Double Twelve

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INTRODUCTION

Welcome to the Double Twelve (DD12 for short) system reference page, a science-fiction oriented rule system for tabletop roleplaying games.

On this page you will find all the basic rules, mechanics and materials needed to play using the DD12 system and to create content compatible with it.

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WHAT IS THE EVE SYSTEM

The DD12 is a game engine for tabletop roleplaying games, crateted by Lightfish Games. It is focused mostly on modern and sci-fi genres. Developed starting from the same design philosophy of the 5th Edition of the most popular rpg of all time, DD12 is equally influenced by many other games, both classical and modern.

Born to be the game engine behind Farsight RPG, the DD12 is easy to learn and master, but don’t get it wrong! While retaining an essential style and game dynamic, DD12 implements basic mechanics and features designed to best fit a science fiction oriented game style.

And it doesn’t stop there! Character creation and progression is handled in a very open way, without relying on the encoded steretypes typical of the fantasy genre, and instead opening the way to a modular and versatile process that allows players to fully customize their characters.

So, if you’re interested, go on and dive into this page, starting by reading this Introduction that will give you a brief overview of the DD12 System.

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HOW TO START

If this is your first time here, start by reading this introduction in its entirety, which will give you a general idea of the basics of the system.

What you need to play

To play using the DD12 System you will need at least three people, although the ideal would be four or five. One of those present will be the Game Master and the others will be the players. You will need to have this rules, character sheet, pencils and paper or, if you prefer, any other electronic means of recording information at the table. You will also need some polyhedral dice (see below).
If you are going to play your first game as a GM, you should read and familiarize with all the content of this reference page . But remember that you don’t have to memorize everything at once – you just need to know where to find the rules you need while playing.

Game dice

The DD12 System uses some types of polyhedral dice, which means that they have a different number of sides:

  • the twelve-sided dice (indicated as d12), the main dice used in this system (the d20 is already too used! Glory to the d12!)
  • the ten-sided dice (d10)
  • the eight-sided dice (d8)
  • the common six-sided dice (d6)
  • the four-sided dice (d4)

To play you will need three or four dice of each type.

The same letter “d” also appears in the expressions d5, d3 and d2. To simulate rolls of 1d5 or 1d3, roll a d10 and a d6 respectively and divide the result by 2 (rounding it up). Otherwise, to simulate 1d2, you can roll any die assigning 1 to odd results and 2 to even results.

Sometimes you will need to make a roll that generates a number between 1 and 100, called a percentile dice or d100. To do this, just roll two ten-sided dice (which are numbered from 0 to 9). One die (specified before rolling) gives the tens digit and the other gives the units digit. If you roll a 7 and a 1, for example, the result will be 71. Two 0s represent 100. Using the same method it is also possible to roll the so-called d66 and d88, using respectively two d6s or two d8s instead of two d10s and always assigning a die for the tens and one for the units, thus obtaining a two-digit number between 11 and 66 or between 11 and 88. Obviously some numbers are impossible to obtain with a d66 or a d88.

When rolling dice, the rules tell you the amount and type of dice to roll, as well as the modifier to add. For example, “3d10 + 5” means you need to roll three ten-sided dice, add them up, and add 5 to the total.

The structure of the game

In general, playing using the DD12 System follows this basic course.

  1. The Game Master describes the environment. The GM describes to the players the situation and environment their characters are in, exposing the basic options that are presented to them (who and what is nearby, how many doors lead out of the room, and so on).
  2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying “Let’s take the corridor to the north”, for example. Other times the characters will act individually: one of them might examine a computer, another study the lock of a door and a third keeps watch for threats. After listening to them, the GM will decide how to resolve all their actions.
    Sometimes resolving a task is easy. If a character wants to opens a door, the GM might just say that it opens and describe what lies beyond it. Other times, however, completing the action may prove more difficult (perhaps the door is closed or protected by a hidden trap). In those cases, the GM decides what happens, often relying on a dice roll to determine the outcome of the action.
  3. The GM narrates the results of the character’s actions. The description of the results often leads to another decision point, which brings the flow of the game right back to step 1.

This procedure holds whether the characters are exploring a ruin, dealing with a merchant, or fighting an alien creature. In certain situations, especially in combat, the action is more structured and the players (and GM) do take turns, but in most cases the game is fluid and flexible and adapts to the circumstances of the adventure.
Often an adventure takes place in the imagination of the players and the GM, relying on the latter’s verbal descriptions to set the scene. Some GMs like to use music, illustrations or sound effects to help set the mood. Sometimes the GM might also lay out a map and use tokens or miniatures to represent each creature involved in a scene to help players visualize where everyone is.

Abilities and checks

Each character or creature in the game has seven ability – Combativity, Strenght, Dexterity, Perception, Intelligence, Will and Tech – and each of them is represented by a numerical value, called score, which usually ranges from 0 to 6, with 1 to represent the normal human average. These scores are the foundation of the game rules.
When your character wants to do something whose outcome is uncertain (like hitting an enemy or jumping over a chasm) the GM will ask you to make an ability check, that is a dice roll to determine if the action is successful or not.
In these cases, you roll two twelve-sided dice (2d12), add their results together, and add the appropriate ability score, as indicated below.

Ability Check = 2d12 + ability score

Often you will have to apply other modifiers to the check as well, the most common of which come from skills, particular proficiencies of the character (skills are described in the Core Rules section).
If the total is equal to or greater than the target number, called the Difficulty Class (DC), the ability check is successful, otherwise it fails. The GM determines the DCs and tells the players whether their rolls were successful or not.
This simple rule governs the resolution of almost all actions in the game.

Special results

On an ability check, if one or both of the dice result in a 1 or 12, you got a special result that will cause unexpected events to happen.
Detailed rules on special results are described in the Core Rules section.

Advantage and disadvantage

Sometimes an ability check is modified by special situations called advantages and disadvantages. An advantage reflects circumstances favorable to the success of the check, while a disadvantage is the exact opposite.
When you have either advantage or disadvantage, roll an additional d12 when you make the roll. If you have advantage you keep the two best results, discarding the worst of the three. On the contrary, if you have disadvantage you must do exactly the opposite, keeping the two lowest results and discarding the best. For example, if you roll 3, 5 and 9, when you have advantage you keep the 5 and 9 and the total result of the roll will be 14, if you have disadvantage you keep the 3 and 5 and consequently the total will be 8.
Detailed rules for advantage and disadvantage are described in the Core Rules section.

General criteria

Lastly, always keep in mind the two general rules described below.

Specific beats generic

Many specific rules decribed in this book, such as racial traits, class features, and other game elements, break the general rules, creating exceptions to them. Remember this: if a specific rule contradicts a general rule, the specific rule wins.
Exceptions to the rules are often minor. For example, many adventurers don’t have radiation resistance, but every kergan does because of a racial trait. That trait thus creates a small exception in the game. Other “rule-breaking” examples are more evident. For example, an adventurer cannot normally teleport, but some psionic powers make it possible. Psionic powers account for many of the major exceptions to the rules.

Round down

The last general rule to take into account is the following: during the game, every time you divide a number and get a fraction, always round it down, unless the rules expressly indicate otherwise.[/vc_column_text][/vc_column][/vc_row]