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STEP 1: Start!
Hi there, welcome to Tiny Rugaios! This a custom system based off of Tiny D6 Frontiers (and others). The major difference for ours is that we've taken the d6 (the whole point, I know) to a d10 to give players broader chances.
If you have never used Tiny d6 before, or never used any tabletop system, we recommend you read through this guide thoroughly. It will not only encompass combat but also skills/traits outside of that.
Let's get started:
Whenever you try to do an action that will have an effect on an outcome, you roll dice.
- Normal roll: 2d10
- Disadvantage roll: 1d10
- Advantage roll: 3d10
Disadvantage always overrides advantage.
What your roll means
- 7 or less→ you fail
- 1 = critical failure
- 8 or higher→ you succeed
- 10 = critical success
STEP 2: Turn Order
When combat starts:
- Everyone rolls 2d10 and picks their highest number from those two rolls.
- Highest result goes first, lowest last.
- Each round, everyone gets 2 actions
STEP 3: Your First Action
Let’s say you attack someone.
You might emote:
It's also good etiquette to put your chosen actions at the end of your emote like above.“Jones rushes forward and swings their blade at Jack.”
[Move, Attack]
Every turn, you can take 2 actions like this.
Potential Actions: Attack, Evade, Focus, Test, Move, Suppress, Cover, Escape, Sneak/Hide
Attack: Any offensive action against an opponent.
Evade: Can either be dodging or brushing off an attack.
Focus: If you have a trait attached, you may be able to focus and gain benefits.
Test: Test your ability or save yourself from something.
Move: You can move up to 2 blocks without it needing to be an action. But if it's 3-5 (5 maximum) it must be an action.
Suppress: -
Cover: Find cover from oncoming attacks.
Escape: See step 5.
Sneak/Hide: Roll to see if you can move/hide without being detected.
STEP 4: What Happens When You’re Attacked
If someone attacks you, you can Evade immediately.
- Roll to avoid the attack
- Evade is always at disadvantage (unless something changes that)
This determines whether you dodge or defend successfully.
STEP 5: Trying to Escape
You can attempt to escape once per combat.
Escape Example
- You and your opponent roll.
- If they succeed → you both roll again
- If they succeed again → you roll one final time
- If you are successful at escaping, you leave.
- If you fail → they choose:
- Capture you
- Keep fighting
- If you fail → they choose:
If captured
- You can attempt escape again (with a plan)
- Only one roll each this time
STEP 6: Health, Danger & Death
Every player has health determined by their heritage and traits.
If you reach 0 HP
- Perform a Death Save Roll with disadvantage:
- Success → you recover 1 HP
- Failure → allies can try to save you
STEP 7: Revival (Not the End)
If your body is recovered:
- You can be revived at a revival pod (very costly)
- You must have at least:
- Head + torso
STEP 8: Not All Fights Are Deadly
If both players agree, reaching 0 HP can mean:
- Knocked out
- Defeated
STEP 9: Healing
You recover health by:
- Waiting (per OOC day → Full Health), or
- Using items or traits (medkits, drugs, etc.) (Usually partial)
STEP 10: Your Character Build
You start with:
- 1 Heritage Trait
Traits
Pick traits from the traits list.- Start with 3 traits
- Max: 10 traits
How to gain experience
1-3 experience will be awarded per event depending on your participation and how well you roleplayed.STEP 11: Weapons & Hands
You have:
- 2 hand slots (You may have more items stowed on you, but this is the amount you have in your hands.)
- 1 hand (light) or
- 2 hands (heavy)
(Every item will say what kind of weapon it is, if it doesn't assume it is Improvised)
- Light Melee (1H): knives, batons, tasers
- Heavy Melee (2H): claymores, chainsaws
- Light Ranged (1H): pistols, throwing knives
- Heavy Ranged (2H): rifles, flamethrowers
| Range | Distance | Weapons |
|---|---|---|
| Close | 0–3 blocks | Melee |
| Near | 3–6 blocks | Heavy melee, light ranged |
| Distant | 6–20 blocks | Ranged |
| Far | 20+ blocks | Heavy ranged |
STEP 12: Ammo
After combat:
- Roll an Ammo Test (2d10)
- If you fail → you are out of ammo
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