TEXT: lite
  
  EABA is a role-playing system for the new
  millennium. Maybe not for the next thousand
  years, but for enough of it for your purposes.
  I've tried to put everything I've learned about
  game design and everything I've loved about
  game play into EABA, from the way it looks on
  the page to the sweaty feel of dice in your
  hands when you know it all hinges on one die
  roll...yours. EABA will give you the ability to be
  heroic and get away with it, tempered by the
  realization that it's still realistic enough to get
  you hurt if you're stupid or careless.
  - Greg Porter
  INTRODUCTION - Welcome to EABAlite, a basic
  version of EABA (pronounced ee-buh). EABA is a
  generic role-playing system using six-sided dice that
  can handle almost any genre you want. It will play
  modern espionage as well as high fantasy, super-
  heros or science fiction. Here you’ll find everything
  you need to give the game a quick try and see if it
  is right for you - absolutely free! EABAlite is meant to
  give you most of the tools you would need to get a
  handle on any of the EABA game-worlds out there,
  a feel for making adventurers and how the EABA
  system works. The subset of EABA that is EABAlite
  was compiled by Jason Anderson. So, tip of the hat
  to Jason for his work in making this possible for you.
  If you like what you see, you can get the full
  EABA from BTRC (www.btrc.net), available in both
  pdf and print-on-demand form. The full version
  includes much more detail than we can go into
  with the space available here, with additional
  information on adventurer generation, combat,
  vehicles, the unique power system, a mass battle
  system and much more.
  EABAlite is free, but it is copyrighted. You may
  duplicate it with no modifications for your personal
  use, or make it available online for free download.
  It may not be included in any “for sale” product or
  on any site that requires fees to access. If you have
  any questions about EABAlite, please contact BTRC
  and ask...
  ADVENTURERS - Adventurers in EABA are
  defined in three parts - Attributes, Skills and Traits.
  Attributes are characteristics that are defined
  by your genetics (how strong you are, how fast you
  are, etc). Skills represent training your adventurer
  has received to improve on their Attributes (for
  example, running or shooting things). Traits are
  things your adventurer has done or know that may
  modify your lifestyle, your Attributes or your Skills
  (being deaf is a Trait, as is being filthy rich or being
  hunted by a vengeful clan of ninja).
  Attributes, Skills and Traits are purchased with
  points. Points for Attributes are marked with “A”, like
  5A, while points for Skills are marked with “S”. Traits
  may have a cost in either (or both) depending on
  the Trait. Some Traits even give you points, rather
  than costing you points.
  Skill points may only be used to purchase Skills
  (and some Traits), while Attribute points may only
  be used to purchase Attributes (and some Traits).
  How many points a player has to create their
  adventurer is decided by the gamemaster at the
  start of the campaign. A “normal” level game
  (where the adventurers are fair amount better than
  the average person) might have 80A and 80S, while
  a heroic game may have 100A and 100S. Once the
  numbers start getting up around 150 to 200A and S,
  adventurers are beginning to reach superheroic
  levels. To give you an idea of how adventurer
  generation works in practice, at the very end of
  EABAlite we work through generating a sample
  character.
  EABAlite
  v1.0
  1.2
  INTRODUCTION
  EABAlite
  ™
  ©2006 Greg Porter
  Published by: Blacksburg Tactical Research Center
  Assistance by: Jason Anderson
  All rights reserved
  
  ATTRIBUTES - In EABA there are six Attributes that
  define your adventurer. These are Strength, Agility,
  Awareness, Will, Health and Fate. The average level
  for a “normal” person is 6 or 7, corresponding to an
  Attribute roll of 2d+0 or 2d+1. 
  Note - All dice rolled in EABA are six-sided dice,
  with either a +0, +1 or +2 to the total, so when you
  see a roll of “2d+1”, you know that it means “roll 2
  six-sided dice and add 1 to the result”.
  Strength: Brute physical power, it affects not
  only how much your adventurer can lift and carry,
  but also how much damage they do in melee
  combat.
  Agility: How coordinated and dextrous your
  adventurer is.
  Awareness: Combines aspects of intelligence
  and perception.
  Will: Forcefulness of your personality and your
  ability to overcome temptations and physical
  discomfort.
  Health: Your adventurer’s endurance, recuper-
  ative ability and resistance to disease. It also
  determines your base movement.
  Fate: Used for both “luck”, and any paranormal
  abilities your adventurer may have. We’ll look more
  closely at it later. A normal person’s level in Fate
  depends on the nature of the gameworld, and will
  be lower than other Attributes in gameworlds with
  few or no paranormal powers.
  Once you have decided on a number for your
  Attributes, that number gives you a default roll for
  the Attribute. The following table shows how to
  generate your adventurer’s Attribute numbers and
  default roll. The default roll is just the Attribute
  divided by 3, turning remainders into +1 or +2.
  Attribute
  Cost
  Default roll
  Rating
  1
  1A
  0d+1
  Abysmal
  2
  2A
  0d+2
  3
  3A
  1d+0
  Feeble
  4
  5A
  1d+1
  5
  7A
  1d+2
  Low average
  6
  9A
  2d+0
  7
  12A
  2d+1
  Average
  8
  15A
  2d+2
  9
  18A
  3d+0
  High average
  10
  22A
  3d+1
  11
  26A
  3d+2
  Exceptional
  12
  30A
  4d+0
  13
  35A
  4d+1
  Human limit
  14
  40A
  4d+2
  15
  45A
  5d+0
  Legendary
  16
  51A
  5d+1
  17
  57A
  5d+2
  Superheroic
  18
  63A
  6d+0
  19
  70A
  6d+1
  Superheroic+
  20
  77A
  6d+2
  21
  84A
  7d+0
  Godlike
  EXAMPLE: From the table you can see that
  having an Agility of 10 would cost 22A. This would
  give you a default Agility roll of 3d+1.
  SKILLS - All Skills are linked to an Attribute.
  Training in a Skill adds one or more dice to the
  default roll of the linked Attribute when a skill roll is
  required. If an adventurer doesn’t have any training
  in the Skill, they roll the default roll for the linked
  Attribute minus 1d.
  EXAMPLE: Trying to keep your footing in slippery
  mud is an Agility roll. Trying to do a waltz (an Agility-
  based skill) with no experience is an Agility roll with
  a -1d penalty.
  At the minimal level, an adventurer can get
  training of +0d in a skill (for a cost of 5S). This simply
  means that they no longer have a penalty to the
  default roll when they try to use the skill. Higher
  levels of the skill then add more dice to the roll.
  EABA
  1.3
  
  The following table summarizes the costs of
  buying Skills, and gives a rough idea of what the
  different Attribute + Skill levels mean. Note that the
  most you can purchase a Skill to is equal to the
  default roll of the Attribute (so for an Awareness roll
  of 2d, you could not buy any Awareness skill at
  more than +2d).
  Skill bonus
  Cost
  Total roll Qualifications
  +0d
  5S
  ≤1d
  Inept
  +1d
  10S
  2d
  Marginal
  +2d
  20S
  3d
  Amateur
  +3d
  40S
  4d
  Professional
  +4d
  80S
  5d
  Expert
  +5d
  160S
  ≥6d
  Elite
  +1
  +25%
  +2
  +50%
  EXAMPLE: An Agility 7 adventurer has a default
  Agility roll of 2d+1. If they bought +2d in “Firearms”
  (an Agility-based skill), it would cost 20S and give
  them a total skill roll of 4d+1 for using Firearms. Look-
  ing at the right of the table, that is a “professional”
  level of skill. The most skill this adventurer could
  have in Firearms is 2d+1, which would cost a total of
  25S and give a total skill roll of 4d+2.
  The list of Skills included in EABAlite is intended
  to cover a variety of genres. Depending on the
  genre or setting, this list may change (a sci-fi setting
  may not want to have so many options for melee
  weapons and instead add starship skills, while a
  fantasy setting probably wouldn’t have any
  firearms skills). 
  Specialized skills: An adventurer can have a
  specialization of a particular Skill (for example, an
  adventurer could have “Pistols” as a specialization
  of “Firearms”). For 10S an adventurer can have
  exactly +1d in a specialized skill. You can normally
  have only one specialization on a particular skill,
  and you must have at least +0d in the skill before
  you can buy a specialization. The full EABA rules go
  into more detail on individual skills and skill options.
  TRAITS - All the Traits an adventurer can have
  will fall into three broad categories:
  ●
  Traits that are suitable for virtually any
  campaign or genre
  ■
  Traits that are only suitable for some
  campaigns or genre
  ◆
  Traits that can normally only be taken
  with gamemaster permission.
  While some Traits can give an adventurer
  additional points to spend on Attributes, Skills or
  other Traits, there is a limit to the number of points
  that can be gained. An adventurer can gain no
  more than a quarter of the total points given as a
  base amount for generating the adventurer. If a
  Trait both adds and subtracts points, count the final
  balance of points gained or lost from the Trait.
  EXAMPLE: If the adventurer was initially based
  on 100A and 100S, the total number of points
  gained from Traits (in other words, the total of both
  A and S gained) could be no more than 50. If the
  adventurer chose a trait that lost them 40A but
  gave them 50S, they would only count 10 points
  towards this limit.
  Some Traits explicitly give A or S points, while
  others allow you to choose which type. In the
  second case you can have all the points as one
  type, or split them. For instance, a Trait that gave
  “5A or 5S” could give 4A and 1S, or 2A and 3S.
  Most of the traits should be fairly obvious in
  what they provide, but a few do need a bit more
  explanation. The main EABA rulebook provides
  much more detail on all the traits listed (as well as
  additional Traits not shown here).
  EABAlite
  v1.0
  1.4
  ADVENTURERS
  AGILITY(Combat)
  Archery
  Blade
  Brawling
  Club
  Firearms
  Heavy weapon
  Martial arts
  Polearm
  Sling
  Staff
  Throwing
  Wrestling
  AGILITY(Transport)
  Beast riding
  Air vehicles
  Land vehicles
  Water vehicle
  Space vehicles
  AGILITY(Other)
  Climbing
  Security systems
  Sleight of hand
  Stealth
  Trades
  AWARENESS(Academic)
  Chemistry
  History
  Language
  Sciences
  Law
  Medicine
  Religion
  Programming
  Psychology
  AWARENESS(Magic)
  Sorcery
  Enchantment 
  AWARENESS(Other)
  Area Knowledge
  Armorer
  Bribery
  Diplomacy
  Technician
  Scrounging
  Tracking
  WILL(Other)
  Leadership
  Focus
  HEALTH(Other)
  Running
  Swimming
  Carousing
  
  ●
  Age - By default, starting adventurers are
  assumed to be 16-20 years old. Older (or younger)
  characters have the starting A and S modified.
  Maximum refers to the maximum Attribute value the
  adventurer can have in Strength, Health or Agility in
  that age bracket.
  Age range (human)
  Points
  Maximum
  Young adult(13-15)
  -10A
  -10S
  9 (3d+0)
  Adult(16-20)
  +0A
  +0S
  11 (3d+2)
  Physical prime(21-25) +10A +10S 13 (4d+1)
  Mature(26-40)
  +0A
  +20S 11 (3d+2)
  Middle-aged(41-60)
  -10A +30S
  9 (3d+0)
  Elderly(61-80)
  -20A +40S
  7 (2d+1)
  Extr. elderly(81-100)
  -40A +50S
  5 (1d+2)
  ■
  Forte - Something inherent to the adventurer
  that provides a +1d bonus to a single Attribute in a
  limited set of situations (for example, the Forte “Fast
  Healer” would give a +1d bonus to Health when
  recovering from injury). A Forte costs 10A.
  ◆
  Gifted - The adventurer is special in some way -
  they may have an Attribute above the human
  norm, non-transferable knowledge of technology
  more advanced than the campaign is set in, or
  even an innate power of some kind. Being Gifted
  costs 10A.
  ◆
  Larger than Life - Instead of using the “best
  three” when making dice rolls (see later), they can
  use the “best four”.  Being Larger than Life costs
  40A.
  ●
  Pain Tolerance - Allows the adventurer to ignore
  non-lethal damage up to the number of dice in
  their Will default roll (so a Will of 7, with a default roll
  of 2d+1, allows the adventurer to ignore 2 points of
  non-lethal damage). Having Pain Tolerance costs
  5A.
  ■
  Weakness - The opposite of Forte, giving a -1d
  penalty on one Attribute for a limited set of circum-
  stances. Having a Weakness gives the adventurer
  10A.
  ■
  Wealth - If taking it to represent being wealthy, it
  doubles your adventurers starting money. If taking it
  to represent being poor, it halves the starting
  money. Being wealthier costs 10S, and being poorer
  gives an extra 10S.
  MONEY & EQUIPMENT - No adventurer is
  complete without at least a set of clothes to wear.
  And to buy those clothes you need money. The
  default unit of money in EABA is the “Credit” (noted
  as Cr), although this can easily be translated to
  dollars, gold coins or other currency depending on
  the setting.
  To calculate how many Credits your adventurer
  starts with, take your best employable skill roll then
  roll the dice. Figure out the total of the dice you just
  rolled, multiply the total by the number of dice you
  just rolled, then multiply again by 100. This number is
  how many credits you start with “in the bank”, and
  is how rich your adventurer will be when they start
  the game.
  In addition, your adventurer has five times this
  amount in equipment, property or investments etc
  at the start of the game.
  EXAMPLE: You have a total Pilot skill roll of 5d+1.
  You roll 5d+1 and get 18. Multiply this by 5, then by
  100 and you get 9,000Cr. You have 9,000Cr in cash,
  and 45,000Cr in equipment at the start of the
  game.
  To represent the lower amounts of “stuff” that
  people own in a particular setting (particularly low-
  tech ones), the gamemaster may divide starting
  wealth and goods by a factor of four (or more).
  And there is no reason why a gamemaster has to
  treat Credits and the campaign’s unit of money the
  same. It may be reasonable to think of 5Cr = 1 gold
  coin, or even 1Cr = $2. This decision is up to the
  gamemaster.
  SKILL USE - Any adventurer can attempt to do
  anything. Whether they succeed at doing what
  they are trying is another matter!
  The most important rule you need to remember
  when making an Attribute or Skill roll is the “Best
  Three” rule. What this means is when you roll your
  Attribute or Skill dice, you don’t add them all up.
  You only take the total of the best three die results,
  plus any fractional bonuses you may have in your
  Skill or Attribute. (Obviously, if you are rolling less
  than three dice you do add them all together).
  EXAMPLE: If you had a Tracking skill of 5d+2 and
  you were trying to track someone, then managed
  to roll 3,6,4,2,5 on your dice, your total would be
  (6+5+4)+2 = 17.
  EABA
  1.5
  
  There is a little optional twist to this - if you want,
  you can forgo rolling one of your dice to make a +0
  or +1 from your Attribute or Skill roll into a +2. In fact,
  if you are rolling four or more dice it is usually in your
  best interest to do this (the average of 3d+2 is
  higher than the “best three” average of 4d).
  Difficulty - In order to succeed at a task, you
  need to reach or exceed a certain number with
  your “best three” roll. An “average” task has a
  difficulty of 7, meaning that your “best three” total
  needs to equal or exceed 7 in order for the task to
  be completed successfully. The following table
  shows the standard difficulties in EABA. The average
  chance column shows how many dice you need to
  roll to stand a 50-50 chance of succeeding at the
  task.
  Task
  Difficulty Average chance
  Automatic
  1
  0d+1
  Very Easy
  3
  1d+0
  Easy
  5
  1d+1
  Average
  7
  2d+0
  Challenging
  9
  2d+2
  Hard
  11
  3d+0
  Formidable
  13
  4d+0
  Heroic
  15
  5d+1
  Superheroic
  17
  6d+2
  Impossible
  19
  8d+2
  Modifiers - Sometimes circumstances may
  change the situation for an adventurer attempting
  to do something, making the task either harder or
  easier. External modifiers (things that affect
  everyone) simply raise or lower the task difficulty,
  and internal modifiers (things that only affect the
  adventurer) generally adjust the number of dice
  that are rolled.
  EXAMPLE: Darkness affects everyone and
  makes things more difficult. Injury just affects you,
  and alters the number of dice you get to roll.
  THE UNIVERSAL CHART - EABA attempts to tie
  most rules of the game to a simple single chart, to
  ensure consistency throughout the game. For
  example, the attribute costs table earlier was just a
  subset of the full chart. A subset of the chart is on
  the character sheet at the back of these rules.
  The basic idea of the chart is that the units on
  the columns to the right can be turned into the
  levels on the left, and added or subtracted to get
  another useful number.
  EXAMPLE: Referring to the chart on the back of
  the adventurer sheet, you can see that a person
  with a Strength of 9 can throw a rock that weighs
  20 kilograms (a weight level of +2) a distance of
  (Strength 9 minus weight 2) equals distance of +7,
  or 4 meters.
  You don’t have to use the chart if you don’t
  want to. It is simply a powerful tool to help answer
  any questions that come up during play that don’t
  seem to have a direct answer in the rules.
  FATE - Fate represents the ability to twist the
  natural order of things to your will. Fate can be
  genre specific - it may represent “psi” in a science
  fiction game, or “power” in a game with magic.
  The default use of Fate is for an adventurer to
  be “lucky”. It’s a way for a player to slightly twist
  fate when they need to for their adventurer’s sake.
  Each adventure (which may last several game
  sessions) you may invoke Fate whenever you want
  to add or subtract 1d from any dice you are about
  to roll or which are about to be rolled against you.
  You much choose to use Fate before the die roll is
  made.
  The first time you use Fate in an adventure, you
  must roll your Fate default dice against a difficulty
  of Automatic(1). The second time it is Very Easy(3),
  the third time it’s Easy(5), and so on.
  You can only invoke Fate once per die roll,
  whether it succeeds or not. After each attempt to
  use Fate this way (successful or not), make sure you
  record the attempt (there are tiny hexagons on the
  adventurer sheet that you can use to do this).
  Using Fate does not decrease the Attribute, it
  just increases the number you have to match or
  beat with the default Fate roll. The penalties on
  using Fate to be lucky reset at the end of each
  adventure. 
  EABAlite
  v1.0
  1.6
  SKILL USE
  
  COMBAT - Not all adventures will involve
  combat - but sooner or later it’s going to occur!
  When combat starts, time begins to be measured in
  turns (each turn is one second long). During a turn
  an adventurer can perform one major action and
  one minor action without penalty. A major action is
  usually something that requires a Skill or Attribute
  roll, like making an attack, using a power or moving
  at any speed faster than a walk. A minor action is
  something like taking a few steps, shouting a few
  words, blocking, defending against attack, and so
  on.
  Initiative - Players first need to decide what
  major action their adventurer is going to do.
  Everyone then rolls dice for the action they are
  doing (remembering the “best three” rule), and
  acts in the order of dice roll from highest to lowest
  (ties go simultaneously). Higher rolls may choose to
  wait for something to happen and act in response.
  It’s important to note that this dice roll is not the
  roll for using the skill - it simply determines the order
  that everyone acts.
  Movement - As a minor action, an adventurer
  can walk a number of meters equal to their Health
  default roll (not a roll of the dice, just the number of
  them). The Running skill increases this number -
  having the skill at +0d adds 1 to the base move
  (higher levels simply break ties or allow you to get
  the bonus in more difficult conditions). Moving more
  than this walking distance counts as a major action.
  The distance an adventurer can run in a turn is
  twice their base move. After one turn running
  adventurers can sprint, which gives a total move of
  triple their base move. All Agility rolls (and related
  skill - this means all combat skills) are at -1d if
  running, and -2d if sprinting.
  MELEE COMBAT - If your adventurer is using their
  hands, feet or a melee weapon in a fight, they are
  in melee combat - even if their opponent has a
  gun!
  To hit someone with a melee attack, you roll
  the attacker’s skill against the defender’s skill. These
  don’t have to be the same skills. A person with a
  blade could fight a brawler, and each uses their
  respective skills to see who gets a hit.
  If a defender has no skill, they attack and
  defend with an unskilled Agility roll. If they are
  surprised or choose not to use a roll (and a minor
  action) to defend themselves, it is just an Easy(5)
  task to hit them.
  An attack counts as a major action for the
  attacker and any dice roll used by the defender is
  a minor action. If the attacker’s total beats the
  defender’s total, they deliver a hit against
  defences. Each defense roll after the first in a turn
  counts as an extra minor action.
  Each additional attack that an adventurer is
  defending from takes a cumulative -1d to their
  defense roll.
  EXAMPLE: An adventurer is being attacked by
  two thugs. Everyone has a skill of 4d+0. If Thug1
  attacks the adventurer first, both roll 4d+0 (Thug1 to
  see if he hits, the adventurer to see if they
  successfully defend). If Thug2 then attacks the
  adventurer, Thug2 will roll 4d+0 but the adventurer
  will only roll 3d+0 (they have already defended
  once this turn). The adventurer would still roll 4d+0
  when attacking one of the thugs.
  RANGED COMBAT - If your adventurer is using
  any sort of weapon or effect that can project force
  at a distance beyond a few meters, odds are it is
  ranged combat. This can also include “magic”, or
  other unusual effects. To hit a target with a ranged
  attack, you roll your adventurer’s skill vs. a difficulty
  based on the range to that target and possibly its
  size or movement. You can use the subset of the
  Universal Chart on the back of the adventurer
  sheet to figure these difficulties out.
  EXAMPLE: Shooting at something 125 meters
  away is a Range difficulty of 17. Shooting at
  something that is 4 meters long is a Size difficulty of
  2. Since a bigger target is easier to hit, shooting at a
  4 meter long target at a range of 125 meters is a
  difficulty of 17 - 2 = 15.
  Accuracy and Aiming - All ranged weapons
  have an Accuracy rating. If the adventurer spends
  a turn aiming, they reduce the difficulty of the shot
  by the Accuracy rating of the weapon. Accuracy
  never reduces the penalty for range to below zero.
  EXAMPLE: A sniper with a skill roll of 6d+0 takes a
  short at a target 500 meters away. This range is a
  difficulty of 21 (impossible for anyone using “best
  three”). Using one turn to aim with a rifle that has an
  Accuracy of 6 drops the difficulty from 21 to 15.
  EABA
  1.7
  
  DAMAGE - All weapons and damaging effects
  in EABA will have a rating in some combination of
  six-sided dice and bonuses, just like Skill or Attribute
  rolls.
  If you are making an unarmed melee attack,
  you do your default Strength roll -1d in damage
  (this is called your “punch” damage). If you are
  using a melee weapon, each weapon will have a
  bonus to your punch damage (for example, +2 or
  +5). If a weapon’s damage bonus makes a roll
  have a fractional part of +3 or more, each +3 is
  replaced with +1d.
  EXAMPLE: A punch damage of 1d+2 and a
  weapon that does punch+2 damage add up to
  1d+4, which becomes a 2d+1 attack.
  If you are making a ranged attack, the attack
  will have a fixed damage (like 2d+1). 
  Damage is always the total of all the dice
  rolled, not the “best three”. Damage is broken up
  into three different types; non-lethal (like punches),
  half-lethal (like a club) and lethal (like cuts, gun-
  shots, etc). Half-lethal damage is applied as it’s
  name suggests - the dice are split so half of the
  dice are rolled and counted as lethal damage,
  then the other half of the dice are rolled and
  counted as non-lethal damage. Any leftover dice
  after halving are rolled as non-lethal damage.
  EXAMPLE: An adventurer hits with a weapon
  doing 3d+2 of half-lethal damage. Halving the dice
  gives two equal amounts of 1d+1, with 1d leftover.
  So the adventurer rolls 1d+1 of lethal damage, and
  2d+1 of non-lethal damage.
  Each point of damage is a “Hit”, and each
  time you take a hit you mark off a box on the “Hits”
  track on the right side of your adventurer sheet,
  starting at the top and working your way down.
  When marking down Hits, non-lethal hits are
  marked with a slash (
  ), while lethal hits are
  marked with an x (
  ). Lethal hits are marked on
  the Hit track first, then non-lethal hits. Any lethal hits
  go on top of non-lethal hits unless delivered by the
  same attack.
  EXAMPLE: If the 3d+2 half-lethal attack in the
  last example did two points of lethal and four points
  of non-lethal damage, an adventurer would mark
  off two x’s and then four slashes. If the adventurer
  was hit again for three points of lethal damage, the
  first three of the non-lethal hits would be converted
  into lethal hits.
  ✘
  ARMOR - Armor protects against damage to
  varying degrees. Armor cancels dice from damage
  rolls. These dice are removed before the attacker
  rolls them, and only what is left will hit the attacker.
  If armor has a fractional ability (like a +2), you
  only apply it to cancel out fractional amounts of
  damage. If the armor has more dice than an
  attack, it cancels out any fractional damage in the
  attack. If an attack is half-lethal, the damage is split
  into lethal and non-lethal after armor is applied.
  EXAMPLE: If your adventurer uses a 2d+2 half-
  lethal weapon and hits someone wearing 1d+0
  armor, you would only roll 1d+2 instead of 2d+2 for
  damage. As this is half-lethal damage, that means
  0d+1 lethal hits and 1d+1 non-lethal hits.
  EXAMPLE: A 2d+1 lethal weapon against
  someone wearing 1d+2 armor would roll 1d+0
  damage (the +2 of the armor cancels out the +1 of
  the weapon).
  EXAMPLE: A 2d+2 lethal weapon attack against
  someone wearing 3d+0 armor would do no
  damage - the armor would totally stop the
  weapon.
  INJURIES - If you look at the Hits track on the
  right front of the adventurer sheet, you will see
  some of the boxes have a dice penalty in them like
  “-1d”. Whenever you cross out a box with a dice
  penalty in it, you take an injury penalty. All Attribute
  and Skill rolls (except Fate) are reduced by that
  amount unless a rule specifically tells you otherwise.
  Each box also has a small number in one
  corner. Normally, if you cross out the box whose
  number is equal to your Health plus your Strength,
  your adventurer will pass out. If the number of
  boxes you cross off with lethal damage equals or
  exceeds your Health plus your Strength, your
  adventurer will die.
  But it’s not all bad news. As your adventurer
  suffers from more and more injuries, their body
  notices it less and less. If their arm is broken,
  breaking it again won’t decrease its usefulness all
  that much...
  The penalty an adventurer takes on their
  Attribute ands Skill rolls also acts as a sort of armor,
  subtracting from the damage they take. However
  an adventurer always takes a minimum of one Hit
  from any attack that penetrates “real” armor.
  EABAlite
  v1.0
  1.8
  DAMAGE
  
  RECOVERY - As you would expect, lethal and
  non-lethal damage heal at different rates, with
  non-lethal hits recovering significantly faster.
  Non-lethal hits recover at the rate of your
  default Health dice minus the injury penalty per
  hour. Rest and comfortable surroundings each give
  a bonus of +1d to the number of dice. Having both
  automatically allows you to recover 1 non-lethal Hit
  per hour, no matter how badly injured your
  adventurer is. Note that the dice aren’t rolled for
  the healing process - you are only looking at how
  many dice there are available to roll.
  EXAMPLE: After a nasty fight, a Health 7 (2d+1)
  adventurer with -3d of bruises rests under a shady
  tree. This gives them 2d (Health dice) +2d (rest and
  shade) -3d (injury) for a total of one point of non-
  lethal Hit healed per hour. Once they have healed
  enough to only have -2d in bruises, they would then
  heal two points of non-lethal hits per hour.
  For EABAlite, lethal Hits are recovered at a fixed
  rate of one per day.
  POWERS - EABA uses the generic term “power”
  to represent any type of game effect not readily
  explainable by science. The most common types of
  “power” in a game world will be psionics, magic or
  superpowers.
  While a few pre-designed powers as “magic
  spells” are included here, the real flexibility of EABA
  is the ability to design your own powers that fit your
  campaign world exactly how you want. You can
  decide on what types of powers you want, and the
  restrictions (or bonuses) everyone who uses those
  powers get. Of course, published worlds using EABA
  already do all this work for you!
  Purchasing powers - Before you can use a
  power your adventurer has to purchase it. All
  powers are bought as if they are a specialized skill
  off the skill is used for powers in the setting (in case
  of EABAlite, this is the Sorcery skill).
  Powers are slightly different than normal
  specialized skills. You can have more than one
  (most skills only allow you to have one specialized
  skill), and you have the option of buying the power
  at either +0d (for 5S), or +1d (for 10S).
  Using powers - Using most powers is a three-
  part process. A power is activated with one roll,
  targeted with a second roll, and then the effects
  are determined by a third roll. If a power is easy
  enough to activate and the user has sufficient skill,
  dice rolling is not needed (but activating the power
  still counts as an action). For example, a power that
  is Easy(5) will always be successfully activated by
  someone with a skill roll of 3d+2 or more (which has
  a minimum result of 5).
  When you try to use a power, you first roll
  Awareness + Sorcery + [power] dice (where
  [power] is the level of the specialized skill you took).
  If this task fails, nothing happens.
  EXAMPLE: An adventurer with an Awareness of
  3d+1, Sorcery at +1d and Heal at +1d would roll
  5d+1.
  Once activated, the Sorcery skill is also used to
  target the power (if required). A power being used
  on the caster or by touching a willing target
  automatically succeeds. Anything else treats the
  targeting attempt as a ranged attack.
  If the targeting succeeds, a final roll determines
  the effect. The adventurer makes a Fate roll, and
  then refers to the power’s description for the result.
  Sample powers - The sample powers here are
  all based on a fantasy setting (although they could
  also be used in a high-magic modern day setting).
  To give you a rough idea of how powers are
  created in EABA the power effects and modified
  used to make each spell are also listed. You can
  freely ignore then for the time being.
  The power framework for these abilities is
  defined as:
  Type Requirements
  Cost
  -
  Starting cost
  0
  ●
  Damages non-lethal hits
  -10
  ◆
  Requires minimum Fate of 5
  -5
  Framework base
  -15
  All powers used in this framework automatically
  have these modifiers. In this case, a person takes
  fatiguing damage when they use a power, and a
  person must have a certain level of innate magical
  ability before they can learn to cast spells.
  EABA
  1.9
  
  Armor(Difficulty: 16)
  The mage concentrates for 30 seconds while
  chanting and laying hands on the target (which
  may be themselves). If successful, the target gains
  the effect of the mage’s default Fate roll less 1d as
  armor for 10 minutes.
  Type Requirements
  Cost
  ■
  Prevents an effect
  +30
  ■
  Lethal damage
  +40
  ●
  Reduced 1d effect
  -10
  ●
  Requires gestures & vocalization
  -10
  ●
  Melee range
  +0
  ●
  Takes 30 seconds to activate
  -10
  ■
  Power lasts 10 minutes
  +24
  - 
  Framework base
  -15
  Adjusted cost
  +49
  Final activation difficulty
  16
  Note - If you look, you will see that the total of
  the modifiers is like an Attribute cost, and the
  difficulty of the spell is the level of Attribute that you
  could get (rounding up). In this case, 49A would
  round up to the cost of buying an Attribute at a
  level of 16.
  Spectral Blade(Difficulty: 14)
  Cast by laying hands on a melee weapon (one
  hour to cast), the spell makes part of the weapon’s
  essense ethereal. The weapon is wielded normally,
  but the weapon ignores the first mundane barrier it
  encounters as though it were not there - the most
  common use being to bypass armor. However if the
  target is unarmored the spectral blade will not
  injure them, passing through the person and
  leaving them unharmed.
  Type Requirements
  Cost
  ■
  Lethal damage(enhancement)
  +40
  ◆
  Extraord. range(bypass armor)
  +20
  ●
  Requires gestures & vocalization
  -10
  ●
  Requires a mundane skill to use
  -5
  ●
  Requires a focus
  -10
  ■
  Power lasts 2 days
  +40
  ■
  Power takes 1 hour to cast
  -24
  - 
  Framework base
  -15
  Adjusted cost
  36
  Final activation difficulty
  14
  Daze(Difficulty: 12)
  This spell is designed to put the target’s mind
  into a mental loop. The mage’s default Fate roll
  must meet or exceed the target’s Awareness roll to
  completely daze the target, otherwise they simply
  become less alert. If successful, the target will
  continue doing whatever they were doing until
  interrupted, ignoring everything that doesn’t cause
  a major physical or sensory intrusion. 
  So a sentry will stand at their post and ignore
  people passing by, while a security guard will walk
  past without noticing items damaged or stolen. The
  spell lasts as long as the mage continues to will it to,
  but when it ends the target will know they were
  affected by the spell. If the mage is unsuccessful in
  casting the spell, they daze themselves.
  Type Requirements
  Cost
  ◆
  Subverts an Attribute(Awareness) +40
  ●
  Ranged effect(31 meters)
  +20
  ●
  Requires gestures & vocalization
  -10
  ●
  Side effect(dazes self)
  -20
  ■
  Power lasts as caster wills
  +15
  - 
  Framework base
  -15
  Adjusted cost
  30
  Final activation difficulty
  12
  EXPERIENCE & ADVANCEMENT - At the end of
  an adventure or plot, players are awarded
  experience. For a short adventure they may only
  earn 1 point, while a longer adventure spanning
  multiple sessions could earn 3 or more. The game-
  master can add or remove experience for player
  participation, good roleplaying, or coming up with
  an exceptional plan. Experience is used to improve
  Attributes or Skills. Experience is saved as generic
  “points” until the player decides what they want to
  increase.
  The cost in points to improve or learn a skill is
  simply the difference between the cost for the level
  they want, and the cost for the level they have. The
  cost to improve Attributes is five times the difference
  between the cost for the level they want, and the
  cost for the level they have.
  That’s It! - You’ve now covered all the basics of
  EABA, and have everything you need to play the
  game. Of course, the main rulebook has a lot more
  information in it than we were able to present here:
  •Many more Traits, with detailed descriptions.
  •Advanced combat, damage and armor
  options.
  •The complete Powers system, allowing you to
  create any paranormal ability for your game
  that you can imagine.
  •Many more pre-built Powers.
  •A full chapter of gamemaster tips & tricks.
  •A system for handling mass battles.
  •Simple rules for designing & using vehicles.
  •A much larger equipment list - weapons,
  armor and other commonly used items, for all
  tech levels.
  EABAlite
  v1.0
  1.10
  POWERS
  
  SAMPLE ADVENTURER - To help you get to grips
  with the character creation process, we’re going to
  work through a sample character called Durnok
  the Lame.
  Background - The very first thing the player
  needs to know is the background of the world that
  Durnok exists in. The gamemaster describes a world
  on the verge of the Industrial Revolution, but also a
  world that is desperately short of industrial metals.
  So short, in fact, that things like copper and iron are
  used for high-denomination coinage. This makes
  things like metal armor, swords or guns the play-
  things of the wealthy. Everyone else has to make
  do with creative use of more primitive materials like
  wood, leather, stone and various types of glass. The
  gamemaster says there is no real magic, but there
  are alchemists who can make various potions
  whose effects are not yet explainable. Politics is
  generally some mishmash of early parliamentary
  government and hereditary nobility, and varies
  from place to place.
  Armed with this basic outline, the player makes
  Durnok a former miner turned prospector. He hopes
  to someday find the lost city of Gordo Gato, where
  the rocks were so rich with iron you could taste the
  rust, and copper was as common as dirt.
  Points - The gamemaster sets a campaign base
  of Normal, for 80A and 80S, with the possibility of
  getting up to a total of 40A or S from various traits.
  Durnok gets attributes as follows:
  Strength 9, cost of 18A
  Will 10, cost of 22A
  Health 8, cost of 15A
  Awareness 7, cost of 12A
  Fate 4, cost of 5A
  Agility 9, cost of 18A
  The player writes down the
  costs and die rolls for all of these
  on their adventurer sheet, and uses
  the spot on the back of the sheet to
  record the campaign base and points spent so far.
  We can see that Durnok is 10A over his starting
  points, so he’ll have to pick up the difference in
  Traits.
  Next, we’ll work on Traits, since these can affect
  Durnok’s secondary characteristics like movement
  speed, perception rolls, and so on. Durnok has one
  Forte, and two Weaknesses, each of which will
  affect his Attribute rolls in particular circumstances.
  The Forte of “Hawkeye” means
  that Durnok has keen vision. Seeing
  things is normally an Awareness roll,
  which would be 2d+1. However, the
  Forte on the sight part of his Awareness
  means that when Durnok has to roll to
  see something, he gets +1d and rolls 3d+1
  instead. Durnok is also the kind of guy
  who wants to get rich quick, though he
  seems to be taking a while to do it. He is
  drawn like a magnet to “the big score”,
  and sometimes this lure gets in the way of
  his common sense. This sort of temptation is
  usually a Will roll of some kind to resist. Durnok
  has a pretty good Will roll of 3d+1, but when
  confronted with this Weakness, he only gets to roll
  2d+1. Last, Durnok is lame. He decided to
  get out of the hard part of mining after
  a cave-in nearly killed him, and left
  him with a permanent limp. Walking
  movement is based on Health,
  which is 2d+2, but for determining
  Durnok’s movement speed, this
  Weakness makes his Health roll count
  as only 1d+2.
  Durnok has two other Traits. He is not a spring
  chicken anymore. Not as spry as when he was a
  young man, but not yet suffering debilitating effects
  of age. He has an Age of “Mature”, which is worth
  0A and +20S, and also means he cannot use later
  experience to improve his Strength, Agility or Health
  past a level of 11. Durnok is also ornery. He has a
  bad temper, so any social skills he uses are a level
  of difficulty harder (+2 to difficulty). This is what is
  known as a Personality Trait, which is one of the
  Traits not found in EABAlite, but since Durnok is also
  the sample character in the full EABA rules, we’re
  mentioning it here.
  These Traits total up to +15A and +25S,
  which add up to the maximum of 40
  points in Traits allowed for Normal
  adventurers. This gives Durnok a total of
  95A and 105S, so he has 5A leftover at this
  point and 105S unspent. Let’s see what we
  can do about that.
  Most skills are going to be based on
  Agility or Awareness. Remember that largest
  skill bonus you can get is equal to the full
  dice in the Attribute that skill is based on.
  With an Agility of 3d+0 and Awareness of
  2d+1, the biggest skill bonus Durnok can get
  is +3d for Agility skills and +(2d+1) for Awareness
  ones. This means his highest possible Agility skill roll is
  6d+0 and his highest possible Awareness skill roll is
  4d+2.
  EABA
  1.11
  Will
  Will
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Fate
  Fate
  Strength
  Strength
  Cost
  Level
  2d+2
  Roll
  -1d
  +1d
  3d+0
  Roll
  3d+0
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  3d+1
  Roll
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  2d+1
  Roll
  Level
  -1d
  +1d
  8
  9
  9
  7
  10
  4
  Sucker
  Hawkeye
  18
  22
  15
  18
  12
  5
  1d+1
  Awareness
  Awareness
  2d+1
  Roll
  Level
  -1d
  +1d
  7
  Hawkeye
  Will
  Will
  3d+1
  Roll
  Level
  +1d
  -1d
  10
  Sucker
  Health
  Health
  Level
  2d+2
  Roll
  -1d
  +1d
  8
  Lame
  B
  Traits
  Attributes
  Skills
  Base points
  S
  S
  A
  Total
  S
  A
  Adventurer
  80 80
  90
  Forte
  Weakness
  Weakness
  Age
  Temper
  -5
  +10
  +10
  +20
  +5
  95 105
  
  The player decides to round out Durnok with a
  selection of skills befitting his background, along
  with some rough-and-tumble experience he picked
  up once he started working on his own. Durnok gets
  the following skills:
  Agility-based
  Brawling: +1d, cost of 10S
  Throwing: +0d, cost of 5S
  Club: +0d, cost of 5S
  Crossbow: +0d, cost of 5S
  Beast Riding, +0d, cost of 5S
  Awareness-based
  Mining: +2d, cost of 20S
  Demolitions: +1d, cost of 10S
  Area knowledge (local mtns), +1d, cost of 10S
  Scrounging (mtn survival), +0d, cost of 5S
  Strength-based
  Climbing: +1d, cost of 10S
  Health-based
  Running: +0d, cost of 10S
  Carousing: +1d, cost of 10S
  This has a total cost of 105S, exactly what Durnok
  has available. With this, we can fill out the secondary
  characteristics on the front of the adventurer record.
  In particular, Running skill gives a +1 to movement
  rate, which counters out the -1 Durnok takes from
  being lame. He can hobble along as fast as a 
  normal person, but not as fast as a normal person
  who is a good runner.
  Details - We can figure out Durnok’s carrying
  capacity from the subset of the Universal Table that
  is on the adventurer sheet. We can see the various
  penalties to physical tasks or skill rolls when he is
  weighed down. For instance, if he is carrying over 13
  kilograms, he will take a -1d penalty to Attribute rolls,
  and a -1 to skill rolls. So, if weighed down this much
  while firing a crossbow, he would roll 2d+2 instead of
  3d+0.
  Durnok also has to figure his starting wealth and
  goods. Durnok’s obvious income-generating skill is
  Mining, which is a 4d+1 skill roll. The player rolls 4d+1,
  getting a 15, then multiplies this by 4 and then by
  100 to get 6,000 Credits in currency, and multiplies
  this by 5 to get 30,000 Credits in goods. Durnok is
  feeling flush, until the gamemaster decides that the
  lack of industrialization makes manufactured goods
  more expensive. All starting wealth is divided by
  four, leaving Durnok with 1,500 Credits in cash and
  7,500 Credits in goods. Using the regular EABA
  guidelines, Durnok can expect to make about 150
  Credits a week if out on his own or doing work for
  hire for someone else.
  Last - The gamemaster has the player answer
  some questions to flesh out Durnok. Durnok is a
  straightforward meat & potatoes kind of guy. He
  likes lots of calories, lots of salt and lots of fat. It
  served him well in his mining days, and he still has a
  lot of muscles to feed. He tends to wear well-worn
  work clothes, with some leather reinforcement here
  and there. He has to deal with rough critters and the
  occasional rough person, so he covers his innards
  with a padded leather cuirass, and has a rock 
  hammer on one hip and a utility knife on the other.
  Durnok doesn’t really live anywhere, but he
  spends his time on the fringes of the Jirto Wastes,
  tracing lost legends among the shifting sands, and
  hiring out his knowledge to mining concerns large
  and small. He technically owns a little spread some-
  where, but he is hardly ever there.
  Durnok knows just about everyone, and just
  about everyone knows him, but that is as far as it
  goes. He has no powerful friends, and no powerful
  enemies. He likes his climate dry, his liquour straight,
  unambiguous women, a good game of cards, and
  while he would never admit it, sunsets. He hates
  skunks, boiled vegetables, busybodies, people who
  sing off-key and official paperwork. He’s not sure he
  ever really wants to retire, but the thought of being
  rich enough to do so in style has a certain appeal.
  And that’s Durnok.
  EABAlite
  v1.0
  1.12
  SAMPLE ADV.
  Club
  H
  Will
  Will
  Head
  (+6 to hit, +1d damage)
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Awareness skills
  Fate
  Fate
  3d+0
  Kick
  Strength roll
  2d+0
  Punch
  Strength roll - 1d
  Encumbrance
  Less than
  kg
  One-eighth maximum
  Up to
  Up to
  Up to
  -0d/-0
  -2d/-2 kg
  kg
  kg
  -1d/-1
  One-quarter maximum
  One-half maximum
  -3d/-3
  Maximum from chart
  Strength
  Strength
  Cost
  Level
  2d+2
  Roll
  -1d
  +1d
  3d+0
  Roll
  3d+0
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  3d+1
  Roll
  1d+1
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  2d+1
  Roll
  Level
  -1d
  +1d
  meters
  Walk
  Sprint
  Health dice
  Walk times 3
  Roll
  Cost
  Roll
  Cost
  Roll
  Cost
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  4d+0
  Roll
  Cost
  3d+0
  Roll
  Cost
  3d+0
  Roll
  Cost
  3d+0
  Roll
  Cost
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Agility skills
  2d+1
  3d+1
  Hearing roll
  Sight roll
  Awareness roll
  Awareness roll
  Roll
  Cost
  Roll
  Cost
  Roll
  Cost
  2d+2
  Other skills
  Run
  Walk times 2
  3-6
  d+
  9-12
  1d+0
  13-18
  d+
  Arms
  (+4 to hit, -1d damage)
  Body
  (+2 to hit, +0d damage)
  Legs
  (+2 to hit, -1d damage)
  Armor
  7-8
  d+
  +6
  Dodge
  Agility dice 
         times 2
  8
  9
  9
  7
  10
  4
  Sucker
  2
  4
  6
  Hawkeye
  13
  25
  50
  100
  18
  22
  15
  Brawling
  Crossbow
  Beast Riding
  Strength Climbing
  Mining
  Health
  Carousing
  Health
  Running
  10
  5
  5
  Lame
  18
  12
  5
  Throwing
  Club
  Scrounging
  Area knowl.
  Demolitions
  5
  3d+0
  5
  3d+0
  5
  2d+2
  5
  10
  2d+1
  5
  3d+1
  10
  3d+1
  10
  4d+1
  20
  
  MELEE WEAPONS
  NAME
  DAMAGE
  DAMAGE TYPE
  LENGTH
  WEIGHT
  COST ARMOR HITS NOTES
  Combat knife
  punch-1
  lethal
  short
  .3kg
  45Cr
  1d+2
  2
  balanced
  Longsword
  punch+2
  lethal
  long
  1.5kg
  250Cr
  1d+2
  3
  balanced
  Greatsword
  punch+5
  lethal
  long
  4.0kg
  700Cr
  2d+0
  5
  unbalanced, uses two hands
  Axe
  punch+3
  lethal
  medium
  2.5kg
  125Cr
  1d+2
  3
  unbalanced
  Club
  punch+2
  half-lethal
  medium
  1.5kg
  45Cr
  1d+2
  3
  balanced
  RANGED WEAPONS
  NAME
  USES
  ACCURACY DAMAGE SHOTS HELD WEIGHT
  COST ARMOR HITS NOTES
  Medium bow
  arrow
  0
  punch+1
  1 internal
  1.0kg(.05)
  90Cr
  1d+0
  2
  Reliable, min. Str 6
  Flintlock rifle
  12mm ball
  2
  3d+0
  1 internal
  4.0kg(.05) 250Cr
  1d+2
  4
  Very unreliable
  Semi-auto pistol
  9mm bullet
  1
  2d+1
  15 clip
  1.0kg(.2)
  500Cr
  1d+2
  2
  Reliable
  Hunting shotgun
  19mm bullet
  2
  3d+2
  2 internal
  3.2kg(.1)
  350Cr
  1d+2
  4
  Reliable
  Assault rifle
  7mm bullet
  3
  4d+2
  30 clip
  4.6kg(.6)
  500Cr
  1d+2
  4
  Reliable, autofire
  Laser pistol
  electricity
  2
  3d+0
  30 internal
  1.3kg
  2.8KCr
  1d+1
  2
  Reliable, autofire
  Disruptor carbine
  electricity
  6
  3d+2
  30 clip
  3.2kg(1.2) 11KCr
  1d+2
  3
  Reliable, ignores
  one armor/barrier
  PERSONAL ARMOR
  NAME
  ARMOR
  COVERS
  WEIGHT
  COST
  NOTES
  Padded cloth
  0d+1
  Body
  1.5kg
  90Cr
  Worn over or under clothing or armor
  Hardened leather
  0d+2
  Body
  6.0kg
  250Cr
  Worn over clothing
  Head
  2.0kg
  90Cr
  Arms
  4.0kg
  130Cr
  Legs
  8.0kg
  350Cr
  Mail armor
  1d+2
  Body
  12.5kg
  700Cr
  Worn over or under clothing or armor
  Head
  4.0kg
  250Cr
  Arms
  8.0kg
  350Cr
  Legs
  16.0kg
  1KCr
  Plate armor
  2d+0
  Body
  12.5kg
  500Cr
  Worn over clothing or armor
  Head
  4.0kg
  175Cr
  Arms
  8.0kg
  250Cr
  Legs
  16.0kg
  700Cr
  Combat vest
  5d+1
  Body
  6.0kg
  2.8KCr
  Worn over clothing
  Flux armor(20)
  4d+2
  Whole body
  50kg
  90KCr
  Negates special effect of disruptors, gives
  +5 to Strength
  OTHER STUFF
  NAME
  WEIGHT
  COST
  ARMOR
  HITS
  NOTES
  Basic clothing
  2.0kg
  100Cr
  1d+0
  3
  Includes footgear with 0d+2 protection. Armor of clothing 
  only protects the clothing from damage, not the wearer.
  Luxury clothing
  3.0kg
  500Cr
  1d+0
  4
  Includes footgear with 0d+1 protection.
  Camping gear
  8kg
  200Cr
  1d+1
  6
  One person’s share of the weight for a tent, blankets, 
  stove and personal items. This can be part of a large tent 
  and kit, or personal-size items.
  Rope, 25 meters
  2.0kg
  10Cr
  1d+0
  3
  Strong enough to hold a person and worn or carried items.
  Lantern
  .8kg
  30Cr
  1d+0
  2
  Negates darkness penalties out to 3 meters, -2d penalty
  per range band after this. Refill with .3kg oil each night.
  First aid kit
  2.0kg
  200Cr
  1d+0
  3
  Suitable for treating non-crippling injuries. Capabilities
  increase with tech era.
  Binoculars
  .5kg
  100Cr
  1d+0
  2
  Gives +1d Awareness roll to see something in a particular
  direction, no sight Awareness rolls allowed in other directions.
  Powercell
  .1kg
  1Cr
  1d+0
  1
  Holds 40 energy. If an item is listed like “Item(2)”, the
  number in parentheses is how many powercells it uses.
  Nightvision goggles(1) 1.0kg
  2KCr
  1d+0
  2
  Negates darkness penalties for user, uses 5 energy per hour.
  EABA
  1.13
  
  EABA
  Blacksburg Tactical Research Center
  Name
  Brief description
  Goals
  Home
  Hits
  -1d
  -2d
  -3d
  -4d
  -5d
  -6d
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  Adventurer traits
  Value
  Important equipment
  Mass
  kg
  kg
  kg
  kg
  kg
  kg
  kg
  Cash on hand
  Total
  Cr
  Total
  May be reproduced for personal use only
  ™
  Campaign base
  S
  A
  -0d
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  A/    S
  Will
  Will
  Head
  (+6 to hit, +1d damage)
  Agility
  Agility
  Awareness
  Awareness
  Health
  Health
  Awareness skills
  Fate
  Fate
  d+
  Kick
  Strength roll
  d+
  Punch
  Strength roll - 1d
  Encumbrance
  Less than
  kg
  One-eighth maximum
  Up to
  Up to
  Up to
  -0d/-0
  -2d/-2 kg
  kg
  kg
  -1d/-1
  One-quarter maximum
  One-half maximum
  -3d/-3
  Maximum from chart
  Strength
  Strength
  Cost
  Level
  d+
  Roll
  -1d
  +1d
  d+
  Roll
  d+
  Roll
  Cost
  Level
  -1d
  +1d
  Cost
  Cost
  Cost
  Cost
  d+
  Roll
  d+
  Roll
  Level
  Level
  Level
  +1d
  -1d
  +1d
  -1d
  +1d
  -1d
  1
  3
  5
  7
  17
  15
  13
  11
  9
  d+
  Roll
  Level
  -1d
  +1d
  meters
  Walk
  Sprint
  Health dice
  Walk times 3
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Agility skills
  d+
  d+
  Hearing roll
  Sight roll
  Awareness roll
  Awareness roll
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  d+
  Roll
  Cost
  Other skills
  Run
  Walk times 2
  3-6
  d+
  9-12
  d+
  13-18
  d+
  Arms
  (+4 to hit, -1d damage)
  Body
  (+2 to hit, +0d damage)
  Legs
  (+2 to hit, -1d damage)
  Armor
  7-8
  d+
  +
  Dodge
  Agility dice 
         times 2
  Attribute used
  
  Basic campaign notes
  Character traits
  Value
  May be reproduced for personal use only
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  kg
  Cr
  Cost
  Hits Notes
  Hits Notes
  Personal armor
  Covers
  Notes
  At hand
  Carried
  Packed
  At hand
  Carried
  Packed
  Always
  Combat
  Packed
  Game events
  Traits
  Attributes
  Skills
  Base points
  Stuff
  Weight
  Cost
  Hits
  Notes
  At hand
  Carried
  Packed
  S
  A
  Total
  S
  A
  Adventurer
  Cr
  Cr
  Cr
  Cr
  Ranged weapons
  EABA Universal Chart
  Level
  -10
  -9
  -8
  -7
  -6
  -5
  -4
  -3
  -2
  -1
  +0
  +1
  +2
  +3
  +4
  +5
  +6
  +7
  +8
  +9
  +10
  +11
  +12
  +13
  +14
  +15
  +16
  +17
  +18
  +19
  +20
  +21
  +22
  +23
  +24
  +25
  +26
  +27
  +28
  +29
  +30
  +31
  +32
  +33
  +34
  +35
  +36
  +37
  +38
  +39
  +40
  +41
  +42
  +43
  +44
  +45
  +46
  +47
  +48
  +49
  +50
  Points
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  0A
  1A
  2A
  3A
  5A
  7A
  9A
  12A
  15A
  18A
  22A
  26A
  30A
  35A
  40A
  45A
  51A
  57A
  63A
  70A
  77A
  84A
  92A
  100A
  108A
  117A
  126A
  135A
  145A
  155A
  165A
  176A
  187A
  198A
  210A
  222A
  234A
  247A
  260A
  273A
  287A
  301A
  315A
  330A
  345A
  360A
  376A
  392A
  408A
  425A
  439A
  Lift
  1.2kg
  1.5kg
  2kg
  2.5kg
  3kg
  4kg
  5kg
  6kg
  8kg
  10kg
  12kg
  16kg
  20kg
  25kg
  32kg
  40kg
  50kg
  63kg
  80kg
  100kg
  126kg
  159kg
  200kg
  252kg
  318kg
  400kg
  504kg
  636kg
  800kg
  1 ton
  1.3 tons
  1.6 tons
  2 tons
  2.5 tons
  3.2 tons
  4 tons
  5.1 tons
  6.4 tons
  8.1 tons
  10.2 tons
  12.5 tons
  16 tons
  20 tons
  25 tons
  32 tons
  41 tons
  50 tons
  65 tons
  82 tons
  100 tons
  126 tons
  159 tons
  200 tons
  252 tons
  318 tons
  400 tons
  500 tons
  640 tons
  800 tons
  1000 tons
  1250 tons
  Dist.
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  .35m
  .5m
  .7m
  1m
  1.4m
  2m
  3m
  4m
  6m
  8m
  11m
  16m
  23m
  32m
  45m
  64m
  90m
  125m
  175m
  250m
  350m
  500m
  700m
  1km
  1.4km
  2km
  2.8km
  4km
  5.6km
  8km
  11km
  16km
  23km
  32km
  45km
  64km
  90km
  125km
  181km
  250km
  362km
  500km
  700km
  1000km
  1400km
  2000km
  2800km
  4000km
  5600km
  8000km
  11000km
  Time
  -
  -
  -
  -
  -
  -
  -
  .5s
  .7s
  1s
  1.4s
  2s
  3s
  4s
  6s
  8s
  11s
  16s
  23s
  30s
  45s
  1m
  1.4m
  2m
  3m
  4m
  6m
  8m
  11m
  16m
  30m
  42m
  1h
  1.4h
  2h
  3h
  4h
  6h
  8h
  11h
  16h
  1d
  1.4d
  2d
  3d
  4d
  6d
  8d
  11d
  16d
  23d
  32d
  45d
  64d
  90d
  125d
  180d
  250d
  1y
  1.4y
  2y
  Size
  -
  -
  .12m
  .18m
  .25m
  .35m
  .5m
  .7m
  1m
  1.4m
  2m
  3m
  4m
  6m
  8m
  11m
  16m
  23m
  32m
  45m
  64m
  90m
  125m
  175m
  250m
  350m
  500m
  700m
  1km
  1.4km
  2km
  2.8km
  4km
  5.6km
  8km
  11km
  16km
  23km
  32km
  45km
  64km
  90km
  125km
  181km
  250km
  362km
  500km
  700km
  1000km
  1400km
  2000km
  2800km
  4000km
  5600km
  8000km
  11000km
  16000km
  22000km
  32000km
  45000km
  64000km
  Melee weapons
  Accur.
  Damage
  d+
  d+
  d+
  d+
  Damage
  d+
  d+
  d+
  d+
  Weight
  kg
  kg
  kg
  kg
  Weight
  kg
  kg
  kg
  kg
  Armor
  d+
  d+
  d+
  d+
  Weight
  kg
  kg
  kg
  kg
  Cost
  Cr
  Cr
  Cr
  Cr
  Cost
  Cr
  Cr
  Cr
  Cr
  
SOURCE: textdata/thevault/Eaba/BTRC6198 EABAlite v1.0.pdf