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I'm possibly a little late to the party, but I just wanted to reach out to say a big thank you for a brilliant and innovative set of super-quick-to-the-table rules. 

Player-facing dice-pools make for a really engaging experience for players (rolling dice is an integral part of the RPG experience, after all, so the more the merrier), the usage-die mechanics just feel right, and the combat is quick and deadly - as it should be.  I can see the influence of Cairn, Knave, and Maze Rats that you list; however, to my mind this system is much better in a lot of ways, giving meaningful and flavourful differentiation  between weapons and the like, yet without feeling any heavier - it would definitely be my preference.

I particularly like your elegantly simple system for being wounded where it's the relative difference between your Power roll and the excess damage (after armour etc) which determines the outcome injury-wise - it makes a lot of sense on an intuitive level: very nice!

Great work!

(P.S. anything else in the pipeline for Wyrd?)

Sorry for my EXTREMELY tardy reply. First, thank you so much for the thoughtful comment. I feel like you “get” it! With every new RPG I read, I get a little sad when a completely distinct subsystem is introduced. They have their place, but imo the best design is the least design, and if I can have a consistent mechanic scale to every scenario, I’m all for it.

I have a draft of Wyrd 2.0 that is collecting cobwebs. I have another game I’ve been working on for over a year now which is my main focus - but even that has been shelved for the meanwhile. It’s a series of modules, in the vein of 2400, sci-fi, set around cryptid  conspiracies and alternate histories.