[@Aristo] Pardon my long absence, some unexpected personal stuff came up that took longer to resolve than I thought, but if you are still interested, as I hope you are.. I have more than ample time to put towards this now. I have taken a permanent leave from work to focus on my artwork and writing. To answer your inquiry and fears of tabletop mechanics, it is more like a post or action swayer. To help keep our characters, and the success of their feats a bit more unplanned and honest. They are in no way overbearing and are meant to only direct your posting in a more haphazard, organic fashion, and are meant to add a bit of spontaneity to posts. More like whitewolf's set up where the storytelling is paramount and supersedes the needs for excessive rules or rolling. All we utilize is the generic roller already in this roleplaying forum and are as follows.. [b] [color=f7941d]Attack rolls - 1d10 Injury Mod - -2 for the duration of the injury. Skill Rolls - PointsxD2 ( if no skill points exist for skill player rolls 1d6 but must roll a 4 or better for a success. If successful in same action several times the GM may award character with this skill, adding 1 point, accumulating over time. Please make the GM aware of this as best as possible.) Flintlock Mod - -2 6-8 = hit, 3-5 = poor shot, 1-2 = catastrophic failure If you roll a perfect 10, the -2 modifier is negated, The shot is accurate and finessed. (Head shot, or similar) Flaw Mod - -2 on first roll, if successful, mod drops to -1 (hold my beer!) Intoxication Mod - -1 for duration of affect. Must be added to roll if this flaw already applies to character but reduces to regular mod -1 if roll is successful.. (good luck!) Unfamiliar Weapon - -2 Pickpocketing - 1D100 (Silver) All Successes - 1D20 (Gold) Zero Successes - Failed pick, alerts the mark as well, resulting in confrontation.[/color] [/b] Every character has to deal with some sort of flaw so there is a mod for that. These numbers generated are to determine how well, or how poorly your character performs, and isn't meant to be written down or put on a character sheet somewhere. The higher the number, the better success, the lesser, well you should get the idea of it by now. These characters aren't meant to be dashing, valiant, virtuous hero types, and are expected to do quite poorly quite often. I added a mod for flintlocks as well, as in this era or realm, they are hazardous and less than reliable to use with any degree of expertise. Skill rolls are the only ones that deal with any kind of character sheet statistics as you would be thinking of, and skills can grow over time, as well as new skillsets being acquired.