>>3336670Are you familiar with fudge dice? “Fudge” in the sense of “fudging” a result; not the candy. Instead of numbers, they use two plus signs, two minus signs and two blank sides. Roll four of them and add for a result. For example, (_,+,+,-) would be a success; (+,+,+,-) would be a critical success; and (+,_,-,_) would be “nothing happened, roll again.” They’re a nice way to determine rolls quickly and visually if you want to maintain a fast but manageable pace. Burning Wheel adjusts to them rather well, which is why I recommend it.
Character creation would involve generating your stats then turning you loose on a catalog of abilities, weapons and gadgets with a limited pool of requisition. You begin as a Cadet, and as you complete missions, you level into new ranks that afford you more resources and options. Then you could specifically pick an agent to be your advisor/mission control at the mission’s outset for a specific bonus. Winston would give you a bonus to science-based skill checks; Tracer would give you a speed bonus and an extra save against morale checks; Mercy would confer a bonus to healing abilities, et cetera. Likewise, Talon could have their own agents in play as advisors granting them bonuses you would have to overcome. Widow could give a bonus to enemy weapon range; Sombra would give you a penalty to detect stealth checks and might randomly disable one of your abilities for a set number of turns; and Moira could give the enemy loadout a life drain effect.
If you do well, then you can call your advisor in directly to act as a support for the final encounter. They may not have stats, but they -could- have really good abilities. Mercy could automatically revive anyone who dies a set number of times; Tracer could hit or disorient multiple targets in a single turn; Jack could give you 100% accuracy for a few turns. There's a lot of potential, and a good homebrew system could be a lot of fun.