Old and bad version New and fresh version: http://pastebin.com/gBL30P8J   CHARACTER CREATION   You have five classes. Choose one -Expert Expert gets 6 HP per level and can find traps Expert gets lockpicking and sneak attack with high stealth Expert gets contacts and merchant bonuses with high persuasion Expert gets uncanny dodge and fast movement with high gymnastics -Mage Mage gets 4 HP per level and can solve simple riddles instantly Mage gets illusion spells with high supernatural and crafting Mage gets divination spells with high supernatural and investigation Mage gets transmutation spells with high supernatural and knowledge Mage gets destructive spells with high supernatural and special -Priest Priest gets 8 HP per level and can perform fortune tellings at will Priest gets conjuration spells with high supernatural and ritual Priest gets necromancy spells with high supernatural and exorcise Priest gets healing spells with high supernatural and medicine Priest gets a helper from their deity with high supernatural and special -Wanderer Wanderer gets 12 HP per level and moves twice as fast as any other class Wanderer gets no abilities from high skills Wanderer gets 7 skill points per level 1-5 Wanderer gets 12 skill points per level 6-10 Wanderer gets 20 skill points per level 11+ -Warrior Warrior gets 10 HP per level and gets +1 to Fight or Defend per level Warrior gets spirit totem with high instinct and special Warrior gets psionic totem with high instinct and supernatural Warrior gets martial arts techniques with high athletics and special Warrior gets ki with high athletics and supernatural Warrior gets knight's techniques with high ride and special Warrior gets templar's techniques with high ride and supernatural   You have 16 skills   No-Type skills -Fight -Defend -Supernatural -Special Expert-type Skills -Persuasion -Stealth -Gymnastics Mage-type Skills -Crafting -Knowledge -Investigation Priest-type Skills -Medicine -Ritual -Exorcise Warrior-type Skills -Athletics -Ride -Instinct   Every level up, and at level 1, you get 5 points to spend on the 16 skills Wanderer gets 7 points You can pick any skill regardless of your class, but you can only increase a skill to double your level. Can't be level 5 with an 11 Knowledge The only exception is the Supernatural skill. You can only put points into supernatural if your character is located near a font of mana or magic or anything that can instill them with a base of supernatural powers Getting to 10, 20, 30 etc with a skill of your class gives you a special ability or a pair of spells learnt   Spending a skill point on Special lets you choose a [BASIC] special ability Spending a skill point on Defend increases your Defense by 1. Defense starts at 8   COMBAT   Roll Fight and compare to target's Defense On hit, check what kind of damage your attack deals Damage is on three tracks [Light] Damage: Take 10 [Light] damage, and [Light] damage becomes [Critical] damage [Moderate] Damage: Take 5 [Moderate] damage, and [Moderate] damage becomes [Critical] damage [Critical] damage: take 3 critical damage and you are [Dead]/]Knocked Out]   TAGS   Tags tell you what a person place or thing is like Light weapons deal [Light] damage only Moderate weapons deal [Moderate] damage only Critical weapons deal [Critical] damage only [BASIC] abilities are generic non-supernatural passives and activated/triggered skills that anyone can learn A lot of the tags are self-explanatory and serve to replace needless text. Enjoy   Reminder with tags: if two tags seem like they do something similar, they do, but abilities that say they mess with specific words don't change with both, just what the abilities say For example: Impervious II doesn't reduce [Special Light], only [Light]   Not all special abilities are ranked like Impervious is. Most are one shot static abilities that don't upgrade or downgrade Some special abilities are activated by the character Some special abilities are triggered by circumstances Some abilities give a character a [Tag]   WEAPONS   You have worlds of weapons and armors to choose from   Here are examples   Weapons Swords [Light] [Bleed] Shortswords [Light] [Fast] Greatswords  [Moderate] [Bleed] Pistol [Moderate] [Fast] Rifle [Moderate] Assault Rifle [Moderate] [Fast] Frag Grenade [Critical] [AoE:Moderate]   Armors Breastplate [Lightweight] [Light] Steelplate [Heavyweight] [Moderate] Kevlar [Lightweight] [Moderate] Assault Gear [Lightweight] [Moderate] Adamantineplate [Heavyweight] [Moderate] [SPECIAL:Impervious I]       SPECIAL ABILITIES   There are many many special abilities to choose from So instead of listing them off, there's a rough metric of how powerful you should expect them to be, and ask your GM if you can have an ability after making one up on your own   [Impervious I-V] The Impervious ability gives something the [Impervious #] tag, which reduces damage.   Impervious I reduces [Moderate] damage to [Special Light] damage. Low level guardians have this tag   Impervious II reduces [Moderate] damage to [Special Light] damage and reduces all [Light] damage taken by 1, to 0 even. Mid level guardians and defenders have this tag.   Impervious III reduces [Critical] damage to [Special Moderate] damage and [Moderate] damage to [Special Light] damage, and reduces all [Light] damage taken by 1, to 0 even. Top level guardians and defenders have this tag   Impervious IV reduces [Critical] damage to [Special Moderate] damage and [Moderate] damage to [Special Light] damage, and reduces all [Light] and [Moderate] damage taken by 1, to 0 even. Steel golems and powerful warriors have this tag.   Impervious V  reduces [Critical] damage to [Special Moderate] damage and [Moderate] damage to [Special Light] damage, and reduces all [Light] and [Moderate] damage taken by 3, to 0 even. Adamantine golems and adult dragons have this tag.       SPELLS   When you cast a spell, call out whatever you want and the GM tells you if it works or not   Here's what to expect based on your points in supernatural 2+ supernatural can make light or propel a shard of mind glass as if thrown 10+ supernatural can make many lights or a dazzling light, or propel a small volley of mind glass as if thrown 20+ supernatural can make a blinding light or shoot magic bolts of concussive energy 30+ supernatural can make many blinding lights or a burning cone, or shoot many bolts of concussive energy 40+ supernatural can make many burning cones of light, or shoot disintegrating bolts of energy   Specific kinds of magic vary based on class Generally, you can only do your best magic twice a day, and then each rank below is two more times There's only 5 ranks of magic   Psychic Warriors, Paladins and Monks (Warriors) don't get spells, they get special activated abilities similar to spells Treat these abilities like spells for balance. They only get five total ever, but they can use the best thrice a day, second best six times a day, third best nine times, etc     APPENDIX I   Do you want randomly generated stats? Hate point-buy? Start at level 5 Roll 1d4 for every skill except Fight, Defense, Special, and Supernatural Fight starts at 1, Defense starts at 1, Special starts at 0, and Supernatural starts at 0 This is your base character On level up, choose two skills and roll 1d4 for each to increase them Wanderers roll 1d6 until level 10, which gets them 1d10