Players: Choose Warrior, Scoundrel, or Alchemist. Note down Endurance, once-per-session Edge and associated Advancement, plus Gear. Warrior: 3, Robust: +1 die on Defense roll. Scoundrel: 2, Precise Strike: +1 die on Attack roll. Alchemist: 1, Philosopher's Shard: Instantly create extra Vial of a known Concoction. Advancement: Choose one after each adventure and note down Advancement. Warrior: +1 to Attack or Defend. Scoundrel: You can bypass a new mechanism. Alchemist: Learn Concoction that grants Boon. Rules: Only players roll. 3 dice + modifiers if any for resolutions. Dice = d6. 9+: Success. 8-. Failure. Combat goes Players first, then Storyteller. Damage _____ by PCs, when it matters: Suffered: 9 - Roll. Dealt: Roll - 9. If Damage is higher than Endurance, target is Wounded: PCs roll -1 die, players roll +1 die against Wounded NPCs. Adventure yields Coins; they purchase Gear. Weapons are Melee or Ranged. Sacrifice Shields to deny amage. Storytellers: Enemies and Environment Elements have Tags that describe them; DM uses them to decide if a task is Easy or Hard (+/- 1 die to roll). Enemy Endurance ranges from 0 to 4. Environments have 1 to 4 Tags. Artifacts break the rules. Go wild. Tell a story together. Make it awesome.
This is a great creative challenge, and one that had me finally take the leap and try and write a game. Thanks.