TEXT: FREQUENTLY ASKED QUESTIONS, v1.0 - This 
  document answers some of the more frequently
  asked questions about EABA v1.0, its rules or
  interpretations. Most of what follows is just common
  sense or rephrasing of the existing rules.
  What the heck does EABA stand for? - We arenÕt
  telling just yet. For now, assume it is an easy to
  search for term on the Internet (use EABA and rpg).
  Why only one sample character? - ItÕs not like
  there wasnÕt room. We didnÕt want to give you a lot
  of preconceived notions as to what an adventurer
  should look like. It is not whether you design an
  adventurer that fits into a standard mold, it is about
  whether your adventurer fits into the campaign that
  is being run. And that is a purely local decision. Your
  idea of a ÒfighterÓ, ÒmageÓ or Òbounty hunterÓ or
  whatever might be different than ours.
  Martial arts (page 2.8) - This does not convey
  the ability to do half-lethal or lethal strikes. However,
  if you do enough damage in a hit, the excess is not
  non-lethal. See page 4.6, right column, bottom. And
  since martial arts lets you do more damage than
  normal, you have a greatly increased chance of
  getting this effect when using martial arts.
  Language skill (page 2.9) - The notes here apply
  to learned languages, not native ones. A native
  speaker with +0d skill will always be more fluent than
  someone who learned it at +0d level later in life. It
  effectively takes a non-native speaker 1d more than
  a native speaker to bbe equally fluent. To be native-
  ly bilingual, take Unusual Background (page 2.18)
  and you will get both languages at +0d level for
  free.
  Blessing/Curse (page 2.11) - The ÒrarityÓ column
  is just for gamemaster reference and has no game
  effect.
  Forte (page 2.13) - Being ambidextrous is a Forte
  on Agility for one skill. It simply counters the -1d
  penalty you take for using your off-hand. Being truly
  ambidextrous is quite uncommon, and would be
  more akin to a small Blessing (page 2.11), and thus is
  only allowed with gamemaster permission. A good
  adventurer description and maybe an Unusual
  Background (page 2.18) might be factors the
  gamemaster should take into account when 
  deciding on an unusual Forte or similar effect.
  Weaknesses (page 2.18) - We did not want to
  encourage the ÒStephen HawkingÓ hero, so
  Weaknesses are generally limited to -1d in effect. To
  have an adventurer with severe physical or mental
  limits, with gamemaster permission the same
  Weakness can be taken multiple times (with points
  for each time), up to a maximum level that would
  cancel out the full dice in that Attribute.
  EXAMPLE: An adventurer with a 2d+2 Health roll
  could take a -2d Weakness to represent loss of both
  legs (base running speed of 0).
  Similarly, various forms of insanity, sensory loss or
  conditions like an addiction (Weakness on Will)
  could be handled this way. Note that an addiction
  could also be a Curse (page 2.11), where you take
  penalties or damage when you donÕt get regularly
  exposed to the item in question
  Wealth (page 2.18) - Limited poverty is some-
  thing you can escape from, but at this time choose
  not to, so it is worth less points. The example in the
  rules typifies this. The adventurer could avoid her
  financial stigma by leaving the Belt, but that is her
  ÒhomeÓ and defines who she is. So, rather than
  packing up and going to where her past is not an
  issue, she stays and works (at reduced income) to
  clear her name.
  The gamemaster may apply supply and
  demand modifiers on wages and starting goods. If
  there are a lot of swords for hire, then they arenÕt
  worth as much. This would be a simple addition or
  subtraction to the amount rolled or the effective skill
  level for determining income.
  Combat sequencing (page 4.2) - You only need
  to make one sequencing roll per turn. If you are
  doing multiple things, you decide the order you are
  doing them in before rolling, but the one roll 
  determines if the first of them happens before other
  people act.
  If you wait for someone to act before you act,
  then it means that their action will go off, it is just
  that you are quick enough that you get your action
  off before theirs resolves. If you are the faster
  gunslinger, you can wait for him to draw and fire
  before you do, but you both draw and fire. Now if
  something happens after you both pull your triggers,
  and the order is important, the faster person gets to
  decide how it resolves.
  EABA
  1
  FREQUENT QUESTIONS
  
  In the advanced sequencing rules (page 4.3)
  there is a modifier for Òresponding to an opponent's
  uncompleted actionÓ. This is the advanced version
  of waiting for them to act and is used instead.
  Instead of just being faster, you take a penalty on
  your sequencing roll. If you still win, you can wait for
  an opponentÕs action, and still go first. You wait for
  him to draw and shoot, and respond by drawing
  and shooting first.
  Movement (page 4.3) - If you move before 
  taking another action you are effectively moving
  while taking that action for purposes of combat
  modifiers. If you run as a major action, you still get
  your normal minor action. Remember that in any
  turn which an adventurer is running, running is a
  major action on that turn.
  Coming to a stop from movement is not an
  action, but the adventurer is still counted as moving
  at least a meter for purposes of being targeted and
  using skills that would be affected by their own
  movement. And while coming to a stop is not an
  action, you canÕt come to a stop and then start
  moving again on the same turn.
  Dodging (page 4.4) - A few clarifications. 
  1) You only ever need to dodge once in a turn,
  the effects last through all your actions and until the
  end of the turn. You cannot Òun-dodgeÓ. Once you
  are dodging, the effects are there and so are the
  penalties on your actions. Similarly, you canÕt
  change who or what you are dodging in the 
  middle of a turn.
  2) Remember that you can dodge for +2 for
  each full die of Agility you sacrifice for the turn. If
  you have an Agility roll of 2d+2, you can dodge for
  either +2 or +4 at the cost of -1d or -2d on Agility rolls
  (and skill rolls based on Agility).
  3) In effect, your dodge and first defensive
  melee roll in a turn count as the same minor action.
  You donÕt get penalized for dodging early in a turn
  and then having to make your first melee defense
  roll later.
  4) Decreased effectiveness of a dodge (subse-
  quent minor actions) only happens when you have
  to roll for it. A dodge vs. a ranged weapon gives
  you the same bonus for the first shot as for the tenth.
  And if your first melee dodge was after the tenth
  shot, it would still be at full effect (see item 3 above).
  Similarly, if you choose not to make a defensive
  melee roll, your passive dodge bonus stays at full
  effect against all opponents, though without your
  melee skill added in they are very likely to hit you
  anyway.
  EABA
  2
  Melee combat (page 4.4) - When we say that
  an adventurer threatened with a gun who only has
  melee or natural weapons is considered to be in
  melee combat, weÕre just saying you should use the
  combat rules appropriate to what you are armed
  with. It also means that the person with the gun gets
  the ranged weapon sequencing bonus and you
  don't. They're using ranged combat, you're not.
  Movement in combat (page 4.5) - Movement
  does not normally directly affect a melee attacker.
  However, since any movement over a walk (the
  adventurerÕs walk rate, not the generic table entry
  on page 4.5) is a major action, moving fast and
  attacking (two major actions) will be a penalty on
  the attack. Stepping up to someone (minor action)
  and taking a swing does not generate any
  penalties.
  Damage (page 4.6) - For half-lethal damage,
  the ÒdÓ and the Ò+xÓ are completely separate, and
  the result added together. So, 1d+2 half-lethal splits
  into 0d and 1d, and the +2 splits into +1 and +1, for
  a result of 0d+1 lethal and 1d+1 non-lethal.
  If you take lethal and non-lethal hits in the same
  turn, you always mark the lethal hits first.
  If you take over your Health in non-lethal hits,
  the excess becomes half-lethal hits (page 4.6).
  These hits are simply split evenly between lethal and
  non-lethal, with fractions being non-lethal.
  Stunning (page 4.7) - Yes, if you donÕt recover
  from being stunned the first time, you have to keep
  rolling on subsequent turns.
  Bleeding (page 4.8) - If you take multiple
  wounds that would cause bleeding, just make one
  roll. The penalties on the Health roll from damage
  taken reflect the possibility of multiple bleeding
  injuries. Similarly, if you get patched up, all the
  bleeding is stopped. A medic will take your injury
  penalty on their skill roll to reflect how badly you are
  bleeding. It is usually easier for someone else to
  patch you up because they can get at spots that
  would be inconvenient for you to bind up. Whether
  or not the gamemaster assigns extra penalties to a
  player bandaging themselves depends on the
  nature of thhe injuries. For instance, if one of your
  arms was crippled, bandaging yourself would be
  significantly harder.
  FREQUENT QUESTIONS
  
  Shock (page 4.8) - Once you make a shock
  recovery roll, your condition has stablized and you
  are safe from immediate death. Unless you take
  more damage that puts you over an injury threshold
  and you go into shock again (like from a bleeding
  injury).
  Hit locations (page 4.8) - If you use hit locations
  for damage effect, you still use the overall damage
  track for effects on the adventurer. If necessary, just
  make a note to the side about special effects or
  amount taken to a particular spot (like a crippling
  arm injury).
  Armor (page 4.9) - Dice and bonuses only apply
  to their counterparts. A 2d+1 attack hitting 1d+2
  points of armor lets 1d+0 through. 2d damage minus
  1d armor is 1d. A +1 damage minus +2 armor is 0, 
  leaving a total of 1d+0.
  Layered armor (page 4.9) - The idea is that ten
  1d+0 flak vests does not make a 10d+0 armor. Like
  for half-lethal damage, you separate the ÒdÓ and
  the Ò+xÓ, and then recombine them at the end.
  Take the 3d+2 mentioned in the rules. Half of the +2
  is +1. Half of 3d is 1d (use full dice only). The leftover
  1d becomes a +2. Which gives a result of 1d (half of
  3d, rounding down), +2 (half the leftover die), +1
  (half of the original +2), equals 1d+3, which
  becomes 2d+0.
  Parries (page 5.3) - There is no real reason to
  parry in situations where both combatants are
  unarmed.
  Breaking things (page 5.5) - A weapon attack-
  ing a weapon can take damage. The -1d on any
  damage from the parrying notes on page 5.3
  applies. It is difficult to try and deliberately break an
  opponentÕs melee weapon.
  Shields (page 5.3) - If you use a shieldÕs bonus
  and successfully block, the block is taken on the
  shield, which may take damage from the attack.
  Sizing up opponents (page 5.3) - If you fail, you
  do lose all bonuses accumulated to that point.
  Grabbing (page 5.5) - The grabber hits
  automatically because, well, youÕre grabbed.
  However, the victimÕs struggles make the grabber
  take a penalty to their Agility for just about
  everything else.
  Bashing (page 5.5) - The bash is an attack
  based on size and movement. Strength does not
  really play into it except in the indirect way of the
  +1d damage bonus for weapons suitable for use in
  that sort of attack. If you have nasty spikes on a
  shield and do a shield bash, then maybe the
  gamemaster should give you a small damage
  bonus, like maybe a +1.
  Autofire (page 5.6) - Autofire is treated like any
  other major action. You can autofire more than
  once in a turn if the gamemaster allows more than
  one major action. Remember that being able to do
  more than one major action is an optional rule.
  Shotguns (page 5.6) - The example mentions
  splitting a 4d+2 attack into three 1d+0 attacks in
  one spot, and three 1d+1 attacks in another. The
  three 1d+1 attacks is correct. ItÕs a typo.
  Armor types (page 5.8) - Under armor types on
  page 5.8, it says that armor subtracts lethal dice first
  before armor is applied, but in the armor section on
  page 4.9 it says that the damage is split into lethal
  and non-lethal after the armor is applied. The rule
  on page 5.8 is used only if the armor is inappropriate
  to the attack.
  Power use (page 6.3) - Some people missed the
  idea of how powers are bought. When you buy the
  skill for a specific power or spell, that is the power. If
  you have +1d in Sorcery (costs 10S), you have
  knowledge of how to cast spells in general. If you
  have an additional +0d in ÒheallingÓ (costs 5S), this
  doesnÕt mean you have +0 in Òhealing spellsÓ, it
  means you have +0d in the specific spell called
  ÒhealingÓ. The skill points represent the time it took
  you to learn that spell at a certain level of 
  proficiency.
  EABA
  3
  
  What a power is (page 6.4) - Powers are seen,
  heard, felt, smelt, and tasted.  A blind or deaf
  person would still sense a spell being used on them.
  Fireballs (aside from smarting quite a bit) would
  leave odors. A spell on food would leave a taste,
  etc.
  Blunt trauma (page 6.6) - Use of this modifier is a
  judgement call. If the gamemaster doesn't know
  how it should be applied, then they shouldn't use it.
  A Òmagic fistÓ against chain mail might have the
  blunt trauma modifier. The chain mail is inappropri-
  ate to stop that kind of attack.
  Melee spells (page 6.10) - These have an Òauto-
  maticÓ targeting because it is darned difficult to
  miss a ranged attack at a range where you could
  actually touch something. You can treat them as
  normal ranged attacks for their chance to hit if you
  want.
  Range (page 6.11) - The example near the top
  of page 6.11 in the left hand column has a power
  losing 1d of effect per range band. It's -1 point of
  damage per range band for a cost modifier of +5.
  The example lists it taken 3 times (-3 or -1d per range
  band), which is +15. The example is correct.
  Special effects (page 6.12) - With the special
  effect of invisibility, to just make only certain facets
  of your spell invisible, just use a smaller modifier, or
  apply a generic limit to offset part of the special
  effect.
  Special effect (invisible power): +10 cost
  Limit (can be heard): -5 cost
  Single large target (page 6.15) - If you have a
  power that can affect two large objects, the power
  costs more than if it only affects one. Remember
  that this modifier can only be taken if there is
  already an area effect. The modifier name may
  throw you off slightly. The idea is to affect specific
  targets in an area rather than the area itself. You
  could have a power that affects an area, but only
  affects small objects. This would affect all small
  objects in the area. If it also had Òsingle large
  targetÓ and multiple targets, you could pick and
  choose from any small targets in the area and
  affect only the ones you wanted.
  Conveys movement (page 6.16) - The table has
  a header that says ÒdifficultyÓ. It should read ÒcostÓ.
  ItÕs a typo.
  Adds/subtracts Attribute (page 6.17) - This is not
  calculated the same as layered armor or half-lethal
  damage. You round fractions up. Used against a
  3d+1 target, half of 3d becomes 2d, half of +1
  becomes another +1, for a bonus or penalty of
  2d+1.
  When using this modifier, you roll your effect to
  raise or lower the targeted Attribute, and the limit
  just caps the effect. If I roll 3d+0 to raise your 2d+0
  strength, I just get less than the full effect of my dice.
  If I have a Strength of 8 (2d+2 Strength roll), a Fate
  of 9 (3d+0 roll) and the ÒStrength of HeroesÓ spell, if I
  am successful using the spell on myself, I roll my
  3d+0 for Fate, and the result adds to my Strength,
  up to the limit. In this case, it would only be a bonus
  of 1d+1 to Strength (half the overall Attribute). If the
  spell were Òbiceps of the godsÓ (only part of my
  Strength), then I could get a 2d+2 effect, and if I
  cast Òmule kick of powerÓ on a Strength 15 horse
  (5d+0 Strength roll), then I could conceivably have
  up to 5d+0 bonus, though my Fate will only let me
  reach 3d+0.
  Subvert Attribute (page 6.17) - Add/subtract
  adds or subtracts. Subvert substitutes.
  Damages userÕs Attributes (page 6.27) - You roll
  the total hits and then subtract that from the level of
  the Attribute or take that number of hits.
  EABA
  4
  FREQUENT QUESTIONS
  
  Power frameworks (page 6.31) - If you want to
  have Òextemporaneous magicÓ, where spells can
  be made up and cast on the fly, then set up the
  basic framework and then apply some extra gener-
  ic bonus for Òextemporaneous magicÓ. You could
  then apply any modifiers you wanted to the spell, so
  long as the total spell creation cost is equal or less
  than the framework total. That is, if the framework
  total after the Òextemporaneous magicÓ modifier is
  put in is say +30, then you could make up spells on
  the fly that had a cost of 30 or less. The more you
  pay for the ÒextemporaneousÓ modifier, the more
  powerful the spells you can cast. Giving this sort of
  power is potentially unbalancing and should be
  monitored carefully.
  Enchantment labs (page 6.34) - Doubling the
  lab size should be a an extra -10 to power cost, not
  a -5. The example on page 6.42 is correct. 
  Gadgets (page 6.44) - The text says that the
  minimum time modifier that construction takes is (50
  minus the cost of that item or subassembly). You
  base construction time on the cost modifiers in the
  item. If I have a gadget that costs 80 points, it will
  always take at least 50 minus 80, equals -30. The
  time associated with a -30 cost modifier, which is on
  page 6.43, is Ò2 daysÓ. The idea was to prevent
  gadgets from being made instantly.
  Curare (page 7.10) - It says if the victim's Agility
  roll, not their Agility. If they take -2d in injury penalties
  and only have an Agility roll of 2d+0, then their
  Agility roll has been dropped to 0d+0.
  Vehicles (page 7.16) - For touchy engines, the
  maintenance time is reduced by a factor of 10
  each time you take this modifier. The mention of a
  factor of 2 is a typo. The example is correct.
  Damage penalties to vehicles do affect their
  acceleration like it does their top speed. You have
  to look at the table for their current Strength to see
  what their revised numbers are. For instance, a heli-
  copter whose acceleration dropped below 10
  would start slowly accelerating downwards.
  If you are using the advanced rule for vehicle
  hit locations (page 7.20), you do not keep track of
  locations separately.
  On page 7.17, it says that air vehicles cannot
  take off until they reach a speed of 3 rows up from
  their top speed, unless their acceleartion ability is
  more than 10 meters per turn.  If their acceleration is
  11+, they are a VTOL! If only 10, they can hover.
  EABA
  5
  
SOURCE: textdata/thevault/Eaba/Game Aids/EABA FAQ.pdf