This is a hack of the Savage Worlds rpg:
To succeed at a task, draw a card and add a skill (both rated 1-6). You need to get an 8 or higher to succeed at a task- each 4 points above this is known as a raise. If you draw a Jack, the attempt is botched in some fashion. If you draw a Queen, then this counts as a 10, and another card is drawn, adding to the result (keep drawing if you draw further Queens). If you draw a King, then you keep this and it may be used as a redraw. Then draw again.
Step 3: Attributes
Your character is defined by 5 attributes. Each character has a starting value of 1 in each attribute. You have 5 points to spend amongst them.
Your Strength rating represents your pure physical qualities, such as strength and natural aggression. A character with a high Strength rating will likely to be powerful, athletic and be very effective in battle. Your Strength rating is also used to determines how much you can lift, and how much damage you inflict with melee or thrown weapons.
Your Vigour rating represents your vitality and endurance. It determines your resistance to physical hardship and also determines your Toughness rating, which determines how much damage you can take.
Your Agility rating represents your speed of reactions, agility, manual dexterity and physical finesse.A character with a high Agility rating will likely to be acrobatic, nimble and have excellent hand-eye coordination. Your Agility rating is also used for draws involving agility and evasion.
Your Spirit rating represents your emotional strength, spirit, force of personality, natural charm and ability to control your emotions. A character with a high Spirit rating will likely to be very persuasive, charismatic and able to remain calm under pressure. Your Spirit rating is also used to determine your Charisma rating, and is used for draws to shrug off being shaken in combat.
Your Wits rating represents your intelligence, smarts, shrewdness, and perceptive ability. A character with a high Wits rating will likely to be very knowledgeable, intuitive and observant. Your Wits rating is also used for common knowledge draws
Skills are learned trades such as Shooting, Fighting and scientific knowledge. You have 15 points to distribute among your skills, each costing 1 point each per +1 increase, as long as the skill is equal to or less than the suit it is linked to. If it exceeds this attribute, it costs 2 points to improve per +1 increase beyond this. No skill may be increased above 5, however. If you want to use a skill that you dont have, you may make a draw at -2.
For example, Jim is making up a character and must decide on his attributes. Picturing a quick and deadly assassin type, he allocates his attributes as Strength 1, Vigour 2, Agility 4, Spirit 1 and Wits 2. He opts to take a major Hindrance, and chooses 2 more skills (17 in total). Now he chooses:
Fighting 3, Shooting 3, Stealth 4, Notice 3, Investigation 2
Parry: This is equal to the characters Fighting skill plus 5. This is the number that must be beaten, when attempting to hit you in hand to hand combat.
Charisma: This is 0, unless you have hindrances or edges that effect it. It modifies Persuasion and Streetwise draws, and may be used to determine an Npcs initial reaction.
Toughness: This is equal to your Vigour attribute plus 5, plus any armour worn. This is your damage threshold. Any damage in a single attack over this rating, will cause you
Edges and Hindrances
Characters can choose Edges to flesh out their characters - edges are like special abilities. To balance things out, they may also take Hindrances, which weaken their characters in certain situations.
You begin with any racial Edges and Hindrances. In addition, you may choose one Major Hindrance, and two minor Hindrances. A Major hindrance provides 2 points, while each Minor Hindrance provides 1 point.
For 2 Points, you may increase an attribute by one point (up to 5), or gain an Edge
For 1 point, you may gain another skill point, or gain money equal to your usual starting funds.
Agile: Elves start with 2 in Agility, rather than 1
All Thumbs: Elves suffer -2 to all Repair draws, and to Shooting draws using crossbows or guns. If a Jack is drawn when making a repair, that item is broken.
Low Light Vision: Elves may ignore penalties for dim or dark conditions.
Low Light Vision: Dwarves may ignore penalties for dim or dark conditions.
Tough: Dwarves 2 in Vigour, rather than 1
Slow: Dwarves suffer -2 to all Agility draws based on speed.
Luck: Half-folk start each game session with a King card in hand.
Small: Half-folk average only 4' tall. Their small size subtracts 1 from their Toughness
Spirited: Half-folk start with start with 2 in Spirit, rather than 1
Bonus Edge: Humans start with an additional Edge.
All Thumbs (Minor)
You suffer -2 to all Repair draws, and to Shooting draws involving crossbows and guns. If any Jack is drawn when using a technological device (irrespective of the wild card), the item is broken, requiring a Repair draw to fix it (at -2) and at least a draw/2 in hours, rounding up (picture cards count as 6 hours).
You suffer -2 to all Vigour draws to resist fatigue, poison or disease.
Bad Eyes (Minor or Major)
In modern settings, with this minor hindrance, you need glasses, and there is a 50% chance when wounded of losing them in combat, unless strapped on. Without them, you suffer -2 to all draws to attack or notice things 10 yards or more away. In low tech settings, this is a Major hindrance since you cannot wear glasses at all.
Bad Luck (Major)
If the host draws a King , they may use it to make you redraw and use the lowest result.