WHAT IS IT?
- EABAnywhere is a very condensed
analogue of the EABA role playing system. It is not
the same set of rules as EABA, but it is usable with
the full game and vice-versa, and keeps many of
the same rule concepts and mechanics.
There are two reasons for EABAnywhere. The first is
that we figure if you like this free set of rules, you
might go out and buy the full, detailed version of
EABA and its supplements. The second reason is that
we wanted to make a version of the rules that you
can play anywhere. While walking with friends,
eating at a fast-food restaurant, while driving and so
on. EABAnywhere lets you take your adventures on a
road trip. The EABAnywhere skill resolution system and
minimal bookkeeping also mean that it can be
used as a set of LARP rules.
Rights - EABAnywhere is free, but is copyrighted.
You can copy and distribute these rules, but you
may not charge money for them, either directly (as
in selling them) or indirectly (as in duplication fees).
Conversions - If you see a note starting with
Conversion
, it means that it is how you would
convert an EABAnywhere adventurer to EABA. If you
see Conversion
, it means that is how you convert
an EABA adventurer into EABAnywhere terms, so you
can take it on the road.
MAKING AN ADVENTURER - Adventurers in
EABAnywhere are built on points, similar to the way
they are in EABA. An EABAnywhere character will fit
on a business card, something like this:
All of an adventurers Attributes have to be at
least 1. A level of 2 is about normal for humans, and
4 is the normal maximum for humans (a horse would
have a Strength of 5 or 6).
Conversion
: Multiply Attribute scores by 3.
Conversion
: Divide attribute scores by 3,
rounding to nearest point.
Each point in an Attribute or a skill costs you 1
point, and there are six Attributes.
Adventurer type Points Average level
Average person 12/6. 2
Slightly heroic 15/8. 2.5
Heroic 18/10 3
Really heroic 21/12 3.5
Conversion
: In EABA terms, an Average
person is about 54 Attribute points and 60 Skill
points, the Slightly Heroic person is 81 Attribute
points and 80 Skill points, the Heroic is 108
Attribute points and 100 Skill points and the
Really Heroic is 144 Attribute points and 120
Skill points.
Your points are split for a reason. The first number
can only be spent on Attributes, and the second
number can only be spent on skills.
In addition to your base amount of points, you
can gain up to 3 points from having negative Traits
or spend up to 3 points on positive Traits. These points
can be taken from or applied to either Attributes or
skills. Each point gained from a negative Trait is a 2
point penalty on something related to that Trait,
and each point spent on a positive Trait is a 1 point
advantage in something related to that Trait. You
cannot gain or spend more than 2 points on any
particular Trait, or gain or spend more than 1 point
on a Trait which directly affects an Attribute.
EXAMPLE: If a player says their adventurer is
claustrophobic and gains 1 point for it, the
adventurer takes a 2 point penalty whenever
trying to do something in an enclosed space.
An adventurer who has 1 point in wealth
finds it easier to do any adventuring situation
that could modified by having more money,
or an adventurer with status may hold some
sort of civilian or military position of authority.
Conversion
: In EABA terms, a point gained
or spent on a Trait is worth about 10 Attribute
or skill points.
Conversion
: Conversely, each 10 points
gained or spent on Traits in EABA turns into
about 1 point in EABAnywhere.
EABAnywhere
1.1
EABAnywhere
Name: Aldus Firebrand
STRENGTH
AGILITY
AWARENESS
WILL
HEALTH
FATE
Dodge
Base move
Carry
Hits
Brawl
Melee
Shoot
Hvy. wpn.
Ride
Climb
Sneak
Burgle
Science
-1
-2
-3
-4
-5
Merchant
Tech
Medicine
Sorcery
Psych
Language
Culture
Scrounge
Run
Main
Attributes
Secondary
Attributes
Skills
Ability to
take damage
Attributes - EABAnywhere adventurers have six
Attributes. You can have Traits that penalize or help
a very limited aspect of an Attribute.
EXAMPLE: Awareness covers both perception
and cognitive ability. You could have a Trait
that involves keen eyesight, deafness or a
particular aspect of intellect.
Strength: Your raw physical power and lifting
ability. A major factor in how much brawling or
melee weapon damage you do, and contributes to
your ability to withstand damage.
Agility: Your overall dexterity. Most manual or
combat skills will add to Agility, though you may find
a style or reason to add them to Strength instead.
Awareness: A combination of intellect and
perception. Most academic or technical skills will
add to Awareness.
Will: Mental fortitude. Will factors into how hard
you are to stun. Mental powers or skills (like Sorcery)
add to Will to determine their chance of success.
Health: Your overall stamina and recuperative
abilities. It affects your base movement speed and
contributes to your ability to withstand damage.
Fate: Fate is used for both luck and paranormal
powers. Higher is better in both cases.
Secondary abilities - Attributes generate a few
secondary abilities to mark on the adventurer card.
Hits: The damage you can take before dying or
falling unconscious is your Strength plus your Health.
Dodge: Your ability to avoid attacks by dodging
is half your Agility, rounding up.
Run: Your base movement is half your Health,
rounding up. You can run at double this, and sprint
at triple this amount. Running skill adds to Health
before it is halved.
Carrying capacity: Everything you wear or carry
has a Weight. Count the Weight of the heaviest
item. Add 1 if you carry more than one item of that
weight, and 1 more if you carry a bunch of things
that are lighter. Each multiple of your Strength in
carried Weight means all physical actions take a 1
point penalty, like movement, combat skills and so
on. A carried person has a Weight of their Hits.
Conversion
: In EABA terms, all the secondary
abilities will be based off your scores in the
main Attributes.
Skills - Each level in a skill costs 1 Skill point. A
level in a skill adds to your level in the appropriate
Attribute to get your overall skill total. The Attribute
a skill adds to is usually clear, but if it can be based
on more than one, you choose which one when
making the adventurer. You cant have more levels
in a skill than in the Attribute it is based on. So, if you
have an Agility of 2, you cant get more than +2
from a skill, for a skill total of 4. For a doing a skilled
task that you dont have the skill for, you use your
Attribute minus 1.
EXAMPLE: If you have an Agility of 3, but no skill
at Melee, you count as having a skill total of 2.
Conversion
: Each level in a skill is a +1d level
of skill in EABA.
Conversion
: Each +1d in a skill roll is 1 level of
skill in EABAnywhere. Skills of +0d in EABA count as
being unskilled in EABAnywhere.
The skill list is pretty simple:
Brawl: Unarmed hand-to-hand fighting
Melee: Armed hand-to-hand fighting
Shoot: Using ranged weapons
Heavy wpn: Use non-shoulder fired weapons
Ride/Drive: Animal/vehicle use, as appropriate
Climb: Techniques/equipment use for climbing
Sneak: How not to be seen
Burgle: Pickpocketing, alarms, locks, etc.
Science: Choose a scientific field
Merchant: Economic knowledge
Trade/Tech: Build/repair knowledge in one field
Medicine: Physician and first aid skills
Sorcery/Psi: How to use paranormal powers
Psych: Choose an aspect of psych interaction
Language: Choose a language for each level
Culture: Choose a culture for each level
Scrounge: Choose a type of stuff to find
Run: Adds to your Health for movement
A skill means you have an automatic general
knowledge of famous people with that skill, and
possibly their general whereabouts. All adventurers
get for free a skill total of their Awareness in both
their native language and their native culture.
Stuff - Gear has a Cost, which is an abstract
amount. Starting adventurers have a Wealth of 0
( any Traits affecting money), and can have one
item whose Cost is Wealth+1, two items at Wealth+0,
and four items at Wealth-1 or less. These amounts
can be traded up or down on a 2:1 basis, like
trading in your two Wealth+0 item slots to get one
extra Wealth+1 item, or four extra Wealth-1 items.
EABAnywhere
1.2
A
D
V
E
N
T
U
R
E
R
S
CONFLICT RESOLUTION - Whenever two things in
EABAnywhere are compared to each other, you use
a fairly simple mechanic. You total up everything on
your side, and everything on the other side. Then
you do rock-paper-scissors twice. You can do this as
two consecutive throws, or use both hands at once,
so long as the gamemaster and player do it the
same way. Each win adds 1 to the adventurers
total, each loss subtracts 1. If the adventurers
total matches or beats the gamemasters, the
adventurer succeeds at what they are trying to do.
EXAMPLE: The gamemaster says that Aldus
Firebrand needs to match a total of 3 to climb
over a wall quiet enough to avoid notice, but
he only has a skill total of 2 (his Agility minus 1,
since he has no Climbing skill). On two throws
of rock-paper-scissors, the nine possible results
are lose-lose, lose-draw, draw-lose, draw-draw,
win-lose, lose-win, win-draw, draw-win and
win-win. Aldus has to get one of the last three
results in order to get his skill total to 3 or more.
This resolution system gives you a variability of 2
on any result. There are three exceptions to this rule:
1) If you win twice in a row, you can do another
two throws. And if you win both of them, you
can do it again, and so on. So, adventurers
have the chance of pulling off amazing stunts.
2) If you have the gamemasters target number
beat by 2 or more, you can skate it and
avoid doing the throws entirely. You only get
an average success in this case, with no
special effects one way or the other.
3) You can mark off a point of Fate to have you
and the gamemaster re-throw one of the two
hands of rock-paper-scissors. If you win, you
get the point of Fate back. If you lose, you
lose that point of Fate for the rest of the game
session. And if your Fate is zero, you cant use
Fate in this way until it goes back to 1 or more.
This system lets you resolve skills, combat and
Attribute checks anywhere you can have a hand
free, which makes it possible to roleplay in places
you normally couldnt manage.
Some situations are going to be unopposed. This
is where the environment or some characteristic of it
determines the target number. The target distance
for a ranged attack, how hard it is to climb a cliff,
and so on. An opposed task is one where you are
competing against someone elses similar ability. A
brawl or a game of chess would be an example.
Within the EABAnywhere framework, unopposed
tasks will have these difficulties (use the first number).
The range in parentheses is an approximate range
that would be the listed difficulty for ranged attacks.
Task Difficulty
Impossible(250 meters) 7/20
Superheroic(125 meters) 6/18
Heroic(60 meters) 5/15
Formidable(30 meters) 4/12
Challenging(15 meters) 3/9
Average(8 meters) 2/6
Very easy(4 meters) 1/3
The descriptive terms are relative to someone
who has a skill total at what EABAnywhere considers
an expert level, which is about 4.
Conversion
: Each point of an EABAnywhere
difficulty is multiplied by about 3 to get an
EABA difficulty.
There are many modifiers that can adjust the
adventurers total. EABAnywhere uses a more flexible
and freeform scale than EABA, but the same basic
principles will apply.
Adventurer
Modifier total
Spending extra time +1
In a hurry -1
Each 2 hits of injury -1
High quality equipment +1
Doing two things -1 on each
Poor conditions for task -1 or more
Adventurer or target is walking -1
Adventurer or target is running -2
Adventurer or target is sprinting -3
Dice? - If you are somewhere where you can
use dice, you can instead roll one six-sided die for
each point in your total. You keep only the highest
three results (or all of them if you have three dice or
less), and compare that to the second number on
the difficulty chart, or your opponents best three
result on their dice. If you would roll four dice or
more, you may drop one before rolling to get a +2
on your final result. Any rule that relies on residual
amounts will multiply that amount by 3 if using dice.
EXAMPLE: If you had a shooting skill total of 4
and needed to do a Heroic task to target
something with a pistol, you would roll 4d6,
keep the best three dice, and have to match
or beat a total of 15, or roll 3d6 and add +2 to
the result to match or beat a total of 15.
EXAMPLE: The autofire rule says you get 1 extra
hit for each point you beat the difficulty by. If
using dice, it would be for each 3 points.
EABA
1.3
COMBAT - Combat in EABAnywhere runs in a
scale of turns, which can be assumed to be about
one second long, but are flexible. In a turn, you
should be able to walk a few steps, shout out a
warning, or use a weapon once or twice. The scale
of distance uses meters, but how far a person can
move in a turn really depends on how long youve
decided the turn is going to be. You can always
move your base distance (half your Health, rounding
up) without it counting as a separate action. You
may still take a penalty (shooting while walking is
less accurate than shooting while standing still), but
you can walk and do two other actions. If you run
(up to double your base move) or sprint (up to triple
your base move), your movement counts as a full
action and you will take an extra penalty if you
attempt to do something else. The base penalty for
movement applies to Agility checks if you have to
do something tricky, like hitting a patch of ice while
you are sprinting.
What matters most in terms of distance is what
range you are at for purposes of ranged attacks,
and can you close or increase that distance in the
time you have available?
Dodging - One special thing you can do in
combat is dodge. You can use 1 point of Dodge to
make yourself 1 point harder to be hit by all attacks,
but you also take a 1 point penalty on all of your
own attacks or Agility checks. If you are dodging
while brawling or in melee, any attack that is
unsuccessful misses you completely and does not
have to be blocked by a shield or weapon.
Ranged combat - You can normally make one
ranged attack per turn, though you can do two
actions and take a -1 on each.
The normal difficulty for a ranged attack is for
the range, as previously mentioned. Weapons can
be aimed to make a shot easier. Some weapons
have Accuracy, which makes an aimed shot even
easier, like a rifle with a telescopic sight.
The size of a target will also affect the difficulty
of the task:
Adventurer
Target is: total
Extremely small(like a pistol) -3
Very small(like a helmet) -2
Small(like a torso) -1
Average +0
Large(like a car) +1
Very large(like a large truck) +2
Extremely large(like a house) +3
You can also use these target sizes to take into
account something that is partially hidden. If you
use these target sizes to aim at a particular body
area, if the area is less vital (like an arm or a leg),
any damage that gets through armor is reduced by
the modifier, but lethal attacks always do at least 1
Hit. On the other hand, if the area is more vital (like
the head), the damage applied after armor is
increased by the modifier, but cannot do more than
double the amount that got through armor.
EXAMPLE: A successful -2 called shot to
someones arm would reduce the damage
done after armor by 2, since you aimed at a
spot less likely to kill. A successful -2 called shot
to someones head would increase the
damage done after armor by 2, since you
aimed at a spot more likely to kill.
Shotguns - A shotgun can either fire one large
bullet (a slug), or many small ones (shot). If you use
shot, you get a number of attacks equal to the
Damage of the weapon, but each attack only has
a Damage of 1. Also, the number of attacks you get
is reduced by half the difficulty for range, rounding
up, but the difficulty itself is reduced by the same
amount.
EXAMPLE: A Damage 3 shotgun can either do
one attack at a Damage of 3, or three attacks
at a Damage of 1. If the target was 15 meters
away (a difficulty of 3), then you would only
get one attack at a Damage of 1, but it would
also be 2 points easier to hit than normal.
Autofire - Machineguns and similar weapons fire
multiple times when you pull the trigger. Every point
you exceed the difficulty you need to hit counts as
1 extra hit at normal damage.
EXAMPLE: If after your rock-paper-scissors
challenge you have a total of 5 and only
needed to get a 4, then you get two hits with
your autofire weapon.
Explosives - Things that go boom! do their full
damage where they land, and lose twice the
difficulty for range against targets further away. Any
armor that doesnt cover the whole body only gets
half its value (rounding down) against explosives.
EXAMPLE: A grenade has a Damage of 3. At a
range of 4 meters (Difficulty of 1), it loses 2
points and only does a Damage of 1.
EABAnywhere
1.4
C
O
M
B
A
T
Melee combat - Which includes brawling and
the like. Melee combat is usually an opposed task.
You are using your total against that of your foe. If
the totals end up as a tie, both sides are able to
block or parry the others attack. If one side ends up
with a higher number, then that person gets an
attack through the others defenses. There are two
exceptions to this:
1) If a person is dodging, a tie result means that
they did not block or parry, but avoided the
attack completely. For instance, you might
not want to block if the other guy has a sword
and you dont.
2) A shield gives a person a +1 to their total, but
only for defensive purposes. So, if that player
loses by 1, instead of them being hit, their
shield is hit. Shields have Hits, and damage
that goes through their Armor and removes all
their Hits will destroy the shield and render it
worthless in combat. Armor and shields only
lose 1 Hit each time they are penetrated.
You can make two melee attacks in a turn, but
you have to decide this before making the first
attack, since each attack will take a -1 penalty. If
you declare that you are only acting defensively
(blocks and dodges only), you only take penalties
on your skill for each check after the first, and you
can make as many checks as you want.
EXAMPLE: If you had a melee skill total of 5
and decided to attack twice, you would get
two attacks at a skill total of 4. If you decided
to just act defensively, your skill total would be
5 against the first attack, 4 against the second,
3 against the third, and so on.
DAMAGE & ARMOR - Ranged weapons have
a fixed damage number, like a 9mm pistol has a
Damage of 2. Punches do non-lethal damage of
the attackers Strength minus 1, while kicks do the
attackers Strength, but take a -1 penalty to hit.
Melee weapons generally do lethal damage
based on Strength with some penalty or bonus.
EXAMPLE: An adventurer with a Strength of 3
wielding a knife with a Damage of Strength-2
would have a weapon with a Damage of 1.
Damage is compared to a targets Armor. If the
Damage is a type the Armor is not meant to stop,
the Armor is reduced by 1. If the Damage exceeds
Armor, you take Hits of the difference, with a rock-
paper-scissors challenge applied.
EXAMPLE: If an attack with a Damage of 3
strikes an Armor of 2, then 1 point gets through.
A rock-paper-scissors challenge can alter the
reuslt by up to 2, so a result of 2 or 1 means
the adventurer takes no damage. A result of 0
means they take 1 Hit, while a result of +1 or +2
means they are hit someplace serious and take
more than 1 Hit of damage.
EXAMPLE: A bullet with a Damage of 2 striking
an Armor of 2 does nothing. Only Damage that
exceeds Armor initiates a rock-paper-scissors
challenge.
Bear in mind that this means an attack with a
Damage of -1 can still do 1 Hit to an unarmored
target if it wins both rock-paper-scissors challenges.
Armor effects - Armor does not add directly
together if you have multiple layers. An Armor of 2
or more in combination with another Armor of 2 or
more simply counts as the better Armor plus 1.
EXAMPLE: Hiding behind a table with an Armor
of 2 while wearing an Armor of 2 counts as
having an Armor of 3.
Hit locations - Unless you specifically aim for a
particular body part, you are assumed to hit a
target somewhere in the torso. This has no special
damage effect unless you aim specifically for the
torso, which is a -1 to hit, but worth a +1 to damage
that penetrates armor.
Damage scale - For reference, this is the
approximate damage of several types of weapons.
The melee weapons assume a person with a
Strength of 2.
Weapon Damage
Knife 0
Light pistol, shortsword 1
Medium pistol, longsword 2
Hvy. pistol, shotgun slug, greatsword 3
Rifle 4
Heavy rifle 5
Heavy machinegun 6
Anti-tank weapon 10+
Grenades 3
Explosives 5
Conversion
: Each point of EABAnywhere
Damage is about 1d+0 of damage in EABA.
EABA
1.5
Damage effects - Each 2 Hits you take makes
everything you do 1 point harder to accmplish. If
you take all your Hits in a combination of lethal and
non-lethal damage, you are knocked unconscious.
If you take all your Hits in lethal damage, you are
dead or really close to it.
Hits can be lethal or non-lethal. You mark non-
lethal Hits off with a single slash, like /. You mark
lethal Hits off with an X, like X. Lethal Hits always
write over non-lethal Hits.
EXAMPLE: An adventurer who has taken 1 non-
lethal Hit is struck by an attack that does 1
lethal Hit. Their Hits track now has 1 lethal Hit
marked off and no non-lethal ones.
The modifier on the Hits track applies to Hits that
would be done to the adventurer, as well as acting
as a penalty on their actions.
EXAMPLE: An adventuer who has taken 2 Hits
has a -1 to their actions, and Hits that would
affect them are also reduced by 1. So, if this
adventurer were struck for 2 lethal Hits, they
would only take 1.
However, this does not prevent lethal attacks
from doing 1 Hit anyway, so if the adventurer in the
previous example were struck for 1 lethal Hit, they
would take 1 lethal Hit.
Stunning - If an adventurer takes their Will or
more in Hits in a turn, they are stunned. A stunned
adventurer cannot attack, though they can move,
dodge and act defensively. However, a stunned
adventurers first action in any turn must be to try to
recover from being stunned. This is a Will check
against a difficulty of 1, bearing in mind that the
adventurers Will total is probably reduced by their
injury. The adventurers total is increased by 1 for
each turn after the first, so they will eventually
recover from being stunned. You can only suffer
from one stun effect at a time.
Healing and recovery - Adventurers can make
a challenge with their injury-adjusted Health against
the number of Hits they have taken. For non-lethal
Hits, they can do this once per hour. For lethal Hits,
they can do it once per day. Success means they
heal back 1 Hit of the appropriate type. Failing by
losing both challenges means the person takes an
additional Hit of the appropriate type.
For lethal Hits, trained medical care with a skill
total of the patients normal Health or more is a +1
to the injured persons total, and a quality medical
facility is another +1.
POWERS - For EABAnywhere, the power system is
greatly condensed from the full EABA rules. Powers
are bought like a skill, and this skill adds to your
Sorcery skill total, the only case in EABAnywhere
where two skills add together. You have to have
Sorcery as the ability to use powers, and each
power you know is represented by a particular skill.
EXAMPLE: An adventurer with a Will of 3, a
Sorcery skill of 1 and fireball skill at 1 has a
skill total of 5 for invoking fireballs.
The effect you get from a power, whether it is
Damage or something else, is based on your current
level of Fate.
EXAMPLE: If the previous adventurer had a
Fate of 3, they would lob fireballs with a
Damage of 3.
Successfully using a power is done by an
appropriate sort of resolution. A fireball might be
aimed like a ranged weapon, and thus be affected
by range, movement, dodging and so on. A
telepathic power might have to match a difficulty
of the targets Will and range, or telekinetic bonds
match a difficulty of the targets Strength and
range. If the power is successful, it activates and
hits. Otherwise, the power misses unless the user
failed by losing both rock-paper-scissors challenges,
in which case the power fizzled and didnt even go
off.
Creating a Power - Powers will fall into one of
the following categories:
Control/Block Sense/Confound
Harm/Restore Enhance/Detract
Alter Move
There are four categories that have a thing and
its opposite, and two others that are their own
opposite (like moving something backwards can
stop it from moving forwards, or something that can
be altered one way can be altered back the other.
You create a power or suite of powers by doing
two things: You determine the scope of the power,
and the finesse needed to get the effects,
EABAnywhere
1.6
P
O
W
E
R
S
First, you choose the main category the power
falls into. Then, you decide the breadth of your
training. The number in parentheses is the number of
effects you will know.
Scope Fate effect
Very broad(5) -2
Broad(4) -1
Normal(3) +0
Specific(2) +1
Focused(1) +2
EXAMPLE: So, if you wanted to be able to do a
wide variety of Harmful fire magics, you would
take a -2 on your Fate when determining the
Damage of any particular effect. However,
you would be able to create five effects, to
have effects for almost any situation, from a
cutting torch to a wall of fire to a room-filling
fireball.
EXAMPLE: On the other hand, if all you wanted
to do was a firebolt, you would say it was a
Focused ability, and the Damage you get
would be your Fate+2.
If the effect or effects you want are covered by
more than one scope, you apply the scope modifier
again to that particular effect.
EXAMPLE: A room-filling fireball is a very broad
effect compared to a firebolt, since it can hit
everyone in the room at once. The exploding
fireball ability would have an effect 2 points
less than the rest of the power, for total effect
of Fate-4 (-2 for the broad scope of the fire
powers, -2 more for affecting several targets).
On the other hand, the fiery finger that can
cut through steel, but only at fingertip range,
is very focused. That ability might be at 2 more
damage compared to normal, for a total
effect of Fate+0 (-2 for the broad scope of the
fire powers, +2 for being very limited).
If the effect of a power/suite of powers crosses
the line between the categories, the effect takes a
further -2 for each aspect so affected, and any
given power suite cannot do both sides if it has a
listed opposite.
EXAMPLE: Being able to fly is a Move power.
Being able to teleport would be a Move power
and maybe an Alter power. A fire mage who
does damage cannot use that power suite
(harm/restore) to heal things.
Finesse - You can use your skill to alter the level
of effect of a power. Each -1 to your skill total that
you take will increase the Fate effect by +1, and
conversely, you can get +1 to your skill total by
decreasing the Fate effect by -1.
EXAMPLE: If a target is very hard to hit, you
might fan your firebolt out a little bit, reducing
its damage, but increasing your chance to
singe someone. Or, if you really needed to
hurt a tough foe, you might take a reduced
chance to hit for a little extra damage.
Power guidelines - A more or less permanent
change to something (other than that caused by
damage) would be a -2 Fate effect, and even this
would only last as long as it would take damage of
that amount to heal. Effects of powers are not
cumulative. You have to exceed a previous effect
to increase it. So, a power to alter someones
Strength cannot stack on top of another one. You
would have to do a stronger effect, and only the
strongest one would count.
Powers in a gizmo like a ring or potion require a
separate Enchantment skill and lots of time to make,
and are left to the gamemaster to make available
as needed.
Powers will reach a natural equilibrium in a
gameworld. But what that equilibrium is depends on
what powers the gamemaster allows and how the
average person perceives them.
Conversion
: In EABA, each specific power is
a separate skill. Since a power in EABAnywhere
represents about 10 EABA skill points, the EABA
adventurer can have two powers at +0d skill
for each EABAnywhere power or power suite
they have.
EXPERIENCE - Players gain 2 Experience for a
short adventure (one session), 4 for a medium
length one (a long session or a few normal ones)
and 6 for an epic adventure. Clever roleplaying,
astounding tactics, heroic actions and such are
worth 1 extra point each at gamemaster discretion.
Wealth, booty, status, reputation and the like can
be acquired with experience, or they may be side
effects that the gamemaster eventually awards at
no cost in Experience.
It takes 10 Experience points to get a new skill at
a level of 1, double this for each level you already
have (so improving a level of 2 to a level of 3 would
be 40 experience points!). It takes 20 Experience
points to improve an Attribute by 1 level and 10
Experience points to buy 1 point in a Trait or buy off
1 point of a negative Trait.
EABA
1.7
ASSORTED STUFF
NAME DAMAGE SHOTS WEIGHT COST ARMOR HITS NOTES
Knife STR-2 - 0 -2 1 1
Shortsword STR-1 - 1 -1 1 2
Longsword STR+0 - 1 0 1 2
Greatsword STR+1 - 2 1 2 2 Uses both hands (cannot use a shield)
Spear STR-1 - 1 -1 1 2 Can be thrown(range of 3) for STR-1 damage
Axe STR-1 - 1 -1 1 2 Can be thrown(range of 3) for STR-1 damage
Crossbow 2 1 1 -1 1 2 Takes 2 turns to reload
Medium pistol 2 10 0 0 1 2 Takes 1 turn to reload
Shotgun 3 6 2 0 1 3 Takes 1 turn to reload 1 shot
Assault rifle 4 30 2 1 1 3 Autofire, Accuracy 1, takes 1 turn to reload
Flintlock pistol 1 1 0 -1 1 1 Takes 10 turns to reload
Flintlock rifle 3 1 2 0 1 2 Has Accuracy 1, takes 10 turns to reload
Leather armor - - 2 0 1 6 Weight-1 & Cost-1 for only head/torso or arm/leg
Chainmail armor - - 3 1 2 6 Weight-1 & Cost-1 for only head/torso or arm/leg
Plate armor - - 4 2 3 6 Weight-1 & Cost-1 for only head/torso or arm/leg
Small shield - - 1 -1 2 3 Provides +1 to defense total
Large shield - - 2 0 2 5 Provides +1 to defense total
Bulletproof vest - - 1 0 2 3 Covers torso only
Hvy. bulletproof vest - - 2 2 4 4 Covers torso only
Bulletproof helmet - - 1 0 3 2 Covers head only
Backpack - - 1 -1 0 3
Camping gear - - 2 1 0 3 Counts as Armor 1 when packed away
Living expenses, 1 week - - - -2 - - In your hometown
Travel expenses, 1 week - - - 0 - - While on the road
Motorcycle - - - 2 1 8 Base move of 12, Strength of 5, seats 2
Car - - - 3 1 12 Base move of 10, Strength of 6, seats 4
Horse - - - 2 0 12 Base move of 6, Strength of 5
Cheap gizmo - - 0 -2 1 1 Flashlight, first aid kit, canteen, rations, etc.
Average gizmo - - 0 0 1 1 PDA, potions, etc.
Expensive gizmo - - 0 2 1 1 Laptop, spellbook, etc.
EABAnywhere
1.8
EABAnywhere
Name:
STRENGTH
AGILITY
AWARENESS
WILL
HEALTH
FATE
Dodge
Base move
Carry
Hits
Brawl
Melee
Shoot
Hvy. wpn.
Ride
Climb
Sneak
Burgle
Science
-1
-2
-3
-4
-5
Merchant
Tech
Medicine
Sorcery
Psych
Language
Culture
Scrounge
Run
Starting points:
Experience gained:
Traits:
Gear:
Powers:
/
Points
CHEAT SHEET
Task is:
Very easy(4m)
Average(8m)
Challenging(15m)
Formidable(30m)
Heroic(60m)
Superheroic(125m)
Impossible(250m)
Resolution:
Your total: Attribute(+ Skill)
Unskilled task: use Attribute - 1
Do rock-paper-scissors twice and
add your wins/losses to total.
Damage:
Rock-paper-scissors with Damage
that exceeds Armor, take the total
as Hits. Subtract Hits penalty from
tasks and future Hits taken.
Difficulty
1/3
2/6
3/9
4/12
5/15
6/18
7/20
print it out, fill it out,
cut it out, fold on
the lines and stuff it
into your wallet...
EABAnywhere
v1.0
2004 Greg Porter
www.btrc.net
all rights reserved
protected by the
International
Copyright Convention