A straight forward Role Playing System that Can Be Learned in a Few Minutes, Just Read the Rest of This Post. It May seem simple but you the Player can Make it Powerful. Once all the distractions are gone your imagination can run free. Here is the System in It's Entirety... UNIVERSAL RPG by Ajax A New Twist on Abilities : This system uses six abilities but they are much more practical and cover all aspects of the game's mechanics. The Abilities are: Physical Prowess , this is a combination of your physical strength and your agility. Covers things like Athletics and Acrobatics, and Fighting Skill with Melee Weapons. Fortitude , this is your ability to withstand both physical and mental stress. Problem Solving , this combines intelligence and manual dexterity to overcome a multiple of situations, from disabling traps to deciphering ancient texts. Perception , this determines how well you use your senses to notice things around you, sight, sound, smell, taste, and feel are affected by your Perception. This also effects how well you use missile weapons. Personality , this determines how others perceive you, how pious you are, how lucky you are, your physical appearance, etc. Arcana, in a game where magic is available, this determines how well you are able to grasp the secrets of the mythal, the force, or magical energy that surrounds everything. Things from other systems that get used here: Armor Stops some Damage, has no effect on being hit (Melee, TFT) You get 3 Actions and 1 Reaction per round (PF2) Inspiration (D&D 5E) Abilities Rolled in Order using 3d6 (DCC) Higher Physical Prowess required to use better weapons (Melee, TFT) Encumbrance Rule (D&D 5E DMG) Attack of Opportunity Rule (D&D 5E) Universal DC Per Encounter includes AC to hit targets (ICRPG) Level Added to All Checks, Saves, and Attacks (PF2) Use of Hex Grid and Square Grid (TFT, AD&D) Advantage and Disadvantage , +3 or -3 not two rolls (D&D 5E) Universal Dungeon Supply Uses (Dungeon World) Combat FACING is now a Tactical Item (Melee, TFT) New Rules for this system: *Characters Level Every 10 XP, on leveling add +1 HP *Realistic Death, hardcore, when at 0 Save Each round Fortitude or DEAD! *Limited Healing, Heal 1d6, during short rest, 2d6 during long rest *Length of Rests, Short 8 hours, Long 24 hours (food and drink for Both Short and Long required), Extended Rest, 1 to 4 Weeks *Hit Points Equal Physical Prowess Score + Fortitude Score + Level *ALL Spells require Arcana Rolls for Success. *Clerics DO NOT cast spells, they pray for miracles. How Magic Works in Universal RPG: You Must Roll a successful Arcana Check to Cast a Spell, Once you Cast that Spell successfully, you can continue to Cast it Until you fail, then you cannot Cast it again for 24 hours. Example: Bodrick attempts to Cast a Fireball, the Arcane Check target is 20, his first try he rolls a 13 and fails, a round later he tries again this time rolling a 17 another Fail, his Third try results in a Roll of 22 and the Fireball goes off. For the remainder of the day he can continue to Cast the Fireball until he fails again, after that he cannot Cast Fireball until he Prepares Spells again (after a Long Rest, in other words the next day). A Wizard Starts the Game with Three Spells, he must learn more spells as the game progresses. He doesn't know what a spell does until he tries casting it or sees another Wizard cast it, all you get to know are the spell names. These three spells are written into your Spellbook, others are added as you find them, learn them, pay for them, or invent them... Yes, a Wizard can create his own spell effects, the DM will be the final judge as to exactly how the spell functions. Discuss the creation process with the DM. Here is a List of the Starting Spells Available to Choose from, choose Three. There are No Cantrips in this system, everything is a Spell and all Casting requires an Arcana Roll. NOTE: Only One Spell can Be Cast in a Round and All Spells Use Two Actions Each Day a Wizard can Prepare Two(2) + His Wizard Level of Spells Each Day a Bard** can Prepare One(1) + Half His Level Rounded UP **Bards Cannot Cast Healing Spells only Arcane Spells and Use Arcana to Cast Them Arcane Spell List: Charm Person, Detect Magic, Fumblitis, Hold Person, Firebolt, Ice Bolt, Surge of Power, Knock, Wizard Lock, Rope Trick, Pit, Invisible Punch, Magic Missile, Mage Armor, Mage Hand, Minor Explosion, Minor Illusion, Light, Thunderwave, Displacement, Read Magic, Comprehend Languages Each Day a Cleric can Prepare Prayers Equal to Two(2) + His Cleric Level Divine Prayer List: Destroy Undead, Heal a Wound, Divine Favor,o Neutralize Poison, Divine Strike, React to Death, Create Sustenance, Bless, Consecrate, Heal Debility, Shield of Faith, Remove Curse, Sanctuary, Detect Evil IN GAME MODIFICATIONS: Combat, including Spells Attacker has Advantage................................+3 Attacker has Disadvantage............................-3 Second Attack................................................-5 (remember a Nat 20 always hits) Third Attack..................................................-10 (remember a Nat 20 always hits) Target is Small...............................................-2 Target is Big...................................................+2 Attack from the Side......................................+2 Attack from the Rear......................................+4 Target has Small Cover..................................-2 Target has Big Cover......................................-4 Attacker Above Target...................................+1 Attacker Below Target....................................-1 Attacker is Flying...........................................-4 Target is Flying..............................................-2 Target is Between 60' and 120'.....................-2 (ranged attacks, not thrown) Target is More than 120' and still in Range...-5 (ranged attacks, not thrown) Target is Under a Displacement Spell...........-3 Attacker is Using a Clumsy Weapon.............-1 ARMOR: Protections and Move Adjustments None, Absorbs No Damage, No Move Penalty, Cost 0 gp Padded, Absorbs 1 Damage, No Move Penalty, Cost 5 gp Leather, Absorbs 2 Damage, -1 to Move, Cost 10 gp Chainmail, Absorbs 3 Damage, -2 to Move, Cost 20 gp Partial Plate, Absorbs 3 Damage, No Move Penalty, Cost 80 gp Full Plate, Absorbs 4 Damage, -3 to Move, Cost 320 gp Shield, Absorbs 1 Damage, No Move Penalty, Cost 10 gp and Occupies the off hand. WEAPONS: Cost and Physcial Prowess Requirements Make Shift Weapon, Physical Prowess Score 7 or less, Damage 1d6-2, Cost 0, Clumsy Dagger, Physical Prowess Score 8 or 9, Damage 1d6, Cost 10 gp, Quick, Can Be Thrown Shortsword, Physical Prowess Score 8 or 9, Damage 1d6, Cost 10 gp, Quick Hand Ax, Physical Prowess Score 8 or 9, Damage 1d6, Cost 10 gp, Quick, Can Be Thrown Light Mace, Physical Prowess Score 8 or 9, Damage 1d6, Cost 10 gp, Quick Quarterstaff, Physical Prowess Score 8 or 9, Damage 1d6, Cost 10 gp, Quick, 2H Cutlass, Physical Prowess Score 10 or 11, Damage 1d6+2, Cost 15 gp, Quick Rapier, Physical Prowess Score 10 or 11, Damage 1d6+2, Cost 15 gp, Quick Warhammer, Physical Prowess Score 10 or 11, Damage 1d6+2, Cost 15 gp, Quick, Can Be Thrown Spear, Physical Prowess Score 10 or 11, Damage 1d6+2, Cost 15 gp, Average, Can Be Thrown Longsword, Physical Prowess Score 12 or 13, Damage 2d6, Cost 30gp, Average War Ax, Physical Prowess Score 12 or 13, Damage 2d6, Cost 30gp, Average, Can Be Thrown Heavy Mace, Physical Prowess Score 12 or 13, Damage 2d6, Cost 30gp, Average Bastard Sword, Physical Prowess Score 14 or 15, Damage 2d6+2, Cost 60 gp, Average Battle Ax, Physical Prowess Score 14 or 15, Damage 2d6+2, Cost 60 gp, Average Morningstar, Physical Prowess Score 14 or 15, Damage 2d6+2, Cost 60 gp, Average Claymore, Physical Prowess Score 16 or 17, Damage 2d6+3, Cost 120 gp, Slow, 2H Brute Maul, Physical Prowess Score 16 or 17, Damage 2d6+3, Cost 120 gp, Slow, 2H Twin Flail, Physical Prowess Score 16 or 17, Damage 2d6+3, Cost 120 gp, Slow, 2H Great Ax, Physical Prowess Score, 18 or 19, Damage 3d6+4, Cost 240 gp, Slow, 2H Great Sword, Physical Prowess Score, 18 or 19, Damage 3d6+4, Cost 240 gp, Slow, 2H Halbred*, Physical Prowess Score, 18 or 19, Damage 3d6+4, Cost 240 gp, Slow, 2H Any weapon used by a character with a Physical Prowess of 20 will do +4 to the Damage of any Attack *Has Reach but Disadvantage when used Close Up WEAPON TAGS: Clumsy.....Suffer a -1 To Hit Penalty Quick........Attack First During Combat Round Average....Attack Second During Combat Round Slow..........Attack Last During Combat Round 2H.............Uses both hands so No Shield or anything else can be held in the off hand A Long Read I Know but if you made it this far you know the system. Character Creation has several Options to Assure that you have Good Scores in Key Abilities. I Am Going to Run A few Pick Up Games Using this system to Test it Out, if anyone is Interested in Helping Test Universal RPG please Post Something Here. Thank you for Reading this far.  -Ajax