Okay, mates!
The game system in a nutshell:
The game runs on a d10 system, where degree of success is greater the higher the roll is. When two players/NPC's compete in some way(aim/dodge, damage/resist), they both roll a d10 and the results vary depending on the difference between them. Some things, but not many, do not require a roll.
Basically the same rolls system as Wikipedia-Wars.
At the start of each turn, initiative is rolled on a d100 for each player. Actions then proceed from highest roll to lowest.
What makes this more special: the Tropes system.
When a player spawns, they receive 3 random tropes from TV-Tropes as "powers". Or, in some cases(see tntey and his mind control vulnerability), "definitely not powers". There are two different types of Tropes: Active and Passive. Passive Tropes provide passive benefits/not benefits, Active Tropes are powers that are actively used and usually have cooldown. They may be shotted, in which case they can only be used a certain number of times...
Each Trope has a Tier which starts at one. The max Tier varies from Trope to Trope, and occurs when a way to scale the trope cannot be found or scaling it would be unreasonable. A higher Tier of Trope is more potent and likely more useful. Negative Tropes may become useful at higher Tiers.
Whenever a player is killed(or removed from the game) by another player, the player doing the killing/removing receives Trope Points equal to the number of Tropes the victim had. Trope Points may be spent as follows:
x Points for a +x bonus to one roll of the spender's choice.
3 Points for a random Trope.
5 Points for a random Trope that will be rerolled until beneficial.
2x Points to increase a Trope's Tier by one. X is equal to the Tier which the Trope will reach.
Rule Zero(GM improvisation) applies.
~~~
That's that, for anybody who would care to run this.
~~~
Now then: feedback! Please give!
After I get some feedback(or not), I'll run Test 2: an arms race game that won't bore me.