(I intend to release this as Creative Commons, but it's otherwise as copyright by me as mechanics can be copyrighted) The name of game (currently) is SURD ... I can explain at another time if you'd like. 1- the dice are sort of like success-counting-dice-pool (think Shadowrun, Storyteller/WOD, or D6-Legends), plus an Advantage/Disadvantage mechanic. But the way successes are counted is not like those other games. For example, IF you have advantage, a 2 counts as a hit. A 3 is a hit UNLESS you have disadvantage (then it's a miss). 4 is a hit on social/artistic skill tests, 5-6 on academic/white-collar skill tests, 6-8 on technical skills, 7-10 on outdoors/movement skills, 8-12 on combat skill tests. (1's are special, see below for Doom) (the dice are _loosely_ based on the Polymorph system's dice) 2- your dice pool is mostly as big as your level. Level ranges from 3-8 for normal mortals, up to 10 for extraordinary mortals, and up to 14 for divine/cosmic uber-beings. You start at 3rd level, and get 1 die from your "Nature" (species/model/etc.), 1 from your "Nurture" (culture, social status, etc.), and one from your class or profession (haven't decided which of those two words I'm using yet). Each die is based on an archetype that you pick for die as you earn it (1 per level). 1d4 for Bard, 1d6 for Sage, 1d8 for Artisan, 1d10 for Scout, 1d12 for Warrior. These Archetypes are NOT entirely tied to your Class/Profession, but there might be some restrictions I'm still noodling about. 2a- specializations might increase your pool by 1 die total (so your total number of dice rolled is either equal to your level, or your level+1 if you have a related specialization). 3- Difficulty depends on whether you're playing in the Basic, Expert, or Advanced game. Basic there are 3 static difficulties 1-3 (and you're always 3rd level). Expert there's 7 static difficulties. Advanced there are 14 dynamic difficulties (meaning each difficulty level is a 50/50 die or coin toss ... so the difficulty might be something nearly impossible, but if the difficulty roll is all failures and no successes, that's vanishingly rare but in that case even a novice might actually succeed). 4- A character sheet where you pick how many dice of each archetype you've selected given your current level (which would be entered into a spot in the character sheet, and the total number of archetype dice wouldn't be allowed to exceed it). 5- There should be simple text entry blanks for "Nature", "Nurture", and "Class"/"Profession, "High Concept", "Trouble" and a few blank ones. Those are all Aspects. They don't directly impact the roll20 mechanics (but they help the GM figure out if you've got Advantage, and a few other things). 6- An entry for how many Fate Points you have. Fate Points affect rolls in some other ways: 6a- spending a FP without an invoke converts one 1 to a 3 for yourself ... or you can make an adversary convert one 3 to a 1; it also gives you 1 advantage factor. 6b- spending a FP with an invoke cancels all 1's (preventing "Doom" below) and grants advantage no matter how many disadvantage factors you might have. 7- Text entry for Stunts 8- check boxes for Stress, and entry boxes for Conditions (basically like Fate) 9- And then a grid of buttons where the rows are the skill groups and the columns are "disadvantage, advantage, neutral". Those buttons trigger die rolls. Then a pop-up asks you the difficulty, and have some selector boxes for adjusting the number of dice (of each type) that are going to get rolled. If you rolled more hits than the difficulty result, it says "succeeded by X" (or maybe "simple success" if it's a tie). If the difficulty is higher than the number of hits, then it says "failed by X". I imagine there are some complex formulas you can put into a /roll command that will do that... but I want to hide that complexity behind buttons, so that the /roll command isn't intimidating to some people. 9a- if you roll more 1's than 2's, you get "Doom", even if the roll is otherwise a success. Similarly, if you roll more 2's than 1's, you get "Destiny", even if the roll is otherwise a failure. These work like Fate "Boost"s, where Doom is worded against you, and Destiny is worded in your favor. So the result will also tell you if you wound up with Doom, Destiny, or neither. 10- There will, separately, be magic and supers rules. They will each use dice in a slightly different way (for example, Magic uses dice almost the same way, but instead of being Archetype based, it's Magical College based, and you buy those dice with Stunts). The above stuff would probably be on the main tab/page of the character sheet, with Magic being the 2nd tab/page, Super Powers being the 3rd tab/page, and then items for character backstory and such being on a 4th tab/page. I think that's everything ... but the rules are kind of an outline right now, as opposed to a completely written thing. Which means there would also be revisions later on, as the two go through playing and rewrites. I think those revisions would be follow on work, but I am pretty sure I'll need someone expects to be available for that kind of revision work. (though, once I see the finished files, I might be able to tinker on it a little myself)