EABA Core Rule:
There are free rpg's and there are open source rpg's. And then there is EABA. EABA is the result of a lot of thought, hard work and grueling playtesting. We wanted to make a system that was realistic, heroic, fast, flexible and all the other buzzwords you've come to expect. It's got plenty of original ideas, but we're also not afraid to borrow from some of the best games that have gone before. We wanted a system for the 21st century, one that could be entirely Internet-based and computer-friendly. The price? Less than half what a similar game would cost on store shelves. Pocket the difference, or use it to buy a couple EABA supplements...
Mechanics-wise, EABA is an open-ended d6 system. There is no limit to the number of dice you can theoretically roll (though you're unlikely to ever need more than 8d6). But, you only get to keep the best three results, which puts an upper limit on the total you can roll.
Even super-powered adventurers can find tasks beyond their reach.
Adventurers are built on points, with separate points for skills and the six attributes of Strength, Agility, Health, Awareness, Will and Fate. Fate is used for paranormal powers, for luck, or as an attribute that can be customized for a particular gameworld, to represent genre-specific attributes like honor, sanity and so on. A detailed powers section lets you create individual or global power frameworks, from traditional magic, to psionics, superpowers, gadget-meisters or anything else you can imagine.
In terms of scale, EABA covers everything from normal people up to superheroes of significant power. A level of 6 is about average for Strength, which is a lifting capacity of 50 kilograms and does a kicking damage of 2d6 (1d6 per 3 points of Strength). Each 3 points doubles the effect of an attribute, so a Strength of 21 would be able to lift 1600 kilograms and do a kicking damage of 7d6.
EABA Supplement Series :
EABA Age of Ruin
EABA Dark Millennium
EABA Rune Stryders
EABA The Colonies
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