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TinyD6

Publisher Description

TinyD6 gets apocalyptic!



The versatile and minimalist TinyD6 ruleset hits the road in this post-apocalyptic sourcebook. Containing new rules for settlements, vehicles, and mutations, Tiny Wastelands is your trust companion in the blasted landscapes of the near-future.

Included are over a dozen lightly detailed settings, written by some of the best authors out there. These “micro-settings” are light-weight, open-ended and designed to be inspirational for your games and provide a fast, easy jumping point for your campaign! Covering a wide selection of post-apocalyptic genres and ideas, there's something for everyone in Tiny Wastelands!

Featuring Micro-Settings by: John Kennedy, Darren Pearce, Scott Smith, Wendelyn Reischl, Paul Weimer, Jean-Baptiste Perrin, Steve Radabaugh, Shawn Carmen, Mari Murdock, Dianna Gunn, Steve Diamond, Elizabeth Chaipraditkul, Marie Brennan, Angus Abranson, Jaym Gates, Tobie Abad

Tiny Wastelands is a complete rulebook, but to fully utilize the scope of the game, a deck of Enclave Cards is required.

 

TinyD6, Tiny Wastelands - Rules SummaryCollapse

Character Creation [ edit ]

One of Alan Bahr's goals in creating the Tiny D6 system was to be able to fit an entire character sheet on a single index card.  This should give some indication of exactly how "rules light" Tiny D6 truly is.

To create a character in Tiny Wastelands you start by choosing an Archetype, such as Mutant, Survivor, or Crazy.  Each archetype has a particular trait associated; for instance, the Survivor archetype gets the Always Prepared trait, which gives them an advantage when making checks to find shelter or aid.

Next, you decide just a few more things:

  • three more "traits" (ie. class abilities; there are about 50 to chose from but some , eg. ones which give mutations, won't be relevant in every campaign)
  • the character's "drive", which is somewhat similar to an alignment, eg. "No one harms my city"
  • the gear they are carrying

That's it: creation is expected to take less than 20 minutes.

Core Mechanics [ edit ]

To succeed at an action in Tiny D6 you roll 2d6, and must get a 5 or a 6 to succeed.  This is known as a "test".  If the test is at a disadvantage you only roll one die, and if you instead have an advantage you roll 3d6.

For instance, if one of your traits is relevant to the action, you gain an advantage to the roll, and get to roll 3d6. Because the entire game revolves around this system, 3d6 is the most dice you need to play.

Combat [ edit ]

​As you might expect, combat in Tiny D6 is handled as a series of these tests.  Combat goes in rounds, with initiative set through a test.  Each round the character gets two actions, and a successful attack normally does only a single point of damage (most characters have <10 hit points).​

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