This system aims to create a versatile and adaptable system that can bend to what the group, table, campaign or world needs and wants. It aims to be a system that caters to any playstyle, or world that The different Groups may need.
The system will have 5 gradients of rules categories that can be tweaked along the gradient, which there will be support for: Complexity; Rules can be added, or removed, like on and off switches, to increase simplicity or complexity to suit the desired style. Gods; Gods can be an integral part of the world, affecting people and the world, or non existent and serving as only faith with no direct proof or impact on the world. Time; The game is designed to be played over any era. Magic; magic can play any level of importance from not existing, or driving every world and society. Realism; The game can be played in any level of realism, from Arcady, Anime, Game like, power fantasies, to hyperrealism, semi realistic, or a blend of what features makes it fun to play.
The system is designed to be guidelines, and building blocks, at a game master's discretion any rules can be changed, added, removed, replaced, tweaked. The only rules of this game that are set in stone is 1. The rules are malleable and up to the group 2. Everyone deserves to have fun, Game master and players alike. (this does not excuse being rude, or neglecting one another's feelings).
Furthermore, a game set in a different type of session might have different systems in place, such as a modern game might have hacking as a sub tree for the tech tree, and a futuristic game might have railguns and energy blasters, a modern game might host guns and modern armour, like military armour, or even grenades and modern explosives.