I am gonna use a basic subset of the skillbased Call of Cthulhu for this one, along with Murometz excellent Fate Points, used in exactly the same way as he uses them in Isle of Woe.
Meaning: You get Fate Points (FP)
based on your PbP performance. You all start with 1 FP, and these FP can be traded in for a... SKILL INCREASE or a re-roll. Any re-roll.
A Skill increase adds 1d10+4 points to your skill.
Each skill runs from 0 (guaranteed failure) to 120 (Perfect).
The chance of success is based on a 1d100 roll, and the PC needs to get below his/hers skill to succeed. Meaning a Soldier with 25 skill points in small guns needs to roll a 25 or less to hit something.These are your stats:Roll three times, keep the best.Physique 4d6, remove one die
Based on difficulty, a skill check can be improved or decreased. For instance, if the PC tries to shoot a glass flask from the head of villagers some 600 feet away, the GM probably will introduce a hefty decrease. Perhaps -20, leaving a 5% chance of success. On the other hand, if the PC snuck up on a raider and slowly trains his gun on the unsuspecting raider's back, the chance of success might be improved, say 20%, leaving a 45% chance of success.
(3= Horribly obese, 10= thin, 18= Bodybuilder)
Physique affects endurance, melee damage, big guns, and other thing associated with strength, like carrying capacity.
8 Hit Points
-10 Big Guns
-10 Close Combat
12 Hit Points
0 Big Guns
0 Close Combat
16 Hit Points
+10 Big Guns
+10 Close Combat
20 Hit Points
+15 Big Guns
+15 Close Combat
+15 SurvivalAgility 4d6, remove one die
(3= Fibromyalgia, 18= Elite Gymnast)
-10 Small Guns
+-0 Small Guns
+10 Small Guns
+15 Small Guns
+15 PilotIntellect & Will 4d6, remove one die
(3= Farm Animal, 18= Indomitable Genius)
+15 MedicalCharm & Looks 4d6, remove one die
(3= Inbred degenerate, 18= Don Juan)
+15 CommuncationSenses 6d20, remove one die
(0= Blind & Deaf, 100= Supernatural Senses)
1d100 is rolled against senses for trap detection, noticing concealed doors, avoiding surprise, detecting an ambush, listening in on a conversation through a door, etc.Skills: (Players start with 100 points to distribute on these skills. Max skill = 120)
Small Guns: Base 20, governs the use of pistols, shotguns, submachineguns, plasma rifles, sniper rifles and assault rifles
Big Guns: Base 5, governs the use of mounted turrets, bazookas, missile launchers, grenade launchers and mortars.
Close Combat: Base 25, governs boxing, headbutting, swordplay and throwing of objects of any kind.
Pilot: Base 5, governs the piloting of cars, motorcycles, planes, trucks, mechas and space craft.
Science: Base 0, governs all use of computers, all kind of scientific lore. Must choose 1 focus area (e.g. computers, physics, space, chemistry, genetic engineering, etc. Focus area is +25 to base skill. Must allot at least 10 points to get a focus areae).
Medical: Base 5, governs all sorts of medical healing, poison treatment, surgery, etc.
Survival: Base 5, governs swimming, riding, animal tracking, plant & mineral knowledge (practical), etc.
Mechanical: Base 0, governs weapon maintenance, mechanic skill, engine diagnostics, etc.
Thief: Base 10, governs sneak, hide, climb, pickpocket, disarm traps, cheating, etc.
Communication: Base 20, governs bartering, social interaction.
EchoMirage decides to spend 20 points on Small Guns. The Base for small guns is 20, so the final skill will be 40. Echo's character will now have 40 Small Gun skill, meaning he has to roll below 40 to hit something with his 38 caliber Colt. EchoMirage still has 80 points to spend on his character.