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D12 RPG © 2014 Caleb Engelke
No part of this document may be reproduced without the express permission of the author.

 
 

D12 RPG is a universal role-playing game What you Need


designed to fit in whatever scenario the
game master creates. It is designed to be
easy to use regardless of how much
experience the players or game master has
with role-playing games.

Don’t think of the following as a rule set.


They are more like guidelines. If you want to There are various things you need in order
play without certain utility powers, ignoring to play D12 RPG properly. It is always good
the language rules, or scrapping the skill to have pencils and spare paper just in case.
system entirely that’s okay.
Character Sheets
This system is designed for you to easily Each player should have their own
tear apart and redefine so that you can tell Character Sheet or scratch piece of paper to
whatever story you would like. So delve into record their character on.
the mystery, marvel, and magic of D12
RPG. 12 Sided Die
This game requires a 12-sided die; also
called a D12. You can buy the die at any
Table of Contents local game store, online, or use an online
dice roller for free.
2 Character Creation
3 Utility Power List Game Master
This guy creates the story for the players to
5 Playing the Game interact with. He is the person that gives the
setting and is the final authority in the game.
5 Equipment
He is not playing against the players, but is
6 Skill Rolls instead creating the situations for his players
to develop. A game master plays all the
7 Combat Scenes monsters and non-player characters (NPCs)
8 Character Progress The characters interact with.

Players
These people play the main characters in
the world the game master creates. These
characters work together to complete the
challenges the game master conjures.

D12 Manual
It would be a good idea to have at least one
copy of this manual printed out to reference
throughout the game.

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Character Creation

As you go through the Character Creation Traits


process fill in your character sheet or write Traits allow characters to interact with the
the character on a scratch sheet of paper. game world in a unique way without the use
of an implement or item. Each trait reduces
Class the number of talents they have by 1. The
This is the character’s profession. This helps game master must verify the traits before
determine what your character knows and they are taken.
where their skills lie. A character’s class
provides a +2 to skill rolls when it is Examples: Aquatic, Burrowing, Construct,
applicable. It also defines what weapons Flight, Infravision, Natural Light Armor,
and armor they are proficient with. Natural Special Attack, Scent, Telepathy,
Undead
Examples: Alchemist, Assassin, Barbarian,
Bard, Cavalier, Dragoon, Druid, Knight, Languages
Librarian, Pilot, Pirate, Priest, Ranger, A first level character begins with 1
Scientist, Shaman, Mercenary, Monk, language from the list below. A character
Nomad, Wizard can begin play with more than 1, but each
additional language reduces the character’s
Talents number of talents by 1.
A character begins at 1st level with 3 talents
that they are particularly good at. Talents The game master may be using an
provide a +2 to skill rolls when they are alternative language list for his game.
applicable. It is impossible to create a
comprehensive list of all the possible talents, Example List of Languages
but be creative and just make sure that your Common: (Dwarves, Halflings, and Humans)
game master checks them before play. He Aetho: (Dragons, Elementals, and Magic)
may ask the player to make the talent more Aklo: (Aberrations, Primordials, and Oozes)
specific. Enochian: (Angels, Demons, and Djinn)
Fey: (Elves, Fairies, and Sprites)
Examples: Acrobatic, Break things, Charm, Jotun: (Giants, Goblins, and Ogres)
Computer Hacking, Drive, Lying, Perception,
Perform, Robotics, Run, Stealth, Track

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Attributes Utility Power List


There are 2 attributes that define how your
character functions in combat. A player has
4 points to distribute between the two
attributes.

Normal
This improves your ability to hit a target and
avoid attacks from a physical force. Aid
Ex. (sword, pistol, bow) Duration: 1 combat scene
Your character and all allies within 20’ add a
Special +1 bonus to their attack rolls.
This improves your ability to hit a target and
avoid attacks from a unique force. Command
Ex. (magic, flamethrower, psionics) If you successfully hit the target, then your
character determines the target’s actions on
Hit Points (HP) their next turn.
A character’s total HP is equal to
3 + Armor Bonus HP. Defend
Duration: 1 combat scene
Utility Points (UP) Your character and all allies within 20’ add a
A character begins play at 1st level with 2 +1 bonus to their defense rolls.
utility points per day. Each time a utility
power is used it consumes one of your daily Disorient
utility points. Only one utility point can be Duration: 1 combat scene
spent per turn in a combat scene. If you successfully hit the target, then the
target has disadvantage on defense rolls.
Utility Powers
These are the special abilities that set Divination
characters apart from each other. A You can ask your game master a yes/no
character begins play with 1 utility power question. The Game Master rolls a D12 in
from the utility power list. A single target secret. On a 4-12 he is to give a truthful
cannot benefit from duplicate uses of a utility answer. This utility power cannot be used in
power. combat.

Empower
Duration: 1 combat scene
Your character has advantage on attack
rolls.

Focus
You have 2 more action points this turn.

Fortify
Duration: 1 combat scene
Your character has advantage on defense
rolls.

Haste
Duration: 1 combat scene
Your character gets a free AP for a move
action each turn, and also receives a +2
bonus to Initiative.

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Heal Summon
Your character heals themself or a target Duration: 1 hour
they can touch 3 HP. When you select this Utility Power select a
trait and a kind of natural attack. You
Improvise summon a creature with the selected trait
Duration: 1 hour and natural attack that has 1 HP and 1
Your character gains a talent. action point that follows the summoner’s
instruction. The creature stays for the
Mist duration, or until the creature’s HP drops to
Your character heals all allies within 20’ 1 0. Only one summon can be active at a time.
HP.
Teleport
Scry Your character immediately teleports
Duration: 1 hour anywhere within line of sight.
You can remotely see and hear a location,
object, or person up to a mile away. You Tongues
must have seen the object or have an item Duration: 1 hour
associated with what you are trying to scry Your character can understand, read, and
on. This utility power cannot be used in speak all languages.
combat.
Transform
Snare Duration: 1 hour
Duration: 1 combat scene Your character gains a trait.
If you successfully hit the target, then the
target must spend 1 additional AP to move. Transmute
Your character can change up to 15 lbs. of
Stun inanimate material into something else of
Duration: 1 combat scene the same material. Examples would be
If you successfully hit the target, then the turning steel bars into weapons, or creating
target has disadvantage on their attack rolls. a ladder out of a log. This utility power
cannot be used in combat.

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Playing the Game Equipment


Advantage
Roll two D12 and take the higher result.

Disadvantage
Roll two D12 and take the lower result.

Injury and Death Weapons


Unconscious Characters can use weapons they are
A character falls unconscious when their HP proficient with to defeat their opponents.
reaches zero or below. When a character is
unconscious, they are helpless and do not A character’s class determines which
regain consciousness until they are either weapons they are proficient with.
healed or after a rest.
When a character uses a weapon in an
Death inappropriate manner or a weapon they are
A character that falls into negative hit points not proficient with, they has disadvantage on
has a chance to die. Roll a D12. If they roll attack rolls.
7-12 they are unconscious instead. If they
are struck while unconscious they have to Armor
roll to see if they die again.
HP: 3 + Armor Bonus HP
Resting
Resting requires 8 hours of downtime. Armor provides Bonus HP and determines
During this time characters can read, sleep, initiative.
and perform light activities. After a long rest
characters heal 1 HP. They also regain all of A character’s class determines what kind of
their Utility Points for the day. armor they are proficient with.

When a character wears armor they are not


proficient with they have disadvantage on
defense rolls.

When armor is removed the character keeps


the damage they have. If removing the
armor would result in the character’s HP
dropping to 0 or lower the character’s HP is
at 1 instead.

Armor Bonus HP Initiative

Unarmored 0 8

Light 1 6

Medium 2 4

Heavy 3 2

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Skill Rolls

Skill Roll: D12 + 2 for Class +2 for Talent Easy (CR 4)


Just about anyone can accomplish this task
The game master will describe places and if they put their mind to it. Examples: Driving
events that the players will respond to. a car in traffic, climbing a rock wall, acquire
Occasionally the players will attempt to do knowledge from an intoxicated individual
something that has a chance to fail. When
this occurs either combat has begun, or a Moderate (CR 6)
skill roll is needed. This represents either easy specialized work
or non-ideal simple tasks. Examples:
Opposed Skill Roll Swimming in moving water, disguising
If two individuals are challenging each in a yourself as a beggar, break an oak door.
non-combat situation they roll opposed skill
rolls. The highest roll wins the challenge. Hard (CR 8)
Ties are re-rolled. It is difficult for most except those with a
knack for it or training. Examples: Make
Non-Opposed Skill Roll money as a musician, basic programming,
When there is the possibility of failure and pick a lock
there is no entity opposing the individual
then a non-opposed skill roll is needed. The Very Hard (CR 11)
game master sets a difficult for the Near impossible for most and definitely
attempted task and assigns a challenge requires some training. Examples: Hack into
rating (CR). The player then makes a skill a bank, bend prison bars, Intimidate the
roll which must be equal to or higher than colonel into giving up the codes
the CR to succeed at the task.
Impossible (CR 14)
No normal character can accomplish this.
Examples: knock over a truck, notice the
remnants of an invisible magical rune,
convince the king you’re his illegitimate son

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Combat Scenes

Attack/Defense Roll: D12 + Attribute Item


Your character withdraws, exchanges, or
2 Action Points Per Turn picks up an item.

Combat scenes use the character’s Move


attributes. A Normal attack is always rolled You move 20’ or 10’ through difficult terrain.
against a Normal defense, and a Special
attack is always rolled against Special Skill
defense. There may be non-combat events occurring
during the combat scene. See Skill Rolls.
Initiative and Combat Order
If anyone enters combat surprised they may Slow
not act in the first round of combat. If you successfully hit the target with an
attack roll, the target must spend 1
The character’s armor determines their additional AP to move.
initiative. Everyone acts in order with the
highest initiative going first. Stagger
If you successfully hit the target with an
Your Turn attack roll, the target has disadvantage on
Characters have 2 action points (AP) that their next armor roll.
they can allocate each turn. They may also
choose to spend 1 utility point to activate a Weaken
utility power. If you successfully hit the target with an
attack roll, the target has disadvantage on
1. Declare What You Wish To Do their next attack roll.
and Allocate Action Points
2. Make Attack rolls against Defense
Block Rolls as needed.
Until the beginning of your next turn you can
ignore a total amount of damage equal to Each target of your actions roll separate
the number of action points allotted. defense rolls. If the defense roll is equal to
or higher than the attack roll then they avoid
Damage the attack.
If you successfully hit the target with an
attack roll, each action point allotted to A Normal attack is always rolled against a
damage deals 1 point of damage to the Normal defense and your Special attack is
designated target. always rolled against Special defense.

Disarm
If you successfully hit the target with an
attack roll, the target drops their held item.
Natural attacks cannot be disarmed.

Guard
Until the beginning of your next turn the
target you are guarding can ignore a total
amount of damage equal to the number of
action points allotted.

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Character Progress

st
A character begins play at 1 level. They
level when they acquire a certain amount of
experience.

Lv 2 3
Lv 3 7
Lv 4 12
Lv 5 18
Lv 6 25
Lv 7 33
Lv 8 42
Lv 9 52
Lv 10 63

1 XP is given per session and an additional


1 XP is given whenever the game master
feels the player earned it.

Examples: Good roleplaying, reaching an


important milestone in the story, that player
bought pizza for the game master

When a character reaches a new level they


choose one of the following as a reward.

• +1 UP
• Select a new language
• Select a new utility power
• Select a new talent
• Select a new trait

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