Well, I guess I've got the framework fixed up for my game, but before I do anything with it I'd like you guys to take a gander at what I've written so far.
The premise:
The world is going through a touch of puberty in technology, most sci-fi stuff show humanity screwed, with ridiculously powerful technology or in a peaceful utopia but we are somewhere in the middle, cloaking technology, cyborgs, lasers and stuff exist but cloaking technology gives you this ridiculous ripple effect so it only works sometimes with untrained dudes, cyborgs are just horrible with fine motor control and fast reactions are out the window with them and lasers haven't got the best penetration on most materials.
Most of the energy we get is from massive nuclear complexes, basically the only futuristic thing that can be really relied on doing its futuristic job in this world and
Mega global corporations in those dark and edgy sci fi movies wouldn't understand how easy they've got it, here, all those hit men, weapons, and high level workers call for some pretty steep prices, and the police and military are basically one and the same, showing no mercy while being highly trained and deadly with their weapons, hip hip hooray for the future right guys?
Of course, all those weapons and soldiers had to some from somewhere, right? And that's where you shall find the one and only mega corporation we have here, Bunker corp. it sounds stupid, sure but those guys have got most governments just wrapped around their finger and have trillions at their disposal to do anything they want.
But hey! At least the other governments have finally pulled together to preform a rebellion! Still haven't decided on a name but mabye you guys can decide on one.
THE MECHANICS!:
First up, damage system, chunky salsa all the way baby, so no health bars, you lose your arm? Better cauterise that bleeding stump, you kidder you!
Next, you reside in a underground base, pulling in power from most of the rebelling countries so you don't have to worry about energy troubles, but even with nuclear power the base eats up a lot of energy and as such cost quite a bit.
Ah yes, that leads me to credits, with all the multi nationalities rebelling together money is a tough thing to constantly switch over to the proper kind so credits are the new underground currency for all of those allied countries and being underground, you have a lot of space to build, but for mental imaging purposes, at the 'centre' area of the base is the large entrance/exit area with drop jets as the main transportation methods, like metal gear risings one.
Next to that place, to the left is the research lab, those hard working guys will passively research things by themselves, but it's a better idea to give them directions on what to research if you want something specific, anything being researched takes time depending on the first roll and the complexity of the thing being researched, it is also affected by how many scientists are on the job and if ex research item has something relevant to it that has already been researched.
To the right of the entrance Is the engineering bay, want a extra part of a base built? Bam, Done, like the research lab, the time to make something is dependant on the roll and the complexity, as well as how many have been built.
Next up, to the north, is the crew barracks, pretty self explanatory here, and it can contain about a hundred people, 20 of which are scientists and 20 more are engineers, and back down west is the testing chamber, with a fighting ring, a shooting range and whatnot.
Next up, roll realism, trying to bust down a steel door with only your squishy body will not work even in the best scenario and even in that all you'll get is a bruise, and trying to sneak with heavy armour and an LMG will be a -4 right there, and that'll be some heavy duty stats to balance that out!
Ah, speak of the devil, the character sheet!
First up, Name: self explanatory here.
Appearance: short? Thin? Made out of supermarket trolleys? (Not that last one.)
Bio: just a short story of your characters betrayal or something.
Characteristics: short tempered? Likes to drink lemonade? What?
Proficiency: Pick out of (Hand to Hand) (Firearms) (Perception) (Technology) or (Melee weapons) and then something specific from them, like disarming (Hand to Hand) or Somesuch and every attempt at that gets a 1+.
Skills: Let's see here, 10 points to spread around the sheet, 0 points in a skill means a 1- at all attempts with something relating to that, 1 means it's neutral, 2 in a skill gives a 50/50 chance of getting a one, 3 points means always a 1+ and from then on its 1/3 per point.
Strength:
Dexterity:
Intelligence:
Will:
Perception:
You may notice a lack of a charisma skill, this is because all actions involving convincing or anything like that will be purely rp, and I might be a touch biased towards those who phrase and spell their sentences correctly.
Other things:
Rolls will be made for R&D and engineering, but all they do is increase the time something will take the lower than it is from 3 and decrease the time it'll take the higher than 3 it is.
Every roll relating to perception is hidden and those rolls help deduce if people are lying or if you might be ambushed or if there are mines right there, under your feet.
Not everything you get Is limited to R&D, as you can explore the outside world through way of private jet and electric car all of your own during downtime, and you could find plenty in the outside world.