Ok, so a core system trial.
The game rules work around Levels and d10s. There are potentially as many levels as are needed, the starting point is 0, and they plus or minus from that point.
0 is what the normal level for human to human interaction rests at. To start with I’ll run through the rules based on two forces that interact at that level.
When a character tries to achieve something out of the ordinary their player makes a roll of a d10. They want the result to be as high as possible. They can roll an extra 1d10 per Trait that can apply to the situation they face (characters will have a range of Traits, covering natural strengths to learnt skills), with the highest result taken.
This rolled will be compared to either another roll made or a set number. If the character ‘s result is higher than that number then they score a SUCCESS. If not they get a PARTIAL FAILURE.
If any of the dice rolled comes up as a 10, then that dice can be rolled again, but at ONE LEVEL higher. If any come up as a 1, then the highest result rolled from amongst all the d10s rolled is removed for each 1 rolled. If that means there are no dice left then the player must roll again, but at ONE LEVEL lower. So if a player only rolls 1d10, and it comes up as 1, they must rol again at one level lower. If they rolled 3d10, and got a 1, 3 and 5, the 5 is taken away, leaving the highest result as a 3.
The special rules for 1s and 10s don not count on any re-rolls.
If a character is one level higher than whatever they are facing, unless they roll all 1s, they will automatically get a SUCCESS. If the roll they make is higher than needed (as before) they gain a SUPERIOR SUCCESS.
If a character is two levels higher, then unless they roll all 1s they automatically get a SUPERIOR SUCCESS. If the roll is higher than needed, then they obtain a CRITICAL SUCCESS.
If the character is one level lower than whatever they are facing, then if the roll is higher than needed they get a PARTIAL FAILURE, otherwise they gain a FAILURE.
If the character is two levels lower then if they make the roll, they get a FAILURE, otherwise it’s a CRITICAL FAILURE.
These result types will dictate what happens to the character. If you get all silly about it and make the player roll for his character to tie his won laces, the number needed would be 5 for a normal pair of trainers.
SUCCESS: those laces are tied.
SUPERIOR SUCCESS: laces are tied in a really cool old school fashion, giving mumours of approval from passing hipsters.
CRITICAL SUCCESS: woah. The laces are just about the sweetest things every seen, and will score you a front page splash on Vogue.
PARTIAL FAILURE: well, they are tied. kinda. Going to come loose when you start running mind.
FAILURE: damn, the complexities of lace tying are totally lost on you. Slips ons will have to do.
CRITICAL FAILURE: nice dude, you have managed to tie your own fingers together, no laces in the shoes, and now you can’t untie yourself from your embarrassing situation.
Oh, that number needed is probably a Difficulty number. And I have not worked out Traits and Levels yet, but I reckon it will be probably something like certain Traits let you make the roll at a higher Level, though if that’s the case they probably don’t give you an extra d10 to roll.