Erwinian
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The Erwinian Roleplaying System is designed as a universal framework which can be adapted to many settings¸ both pre-made or created by the GM. The system thrives on flexibility and creativity¸ with GMs and players being given the freedom to interpret the rules in their own way and develop new rules through creative discussion. Using the Core Rules as a jumping off point¸ they are encouraged to make their own spells¸ their own programs¸ their own abilities and so much more.
The Core Rules has much to offer¸ but the Settings are the real meat of Erwinian. Each one comes with unique ancestries¸ races¸ species¸ occupations¸ skills and rules which flesh out the feel of the world. The Magic system in The Fantasy Setting is designed for total creative control with only a few guidelines¸ as is the computer program system in the Science Fiction Setting.
Erwinian has no levels and no point-buy skill increases; skills go up by small amounts by achieving a success after a number of failures. Each character has a Race/Species and Occupation which serve as "skill packages” for each setting. From there¸ any character can define themselves however they want. So long as it can be learned¸ the GM and players maintain a discussion about the character's progress. Characters can learn skills not usual for their Occupation¸ or even develop new powers not covered in the original game. Erwinian is all about being able to organically and realistically develop your characters over time.
Since any skill roll in the game can be made as a d20 or d% roll¸ players can choose which one works best for them. Mechanically¸ Erwinian is a "roll under” skill system¸ where how low under your skill you roll determines your degree of success. Combat is based off of a blow-by-blow¸ potentially deadly system. Characters in combat can often handle themselves¸ but there is always that chance of things going suddenly very wrong using our unique critical hit system.