Based roughly on Chaos Point, this will be an RPG of sorts based on a single character in the game world. The objective will be largely decided by the players, but the character you'll start with isn't likely to have a great deal of equipment prepared. However it goes, we'll see...
First off, a character sheet needs to be decided on. The only thing I'm changing from the original is that you have more points to throw around, and you don't get guaranteed equipment from certain skill levels. Otherwise, superficially it's pretty much the same deal, though I won't be listing equipment here for now.
Weapon specializations cost three points, traits cost two, and each level of a skill will cost a single point. You will have twelve points to allocate, and you can only choose two traits to enhance or a third if you take a detriment in another stat. The first trait is considered free.
(As guns will be far more common, melee weapons are included under the Close Combat skill, which costs only 1 point unlike other weapon specializations)
- Pistol - Small weapons with little recoil and small clip sizes, though this also includes heavier revolvers and the like.
- SMG - Weapons which fire rapidly while retaining a lower profile then larger rifles.
- Rifle - Long-arms which have good range and accuracy, but are bolt-action or semi-automatic. Can use small and mid-range scopes.
- Sniper Rifle - Powerful rifles with enhanced range and damage, but often have difficult to acquire ammunition and greater weight. Not for close combat.
- Assault Rifle - A two-handed weapon that fires in semi-auto and burst/fully automatic mode.
- Heavy Weapons - Large weapons such as machineguns, rocket launchers, and stationary weapons.
- Shotgun - Though generally comparable to a rifle in size, these weapons have a much shorter range and are deadly in close quarters. Comes in pump-action and semi-automatic variants.
- Thrown - Anything that is thrown at the enemy, whether a brick or grenade.
- Strong - Allows for greater carrying capacity and aids in actions that involve brute force.
- Tough - Reduces the impact of injuries somewhat, as well as aiding in the recovery from injuries.
- Perceptive - Aids in the use of fire-arms and throwing, as well as noticing things.
- Intelligence - Aids in learning, as well as aiding in complex actions.
- Agility - Your ability to move and control your body.
- Dexterity - Fine motor control. Can aid in 'finer' skills such as lockpicking, as well as delicate tasks such as wiring explosives or operating on someone.
- Accuracy - Improves your ability to hit your enemy, both in a general sense and when choosing a specific area to target.
- Close Combat - Your ability to use anything other then your bare hands when fighting in short range.
- Hand-to-Hand - Your ability to fight with fists and feet, as well as your wrestling ability.
- Night Combat - Your capability for movement and fighting at night and in dark places.
- Stealth - How well you can keep yourself hidden at all times.
- Driving - Your ability to drive ground-based vehicles.
- Aeronautics - Your understanding of aircraft and how to operate them; can be used for any aerial vehicle.
- Fixed-wing Aeronautics - Flying fixed-wing aircraft of all shapes and forms.
- Rotary-wing Aeronautics - Your ability to fly vehicles with rotating wings, such as helicopters.
- Parachuting - Your skill with parachuting, and how well you land.
- Water Operations - This aids in all movement in the water, as well as operating equipment such as scuba gear.
- Demolitions - Your ability to direct explosions, as well as planting and disarming.
- Spotting - Your ability to notice things, whether a thug hiding in an alley or a shooter in a window.
- Targetting - An understanding of how everything goes together, and how to cripple personnel, vehicles, and structures.
- Mobility - Aids in all forms of movement, from running down the street to making your way down a rocky slope.
- Distraction - Your capability to make effective and long-lasting distractions.
- First Aid - Your ability to stop bleeding and deal with mild wounds. It often needs the aid of tools, though some things can be accomplished without.
- Doctoring - Used for handling critical wounds and surgery, and aids long-term healing.
- Mechanics - For repairing your equipment and smaller objects.
- Electronics - The ability to construct and modify electronic equipment.
- Manufacturing - The basic ability to work with materials to produce things; more complex operations require tools.
- Engineering - This skill is used for large-scale constructions, whether modifying vehicles or building a structure. This doesn't magically make raw materials appear from nowhere.
- Programming - Useful for both hacking and cracking, and can be used to automate some processes.
- Cracking - The ability to defeat physical security systems, from a lowly lock to a security keypad.
- Hacking - Your ability to manipulate data and break past security systems when operating from a 'safe' location.
- Bio-Engineering - An understanding of diseases and the human body; requires considerable tools to be useful.
- Scavenging - how well you can locate useful objects
- Explosives Manufacturing - Capability for producing explosives, using a variety of ingredients, from household cleaners to acquired (ahem) materials.
- Ammunition Manufacturing - The understanding of reloading cartridges and magazines.
- Persuasion - Your capability for talking others into what you want them to do; has a wide variety of applications, since you'll be dealing with quite a few humans, chances are.
- Interrogation - The ability to acquire information and coerce others through intimidation and threats.
- Gunsmithing - your ability to design, create, and modify weaponry
Also, something that's new, a temperament needs to be selected for the character. Though this can vary widely, there are a couple categories...
Bloodlust: When things get messy, how enthusiastic the character is with combat. A high bloodlust means that they'll generally fight better, but they will also be always closer to the edge, and oftentimes more suspicious. A low bloodlust can hurt combat ability, but also makes one less suspicious. After all, if you cringe at the sight of blood, the police aren't as likely to believe you stabbed someone to death.
Composure: How well the character holds together under stress. Ranging from 'Excellent' where the character is perfectly cold and calm regardless of the situation, or 'Neurotic', where even the slightest stress can send the character into a fit of rage or sadness. Extreme scores either way have their own advantages and disadvantages, but this will be very responsible for any 'unintended' consequences while out doing things.
That's all I can think of for now, so post what you think would be a good character sheet, see what other people have to say, and try to figure out what would work best; I'd like some sort of consensus on the skills and mentality, but if it comes to it I'll just choose whichever strikes me as the 'best'.
As always, point it out if you see anything that seems to be wrong or confusing, and I'll explain it or fix it.