works as roll from half of SPD paremeter to full SPD parameter with some rounding, choosing character sequence for every single turn.
Means catgirl with 6 spd will have 3,4,5,6 as possible initiative rolls, while imp with spd 4 will have 2,3,4.
Same numbers as initiative rolls will cause re-roll for selected pairs.
So unless you have twice much speed form opponents, there will be chance for enemy to go first.
If 2+ characters have 1 speed and cant roll, game adds +1 to make roll possible for specific pairs.
In original M&M that was much deeper with different recovery time for weapons - we have different speed for classes and bonuses on weapons to keep up.
Most likely close stuff will be for damage / defence, because sometimes M&M is close to very oldschool classic D&D rolls

Kinda dont wanna that "barbarian with 2h sword rolled less damage on non-armored target than mage with wooden staff".
So we're going to simplify some stuff from M&M classics, saving interesting aspects like different skill sets for different race class/roles.
Still somewhat open for suggestion though, math for this thing is outside code so i can change it.