This system is derived largely from the Far Recon and Tamlin House roleplays, both of which have their long and storied histories. The organization of this page in particular is derived from Block by Block and Tamlin House.
If you want to use this system for inspiration, or even copy it wholesale, be my guest.
Origins uses fudge dice, or "df". When performing a task, you will be asked to roll four fudge dice and add your skill modifier to the roll. Each fudge die either adds one, subtracts one, or does nothing to your roll.
If all four of your fudge dice come up as "-", this means that your character has screwed up terribly, even if the roll would still be enough.
Darkblade wants to slice a mutant in half with an ax he found. He has five ranks in melee weapons, and has been awarded a +2 bonus because the ax is magical. He rolls 4df+7 and gets these results: 8 (4df+7=0, 0, +, 0) One die is positive and none are negative, giving a result of 7+1=8.
Damage and Health
All player characters begin play with seven points of Physical Health and Mental Health. Physical health measures how much physical damage a character can take before fainting or dying, and mental health measures how much mental damage they can take before going catatonic or insane.
Damage is calculated as follows:
[(Attacker's roll) - (Defender's roll)] / 2 (rounded up) = Damage.
Darkblade has rolled an eight on his attack with the axe. The mutant has a Physical Defense of 3, and rolls 4df+3 as a defensive stat: 2 (4df+3=-, -, 0, +) (8-2)/2 = 3. The mutant takes three damage.
Physical and mental health may or may not remain constant over time — on longer missions, a wound could get infected without proper care, causing further damage to the character.
If a character loses three points of Physical Health from one attack or two ranks of Mental Health, they fall unconscious until they receive proper treatment. Loss of mental health might also result in your character temporarily being out of your control.
If a character has zero physical health, they die. If a character has zero mental health, they are irreparably insane, catatonic, or mind-controlled, as dictated by context.
Phealth and mhealth are both restored by one point per day. Any character with four or less phealth or mhealth is confined to the infirmary until they have recovered to five or more phealth and mhealth. Additionally, any character who has more than four phealth and mhealth but has suffered a devastating injury may be required to stay in medical until healed, according to GM discretion.
Each character starts out with ranks in various stats. They can go up to 6 — no higher (at least for player characters). At creation, each character gets 36 points to spend among their various stats.
While the Foundation you're familiar with does not use anomalies, the embryonic Foundation makes use of anomalies out of sheer necessity. Some of them are even humanoid, and playable as characters.
The Characters page lies down the flavor guidelines for character creation, but mechanically, all anomalous properties must be listed as Specialty skills, and are capped at 3. They cannot be rolled in addition to another stat, like other specialty skills — they may only be rolled on their own (with relevant modifiers). Involuntary anomalous properties will be rolled involuntarily.
This being the SCP universe, all anomalous characters gain an anomalous flaw — some consequence of their anomalous nature that is a detriment to the character. It must limit them in some way when they're NOT trying to utilize their anomalies — not being able to use one's abilities in the dark is not an adequate flaw.
Darkblade is a talented aquamancer -- he has the ability to control and manifest water. As a consequence of this, Darkblade requires a very high intake of water -- up to three times as much as a normal human. This requirement is higher in high-usage situations.
All characters start with 0 XP. XP is gained during runs — GMed sessions that usually represent some sort of mission, exploration, or incident that the characters take part in. All characters who participate significantly in a run get 2 XP; if a run is more than five hours long (excluding OOC delays), characters who attend the entire run get 4 automatically. This amount can change, depending on the situation. Individual characters have the potential to earn additional XP for being played particularly well or doing something exceptionally creative or clever. Asking for this XP is a good way to not earn it.
XP can be spent to increase your character's stats. You can only increase the rank of a skill you've rolled at least thrice over the course of two or more runs, with the exception of skills at 0, which can be purchased without having been rolled.
Purchasing a new rank in a skill costs around 8 XP, and costs may increase at higher levels, depending on situation. Some skills are cheaper at low levels. Get GM approval before purchasing a rank.
Additionally, certain items or activities may be purchasable or craftable by exchange of XP. These can give direct stat bonuses, and can also lead to the creation of more items. For information, see the Unlockable Equipment and Crafting pages.