This game has probably gotten more play in our game group in the last 25+ years than any other. It's not that it's a particularly brilliant game but it seemed to sit well with all the players and GMs.
I don't imagine there are more than a handful of people who play this once award winning game. It's long-since been surpassed in terms of system design and graphic design, with rules layout and clearness and illustrations that can invoke TSR's original Dungeons and Dragons and Holmes Basic. And a lot of people could never get past the tongue-in-cheek vibe the cover, interior illos, and fluff, or the toolkit-style presentation of the rules. If they had dug a little deeper, though, they'd have found a nifty little game that allows for a lot of character creation flexibility and that can be played completely "straight" - as in: not in a humorous vein - to great effect. My group found that it offered a nice balance between the nihilism and hopelessness of Call of Cthulhu and the "super heroes fight monsters" feel of Beyond the Supernatural.
It also gave us The X-Files and Delta Green over a decade before these were even conceived.
B13 players will notice that some of the stats are missing - that's a result of a house rule that removed combat abilities from character attributes and turned them into skills, where our group generally agreed they belong.
Enough chatter - here's the sheet:
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