Alright, here goes nothing...
The game is called Ordinary Children Adventures, where you play as perfectly ordinary human children. Yes, perfectly ordinary human children who are not vampires or robots or horrible abominations against nature. If you can't tell yet, it's a non-serious, quirky RPG game, about the players fighting to save the Superbowl. I have no idea where the idea came to me from to be honest, but the game system is based around skills and they way in which they interact. I've tried to mix up the skills a lot, to try and eliminate as many boring skills as possible. The game also has a definite end, and I've 4~5 'dungeons' planned out for the party to adventure though.
Stats and Stat Roulette:
There are four basic stats in the game: Strengthen, Dexerous, Magicana, Charmitude. There are also four derived stats, ATTACK, DEFENCE, SUPPORT and HEALTH. During character creation, each player pairs the basic stats with a derived stat to form their stat roulette. So a player could set their stats as Magicana, Charmitude, Strengthen and Dexerous, meaning that their ATTACK would be equal to their Magicana, their DEFENCE equal to their Charmitude, etc etc. Some skills/weapons can move the stat roulette up or down, changing the pairing between the derived stats and the base one. So, in the above example, if that player's stat roulette was moved up one, the relationship would change to:
ATTACK: Charmitude
DEFENCE: Strength
SUPPORT: Dexerous
HEALTH: Magicana
The stat roulette is always returned to its base relationship when combat ends.
Initiative:
1d10 + SUPPORT. Ties are handled by highest SUPPORT, then highest Dexerous, then RNG decides. Players/enemies go in initiative order, obviously.
Attacks and Evasion:
Unless affected by a debuffs or skill, every character and enemy gains one attack at the start of the turn. They can use this attack to try and hit an enemy. To do so they roll a 1d10. If they roll equal to or higher than their target's evasion, they hit. Damage is equal to 1d10 + your ATTACK - target's DEFENCE.
Evasion is a constant number that is calculated independently of your stats. The players' evasion is 6, while the enemies they'll be fighting can vary wildly.
Health and Healing:
Your max HP is equal to HEALTH*4. At the start of a dungeon, your current HP is equal to your max HP. However, in combat, your current HP is not affected by your max HP. So if your HEALTH stat increases or decreases for whatever reason, your current HP isn't affected. However, unless told otherwise, healing spells will never increase your current HP above your max HP.
So, if your HEALTH is 4 and your current HP is 18, then healing spells would have no effect on you, since your current HP is higher than your max HP of 16.
Frienemies and Fightmates
During character creation, players place themselves on the character wheel, which determines who their frienemies are. The players beside you and immediately opposite you are your frienemies. I can draw up a diagram if you want a better explanation. Frienemies are often mentioned/used in skill effects.
Fightmates are simply the people fighting in the same combat as you.
Skills:
Skills are exactly what they sound like. Skills are abilities with (often) quirky effects that chain together to allow. Some skills are tagged as passive (P), meaning that you can have as many of them activated as you want. Some skills are tagged as active (A), meaning that you can only have three of those activated at the same time. Some skills are tagged as class (C), meaning that they can only be learned by a player with a certain class.
Note that you can't activate or deactivate your skills in combat.
Weapons:
During a dungeon, each player chooses one weapon to take with them. Weapons have different effects and abilities, but without certain skills they can't be changed in the middle of a dungeon.
Children Enrichment Activities and Gaining Skills/Stats
In between dungeons, the players will get the opportunity to gain skills and stats through Children Enrichment Activities (CEA). Each CEA gives the player two stats and one skill, picked from a list. The stat/skill gains is dependent on the CEA. Only one player can participate in a CEA, so there's a small element of strategy in organizing who gets to go where and when.
The game is divided into seven days, with two CEA per day (and dungeons wedged in between). Each character starts out with 14 stat points and one class skill, meaning that they'll end up with 42 stat points and fifteen skills for the final dungeon.
Experiment: (Gaining mutations and using them)
Skills:
Strong Genes (C): +1 to HEALTH for each mutation you have. Additionally you gain +10 when rolling to gain new mutations.
Auto-cannibalism (C): Instead of attacking this turn, you may sacrifice a mutation on to regain HEALTH*4 HP.
Eating (C): Every time you kill an enemy, you gain a mutation and heal HEALTH HP.
Bioweaponry (C): Sacrifice a mutation. Until the end of your next turn, your ATTACK is increased by two.
Bioarmour (C): Sacrifice a mutation. Until the end of your next turn, your DEFENSE is increased by two.
Back-Alley Surgery (C): Once per every five turns or one CEA, you may roll SUPPORT vs. SUPPORT against a frienemy with a mutation. If you succeed the roll or the frienemy agrees to the surgery you gain any or all their mutations.
Alien: (Buffer)
Skills:
Mind Meld (C) - Support: By sacrificing an attack, you may Mind Meld with a fightmate. All of their stats increase by your SUPPORT/2, but any damage and status affectments they receive are also applied to you. Mind meld wears off at the start of your next turn.
Attunement (C): Your SUPPORT stat increases by one for each turn of combat that has passed, to a maximum of your base SUPPORT*2.
Thetan Energy (C): You heal 8 HP every time you use a support skill.
Abducting (C) - Support: When an event begins you start out with three cow counters. Once per turn you may revive a knocked out fightmate at 0 HP to full HP by sacrificing a cow counter. Doing so causes that fightmate to gain a mutation. Additionally you gain a cow counter at the end of every combat.
Mind Bleach (C) - Support: By sacrificing an attack, you may heal a fightmate for SUPPORT*3 HP, and remove any status affectments on them, as well as reset their stat roulette if you wish.
Probing (C) - Support: By sacrificing an attack, you may roll SUPPORT vs. SUPPORT against one enemy. If you hit, pick one fightmate. Until the end of the next turn, their damage against that target is increased by your SUPPORT, and they ignore that target's stats when inflicting damage.
Cultist: (Power with a cost)
Skills:
Transferring Problems (C): By sacrificing an attack, you may move any mutations and/or status affectments on you to a frienemy.
Blasphemy (C): Once per turn you may double your ATTACK by rolling once on the Insanity table.
Curse Words (C): Sacrifice an attack and roll to-hit against all enemies. If you hit they gain two random status affectments. You and your fightmates all roll on the mutation table.
Reality Warping (C): If you are ever at 0 HP, your HP returns to full, you roll three times on the Insanity table, and your stat roulette is permanently shifted down by 1d4. This skill can only be activated once per turn.
Energy Sucking (C): Once per turn you may roll SUPPORT vs. SUPPORT against your frienemies. If you succeed reduce all of their stats by a fourth and increase your stats by the same amount for this turn.
Unholy Magics (C): By sacrificing an attack, you may increase all of your fightmate's stats by your SUPPORT. You and all of your fightmates roll twice on the Insanity table.
Wizard: (Causing status affectments)
Skills:
Mana Burning (C): All enemies suffering from status affectments or debuffings take SUPPORT/2 damage at the end of the turn.
Dickery (C): The chance to inflict status affectments through your attacks and skills is doubled.
Fire Magics (C): Every time you hit with an attack, you have a SUPPORT% chance to inflict immolation on your target.
Lightning Magics (C): By sacrificing an attack, you may roll SUPPORT vs. SUPPORT against one enemy. On a hit, you deal damage normally and inflict static electricity on them.
Wind Magics (C): By sacrificing an attack, you may roll SUPPORT vs. SUPPORT against all enemies. On a hit, you reduce their to-hit roll by 1 until the end of your next turn.
Magics Barriers (C): If you have a status affectment at the start of your turn you may transfer it to a enemy or fightmate immediately, before its effect is resolved.
Vampire: (Casting from HP)
Skill:
Blood Sucking (C): Every time you deal damage, you heal half that amount in HP.
Blood Raging (C): Once per turn you may lose up to SUPPORT*2 HP. Your ATTACK increases by the same amount.
Undead (C): Once per turn you may lose up to SUPPORT*2 HP. Your DEFENCE increases by the same amount.
Thick Accent (C): By sacrificing an attack, you may roll SUPPORT vs. SUPPORT against all enemies. If you hit, that enemy loses its attacks and cannot gain any attacks until the end of your next turn.
Vomiting (C) - Support: Sacrifice an attack and lose up to SUPPORT*3 HP. You choose one fightmate to regain the same amount of HP lost, and they roll once on the mutation table.
Batty (C): If an enemy attack would deal more than HEALTH HP to you, you only take HEALTH HP damage.
Robot: (Shifting the stat roulette to match the situation or for bonuses)
Skills:
Combat Efficiency (C) - Support: Once per turn, you may move the stat roulette of you or a frienemy up or down by one. Doing so heals them by SUPPORT HP.
Cold Hard Logic (C) - Support: Once per turn, you may move the stat roulette of any or all fightmates up or down by one.
Drilling (C): By sacrificing an attack, you may roll to-hit against an enemy. If you hit, roll a 1d4 and shift your stat roulette up or down (you must choose before the attack) and recalculate your stats. Afterwards you do 1d10+X*ATTACK damage to the enemy, ignoring DEFENCE, where X is the roll of the 1d4.
Rebooting (C) - Support: Once per combat, you may heal a knocked out fightmate at 0 HP to full HP after moving their stat roulette up or down by 1d4 (You choose before the die is rolled).
Techno-barriers (C): By sacrificing an attack, you may move your stat roulette up or down by however many times you wish. Until the end of your next turn, your DEFENCE is increased by your old SUPPORT stat before you used this ability.
Transforming (C): Whenever your stat roulette moves up or down, and your HP isn't equal to your new max HP, you gain SUPPORT HP.
Tetrahedrons - Chance: Rolls (n + 1)d4s for damage instead of 1d10, where n is the number of d10s the other PCs rolled that showed a value of 1, 2, 3, or 4 before your attack. The rolls for initiative are not included.
Loaded Dice- Chance: You roll a 1d12 instead of 1d10 to-hit and for damage. A roll of 11 or 12 counts as a 10 when rolling.
Roulette - Chance: Once per turn you may roll a 1d4. You or one of your frienemies' stat roulette is increased or decreased by the number shown on the die (you choose before the die is rolled).
Slots - Chance: Before attacking, declare whether you're using one, two, three or no slots. A corresponding number of d4s are rolled. The rolls correspond to the placement of your stat roulette. The selection of the first die represents the stat that your ATTACK is based on for the turn. For all subsequent die, rolling the same stat as the first die increases your ATTACK by the value of that stat. Rolling the opposite stat decreases your ATTACK by the value of that stat. Rolling no die calculates ATTACK normally.
Two Knives - Physical: On your turn you may either turn any two rolls, allied or enemy, automatically to two, or move the stat roulette of you or your frienemies up or down by two.
Feather Duster - Physical: By sacrificing an attack this turn, you may cure any or all status affectments on any fightmate.
Mechanized Pencil - Physical: You have an extra attack that can only be used as a basic attack against an enemies your frenemies are attacking. You may not sacrifice that attack to use a skill.
Big-Ass Sword - Physical: If you kill an enemy you immediately attack a random enemy. If you kill them you attack another random enemy, and so on and so on.
Alliteration - Voice: Your to-hit roll is based on your longest string of words starting with the same letter plus 3, instead of 1d10. A, of, the and similar words do not count as words for determining alliteration, and neither do repetition of words. For example, 'Attack an alternating artichoke awesomely for Alice's amazing armchair' would count as a roll of 10. You may choose to attack normally if you're feeling lazy.
Sass - Voice: If you or any of your frienemies was damaged by your target last turn, your ATTACK is increased by half for this turn only.
Violent Language - Voice: If an enemy healed itself last turn, you may attack them in addition to your regular attack(s). -1 to hit for every three enemies you attack this way.
Outrageous Accent - Voice: If you speak with an outrageous accent this turn, you deal +2 additional damage with all skills and attacks.
Spirit Channeling - Mental: You can replace your ATTACK with the SUPPORT of any of your frienemies when attacking.
Psychological Trauma - Mental: Your attacks may count as SUPPORT vs. SUPPORT to hit and damage instead of normal. You may also attack normally if you wish.
Bad Jokes - Mental: By sacrificing an attack, you may reduce the stats of all enemies by SUPPORT/4.
Freudian Analysis - Mental: By sacrificing an attack, you may attack an enemy with SUPPORT vs. SUPPORT. If you hit, that enemy gains an extra attack, which they immediately use against themselves.
Fireball - Magical: When attacking, you may choose more than one target to attack. If you do so, the damage you deal to them is divided by n rounded up, where n is the number of enemies being attacked this way. You will always do a minimum of 1 damage before DEFENCE is applied.
Force Tickles - Magical: Before you attack an enemy, you may declare that you will only do half damage, rounded up. If you do so and you hit, that enemy only does half damage until the end of its next turn.
Force Tickles - Magical: Before you attack an enemy, you may declare that you will only do half damage, rounded up. If you do so and you hit, that enemy only does half damage until the end of its next turn.
Evil Eyes - Magical: By sacrificing a basic attack, you may roll SUPPORT vs. SUPPORT against two enemies. If you hit, that enemy loses an attack and gains no attacks until the end of their next turn.
Blood Vengeance - Magical: When you make a basic attack, you may attack any or all enemies who damaged you last turn as well as the target of your basic attack.
MS Paint (A): Every time the GM uses Paint for an update, you gain SUPPORT HP.
Double-Take (A): You always hit an enemy when you roll a two.
Forgiving (P): All PCs and enemies gain +1 HP at the end of the turn.
Die Weighing (A): Whenever you roll one or more d4s for an attack, action, skill or mutation, you may choose any number between 1 and 4. The chance of rolling that number on those die increases to 40%, while the chance of rolling another number decreases to 20% each.
Ganging Up (A) - Support: You gain +1 to hit and +2 to damage for each frenemy that is attacking the same target as you.
Psionics (P): All attacks with the Mental tag gain a +SUPPORT*2 chance of inflicting X when they hit.
Fangirl/boy (A) - Support: Once per combat turn, you may tell a fight partner how amazingly awesome they are. If you spend three or more sentences rambling about how awesome said character is, they gain your SUPPORT/2 to damage for the turn.
Shipping (P): Choose two characters other than yourself as your OTP. Whenever one of those two characters use a Support Skill on the other, you gain a +1 to hit and SUPPORT/4 to damage for a combat turn.
Mental Fortitude (P): You gain +10 when rolling on the Insanity table.
Partying (A) - Support: Once per combat, you may declare that you are fighting for your right to party. All fightmates ignore enemy's stats when dealing damage this turn and gain your SUPPORT to their ATTACK as well.
Barbershop Quartet (A): You gain one extra attack for each fightmate with a Voice weapon as long as you are equipped with a Voice weapon. The maximum number of extra attacks you gain this way is three.
Relativity (P): You may choose to increase the turn count by one each turn.
Boasting (P): Once per combat, you may boast about how powerful and awe-inspiring you are. If you make at least three sentences talking about how badass you are, for the rest of the turn you ignore enemy's stats when dealing damage.
Practical (P): Your Evasion increases from 6 to 7.
Alchemy (P): You start Events with five potions instead of three.
Pick-up Lines (P) - Support: Once per turn you may say a cheesy pick-up line to a fightmate. Their ATTACK is increased to ATTACK*5/4 for the turn, but they automatically gain an attack which they immediately use against you. Skills and weapon effects are applied to the attack as normal.
Gambling (P): Every time your stat roulette moves, you heal SUPPORT/2 HP.
Medium (P): You gain SUPPORT/2 damage against enemies with the undead tag.
Hunting (P): You gain SUPPORT/2 damage against enemies with the animal tag.
Luddite (P): You gain SUPPORT/2 damage against enemies with the robot tag.
Medicine (A) - Support: Once per turn, instead of attacking, you may heal someone for SUPPORT*3/2 HP.
Tsundere (A): Every time you use a Support skill on a fightmate or frienemy, you gain a Dere token. During your turn you may sacrifice three Dere tokens to heal SUPPORT*2 HP and increase your ATTACK by SUPPORT.
Yandere (A): For every frienemy took damage during the last turn, you gain a Dere tokens, to a maximum of 2 per turn. During your turn you may sacrifice three Dere tokens to increase your ATTACK and DEFENCE by SUPPORT/2 and gain an attack.
Kuudere (A) - Support: Every time a Support skill is used on you, you gain a Dere token. During your turn you may sacrifice three Dere tokens to heal a fightmate SUPPORT*2 HP and increase their DEFENCE by your SUPPORT.
Lemonade Making (A): At the end of the turn your heal 4 HP for each status affectment and debuffings on you.
Bully (P): You automatically hit an enemy if they cannot attack this turn.
Reckless (A): Once per turn, you may declare that you're using this ability. You lose -5 to-hit, but all damage you deal is doubled for the rest of the turn.
Snark (P): Every time you take damage, you roll a 1d4 and heal the amount of damage shown.
Necromancy (P): If your HP is ever reduced to zero, you are not knocked out but keep fighting, however you do not gain any attacks at the start of your turn, and you cannot heal unless a skill specifically mentions recovering knocked out characters. You may use all skills as normal, and still gain 1 HP when combat ends. While using this still you do not count as an active fighter.
If you gain a mutation you already have, nothing happens.
Mutation:
11: Brittle Bones: Strengthen is reduced by a quarter.
12: Butter Fingers: Dexerous is reduced by a quarter.
13: Dunce Head: Magicana is reduced by a quarter.
14: Buttface: Charmitude is reduced by a quarter.
15: Cross-eyed: To-hit is reduced by one.
16: Sensitive Skin: Max HP is HEALTH*3.
21: Limp Wrist: ATTACK is reduced by 3.
22:
23: Snake Tongue: SUPPORT is decreased by 3.
24:
25:
26:
31: Canine Teeth: +1 to grinning.
32: Sixth Finger: +1 to being killed by the children of people you've murdered.
33: Eye Stalks: +1 to peeking.
34: Peacock Tail: +1 to being fabulous.
35: Bird Wings: +1 to flying.
36: Boneless: +1 to breakdancing. -1 to moving stuff around.
41: Tentacles: Insta-defeat Japanese schoolgirls if you hit them with an attack.
42: Anime Hair: +1 to cosplaying.
43: Third Eye: +1 to seeing the future.
44: Digitigrade Legs: -1 to animation quality.
45: Gender Bender: Your gender changes to female if male and male if female.
46: Cat Ears: +1 to having creepy fanart being drawn about you.
51: Acid Blood: Enemies who deal damage to you with Physical weapons lose HP equal to the amount of damage they caused divided by 4.
52: Chameleon Skin: The first enemy to attack you has -1 to-hit.
53: Null: You take no damage from attacks with the Mental tag.
54: Scorpion Tail: When you hit with an attack, a 1d4 is rolled. On a roll of 1 your target suffers from poison.
55: Dragon Scales: When a status affectment is applied to you, you roll a 1d4. On a roll of 1 the status affectment is removed before it is applied to you.
56: Songbird Music: Damage of Voice weapons is increased by 3.
61: Blade Arms: ATTACK is increased by 3.
62: Bony Plates: DEFENCE is increased by 3.
63:
64:
65:
66:
71: Robo-limbs: Strengthen is increased by a quarter.
72: Third Arm: Dexerous is increased by a quarter.
73: Egghead: Magicana is increased by a quarter.
74: Most Common Super Power: Charmitude is increased by a quarter.
75: Eagle Eyes: To-hit is increased by one.
76: Thick Skin: Max HP is calculated as HEALTH*5.
Uh... Yeah. There's a lot more here than I thought, but it's still not enough. I probably didn't explain everything well, so don't be afraid to ask questions to understand something. Otherwise... Any ideas for more skills?