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This year, mostly GURPS. It's such a delightfully comprehensive TTRPG. If you can think of it, you can do it, and odds are that unless you're thinking of something really out there, it's explicitly outlined in one of the source books. Even if it is really out there, you can probably find several forum posts outlining several ways to run the mechanics.
It's not a perfect reality simulator, but it's good enough for me.
Fun fact, the original Fallout was first using GURPS before they had to invent SPECIAL.
Mhmm! They had to invent it because Steve Jackson Games wasn't terribly keen on the level of violence in Fallout.
Another fun fact, their 3e Cyberpunk supplement was so convincing that they got raided by the US Secret Service under suspicion of cyber terrorism.
Fans of GURPS, or anyone looking to hear it in action should check out the podcast "the film reroll" (if you haven't already). They play through films as RPGs using GURPS and it's fantastic! They even had the creator of GURPS on once as one of many people playing Leonard in Momento. Also, there are absolutely no adverts.
If you like GURPS, you should check out Mutants and Masterminds 3e (d20herosrd.com). It's written for superhero games, but I've seen it used for everything from dungeon fantasy to Star Wars. It has all the flexibility and versatility of GURPS with a fraction as much math, and so far I have found exactly one thing I couldn't build a power for in that system (Wheel of Time's Balefire).
I really prefer 3d6 to d20 though. And honestly, I like the math
3d6 definitely has it's merits.
Building GURPS mages is still an exercise in masochism, though.
Guess that depends on which magic system you use
I don't mind the base system though, pre-reqs make sense