For ye shall suffer the injuries of capricious dice.
October 1, 1985
Now that we know about the character, we must figure out what he can do and translate it into game mechanics to know how he does it.
I used a twofold solution to this problem. Assuming that a person has a chance to do anything I assigned a base percentage chance for the average character to do certain things. Boxing, fighting, lockpicking, driving, acting...
Assuming that all adjectives are of equal value I gave a list of beneficial and maleficial adjectives for each category of things that characters could do and assigned a base 5% to adjectives in general to be applied positively or negatively depending on where the adjective falls in the list. Being "hefty" may help in boxing and hinder in "swimming".
This gave rise to a new category of abilities. Skills. Assuming that it is possible to get better at "lockpicking" with practice and without gaining new adjectives (which I decided was impossible). Gaining a new adjective would have the effect of making you a better lockpicker and worse at "handstand racing". A skill, I decided, was a gain of 5% in a category for each level of skill.
My final work on my game consisted of deciding upon offense defense rolls based on initiative in the case of competition between people.
I have a long way to go on my game. I have not decided on an environment. I am leaning toward a modern type world with guns and Bernhard Goetz and violence and such.
It was also suggested that I include magic in the game. If I did, I would have a list of magical skills and include beneficial and maleficial adjectives for each to standardize the game around the system previously established.
Look for different game info as it becomes available.