Yeah, I know. There are two other system on the forum.... none the less, here is mine:
My troubles
I don't like...
...all the secondary attributes. It takes so long to explain to new players (I've been sort of demonstrating Feng Shui to all kinds of gaming people). And I don't really feel that most the secondary attributes bring anything to the game.
...how you calculate the damage. To much numbers to make it a fast game.
...all the limitations during character creation (max 12 or =12). A good system limits itself.
...the Fu schticks. It takes time during character creation and are unnecessary complex in design. I haven't played any of the supernatural types yet because I want to hold it down and let the players discover them later on. This is my big issue, because I don't have a solution to this.
...my changes to be totally incompatible to the Feng Shui scenarios.
My changes
Take a look at the CHARACTER SHEET (pdf, 125 kb). No beauty, but it works.
This is a new way on how to freely build up a character without having to look up a special archetype. The archetypes still exist and provides more restricted but powerful characters then this free character system. Freedom comes with a price. I will go through some changes to the archetypes later on, but first up is how this free character creation system works.
T[size=75]HE ATTRIBUTES[/size]
I removed all the secondary skills that are related to the skills. You can see which primary attributes that affects which skill on the character sheet.
All characters starts with:
Body: 5
Chi: 0
Mind: 5
Reflexes: 5
You get 5 points to spend on your primary attributes. You get to choose one secondary attribute in addition to your primary attributes (draw a circle around it or something). Everytime that you make an attribute check, add +2 if you can motivate how your secondary attribute is relevant. Observe that I moved Move to Reflexes.
NOTE: I want to remove Move all together, because I play a game without distances to targets. I don't know what I should replace Move with. Perhaps I should keep Agility and use it when the player wants to do acrobatic manouvers, like jumping into a car that goes in full speed, grabbing something while falling and jumping to a ledge.
Chi is a special case. If you choose Fortune as a secondary attribute, then you can't use Chi for Fu or Magic. The same rule goes for the two other secondary attributes. Fu = no Fortune nor Magic; Magic = no Fortune nor Fu.
T[size=75]HE SKILLS[/size]
Assign +6, +4, +2 and +2 to four skills except Martial Arts and Guns. Instead add 12 and 14 to either one. The skills are based on only three primary attributes. You can see which one on the character sheet.
"But I want have more control", says the whiner. My reply on that is "Change the attributes then". You can see which primary attributes that affects which skill on the character sheet. To use a contact or knowledge, always use Mind, even if the skill is normally based on something else.
As you can see some of the skills are removed, some are new and some are merged into new ones (intimidation + seduction + leadership = convince). Hopefully the name explains it all. Arcane devices and Creature powers still exists, but I want to keep those as a secret.
If you don't have a skill and still want to use it, the difficulty will be raised by two.
T[size=75]HE QUOTE[/size]
You may say your quote before a roll abd get +1 on AV on the roll. Put a paper clip on the quote area after you said your quote, to show that you used the bonus. You can say your quote more then one time, but you will just benefit from the bonus once per session.
NOTE: The quote can be signature gestures as well. For example, rolling the neck like Sgt Murtaugh in Lethal Weapon or trip over something like Jar Jar Binks in Star Wars. The more generally applicable and the catchier the quote is, the better. "Trust me" or "Yippie Kay Yay" are two acceptable quotes, because they can be applied to almost all actions. "Say hello to my little friends" can only be used on guns, martial arts... or perhaps if your an animal keeper.
T[size=75]HE SCHTICKS[/size]
Pick a schtick. Any schtick.
T[size=75]HE FUN EXPERIENCE[/size]
Give out experience points as usual, but give the same amount to all players. I want the players to buy schticks. I think this game is all about schticks (not really, but let it pass for now).
× Spend [attribute value × 1] experience points to buy a new skill. What attribute depends the skill you want to buy.
× Spend [attribute value × 1] experience points to buy a secondary attribute.
× Spend (bonus × 2) experience points to raise a skill one step.
× Spend ([total amount of schticks] × 3) experience points to gain a new schtick.
× Spend (attribute × 4) experience points to raise a primary attribute. You can't buy secondary attributes for now. I have to playtest things first.