By Jack Sheari Based on 2d6 by Brendanii 2d6 System Adapted by Andrew Shieldsiii Making a Character Spend 4 points between the 4 basic abilities. An ability can have 0, but no more than 3. • Agility. Hand-eye coordination, manual dexterity, balance. • Might. Strength, endurance, health, athletic prowess. • Persona. Charm, seduction, diplomacy, intimidation, charisma. • Wits. Memory, intelligence, willpower, comprehension of occult sciences. If 0, cannot cast spells.

Describe the character’s career with one word. You begin with 1 Expertise die. • Examples: knight, barbarian, thief, pirate, ranger, druid, assassin, witch hunter, wizard, etc.

You begin with a set of appropriate clothes and 1d6 items. (A spell counts as an .)

Leveling Up You must gain 4 experience points to up. Completing an adventure, or accomplishing something significant for your character’s personal goals, grants 1 . • Instead of leveling, you may raise an ability by 1.

Each level you gain gives you 1 Expertise die and 1 Luck die. • Spending Expertise. You may spend 1 Expertise die to add another d6 to your roll to resolve actions if the action is relevant to your career. You may decide whether or not to spend the die after you roll. • Spending Luck. You may spend 1 Luck die to subtract 1d6 from a Wound you just took, possibly negating the hit. You may decide whether or not to spend the die after you see the damage result, but before rolling Damage Resistance. • Renewal. Your Expertise and Luck dice refresh each time you gain 1 experience point.

Resolving Actions Roll 2d6 and add an applicable ability to resolve actions.

Roll Combat Skill Damage Resistance 2 Fumble Fumble Catastrophe Eviscerated 3-5 Miss Failure Miscast Slain 6-8 Glancing Blow Minor Success Delayed Success Dying 9-11 Hit Full Success Immediate Success Unconscious 12+ Critical Hit Absolute Success Miraculous Success Stunned

• Melee Attack. 2d6 + Might + Weapon – target Defense (from armor). Combat column. • Ranged Attack. 2d6 + Agility – target Defense (from armor). Combat column. • Stealth and Thieving. 2d6 + Agility – Difficulty. Skill column. • Persuasion and Deception. 2d6 + Persona – Difficulty. Skill column. • Spellcasting. 2d6 + Wits – Spell’s Power. Magic column. • Avoiding Special Danger. 2d6 + appropriate ability – potency of threat. Skill column.

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Combat Melee combat adds Might to 2d6 for effectiveness, ranged combat adds Agility. A weapon adds further bonus. The target’s armor (or protective qualities) reduces the bonus.

Combat Roll Results • 2: Fumble. The attacker loses one of the 2 dice to roll next round or loses a held item. • 3-5 Miss. The attack misses. • 6-8 Glancing Blow. The target is hit but unhurt and loses one of the 2 dice to roll next round. • 9-11 Hit. Roll for damage normally. • 12+ Critical Hit. The weapon does full damage instead of rolling for damage.

Weapon Type Weapon Type Damage Unarmed Thrown improvised weapon 1 Light (dagger, hand axe) Light (throw, sling) 1d3 Medium (sword, axe, mace) Medium (bow, crossbow, spear) 1d6 Heavy (2 handed) Heavy (longbow, heavy crossbow, gun) 2d6 keep higher

Armor Type Defense + [– to Skill and Magic] When a target is hit, the target Light 2 Leather, hides. must roll on the Damage Medium 4 Chainmail, scale armor. Resistance column, adding Might Heavy 6 Plate mail. and subtracting Damage.

Damage Resistance Roll Results • 2: Eviscerated. A gory death beyond hope of resurrection. • 3-5: Slain. Dead, but not beyond hope of resurrection. • 6-8: Dying. You can take no actions, and must re-roll each turn until stabilized or dead. • 9-11: Unconscious. You can take no actions until you receive medical attention. • 12+: Stunned. You can take no actions for 1 turn.

Avoiding Damage • Shield. A target with a shield can give up the shield instead of rolling Damage Resistance. • Luck. Spend 1 Luck to roll a d6 and reduce the damage inflicted by that amount. If you reduce the damage to 0, then do not roll Damage Resistance. You can decide to spend Luck after seeing the damage result, but not after rolling Damage Resistance.

Falling Every 5 feet adds 1 to the weapon type of falling damage. • 5 feet: 1 damage. 10 feet: 1d3 damage. 15 feet: 1d6 damage. 20 feet: 2d6 keep higher. After that, start over, with all the damage stacking.

Fire Every intensity of fire is 1d6, keep the highest 2 rolled. (Torch, campfire, bonfire, inferno)

http://fictivefantasies.wordpress.com/ Page 2 Spells Characters who know spells can cast 1 spell per day for each point of Wits. A day counts as a waking period between at least 5 hours of sleep. If a spell is miscast, it counts as being cast. However, if a spellcaster abandons a delayed spell, it does not count as cast.

• Casting Spells. Roll 2d6 + Wits – Spell’s Power, and use the result on the Magic column. • Gaining Spells. A character can gain a found spell with 12 hours of study per difficulty and the expense of 1 experience.

Magic Roll Results • 2: Catastrophe. Roll Damage Resistance against damage equal to the spell power, or lose the ability to cast for 1d6 days. Also, the spell is miscast. • 3-5: Miscast. The DM creatively interprets how the spell goes wrong. • 6-8: Delayed Success. You must keep casting for another round, and roll again, or the spell fails. • 9-11: Immediate Success. The spell works as it is supposed to. • 12+: Miraculous Success. No saving throw against it, or its effects double.

In general, durations are equal to Wits or Level (whichever is higher.) That may be in rounds, minutes, or hours, depending on the spell. Taking rounds, minutes, or hours to cast can change the duration of the spell to match the casting time increment. The DM is the final judge.

Known spells (adapted from the Sorcery! gamebooks): ZAP (Power 4) – a lightning bolt; counts as a ranged heavy weapon HOT (Power 4) – a fireball; does 1d6 damage to all in a 10 foot area FOF (Power 4) – a protective circle that keeps out supernatural beings WAL (Power 4) – an impenetrable wall of force LAW (Power 4) – takes over a foe's will (Wits saving throw) DUM (Power 4) – Foe drops whatever they are holding, loses 1d6 on next action BIG (Power 2) – Grow in size and strength; Might is temporarily doubled WOK (Power 1) – you summon a magical shield that can be sacrificed to avoid a hit DOP (Power 2) – unlock any door RAZ (Power 1) – makes any weapon enchanted; +1 to a weapon's damage SUS (Power 2) – locate any traps or ambushes in the vicinity SIX (Power 2) – summon 1d6 mirror images JIG (Power 1) – make a foe dance (Wits saving throw) GOB (Power 2) – summon 2d6 minor creatures with 2 monster dice, or 1 and a power YOB (Power 1) – summon one mighty creature with 2d6 monster dice, -1 for each power it has GUM (Power 1) – freeze one foe in place 1d6 rounds HOW (Power 2) – tell which route is fastest or safest DOC (Power 1) – heal a wound (-1 severity of injury) DOZ (Power 2) – slows a foe, foe gets 1d6 instead of 2d6 for 1d6 rounds DUD (Power 2) – create a quantity of illusory treasure or food MAG (Power 2) – become temporarily immune to magical effects, 1d6 rounds POP (Power 1 per missile) – shoot magic missiles that act as medium weapons FAL (Power 2) – survive a fall as your float to the ground DIM (Power 2) – confuse a foe FOG (Power 2) – create an area of darkness

http://fictivefantasies.wordpress.com/ Page 3 MUD (Power 1) – create an area of difficult to pass terrain NIF (Power 1) – create a horrific, distracting scent TEL (Power 1) – limited telepathy GAK (Power 1) – cause fear in a foe SAP (Power 2) – demoralize a foe GOD (Power 1) – charm person (saving throw) KIN (Power 1) – create a doppelganger of a foe PEP (Power 1) – temporarily add +1 your Might ROK (Power 1) – temporarily petrify a foe or object (saving throw) NIP (Power 1) – increase your speed HUF (Power 1) – move items with your mind FIX (Power 1) – paralyze a foe or thing in motion (saving throw) NAP (Power 1) – put someone to sleep (saving throw) ZEN (Power 1) – levitate YAZ (Power 1) – limited invisibility SUN (Power 1) – create light, possibly blinding light KID (Power 1) – create minor illusions RAP (Power 1) – speak any language YAP (Power 1) – speak with animals ZIP (Power 1) – astral projection FAR (Power 1) – limited scrying REZ (Power 7) – bring a slain creature back to

Foes Instead of having Luck and Expertise dice, foes have Foe dice that serve as the number for both.

i http://talesofthegrotesqueanddungeonesque.blogspot.com/2012/11/hacking-brendans-2d6-system.html ii http://untimately.blogspot.com/2012/11/2d6-fantasy-game.html iii http://fictivefantasies.wordpress.com/cool-stuff/ Draft, 12.3.12

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