A condensed version of SA written in 15 minutes.
You have three stats: Conviction, Enhancement, and Skill. All are rated 1-10.
- Conviction covers how strongly you hold to your beliefs. Pick two beliefs.
- Enhancement covers how much you've transformed and improved your body with technology. Pick two major enhancements that are the basis for most of what you do with technology.
- Import tells how much you (the player) can screw with the plot. Pick two kinds of plots that your character gets involved in all the damn time.
- Skill covers your worldly experience and training. Pick two jobs you once held.
You can set Conviction as high as you want.
Your Enhancement plus your Import should equal 11.
Your Skill starts at 6. For every point higher, lose one point from any other stat.
Any stat can be used against any other; opposing Import with Skill is perfectly ok. However, you can only use your stats in places where their descriptors apply. Conviction (Freedom) can help you write a convincing argument on why slaves should be freed, or even to fight a jailor, but not to build a house.
Roll 1d10 and multiply by your stat. Higher roll wins. You have Reserve equal to your stat; you can spend point to reroll or add one to the number showing on your die (each costs 1 point).
If someone tries to get you to do something that goes along with your own Convictions, they gain a bonus to the roll equal to your score. If you go against your own Convictions, you subtract your score from whatever stat you're using at the time.
If the GM thinks something you're doing is scientifically impossible, roll Enhancement and try to get 50 or better.
If the GM thinks something would be improbable, but it goes along with your Import descriptors, spend a point of Import reserve.
You can spend Skill reserve to subtract from someone else's roll in your area of expertise, as long as yours and theirs don't overlap.