Roll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists — your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings.
Best For
Groups who want a fast, career-based universal system with tons of optional rules switches — run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic.
Highlights
Career system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separately
Considerations
Requires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart