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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

  • + attribute
  • If non-combat: + career
  • If combat: + combat ability
  • If relevant + bonus or penalty dice

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

  • 33-37 Sample Spells

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
everywhen/home.txt · Last modified: 2024/12/22 17:02 by rabidbaboon