Timeless Heroes is a turn based table-top RPG framework. It is designed to replace or supplement other popular works, such as GURPS or D&D. There are a few key differences designed to add flexibility to adventures, and to eliminate the learning curve for new players. You can download a character sheet here.
Flat Character Stats:
There are no character levels in Timeless Heroes. Stats exclusively come from gear and equipment. By default, all characters start with 10 hit points and zero stat points. This puts them on par with everyone else as a "normal person". There are no stat modifiers, each stat points counts directly towards rolls on a direct basis. Skill points are earned through continued use, meaning that anyone may attempt any skill "untrained" without any points in it. The only way to get better at something is to practice. Timeless Heroes also has a zero stat threshold. Read more about Stats.
Since character stats are relatively flat, another way to measure a player's progress is through their prestige. As players adventure in the world, their deeds are recognized by others. Stories begin to spread, songs are written, and their heroics are shared and remembered. In some cases their reputation (good or bad) may proceed them and influence the story. Player ranks differ between Benevolent and Ruthless, depending on their alignment & actions. See the full list of player rankings in Stats.
In Timeless Heroes, the world scales around the players. Typically, when facing a mob of enemies they will individually be substantially weaker than the adventurers, with little to no armor. When facing an equal or fewer number of enemies, they will typically be on-par in terms of equipment and combat. When facing a mini-boss, it will be noticeably stronger, deal more damage, and be better equipped. In some cases mini-bosses will have special abilities or mechanics. Bosses are even further enhanced and have substantial mechanics & special abilities involved in their encounters.
Enemy Threat Levels:
Rather than being used directly in-game, these offer more of a guideline as to how challenging an encounter is expected to be for a group.
Cataclysm: An extinction level event that threatens much of the world
Catastrophe: A threat to an entire city of people
Calamity: A threat to a large number of people
Crisis: An encounter that threatens immediate loss of life
Perception & Initiative:
Rather than penalizing players for not asking the right questions, Game Masters are expected to provide enough contextual information for the characters to make informed decisions. By default, Game Masters should assume that a player is successful in making the appropriate "checks" to gain as much information as possible short of taking the additional time for a thorough investigation. For initiative, players may choose to hold their actions in order to stack abilities in a certain order without penalties. For this reason, initiative is not a required concept in Timeless Heroes, and player's may establish the order they take their turns.
Charisma & Wisdom:
Charisma and Wisdom are not primary stats, but instead broken up into a number of skills that may grow with continued use. If you want to intimidate, lie, or bluff you must practice these in active role play scenarios rather than simply dumping points into them as you level up. This also comes with the key benefit of never having to sacrifice a combat advantage in order to grow the utility of your character.
Checks, Rolls, and Saving Throws:
The way dice behave in Timeless Heroes is a counter-balance system. The GM will make a dice roll, and the player has to respond with their own dice roll, that's it. Call it Fate, Destiny, or Luck, in the spur of the moment truly anything can happen. Read more about Basic Combat.
Loot & Currency:
By default all enemies drop some form of currency, that way the only loot characters have to keep up with is based on upgrading their existing gear. Merchants typically won't buy player's old gear, or the gear of fallen enemies. This cuts down on weight and capacity mechanics while also speeding up the "housekeeping" side of things.
Armor & Hit Points:
There are no "Armor Checks" in Timeless Heroes, instead Armor acts as a second layer of repairable hit points. When a player is attacked with a mundane weapon, if they fail their defensive roll they lose Armor Points according to how much damage they took. Once their Armor is all gone they being to lose hit points. Once they reach zero hit points they go unconscious, if they continue to take damage for any reason and they die upon reaching negative their maximum hit points. Read more about Armor, Equipment, & Weapons.
Spells & Abilities:
Each class has a list of spells & abilities. Players have access to all of these during combat, and are not limited by level, usage, or "spell slots". There are not any proficiency, feats, or prerequisite requirements either. It is assumed that during your lifetime you have sufficiently trained to excel in your areas of expertise. There are some individual exceptions or requirements for certain abilities, and those are listed next to their corresponding descriptions.