Thanks for the interest everyone! It's really encouraging :D
pdboddy:
How would you explain AC to a complete newb?
Something like... "Try to do stuff. It can go wrong? Then Roll d6, d8 or d10 depending on your skill. 5+? Win. 3-4? Win, *but*. 1-2? Epic fail, bad shit happens."
Longer, officialer version:
quote:
PLAY: Players describe what their characters do. The GM advises when their action is impossible, requires extra steps, demands a cost, or presents a risk. Players only roll to avoid risks.
ROLLING: Roll a skill die — d6 by default, higher with a relevant skill, or d4 if hindered by injury, circumstances, or carrying more than 1 bulky item. If helped by circumstances, roll an extra d6; if helped by an ally, they roll their skill die and share the risk. Take the highest die.
1–2 Disaster. Suffer the full risk. GM decides if you succeed at all. If risking death, you die.
3–4 Setback. A lesser consequence or partial success. If risking death, you’re injured.
5+ Success. The higher the roll, the better.
If success can’t get you what you want (you make the shot, but they’re bulletproof!), you’ll at least get useful info or set up an advantage.
Like I said, very lite. I'd like to make things as intuitive, plug-and-play as possible. For cyberware and all that stuff, we can just agree on what those augs or that DNA tweak does, and roll with it, instead of going through pages of pages of specs.