Here is a teaser
The nervous system is established to be the only rules you will ever need for any role-playing-game anywhere.
It is based off of three principals: Storytelling, simplicity, believability.
Storytelling: Since roleplaying is similar to a book or movie it should be treated no different. The story is why people enjoy those media elements and are willing to take a great deal of abuse to other aspects if it means that they enjoy the story. Without storytelling, a roleplaying game is simply a super crappy video game with the most horrible graphics ever. Storytelling should always THE priority, but sometimes it may not be sufficient to cover all aspects of the game.
Simplicity: With simplicity, it eliminates new player intimidation, nerd-offs, and rules-lawyers. (All are serious inhibitors to the growth of this wonderful hobby.) Sometimes simplicity is not sufficient to resolve a situation. If that is the case then defer to the third principal.
Believability: This system is designed to capture the way things actually function. The reason why believability is so important to a game is that it gives a base-line on how the characters interact with their environment. By keeping the door wide open to how the world actually functions, players can use their knowledge of the world to resolve their problems. If you so choose to dramatize these elements then make sure you keep it consistent.
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Here is a flavor of some of the stuff that is going to be different than other games.
Plot Armor: Because the GM likes you
Fortune favors the interesting. Plot armor negates damage starting at the lowest levels and eventually can build up to being immune to bosses hurling everything they have. Plot armor is based off of Kudos but remains in effect until an epic point is reached whereas Kudos remain even to the end of an adventure.
Plot armor can be used in one of two ways, either to step up the importance and therefore survivability of a character. Or it can also be used in conflicts to skew things to the player's favor (such as twisting the battle in order that the players cannot lose "because it is important.") Game Masters should never introduce a no-lose option to the players unless there is sufficient plot armor. Once victory of an epic point is achieved most plot armor is wiped away unless there remains animosity between a surviving villain and the heroes.
Plot Armor is only awarded for good roleplaying, and therefore is obliterated by bad roleplaying. This means that if someone buffs their character up for the battle through good roleplaying and then takes a machete to the believability of the battle, then the first thing to go is the plot armor. If a situation is hopeless, then the player needs to play it. If a battle is desperate enough, then the player needs to reflect that. It is vital so that the plot armor remains in effect.
Plot Armor can also be awarded to villains. This usually should be used to deliver injuries rather than outright death… at least until an epic point is reached and all bets are off. It can also be awarded to a villain in order to oppose a specific individual, making it a nightmare to battle against the villain who messes with his mojo.
Nemesis Plot Armor: While plot armor enables a player to be resistant to the attacks from enemies, when a nemesis is involved it is entirely a different game. Both plot armors count for both individuals locked in the challenge. However, against each other it is negated. While battle can rage on, it is assumed that fate is looking out for them and both individuals are on a continually interrupting autopilot. A GM is free to move both player, nemesis, and other opponents away per attack to make the conflict impossible for others to intervene… that is, if the plot armor is high enough. (Just make it believable. Don't have them jump clear across the board.)