The system used in the Tacharis, Low Fantasy and Steampunk RPTs seems to work quite well in keeping the essential game mechanics from interfering with the players good times while keeping a limit to character power and ability. I believe the system could easily be worked out into a sort of Guide that can just be copy/pasted into any RPT with any setting with minimal work used to remove skills and rules that do not fit the setting (ex. Magic in non fantasy settings) and add skills and rules that are specific to only that game (house rules).
Generally 5 skills are given to each character so all skills must be of sufficient usefulness that someone with such limited number they can pick will not automatically pass it by.
Skills can be simple, they give full ability with one point spent. An example of this would be the skill Dumb Luck which lets you get away with being very loose with probability.
Tiered skills have two or more levels each better than the last but still the same ability. An example of this would be Healing where first level gives simple first aid and last level is Brain Surgeon.
Higher Cost. Skills that are so powerful that they require a higher than 1 point cost but cannot be broken down into tiers.
Here are examples of how skills can be displayed
Animal Handling (1 pt): Able to deal with out of control, untrained or poorly trained animals. Allows training of non-magical animals within reason. Some animals are inherently untrainable. ((Nearly All Settings))
Jack of Trades (2 pt): Can pick 3 Tier 1 skills with a 1 point cost and perform them to a slightly lesser ability than another who paid full price. ((Nearly All Settings))
Clockwork Engineering 1 (1 pt): Allows the repair, design and construction of simple clockwork or steampunk vehicles or creations. Higher skill allows more complex workings. ((Steampunk or Fantasy Settings))
Post suggestions for or discuss rules and skills. When the entire thing is compiled I will put it into its own thread and ask for it to be stickied for reference.