Wow I'm lazy, finished the general outline of a story and have the basics of the world laid out so figured I'd move onto the system I'm using. I have a very basic system laid out, combat would be post by post like the other games have been but I have introduced a very basic skill system I have detailed below, not a very big fan of just winging things. would like some feedback to help make this.
Command Charisma A successful roll will give a bonus to your subordinates rolls for 24hours depending on the skill level, every three ranks in this skill gives predetermined bonuses to subordinates rolls 1-3 +1 4-6 +2 7-9 +3 10 +4. Only one Command skill check can be applied at a time.
Persuade Charisma How well you are able to convince an NPC to come around to your views.
Deception Charisma How well you can lie and cheat people.
Scrutiny Wisdom How well you can sense ulterior motives, determine if someone is lying, or appraise the worth of someone.
Disguise Charisma Masking ones true appearance through either magecraft or tools.
Interrogation Wisdom How well you can extract information from a target.
Security Dexterity How well you can unlock security systems.
Survival Intelligence encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places, and so on.
Stealth Dexterity How sneaky you can be, as well as how well hidden you are. Stealth success is determined by stealth roll vs perception.
Perception Wisdom measures your awareness of your surroundings and the keenness of your senses.
First-Aid Intelligence How well you can heal people, as well as diagnose injuries and illnesses
Combat Tactics Wisdom By giving up a turn in combat a player can give bonuses to an individual party members during that turn, or can be used to simulate large battles without having to go through combat, every three ranks in this skill gives +1 to any one action 1-3 +1 4-6 +2 7-9 +3 10 +4
Attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma players start with a 1 in all attributes and get 5 more points to distribute during character creation. Players get a single attribute point every 2500 XP gained
Skills: players start with 15 skill points to distribute as they see fit, at character creation they can't go above a 5, during gameplay players can spend experience to gain a level in a skill by spending the next skill level * 10 xp Nina has a 6 in stealth in order to go to 7 she must spend 70 SXP to go up a level. Skill checks are done by rolling a 1d10 and getting below the required skill level, ex Matt has a 4 in intimidate and needs to roll 4 or lower to pass, or a skill check can be done by using half of the governing attribute's skill minus one, ex Wayne has a 8 in wisdom and wants to roll perception so he must roll a 3 or lower to pass. Depending on how difficult a passed skill check is, as well as how many degrees of success there are on a successful check, players will earn skill experience to level up skills.
Command Charisma A successful roll will give a bonus to your subordinates rolls for 24hours depending on the skill level, every three ranks in this skill gives predetermined bonuses to subordinates rolls 1-3 +1 4-6 +2 7-9 +3 10 +4. Only one Command skill check can be applied at a time.
Persuade Charisma How well you are able to convince an NPC to come around to your views.
Deception Charisma How well you can lie and cheat people.
Scrutiny Wisdom How well you can sense ulterior motives, determine if someone is lying, or appraise the worth of someone.
Disguise Charisma Masking ones true appearance through either magecraft or tools.
Interrogation Wisdom How well you can extract information from a target.
Security Dexterity How well you can unlock security systems.
Survival Intelligence encompasses such activities as fishing, game hunting, making fires, finding edible food, constructing improvised shelters, finding safe resting places, and so on.
Stealth Dexterity How sneaky you can be, as well as how well hidden you are. Stealth success is determined by stealth roll vs perception.
Perception Wisdom measures your awareness of your surroundings and the keenness of your senses.
First-Aid Intelligence How well you can heal people, as well as diagnose injuries and illnesses
Combat Tactics Wisdom By giving up a turn in combat a player can give bonuses to an individual party members during that turn, or can be used to simulate large battles without having to go through combat, every three ranks in this skill gives +1 to any one action 1-3 +1 4-6 +2 7-9 +3 10 +4
Attributes: Strength, Constitution, Dexterity, Intelligence, Wisdom, Charisma players start with a 1 in all attributes and get 5 more points to distribute during character creation. Players get a single attribute point every 2500 XP gained
Skills: players start with 15 skill points to distribute as they see fit, at character creation they can't go above a 5, during gameplay players can spend experience to gain a level in a skill by spending the next skill level * 10 xp Nina has a 6 in stealth in order to go to 7 she must spend 70 SXP to go up a level. Skill checks are done by rolling a 1d10 and getting below the required skill level, ex Matt has a 4 in intimidate and needs to roll 4 or lower to pass, or a skill check can be done by using half of the governing attribute's skill minus one, ex Wayne has a 8 in wisdom and wants to roll perception so he must roll a 3 or lower to pass. Depending on how difficult a passed skill check is, as well as how many degrees of success there are on a successful check, players will earn skill experience to level up skills.