The Dead have Risen!
Tiny Living Dead is a micro-expansion for the TinyD6 ruleset. While the bulk of the book is a stripped down TinyD6 game designed to emulate zombie heavy survival horror, Tiny Living Dead does present the following new options:
TinyD6, Tiny Living Dead - 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 Living Dead specifically, you decide five things:
- their three "traits" (ie. class abilities)
- their Weapon Group and Weapon Type
- their Background
- their "belief"
- the gear they are carrying
That's it: creation is expected to take less than 20 minutes. For a more detailed explanation, see this site.
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 (although Tiny Living Death's combat rules are slightly modified from other Tiny D6 games).
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). When a character is reduced to 0 hit points they have to make a saving throw to avoid death.
See this site for a more detailed explanation of Tiny Living Death's rules.