Game System for Tabletop RPGs (Draft 1)
Basic Mechanics:
The game uses dice ranging in size from d2 to d12. Other die sizes may be used at the GM's discretion. Each character has skills. The higher the skill rank, the larger the die rolled. Higher results are better.
For un-opposed challenges, a roll result must be equal to or greater than a difficulty number determined by the GM.
For opposed challenges, 2 characters (or a character and a GM controlled enemy) will roll related skills against each other. In simple challenges the higher roll is the winner. In complex challenges the difference between the 2 rolls is subtracted from one of the loser's attributes. The rolls and subtractions continue until someone's attribute is reduced to 0.
Character Creation:
Attributes:
Every character has 2 attributes: Mind & Body. If your game setting involves supernatural effects such as magic, there will be a 3rd attribute named by the GM to fit the theme. Common names for the 3rd attribute are "soul", "spirit", or "power".
The GM will assign you a number of points to divide amongst your attributes. The amount of points depends on the starting power level of the campaign. Attributes have a starting value of 1 on top of which points are added. The average attribute for a normal human is 4.
The points assigned to each attribute are that attribute's maximum endurance value as well as the number of ranks you must assign to skills dependant on that attribute.
Skills:
For each point you have assigned to an attribute (not including the basic 1 that every attribute starts at), you can assign 1 rank to a skill. Rank 1 skills roll d2, rank 2 skills roll d4, rank 3 skills roll d6, and so on. You can assign multiple ranks to the same skill or you can take many skills all at rank 1.
Rank 1 is an amateur. Rank 2 would be a novice. Rank 6 is the limit of human possibility and is bordering on supernatural ability. If a skill goes beyond rank 6, add a 2nd die. Rank 7 would be d12+d2, Rank 8 = d12+d4, etc.
The GM may impose a maximum rank for starting skills or even for skill advancement. Because of the way character advancement works, it is highly recommended that characters start with all of their skills at rank 1.
A skill is anything your character is good at. Here are some skills listed with their attribute to give you an idea of how broad a skill concept can be:
Body - Martial Arts, Acrobatics, Athletics
Mind - Strategy, Manipulation, Research
Soul - Clairvoyance, Telekinesis, Transmutation
Every character automatically starts with these skills at rank 1...
Body - "Reaction"
Mind - "Perception"
Soul - "Resistance" (if your game uses "soul")
You can spend points of the appropriate attribute to raise the starting ranks of these basic skills.
Character Advancement:
Any time you roll the maximum possible value on a die and the GM agrees your character is able to learn something from the situation, raise the skill that was rolled to the next highest rank and add a point to the skill's related attribute.
The GM will also assign advancement points for good roleplaying. Each of these points can be added to any attribute and thus will provide 1 rank that can be used to improve an existing skill or learn a new one.
Untrained Skills:
If a challenge arises that your character doesn't have an appropriate skill for, you may roll a d2. If you have any skill that may somehow help you in the challenge, the GM may permit you to roll a larger die. If you roll the maximum value (regardless of the die size), you gain that skill at rank 1 (at GM's discretion, of course). You do not get additional 'crit' dice on untrained skill rolls. If this happens, don't forget to also add a point to the appropriate attribute.
Lethal and Non-Lethal:
A non-lethal conflict should be resolved as a single opposed roll. Complex rolls and damage to attributes should only be used when a conflict has the potential to cause permanent damage.
If an attribute is reduced to 0 or less, skills related to that attribute cannot be used until the attribute is restored to 1 or more. Damaging an attribute past a negative value equal to it's maximum positive value causes some form of permanent damage. Since characters are usually unable to fight back once an attribute falls below 0, whether to deal permanent damage or just accept a victory and walk away is up to the conflict's winner.
Here are some examples to help you understand the conflict system:
Body - In a fist-fight, body at 0 means you are too exhausted or in too much pain to continue fighting. At negative values, you fall unconcious. If your maximum body is 8 and you are reduced to -8, you are dead.
Mind - In a freestyle rap competitiion, mind at 0 means you have lost the crowd's favor. At negative values, you are being booed off stage. At your negative maximum, your opponent has pwn'd you so badly your reputation in that region is destroyed and your confidence may be severely damaged. You may never have the balls to compete again.
Soul - You are engaged in psychic combat, channeling your powers against a powerful creature. At soul 0, you have no power left to channel. At your negative maximum, your ability to channel power is severed until it can somehow be restored.
Critical Success:
Any time you roll a maximum value on a die, roll another die of the same type and add the result to the initial roll. If you roll maximum on the additional die, roll one more die of the same type and add it to the result. Continue rolling and adding as long as you keep rolling maximum results.
Skill advancement is only applied after a roll is resolved. This means if your skill is a d4 and you roll a 4, add another d4 to your result. Once the roll is resolved, then you may upgrade your skill to d6.
Gear & Currency:
Each character has a "Gear" attribute. This stat is representative of wealth and assets. It cannot be attacked directly. The GM will assign Gear points at character creation. You can use your starting attribute points to increase Gear at character creation, but cannot use gear points to increase any other attribute.
Throughout the game, Gear points are awarded at the GMs discretion. Gear points awarded by the GM cannot be used to increase other attributes, but attribute points awarded by the GM can be used for Gear. When a character gains a Gear point, he can gain a new equipment die, add a rank to an existing one, or add a rank to Resources.
Resources:
Resources is a sub-attribute. It is like a skill that never needs to be rolled. The rank determines a character's buying power for roleplay related purposes only and does not, directly or indirectly, add equipment dice to skill rolls. Characters start with rank 0.
Buying Power for Resources ranks:
Rank 0 - Nothing; Broke/impoverished.
Rank 1 - Very Common Goods; Lower class.
Rank 2 - Common Goods; Lower middle class.
Rank 3 - Uncommon Goods; Middle class.
Rank 4 - Rare Goods; Upper middle class.
Rank 5 - Very Rare Goods; Nobility.
Rank 6 - Artifacts; Royalty.
Equipment:
Gear points can also be used to attain equipment. Equipment is named in broad categories much like skills (ex: weapons, electronics). For every Gear point spent, a character has 1 rank in an equipment category. Equipment ranks translate to dice in the same way as skill ranks. The rank, for RP purposes, is the quality, effectiveness, or magical power of the equipment.
Any time a skill is rolled to which one of your equipment sets is applicable, you can add your equipment die to the skill roll. (Ex: d6 for your Martial Arts skill + d4 for your Weapons equipment) In the rare case that more than 1 equipment set can apply to a skill, you may add dice for all applicable sets. Equipment dice are not capable of Critical Successes and do not increase any attribute if a maximum result is rolled.
Any time equipment is used, there is a chance that it will fail (break, jam, stall, etc). Any time the equipment die comes up 1, roll another die of the same time. If you roll another 1, the equipment fails and the GM will narrate the nature of the failure.
Awarded Equipment:
In some cases, awarding specific equipment will be more sensible for storytelling than awarding Gear points. Specific equipment awarded by the GM would confer a specific bonus die. The rank of this item's die should be added to the character's gear stat for as long as the item is in the character's possesion.