Everywhen
v1.06Best 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.
Core Mechanic
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.
The core rolls 2d6 plus attribute and career against a 9, with bonus dice as advantage. Hero Points let you bend results. The Barbarians of Lemuria lineage keeps it fast and pulpy.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- ✓Cross-referencesRules point to each other by page
4 of 5 book tools found in the core book
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
Rules license Proprietary
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