So I'm gonna be using the REVOLVER system for this. Mostly because people seem to be ok with it, I can do it easily enough, and it offers pretty tactical combat without being bloated.
Revolver only has combat skills so the OURO version is gonna need more skills to work. I've been thinking and here are the skills I currently have. It should be noted that players aren't gonna be doing any rolls for managing their town. That's all just communal decisions. Player skills will be solely dedicated to adventuring. These are the current NON-COMBAT or at least not directly combative skills
Search: Used to find hidden items, doors, and stealthy enemies. Rolled automatically when there’s an opportunity.
Examine: Used to examine items, enemies, etc. Can be used to learn about items, display enemy stats, and the like.
Skullduggery: A blanket skill for things like bashing down doors, picking locks, disarming bombs and general roguish actions.
First Aid: For the use of healing items.
Repair: Used to attempt to repair damaged or disabled things. Has some overlap with electronics and mechanics for mechanical or electronic things. In these cases, you may use whichever skill is higher as the roll
Movement: Used for out of the ordinary movements, such as climbing ropes or walls, balancing on an edge, or other acrobatic feats.
City Lore: Rolled to see if a character knows about something around them. For instance, if a player sees a new enemy, they will roll this to see if they know what it is, and thus get some info on it.
Electronics: Used to handle, repair or manipulate anything electronic.
Mechanics: Used to handle, repair or manipulate anything mechanical.
Stealth: Used to remain unseen, stay quiet and generally not be noticed. When acting in a group, the player with the lowest stealth is the one who the roll is made against, since if he is noticed you all probably will be.