For this post, I'll go into the most interesting part of this: The Power System.
Abilities have two categories. One determines the general conditions and limitations, while the other determines some of the functions.
First, there are Generations. This doesn't refer to how many people in a person's family have had an Ability, but rather the conditions and limitations their ability has.
There's 1st Generation, 2nd Gen, and 3rd Gen. 1st Gen abilities tend to be the most general, and have the least conditions. They tend to be more broad, from simple physical enhancements to generation and manipulation. 2nd Gen abilities are more limited but powerful. They tend to have specific limitations and certain conditions, such as only working from a specific body part or requiring physical contact. 3rd Gen abilities are the rarest, and have the most conditions as well as some notable limitations. These types tend to be even more powerful, but are so conditional that using that power isn't very easy.
Second is the types of Abilities. There are Exogenic types, Endogenic types, and Esoteric types.
Exogenic abilities revolve around generating, manipulating, or otherwise altering something in or about the environment. No matter what the specific ability does, if it can't be used through its user's body, then it's probably Exogenic.
Endogenic abilities revolve around the user's body in some way. These can be surprisingly broad, from absorption of something to transformations. Generally, if the Ability's main function revolves around the user's body, it's almost guaranteed to be Endogenic.
Esoteric abilities are rare and somewhat odd. Rather than the user's body or environment, these tend to involve affecting other abilities, though that's not always the case. If an Ability doesn't directly do something with the user's environment and doesn't directly affect them, it's probably Esoteric. This type is most commonly seen in 3rd Gens, though occasionally 2nd Gens can have an Ability of this type as well.
Due to the various ways different abilities can work, some would be highly unlikely to belong in specific Generations.
While people can have an Ability with the same name, the specific function may vary depending on wordplay, Ability Type, and Generation.
Here are a few examples:
Ability: Power
Classification: 1st Gen, Endogenic
Description: Gives the user a passively higher level of strength and durability. The user can train to enhance themselves even further.
Ability: Rain
Classification: 2nd Gen, Exogenic
Description: Allows the user to create and control rain in a specific area. This rain doesn't have to be in the form of actual precipitation, as a sufficiently large number of falling objects can be thought of as rain too.
Ability: Copy
Classification: 3rd Gen, Esoteric
Description: This ability allows the user to copy any aspect of a specific target. Mass, appearance, and other Abilities are just a few of the things the user can copy. To do this, they must know who and what their target is, make contact with them, and focus on what they want to copy. Copied aspects and Abilities can be saved away for later use, though they can’t use multiple at once and must switch between them. They also must know and remember what they copied and the source of the copied aspect.