So I finally did something. It wasn't WASTE, or Firepower Flier, not even Shadowrun. It was a new system I made for use with non-dice random number generators (though you can use dice if you constrain some of the values.
I call the system SURE-Simple Universal Roleplaying Engine. The entirety of the game consists of characters and challenges.
Characters are defined with five attributes: Brutality, Brains, Cowardice, Dependability, and Combat. Brutality and Brains are measures of direct physical or mental strength, Cowardice reflects the ability to be underhanded, Dependability reflects the ability to do things that are more fair and commonplace, while Combat is self explanatory. Fourty points are put into these attributes under the default settings (For dice I like a spread of 12, 10, 8, 6, 4 or 10, 8, 8, 8, 6). This represents the random number selection (of integers between 1 and that number) that is used whenever the statistic is called. Each character then gets two gadgets, which add a bonus to a specific attribute's results. One of these gadgets is a four point gadget, increasing an attribute by four points, the other is worth two points for a specific attribute. Both of these gadgets may be lost by failing rolls or poor roleplaying, at a referee's discretion.
A character may take a certain amount of failures before "losing", whether it means he has a headache and needs rest, or he has been killed. These failures are unique to each attribute, and are equal to that attribute divided by four, rounded down. It is not mandatory for every failure to take away a point.
Challenges are any object or event that would work contrary to a player's character. Objects get a fixed difficulty and a threshold [the fixed difficulty for rolls, the threshold for which attribute level it is always possible at], events get an usable attribute (or attributes) to solve them, and a challenge number, of which a random number between that and 1 is selected, to be passed. Objects are therefore static, while events are dynamic, and other characters can get in the works.
Combat is handled by a simple "highest wins" system. Two characters (or a character and event) roll Combat (or Cowardice/Brutality for some events), with the winner having the highest result.
I call the system SURE-Simple Universal Roleplaying Engine. The entirety of the game consists of characters and challenges.
Characters are defined with five attributes: Brutality, Brains, Cowardice, Dependability, and Combat. Brutality and Brains are measures of direct physical or mental strength, Cowardice reflects the ability to be underhanded, Dependability reflects the ability to do things that are more fair and commonplace, while Combat is self explanatory. Fourty points are put into these attributes under the default settings (For dice I like a spread of 12, 10, 8, 6, 4 or 10, 8, 8, 8, 6). This represents the random number selection (of integers between 1 and that number) that is used whenever the statistic is called. Each character then gets two gadgets, which add a bonus to a specific attribute's results. One of these gadgets is a four point gadget, increasing an attribute by four points, the other is worth two points for a specific attribute. Both of these gadgets may be lost by failing rolls or poor roleplaying, at a referee's discretion.
A character may take a certain amount of failures before "losing", whether it means he has a headache and needs rest, or he has been killed. These failures are unique to each attribute, and are equal to that attribute divided by four, rounded down. It is not mandatory for every failure to take away a point.
Challenges are any object or event that would work contrary to a player's character. Objects get a fixed difficulty and a threshold [the fixed difficulty for rolls, the threshold for which attribute level it is always possible at], events get an usable attribute (or attributes) to solve them, and a challenge number, of which a random number between that and 1 is selected, to be passed. Objects are therefore static, while events are dynamic, and other characters can get in the works.
Combat is handled by a simple "highest wins" system. Two characters (or a character and event) roll Combat (or Cowardice/Brutality for some events), with the winner having the highest result.