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other credits: In addition, EABA owes a debt to the role-playing games that have gone before. These may have themselves had inspiration from other role-playing games, but I am just crediting the ones that inspired me. Dungeons & Dragons®(1974), by Dave Arneson and Gary v2.00 ©2001, ©2012 greg porter Gygax, for starting the idea of formal role-playing systems, as well as for some of the most fundamental game mechan- rules: greg porter ics like attributes, skill rolls, and so on. Every role-playing graphics: greg porter game owes something to Dungeons & Dragons. art: dan smith, eric gideon, paul bourne Champions®(1981), by George MacDonald and Steve Peterson, for internally consistent and intuitive game gm quotes: dave arneson, luke crane, gary mechanics, point-based adventurer creation and attribute- gygax, steve jackson, robin laws, based defaults. From beginning as a superhero game it has steve long, george macdonald, sandy morphed into the Hero System®(1984), a quite good petersen, steve peterson, greg universal system. stolze, jonathan tweet Call of Cthulhu®(1981), by Sandy Petersen, for making a playtesters: daniel ansellv2, thomas bagwellv1,v2, story-driven horror system that has taken on a life of its russ bullmanv2, marc carlsonv1, travis own. The depth and detail of the support material is a caseyv1, george chisumv1, damien benchmark that all role-playing games should strive for. dyonv1, larry friesv1, grzegorz gacekv2, v1 v1 viktor haag , ian harac , stephanie Fringeworthy™(1982), by Richard Tucholka, for being one v1 v1,v2 hostman , william hostman , of many Tri-Tac games that stepped outside the traditional v1 v2 leszek karlik , santtu luopajärvi , genres and showed that there was room out there for solo v1 v1 robert menard , john mcmullen , designers and niche rpgs. alan nelsonv2, peter newmanv1, charles reynoldsv1, bob ritcheyv1, GURPS®(1986), by Steve Jackson, for being the first tim russellv2, sean simpsonv1, david “universal system” that didn’t have a particular genre stampv2, franck ybertv2 welded to it, and for making a strong effort to have rules that matched reality where reality was needed. GURPS has useful more licensed fictional gameworlds than any other role- comments: phil mcgregor playing game, and that it works fairly well for all of them is a special editing testament to the utility of its game mechanics. assistancev1: neil asato Over the Edge™(1992), by Jonathan Tweet and Robin D. honorable Laws, for blurring the categories of adventurer abilities and annoyance: russ bullman encouraging a free-form play style less dependent on having a rulebook sitting in front of you. loyal minion: john kolb ™ dedication: to cathy, always Underground (1993), by Ray Winninger, for elegant mechanics, over-the-top setting and eye-popping graphics. EABA™ and EABAv2 are a trademarks of blacksburg tactical research center. all rights TimeLords™(1987), 3G3™(1988) and CORPS™(1990), by reserved. protected by the universal copyright Greg Porter. These are my own designs, and concepts I convention. do not make us start using capital originated for these games and those inspired from the letters on you... above systems are part of EABA. 0.1 -- CONTENTS -- INTRO 1 MINUTIA 7 Starting goods . .3.44 Damage . .5.24 Game concepts . .1.2 Introduction . .7.2 lifestyle . .3.45 what is damage? . .5.24 What is an RPG? . .1.3 Tech eras . .7.2 savings . .3.45 crippling damage . .5.25 Rule guidelines . .1.4 Vehicles . .7.11 investments . .3.46 continuous damage . .5.25 armor . .7.12 outfitting list . .3.48 bleeding . .5.27 THE SYSTEM 2 mobility . .7.16 Finishing up . .3.49 armor interactions . .5.27 Best three . .2.2 weapons . .7.22 Durnok the Lame . .3.51 explosions . .5.29 Dice & levels . .2.3 integrated gadgets . .7.23 Pre-gen adventurers . .3.55 breaking things . .5.29 Difficulty . .2.3 vehicle cost . .7.25 EABA Universal Scale . .2.4 ammunition types . .5.30 BASIC COMBAT 4 vehicle combat . .7.27 The Chart . .2.7 Adv. combat example .5.32 hit locations . .7.28 Introduction . .4.2 special situations . .7.30 ADVENTURERS 3 Scale . .4.2 POWERS 6 vehicle repair . .7.33 Introduction . .3.2 time . .4.2 Introduction . .6.2 Cost of living . .7.35 What is an adventurer? 3.3 maps/distance . .4.2 What is a power? . .6.2 Impressions . .7.36 Basics . .3.4 How combat works . .4.3 Terminology . .6.4 Hiding things . .7.39 starting levels . .3.4 What you do . .4.4 Power design . .6.6 Mass combat . .7.40 Attributes . .3.5 initiative . .4.5 Gameworld base . .6.7 Drugs & diseases . .7.43 Strength . .3.7 action & reaction . .4.7 Effects . .6.7 The great outdoors . .7.45 Agility . .3.8 the turn scale . .4.7 mobility . .6.7 scrounging . .7.45 Awareness . .3.8 closing the encounter . .4.8 information . .6.9 stamina . .7.46 Will . .3.9 Combat . .4.9 offense . .6.10 supplies . .7.48 Health . .3.9 ranged combat . .4.9 defense . .6.12 Weather . .7.50 Fate . .3.10 combat example . .4.11 control . .6.14 derived stats . .3.11 melee combat . .4.12 alter . .6.17 GAMEMASTERING 8 unarmed combat . .4.13 Frameworks . .6.22 Skills . .3.12 Introduction . .8.2 blocking & parrying . .4.13 suites . .6.22 skill rolls . .3.13 Things you should do . .8.2 combat example . .4.15 Range . .6.23 free skills . .3.13 What is gm’ing? . .8.3 Damage & armor . .4.16 Duration of . .6.25 specializations . .3.14 The 36 plots . .8.5 hit location . .4.16 power . .6.25 enhanced skills . .3.14 Gamemastering tricks . .8.6 armor . .4.16 effect . .6.27 enabling skills . .3.14 Gamemastering faults . .8.9 damage . .4.18 Defense against . .6.29 skill packages . .3.15 Player types . .8.11 applying damage . .4.18 Contingencies . .6.31 Skill listing . .3.16 Genre-based reality . .8.13 damage example . .4.19 visibility . .6.32 Agility skills: Combat . .3.16 Experience points . .8.13 Recovery . .4.20 circumstance . .6.33 Agility skills: Transport .3.17 What is this game? . .8.17 Agility skills: Other . .3.18 enhancements . .6.37 Aware skills: Academic 3.18 ADV. COMBAT 5 linkages . .6.38 GEAR 9 Introduction . .5.2 Aware skills: Magic . .3.20 usage . .6.40 Introduction . .9.2 Initiative . .5.2 Aware skills: Other . .3.21 Flexibility . .6.44 How gear works . .9.3 stamina use . .5.2 Will skills: Other . .3.23 degree of flexibility . .6.45 Gear tidbits . .9.8 complex situations . .5.3 Health skills: Other . .3.24 ease of flexibility . .6.46 horses . .9.8 multiple combats . .5.4 special skills . .3.24 targeting . .6.47 armor . .9.8 tweaked turn scale . .5.4 Traits . .3.26 Frequency . .6.50 breaking stuff . .9.9 Spotting things . .5.5 Advantages . .3.26 drain . .6.50 camping . .9.9 Movement . .5.6 Age . .3.28 stored power . .6.52 accessibility . .9.10 maps . .5.7 Background . .3.28 energy replacement . .6.55 daily routines . .9.10 Skill use . .5.7 Boon/Bane . .3.29 Gadgets . .6.58 wear & tear . .9.10 outmatching . .5.7 Enemies . .3.30 mundane cost . .6.60 Gear listing . .9.11 General combat . .5.9 Experience . .3.31 Sample power list . .6.62 ranged weapons . .9.11 weapon arcs . .5.9 Favors . .3.31 Absorption . .6.62 melee/other weapons . .9.12 mass fire . .5.9 Forte/Weakness . .3.32 Armor . .6.63 personal armor . .9.13 Ranged combat . .5.10 Friends . .3.33 Energy blast . .6.64 general gear . .9.15 autofire . .5.10 Increased/decr. hits . .3.33 Flight . .6.64 Index . .9.18 shotguns . .5.11 Larger than life . .3.34 Growth . .6.65 EABA OSL . .9.19 continuous beams . .5.12 Looks . .3.34 Healing . .6.65 Adventurer sheets . .9.21 covering fire . .5.13 Motivation . .3.35 Intangibility . .6.66 Reference sheets . .9.26 advanced aiming . .5.14 Mythic archetype . .3.35 Invisibility . .6.66 throwing things . .5.16 Neat trick . .3.38 Mimic . .6.67 Melee combat . .5.17 Organization . .3.39 Mind control . .6.67 custom combat forms .5.17 If you are new to role- Permits . .3.40 Remote viewing . .6.68 cutting vs. thrusting . .5.21 playing, read these first Personality . .3.40 Telekinesis . .6.68 feints . ..

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