See Tomorrow started out adopting a few ideas from here and there to build a Role Playing Game styled statistical way of doing things. A major influence to this system was the Fallout game series as well as the Dungeon & Dragons series of role playing games.
The way See Tomorrow works is it has innate characteristics (Attributes) that deal with how the individual is born. Strength deals with physical strength. Resistance deals with the effects of outward forces. Ability deals with the person’s endurance and ability to perform actions. Awareness defines the individual’s ability to be aware of the world and things in it. Charisma is the innate charm and sociability of the person. Last but not least, Intelligence records the mental capacity of the character. After these are defined, skill Principles are applied as innate talents that the person is good in (up to four). Other skills are learned throughout the life of the character that is made. This allows the system to be very flexible in the area of skills that the player characters could do.
Techniques and skills just need to look toward the Principles to see if this individual is able to perform said action. After that, the Attributes are looked at to define the effectiveness or bonuses (or even penalties) available to the character in doing this action. Many techniques are implied by the game but the strongest ones are explicitly given at key points in the game after characters have reached specific benchmarks. These techniques have specific rules and procedures that could aid the characters in their journey.
There are only three continuously quantitative statistical values in a character. The first is their Hit Points, which defines their current health condition. The second is Stamina, which governs the actions that they are able to do in one turn. The last is Risk. Risk is a unique statistical value which governs the player’s ability to avoid and assess risk as they perform actions. As a character uses too many high level moves, they might leave themselves open for attack with a high Risk. Low Risk behavior may be beneficial to avoid being taken by surprise but it will lead to longer conflicts and less desirable results.
This is just a preview of the See Tomorrow documentation. If you have any questions, please comment here or email me.