Description: A post-post-apocalyptic sci fi/fantasy blended rpg set in a far colonial world
Claim to Fame: Unique setting. Blend of fantasy and sci fi tech. What is a post--post-apocalyptic game? That would be one that is set long after the destruction war, when humanity is back up to the medieval age. Medieval, but also still has access to sci fi weaponry, if limited in supply.
System Base Style: Detailed with an even more detailed setting
Attributes: There are 12 Attributes: Constitution, Strength, Speed, Social, Education, Aim, Color, Learn, Spot, Isho, Agility, Listen (the strange ones deal with magic). Attributes are found by rolling 4d6 and dropping one or by purchase. Race can modify the result by -4 to +4.
Races: human (human, muadra, boccord) or bio-engineered (woffen, crugar, bronth)
Class:Characters purchase a class with a pool of skill points, and any remaining points are used to buy skills directly. Classes are many, devoted to occupation. Dyte punk, sherja, gloundan shadow warrior, ex-milita, burdonthan military, caji, jungle-runner, merchant, learsis (healer), entris (translator), condrij, beaster, thomboc, sailor, toth (citizen city), toth (country), shast (innkeeper), yiordeh (private detective), querrid, iscen (researcher classics), iscen (researcher outdoors), yord, githerin (legal thieves)
Skills: A skill-based game that incooprates the difficulty of using a particular skill, so some skills require more "seasoning" before you raise them in rank. Most of a character's skills are acquired through choice of class. There are 100+ skills, based heavily around diplomacy, with20+ skills devoted to languages (in its sub-section on the character sheet). There are four ranks for skills - unfamiliar, familiar, experienced, and seasoned. Each skill can have a level of 1 to 20, but to achieve a particular rank requires a different amount of levels depending on the difficulty of the skill.
Metaphysics: Has Isho, or magic. Not all races can use Isho. And most races are limited to a single fixed Dysha (magic category). Only muadra are free to learn Dyshas as they wish, and only muadra who take the proper occupation can really utilize it fully. Isho is also found in crystals beneath the planet's surface, and the different colors of crystals have differing effects. Isho crystals can be drained for Isho points or Color points or activated to "cast" their magic. The different Dyshas have differing collections of spells, but that should not be unfamiliar to anyone who knows D&D. There are also Isho skills, though, that allow sensing, unweaving, interfering, etc with spells.
Task Rolls: Main die is a d20. One wants to roll low. The Target Number is the characters level in the skill, but the character gain a success at the rank the character has in the skill. So a character who is seasoned will have a seasoned success, while an unfamiliar will have an unfamiliar success. A result of 1 offers a chance for critical and a 20 for a flub, these needing to be confirmed with another roll. Criticals and flubs raise or lower the success rank by one step respectively.
Advantage: Whether or not a character can attack or defend or both during a given round is determined by an advantage roll, which is a little like an initiative roll. Roll poorly, and you can do nothing that round. Roll okay and you can defend but not attack.Roll decently and you can choose to attack or to defend. Roll well and you can attack and defend.
Damage: To hit an opponent, it must fierce pierce through armor, with armor penetration being determined by a separate roll with modifiers based on weapon. Another roll determines where on the body the character was hit. Then injury is rolled for, modified by factors such as the quality of the hit. Injury is a little different than a regular damage roll. There are 5 ranks of injury: Superficial, Minor, Major, Critical, Death. Most weapon can achieve all of these results in one good hit, but it is easier for some weapons to achieve certain injury ranks than others. So, a bow is 2, 5, 7, 9, 11 respectively, while a field ram is 2, 7, 10. 13, 15. Note: a death result to a limb does not kill, counts as destroyed instead.
Additional Resources:
RPG Geek page