TEXT: 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 adventurer’s 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
  ●●●
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  ●●●●●●
  Hits
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  Brawl
  Melee
  Shoot
  Hvy. wpn.
  Ride
  Climb
  Sneak
  Burgle
  Science
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
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  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  ●●●
  -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 can’t have more levels
  in a skill than in the Attribute it is based on. So, if you
  have an Agility of 2, you can’t get more than +2
  from a skill, for a “skill total” of 4. For a doing a skilled
  task that you don’t 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
  ADVENTURERS
  
  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 adventurer’s
  total, each “loss” subtracts 1. If the adventurer’s
  total matches or beats the gamemaster’s, 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 gamemaster’s 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 can’t 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 couldn’t 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 else’s 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
  adventurer’s 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 opponent’s “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 you’ve
  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
  someone’s 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 someone’s 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 doesn’t 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
  COMBAT
  
  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 other’s attack. If one side ends up
  with a higher number, then that person gets an
  attack through the other’s 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 don’t.
  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 attacker’s Strength minus 1, while kicks do the
  attacker’s 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 target’s 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
  adventurer’s 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
  adventurer’s Will total is probably reduced by their
  injury. The adventurer’s 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 patient’s normal Health or more is a +1
  to the injured person’s 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 target’s Will and range, or telekinetic bonds
  match a difficulty of the target’s 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 didn’t 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
  POWERS
  
  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 someone’s
  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
  
SOURCE: textdata/thevault/Eaba/Game Aids/EABA EABAnywhere.pdf