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2d6 Essentials
2d6 Essentials
Game System 4
Difficulty 4
Opposition 5
(Optional) Oracle resolution 5
Combat System 5
Combat Procedure 5
1. Surprise 5
2. Initiative 5
3. Act in combat 6
Combat Actions 6
Damage And Healing 6
Armor 6
Applying Damage 6
Wounds 6
Healing and Medical Care 7
Powers System 7
Powers Training 7
Using Powers 7
Appendix A:
Skill examples 8
Appendix B:
Weapons and Equipment Examples 9
Armor 9
General Equipment 9
Weapons 10
Introduction Going into detail, these are the main
components of a character sheet:
This ruleset is derived from the OGL version
of the most famous 2d6 science fiction RPG
● Identity: name, role and age;
of all time, which underlying system is a
● UPP;
flexible yet simple mechanic, able to
● Statistics Modifiers;
handle a broad range of gameplay in any
● Skills;
desired setting or style.
● Equipment.
As a skill-based system, the Referee (aka
Game Master) has to flesh out the skill list
for the preferred setting. Some examples
Identity
are provided. A character is primarily defined by his
This system is not designed for full-scale name (optionally titles), by his occupation
campaigns, but you may use it for this or role and by his age.
purpose if you really insist. Advancement The role should be as specific and iconic as
rules are indeed provided. possible, in order to provide a defined
outline of what the character can and
cannot do. It can also be a cliché, if
Glossary coherent with the setting.
Roll Number (RN): the natural result of two Age will have an impact on skill acquisition.
six-sided dice roll (hereafter 2d6). An aged character will be more competent
Dice Modifier (DM): any number added or than a younger one, but disadvantages will
subtracted from a natural roll. balance the greater capacity.
Target Number (TN): the number set as
success check. The standard TN is 8. Statistics (UPP)
Universal Personal Profile (UPP): a
The UPP is composed by six statistics:
concise format for statistics.
● Strength (STR): A character’s
Character physical strength, fitness and
In 2d6 Essentials is possible to write a forcefulness.
characters just like this: ● Dexterity (DEX): Physical
coordination and agility, reflexes.
Hera Campbell 8C9495 Age 32 ● Endurance (END): A character’s
Soldier ability to sustain damage, stamina
and determination.
Combat-2, Streetwise-1, Weapons-1, ● Intelligence (INT): A character’s
Piloting-1, Brawling-0, Dodge-0, Tech-0, intellect and quickness of mind.
Search-0, Tracking-0, Swimming-0, Sneak-0, ● Education (EDU): A measure of a
Hide-0, Acrobatics-0, Jumping-0 character’s learning and experience.
● Personality (PER): A character’s
Rifle, Gun emotional strength, personality and
standing.
1
● (optional) Powers: if the GM sees it Pseudo-hex values can be as high as X, with
fit, a seventh statistic is available to an equivalent number of 33.
define character’s powers i.e.
Psionics (Psi) or Magic (Mag). For example, a character with UPP of
6AC879-F h as: Str = 6, Dex = 10, End = 12, Int
To define a character’s statistics a player = 8, Edu = 7, Per = 9 and Powers = 15.
may use one of the following methods:
1. Roll 2d6 dice six (seven if powers are Statistics Modifiers
available) times and distribute the After UPP is defined, statistics modifiers are
result as preferred. If a score is calculated by dividing the ability score by
equal or lower than 5, it is possible three, dropping all fractions, and then
to switch it with another higher subtracting one. In the following table,
statistic. modifiers up to 20 are provided:
2. Roll 2d6 dice six times (seven if
powers are available) in order from
Score Statistics
Strength to Personality (or Powers).
Range Modifier
For an average human one characteristic 0- 2 DM-2
can not be lower than 2 and higher than 15.
3- 5 DM-1
If a game expects heroic or larger than life
characters, it is possible to adjust 6- 8 DM+0
limitations and scale accordingly.
9- 11 DM+1
To build the UPP, pseudo-hex is used as a 12- 14 DM+2
type of shorthand.
To denote scores above 9, letters are used 15-17 DM+3
instead of numbers (I and O are skipped to 18-20 DM+4
not be confused with one and zero).
Modifiers are applied to any check when
Scores Pseudo-Hex Value you do something related to that
characteristic.
10 A
11 B Skills
Skills grant, in all relevant situations, a DM
12 C
equivalent to their rank (i.e. a first rank
13 D climbing skill is written down as
“Climbing-1” and grants a DM+1).
14 E
The maximum of skill ranks are equal to
15 F INT+EDU.
Unskilled characters suffer a DM-3 on a
16 G
relevant roll.
2
Skill levels follow roughly this scale: It is possible to have a skill rank higher than
4, but it is recommended to acquire at least
4 Level-1 skills at the game start.
Skill Rank Scale
Age Sum of Skill Ranks
0 Skilled
18 1
1 Competent
22 2
2 Professional
26 4
3 Veteran
30 5
4 Master
34 7
At Level-0, a character does not incur in the 38 8*
negative DM-3 for being unskilled, but is
not skilled enough to be competent in any 42 10*
related job.
44 11*
A character has all the Level-0 skills related
to the chosen profession/role. 48 13*
The Referee determines which Level-0 skills
52 14*
are coherent with the settings and how
many of them to grant. * for every skill rank, reduce a statistic
score by one, recalculate DM if necessary.
A 18 years old character starts with all the
Level-0 skills granted by the Referee, plus a
For action games, it is not recommended to
Level-1 skill of choice as background.
exceed the age of 44 years.
Then, every four year of adult life, a
character acquires one skill rank in an
already acquired skill or in a new one. Also,
Equipment
Equipment is heavily dependent on the
every eight years, another level is acquired.
overall setting for the game, so in these
rules only examples are provided in
If a character is older than 34 years, to
Appendix B.
acquire any additional skill rank, subtract
A character may roll a d6 to determine how
one score point from any statistics.
many items starts with. The items should
If the sum of acquired skill levels exceeds
be coherent with the chosen role.
the amount of INT+EDU, reduce the level of
Currency is also dependent on the setting,
another skill. This simulates the aging
process, during which it is plausible that a so the general name of Unit (Unt) is used.
Roll 2d6x2d6x100 to determine how many
character becomes less ready, but more
Units a character starts with. Instead of
skilled, maybe also at the cost of another
rolling for item number, a Referee may
less used skill.
choose characters to acquire equipment
with their funds.
3
Advancement 6. The character has 3 items of
A Character will typically gain 1 XP per equipment.
adventure; or 2 XP if the character did an
outstanding job, at the Referee’s Game System
discretion. Characters can only advance
skills during downtime. Note that Whenever your character attempts any
advancement is incremental: for example, action with a chance of failure, do the
to rise from Skill-1 to Skill-3, the character following:
must first purchase Skill-2 and only then
Skill-3. In general, use of XP should allow a 1. Roll 2d6.
character to increase one skill by one level 2. Add any relevant modifiers (for
per game year. things like characteristics, skills,
difficulty and circumstances).
Spend XP to increase skills per the
3. If the result equals or exceeds the
following table.
TN, the action succeeds. If the result
Desired Skill is lower than TN, the action fails.
XP Cost
Level
RN + DM ≥ TN = SUCCESS
1 10
2 20
Difficulty Difficulty
3 20 Modifier
4 30
Simple -6
5 40
Easy - 4
Routine -2
Quick Character Creation
There are circumstances (such as Average 0
beer-and-pretzel games, conventions, etc)
Difficult +2
in which a player has to create a character
quickly. Very Difficult +4
To define a character in few minutes:
Formidable +6
1. Choose a name and a role.
2. The character is 32 years old.
3. Distribute 46 points (or 54 if powers In some cases, the consequences of a check
are available) between statistics as vary based on how much the check result is
you wish. above or below the TN. The difference
4. Make a list of Level-0 skills between the check result and the TN is
associated with the character's role. called the Effect. If the Effect is 6 or higher,
5. Distribute 6 ranks between any the check is considered an Exceptional
chosen skills, not exceeding Level-3. Success. When the Effect is -6 or lower, the
check is considered an Exceptional Failure.
4
Effect Range Degree of Success Result Answer
5
3. Act in combat Damage And Healing
Each round, each combatant has two Each weapon should have a number of
actions, as described below. Apply any damage dice which are rolled and totaled.
damage caused by an action immediately. The amount of these dice are determined
After all combatants have acted, begin a by weapon type (examples are provided in
new round, until the battle is over. Appendix B). Add the attack throw’s Effect
to the damage roll. This is the damage
Combat Actions inflicted on the character.
Each character has two actions per round,
chosen from the following list. Armor
Attack: for melee attack, throw 2d6 + STR Subtract the armor’s protection rating from
DM +any relevant skill level; for ranged any physical damage caused to the
attack, throw 2d6 + DEX DM + any relevant character before applying the damage to
skill the character’s physical characteristics.
Move: move up to 10m. Alternatively, fall
prone or get up from a prone position. Applying Damage
Overwatch: delay your action until an
The first time a character takes damage,
enemy moves through your line of sight or
subtract it from the character’s END. If this
attacks you. When this happens, you may
reduces the character’s END to 0, subtract
immediately act, regardless of initiative
the remaining damage from STR or DEX
order. You may hold your Overwatch for a
(target’s choice). The damage may be
number of rounds equal to your END score.
distributed between the two characteristics
as desired by the target.
Condition DM In any subsequent damaging attack, the
target may allocate it to any of the three
physical characteristics (STR, DEX, or END),
Target obscured DM-1
which is at 1 or more, as desired.
Target behind hard DM-2 If either STR or DEX fall to 0, subtract any
cover further damage from the remaining
physical characteristic.
Target running DM-1
(double move on
its previous round) Wounds
If at least two physical characteristics
Target behind total DM-4; direct fire
cover impossible remain above 0, the character has suffered
Minor Wounds. Use the reduced
Target prone DM-2 characteristics for any relevant purposes,
such as characteristic throws.
Darkness DM-2
If one characteristic, including END, falls to
0 the character falls unconscious for 1D
rounds.Characters rendered unconscious
in this manner will wake up having
6
recovered half their characteristics’ value Powers Training
(rounded down). For example, a character The Referee may decide to allow one or
with STR 9 who was so wounded would more psionic characters. In that case, roll
wake up with STR 4 after 1D minutes. The 2D to determine the character’s Power
character still suffers Minor Wounds upon Strength characteristic.
waking. Powers can be grouped in the following
If two characteristics are reduced to 0, the talents:
character is Seriously Wounded; they must ● Enhancing: healing, empowerment,
throw 8+ or fall unconscious for 1D hours; everything that modifies the
otherwise, they fall unconscious for 1D caster’s own body and abilities.
minutes instead. Upon waking, the ● Perception: perception at distance,
character’s wounded characteristics are 1. clairvoyance.
The character will require medical care to ● Energy: such as telekinesis or
recover any further. energy manipulation (as throw
Characters die if all three physical fireballs).
characteristics are reduced to 0. ● Mind: such as telepathy, magic
persuasion and so on.
Healing and Medical Care ● Moving: such as teleportation.
Minor Wounds require treatment by a A character may choose one primary talent
character with a relevant skill and 30 first, to become proficient in that particular
minutes. Alternatively, characters will art.
recover from all Minor Wounds on their They may also attempt to gain further
own after a full day’s rest. Treatment or talents. For each additional talent, throw
rest restores the wounded character's full POW 8+ to receive that talent, DM-1 per
characteristic scores. talent the character already has.
Serious Wounds require a medical facility
and treatment by a nurse or a physician. Using Powers
Recovery takes 5D days. No recovery from To activate a talent, the user must spend
Serious Wounds is possible without the listed number of points, which are
medical care. taken directly from the characteristic. If this
cost brings them below zero Power
Powers System Strength, then any excess points are
Powers are special abilities a character may applied to their Endurance score as
have in particular settings which involve damage. A character with no Power
the presence of magic, or psychic power Strength points remaining cannot activate
and so on. Note that powers are rare and a power. Using a Power in combat is a
potentially very powerful and their use in significant action. Each power notes a level
the campaign world is subject to the required for its activation, which is also the
Referee’s discretion. cost in points to activate. It also notes the
power’s range. Characters regain their full
points after an 8-hour rest
7
or ancient historical setting, they make
Appendix A:
less sense in a modern or sci-fi one.
Skill examples The Referee has to flesh out the skill list
Skills are situational and setting based. and evaluates players' suggestions to
While it is perfectly sensible to include extend it.
skills as writing and reading in a fantasy
Brawling Flying Investigation
Dodge Running Jumping
Marksmanship Swimming Languages
Melee Hide Lifting
Combat Sneak Medice
Missile Stealth Navigation
Weapons Acrobatics Persuasion
Throwing Animal Handling Piloting
Business Artist Repair
Scholar Climbing Riding
Tech Command Security
Search Contortion Survival
Tracking Demolitions Tech
Charm, Disguise Reading
Con Forgery Writing
Intimidation Gambling Speaking
Persuasion Streetwise
8
Appendix B: General Equipment
Weapons and Equipment Item Cost
Examples
Back Pack Unt50
A quick note to equipment costs: a
universal scale is possible, but Field Rations, 5 days Unt125
dependent on the setting as other game
elements. For example, in an omni Rope, 70m Unt50
comprehensive universe in which both
science fiction and fantasy are real and
Torch Unt1
different planets are more sci-fi or
fantasy, it is possible that a sword is
Handcuffs Unt10
rather cheap if made on technologically
advanced worlds with means of mass
production or very costly if it is a fine Tent Unt100
handmade weapon. The provided
method of personal funds calculation Binoculars Unt10
should grant a character with some
money but not too much (statistically Compass Unt5
speaking). If the Referee found this
method too generous, it is perfectly fine Water Canteen Unt5
to scale accordingly with their needs.
Breather Unt75
Armor
LED Flashlight Unt5
Armor Protection Cost
Lockpick Set Unt25
Jack 2 Unt50
Tech Toolkit Unt300
Mesh 3 Unt150
Disguise Kit C300
Leather 4 Unt200
Medkit Unt100
Scale 5 Unt300
Chain 6 Unt500
9
Weapons
Broadsword or
Unt300 -- 4D -- --
Great-Axe
Body (Stealth)
Unt500 5/20 2D 6 Unt20
Pistol
10
Advanced Combat
Unt1000 200/400 3D 40 Unt30
Rifle
11
Afterword
Ever since I got to know the 2d6 system, I have been struck by its immediacy and
simplicity and yet by its depth. I was also amazed that hardly anyone had attempted an
experiment like this. Generic and freeform gameplay systems are fairly common, yet
almost none rely on 2d6 mechanics.
However, I am convinced of the versatility of the system, hence the attempt to strip it of
the essentials and see if what remains is enough to inspire someone to create thematic
hacks on this skeleton. The work stands largely on the shoulders of giants and the OGL.
So if you want to use it, be sure to respect the terms in the license and to correctly report
all the legal parts.
Acknowledgments
These rules are derived from the outstanding works of other game designers that a
humble copycat like me will never be able to match.
Obviously the biggest debt goes to Marc Miller for the main idea of the system and to the
authors of the 2d6 Sci-Fi OGL for making the text available under an open license.
The community that developed around it and Cepheus Engine made it possible to create
this ruleset. So my further debt goes to Jason Kemp, Paul Elliott and Omer Golan-Joel.
The inspiration for making a system so grounded in its original genre into a minimal and
generic ruleset goes to John S. Ross (Risus), Ray Nolan and Phil Morris (Mini Six) and
Nathan Russell (Freeform / Universal). Their game systems are unreachable and a shining
example of how similar rules should be written.
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Traveller System Reference Document Copyright © 2008, Mongoose Publishing. Vehicle Handbook System Reference Document
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User. Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason "Flynn" Kemp
Cepheus Engine’s ‘70s 2D6 Retro Rules’, Copyright © 2017 Zozer Games, author Paul Elliott
Cepheus: Faster Than Light © 2019, Stellagama Publishing; Author Omer Golan-Joel.
Cepheus Light © 2018, Stellagama Publishing; Authors Omer Golan-Joel and Josh Peters.
2d6 Essentials Copyright © 2020, author Roberto Bisceglie
14