Pope, I will probably throw my hat in. In the meantime here are some rules dio and I cooked up a while back. I think they make a great addition to any fantasy setting. They create a different flavor for classes and help give bonuses without adding penalties. feel free to use them!
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Abilities:Abilities, other than intel, are capped at 3 (Peak Human). Intel is capped at 8 (super genius).
Races:You may be a half race, however at character creation you choose one "primary race" and recieve only the bonus for that race. Most races may raise a single ability, per below, to level 4. (Gnomes instead gain a free stone)
Elves (Agility)
Orcs (Strength)
Dwarves (Durability)
Gnomes (When using intel first stone is free)
Halflings (Choose Agility or Speed)
Humans (Choose any one of the above)
Skill Points:Skill points allow characters to pull off amazing feats. This could be an instant decapitation, a flurry of blows or an amazingly powerful attack.
Skill points are a stat just like health and energy. They are used similar to energy and replenished much the same way. While each class has different formulas for determine their total SP and their SP recharge rate, the mechanics remain the same.
Your total SP will equal a portion of the governing action (always rounded down). It may be 2/3 your AN in CC for example. Therefore if you had a CC of 6 and your SP = 2/3 your CC number you could then have a total of 4 SP at your maximum. This would be represented similar to the way your health and energy are with a simple:
4/4
You may spend SP at any panel to augment the governing action. All you do is state in your actions that you are using skill points to buy an advantage (such as 2x damage). Advantages are purchased at 1 SP per CL of the advantage.
Advantages are one time purchases that last a single panel and you may not spend SP to increase duration.
Recharging Skill Points
Skill points recharge similar to energy. Rather than use your durability or Intel to determine your recharge rate, each class has a formula to determine it (again, rounded down).
Therefore if you recharged at 1/3 CC AN, with a CC of 6, you would recharge 2 SP per panel. This, for example, would allow a fighter to purchase 2x damage every panel without running out of SP. He could also purchase things like efficient, area effect... and the list goes on.
You may not however create advantages of any kind. What is in the core 3 is all you get. Period.
You also may not use SP to augment any ability other than the ability that governs it.
Finally, you may not under any circumstances use an ability bonus to calculate your SP. What you buy the Action at is what your SP are calculated on.
Classes:While a character may multiclass, each character must choose their primary class at character creation. Your primary class does not limit you in any way, it does however give you access to the bonuses listed below. For example a character with primary class of barbarian has a special rage feature below. A character with a secondary barbarian class would just buy rage as normal in the book.
Each class has certain advantages or unique abilities. They are outlined below.
Fighter-SP at 2/3 Close Combat AN rounded down
-Points regenerate at 1/3 AN rounded down
ThiefSP (Skill Points)
-Add 1/2 Thieving AN (rounded down) to CC or RC when hidden
-Receive 1/3 Thieving AN to RD (this can surpass normal human limit)
-May used Ranged weapons and remain hidden
Rangers-Can buy Ranger (Ninja) at AN +4 (Ranger = Thieving + Hunting/Tracking)
-SP = 1/2 Ranger AN (rounded down)
-SP regen at 1/4 Ranger AN (rounded down)
-Magical actions have a nature flair to them.
BarbarianMay purchase Barbarian Rage (cost = MN)
-Use Rage Options
-Gains 1 MN to enraged (as Claws) every second panel (rather than strength)
-Exchange one Enraged MN for one SP at will
-Automatically gets the Hot Head disadvantage (calculated into the cost)
-Can buy berserker rage at (-1)
Cleric-Magical actions have a clerical flair to them
-May buy Magical healing at -1 CL
-New General Knowledge Option: Combines with magical healing (+1)
-Unique option to force blast: Works on undead only (-4)
Mage-No Panel of prep needed for magics.
-SP at 1/2 MoM AN
-Regen at 1/4 MoM AN
-Mage SP cannot be used to purchase advantages. Instead it can be applied towards increasing a spells Range, Duration or Area of effect of any magical schools action.
Druid-Magical actions have a nature flair to them
-May Buy Summon and Control Animals At -1 CL
New Action: Druidic Metamorphosis AN+4
Stones spent for Metamorphosis remain in the Action Box so long as the 'morph is maintained, and may be used as energy for any Ability or Action gained or improved with Metamorphosis. These stones may not be used to maintain the duration of the 'morph. (for example at AN 3 spending 3r to give flight 3 and become an eagle would allow you to use 3 free stones into flight every panel you were an eagle. Flight would still cost an action, and free stones could not be used to exceed AN. The same would be true of adding 3 to CC and turning into a bear for example.)
Metamorphosis takes a panel to complete, during which the character cannot act (other than to spend stones into Metamorphosis) and does not have access to his new "improvements."
-May only choose one Animal to become per AN
-Double spent stones +3 Cost Levels
(You gain free stones from the general pool equal to the stones you invested. Only the stones from your Energy Pool remain in the Action Box)
-Fluid Metamorph + 1 Cost Level
(Your 'morph still takes a panel to complete, but you can act normally during that panel)
-Rapid Metamorph +2 Cost Levels
(Your improvements become available in the same panel during which you Metamorph, and can be used right away)
Paladin-Buy Statecraft at -1 CL
-Buy Magical healing at -1CL
-Buy Animal Companion/Familiar at -1CL
-Sp at 1/2 CC AN
-Regen SP at 1/4 CC AN