I'm going to try a different success/fail method for this next test. Taking 3 players, in blue.
Stats: 2-5 each, total must be 15
♠: Aggressive
♣: Defensive
♦: Magic
♥: Diplomacy
Each stat has suit benefits and suit penalties.
One skill can be used to boost another (For example, using Aggressive to boost Diplomacy by intimidating a guard, or using Magic with Diplomacy to create Diplomancy. Generally using magic to attack will be Magic boosted by Agressive), by adding it's value and suit penalties (but not it's suit benefits).
ALL rolls/draws are opposed draws. If there is no obvious opposition, then the opposition is the environment. The environment may get stronger as what you are attempting to do gets crazier.
Pick two major pieces of equipment that define your character's role. You start with 200 credits each.
While this is using one of the possible roll systems for MultiLayers of Hell, this game will not be set in my version of Hell. This is a Fantasy/Space adventure.
You are a team of adventurers, recently victorious over a nest of dragon hatchlings. The fight was fierce, and you lost two members of your band of 5; you are lucky they were barely a century old, and the mother dragon was no where to be found. You are at the gates of a metropolis, a major hub of activity on this planet, one of 3 places on the planet with a dock above it. You can see the great spire rising up past the visible atmosphere to where many vessels are surely docked.
This entrance is by a mercantile district, with an open market ahead and surely many businesses to be found.