2d6:
*----- [2!!] Critical Disaster -400%
**---- [3!] Disaster -200%
***--- [4] Perfect Failure -100%
****-- [5] Great Failure -50%
*****- [6] Failure 0%
****** [7] Partial Success 50%
*****- [8] Success 100%
****-- [9] Great Success 150%
***--- [10] Perfect Success 200%
**---- [11!] Overshoot 400%
*----- [12!!] Critical Overshoot 800%
Stats:
Each point in a stat provides a +1 to success up to [7], and +.5 over [7].
Resilience: Resistance to physical harm and blocking (+5 health)
Lethality: Inflicting physical harm and aiming (+1 damage)
Agility: Avoiding things and hiding
Speed: Reaching things and noticing things
Power: How much soul energy can be stored (+5 max soul)
Recovery: How fast soul energy is replaced (+2 soul regen)
In addition, there are two mutable stats: health and soul.
Health: Physical wellbeing, general ability to not die. Injuries will be superficial as long as health remains, but when depleted, chunky salsa comes into play.
Base health is 10, each point in Resilience increases it by 5.
Soul: The energy to use abilities outside the realm of human capability. If soul is fully depleted, mental chunky salsa takes over, and bad things can happen.
Base soul is 5, each point in Power increases it by 5.
Soul regen is 3, each point in Recovery increases it by 2.
Interference:
Interference is the result of the magnetic storm engulfing the planet. It makes all techniques more difficult based on its strength, which varies based on distance from a Pole.
The two poles of old Earth are gone, replaced by numerous lesser poles, where the Interference is less. Most current cities lie on a pole, both because of the relative ease of creating working tech, and because all compasses in the area will point back to it.
Techniques:
Capped at a +2 bonus to success and a +4 bonus to effect.
Each character has three basic techniques, and roughly, three tech trees, although without true boundaries between them.
Almost anything can be considered a technique, but the three basic techniques should lead to new applications, and be relatively simple.
Techniques can be qualitatively upgraded, or created whole cloth after a critical result on any roll. (Possibly also some other way, such as intense effort during downtime if the RNG gets stingy.)
Weapons generally start with a Partial Transformation technique, usable in general action, and providing passive bonuses to stats.
Abilities:
Capped at a +4 bonus to success, no cap to effect.
Each character has three abilities, allowing additional actions or benefits without the variety of techniques.
Characters can only have three abilities at a time, and cannot easily replace them. As a general rule, losing and replacing an ability is extremely traumatic.
Anything eligible to become a basic technique is also eligible to become an ability, but will the character will be unable to progress by developing new techniques based directly on the ability.
Tandem Techniques:
In the event that two players are able to effectively resonate with eachother, they will gain an additional tech tree and basic technique, shared between them. This is not limited to weapon/miester pairings, although that pairing has additional benefits.
Character progression is based on failure and loot, so failing something gives experience towards doing that thing better, and loot is new/better gear or scrap/money for upgrades. I do not, however, know how to motivate players into a questline without resorting to a massacre, possibly of friends and/or family->hastily organized revenge posse.