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==The System: Semi-Broken, in the Grand Tradition of 90s RPGs== Like a lot of games left in the World of Darkness mold, the math of the system is bad. Essentially, it's a roll under 2d6 system, with a third d6 serving as a "check digit", which tells you how well you succeeded or how badly you failed. The problem here is that your skill level is irrelevant to '''how well''' you succeed or fail. (One house rule that sort of fixes this: You can, before rolling, declare you're taking a penalty to the 2d12 to get an equal bonus to your check digit, or vice versa.) The other interesting thing about the system is that it calls itself the d666 system, mainly because of the way it crits, in a "I see what you did there" way: If you roll 1,1, and 1, the result is always tilted towards Heaven's interests, while the result of a roll of 6,6 and 6 is always tilted towards Hell's. Or you could just play the official GURPS conversion, which is probably better. (The setting was more notable than the system, anyway.)
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