I'd want a game that can be used with easily available tools. Probably something using 3d6 or dice pools similar to Shadowrun (4.0).
Okay, this is a simple system - I wonder if it's already too complex?
Maybe 3 attributes with a few linked skills:
Body - [Weapon]Training, Dodge, Endurance, Athletics, Stealth
Mind - [Vehicle] Pilot, Knowledge [Topic], Medicine, Use Computer, Use [School/Origin] Magic, Perception, Survival, Willpower
Social - Bluff, Conviction, Diplomacy, Intimidation, Streetwise
Skills with [] in their name indicate their might be several subgroups. These subgroups can be determined by the DM.
Weapons might have subgroups like "Pistols, Edged Weapons", Spell like "Conjuration, Divination" or "Arcane, Divine" and so on.
Also, characters have 1 point of starting karma.
Character Creation
Characters have 10 ability points they can spread among those 3, with a value between 1 to 5.
A character also gets 20 skill ranks he can spread among skills, with a minimum of 3 points spend on every group, and a maximum skill rank of 5.
A character may learn one spell for each rank in Use Magic.
A character with at least two ranks in a [WEAPON] Training skill should also have an appropriate weapon for it.
Additional equipment can be determined based on player requires and gamemasters (GM) decision, favoring characters with a high Social attribute for better or more equipment.
Checks
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All checks are 3d6 + attribute + skill ranks against a minimum value. A typical starting DC is 11 (moderate difficulty for the uninitiated). For modifiers, apply the highest penalty that you think applies and add half the number (not value) of applicable modifiers (rounded down) to the DC. So, if a character has a -2 penalty from being injured last turn, a -4 penalty from being blind and a -2 penalty from shooting at long range, he has a total modifier of -5 (-4 from blind, -1 from 3 total modifiers applying).
A result 5 points or more above the DC is considered an extraordinary result.
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Challenges
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Challenges exist in various forms, generally they require a mixture of roleplaying and skill checks as they fit the scene.
You can set up a challenge by determining allowed skills that might apply to the challenge, and specific actions taken by the players that would help to resolve the challenge even without requiring any rolls.
The DCs for such skill checks should start between 10 (easy), 15 (moderate) and 20 (difficult), possibly increased for more experienced characters. Harder DCs are better suited for characters with at least some training in the respective skills.
Then, determine a success and a failure threshold (these can be different numbers).
Each successful check adds +1d6 to the challenges success value. Each failed check adds +1d6 to the challenges failure value. Extraordinary successes grant +2d6 to the success value.
If the success threshold is reached, the challenge is successful. If the failure threshold is reached, the challenge failed. You can use the difference between success and failure value as a guideline to determine how the challenge succeeded or failed and if any complications arised.
Generally, a failed challenge should not end the game, it should add additional complications - like an additional combat encounter or another challenge that requires resolution to progress.
Ensure that every player character can be involved in the challenge. Remember that not everything requires an actual skill check - using the right spell, saying the right words, solving a riddle, all that can help to resolve a challenge.
To make a challenge more interesting, consider special effects depending on challenges.
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Combat
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At the start of combat, each character rolls a Perception Check. Determine the highest result for each group of characters (typically player characters or villains). That group starts combat. On a groups turn, each group can act in any sequence they like, if in doubt, clock-wise around the gaming table or alphabetical order.
During combat on his action, a character can walk 5 squares or his Athletics skill (whichever is higher), or run twice this value. Walking causes no penalties or modifiers, running means -5 to all attacks and +2 to all defenses.
The character can take multiple actions during his turn.
Normally, you roll 3d6 for your skills. In combat, these 3d6 are called your action dice, and if you want to make more than one action each round, you have to spend your action dice among most things you want to make, even if they don't actually require a check. So, if a character chooses to open a door and fire his pistol, he has to spend 1 die for opening the door and can make an attack using 2d6.
Not all actions require devoting dice. Speaking doesn't require any dice, unless the speech requires a skill check.
A character can also choose to act defensively - devoting any number of his action dice to defense. Roll these dice at the end of his action. The result are additional dodge points he can spend to improve his dodge or willpower value against individual attacks.
Attacks
Attackers roll their relevant attack skill against a DC determined by the defender. The DC is
Weapon Attack: 10 + body + dodge
Magic Attack: 10 + mind + willpower or use magic
Damage
A successful attack deals 1d6 damage, a extraordinary attack 2d6.
Characters have 15 hit points. If a target is reduced to 10 or 5 hit points from an attack, the attack has injured or similarly affected him. The Injured Result in a weapon or spell description what happens then, if nothing is noted, the target takes a -2 penalty on his next action. If it is reduced to 0 hit points, it is considered a Knockout Result. If nothing else is noted in a weapon, this means the target is dead or dying.
A character that has at least one point of Karma is merely injured and needs medical attention. If he received that, he or the one treating him can spend one point of karma to recover him fully, otherwise he takes a cumulative -1 penalty to every 3d6 roll.
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Weapons
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Weapons (or spells) allow you to roll additional d6 on attack or damage, and pick the best combination of result. This can't change the number of total dice added. They might also provide special injury or knockout effects, replacing the standard -2 penalty or dead/dying condition.
For example:
Unarmed:
Injured Result: The target loses its weapon or is knocked prone. (-4 to his next attack).
Knockout Result: The target can be dropped unconscious instead of killed.
Knife:
+1d6 attack.
Injured Result: The target is bleeding. (1 point of damage at the start of each action, Endurance or Treat Injury DC 11 ends)
Rapier:
+2d6 attack
Longsword:
+1d6 attack and +1d6 damage.
Axe:
+2d6 damage.
Flail:
+1d6 damage.
Injured Result: The target loses its weapon or is knocked prone. (-4 to his next attack).
Club:
+1d6 damage.
Injured Result: The target is knocked prone (-4 to his next attack).
Knockout Result: The target is dropped unconscious.
Bow:
+1d6 damage. You can attack two enemies with a single attack.
Crossbow:
+1d6 attack and +1d6 damage.
Pistol:
+1d6 attack. You can wield two Pistols to attack two enemies with a single attack (you don't need to split your dice).
Rifle:
+1d6 attack and +1d6 damage.
Automatic Rifles:
+1d6 attack or +1d6 damage and target two enemies or
target four enemies.
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Spells
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Spells are simple - declare which spell to use and roll your skill check.
Since magic is often supposed to be very powerful and dangerous, the gamemaster may allow the character to take drain damage from casting spells for improved effect.
The character takes 1d6 damage but rolls an additional 2d6 for his Use Magic skill roll when doing so. An injured result might add some complication, or just cause a -2 penalty to the next Use Magic roll of the character.
Optionally, the spellcaster might allow allow this drain to be taken by a willing or helpless creature.
Charm Person:
+1d6 damage. Injured Result: Target cannot attack its round. Knockout Result: Target treats you as friend and is no longer hostile.
Dominate Person:
+1d6 attack: Injured Result: Target makes a single attack against a target of your choice on its action. Knockout Result: Target treats you as friend.
Magic Missile:
+1d6 attack and target two enemies.
Fireball:
Target 4 enemies. Flammable material in the area might catch fire.
Injured Result: Catch Fire. The target takes 1 point of damage at the start of each of its turn, until it succeeds at an Endurance or Medicine Check DC 11.
Knockout Result: Target is burned to a pile of ashes.
Flesh to Stone:
Injured Result: Target cannot act on its next action and attacks are made at +4. Knockout Result: Target is turned to stone.
Counterspell:
Not an attack. Roll for Use Magic. This is the number of points you can spend for yourself or allies in radius to improve their defenses against magical attacks.
Invisibility:
Not an attack. Roll for Use Magic and use the result like Stealth, except you can do this even when in plain sight.
Knock:
Not an attack. Roll for Use Magic and use the result like Thievery.
Summon Monster:
Not a direct attack. You conjure a creature under your control. The creature uses your Charisma for all its attributes and your Use Magic skill rating for all its skills. It has 5 hit points. You can take up to 3d6 points of damage to increase its hit points by an equal amount. When the creature is reduced to 0 hit points or less, you take 1d6 points of damage.
You can direct it to make an attack with a +1d6 bonus to the attack or a +1d6 bonus to its damage. You have to use your own action dice for the attack.
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Armor
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Light Armor grants a +1 (Leather) to +2 (Hide or Kevlar Vest) bonus to the characters Dodge value.
Heavy Armor replaces the characters Dodge skill with a bonus between 4 to 6 (4: Chainmail or Kevlar Jacket, 5: Scale Mail or SWAT Armor, 6: Plate Armor or Bomb Squad Armor). Heavy armor also reduces all damage inflicted on the character by 1.
A character armed with a shield gets 3 dodge points which work exactly like the dodge points gained by defensive fighting.
Advancement and Rewards
Successful combats, roleplaying scenes, or other encounters grant karma.
At the end of a session, a character can spend up to 3 points of karma. An ability raise costs 3 points, a skill raise 1 point. Neither skill nor attributes should be raised beyond 6. Additional spells can also be bought 1 point per rank (better make up some more before getting there.)
A character can spend Karma to reroll any roll he just made and take the better result. In combat, he can also spend karma to negate a injured effect or a knockout effect.
Additional rewards might exist in form of treasures, advanced or magical equipment, favors or reputation.
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