Everywhen
System Details
“Everywhen is a set of roleplaying rules that builds upon the system created by Simon Washbourne in Barbarians of Lemuria to provide a rich but flexible and adaptable game to support action and adventure in your favorite setting!” - Everywhen pg6
Available at
Features
Core roll is 2d6
Lifeblood (HP) and Resolve (Mind HP) trackers
Hero points per adventure, You can use Hero Points to affect the outcome of a situation and swing the odds in your favor.
XP based leveling
Initiative based combat
Combat is turn based with Move + Action per round
Fairly lethal. I think Dungeon World would be pretty close.
All damage is d6 based
Credit Rating for wealth management
Vehicle and Crafting rules
Three magic systems: arcane, divine, and psionic
Character Boons and Flaws
Everywhen Reference sheets pg132-141
Core Mechanic
The core roll is 2d6
Success is result >= Target Number (default is 9+)
Rolling with bonus dice means you roll all dice and use the two highest.
Rolling with penalty dice means you roll all dice and use the two lowest.
Players Must Read
Everywhen
8-23 - Character Creation, Stats, Boons and Flaws
24-28 - Core rolling mechanic
32-34 - Hero Points
98-99 - Leveling
99-105 - Projects, Crafting, and Inventions
If planning on doing Magic
80-84 - Arcane
85-89 - Psionic
89-90 - Divine
Blood Sundown
8-10 - Boons and Flaws
10-26 - Careers
27-31 - Gear
31-32 - Rules
If planning on doing magic
Players Should Read
Everywhen
36-41 - Combat: Movement, Attack, Options, and Mounted Combat
45-49 - Taking Damage, Dying, and Healing
51 - Damage Track
52-54 Weapons
55-57 Armor
59 - Credit Rating
60-62 - Social Roll and Social Attacking