Something Something 2d6 by Claytonian (CC) BY-NC

Total 2d6 plus a modifier for everything except for some of the things. Bonus dice, d4s, might figure into a roll too, if you choose to use them.

To make a PC, generate stats. Roll 2d6 to generate Str, Dex, Con, Int, Pers, and Luck scores. Your score brings a modifier with it. Modifiers get added to rolls.

score

modifier

-∞ to 4

-1 to roll totals/d5 death rolls

5 to 8

+0 to roll totals/d6 death rolls

9 to 11

+1 to roll totals/d7 death rolls

12 to

+2 to roll totals/d8 death rolls

You can carry 3 things. 

Armor is not counted against this, but shields are. A positive Str mod lets you carry one extra thing for +1 and three extra for +2.

A bag of stuff is a thing. A bag could have any undeclared combination of 3 rations, bandages, or dungeon gear uses. Dungeon gear is undetermined until pulled out and declared to be a rope, etc. A weapon is a thing. An assortment of associated tools used for a purpose, such as a lockpick set, is a thing. 100 coins, or a crown and scepter are examples of things too. If you have more than three things, put one down for a while or take -1 to rolls.

The game has ∞ levels. You can be a something-something fighter type, a something-something rogue type, a something-something wizard type, or a something-something cleric type. Decide what subtypes of your type you want to be. For instance: elven-ninja fighter, shakespearean-doctor rogue, etc.

Each level, including zeroth, you will get one ability based on your type or subtype, handed to you by the Derp Master (DM). Racial abilities might be under the purview of this, so you can seed the idea by having a racial subtype and roleplaying appropriately.

How to win fights and influence sorceries

Doing a general thing should be done as follows: roll 2d6+stat mod and beat a Difficulty Class number (DC) that the DM dictates (in the case of battle, the number is dictated by weapon vs armor). You can burn Luck to add or minus 1d4 to any already rolled result before the DM tells you what it means. You can also add in any applicable bonus dice your type gives you (unless they are exhausted). Bonus dice are not checked for crits or fumbles.

 The DM is encouraged to not call for a roll whenever there is no real drawback to failing. Things that will eventually be done get done, but a check could give an idea of how long it takes. Failures will just take a long time. Maybe monsters wander by at the end of that time.

Damage rolls are 1d6. Add in your Str mod to the to-hit rolls for melee, and your Dex mod for ranged to-hit rolls. If you roll snake-eyes or boxcars on a to-hit roll, you fumble or crit respectively. On a fumble, your foe gets a to-hit roll on you with +𝐱 to the roll, where x is what column of armor you have on, counting from left to right. On a crit, fumble, or a 10'+ fall, damage matters (the DM interprets) thusly:

1-2 dmg: broken finger, etc. 3-4 dmg: broken or severed limb, 5-6 dmg: organ damaged. Use Con rolls etc., depending on the situation, to survive.

Option: Two similarly armored and armed foes can each simultaneously roll their dice plus mods, with the victor dealing damage. Saves the hassle of looking at the combat chart.

Hitting and protection

armor

weapon

none

shield

leather

leather w/ shield

chain

chain w/

shield

plate

plate w/ shield

Special properties

Foot-fist way, sling

7

8

8

10

10

11

12

12

Unless you have a monk subtype, any unarmed misses engender a free swipe from an armed foe. If you are a monk and fighter, martial fighting gains .

Dagger (🔰⛉), jute/sai (🔰⛉), rapier

6

7

7

8

9

10

12♔

12♔

Rogues can throw Dex mod extra daggers (not jutes) per round if they are throwing any.

Hand-ax 🔰

7

8

7

8

10

10

11

12

Makes all shield armors -1 difficulty for other weapons if you use this in your offhand.

Club, staff/stave

9

10

9

10

9

9

9

10

Cleric holy symbols get mounted on staves.

Mace,

morningstar, war-hammer

8

8

8

9

8

8

6♔

7♔

 against robots and constructs.

Sword, machete, khopesh, electric guitar-ax

7 ♔

8

8 ♔

9

8

9

10

11

When wielded in two hands, you can choose to use it as a shield or do +1 damage each round.

Spear, polearm,

war-ax

8

9

8

9

10

10

11

12

You can attack from the 2nd row.

Bow,

Crossbow,

Javelin, Lance

6

9

7

8

8

9

11

12

If you fire into melee and roll 5 or less, you automatically hit one ally out of any that are within an ell of your target.

♔♔ vs Dragons.

Notes on the combat chart:

Your weapon has to take your foe’s armor into consideration if you want to hit them. Naked monsters might have the equivalent to some armor kind, or something custom. Roll 2d6+mod to hit. ♔: If you hit, you do 1 extra damage die. ⛉: weapon can be used in offhand as a shield. Using it as your attack weapon removes this property for a round.  

🔰: Fletchings mean a weapon can be thrown effectively within a range of Str-mod ells, but treat shields as +1 harder to hit.

If you want to use a weapon, just think about what it is closest to above. For instance, a spiked shield might be used as a dagger in some situations.

Swashbuckling

Fighter types and some monsters get one bonus “stunt” d4 die per level. These can be added to any to-hit or death roll, but any that roll a 1 are gone till dawn. Rolling one or more 4s, 5s, or 6s on any of your dice when using a stunt die lets you choose to do one of the following bonus things (if you hit):

Magic

Thievin

Gawds and Daemons

Alternatively, any success will open the demon to barter some kind of service in return for a price it names (binder chooses).

Plot Armor (hit points by any other name would be...):

You have Con+Luck Plot Armor (PA) at 0th level (btw we have a zeroth level to help out people with their bonus dice). Starting at 1st level, you get a hit die; consider it to have rolled its maximum.

Fighters: 1d8                 Rogues: 1d7

Clerics: 1d6                 Wizards: 1d5

You regain 1HD’s worth lost PA each dawn. Also regain 1 stat point to all damaged stats, unless the damage they took was permanent. Luck burn is not permanent in this game. Bones take a month to heal. You can’t live long without food and water. Some injuries linger forever without really powerful magics. Quest for stuff you want to change.

Death’s Door ☠

If you reach 0 PA, you pass out (anyone could slit your throat if no one is around to engage them). At the beginning of each round until stabilized (see 5 below), which takes a DC 8 check and bandages, roll a d6 with extra/fewer sides for your Luck modifier: 1) You die! ; 2) Lose one point permanently from a random ability score; 3) Lose 1 PA forever; 4) still dying and now weak (d5s for rolls only) for a day (cumulative, so d4s, d3s, then death); 5) stabilized (1 PA); you stay unconscious for the time it takes to make 3 dungploration checks; 6+) your eyes flutter open; you have 1 HD roll’s worth of PA!

Leveling requirements:

Upon finishing an adventure in which you achieved some great struggle, roll 2d6, and try to roll higher than your current level. You may add in a bonus die for each of the following scene categories you played a memorable part in during the adventure: Statesmanship, Lucre, Duels, Crazy Stunts, Savoir Faire, Battles, Famed Exploits, Dungeon Phenomena Hacking, God-killing, World Saving.

Things to consider when making or leveling a character:

Did you determine your inventory and extra slots for Strength?

Did you determine your something something subclasses?

Did you receive your race/subtype special abilities from the DM?

Did you take zeroth level into account for PA and bonus dice?

Did you roll your new HD to gain more PA?

Multiclassing:

You can level up in up as any type (limit no. of types to Int mod tho), gaining its hit die and bonus die, as well as all type abilities involving those bonus dice. You can’t mix and match bonus dice though (a stunt die can’t help you cast a spell unless you are being really creative).