A great departure from my normal game design principles. No Stats, no attributes, and no equipment lists.
Instead, you have the Five tendencies, and Six aptitudes.
The tendencies are how one approaches and analyzes the situation:
- Combative
- Logic
- Indirect
- Classy
- Kind
and the Aptitudes are their problem solving strategies:
- Movement (Getting around)
- Measurement (Attention to detail)
- Observation (Noticing environment)
- Reaction (Quick - thinking, moves, etc.)
- Power (Forcing the issue)
- Gesture (Interacting with people)
Yes, I did have the acronym in mind first, and then worked backwards to get the names.
Each of the above begin with a rating of one, and then an additional with 5 points are split amongst the tendencies, and 7 amongst aptitudes.
Characters also begin with 12 Hedge Points - HP. These are both a measure of life, and the ability to purchase objects in the environment.
System
A number of d6s are rolled equal to the Aptitude, while each point in a tendency allows a re roll. The highest total wins. Hedge Points (HP) can be spent to keep good dice from the last roll, one per die.
Ex: I want to watch a guard to find the vault's combination. I tell the Gm it will be an indirect movement approach - sneaking around to avoid being seen. The Gm decides it is a Logical Observation check for the guard to inspect all the areas someone might hide in. The guard with L1 O2 rolls a three and a four. I have M2 I2 and roll a 5 and a 2. So, I spend one Hedge point to keep the 5, then roll again getting a one and a four. 4+5 = 9, to I win the contest.
Use of HP
There are three main uses of HP
- First, it is life points like a standard game.
- Secondly, the points can alter the outcome of rolls,
- finally, HP can be used to create objects in the environment. One will create a roughly book sized object, two a Desk or post box, and three a car sized item. The item doesn't necessarily manifest in hand - if your searching a room you can open a drawer and find a gun, but one wont be buried in the sand if you're in a desert.
Equipment and Actions
Items don't give new bonuses to action, but make actions possible. One does no more damage with a sword than with their bare hands - though someone else might need the equipment shield or armor to block it. Similarly, guns just allow a player to project damage at a distance. Items like say rope or car allow travel in new ways - but no rope or car has stats in and of itself.
Combat
Attacks are simultaneous - both roll, and whoever comes out ahead injures their opponent. Alternately, one may chose to use a defensive ability which will render only half damage if it fails, but only half if it succeeds as well. Defense against defense has no affect.
Setting??
In the real world, prodding someone with a propane torch produces a lot of noise and a pleasant smell. Well, at least I like it. Your mileage may vary. Here, they just de-rez and there is no smell at all. You're no less dead though. Not right away of course - but no presence means they can do anything with your computer data - Tell the cops your a criminal (Like they care if its true), shut down your car, and zero your bank account (Though that's an improvement for some of us).
Advancement
At the end of a scene, characters regain 1d6 HP plus an award of 1-5 from each of the other players based on how they think the PC preformed. These HP may be used as normal, or spent to increase
Other Notes
I'm not so sure about the title, but its a handy mnemonic device. Nor does the math sit quite right with me - I was thinking of d3s at some point or and Nd6kZ system. But, the complete character sheet fits on a 3x5 card and you only need a handful of d6s.

FASERIP!
Any thoughts of modifying the cost of the items created based upon their usefulness in the game? After all, a suitcase nuke is somewhat bigger than a breadbox but smaller than a desk (say 2HP worth, then), but it is not something you'd want in a game, really.
Also, on combat, I take it the difference in rolls is the damage done?