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2d6 v2 Core Rules PDF
2d6 v2 Core Rules PDF
Roleplaying System
Version 2.0
Skills [8]
Talents [13]
Items [16]
Species [20]
Combat [21]
Magic [24]
Credits
Character Sheet
The Basics
If youre still reading this, youve chosen to This would be called making a Diplomacy
use 2d6 as your game system thank you! check.
This page is all about the bare mechanics of
the system. If the result of my Diplomacy check is high
enough, my chef succeeds, and the old
Using 2d6 is a way to introduce randomness woman allows him to stay the night in return
to your games. Instead of the players telling for labor. If it fails, she tells him to leave or
the GM what theyre going to do and the GM shell call the police. If he succeeds by a lot,
simply telling them how their decisions play she may even feed him, if he fails by a lot,
out, 2d6 (like many other RPGs), uses dice she may fling the fork at his head and run
to add chance to the situation. screaming into the rain-soaked night
towards the local police station.
Whenever your character attempts some-
thing where theres a possibility that they The number you have to match or beat to
might fail, you roll two six-sided dice and succeed on a check is called the Difficulty
add whatever bonuses you have that are Class, or DC*. How much you succeed or
appropriate to the situation (dont worry, fail by determines how well or how poorly
theres a lot more about these bonuses later you did. Based on your roll the GM will
on). This rolling of dice is referred to as mak- choose an appropriate course of events.
ing a check, since youre checking to see
if your character succeeded. And thats the game in a nutshell. There are
some specifics you need to learn about cre-
For instance, lets say that I was playing in a ating your character, but the entire mechanic
game where my character was a profession- of the game is as simple as this:
al chef in German-occupied France during
WWII who was on the run from some Nazis. GM explains situation, Players react, Play-
He sneaks into an abandoned-looking farm- ers roll checks, GM decides what happens
house in the hopes of sleeping somewhere based on checks. Rinse. Repeat.
dry and finds an old woman sitting at the
kitchen table in the middle of eating her din- The next section will tell you how to create
ner. Frightened, the old woman picks up her your character so you can begin playing the
fork, brandishing it like a weapon. My chef game!
thinks fast and tries to convince her that hes
just looking for a place to sleep, and that
hell do chores around her house if shell let
him stay the night.
If you dont feel like taking the time to calcu- Resolve: +5 (2 TOU + 3 WIL)
late out stat points, here are two useful pre- Reflex: +3 (2 AGI + 1 PER)
This means that Resolve and Reflex will be Resting: characters recover EP at a rate of
between 0 and 6 at the start of the game. 1 point per hour if theyre not doing anything
However, you can buy them up using XP strenuous like hiking, riding a horse quickly,
by purchasing the Lightning Reflexes or or working at a Trade. Sleeping recovers 2
Tough as Nails Talents (see the Talents EP per hour. 1 to 3 EP can be recovered di-
section for more information). rectly by a meal, depending on the quality of
the food and drink. Only 9 points of EP can
Health Points (HP): are a measure of be restored in this method per day. Meals
vitality equal to 10 + Toughness. HP is lost take at least five minutes to consume. Some
through combat or other injury. When a settings may have magic or technology that
character reaches 0 HP, they fall uncon- can restore EP directly as well.
scious until at least 1 point of HP is re-
gained. If a characters HP falls below 0, Intelligence, Languages, and Literacy:
they die immediately. Characters with a +0 INT begin the game
with one free native language that they do
Healing: characters recover any HP that not have to purchase via the Polyglot tal-
has been lost at a rate of 2 points per day ent, and are illiterate. Characters with a +1
with adequate sleep and food. In less than INT begin with one free language and are
adequate conditions, this rate is dropped to literate. Characters with a +2 INT begin with
1 point per day. A successful Trade (Heal- two free languages, but are only literate in
ing) check increases the rate by 1 point one, and finally, characters with a +3 INT be-
per day. The DC for this check is up to the gin with two free languages and are literate
GM, but is usually based on how badly the in both.
character was wounded. Some settings may
have magic or technology that can heal HP
directly as well.
Cinematics:
Sample Trades*:
The slow method: Each character gets a Medium Armor (chainmail, breastplate,
set amount of money, designated by the flak jacket, etc.):
GM. They can buy items from a premade
list, also created by the GM. If they wish Medium armor requires the Armor Profi-
to buy items that are not on the list, they ciency talent to use. Characters attempting
must talk it out with the GM to negotiate to use medium armor without the proper
a price. Certain items, like a tree branch training receive only the benefits of light ar-
or a bag of dirt, might not cost anything mor, but still incur the full penalty of medium
armor. A character who properly uses me- tine Pattern Talent to dodge ranged attacks.
dium armor reduces the damage from any
attack done to them by 2 points. Medium Not all characters begin with items. If your
armor caps a characters Agility score at +1 game begins in a jail cell or a slave caravan,
while it is worn, and generally has 6HP for its doubtful youll have access to any pos-
the purposes of breaking items. sessions.
Heavy Armor (plate mail, bulletproof vest, A helpful hint about items: keep your more
personal forcefield): permanent items (armor, weapons, tools
etc.) on your character sheet, and keep an-
Heavy armor requires the Armor Proficien- other item list of things like consumables or
cy talent to use. Characters using heavy ar- treasure on the back of your sheet to save
mor without this talent only receive damage room.
reduction as though they were wearing light
armor, while still incurring the full penalty Breaking Items:
of heavy armor. Heavy armor functions the
same as medium armor except that it grants Each item has a set amount of health points
the wearer damage redution of 3 points per HP, given by the GM. A stick might only have
attack, and caps a characters Agility at +0 1, while a breastplate might have 6. Charac-
while it is worn. Heavy armor generally has ters attack items the same way they attack
9HP for the purposes of breaking items. players (see combat below). If an item is
held or worn by a character, that character
The damage reduction granted by armor defends as though they were being attacked
does not apply to damage used for com- to determine the result of the combat. If the
bat moves, i.e. a successful attacker first item is unattended, it receives no bonus to
performs any combat moves they de- its defensive roll.
clared before the attack, and any leftover
damage is then reduced by armor. For visual learners:
Some attacks, like fire or electricity, may Attacker: 2d6 + offensive skill + appropriate
ignore the damage reduction granted by cer- stat
tain types of armor. For example, if a person
wearing metal breastplate is electrocuted, Item (on person): 2d6 + wearers defensive
this damage ignores the DR granted by ar- skill + appropriate stat
mor, and damages the characters base HP
directly. Item (unattended): 2d6
Example Species: Goblin *Try to keep in mind that while in some sce-
narios there would be a single culture within
Description: Goblins are short, ranging a species, more often than not each spe-
between 2 and 3 feet. Many are agile cies will have multiple subcultures, just like
and dextrous, and stealthy. humans do.
Combat
While a good story is more than just hack- attack can include up to 20 feet of move-
ing and slashing through endless ranks of ment.
baddies, combat is often an integral part of
RPGs. Because fighting is such dangerous Combat Order:
business, it merits a few extra rules:
Combat order is determined by making
Combat, at its core, is nothing more than an Reflex checks. When combat is initiated, all
opposed skill check. However, the manner in parties involved roll Reflex checks. This rep-
which these checks are made isnt the same resents how much attention theyre paying
as a normal opposed skill check. to the situation, and how quick to action they
are. The character with the highest Reflex
Rounds: check result goes first, the second-highest
goes second, etc. If two characters should
Combat is done in rounds. Each round is tie, they reroll against one another to see
meant to represent roughly six seconds of who goes first. This order is set at the be-
time. In a given round a character gets a ginning of combat and doesnt change until
certain number of actions as shown below: combat ends.
Quick Actions: each character gets two Characters may, on their turn, choose to
quick action every round. Whether they wait until later in the combat to act. When
are used or not is up to the player. Quick they do act, this is their new spot in the com-
actions are extremely brief things that can bat order.
often be done while performing other ac-
tions. Drinking something already in your Surprise Rounds:
hand, speaking a sentence or two, or per-
forming a passive skill check (like Notice or If any characters are unaware that combat
Knowledge) are all quick actions. is being initiated, then a surprise round is
in order. A surprise round means that any
Half-round Actions: each character gets characters who are aware of combat get a
two half-round actions per round. A half- full round to act before anyone else rolls ini-
round action is something that takes a bit of tiative, in which the defenders are unable to
time to do, like making an active skill check act. Usually this is the result of a successful
(not including an attack or casting a spell), Stealth check beforehand.
getting up from a prone position, drawing a
weapon or other item from a belt/bandolier/
boot, picking something up off the ground, or Combat Roll Mechanics:
moving 20 feet.
When attacking, the attacker rolls 2d6 and
Full-round actions: instead of taking their adds the appropriate Stat and combat Skill
two half-round actions, a character can take bonus (Melee ( ), Throwing, Archery, or
one full-round action. This is something that Shooting). The defender then rolls 2d6
takes a while to do, like retrieving an item and adds the appropriate Stat and defen-
from a bag, making an attack, moving 50 sive Skill (any type of Melee ( ) skill or
feet, or spending a round to aim. A full-round Athletics). To both of these rolls the char-
Combat Moves: If an attacker wishes, they
acters add the appropriate Stat modifiers (as
determined by the GM). can trade a set amount of damage to perfom
combat moves instead. These moves must
For the more visual: be declared before the rolls are made. If the
attack succeeds, but is not high enough to
Attacker: 2d6 + Combat Skill Ranks + Stat pay for the combat move, damage is done
Defender: 2d6 + Defense Skill Ranks + Stat normally.
For every point the attacker beats the de- *Distractions: For 3 points of damage, an
fender by, 1 point of damage is done to the attacker can distract the defender, using
defender. up one of their half round action in the next
round (and thus rendering them unable to
So, the rolls might look like this: take a full-round action as well).
Attacker: **Grappling: An attacking character who
2d6 + 3 Melee (Heavy) + 1 Strength = 11 wins a combat check with Melee (Unarmed)
by 3 points or more can initiate a grapple,
(this is the result if the attacker rolled a 7, effectively grabbing and holding their oppo-
the average for 2d6) nent. Grappled characters can only do three
things: speak, make passive knowledge or
Defender: Notice checks, or use the Melee (Unarmed)
2d6 + 1 Melee (Light) + 1 Agility = 9 skill. To break out of a grapple or to turn
the tables and become
(if the defender Table 6: Combat Moves the grappler, a character
also rolled a 7) Move Cost must succeed on a Melee
Disarm 3 points (Unarmed) check by 3
In this case, points or more. A grapplee
Trip 3 points
since the at- can be pinned if the grap-
Distract* 3 points pler succeeds on a Melee
tacker beat the
defender by Shove (5 Feet) 3 points (Unarmed) check by 5 or
2 points, they Initiate/Break Grapple** 3 points more. Pinned characters
would deal Pin (Once Grappled)** 5 points are the same as grappled
two damage to Break Pin** 5 points characters, except that to
the defenders break a pin takes a Melee
Cause Bleeding and
Health (HP). 5 points (Unarmed) check of 5 or
Deal 2 HP damage***
more, and then the pinned
Incapacitate Limb & character is only grappled.
An attacker can 8 points
do 3 HP damage Any additional damage
instead choose
to deal some or Sever Limb and do 5 done on a Melee (Un-
10 points
all of their dam- points of HP damage armed) check to grapple is
age to the op- done as normal. Grappled
ponents Energy (EP), effectively wearing characters recieve no bonus on defensive
them down and tiring them out. rolls (the same as if the attacker had suc-
ceeded on a Stealth check against them),
except against the target theyre grappling. Aiding Others: When two or more charac-
This goes for both characters involved in a ters attack another character in the same
grapple, though the grappler can release round, that character must roll twice on all
the grapple at any time in order to defend defensive checks after the first and take the
normally. Pinned Characters are helpless worse of the two rolls. This penalty can be
and are therefore considered to have rolled negated by taking the Group Fighter talent.
snakeyes for any defensive checks in ad-
dition to not applying any bonuses, except Unconsciousness and Death: A character
against the character pinning them. who drops to 0 EP falls unconscious until
they recover at least 1 point of EP. A char-
***Bleeding: A character that is bleeding (ei- acter who drops to 0 HP falls unconscious
ther externally or internally) takes 1 HP and Any additional damage causes the character
1 EP damage per minute until the bleeding to make a DC 7 Resolve check or die im-
is stopped. This is not bleeding from a minor mediately. If the save is made, they remain
scrape or cut, but from a serious wound like unconscious at 0HP. If they take any more
a stab or a severe bludgeon. The DC for a damage, they die instantly. Characters with
Trade (Heal) check to stabilize a bleeding 0 HP remain unconscious until they recover
character is always DC 7. Bleeding contin- at least 1 point of HP.
ues even after a character falls unconscious.
This effect can be applied multiple times. A really, really important note to both
(So that a character that has the Bleeding players and GMS:
condition applied twice loses 2 HP and EP
per minute and so on). This combat system is designed for
realism. It is VERY easy to die in [2d6]
Critical Hits: In combat, just like with any if youre using these combat rules. In
other skill check, rolling boxcars (2 sixes) the real world, something like a barfight
means you gain a cinematic. A roll of 2 does would never see a single point of HP
not indicate a critical failure, as it would in loss. Rather, most fights would be EP
any other skill check. Simply calculate com- loss back and forth seasoned heavily
bat normally. with combat moves like Trip, Shove, or
Grapple. When characters deal HP dam-
Aiming: Characters can aim a number age, they are trying to greivously wound
of times per day equal to their Perception or kill their opponent, and this fact is
bonus. If a character spends a full round ac- obvious to any spectators. Also, keep
tion aiming, they may roll twice for their next in mind that stealth is very powerful in
shooting, throwing, or archery check and [2d6]. This is meant to reflect the reality
take the higher of the two rolls. Aiming time of combat. If someone sneaks up on you
can be reduced to a half-round action if the with a weapon, there is very little you can
talent Hip Shot is taken. actually do if they want you dead. Gam-
ers who prefer unrealistic depictions of
Total Defense: A character can spend a full- violence should alter the rules accord-
round action to defend, allowing them to roll ingly.
twice on all defensive combat rolls made in
that round and take the better result.
Magic
Whether or not you include magic in your it were an attack roll for the purposes of
games is entirely up to you. For instance: dealing damage (though most spells prob-
in a fantasy setting magic might be com- ably wouldnt allow damage to be traded
mon, while in a modern setting or a histori- for combat moves). Alternatively, defensive
cal game magic would be completely out of magic spells use this method to determine
place. Below Ill briefly outline a relatively the casters defensive roll.
simple approach that you can use if you
dont feel like devoting hours to fine-tune A good way of having casters grow as
your own. Remember, there is no right characters is to include gradually more
answer, just what works for you and your powerful versions of the same spell with a
group. prerequisite of the previous, less powerful
spell. For instance, a new wizard might take
Sample Magic System: a healing spell for 1XP (that only heals 1 HP
each time it is cast), and later on, might buy
Individual Spells are taken as talents, and a more powerful ward that cost 3XP (which
consume a set amount of EP when cast. would heal 3HP each time it is cast).
The amount of EP consumed for a given
spell depends on how common or power- All spells take a full round to cast unless oth-
ful magic is for a specific setting. A general erwise specified. The Talent Fast Caster
guideline for spell EP cost based on how Reduces the time of full-round spells to a
much XP the spell costs is given in Table 7 half-round action.
on the following page.
Its often a good idea to put things into your
Spells designed to be cast by a single char- campaign that can negate or suppress a
acter should always cost between 1 and 7 casters ability to do magic. This is a good
XP to maintain the balance of the game. narrative device for keeping powerful mages
in check.
Unless specified in the description, a spell
can only be cast on one target at a time. In addition, most spells can normally only
Casting on multiple targets causes the EP be used against one target at a time with-
cost of the spell to go up by two points for out penalty. Spells meant for a single target
each additional target. The talent Mass go up in cost by 2EP per additional target.
Spell can reduce this penalty. This penalty can be decreased by taking the
Mass Spell Talent.
When using a spell that can be defended
against (whether its a mind control spell Another good way to reign in powerful spells
where the target gets a Resolve check to is to make them cost so much energy that
resist or a fireball spell that the defender has they require multiple casters. Spells that are
a chance to dodge with a defensive combat intended for multiple casters would still only
roll), the caster rolls 2d6 and adds the XP cost between 1 and 7 XP to learn, but might
cost of the spell (from 1 to 7) and their cost double or triple the normal amount of
bonus from the Willpower stat. energy to cast. This should be mentioned in
the spell description.
In combat, treat this check as though
Each setting should have its own dedicated Table 7: EP Costs for
spell list to choose from (though the idea of Spells in Different Settings
researching new spells that you talk over
with the GM during the game isnt unreason- EP Cost to Cast
XP cost
able for some settings). For an example of Low Medium High
of Spell
a low-magic spell list, keep an eye out for Magic Magic Magic
Torata, the upcoming premade fantasy set- 1XP 3 2 1
ting for [2d6]! 2XP 6 4 2
3XP 9 6 3
Healing and Magic:
4XP 12 8 4
As a general rule, the amount of HP a heal- 5XP 15 10 5
ing spell can restore in one round is equal to 6XP 18 12 6
the XP cost of the spell. For example, a 3XP 7XP 21 14 7
Healing spell would heal the target for 3HP
each time it is cast (and would cost 9, 6, or
3EP depending on the setting).
1. Decide how tough you want the task to be Certain statuses or items may increase or
for that character. decrease the DC of a task by one or more
steps. Injuries, help from others, or distrac-
2. Use the characters total bonus on the tions can all change the DC of a task for a
check (Skill & Stat combo) to find that diffi- particular character in a particular situation.
culty level on Table 6. However, these can never push the DC
above legendary or below easy, otherwise
3. Set the DC accordingly. the balance of the game gets thrown off.
Table 8: Likelihood of Success (Unless a Critical Failure is Rolled)
Bonus
DC7 DC9 DC11 DC13 DC15 DC17
to Roll
+0 normal hard unlikely never never never
+1 easy hard unlikely rare never never
+2 easy normal hard unikely never never
+3 mostly easy hard unlikely rare never
+4 always easy normal hard unlikely never
+5 always mostly easy hard unlikely rare
+6 always always easy normal hard unlikely
+7 always always mostly easy hard unlikely
+8 always always always easy normal hard
+9 always always always mostly easy hard
+10 always always always always easy normal
Josh Gager
Mark Ishman
Micah Brandt
Josh Brandt
Ismaa Viqar
Joe Busch
Chris Carlino
David Evans
Dave Gager
Linda Gager
Brian Mason
Bryan W. Schuder
Drew Whit
Milk Thats Been Left in the Fridge for Entirely Too Long and is a Bit Lumpy
SheepInDisguise
Slashrunner
Vonwalt
Razoroftruth
OrchestraHc
Misaat
JumpJax
Cypherwulf
Michael Moceri
guyev
And all the gamers at giant in the playground forums, rpgnet, and the reddit
r/rpg, r/worldbuilding, r/tabletopgamedesign, and r/2d6 boards! Thanks!
[2d6]
Player
STR
AGI Character
DEX
TOU Talents
INT
WIL
CHA
PER
Resolve
(4+TOU+WIL)
Health (10+TOU)
Energy (20+WIL)
Languages
Items
Money