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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:

  1. Everyone rolls 2d10 and picks their highest number from those two rolls.
  2. Highest result goes first, lowest last.
  3. Each round, everyone gets 2 actions


STEP 3: Your First Action



Let’s say you attack someone.

You might emote:
“Jones rushes forward and swings their blade at Jack.”
[Move, Attack]
It's also good etiquette to put your chosen actions at the end of your emote like above.
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

  1. You and your opponent roll.
  2. If they succeed → you both roll again
  3. If they succeed again → you roll one final time
  4. If you are successful at escaping, you leave.
    • If you fail → they choose:
      • Capture you
      • Keep fighting

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
If no one succeeds → your character dies


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
Only recovered parts are restored.


STEP 8: Not All Fights Are Deadly



If both players agree, reaching 0 HP can mean:
  • Knocked out
  • Defeated
Useful for sparring or non-lethal fights.


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
This helps define your origin or identity, as well as give you unique perks. However, they won't make the bulk of your abilities.

Traits

Pick traits from the traits list.
  • Start with 3 traits
  • Max: 10 traits
You can buy more traits beyond the starting 3 using experience.

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.)
Weapons take:
  • 1 hand (light) or
  • 2 hands (heavy)
Weapon types:
(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
Ranges:

RangeDistanceWeapons
Close0–3 blocksMelee
Near3–6 blocksHeavy melee, light ranged
Distant6–20 blocksRanged
Far20+ blocksHeavy ranged



STEP 12: Ammo



After combat:
  • Roll an Ammo Test (2d10)
  • If you fail → you are out of ammo
You’ll need to resupply or borrow from others.



 
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