Alacrity is a set of simple RPG rules using only d10/d100 for randomization purposes. Though the rules are meant to be generic, they don't take into account modern day topics like vehicles.
A character has four attributes that can theoretically range from 1 to 20: Strength, Mind, Body, and Dexterity. The values are determined randomly using d10+10. Secondary statistics like movement, strength damage modifier or quickness are calculated from the basic attributes. A character also gets 1d10+STR hit points and the same amount of stun points.
Skills values are measured in percent and may be raised above 100%. All skills start at a base value derived from one or more attributes. Skills may be increased by spending experience points.
Attribute checks are made using 2d10 and trying to roll under the attribute in question. Skill checks use d100 and try to score less than the skill value. Situational modifiers may be added or subtracted from the skill value before the check is made.
Combat is divided into rounds of five segments each. A character may perform one action per segment, but consecutive actions suffer a penalty.
Attacks use the skill check mechanic. The attacker rolls a skill check and notes his margin of success (the difference between his skill value and the dice roll). The defender may use a skill check to parry, dodge, or whatever is appropriate. If the defender is successful too, the higher margin of success decides who wins.
Damage is subtracted from hit points. If the hit points fall under certain levels, the character suffers skill check penalties and also possibly bleeding until his wounds are cared for. There are also stun points for non-lethal damage. Weapon damage ranges from 1d10 for a thrown dart to 6d10 for a battle axe. Armor provides armor dice, from 1d10 for heavy clothing up to 9d10 for Plate Mail. If a character is hit he may roll his armor dice. He only suffers the difference between the armor roll and the damage roll.
Alacrity provides only a rudimentary magic system. A character using magic has a magic skill and must fuel his spells with magic points. The GM and the player have to define the spell effects, costs and difficulty.