These rules are being tested in actual play. No theory-wank here, strictly rubber-meets-the-road. Also, I'm clearly not reinventing the wheel, just tooling up something simple that works for me.
Character Sheet
(http://i68.tinypic.com/34s351x.jpg)
Core Trait Values
0 Poor
1 Typical
2 Respectable
3 Exceptional
4 Remarkable
5 Extraordinary
Derived Traits
BRAWN + VALOR = LIFE
SAVVY + SPEED = EDGE
KARMA + CHARM = FATE
Skill Levels
0 Novice
1 Skilled
2 Expert
3 Master
Task Resolution
2d6 + Trait + Skill vs. Difficulty
Difficulty Levels
6 Routine
9 Demanding
12 Hard
15 Formidable
18 Herculean
Skill List
[table=width: 500]
[tr]
[td]Academics
Athletics
Art
Brawling
Bureaucracy
Deception
Espionage
Faith
Flight
Globetrotting
[/td]
[td].....[/td]
[td]Gunplay
Intimidation
Intuition
Investigation
Larceny
Leadership
Legerdemain
Medicine
Might
Occultism
[/td]
[td].....[/td]
[td]Performance
Rapport
Repair
Resilience
Science
Seafaring
Stealth
Survival
Underworld
Weapons
[/td]
[/tr]
[/table]
Combat
Initiative is in order of highest to lowest EDGE.
The default difficulty to hit an opponent in combat is their VALOR +8. If they are actively evading use SPEED +8.
Most handheld weapons deal 1d6 stress. Taking stress temporarily reduces your LIFE. If your LIFE reaches 0, it resets, but you must perform a KARMA check:
18+... Gain 1 Health Rank
15-17 No Health Change
12-14 Lose 1 Health Rank
09-11 Lose 2 Health Ranks
06-08 Lose 3 Health Ranks
03-05 Lose 4 Health Ranks
00-02 Lose 5 Health Ranks
HEALTH Dial
(http://i64.tinypic.com/289asm1.jpg)
HEALTH modifiers affect all task resolutions.
Upon reaching a gray rank, the character is incapacitated or unconscious. The black rank indicates a mortal wound. The diamond represents an injury or illness. The circles are just markers to cue the location on the dial.