>>95943924 (OP)I found a copy online (of the version you posted in the OP) and tried to run two sessions of it. It's basically d100 plus a two digit modifier aiming to roll very high type of system. Character creation takes ages and involves doing lots of small calculations and revolves around spending development points on your character's TEN ability scores and buying skills off a gigantic skill list. Making a character is tedious and boring but at least get to have character with quirky skills like sexual technique, execution, spying, trapping small animals and more. The combat is also tedious and requires note keeping for both GM and players...however fights in the game are lethal and can be over by the first round. In this game if you roll very well on a d100 you can actually choose where your strike lands and according to rules the optimal choice is the neck. The game uses action points and it works decently, a highly agile person can get up from prone and make an attack where as characters with average agility can only get up. The magic system uses spell points and your locked in to the school of magic you pick from the start. The book has lots of spells and their written in a short and concise way which makes it easy to read but it uses letters to me reference specific things such as C=cone area of effect and M=missile, which required me to make a reference sheet for the magic users, can't imagine how people did back in the day. The game took lots of effort to learn and wracked my brain. I had to find the previous edition to figure out some tricky rules because that edition was made for longtime fans. I absolutely love the design of the book, its got a punk zine feel to it. Shame the game is a slog to run though. It would require a lot of effort on the gm and players part to become familiar enough with the rules before this game begun to even run a decent pace.