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[2d6]

Roleplaying System
Version 2.0

Written by Joshua Gager


With Colossal amounts of help from:
Mark Ishman, Micah Brandt
Joshua Brandt, and Ismaa Viqar
What is a Roleplaying Game?
A roleplaying game (often abbreviated RPG) exciting than their own. Some like to step
is a game in which players take up the into someone elses shoes for a while, to
role of a particular character (often called see what different lives are like. Some use
the player character, or PC) within a story. them to teach others about historical situa-
There are many different types of roleplay- tions. Some just enjoy the creative aspect
ing games on the market these days, but the of designing and running the game itself.
type that this book is designed to help you Whatever draws you to the idea of roleplay-
play is generally referred to as the pencil- ing, you should keep in mind that while
and-paper style of RPG. RPGs are a lot of fun, they do require a little
bit of set-up before you can play.
This kind of RPG is played without the aid
of a computer or game board, and relies on First off, you should try to find several other
one of the players to narrate the action of people in your area who are also interested
the story, as well as manage the non-player in roleplaying. This is your gaming group.
characters (NPCs) within the game. This Generally speaking a group of four to six
person is called, most frequently, the Game people works best, and if youre all new
Master or Game Mistress (GM for short). gamers you might want to keep the group
size small at first (it makes the job of the GM
Im sure that if youre new to the RPG easier).
scene, the tendency of experienced gam-
ers to reduce long titles to acronyms is a bit Make sure everyone reads the rules to what-
confusing, but trust me when I say that it ever game you decide to run. This system,
will save a lot of time later on if you can just 2d6, is just one of many sets of rules for how
remember these four: you could run an RPG. I, along with a num-
ber of my friends, designed 2d6 because we
Roleplaying Game (RPG) A game in felt a lot of other RPGs on the market today
which players take on the roles of charac- were too complex and took too much time to
ters within a story and direct their actions. set up.

Player Character (PC) The character that Thus, 2d6 is engineered to be simple, quick,
a player controls while playing the game. and fun, while still allowing you to have a lot
of control over the game youre playing. The
Non-Player Character (NPC) Any char- enitre game can be played with little more
acter within the story not controlled by a than pencils, paper, and two six-sided dice
player. for each player. Character creation, which is
discussed more later on, can take as little as
Game Master/Mistress (GM) The person ten minutes once you know the rules.
who creates and runs the game. They also
control the actions of the NPCs and make
rulings on disputed situations. That said, thank you for choosing 2d6, and
enjoy your game!
RPGs are played for many reasons.
Some people like the escapism of ad- - Josh Gager
venturing in a world more fantastic and
Table of Contents

The Basics [2]

Character Creation [3]

Stats, Derived Bonuses, HP & EP [4]

Character Growth [7]

Skills [8]

Talents [13]

Items [16]

Species [20]

Combat [21]

Magic [24]

Running the Game [26]

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.

Heres where the dice come in:

I would roll 2 six-sided dice (referred to in


gamer notation as 2d6, hence the title of
this system), and add my bonus from
the Diplomacy skill, as well as my bo- *for more info about DCs, see the Running
nus from the Charisma stat to the result. the Game section on page 26.
Character Creation
Before you can play any game, youll need a traditional fantasy game, where the level
to create your Player Character (PC). This of technology is on a rough equivalent with
is your avatar in the game world; you direct medieval Europe. Talk to your GM about
their actions, decide what they say, do, eat, what kind of setting your game is going to
drink, where they go and who they associate be in and then try to figure out where your
with. There are four (or five) parts to charac- character fits into that world. While it doesnt
ter creation: quite pertain to character creation, you may
find Table 1 handy.
Part 1: Stats a representation of your
characters physical and mental aptitude.
Table 1: Possible Results of a 2d6 Roll
Part 2: Skills how much training your + 1 2 3 4 5 6
character has in specific fields.
1 2 3 4 5 6 7
Part 3: Talents special abilities that dis-
tinguish your character from those around 2 3 4 5 6 7 8
them.
3 4 5 6 7 8 9
Part 4: Starting Items this depends on
the game, but your character may or may 4 5 6 7 8 9 10
not start with objects in their possession.
5 6 7 8 9 10 11
Part 5: Species (optional) some settings
6 7 8 9 10 11 12
may allow you to choose from a variety of
species.
This shows you all the possible rolls for 2d6,
Each of these will be covered in greater de- as well as how frequently youll encounter
tail on the next few pages. them. For example, the fact that there are 6
ways of getting a 7 means that you have a
While making your character, try to think of a 6/36, or 1/6 chance of rolling a 7, compared
backstory for them. Who are they? Why do to the only 1/36 chance of rolling a 12. This
they do what they do? Do they have friends means most of your rolls will be near 7. You
or family? What about a job? Are they fa- absolutely dont need to know this infor-
mous? Homeless? Beautiful? Insane? This mation to play, but it can help your un-
is the most important part of any roleplaying derstanding of the rules.
game. You can be literally anyone that you
want. The only restriction is your own cre- It might help to have a 2d6 character sheet
ativity. with you when you learn about character
creation. It can act as a sort of roadmap that
That said, there may be guidelines for the you fit all the information to. A 2d6 character
particular campaign youre playing in (a sheet is found at the end of this book.
campaign is a series of adventures that are
all connected to form a big story). For in-
stance, you cant be a computer hacker in
Stats, Derived Bonuses, HP & EP
Stats (short for statistics) are the numeric Willpower (WIL): a measure of your charac-
representation of your characters physical ters force of personality and desire to live,
and mental abilities. Theyre used to modify Willpower is used to modify some Diplo-
your skill checks, as well as for a few other macy and Intimidate checks. Willpower is
things within the game. There are eight stats also used to determine Resolve, along with
in 2d6. They are: Toughness, and to determine the amount of
Energy your character has. Willpower may
The Physical: also be used to modify spellcasting rolls in
games that use magic.
Strength (STR): a measure of your charac-
ters brawn, Strength is often used to modify Charisma (CHA): a measure of your char-
Melee ( ) combat rolls and Athletics checks acters wits and physical appearance, Cha-
that involve feats of strength. risma is used to modify most Diplomacy
checks, as well as some Intimidate checks
Agility (AGI): a measure of your charac- and Perform checks like storytelling, oration,
ters speed and grace, Agility is often used or singing.
to modify Melee ( ) combat rolls, Athletics
checks, and certain Perform ( ) checks like Perception (PER): a measure of your char-
dancing. Agility is also used to determine a acters senses and the attention they pay
characters Reflex bonus. to them, Perception determines how many
times per day a character can use the Aim
Dexterity (DEX): a measure of your charac- action in combat, modifies Notice checks,
ters control over their own body, Dexterity is and contributes to a characters Reflex bo-
often used for ranged combat rolls, Sleight nus. Perception may aslo be used for some
of Hand checks, Trade ( ) checks used to Trade ( ) checks to do things like copying a
craft delicate objects, pick locks, or perform painting or forging money.
surgery, and some performance checks like
juggling. Stats in 2d6 are situational. This means that
there is no hard and fast link between a skill
Toughness (TOU): a measure of your char- and a particular stat. When rolling a check,
acters overall hardiness, Toughness is used the GM will choose whichever stat is most
to determine the amount of Health your appropriate for the situation. For example: a
character has and their total Resolve bonus. politician using Intimidate to convince a col-
league to vote a specific way might add their
The Mental: Charisma, while a Warrior trying to frighten
their opponents might add Strength.
Intelligence (INT): a measure of your char-
acters ability to learn, Intelligence is used to All of your stats begin at 0. You then have
modify Knowledge ( ) checks, Language ( ) 16 stat points to distribute among your stats.
checks, and Research checks. Intelligence Each stat bonus costs its numeric value
is also used to determine their number in stat points. This means that if you put 1
of starting languages, whether or not point into a stat, it becomes a +1 bonus. If
theyre literate, and their starting experi- you put two more points into it, it becomes
ence points (XP). a +2. Three more on top of that and it be-
Table 2: Stat Bonus Costs made sets of stats that cost 16 points each:
Bonus Cost for Total cost to get
Balanced: +2, +2, +2, +2, +1, +1, +1, +1
that bonus to that bonus
Specialist: +3, +2, +2, +1, +1, +1, +1, +0
+0 0 0
+1 1 1 (1) Derived Bonuses are made by adding two
+2 2 3 (1+2) stats together, rather than adding a stat to
+3 3 6 (1+2+3) a skill. There are two derived bonuses in
2d6: Resolve (resistance to poison, dis-
comes a +3, which is the highest a stat can ease, magic, fear, and any other mental or
go. Table 2, above, might help explain this physical hardships) and Reflex (how fast
better. Any leftover stat points turn into regu- you react to situations like combat or traps).
lar experience points (XP), and are added to When you roll one of these checks you dont
the 23XP that you use to buy starting skills add any skill. Instead, you add the appropri-
and talents (see the next three sections for ate stats that make up the corresponding
more information about skills and talents). derived bonus:

As far as what different stat bonuses repre- Relflex: (AGI + PER)


sent in the real world: Reflex is used to dodge traps and determine
combat order (more on this in the Combat
+0: below average section on page 19).
+1: average
+2: above average Resolve (TOU + WIL)
+3: exceptional Resolve checks are used to test your char-
acters resistance to disease, poison, fear,
For some games, your GM may want to sleep, drugs, or any form of mind-affecting
increase the amount of starting stat points magic.
depending on the kind of characters you like
to play. The 16-stat-point build is for heroic For example, if a characters stats were:
characters, similar to the protagonist of a
novel or the star of a movie. For more realis- STR: +1
tic characters, a 12-stat-point build is rec- AGI: +2
comended, for high-powered superhero type DEX: +1
characters, try 20 stat points. TOU: +2
INT: +1
Also, it should be noted that once character WIL: +3
creation is done, players cannot buy their CHA: +0
stats up further with normal experience PER: +1
points (XP). The only way to increase stats
after character creation is by purchasing the Then their derived bonuses would look like
Stat Boost talent. this:

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.

Table 3: Healing Rates


Sleep and Trade (Healing)
Rate
Food? check?
YES NO 2HP/day
NO NO 1HP/day
YES YES 3HP/day
NO YES 2HP/day

Energy Points (EP): are a measure of


endurance equal to 20 + Willpower. EP is
lost through combat, exhausting physical
exertion, or sometimes even psychologi-
cal trauma. When a character reaches 0
EP, they fall unconscious, and remain so
until they recover at least 1 point of EP.
Acharacters EP can never go below 0.
Character Growth
As you play through the game, your charac- You can use a cinematic at any point in the
ter will progressively gain Experience Points game to do one of the following things:
(XP) and become more powerful. Each
time you complete an adventure, defeat an Deal an extra point of damage on a suc-
antagonist, solve a puzzle, or do something cessful offensive combat roll, once per
generally awesome, you get one or more round
points of XP (distributed by the GM) that can Heal 1 point of EP or HP, once per round
be spent on skills or talents, as well as on Gain an extra half-round action in com-
cinematics. bat, once per round
Reroll any roll, and choose which of the
XP for skills and talents: two results to keep, once per round
Cheat death
Starting characters receive 23 XP + a
number of XP equal to their Intelligence Your GM may have other things added to
bonus to distribute among skills and tal- this list as house rules, so check with them
ents (plus any leftover from stats). before you play. A player can have no more
than 3 cinematics at once.
A starting character is new to the world of
adventuring, and usually only has skills A note to GMs: though the speed with which
around rank 1 or 2, with maybe a single skill you give out XP should vary depending on
at rank 3 and a talent or two. If your GM the length of your campaign, a good general
wants you to begin play as more experi- rule is around 5XP per session. This may
enced characters, try these XP builds: seem like a lot at first, but remember that
players will often be buying things like the
Table 4: XP builds Contacts, Companion, or Credentials
Build XP amount talents multiple times, and that skills cost
progressively more for each rank.
Starting 23 + INT
Novice 47 + INT
Professional 77 + INT
Veteran 113 + INT
Living Legend 155 + INT

Cinematics:

Cinematics are a sort of magic fix-it button


for your character. Characters may spend 1
point of XP to gain a cinematic (all charac-
ters start with 0 cinematics). In addition, if a
character rolls boxcars (two sixes) while
attempting any check, they immediately
gain a cinematic.
Skills
Skills give you a numeric bonus on rolls that Sample Skills:
have to do with a particular area of exper-
tise. Theyre meant to represent training, Each skill below is accompanied by the
work experience, or just a general knowl- stat(s) most commonly associated with it,
edge about a subject. as well as a brief description of the actions
it covers. Skills with a set of parentheses
If a character has no ranks in a skill, they re- after the name indicate that their are vari-
ceive no bonus on related rolls, except from ous subsets of this skill. While this list isnt
their stats. Each rank of a skill costs its own exhaustive, it should cover the basic skills
numeric bonus in experience points (XP) to youll need for most settings.
buy, similar to stats. A character can never
have more than 7 ranks in any given skill. Skills marked *Trained Only* can only be
Each rank a character has in a skill gives used if a character has at least one rank
them an additional +1 bonus on related in them, to represent the basic knowl-
checks. For example: A character with 3 edge needed to even attempt the task.
ranks in the Profession (Cook) skill (which
would cost a total of 6 XP to get to) would Archery [DEX]
get a +3 bonus on all checks involving cook- Archery is any sort of combat using bows
ing or other chef-like activities. In a realis- or crossbows (crossbows can also be used
tic setting, only extraordinary people like with the Shooting skill). Archery can be
Benazir Bhutto, Simo Hayha, Lise Mietner, used to attack, but not to defend. Archery is
or Joshua Norton would ever have skills at almost always modified by Dexterity. Archery
rank 7. can be defended against by Melee ( ) or Ath-
letics if cover is available. Archery usually
Table 5: Skill Bonus Costs has a much longer range than Throwing.
XP cost for Total XP cost to get
Rank
that rank to that rank Athletics [STR] [AGI] [TOU]
1 1 1 (1) Athletics is used to run, climb, and jump, as
2 2 3 (1+2) well as to lift or push objects. Athletics can
3 3 6 (1+2+3) also be used to swim or do acrobatics, but
only if the Swimmer or Acrobat talents
4 4 10 (1+2+3+4)
are taken, since these are learned skills.
5 5 15 (1+2+3+4+5) Characters trying to swim or do acrobatics
6 6 21 (1+2+3+4+5+6) without these talents recieve no bonus from
7 7 28 (1+2+3+4+5+6+7) their Athletics skill on the rolls (but do still
recieve the bonus from the appropriate stat).
For quick play, here are two skill builds Athletics can be used defensively in combat,
that each use 15 XP (thus leaving you though it cannot be used offensively, and the
8XP for talents): Vicious Parry talent cannot be used with a
defensive Athletics check.
Balanced: 2, 2, 2, 2, 1, 1, 1
Specialist: 3, 2, 2, 1, 1, 1 Diplomacy [CHA]
Diplomacy is the art of getting people to
think the way you want them to. This might
be calming an enraged dinner guest, nego- (Cooking) check and add their INT to figure
tiating a good price at the market, or even out what wine to pair with venison. Knowl-
flirting with a potential crush. While Diplo- edge checks for specific fields cannot be
macy is almost always modified by Cha- attempted without at least one rank in the
risma, there may be times where Willpower appropriate Knowledge skill. A list of sample
would be an appropriate modifier. Diplomacy Knowledge skills is given at the end of this
is most often rolled against a DC set by the section.
GM. Notice, however, does oppose Diplo-
macy when a character is using Diplomacy General Knowledge Checks: characters can
to lie. A character attempting to lie using always make a general knowledge check to
Diplomacy recieves no bonus from the skill see if they know something, but the DC for
(but does still recieve the bonus, if any, from a general knowledge check is usually higher
their Charisma Stat) unless they have the by two or three steps than a check for a
Bluff Talent. A character using Diplo- specific field. For instance, the DC to know
macy on animals faces the same situation which restaurants in town are good would
unless they have the Animal Kinship talent. be DC7 for Knowledge (local), but DC11 or
13 for a general knowledge check. A general
Drive [DEX] knowledge check is simply a roll of 2d6 plus
Drive allows your character to operate the characters Intelligence bonus (no skill
automobiles or wagons. In some settings bonus applies).
you may also need to take the talent Cre-
dentials: Drivers License as well. Drive is Language ( ) [INT] [CHA] *Trained Only*
almost always modified by Dexterity. Language is used to speak other languages
that arent your native tongue(s). This skill
Intimidate [WIL] [STR] can be taken multiple times, each time
Intimidate is used to make other people applying to a new language. It is a unique
afraid of you. Whether this makes them skill, in that when a character hits their
submit to your will, flee, or attack you out of seventh rank of a particular language, they
fear is situational. Intimidation in combat is instead receive the Polyglot talent for the
almost always modified by Strength. Social corresponding language (this means they
intimidation is often accomplished by using no longer have to roll language checks for
Willpower, though Strength or Intelligence that language, since they speak it fluently).
are sometimes appropriate too. Intimidate is Without the talent, there is a chance that
opposed by Resolve. the character could mistranslate and either
discern an incorrect meaning or accidentally
Knowledge ( ) [INT] *Trained Only* say something they didnt mean. Depending
Knowledge is a working understanding of on how a character learned the language,
a particular field. This skill can be taken they may also gain the literacy talent as
multiple times, each one applying to a new well. A character must have at least one
field of study. Knowledge checks are used to rank in the appropriate Language skill to at-
determine if a character knows something, tempt a Language check.
and are always modified by Intelligence.
For instance, someone with the Knowl-
edge (Cooking) skill might roll a Knowledge
on the nature of the performance. Perform is
Melee ( ) [STR] [AGI] opposed by Perform (if you want to one-up
Melee combat comes in three flavors: someone else). Perform can also be used
Heavy, Light, and Unarmed. Heavy is any to make money. The GM determines how
style where blocking is the primary form of much money is made with a given perform
defense (large swordfighting, axes, pole- check.
arms, clubs, maces, and anything involving
a heavy shield). Light melee is any kind of Pilot [INT] [DEX]
melee where the primary defense is dodging Pilot allows a character to operate a boat,
or parrying. This includes styles like knife plane, spaceship, giant robot, or other large
fighting, fencing, kali sticks, small sword craft. It is most often associated with Intel-
combat, or anything with a light shield. ligence, but could also be modified by Dex-
Unarmed Melee is combat without weapons terity in certain situations.
and could be anything from bar-brawling to
Aikido. Heavy is almost always modified by Research [INT] [CHA]
Strength, Light is almost always modified by Research can take two forms: looking things
Agility, and Unarmed could be modified by up or asking around for information. If a
either depending on the situation. Each kind character wants to look up a piece of infor-
of Melee can be defended from by any oth- mation, Intelligence would be the appropri-
er, or by Athletics. In addition, some magic ate stat to modify research. If, however,
may be used to oppose Melee ( ) checks. a person is checking the local gossip, the
This skill can be taken multiple times. Each check is Charisma-based.
time it is taken it applies to a different cat-
egory of Melee fighting. A note: Characters Ride [AGI]
wishing to use two-weapon fighting (consid- Ride applies to any kind of vehicle where
ered heavy or light Melee depending on the balance or form is an issue. Skateboards,
weapons used) get no special bonuses to surfboards, bicycles, horses, and sleds all
combat unless the Two-Weapon Fighter fall into this category.
talent is taken.
Shooting [DEX]
Notice [PER] Shooting is used for guns and crossbows
Notice is used to see, hear, smell, taste, or (crossbows can also be used with the ar-
otherwise sense a characters surroundings. chery skill). While a character can attack
It is also used to oppose Stealth, Diplomacy with the Shooting skill, they cannot use it to
checks made to lie, Sleight of Hand, and defend. Shooting can be defended against
Trade (Disguise) checks. with Athletics or any form of Melee ( ) if
cover is available. Shooting is almost always
Perform ( ) [Varies, see text] modified by Dexterity. The range on shoot-
Perform is used to put on a show. Whether ing a crossbow is similar to that of a bow,
its acting, dancing, juggling, magic tricks, or while the range of a gun is usually longer
music, Perform is often used as a distrac- and varies depending on the gun used.
tion, a morale booster, or a way to make
money. The stat that modifies a particu-
lar performance varies wildly depending
Sleight of Hand [DEX] Critical Success/Failure:
Sleight of hand is used to palm objects, steal
wallets, or do other feats of manual dexter- If youre making a skill check and you roll
ity. It is most often opposed by Notice. boxcars (meaning that the actual dice dis-
play a result of 12, or two sixes), you im-
Stealth [AGI] mediately gain a cinematic. You can use this
Stealth is used to hide, sneak, or blend in. It cinematic immediately if you wish. Rules for
is mostly opposed by Notice. If a character cinematics can be found in the Character
makes a successful Stealth check against Growth section on page 7.
another characters Notice before using the
Melee ( ), Archery, Shooting, Throwing, or Whenever you roll snakeyes (the dice dis-
Intimidate skills, the defender may not add play a value of 2), however, you automati-
any bonus to their roll in the subsequent cally fail the check, regardless of how high
defensive check (this includes the Resolve your bonus to the skill is. The only exception
roll to resist an Intimidation attempt), they to this is combat, where the results depend
must rely on their luck alone to carry them on your numeric score.
through.
Aiding Others: If a character wishes, they
Throwing [DEX] may attempt to aid another character in a
Throwing is used both in and out of combat. task. Doing this lowers the DC of the task
In combat, throwing covers weapons like one step, but both characters must succeed
throwing knives, slings, and bricks or stones, on their rolls, or the check fails. Depending
as well as shuriken, spears, nets, and the on the situation, many characters may be
mighty trident! Out of combat, its used for able to help a single character, though they
throwing in sports, lobbing grappling hooks can never reduce the DC below 7 (Easy).
onto rooftops, and tossing something to an- Aiding others in combat is a little bit differ-
other character over a significant distance. ent, and is covered in the Combat Section
Throwing can be used to attack, but cannot on page 21.
be used to defend. Melee ( ) or Athletics can
be used to defend against throwing if cover Taking 7 and Taking 12: If a character is
is available. In general, the range of throw- able to take their time, and isnt distracted
ing as an offensive skill is never more than by anything like danger or environmental
thirty or so feet at the absolute maximum. conditions, they may act as though the dice
displayed a result of 7 (to which they would
Trade [INT] [DEX] *Trained Only* add the appropriate bonuses) instead of
The Trade skill is used to perform a task. actually rolling a skill check. For instance, if
Manual trades like woodworking or lockpick- you were searching a room by making a No-
ing would likely be modified by Dexterity, tice check, you could take 7, meaning that
while trades like healing, cooking, or sailing you kept on searching the room thoroughly.
would be modified by Intelligence. A list of You would add your bonus from the Notice
sample Trades is given at the end of this skill and the Perception stat to the 7, giv-
section. A Trade check can only be attempt- ing you your check result. Basically this
ed if a character has at least one rank in the saves you from rolling the dice over and
appropriate Trade skill. over again until you get at least a 7.
If a character can take their time, isnt dis- instance, a character could make soup with-
tracted, and there is no penalty for fail- out any ranks in the Trade (Cooking) skill,
ure, they may take 12. Taking 12 works they just couldnt make a specific kind, and
the same way as taking 7, but cannot be the quality would always be low.
done if there is a negative effect for a failed
check. For instance, a character could take *Some trades have been bolded. These are
12 while searching a room with Notice, but often given as their own skills in other RPG
could not take 12 while climbing a wall with systems, so they are bolded here for quick
Athletics or cooking an omelette with Trade reference.
(cook). This is because taking 12 assumes
a character will fail many times before suc-
ceeding. Taking 12 requires significantly
more time than taking 7, which takes more
time than a normal check.

For instance, if a character wished to look


up an obscure recipe in a culinary library
they might roll a Research check. This
would take them a few minutes with a nor-
mal roll, but the outcome could vary. If they
took 7, it might take a half and hour to rep-
resent their thorough reading of the recipe
and checking it against another book. Taking
12 might take two hours, as they go through
every book that could possibly contain the
recipe to look for slight variations or mis-
prints.

Sample Knowledge Skills:

History, Geography, Biology, Local (must


be for a specific area), Chemistry, Survival
Skills, Occult, Nobility/Celebrity, Politics.

Sample Trades*:

Carpentry, Ceramics, Sailing, Lockpick-


ing, Engineering, Programming, Healing,
Agriculture, Mechanics, Painting, Smithing,
Cooking, Escape Artistry, Leatherworking,
Brewing, Glassworking, Disguise.

Not all checks that a Trade ( ) skill would


modify necessarily require checks. For
Talents
Talents are special abilities that set your armed) roll to damage an opponents EP.
character apart from the people around This extra damage cant be traded for com-
them. A list of sample talents is provided bat moves.
below. Each talent costs a certain number of
experience points, or XP, depending on how Bluff (2XP)
powerful it is. Different settings may change Characters with the Bluff talent can use the
the XP cost of talents like Literacy or Poly- Diplomacy skill to lie. Normally rolls made
glot to fit the feel of the game world. to lie only recieve no bonus from the Diplo-
macy skill.
Acrobat (2 XP)
Characters with the Acrobat talent can Companion (5 XP)
use Athletics to tumble, flip, balance, con- A character with the companion talent has
tort their body, and do precision jumps (like a strong connection with a particular NPC.
diving through a window or leaping onto a This could take the form of a spouse, a crew
thin beam). Characters without this talent member, a sidekick, an animal, or simply a
recieve no bonus from the Athletics skill on very good friend. The companion will gen-
such rolls. erally go wherever your character goes,
and will also usually follow orders within
Animal Kinship (2 XP) reason, though if an order would put them
Characters with the Animal Kinship Tal- into danger or conflict with their morals they
ent can use the Diplomacy skill on animals. may refuse. The GM ultimately controls any
Normally, rolls made to interact with animals companions you may have. Companions
recieve no bonus from the Diplomacy skill. should be statted out as starting characters,
and they grow and level the way normal
Armor Proficiency (5 XP) characters do. Each time this talent is taken
This talent allows characters to use medium it applies to a new companion.
or heavy armors to their full benefits. Nor-
mally if a character without training tries to Computer Literacy (2 XP)
use these armors, they only get the damage In appropriate settings, this allows a charac-
reduction of light armor, but still incur the ter to use the basic functions of a computer.
full penalties of the armor type that theyre Data processing, internet use, emailing, and
wearing. document creation all fall into this category.
In some settings (futuristic or sci-fi settings
Armor (Light) Specialist (5 XP) usually), characters might receive this talent
A character with this talent doesnt take the for free at the GMs discretion.
normal penalty for wearing light armor, but
still gains the damage reduction that light Connections (1 XP)
armor grants. This benefit doesnt extend Each time the Connections talent is taken,
to medium or heavy armor, which both still you may pick one NPC as a connection.
impose their full penalties. This might be a rare art collector, a doctor
who takes any case - no questions asked,
Beat-Down (7XP) or a black market dealer who trades in
A character with this talent deals an extra illegal goods. This talent doesnt mean
3 EP damage on a successful Melee (Un- that the NPC necessarily helps you for
free. Rather, they allow rare goods to be Fast Attack (7 XP)
obtained at all, common goods to be ob- This talent reduces the duration of an attack
tained at a deep discount, and very common to a half-round action, rather than a full-
or cheap services or goods to be obtained round action (allowing characters to attack
for free. It could also be an informant who twice in the same round). Each attack in this
gathers local gossip, spreads rumors, or manner may contain up to 10 feet of move-
does research for the character, usually for ment. This does not affect the casting time
a price. Often this price is information or a of magic spells.
favor.
Favored Enemy / Culture (3 XP)
Credentials (2 XP) Characters with this talent are particularly
A character with the Credentials talent used to dealing with one species or culture.
has access to an ability or a geographical Once a day they may reroll a failed Melee(
location that others may not. This could be ) (for favored enemy) or Diplomacy (for
a drivers license, a cops badge, or even favored culture) check against this kind of
a college membership. Generally speak- creature or culture. Each time this talent is
ing, credentials are anything that requires taken it applies to a different group.
the character to carry a membership card
or badge on them at all times. Each time Fearless (5 XP)
this talent is taken it applies to a new set of A character with this talent treats their Re-
credentials. solve bonus as a +10 for the purposes of
defending against any sort of fear effect,
Extra Energy (2XP) even if it is magical.
Characters with this talent increase their
maximum EP by 2 points permanently. This Furious Attack (5XP)
Talent can be taken five times. A character with the Furious Attack talent
may, once per round, make a Melee ( ),
Extra Health (2XP) Shooting, Throwing, or Archery attack that, if
Characters with this talent increase their successful, deals an extra 2 damage (HP or
maximum HP by 1 point permanently. This EP) but drains 3EP from the attacker. This
Talent can be taken five times. extra damage cannot be traded for combat
moves.
Extra Sense (3 XP)
Characters with extra sense have the abil- Group Fighter (5XP)
ity to detect other phenomena above and Characters with this talent ignore the normal
beyond the traditional five. This might be penatly of rolling twice and taking the worse
heat vision, tremor sense, the nose of a result when defending from more than one
bloodhound, the ability to taste magic, or enemy per round.
even a sixth sense that entitles characters to
a Notice check if danger is afoot. Each time Hip Shot (7 XP)
this is taken it applies to a different sense. Characters with the Hip Shot talent reduce
This talent is usually used to create their aiming time to half-round action, rather
other species, and is most often taken than the normal full-round.
at character creation.
Improved Combat Move (5XP) Stat Boost (7XP)
Characters with this talent pick one of the This talent increases a single stat by one
following combat moves: Trip, Disarm, point. It can be taken four times and can
Shove, or Grapple. The point cost for that never raise a stat above 3.
move is reduced from 3 to 1. Each time this
talent is taken it applies to a new move. Swimmer (2XP)
A character with this talent can use Athletics
Lightning Reflexes (2XP) checks to swim. Normally characters at-
This talent increases a characters Reflex tempting to swim recieve no bonus from the
bonus by 1 point. It can be taken four times. Athletics skill on their rolls.

Literacy (3 XP) Tough as Nails (2XP)


Not all characters begin with the ability to This talent increases a characters Resolve
read.This talent may only be taken at char- bonus by 1. It can be taken four times.
acter creation. However, if your character
hits the 7th rank of the language skill, they Two-Weapon Fighter (5XP)
may automatically receive the literacy talent When fighting with two weapons at once,
for that language as well if it is appropriate. a character witht his talent deals an extra
1 point of HP or EP dmage on a success-
Polyglot (5 XP) ful Melee ( ), Shooting, or Throwing attack.
This talent allows a character to speak one Since a character cannot wield two bows,
language fluently, without the possibility this talent cannot be applied to the Archery
of mistranslation or misspeaking. When a skill. This talent can be taken multiple times,
character hits rank 7 of a Language skill each time applying to a different offensive
they automatically receive the corresponding skill.
Polyglot talent. Otherwise this talent can
only be taken at character creation. Vicious Parry (5 XP)
When a character with the vicious parry
Rich (3 XP) talent beats an attackers Melee ( ) roll by 5
Characters with the rich talent begin play or more while defending, they may choose
with twice as much starting money as other to perform one of the following actions on
characters if youre using the slow method their opponent: disarm, trip, or 5-foot shove.
of item generation. If youre using the fast This talent cannot be used on Athletics rolls
method, they receive another special item made to defend in combat.
and each mundane item slot they expend
on money or consumables is worth twice as Detriments:
much. This talent can only be taken once, You may also wish to include detriments in
during character creation. your games. Detriments are diabilities that
cause some sort of negative effect on your
Serpentine Pattern (5XP) character, but grant them some extra start-
Characters with this talent do not need cover ing XP or other bonus. The XP bonus for
to defend against ranged attacks. detriments is up to the GM, since detri-
ments are an optional rule for 2d6.

Items
There are two methods for generating start- at all. Any leftover money stays with the
ing items. If youre playing a casual game, characters as they begin the game. Charac-
or you want to get through character cre- ters with the Rich talent start with twice as
ation quickly and easily, then use the fast much money when using the slow method.
method. If youre playing a more long-term
or serious campaign, then the slow version Armor & Shields:
of item generation is probably more appro-
priate. Both methods are covered below. Armor comes in three categories, light,
medium, and heavy. Armor can count as a
The fast method: Each character begins mundane or a special item depending on its
with one special and ten mundane items. type and the setting its in. Armor grants its
Mundane items are generally things that wearer a reduction of damage (damage re-
are cheap, do not give any special powers duction or DR) in combat, but also imposes
(other than the damage reduction from mun- penalties on Agility-related rolls based on its
dane forms of armor), or are consumables type.
like food or ammo. Special items either
have special abilities, or are significantly Light armor (leather jacket, oilskin great-
more expensive than mundane items. Good coat, animal-hide jerkin, etc.):
examples of special items would be laptops,
magic wands that shoot fire, or vehicles. Ex- Light armor is something that anyone can
amples of mundane items are things like a use. Most of the time its just heavy clothing,
lighter, a quiver of arrows, a tent, or a pock- but it could also be lightweight armor like
etknife. Armor and Weapons may be special leather or padded cloth. Light armor reduces
or mundane depending on the particular set- the damage from each attack done to the
ting youre playing in. Each mundane item wearer by 1 point (This includes Health or
slot can be expended for a preset amount of Energy damage). The downside to wearing
money designated by the GM. Characters light armor is that it caps a characters Agility
with the Rich talent get a second special score at +2, meaning that even if the char-
item, and each mundane item slot they acter had a +3 Agility score, it only counts
expend is worth twice as much money and as +2 while light armor is worn. Taking the
twice as many consumables (i.e. if charac- Light Armor Specialist talent gets rid of the
ters normally get 10 arrows per item slot penalty for wearing light armor. Light Ar-
expended, Rich characters would get 20). mor generally has 3HP for the purposes of
The GM has the final say on whether or not breaking items (see Breaking Items on the
something counts as a special item. next page).

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

Shields: The damage reduction granted from ar-


mor doesnt apply to damage done to the
Shields dont grant damage reduction like armor itself.
armor. Instead, they count as cover for the
purposes of defending against ranged at-
tacks. Without a shield a character must
either find nearby cover or take the Serpen-
Fixing Items: Fixing items requires a day of Effective Bonus [Skeleton Key, Mecha
work per health point fixed, and an appropri- Suit]:
ate Trade ( ) check of the same trade that
made the item. An item that grants an effective bonus al-
lows the user to use the items skill or stat
Creating Magic Items: There are no hard bonus on a given roll instead of their own.
and fast rules for magic item creation, so For instance, a skeleton key might allow
discuss with your GM what the house rules the user to treat their Trade (Lockpicking)
are for the setting youre playing in! checks as though they had a +3 skill bonus,
instead of whatever their normal skill bonus
Item Qualities: was. Alternatively, a giant suit of mechanical
armor might allow the wearer to treat their
Item Qualities are special qualities that give strength score as though it were a 3 while
an item advantages or drawbacks. Items they are operating the suit.
with qualities are often special or expen-
sive items, since they confer abilities to the Instead, the Item might instead give an
wielder. Listed below are some sample item effective total bonus (the character would
qualities with the sorts of items they could not add their own stat or skill, but the items
be applied to: total bonus). Total bonus Items should never
have a bonus above +10 or below +0.
Accurate [Sniper Rifle, Laser]:
Fire Resistant [Jacket, Blanket]:
An accurate weapon allows the wielder to,
once per day, reroll a failed ranged attack A fire resistant item ignores the first point of
roll. Accurate weapons must always be fire damage taken each round.
ranged weapons.
Fireproof [Steel Shield, Blast Door]:
Brutal [Two-handed weapon, Large-cali-
ber gun]: A fireproof item ignores all damage from fire
or other sources of heat.
A brutal weapon does an extra 2HP damage
on a successful hit in combat. It also drains Fragile [poorly made sword, binoculars]:
1EP from the wielder, and cannot be used to
deal EP damage. Brutal melee weapons are A fragile item breaks when a critical failure
always considered Heavy Melee. is rolled on a check that involves using the
item. Fragile items are sometimes cheaper
Burning [Molotov Cocktail, Flamethrow- than regular items of the same kind.
er, Torch]:
Lethal [knife, gun, arrows]:
A burning item causes the target to be set
on fire. Targets on fire take 2 points of A lethal item is any item meant for deal-
EP and HP damage per round until the ing solely lethal damage. Using the item as
fire is put out (a full round action to normal can only result in a loss of HP, not
stop, drop, and roll). EP (though using it in another way, such as
pistol-whipping someone with the butt of a every pair of stolen boots, and is often used
gun, might still be able to do EP damage). as a plot device.

Lucky [rabbits foot, penny, horseshoe]: Waterproof [Bag, Lantern, Coat]:

A lucky item allows its holder to reroll a Pretty self-explanatory.


specific kind of check once per day. For ex-
ample, a Chefs lucky wok might allow them Weapon-catching [Shield]:
to reroll a failed Trade (Cooking) check once
per day. If a character fails a Melee (Light) or Melee
(Heavy) attack against another character
Protective [forcefield, magic amulet]: with a weapon-catching item (which is usu-
ally a shield made of soft wood) the defend-
A protective item has a number of HP or EP ing character can immediately drop their
that the wearer can burn through instead shield to disarm their attacker. Essentially
of their own. For example, a magic amu- the attackers weapon is caught in the soft
let might have 3HP that can be expended wood of the shield.
instead of the wearers own, but when the
HP drops to 0, this item breaks. Generally
speaking a character can only have one pro-
tective item on at any one time, since they
would often interfere with one another.

Sharp [Razor, Katana]:

A sharp weapon deals an extra 3HP dam-


age on the first successful attack after a
sharpening. Sharp weapons are always
considered Light Melee.

Stunning [Stungun, Cattle Prod]:

A stunning weapon deals an extra 3 EP


damage on a succesful hit in combat, but
cannot be used to deal HP damage.

Unlucky [dead ladybug, stolen boots]:

An unlucky item causes the DC of a par-


ticular task to go up by one or more steps
for whomever is carrying it. For example, a
pair of stolen boots might increase the DC
of any task that requires surefootedness or
balance. This wouldnt necessarily apply to
Species
Some settings have multiple species from Prerequisites: Extra Sense (Darkvision)
which to choose when creating your charac- (3XP), Minimum 1 Agility, Maximum 2
ter. If you choose to create your own spe- Strength.
cies, there are a few guidelines to follow:
Optional Talents: Extra Sense (Keen
Description: physical features, and com- Scent) (3XP)
mon traits (strong, fast, etc.).
Sleep Cycle: Nocturnal
Prerequisites: Minimum or maximum Stats,
or required Talents to play this species. Its Diet: Carnivorous (Scavenger)
good form to follow these by the XP cost.
Reproductive Method: Sexual
Optional Talents: Talents that this species
has access to, but does not need to take. Culture: Goblins are scavengers by nature.
Most live in small villages on the edges of
Sleep Cycle: Diurnal, Nocturnal, or No larger urban areas and make regular forays
sleep. and raids into the surrounding countryside.
They often ride large wolves into battle, hav-
Diet: Carnivore, Herbivore, Omnivore, ing bred and trained them over the course of
Insectivore, Mycovore (fungus-eater), Pro- generations. Some Goblins adapt to city life
ducer (plant), Energy (electricity, heat etc.), by working as beggars or thieves, though
Blood, etc. some more intelligent goblins have made
good livings as merchants as well.
Reproductive Method: Sexual, Asexual,
Magical (like werewolves, vampires, or zom- Lands: Goblins have no racial lands. They
bies), or sterile. are often found in small villages on the out-
skirts of larger settlements, or squatting in
Culture(s): A basic description of the abandoned structures.
culture(s) that is(are) common to this spe-
cies, if any*. Life Span: Most goblins live 20 to 30 years.

Lands: If the species is particularly frequent


in, or has control over a particular area of Half-breeds:
land, that information belongs here.
The rules for half-breed characters vary from
Life Span: Generally speaking, the average setting to setting.
length of this species life.

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).

Sample Magic-Related Talents:

Mass Spell (5 XP)


Casters with the Mass Spell talent are bet-
ter at casting spells on multiple targets at
once. Instead of the EP cost going up by
two points for each additional target, it goes
up by one point for each additional target
(beyond the first). Some spells that affect
areas or do not have specific targets arent
affected by this talent.

Fast Caster (7 XP)


The Fast Caster talent enables a magic-user
to cast normal spells as a half-round ac-
tion, rather than full-round action. Spells that
specifically say they take longer than a full
round are unaffected by this talent.

Concentrated Casting (7XP)


Characters with this talent can, once per
round, cast a spell as a quick action for
double the normal EP cost.
Running the Game
This section is for those brave souls that There are only six DCs you ever need to
take on the burden of running the game for remember as a GM:
their fellow gamers. Being the GM is a big
job, but it can be a lot of fun once you know DC 7: a task that nearly anyone can suc-
the basics. Running the game is a great ceed on easily
creative outlet for those with an active
imagination. Even if the role of GM is thrust DC 9: a task that takes a bit of effort or skill
upon you out of necessity, this section
should have enough information to help you DC 11: a task that requires a large amount
keep your head above water when running of effort or skill
your own roleplaying game.
DC 13: a task that can only be accom-
DCs: Possibly the most important part of plished by someone with experience
running a game is knowing how high to set
the DCs for different tasks. The difficulty of DC 15: a task that requires a supreme
varying DCs are listed in Table 6 by how amount of effort by a professional
much of a total bonus the character attempt-
ing the check has. Also included, in case DC 17: a task that would inspire local leg-
youre into statistics, is Table 7, a chart of ends for years to come
all the actual percentages that a character
will succeed at a given DC with a given total No task thats able to be accomplished by
bonus. a single person can ever be below DC 7 or
above DC 17 (opposed rolls, as in combat,
Checks listed as never are numerically are an exception to this rule, since they are
impossible, while checks listed as always rolling against one another rather than a set
mean that the character is unable to fail un- DC). In the same vein, nothing other than
less they roll a critical failure. a skill and a stat should ever give a direct
numeric bonus on rolls. The mechanics
Confused? Its okay. These charts are here of the 2d6 system are carefully balanced
as a reference, you dont need to memorize to make character progression even and
them to play. Any time youre unsure of how fair, and adding numeric bonuses throws a
high a DC for a specific task should be go wrench into the works, skewing the prob-
through these steps: abilities and unbalancing the system.

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

or if you prefer the hard numbers:

Table 9: Percent Chance of Success (Unless a Critical Failure is Rolled)


Bonus
DC7 DC9 DC11 DC13 DC15 DC17
to Roll
+0 58% 28% 8% 0% 0% 0%
+1 72% 42% 17% 3% 0% 0%
+2 83% 58% 28% 8% 0% 0%
+3 92% 72% 42% 17% 3% 0%
+4 100% 83% 58% 28% 8% 0%
+5 100% 92% 72% 42% 17% 3%
+6 100% 100% 83% 58% 28% 8%
+7 100% 100% 92% 72% 42% 17%
+8 100% 100% 100% 83% 58% 28%
+9 100% 100% 100% 92% 72% 42%
+10 100% 100% 100% 100% 83% 58%
DCs above 17: there are times when its Writing for the Players: always try to make
appropriate to set a DC above 17. This is sure you include elements in your games
usually the case when a task should not be that allow each players individual abili-
able to be accomplished by a single char- ties to shine through, as well as elements
acter under any circumstances. Pushing a that allow the players to work together as a
massive boulder, for instance, might be a team. My personal advice is not to split up
DC 19 or 21 task. Because the DC goes the party too much, since it makes for a lot
down if more characters help, this task can of bored players while you narrate the indi-
still be accomplished by teamwork. Techni- vidual action of each character, but feel free
cally a high-DC task like this could be ac- to disregard this if you find that it works for
complished by a single character, but its your group.
very unlikely. A character succeeding on this
kind of task (without taking 12) could easily Metagaming: metagaming is a term that
spark a new religion. refers to the tendency of players to talk with
one another when their characters couldnt,
Balancing Opposed Rolls: Opposed rolls, or to have their characters act on informa-
like those a character might face when fight- tion they wouldnt actually have in-game.
ing an enemy, are one of the most delicately
balanced mechanics in [2d6]. For instance, For example, John and Jane are playing a
in a combat between an attacker with a +5 pair of wizards looking for a powerful magic
total bonus and a defender with the same artifact in the tomb of a dead sorcerer. For
bonus, the attacker has a roughly 45% the sake of efficiency they split up. If Johns
chance of success. If the defender had a +6 character gets into a sticky situation and
instead (a single point higher), the attackers Jane gives him advice on how to get out of
chances of success drop to 37%. One more it while their characters are apart, and there-
(if the defender had a +7), and the attackers fore couldnt talk, thats metagaming. Or if
chances are now 29%. You dont have to Jane is told by her GM to roll a notice check,
know the percentages to know how to bal- and she fails, but then pulls out a wand of
ance baddies - just know that fighting an blasting because she wants to be ready for
opponent with any more than three points a sneak attack, this would be metagaming,
above or below a characters bonus essen- since her character didnt notice anything
tially goes from a fair fight to a slaughter one unusual and would therefore have no rea-
way or the other. Thus, its a good idea to son to be on guard. Some people dont mind
make easy enemies bonus to an opposed metagaming, and a little bit of it can help
roll one or two points lower than the charac- players if they get really stuck, especially if
ters, while hard enemies should be one or theyre new, but I find its best to discourage
two points above. Evenly matched enemies too much of it. It tends to break the feel of
should be, as the phrase implies, even with the game up.
the character theyre fighting. Again, dont
stress over this, just try to keep it in mind Realistic Enemies: a major mistake many
when thinking up opponents for your play- GMs make is having every enemy fight to
ers. their last breath. Try to remember that en-
emies are people too, and fear death like
most other people. If an enemy becomes
badly wounded, most of the time they should ography, cultures, organizations, currency,
run away or surrender. Only mindless mon- language and history, and then the play-
sters, brainwashed cultists or religious fanat- ers are free to do whatever they want in it.
ics, and automatons should ever fight to the Perhaps theyll start a business, or become
death on a regular basis. thieves. Maybe theyll get married or learn
how to ride a horse. Whatever happens, its
Bosses: Sometimes you may want to in- up to the players. The GM is just there to
clude a Boss, or extremely powerful entity figure out what happens when they do what
in your games. Generally speaking there they do. Often its a good idea, as the GM,
are a few good rules to follow when build- to come up with a number of possible plots
ing a boss. A boss bonus to any roll should that could be interesting to the PCs and
still be between 0 and 10, just like anyone casually slip them into the game to give it di-
elses. With that in mind, there are a number rection. Otherwise many players find them-
of ways to make bosses more powerful than selves drifting aimlessly. Sandbox games
players. Giving them lots of HP (20 or 30 in are certainly tougher to run because you
some cases) is one way of doing this. So have to think on the fly, but are very reward-
is giving them an attack that does damage ing, since theyre a product of both the GMs
over a large area, often referred to as Area and the players imaginations. Theyre also a
Effects, like fire breath for a dragon. Bosses great way to develop your own settings.
may also be able to control minions of some
kind that serve to disract or disable the Within those two styles are two sub-styles:
players. As a general rule, a boss (and any one-shots and campaigns. One-shots are
minions) should have as much combined HP adventures that are designed to be run and
as all of the PCs in the group put together. finished in one or two gaming sessions.
Campaigns are long-term games that could
Types of Games: span months or even years in some cases.
One-shots usually focus less on plot and
There are two basic types of games, and more on action, while campaigns often have
within those, two sub-types: a more cerebral, political focus to them.
Players tend to get more attached to their
Adventure Gaming Adventure Gam- characters in campaigns, so be wary of kill-
ing is when the players have been brought ing them off.
together for a specific reason like saving a
noble, stealing a piece of art, fighting off a Which brings us to...
zombie horde, or trying to escape from a
prison. Whatever the case, the plot is fairly Killing Characters: sometimes you have
straightforward, and is made up by the GM to do it. Every now and then a player will do
beforehand, though there should always be something remarkably stupid, get in over
wiggle room in case a player thinks of some- their head, or simply decide that its time to
thing you havent prepared for. put their character to rest. Whatever the rea-
son, when it comes time to kill a character,
Sandbox Gaming Sandbox Gaming is a always do it with panache and style. For
more free-form, open game style. The GM instance; which of these two deaths is
creates a game world, complete with ge- better?
1.Evil Max stabs Mary-Sue in the back and table complain about a ruling, you should
she dies. think about changing it. After all, the point of
the game is to have fun.
2.Mary-Sue looks down to see the tip of Evil
Maxs rapier poking through her chest. With Building your World: in many cases its
a look of confusion and a quiet whimper she fun to play in a universe thats not your own.
slumps to the ground, the life fading from Whether its the deep reaches of space for
her cheeks. a science fiction game, or a magical fantasy
world, you should give world-building a try.
Number two right? Players want to go out Its an incredibly rewarding and extremely
well. If they have to die, make sure that they creative process. There are a few things to
at least die a well-narrated death. keep in mind when making your own game
world though:
Overpowered Characters: in many games,
players will complain about a particular Geography Every good world has its own
character in the group being overpowered. geography. Some people like making an
I am personally of the opinion that there overall world map and building inward, while
is no such thing as an overpowered char- others like to start by making a main city and
acter, only an under-creative GM. Try to building out from there. Its your call, just
find the characters weakness and exploit know there are a lot of resources online and
it. If theyre a powerful fighter, give them a in books for help with making maps.
puzzle to solve, if theyre an unstoppable
social dynamo, give them a moral dilemma Culture Are there different sentient spe-
that could make them lose face in the public cies on your world? Some worlds are full of
eye. If theyre a nigh-unbeatable caster, give orcs, goblins or strange spirits. Others might
them a physical challenge. Whatever the include aliens or automatons. Its your call,
case, if a character seems like theyre abus- but its generally good to give the players
ing their power or annoying the other play- some variety when choosing their species.
ers, dont hesitate to take them down a peg, If youre playing a more realistic game, you
so long as you do it tastefully. may want to treat different societies as dif-
ferent races to represent the different cus-
toms and traditions in various cultures. Also,
Making your own Rules: because of the many settings include racism between one
rules-light nature of 2d6, you will often be or more races or cultures. This can play a
called upon to make a ruling on a given big part in the plot.
situation. For instance, there are no rules on
drowning in this book. Perhaps you think the History Your game world should have a
player should make a Resolve check. May- bit of history behind it if you plan on having
be they can hold their breath for a number any sort of long-term campaign. Big events
of rounds equal to their roll. Or perhaps you like wars, trade agreements, natural disas-
think it would be more appropriate to have ters and political shifts are usually a good
them simply take 1 point of EP damage place to start.
every round. Its your call. Just remem-
ber to be fair. If all the players at the
Language Most of the time, language There are plenty of other things to consider
plays a major role in gaming. Some char- when building a game world, but these
acters might even make a living acting as should be enough to get you started.
translators or transliterators. Language can
provide a very frustrating barrier for char- Inspirational Resources: here are some
acters. After all, no matter how powerful a great authors that you may want to check
fighter is, a language barrier is going to be out:
a challenge. And of course, with language
also comes literacy. How many people in J.R.R. Tolkien description, environment
your world can read and write? These small Frank Herbert politics, human interaction
details can be crucial. Terry Pratchett humor, fantasy, culture
Warren Ellis technology, politics
Money Is there a unified currency? Mul- H.P. Lovecraft horror, suspense
tiple currencies? Or do the people of your Mike Carey philosophy, theology, morality
world barter? Money is important for all the
peripherals like items, lodging, food, and In addition, as of the writing of this text,
services, and can often be a good motivator there are some great forums online for help
for a plot. designing, running, and playing games:

Magic in your Setting: If you do include roll20.net


magic, there are a few things you may want RPG Net
to do to keep things from getting out of Giant in the Playground Forums
hand. www.reddit.com/r/rpg
www.reddit.com/r/tabletopgamedesign
Powerful spells should always come at a www.reddit.com/r/worldbuilding
cost, whether its a long ritual, expensive www.reddit.com/r/2d6
consumable ingredient, or even the need for
more than one caster to complete the spell. and of course:
Its also a good idea to put things in your http://2d6game.wordpress.com
setting that limit or negate magic (as well as
things that amplify it). This gives you, as a
GM, a nice failsafe in case one of your play-
ers figures out how to abuse a spell. While GOOD LUCK!
thats not the best way to run a game, it can
buy you time until you figure out a better
way to solve the situation.

Certain spells that are more vague than


others require careful wording of the spell
description to prevent abuse. Spells you
should pay close attention to are illusion
spells or spells that let the player create or
transmute things.
Credits!
Big Cheese

Josh Gager

Slightly Smaller Cheeses

Mark Ishman
Micah Brandt
Josh Brandt
Ismaa Viqar

Individually Wrapped Slices of Cheese

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

Ref lex Skills


(4+AGI+PER)

Resolve
(4+TOU+WIL)

Health (10+TOU)

Energy (20+WIL)

Languages
Items

Money

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