Licence
This text-only SRD is released under an Attribution 4.0 International (CC BY 4.0) licence
Attribution 4.0 International (CC BY 4.0) licence
This is a human-readable summary of (and not a substitute for) the license.This means you are free to:
- Share — copy and redistribute the material in any medium or format
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The licensor, Æther Corp Ltd., cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
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Contents
Introduction
Double D6 is a traditional role-playing game where one player takes the role of Game Master (GM) who describes what characters see, smell & hear when questing so players can respond with what their characters try to do or say.
Actions
Resolution Rolls
A character can usually be successful in their actions but if there's at least a risk of shenanigans should they fail, they make a resolution roll (RR).
To do this they
- Describe what they're trying to do
- Agree with their GM which attribute & skill to use
- Roll two six-sided dice (2d6) & add one or two modifiers (attribute & skill)
- Check their result against:
- A difficulty number, or
- A creature's defence (D)
Or to put it another way:
2d6 + attribute + skill (if applicable) vs. Difficulty or Defence (D)
The resulting roll is to be interpreted by the character & the GM.
- Roll below the number, the closer you are to the difficulty number the closer they came to succeeding in their task
- Roll above or match the number, the higher you are the more successful they were in their task
Difficulty
The difficulty number, chosen by the GM, represents how likely a character will succeed in their attempt.
Use the following scale for guidance when choosing a difficulty number:
- 6: Easy task with risk of shenanigans should they fail
- 12: Challenging but achievable
- 18: Difficult but can be accomplished with skill &/or luck
- 24: Nigh on impossible! Undertaken by only the most highly trained or foolhardy
Fighting
If a character attacks a creature, they describe their action & roll a resolution roll(RR) including applicable attribute & skill bonuses.
If they roll higher or match their opponent’s defence (D) points reduce their opponent's health (H) by their experience level (XL) or as determined by the effect of a spell.
All creatures under the GM’s control can attack characters in the same way.
Should a creature be defeated or outsmarted, split its experience points (XP) equally among anyone who was involved in the situation, rounding up any fractions—eg:
Three characters outsmart a 2 XP creature so each character receives 1 XP, rounded up from ⅔ XP
Healing
A good eight hours sleep will fully replenish anyone’s health (H).
Alternative, healing can be carried out by a character of faith.
Obstacles
Overcoming puzzles or tricky situations such as pit traps or swinging blades can also reward characters with XP.
The GM should judge how many XP to grant each obstacle on its own merits but if the characters overcome it in an interesting or enjoyable way, do feel free to increase it.
Experience Points | Example Obstacle |
---|---|
1XP | A grumpy door with a questionable riddle |
2XP | A seemingly impassable chasm |
3XP | A seemingly impassable chasm filled with psychic snakes |
4XP | A moving wall of rotating blades |
6XP | An escape from the top of a collapsing tower |
12XP | Dodging an angry falling star |
Advantage & Disadvantage
A character can create an advantage for themselves—eg by accepting another character’s offer of assistance—or they might find themself at a disadvantage—eg trapped in an apple barrel.
In these cases, roll both dice then roll one of them again:
- Advantage: Re-roll the die with the lower number, use the higher result
- Disadvantage: Re-roll the die with the higher number, use the lower result
Snake Eyes & Double Sixes
- Roll double one & it is an automatic fail—describe how it puts you at a disadvantage
- Roll double six & it is an automatic success—describe how it puts you at an advantage
Positions & Distances
The following can help describe where characters are relative to other characters, creatures & objects.
-
An object’s position can be described as being before you (in front) or behind, left or right, above or below
-
Your distance can be described as being close (within 6ft), near (within 30 yards), far (between 30 to 90 yards) or distant (beyond 90 yards)
Keeping the exact details of a place in everyone’s imagination (AKA theatre of the mind) means everyone can add to the location.
Characters
Character Creation
- Choose type of creature
- Describe a couple of their traits
- Roll for attributes
- Roll for wealth
- Choose their specialism(s)
Creatures
Choose from a list of classic fantasy creatures or make one up using the rules in creature creation
- Demon
- Dragon
- Dwarf
- Elf
- Faun
- Gargoyle
- Ghost
- Giant
- Goblin
- Human
- Imp
- Ooze
- Skeleton
- Talking Cat
- Troll
- Vampire
- Walking Tree
- Werewolf
Traits
Pick a couple of flavoursome traits—eg unusual ankles.
They can be used to gain an advantage when carrying out a task.
Attributes
All characters & creatures have six attributes.
An attribute defines how likely a character can do a task & adds a bonus to their resolution roll (RR) when attempting it.
- Strength: Physical strength
- Dexterity: Flexibility & grace
- Constitution: Stamina & vitality
- Wisdom: Mental strength, natural smarts & spirituality
- Intelligence: Learned information & problem solving
- Charisma: Confidence & ego
Working down the list from Strength to Charisma, roll 2d6 & ignore the highest number rolled.
Equipment
When on quests, characters usually carry a pack of equipment.
Decide on appropriate items to have in their pack with the GM—eg:
- Candles
- Tinder box
- Rope
- Blanket
- Bag of flour
- Pocket knife
- Canvas sheet
- Clothes
- Cookware
The quantity & quality of a character's starting equipment depends on their wealth.
Wealth
Roll 1d6 to determine a character's starting wealth:
-
Poor (1&2): Must work in exchange for food & lodgings
-
Sufficient (3&4): Can usually pay for basic items
-
Rich (5&6): Can afford to stay at the nicest inn in town
Consider if the character's wealth is from their things or who they know.
When questing, wealth is:
- Reduced by -1 in unfriendly places
- Increased by +1 in friendly places
Specialism
You have three specialism points (SP) to spend across four specialisms.
A point in a specialism grants the character one related skill as well as the health (H) & defence (D) points marked next to that specialism.
All SP can be placed on one specialism or they can be spread over more than one.
- Faith: +2H, +2D, +1 prayer skill
- Fight: +3H, +2D, +1 fighting skill
- Sneaks: +1H, +3D, +1 sneaking skill
- Spells: +1H, +1D, +1 spell skill
Skills are added to resolution rolls (RR) whenever that skill is used by a character.
Faith
Those with faith pray to small gods; whenever someone mentions the phrase 'oh god', it's these gods that are listening—eg the Oh god of Falling.
Those of faith can petition a small miracle from their Oh god—eg soft ground—by:
- Describe how they’d like the miracle to manifest to the GM
- The GM picks a difficulty number based on how likely it will be granted
- Add the total prayer skills to a resolution roll (RR) to determine success
The more requests in a day, the less likely an Oh God will grant it.
Each day, those of faith can pray up to their number of prayer skills to fully heal any character/creature & restore their health (H).
Fight
A character can fight without a fighting skill but if they have at least one they can add a skill bonus to their resolution roll (RR).
For every fighting skill, pick a type of weapon that they're trained in using and add it to their pack—eg rusty sickles, cutting words, swooping scythe, fisticuffs etc.
When using that weapon to fight, add their total fighting skills to a resolution roll (RR) along with an applicable attribute—eg strength to swing a sword.
Sneaks
For every sneaking skill, choose a specific sneaky thing they can do—eg pick a pocket, hide really well, make really good speeches, etc.
When attempting a sneaky thing, add your total sneaking skills to a resolution roll (RR) along with an applicable attribute—eg dexterity to pick a pocket.
Spells
For every spell skill, you have two sparks of magic.
To cast a spell or make a magic potion, you use a number of sparks depending on the size of the spell effect.
To do this:
- Describe the effect of your spell & its appearance to your GM
- Decide on its size together (see table below)
The bigger the spell the more sparks needed to cast it.
Once a spark has been used it cannot be used again until dawn.
Add the character's total spell skills to a resolution roll (RR) to determine how successful their spell is in its intent.
Size | Duration & Effects Guidance |
---|---|
Tiny (1 spark) Mouse-sized |
Lasts up to 1 second Effect is in one place Visual illusion Strength of a light breeze |
Small (2 sparks) Cat-sized |
Lasts up to 6 seconds Can move slowly Sound illusion Could lift a heavy book |
Medium (3 sparks) Wolf-sized |
Lasts up to 1 minute Moves at walking pace Physical illusion Could lift a heavy chair Increase/reduce health H points by your XL |
Large (4 sparks) Bear-sized |
Lasts up 6 minutes Moves at running speed Summon/banish an object Lift a table Increase/reduce H by your XL +1 |
Huge (5 sparks) Elephant-sized |
Lasts up to 1 hour Moves as fast as an arrow Summon/banish a small creature Lift a cart Increase/reduce H by your XL +2 |
Gargantuan (6 sparks) Whale-sized |
Lasts up to 6 hours Moves almost instantly Create an object Summon a medium creature Increase/reduce H by your XL +3 |
Experience
Characters start with 1 experience level (XL).
Whenever they gain 12 experience points (XP) from overcoming creatures & obstacles, increase your experience level by +1.
Every time this happens, add one specialism point (SP) to one of their specialisms and gain its benefits—eg increase health (H) & defence (D) points & their number of skills.
Specialisms can be chosen however a player sees fit but they should try to give an in-game explanation for why their character now has that specialism—eg they touched a magical trinket & gain 1 SP in spells.
Character Death
Characters can die on a quest when their health (H) drops to zero. When this happens a devil is sent to offer them one of three options...
- Eternal bliss or damnation (delete as appropriate)
- Rebirth with no memory of your former life, or
- Immediate resurrection as your current self
Either of the first two options result in the player creating a new character
The third option, resurrection, comes at a cost. The player & GM decide on a suitable deal for the character to return to life—eg their left eyeball gains sentience.
Creatures
Creatures can be all shapes & sizes; dangerous, kind, or somewhere in between; some can talk while others communicate through vibrations & explosive sneezes.
Take some time as a group to make some up.
Creature Creation
Creatures have experience points (XP) instead of experience levels (XL).
XP is similar to XL so a creature starts with 3 specialism points (SP) & gains 1 SP for every extra 1 XP—eg:
- Wood Ogre: (2XP) 10H/9D, very tall, soft bark-like skin, covered in mosses, fungi & plant growth, excellent at woodland hiding, uses fallen branches to club things, sneezes seeds at high velocity
Creatures can also have as little as ½ XP. These have only 1 SP to spend on a specialism—eg:
- Stone Gnome: (½XP) 1H/3D, 1–2ft tall, mostly hidden by a conical stone hat, mischievous, rove around in groups, enjoys tripping up & waylaying unwary travellers
Give it a Name
Choose a common fantasy creature with a slight adjustment or make up a completely new name.
Any collection of sounds will do, you just want to come up with a word that sounds like it could be a fantastical monster—eg Grokkelsnek.
Choose its Attributes
Find out the the creature’s six attributes by:
- Rolling 2d6 & ignore the lower die result for each attribute
- Choose some numbers that make sense for the monster, or
- Use its XP value for all attributes during resolution rolls (RR)
Add a Couple of Traits
Make up a couple of traits that the creature has—eg skin type, appearance, things it’s good at, things it does, etc.
Traits can be the same for all creatures of that type or specific to that particular creature—eg dragons commonly have ‘firey breath’ & ‘flappy wings’.
When using these traits, just like the characters, creatures have an advantage to their resolution roll (RR).
Consider the following body parts when picking traits:
- Wings
- Fangs/Teeth
- Mandibles
- Belly
- Breath
- Hair
- Knees
- Skin
- Tentacles
- Paws
- Claws
Consider the possible traits those body parts could have:
- Exploding
- Firey
- Removeable
- Grabby
- Invisible
- Melodius
- Putrescent
- Numerous
- Shiny
- Liquefying
- Colourful
Questing
Questing is what characters do for riches, revenge or reward.
The Game Master (GM) presents the quest to the characters & adjudicates their actions but characters can try to complete that quest in any way they choose.
Planning a Quest
You can consider the hero’s journey structure when thinking about the people, objects & obstacles that they might come across.
- The characters personally need something—usually the reason they are questing at all
- Something happens to make them go on this quest—eg a cry for help, a found treasure map, etc
- They search in places they don’t fully understand while looking for a solution
- They find helpful clues, people & objects
- They overcome a final obstacle & take their reward but give up something of themselves, a dear object or belief
- They return to where they started, changed by their quest
Names & Goings On
Start with a name for the object of the quest, a couple of interesting words strung together will do.
Once named, consider the following questions:
- Take — What is the object?
- Take — Who/what is stopping anyone getting it?
- Find — How can someone/something help get it?
- Search — Where can it be found?
- Go/Need — Why might the characters want it?
Write a couple of short sentences with your answers.
Descriptors
A handful of words to remind you of the mood you want to create—eg a scary horror in deep water might include words like damp, dank, slopping & moist
Secrets
Note down a couple of secrets the characters can find on their quest—eg when finding a scroll.
Secrets could be:
- Related to the quest’s ‘Goings On’
- Related to a character’s personal history
- Related to where the characters are questing
Maps
You can map out a place for a quest by drawing circles with letters in them.
- Look at the descriptors you jotted down
- Think of five places that spring to mind when thinking about those words
- Label them A–E then draw lines between them
- Use dotted lines for secret paths
Places & Peculiarities
Places can be any shape or size—eg:
- Swampland
- Cliffs
- A Glade
- A Giant Tree
- An Echoing Cave
- A Feasting Hall
- The Broom Closet
Give each place a peculiarity to make it stand out from all the other places.
Inhabitants & Inclinations
Every creature has its own wants, needs & desires.
Note down the creatures in each place on the map & how they might react to the characters.
Dangers & Delights
For each place on your map, note down a dangerous and/or delightful thing.
Dangers can be traps, puzzles, etc. & have a difficulty number associated with it.
Delights can increase the characters’ wealth, revitalise their health or temporarily increase their attributes—eg:
- A vast treasure hoard could increase their wealth score by +1
- Charmed foodstuffs could replenish their health (H) by +1
- Joyful moments could increase their wisdom by +1 for a day
Wyrds
Note down six weird & strange things, wyrds, that could happen to characters while on their quest.
Roll 1d6 to choose which one occurs when the characters do something unexpected—eg a spell misfires.
System Reference Document (SRD): Double D6
Author: Luke Earl / Æther Corp Ltd.
Version: 1.0
Licence: CC 4.0
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