This page is for the 100 system RPG.
The 100 System is based around three principles.
1. Rolling to get under a number on a d100 is easy, (all skill and test are rolled on 1d100 looking to roll less than the skill or attribute)
2. People learn more from their mistakes than their successes (every time you faill a skill roll you will improve with that skill in some way)
3. Weapon damage is fairly consistent, skill improves weapon damage considerably (Weapon damages are fixed but you can take skill penalties to improve the damage you deal)
so the broad outlines run as follows
a character will be composed of a number of attributes and skills (the exact mix will depend on the game genre or setting being used)
these will range from 0 to a very high number (you could cap at 100, or any other number you wish to use)
the basic concept game works with the following:
Three Attributes:
Physical - all things physical (Strength, Toughness, Hand eye coordination etc.)
Mental - all things mental (Wits, Willpower, Education etc.)
Social - All things social and interpersonal (Charisma, Appearance, Charm etc.)
and a selection of game appropriate skills
When damage is done it is taken from whichever attribute the damage is related to, a witty barb may damage a characters social, a stunning blow may harm both their mental and physical.
Failing a skill grants 1 point to the skill.
All skill penalties and bonuses are added to the dice (you could just as easily add or subtract them from the skill if you wished shown in [square parentheses] )
an easy task may be a -40 bonus (i.e. you take 40 off the number rolled before comparing it to your skill [+40 to the skill value] )
an near impossible task may be a +80 penalty (i.e. you add 80 to the number rolled on the dice before comparing to your skill [-80 to the skill value] )
obviously as characters progress to go beyond 100 in a skill value they will have to try harder skill checks to "fail" in the skill and gain a point.
for damage it depends on how gritty you want your game to be, a -/+ 10 to gain 1 point of damage seems to work fine in testing but you could go as far as saying that its 1:1 or even 2:1
damage could be permanent or just fleeting lasting until the character rests, refreshes or some other genre specific event.
the concept behind this is to allow people to play the game, genre or setting without worrying too much about the rules and to allow the Ref/GM/Storyteller to tailor the system to match the genre/setting that they are running the game in.
Heres a couple of games that I have run as ideas and settings