I'm not going to be able to run this game regularly... the rule idea was for Nuke to use. I just like coming up with rules systems. Still, I want to test these rules out and make sure they work before calling it done. Would anyone be down for doing a one-day test run? That way, I can see what needs work, and what works well about the system.
If you're interested, I'll take from 4-8 players to test things out. Just pick your dudes 4 trained skills from the list below, and we'll try it out.
Sample Skills:When you create a character, you get 1 Master Skill, 1 Adept Skill, and 2 Novice Skills from the following list. The rest are treated as untrained:
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Strength: How buff you are. Can be used to hurl things, move heavy objects, and in contests of might, such as Arm-wrestling.
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Wits: How smart you are. Can be used to answer or come up with a riddle, solve complicated puzzles, and in contests of wits and skill.
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Melee Combat: How skilled you are in hand-to-hand combat. You are skilled in a weapon or fighting style, and can block and parry too.
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Ranged Combat: How skilled you are at hitting targets at range, using a bow, throwing axes or knives, or even chucking rocks.
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Speech: How good you are at speaking. You can persuade others to do something, intimidate others, or convince someone of a lie.
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Stealth: How good you are at sneaking, pick-pocketing, and sleight-of-hand.
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Athletics: Your ability to run, swim, and jump. You can perform feats of endurance with this skill as well.
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Acrobatics: Your ability to tumble, balance, and climb. You can perform stunts with this skill as well.
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Magic: Your knowledge of magic. You can attempt simple magic rituals, use the stars to predict things, or perform magic tricks.
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Healing: Your knowledge of first aid. You can attempt to bandage up wounds, and use herbs to treat illnesses.
UNTRAINED: If you're untrained in a skill, you roll ([1d6]x2)-2. You have random successes in this category, with higher chances of Failure. You can't get an Over-Success.
NOVICE: If you're a novice in a skill, you roll [1d6]x2. You have the most random results in this category.
ADEPT: If you're an adept in a skill, you roll [2d6]. You have the most consistent successes and failures, with low odds of Over-Success and Over-Failure.
MASTER: If you're a master in a skill, you roll [2d6]+2. You have consistent successes, with higher chances of Success. You can't get an Over-Failure.
In each Challenge, you can select a Skill you want to use, and explain how you're going to use it to the GM. You can either use skills as a Skill Check to beat a challenge, to Help another player beat their skill-check, or to Hinder them:
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Skill Check: You use 1 skill (or combine 2, and average the results) to beat a part of the challenge, or perform an action on another player.
[Over-Success] a victory so great that it has unexpected side-effects.
[Major Success] achieves the best possible result of the roll.
[Success] achieves the minimum of your goal.
[Failure] the least bad outcome that is still a loss.
[Major Failure] the worst possible outcome of losing.
[Over-Failure] a loss so bad that it succeeds in doing something else entirely.
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Help: You work together with someone else, doing the same Skill Check they are doing to help them succeed:
[Over-Success]: Target's result goes up 2 categories.
[Success]&[Major Success]: Target's result goes up 1 category.
[Failure]&[Major Failure]: Target's result is the same.
[Over-Failure]: Target's result goes down 1 category.
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Hinder: You work alongside another player in the same Skill Check, but purposefully make it difficult for them and hindering their success:
[Over-Success]: Target's result goes down 2 categories.
[Success]&[Major Success]: Target's result goes down 1 category.
[Failure]&[Major Failure]: Target's result is the same.
[Over-Failure]: Target's result goes up 1 category.
* Roles that give Challenge-Phase Powers, such as the Assassin Power, are Special Actions you can choose to use during a Challenge, in addition to your Normal Action. You roll separately for both.