

This is no biggy, make up your own system. There are no prices (some baubles are priced in the intro adventure, listed in P (Pence) and SP (Silver Pence). You could maybe even create specific advancement skill/spell roll charts based on specific backgrounds. And every so many few levels, you can add a new skill or spell - randomly(?). Perhaps every few "levels" you add 1 stamina. And when you have enough to "level up" you would get 3 improvement rolls wherever you want them (or use the tick system and only improve skills used successfully as in the rules) of course they're not guaranteed to succeed. You would get it for the usual reasons, killing things (XP = their stamina) finding things, etc. I would keep the numbers low, hundreds not thousands. I'm not a fan of "getting better" whenever the GM says so. Perhaps you could roll a chaos die after every one goes, on a 6 the round ends and if you didn't get to act, too bad. Perhaps a monster can attack after every PC goes. This way initiative still favors monsters. I would keep it more traditional, players roll a d6, monsters roll a d6 and add their initiative score. It's cute, I get what they're going for: Chaos! But, collecting and drawing tokens (potentially lots of them) every time there's a fight, is way to fidgety for my taste. In which case, you should apply some sort of attack or damage roll penalty. This will break down if you ignore the inventory system and then everybody will be wearing heavy armor + shield. Fallen Angel Dust, Essence of Dragon, etc. Even if I left out the guns I would keep the plasmic core and rename it in some sorcerous way. If you like the sci-fi element to the game, rifles are long barreled "Fusils" and guns are "pistolets." Ammo is a "plasmic core" that can also be huffed by wizards to fuel spells.Yet, a clumsy weapon like a heavy maul varies from a little damage to a bruising lot. Some weapons are more dependable than others (swords), dealing moderate but steady damage. At first glance I was like, eh no, but upon further examination, I approve. Opposed roll combat, loser takes damage (I mention below that I would separate this into attack and defend.).Cast any spell and you risk death no matter who you are do to the OOPS! table (rolling double 6's.) All of the usual tropes are there, but they're powered down, e.g., you can try to put one person to sleep. A magic system that cost stamina to use.
