NeverWorld is a fantasy RPG by ForEverWorld Books with a very loosely defined game world.
Checks use an exploding d100, modified by attribute values, skill values and situational modifiers. The result is determined by the ROC, the Rolling Outcome Chart. The larger the result, the better the outcome of the action. High results not only grant success, but also experience points, skill upgrades, whishes from the patron god or even the offer to become an immortal (though that is quite unlikely, requiring a result of 700 or more).
Character creation starts with the player selecting a race and a culture which influence the starting skill points and a character's statistics. Races and cultures are not supplied in the main rulebook, though, but in separate culture sourcebooks. Attributes (called advantages) are defined by the race and starting age. They can be positive or negative and are used as modifiers for checks. Skills are bought from an initial pool of skill points. A character also selects a career and a profession from this career, basically a class with certain requirements.
A character has three different levels that can change during his adventuring time: professional, social, and fiscal. The professional level shows the character's progress in his career. The social level shows how famous or infamous a character is. The fiscal level reflects the assets the character has accumulated. From these three levels, the life level is calculated. Gaining life levels results in changes to a character's attributes.
NeverWorld also uses a simple alignment system that divides people into Givers and Takers of various degrees, depending on their actions.
Combat is fought using the basic d100 mechanic for attacks and defenses. The damage roll result is first lowered by the armor, then by a "soak factor" which results in the loss of willpower points, and lastly it is subtracted from a character's health points.
All characters in NeverWorld can learn magic if they meet certain attribute and skill requirements, and are successful in an initiation rite (roll). A character can use the powers (spells) of different spheres. His mastery of a sphere affects his ability to use those powers. Using powers requires a skill roll and spending of willpower points.