Essentially, this is just an extension/variation of RTD. You do a d6 roll for every major action you take, and the outcome depends on the result. There will be two rolls; 1 base roll and 1 skill roll. I have changed the results you get, as shown below:
Example - Shooting a target
[0-]Epic fail - The gun blows up in your hand. [0-] can only be gained through a backfiring power bonus.
[1]Very bad fail - You completely miss the target, the recoil ends up slightly hurting you, and the gun may jam.
[2]Bad fail - You miss the target, and may hit something else.
[3]Barely fail - You barely miss the target, no other consequences depending on the situation.
[4]Barely success - You hit the target, though not too well.
[5]Good success - You get a clean shot on it.
[6]Great success - Perfect shot.
[7]Epic success - You blow right through the target. [7+] can only be gained through a power bonus.
[8]Overshot - A wide hole is blown in the target, and whatever behind it was also hit.
[9]Horrible overshot - The target is destroyed, whatever behind it is badly damaged, barraged by target shrapnel, and you are thrown back by the recoil.
[10+]Doom - Gun blows up, target blows up, whatever behind it blows up, and everything around is blasted by the shockwave.
Skill rolls are rolls that modify the result of the base roll. How well they affect the roll depends on the relevant skill level, such as sword skill for sword swinging, persuasion skill for persuading, lockpick skill for lock picking, and so on. You are awarded XP in a skill each time you do an action that usulizes it, and once you hit a specific XP number, you gain a higher skill level. They go as such:
0-4: No skill (level 0)
5-14: Dabbling (level 1)
15-29: Apprentice (level 2)
30-49: Competent (level 3)
50-74: Quality (level 4) //side note: "Quality" sounds much better when actually used together with the skill
75-104: Professional (level 5)
105-139: Advanced (level 6)
140-179: Expert (level 7)
180-224: Master (level 8)
225+: Grand master (level 9)
Here's how the skill rolls affect the roll:
[1] Result is increased by -1. Every 2 skill levels this number increases(1, 3, 5, 7, 9)
[2] Result is increased by 0. Every 2 skill levels this number increases(1, 3, 5, 7, 9)
[3] Result is increased by 0. Every 2 skill levels this number increases(1, 3, 5, 7, 9)
[4] Result is increased by 1. Every 2 skill levels this number increases(2, 4, 6, 8)
[5] Result is increased by 1. Every 2 skill levels this number increases(2, 4, 6, 8)
[6] Result is increased by 2. Every 2 skill levels this number increases(2, 4, 6, 8)
However, they can't make rolls go above 6. To do that, you need a power bonus(see the relevant topic).
If you get an overshot, the skill roll will save you by decreasing the roll instead, as shown below:
[1] Result is decreased by 0. Every 3 skill levels this number increases(6, 9)
[2] Result is decreased by 0. Every 3 skill levels this number increases(3, 6, 9)
[3] Result is decreased by 0. Every 3 skill levels this number increases(2, 5, 8)
[4] Result is decreased by 1. Every 3 skill levels this number increases(2, 5, 8)
[5] Result is decreased by 1. Every 3 skill levels this number increases(1, 4, 7)
[6] Result is decreased by 2. Every 3 skill levels this number increases(1, 4, 7)
However, they will not decrease your roll so you get less than an epic success.
To increase your power/skill at an action, you can either have a stat bonus(such as being strong, smart and so on), a good position(shooting an arrow and having the high ground), or be using an item that gives a bonus to certain actions(powerful weapons, enchantments, high-tech equipment, you know the drill).
Power bonuses increase your base rolls, but if you roll a 2, the bonus is negated, and if you roll a 1, the bonus is reversed. So if you're an inexperienced office worker demanding to go into war with a rocket launcher with +1 power, and you roll a not-so-unlikely 1, don't come complaining when your intestines are splattered all over the battlefield.
Skill bonuses directly increases your skill for as long as you have it.
You may be in such a condition/position that the effectiveness of your moves is decreased(i.e you have a damaged body part/lying on the ground while you're attacking someone, or the other way around). The effects of the position is made on-the-go, while the damage of a body part comes in varying degrees:
-Slightly damaged: The body part is bruised and/or is bleeding. Doesn't affect your rolls, but can easily become more damaged.
-Damaged: The body part is both more bruised and bleeding more. You get a -1 bonus to the base roll of any action using this part, and blood loss will give an increasing global -1 bonus every 3 turns(that means if you don't get this bandaged within 3 turns, you're gonna pay).
-Heavily damaged: It hurts a lot, and blood is gushing out of the wound. You get a -2 bonus to the base roll of any action using this part, and blood loss will give an increasing global -1 bonus every 2 turns.
-Broken: Unusable, and it will never grow back by itself. You need a doctor to fix this. You get a -3 bonus to the base roll of any action relying halfway on this part, and actions fully relying on this one are impossible. This condition is separate from damage, and negative bonuses gotten from damage don't stack with this one.
-Gone: Your body part is ripped/cut off, and can only be brought back again by retrieving your old part and getting a doctor to fix it with high-tech(if we're in a setting where there's no such thing as that, tough luck), by using magic, or by replacing it with a fake one. You get a -3 bonus to any action halfway relying on this part, and actions fully relying on this part are impossible. Blood loss will give an increasing global -1 bonus every turn, and cannot be slowed by holding the wound.
You can hold your hand on the wound to halve the amount of time it takes for the blood loss to take effect.
Also, if you lose any important body parts, you will die. A broken head = instant death, broken heart = death in two turns unless someone heals it, broken lungs = death in 3 turns unless someone heals it, one lung = 6 turns, and blood loss will kill you when it reaches stage 5(the penalty has increased 5 times)
I revised it; it should be more understandable now. There is one "flaw" I've noticed, though; if you try to fire a gun with both hands, and one of the arms are broken and the other is heavily damaged, there is a VERY high chance of it exploding in your face.
Also, my skype username is metalwiring. As for the time, Sunday 4PMish GMT+1 sounds good. That gives me about 5 hours of playtime, which seems like an OK session. I'll just make sure not to have a late dinner.