This was written for HAG, a Hud-less adventure game I am tinkering with. Hud-less gaming assumes that players don't interact directly with any mechanics, that stuff is all taken care of behind the screen by the GM. Other than hud-less I als want HAG to be a true FKR game, meaning that rather than giving you a rule on how to do something, I explain why I do something a certain way and provide options to the GM they can use.
In my game, skills are a leverage that players can use to argue why they should be able to succeed at something. The GM is supposed to take the skill into consideration when determining the risk of a situation. This is inspired by a system from Chris McDowall which I first remember seeing in his Primordial posts, but he describes it very clearly in this blogpost about Mythic Bastionland.
Anyway, here's the system.