There are free rpg's and there are open source rpg's. And then there
is EABA. EABA is the result of a lot of thought, hard
work and grueling playtesting. We wanted to make a system that was
realistic, heroic, fast, flexible and all the other buzzwords you've
come to expect. It's got plenty of original ideas, but we're also
not afraid to borrow from some of the best games that have gone
before. We wanted a system for the 21st century, one that could
be entirely Internet-based and computer-friendly. The price?
Less than half what a similar game would cost on store shelves.
Pocket the difference, or use it to buy a couple EABA supplements...
EABA is fully hyperlinked, color-coded, indexed and organized into 150 pages of role-playing goodness. And if you don't have access to color printer or won't be reading it from a computer screen, we've also included a grayscale version optimized for laser printers.
Mechanics-wise, EABA is an open-ended d6 system. There is no limit to the number of dice you can theoretically roll (though you're unlikely to ever need more than 8d6). But, you only get to keep the best three results, which puts an upper limit on the total you can roll.
Even super-powered adventurers can find tasks beyond their reach.
Adventurers are built on points, with separate points for skills and the six attributes of Strength, Agility, Health, Awareness, Will and Fate. Fate is used for paranormal powers, for luck, or as an attribute that can be customized for a particular gameworld, to represent genre-specific attributes like honor, sanity and so on. A detailed powers section lets you create individual or global power frameworks, from traditional magic, to psionics, superpowers, gadget-meisters or anything else you can imagine.
In terms of scale, EABA covers everything from normal people up to superheroes of significant power. A level of 6 is about average for Strength, which is a lifting capacity of 50 kilograms and does a kicking damage of 2d6 (1d6 per 3 points of Strength). Each 3 points doubles the effect of an attribute, so a Strength of 21 would be able to lift 1600 kilograms and do a kicking damage of 7d6.
EABA is heroic in scale, but still realistic. Easy to learn, advanced enough for the most experienced gamemaster. We promise a lot, and we think EABA delivers on those promises. Download a little bit of EABA here. Want a second opinion? Try one (or all) of the known reviews of EABA products from the review links on the main BTRC page. Give it a try.
Ythrek
is a resource-poor Renaissance world with magic, honor and a very
harsh climate based on several overlapping cycles that go from searing
to freezing as the decades pass. It has been eight hundred years
since the Cataclysm that nearly tore the world asunder. So few survived
that even the nature of the disaster is unknown. But, from the accounts
of the Spirits and the survivors, and tales brought by traders,
things thought dead but only sleeping have begun to awaken. The
spring decade is upon the people of Novomad, center of Ythrek's
civilization (at least they think so). The weather once again permits
travel to lands out of touch since the start of the long winter
years, and the squabbling scions of the Six Families once again
seek fame, fortune and Ancient knowledge in the wastes outside Novomad's
fertile valleys. Download
a sample here.
The
Colonies. Fighting for freedom on occupied Earth.
The Virimar landed eighty years ago, their mothership crippled in
a partially successful attempt to deflect a comet from Earth. We
thought they were our saviors. We were wrong. They had other
plans, and found more than enough human hands willing to help subjugate
their brethren. Now it's time to fight back. Think of a French Resistance-style
background, but make it world-wide and high-tech. Adventurers are
largely drawn from Earth's pre-Virimar off-world colonies, dropping
to Earth in stealth pods and trying to discern the motives and plans
of the enigmatic Viramar, while building enough support to make
an invasion possible and avoiding the collaborator secret police.
Not an easy life, and if you're not careful, not a long one either...
Download
a sample here.
NeoTerra.
Eight centuries ago, the Information Revolution became the Information
War. The information won. Perhaps for the best, for humanity
was well on the way to destroying itself with technological advances
that came faster than our ability to integrate them into a stable
society. The Net still rules, keeping humanity from destroying itself,
while searching for the means to restore our self-determination.
It governs by its absence, setting only a few limits on human behavior,
and watches for the Archetypes of a new humanity. Meanwhile, the
power of unlimited information and instant manufacturing technology
have split humanity into the "drones", who live in mindless contentment
and luxury, their every need met by a system that has eliminated
the need for work, and the minority of "workers", who seek more
out of life than simple existence and crave the possessions and
power that the Net has chosen not to make freely available. No police,
no government, no megacorps, no safety net. You are what you make
of yourself. Nothing more, nothing less. Download
a sample here.
Archetype
Mine? is a two-part adventure by Aaron Kavli, for EABA's
NeoTerra setting.
Even in the future the rich can't always get what they want, and those overly impressed with themselves can be crushed under their own self-realization. The PCs are hired by the eccentric Master Carabol to help clinch his place in history as an Archetype Champion. This adventure will help players and GMs alike learn the basics of NeoTerra society and lets them face some tough moral dilemmas, or just shoot their way out of them.
While designed for NeoTerra, this adventure is suitable (with
varying levels of modification) for many sci-fi, modern, or even
post-apocalyptic worlds Most of the locations can be easily transported
and the underlying precepts of the campaign could easily be shifted
from NeoTerra society to that of corporate espionage, cult revenge,
government cover-up, or even alien tradition.
Archetype Mine? is a 25 page adventure released by Aaron
Kavli under the EABA Open License, with original cover art
and character illustrations, as well as 4 maps of important areas
in the adventure. And for $1, who can argue about the price?
TimeLords.
The Designers developed time travel to help them escape the heat
death of the universe, but instead found extinction in the distant
past. By a twist of fate, humanity inherited the ability to manipulate
their technology, for better or worse. Everything you know about
history has been shaped by those rare individuals who can Jump through
time and dimension. And now, unprepared for it, you have become
one of those individuals... EABA TimeLords is the third edition
of this classic rpg, whose most unique feature is that it lets you
design adventurers that reflect your stats and abilities, thrust
into infinite time and space with only your wits and your friends
to help you survive. And by the time you unravel the mysteries of
dimension hopping and can return home again, will you even want
to? You can also generate alternate historical versions of yourself,
regular members of a Time Patrol like the Guardians, or combine
the two. TimeLords contains a huge amount of background information
on the universe(s), including real and alternate histories, and
a bibliography of time travel fiction, time travel movies and other
time travel role-playing games. Download
a sample here.
Nocturne
is a gameworld unto itself, and a setting that can be layered on
top of virtually any other campaign, modern or otherwise.
There is the real world, Materia, the world beyond life, Apocrypha,
and the world between, Nocturne. Nocturne can only be reached through
the unconscious, and it is a world with it own unique rules, unwritten
laws, heroes and villains. And you cannot always tell the difference
between the two. For the Awakening is coming, when the three worlds
will merge. Some feel it will be the beginning of a new era and
seek to bring it about (or exploit it), and others fear that it
will be the end of everything and strive to prevent it. Not even
the gods know exactly what will happen, but that doesn't prevent
them from sending agents and avatars from the Apocrypha to Nocturne
to further their subtle plans. Download
a sample here
Dark
Millennium is a tale of 11th century zombie terror. Set
in historical 11th century Europe, things take an abrupt turn when
on the thousandth anniversary of Christ's death, the First Seal
is broken and the dead rise. But, these are the hungry dead, and
they are hungry for you! With the Church in crisis and every
kingdom at odds with each other, the dead threaten to overwhelm
the living and bring Hell and eternal damnation to Earth. At 132
pages, it has full details on life, culture, religion and politics
of the period, and provides everything you need for an extended campaign,
including three short adventures to get you started. Download
a sample here
Age
of Ruin is a world of nanotech run amok. It happened
only a few hundred years ago, but mankind has been reduced to tribalism.
The shattered ecosystem survives only because of protective nano
in plants and animals, but advanced tech is nearly gone. But, people
have learned to use their inherent nano to Shape themselves into
the tools they can no longer make. But the so-called Eaters are
complex, and may be developing a mind of their own. Will the
Age of Ruin be followed by the Age of Redemption? Or will humanity
finally succumb to monsters of our own creation? Download
a sample here
Stuff!
You make it, you break it. Stuff! is an EABA-based
design tool that lets you design just about anything you need for
any campaign, at any level of detail you need.
Weapons, vehicles, body armor, creatures, gadgets, even entire civilizations can be created from a single design book. What's more, we do the heavy lifting for you. Each chapter has its own pdf-based spreadsheet that automatically calculates the results from the parameters you enter, with single-button pre-designed items to show you how it works.
Don't believe it? Download the sample and see. The freebie is the basic design rules from the weapons chapter, plus the fully functional weapon design spreadsheet. We'll give you 25 pages, and hope you'll come back for the rest. Download
a sample here
Code:Black
is a modern horror setting. Yeah, there's plenty of those out
there. Some are dark, some are supernatural, some are heroic.
Code:Black is none and all of the above. Adventurers are
part of an ancient organization the world doesn't want to admit
exists, fighting a war no one else believes in. Dangerous, grim
and able to seamlessly incorporate just about any horror mythos,
book or movie, Code:Black is a struggle for survival and
soul, both for humanity as a whole and for each individual who takes
part in the secret war. Download
a sample here
WarpWorld The old gods have returned. As the universe ages, stresses on the fabric of spacetime cause the fundamental relationships between matter and energy and time and space to shift into new configurations. The last time this happened was in the age of Atlantis, millennia before recorded history, an age rich in the forces men called magic and the beings men knew as gods. Then, the universe shifted, and magic and gods that were once mandatory became impossible. The magically supported works of men crumbled, and the gods became myth.
In 2010CE, the universe shifts back. Magic and the old gods return, and many of the principles we take for granted suddenly aren't there anymore. Civilization collapses, and the gods walk the earth.
WarpWorld is a gameworld with a built-in 300 year story arc, with players taking part from the first chaotic day of the new world, to the final conflict that determines ultimate fate of mankind. Download
a sample here and here.
Armageddon,
by Phil McGregor. What is it about? Think Twilight:2000 crossed
with Aftermath (if you're old enough to remember it, or Darwin's
World for DnD 3e if you're familiar with that ... or an intelligent
and logical Gamma World, if you're familiar with that. Phil is an
Australian player and playtester of BTRC stuff (as well as being
the author of the venerable Space Opera and the Shadowrun Rigger's
Black Book), and while I can't vouch for his graphic design skills,
the material has got quite a bit of depth and detail to it. You
find out more from the Phalanx Game Design site here.
The
Big Bang Guide to Modern Firearms, by Dana Jorgensen,
has included an EABA conversion guide as a separate item.
So, if you use that product and have EABA, contact them and
ask about product ATN 11001.