A Card Based Fantasy RPG
This is a super simple Fantasy RPG designed for "beer and pretzels" gaming or running with children. It is designed to occupy mostly the same narrative niche as D&D.
The basic mechanics
Players have no character sheet and instead have a small hand of cards. These indicate what they are able to do, magical equipment, or what status effects such as injuries are on them. characters are otherwise assumed to be well prepared for, trained in, and physically suited to the roll they are taking
To accomplish basic actions the players will discribe there intent to the GM. The GM will then state what skill this uses and what their Target Number (TN) is, and the player will roll the dice they have available for that skill, and keep the best die. If that die, plus or minus any modifiers, is equal to or greater than the Target Number, then the character succeeds. If the resulting roll is below the Target Number, then the GM assigns some sort of consequence.
players will also start with a number of special action cards, based on their heritage or profession, in there hand. These can be played instead of taking a basic action, and tend to do something amazing and heroic. Unless otherwise specified on the card, playing it means that the card is used for the rest of the adventure, and should be handed over to the GM for keeping. In general cards which are expended are quite powerful, and should dramatically change the state of play, often solving entire encounters in one action.
The Skills
All players start with a profession card, which indicates how many dice they roll for each skill. The skills names are intended to be fully descriptive, but I have included a bit more description for each below
Animal Handling: Getting animals, or non-intelegent monsters to do things, or guessing what they might do. This includes distracting them, baiting them into eating something, calming them down, or figuring out what their general goal is, or what their next action is.
Conviction: This is used when the primary challenge is emotional or pain related. This is typically used when trying to do something terrifying, or trying to push thru pain, magic, or enchantments.
Climb: In addition to climbing things, this covers balance, contortion, and flexibility related checks.
Deceive: In addition to lying and misdirection, this covers finding the truth behind lies and misdirection.
Intimidate: Making others afraid of you. In many cases this can be used as an alternative to violence with lesser foes to making them flee. It can also often be used as alternative to persuasion.
Jump: This covers all sorts of acrobatics and high speed mobility. Things like catching a rope while falling, or snatching a falling necklace out of the air. This can also be used for a race or chase on foot.
Knowledge:
Mechanisms: Dealing with mechanical devices and similar. This might mean activating a mine-car system, or firing a catapult, or activating a complex magical machine. This also includes the physical parts of sailing.
Medicine:
Nature:
Observe:
Persuade:
Pick Locks: Note that many professions do not have access to this skill. This covers Picking locks, escaping from bonds, picking pockets, and covering up evidence that any of that has been done.
Ride:
Stealth:
Survival:
Swim:
Violence: Attacking others. This covers unarmed, melee, ranged, and magical attacks. Wether you are attempting to wrestle your buddy to the ground without hurting him, shoot an arrow at the zombie, or fire a magic wand at the kobold it's violence. Characters are assumed to be well equipped with both a ranged and close up weapon. The types of weapon can be left to "flavor"