Tiny Warcraft

Tiny Warcraft is a conversion of 'Advanced Tiny Dungeon' by Gallant Knight Games for the Warcraft setting. 'Warcraft' is owned by Blizzard Entertainment.
All rights reserved by their original owners.
Tiny Warcraft by Bleyjo.


Tiny Warcraft is based on the 'Advanced Tiny Dungeon' RPG system published by Gallant Knight Games. It is part of their 'TinyD6' rules ecosystem, which is known for its minimalist and rules-lite approach to roleplaying. The emphasis is on storytelling and roleplaying rather than complex mechanics, and this system encourages collaborative storytelling and provides the players with narrative control, allowing them to contribure to the game's ever evolving plot.Tiny Warcraft is a minimalistic roleplaying game that delivers a satisfying gaming experience without books upon books of rules and options. While Tiny Warcraft does assume its players are familiar with tabletop roleplaying, newcomers and veterans alike should be able to easily understand the base mechancis of the game.To use Tiny Warcraft in-game, you will need the following plugins:

How to Play


Before you create your Adventurers, it's time to get down to the nitty-gritty of playing the game. Understanding the basics will make the Adventurer creation process more enjoyable.The premise of Tiny Warcraft involves a group of people getting together to collaboratively tell a story in the Warcraft setting, most likely using World of Warcraft as a lense in which to view this story and your characters. Most players will create characters, called Adventurers, to act as the main characters for the story being told. Another player will take on the role of the Game Master (GM), who will control the background and NPCs. The GM will guide the players through a story, called an Adventure or a Session.Tiny Warcraft is designed with an always-online MMORPG setting in mind, rather than exclusively being played through time-limited sessions like traditional RPGs. This includes having pre-planned events as well as casual roleplay sessions that could occur without a GM present. These rules aim to create an environment where these smaller player-driven sessions can happen without needing a GM present, while still maintaining structure and meaningful progression.While a GM is leading players on an adventure, their word is law and supercedes anything written in the rules. When there is no GM present, players can mutually come to an agreement on how to handle disputes. These ad-hoc rulings aren't permanent, and are only needed to help smooth over uncertainties or disagreements as and when needed.The rules encourage flexibility and creativity, allowing players to seamlessly transition between GM-led sessions and freeform roleplay. In this way, Tiny Warcraft aims to foster a living, breathing world where stories can evolve organically, driven by the collective imagination and contributions of its players and GMs.


Tests, Obstacles, and Saves

The core mechanic of Tiny Warcraft involved rolling dice to determine the outcome of your actions, called Tests. A standard test involves rolling 2 6-sided dice (2d6), and the test is successful if any of those dice land on a 5 or a 6. The minimum number needed for a success is your success target when rolling dice, which is 5 by default unless specified otherwise.Some situations, traits, or even at a GM's discretion may give you Advantage or Disadvantage. When rolling with Advantage you roll 3d6, and with Disadvantage only 1d6. Disadvantage always takes precedence over Advantage, meaning if you have both Advantage and Disadvantage imposed you roll as if you have only Disadvantage. The only exception is when Advantage is given from a magical item. Why? Because it's magic.Regardless of how many sources of Advantage you have, the maximum amount of dice you can roll is 3d6.In addition to Advantage and Disadvantage, a GM can declare a test to be Easy or Difficult to adjust your chances of success. Easy tests lower the number you need to succeed by 1, while Difficult tests increase by 1. Unlike Advantage and Disadvantage, if a Test has Easy and Difficult imposed on it at the same time they cancel each other out. In vary rare cases, you may have multiple sources making a Test Easy and multiple sources making the same Test Difficult. In these cases, use whichever has more.
For example, if you have two things making a Test Easy and one thing making it Difficult, the Test is Easy.
If there are multiple sources making a Test Easy, your success target is only reduced by 1, not 1 for each source making the Test Easy. This is the same for Difficult Tests, only increasing the success target by 1 overall.You can always choose to fail any Test you've been asked to roll if you feel it would fit the narrative you're trying to tell better.For those who like to know the odds, here are the chances of successful Tests:

DifficultyDisadvantage (1d6)Standard (2d6)Advantage (3d6)
Easy50%75%88%
Normal33%56%70%
Difficult17%31%42%

Obstacles are challenges that require you to make a standard test to overcome. These could be anything from attempting to barter with a trader, trying to lockpick a door, searching a room for hidden items, or trying to resolve confict with words ratehr than violence. An obstacle can be overcome with good roleplay without requiring a test but in most situations a test will be necessary to determine the outcome.Save Tests are tests rolled when reacting to something happening to you, like needing to leap out the way of a falling pillar or grasp onto a ledge after your climbing rope snaps.Death Saves are a specific type of Save Test that you roll when you start your turn in combat at 0 HP. A success will see yourself back on your feet with 1 HP, but if you fail a Death Save for 2 rounds in a row you are defeated for the rest of the combat. At this point, you're knocked unconscious and without further assistance you won't regain consciousness for the rest of the fight. Once combat has subsided, you can revitalise a defeated target through traits or magic items. Being revitalised brings you back to consciousness with 1 HP. If you aren't able to be revitalised during an adventure, you are considered to be revitalised after the adventure has ended.


Weapons and Armour

There are five weapon categories in Tiny Warcraft: Light Melee, Heavy Melee, Ranged, Unarmed, and Improvised. Every weapon will fit into one of these five categories. By default, you are considered untrained with each category unless you choose them at character creation, are granted them through a trait, or unlock training in them through spending XP.Light Melee weapons only require one hand to hold, freeing up your other hand. Attacks with Light Melee weapons deal 1 damage. Examples include daggers, short swords, and maces. If you can swing it effectively with just one hand, it's probably a Light Melee weapon. In WOW, this would be one-handed swords, axes, daggers, and maces.Heavy Melee weapons require you to wield them with both hands due to them being so large and/or heavy. Heavy Melee weapons deal 2 damage. Due to them being so cumbersome, you can only make one attack per turn with a Heavy Melee weapon. Conversely, if you make an attack with another type of weapon, you cannot make an attack with a Heavy Melee weapon in the same turn. You can still use your other action for non-attack actions as normal during your turn in combat. Examples include great swords, warhammers, polearms, and spears. In WOW, this would be two-handed swords, axes, maces, polearms, and staves.Ranged weapons only require one hand to carry, but two to operate. They can target anyone within your line of sight, but attacks made against enemies within close range are done at Disadvantage. Ranged weapons require one action to load and then another action to shoot (traits may alter this). Unless specified otherwise, it's assumed you are always carrying enough ammunition for your Ranged weapons during your adventures. Examples include slings, bows, crossbows, and rifles. In WOW, this would be bows, crossbows, guns, and thrown weapons.Unarmed combat is, as it suggests, fighting using only barehanded or martial combat. While this covers punches, kicks, headbutts, and other bodily attacks, it also includes weapons that resemble unarmed combat tactics. Examples include brass knuckles, gauntlets, punching daggers, and hand claws. In WOW, this would be fist weapons.Improvised Weapons are anything you find in your surroundings that could be used as a weapon. Whether an improvised weapon is treated as Light, Heavy, or Ranged is up to a GM at the time. Examples include bar stools, broken glass bottles, rocks, and an unworn boot.Without Armour, Adventurers have a base Armour Class (AC) of 3 (some heritages may change this). Wearing armour increases your AC by the amount of AC Bonus shown in the table below.

ArmourAC bonus
Light Armour+1
Heavy Armour+2
ShieldsNone

Light Armour gives minimal protection, but has the benefits of being able to be worn by anyone. No traits are needed to wear Light Armour, and Light Armour is included in every Adventurer's starting kit. Examples include enchanted robes, leather armour, and heavy pelts. If it's light enough to not encumber movement, it's probably Light Armour.Heavy Armour gives better protection than Light Armour. You require the Armour Mastery trait to use Heavy Armour, however. Examples include chain mail, plate mail, and chitin armour.Shields don't increase your AC. Instead, if you are wielding a shield and have the Shield Bearer trait, you can make Evade Tests with 2d6 instead of 1d6.


Range Zones

In combat, there are three zones that represent the distances between you and your opponents. These zones are viewed from your perspective.Close is someone you can reach out and touch, strike, or aid without moving or unbalancing yourself. All melee attacks can strike at close range. You can use ranged attacks in close range, but only at disadvantage. Close range is roughly 2 yards around you.Near is just out of reach. Heavy Melee weapons can strike enemies in near range, but light melee attacks just can't reach. Near range is roughly 2-3 yards around you.Far is anything further away than near range. No melee attacks can be made at this range. As long as you have line of sight, you can still make ranged attacks. This is anything beyond 3 yards, usually.Moving is more difficult with enemies nearby. If you move into close range with enemies, you may not move again during that turn. This restriction even limits extra movement ailities granted by certain traits, unless they specify otherwise. This restriction is only for moving into close range of enemies, but not for moving away from enemies.


Combat

A GM will usually announce when combat is about to begin by requesting an Initiative Test. Each adventurer rolls a standard 2d6 test, and your initiative is determined to be the total sum of what you rolled.Combat is strictly turn-based to keep things running smoothly. Each participant, including the Adventurers and their opponents, are ranked in order of highest to lowest initiative test result. A Round of comat is one full completion of this turn order, letting each adventurer and NPC take their actions on their respective turns. Combat continues through multiple rounds until the Adventurers accomplish their goals or are defeated. While it may take some time to complete a round of combat, each round only lasts 5-6 seconds in-game.During your turn, you have two Actions. You can choose to move, attack, and generally not be useless with these Actions. Attacking, moving, holstering or drawing a weapon, grabbing an item, and any other perceivable form of doing something is an action. You can use both of your actions to do the same thing twice, like attacking twice, or to do two different things, like attacking and then taking cover. Certain effects may limit what actions you can take, but you will always have two actions to use during your turn in combat.Attacking is the most important aspect of Combat. to attack an enemy, you need to be in range to do so with your chosen weapon. If you're untrained with your weapon's category, you test with Disadvantage. If you're trained with that category, you can roll a Standard 2d6. If you've mastered that specific weapon, you can roll with Advantage.Attack tests work differently than regular Tests. Your Success Target is your opponent's AC, and you deal your weapon's damage to your opponent for every dice roll you succeed. For example, if you're rolling 3d6 with a heavy weapon and succeed on 2 out of 3 rolls, you deal 4 damage to your opponent. For Attack tests, a roll of 6 is always considered a success even if the target's AC is higher than 6. A roll of 1 is always considered a failure.If you have something that gives you extra damage, this is added onto your total damage done and not on each success. You need at least one success for extra damage to be applied. This is the same for damage reductions, being applied to your total damage.

Actions

There are some actions you can take that don't count as one of your two actions during combat, called Free Actions. These usually require GM approval, unless you have a trait, ability, or item that lets you do something as a Free Action.No list could cover every possibility, but here are some common actions you can do:

  • Attack

  • Evade

  • Focus

  • Hide

  • Move

  • Trigger Condition Action

Attack: Test against your target's AC using a weapon you are wielding. You deal your weapon's damage to your target for each successful roll you make.Evade: Until the start of your next turn, you can Test 1d6 when you are successfully hit by an enemy. If you succeed, you can evade the attack and avoid all damage from it.Focus: Your next Attack test is considered Easy, lowering your success target by 1.Hide: Make a Standard Test. If successful, you are hidden or your actions went unnoticed. You cannot be attacked while hidden.
Note that you cannot simply hide in plain sight, and would need some form of cover, concealment, or magic to hide. Attacking while hidden reveals your location to your opponents, even if your attack misses.
Move: You can move up to 10 yards with a single Move action. You may move through spaces occupied by allies, but you must end your move on an empty space. You cannot move through enemies without a trait. Moving into Close Range with an Enemy ends your movement.Trigger Condition Action: A unique action that imparts a Condition onto a target instead of doing damage. You do not roll for a Trigger Condition Action, instead your target makes a Save Test to resist the condition. You cannot make a Trigger Condition Action unless you have a trait, tool, or something else that specifies you can trigger a condition on a target.

Conditions

Conditions are status effects that can be applied to you or your opponents during combat. Upon receiving a Condition you can immediately roll a Save Test to avoid gaining the effect altogether.conditions that are applied due to environmental effects in a specified area are always applied when you start your turn in or move into the affected area, and you cannot roll to Save from these effects. These conditions only persist while in those areas, and leaving them will remove the effect from you.Some conditions are only active for one turn, while others continue to apply their effects until an action is taken to remove it. Continual Conditions will have the symbol next to their name to differentiate these from one-time effects. You can remove one Continual Condition from yourself as an Action, or you can make a Save Test at the end of your turn. Spending an action to remove it guarantees its removal, but at the cost of one of your actions in combat. Choosing to roll a Save Test at the end of your turn lets you use your two Actions as normal, but comes with the risk of failing your Save Test.Conditions effects are applied immediately, and Continual Conditions repeat their effect at the start of each of your subsequent turns while they're active.

ConditionEffect
BlindYou have disadvantage on all rolls that would require your sight. This includes both combat and non-combat actions.
Damage Over Time ↺You take 1 point of damage on each of your turns.
DazedUntil the end of your next turn, all Actions you take are Difficult.
EnergisedYou gain an additional action (up to a maximum of 3), and your speed is increased by 3 yards until the end of your next turn.
FatiguedYour movement speed is reduced to 5 yards until the end of your next turn.
IntoxicatedYou gain disadvantage when making attack rolls and rolls that require careful and delicate manipulation, social grace, or might be severely effeted by your intoxication.
Illuminated ↺Tests made to hide are Difficult.
ProneYou are knocked prone until the start of your next turn. All Attack Tests targetting you are Easy. On your next turn you can return to your feet as a Free Action.
Root ↺You are unable to take the Move action.
StaggerYou have been knocked off balance. Until the start of your next turn, any damage you deal is reduced by 1.
Taunteduntil the end of your next turn, any Attack actions you take must be made against the opponent who applied this effect to you.
WeakenedUntil the start of your next turn, any damage you take is increased by 1.

Health and Defeat

Hit Points are determined through your character's Heritage. These Hit Points represent how much damage your body can take before you lose consciousness. Your
Hit Points can be upgraded by spending XP gained throughout your adventures.
You need at least 6 hours of uninterrupted sleep every day to regain your strength. If you manage to do this, you fully restore any lost Hit Points. Otherwise, you gain 2 Hit Points for every hour of sleep.When asleep, you are unconscious. If something is going on around you, you are less likely to be aware of it and have Disadvantage when making a Test to see if something would wake you up.The Defeat process begins when you've taken enough damage to reduce your Hit Points to 0. Hit Points cannot be reduced below 0, so an attack of 3 damage when you only have 1 Hit Point will still only put you to 0. At this point, you're knocked unconscious and, without further assistance, you could succumb to your wounds and be defeated.If you are at 0 Hit Points at the start of your turn in Combat, the only action you can take is a Death Save to try and stabalise yourself. A successful Death Save brings you back to consciousness at 1 Hit Point and ends your turn. If you fail this Test, however, you get one more chance at the start of your next turn. If you fail your second Death Save, your adventurer is defeated.While you are unconscious, any ally can attempt to Stabalise you by making a Save Test as an Action on their turn, provided they are within Close Range of you. On a success, you are restored as if you had succeeded a Death Save and will start your next turn as normal. Additionally, anything that would heal you while you are unconscious will also provide this benefit.If you are defeated, don't worry too much. There are usually ways for defeated adventurers to be brought back into an adventure, and hopefully one of your companions will be willing to drag your unconscious body to a safe haven where you can be recuperated.If every party member is defeated, the party fails. What this means is ultimately up to the individual players, but typically the party regains consciousness and after some time is forced to retreat to mend their wounds.In Advanced Tiny Dungeon, a failed Death Save would kill your character. However, Tiny Warcraft gives you the option of sparing your character from death by choosing to be 'defeated' and sitting out the rest of the combat until someone is able to revive or revitalise you at a GM's discretion. Death is a narrative choice that only you can make, if you feel it fits the narrative you are trying to tell with your character. In the Warcraft universe death is not always the end for a character, and can lead to further storytelling if you want to pursue this narrative.


Additional Rules

Flavouring

In Tiny Warcraft, you will gain various abilities and actions that let you interact with the story. While these have names that evoke a specific feel or theme, you are free to change that theme to better fit your character. For example, magical abilities are handled through several traits as well as through magical items obtained during your adventures. The primary magic trait is Spellcaster, but there are some other traits that could be either magical or practical. This distinction is up to each player. For example, a priest might take the Healer trait and describe their healing through channeling the Light, while a scholar might take this trait and describe their healing through salves, bandages, and other medicinal means. The outcome is the same, but the flavour is up to you.

Aerial Combat

Creatures can hover if they are using a spell to fly or if they have wings that allow hovering. For these creatures, aerial combat is no different than ground combat. You would follow all normal rules for movement and attacking.Creatures who are flying with wings like those of a bird or a bat must constantly be in motion or they will fall. For these creatures, aerial combat is slightly different. They must move every Action, though they may attack and perform other Actions while moving. Ranged attacks made while moving are Difficult. To make a Melee attack, you must fly within Close Range of your opponent at some point during your movement and attack in passing. Moving in and out of Close Range during this doesn't stop your movement like it would in ground combat.

Underwater Combat

When making melee attacks underwater, you have Disadvantage unless it's a spear, triden, or similar stabbing weapon. Ranged attacks automatically miss targets more than 10 yards away. How magic is affected is up to the GM based on the type of magic being used. For anyone wearing Heavy Armour, your Movement speed is halved.

Combat Companions

Combat Companions are powerful creatures that follow the call of their master, and serve alongside as friends and allies. To have a Combat Companion, you need the Combat Companion Prestige Trait.To create your companion, select a Companion Type from the table below. Each Combat Companion also gets 2 traits from the Traits list. Each Companion has a base move speed of 10 yards, just like Adventurers, as well as 2 actions in combat. They take their turn in combat at the same time sa you, and you can control both your Adventurer and your Companion in the same turn. Even if you are unconscious, you can still control your Companion. Each Companion can make unarmed attacks as Standard attacks.

TypeDescription
SmallLittle, fast, easier to maintain, this represents small cats, dogs, birds, imps, and other similar-sized creatures.
8 HP, 4 AC
Small Companions get the Evasive Trait, and either the Sneaky or Fly Trait.
Evasive: Whenever you are attacked, you may roll with Disadvantage. On a success, the attack misses. This does not stack with Evade.
Sneaky: See Traits List.
Fly: This Companion can fly up to 20 yards as a Move Action.
MediumA Medium Companion represents animals such as large cats, wolves, deer, felhunters, succubi, and similar sized creatures.
12 HP, 4 AC
Maul: This creature's attacks have Advantage.
LargeA large creature represents horses, stags, summoned elementals, felguards, and other large creatures.
16 HP, 4 AC
Crushing Blows: This creature's attacks count as Heavy Melee attacks, and deal an additional +1 on top of their Heavy Melee attack damage.

The Rules Don't Cover This!

Tiny Warcraft is a minimalist rule set and it provides only a framework for gameplay. There are a lot of scenarios that could happen in a game that these rules don’t cover—but neither do the epic tomes that other game systems use. Instead, we use the idea that Rulings are Greater Than Rules.This means that if a situation arises where a player is asking for a ruling that these rules don’t answer, it is up to a GM to provide a ruling or, for GM-less sessions, a group decision to be made. It also means that even if there is a rule, the GM is free to override the rule in situations where using it would detract from the fun of the game. This is known as Game Master Fiat, which basically means, “If the GM says it is so, then it is so.” Ultimately a GM has final say on how the game is played and how the rules are enforced. This should be done with intent to provide the most fun and engaging experience for everyone involved.

Character Creation


Creating Your Adventurer

Creating your adventurer is a quick and easy process. You don't need to necessarily follow this specific order, but it serves as a nice outline.Heritage: Select a Heritage from the Heritages list below. When choosing a Heritage, you gain abilities that are particular to that Heritage, as well as giving your Adventurer a starting point for their world view. Tiny Warcraft categorises Heritages by their overarching faction allegiances:

Archetype: Your Archetype is your adventurer's role in the party. Your Archetype gives you access to unique features to help your party overcome obstacles, and a balanced party should include a mix of different Archetypes.Traits: Select three Traits from the Traits List. Traits are how you represent what your adventurer is capable of. These define what you can and can't do, both mechanically and story-wise. While you start with 3, you can unlock up to 7 total traits through XP gained during your adventures. Traits gained through your Heritage and your Archetype don't count as part of your "chosen" traits.Weapon Proficiencies: Choose one weapon category to be Trained in. You cannot select Unarmed Combat or Improvised Weapons as your starting proficiency, as these must be gained through traits. From your chosen weapon group, select one specific type of weapon to be Mastered with. For example, if you chose Light Melee weapons, you could be Mastered in Rapiers. Your Mastered weapon doesn't need to be on the examples listed under your chosen weapon category, just as long as it fits the description of that category.Trade: Decide what your character's occupation or trade. This is totally up to you, and should be what your character is most knowledgeable on such as being a tailor or an airship pilot. This can infer advantage on Tests relating to that topic if you roleplay it well.


Progressing your Adventurer

Gaining experience is one of the most exciting and fun parts of a roleplaying game. Much like everything in Tiny Warcraft, the rules are fairly straightforward.At the end of every GM'd session, the GM will award XP. This is awarded to the group as a whole, meaning everyone gets the same amount of XP for their adventurer.XP is categorised into types. You can be awarded the XP from each type once per week. Your guild can decide when this rest is, but an easy one to remember is World of Warcraft's realm reset time:
• EU Wednesday 04:00 UTC
• US, Latin, & OCE Tuesday 15:00 UTC

  • 1 XP as Roleplay XP for good roleplay (staying in character to talk to NPCs, describing your successes and failures in detail, etc.) This is Roleplay XP.

  • 1 XP as Victory XP for defeating enemies or overcoming challenges.

  • 1 XP as Campaign XP for advancing the plot and progressing through an adventure.

  • 1 XP as Completion XP if the players finish an adventure or campaign.

  • 1 XP as Significance XP for anything else the GM feels is significant, memorable, or outstanding that would warrant another XP. This should be for rare moments that will be talked about for days, weeks, months, and years to come.

  • 2 XP as Passive XP for every week that you don't gain any other type of XP. Sometimes you need to be abscent for a few events, or you have connection issues. Whatever the reason, if you are unable to claim any other form of XP in any given week you can still claim 2 XP as passive progression. This lets you still develop your adventurer even if you aren't able to attend events.

You may only earn each type of XP on this list once per week, even if you do it multiple times. For example, if you defeat three sets of monsters you would still only get 1 XP, rather than 1 XP for each group. On average, you should end each adventure with 3-5 XP.Gained XP gets added to your XP total. This builds up over your adventures. You can use this XP to purchase upgrades for your character:

  • 3 XP: Swap out one of your traits for a new trait, or change your Archetype.

  • 6 XP: A permanent increase to your HP of 1.

  • 8 XP: Training in a new weapon category or mastering a new weapon within an already trained category.

  • 10 XP: A new trait. You can have a total of 7 chosen traits, including the 3 you chose at character creation. Your Heritage and Archetype traits don't count towards this total.


Heritages

What we call "Heritage" in Tiny Warcraft is what many other games, World of Warcraft incldued, refer to as your "race". Race, however, is an inelegant word as it fails to account for the full spectrum of your cultural, environmental, familial, and genetic background. Using Heritage allows us to recognise and embrace diversity within groups as well as create new groups on broader grounds than genus and species.Void Elves and Blood Elves are perfect examples of this. Racially they are both High Elves, but Void Elves and High Elves are very different Heritages.


Heritages of the Alliance

The noble races of the Alliance are bound together by proud traditions of nobility, honor, faith, justice and sacrifice. The many different Alliance peoples all contribute their technical, arcane, and spiritual wisdom toward the goal of a peaceful and just world.There are 7 Alliance Heritages:

HeritageHPACTraits
Draenei144Inner Light
Dwarves163Might of the Mountains
Gnomes83Ingenius Tinkerer
Humans123Additional Trait
Night Elves123Stalker or Demonic
Void Elves103Ethereal Shift
Worgen123Feral Attacks

Draenei

Driven from their home world of Argus, the honorable draenei fled the Burning Legion for eons before finding a remote planet to settle on. They shared this world with the shamanistic orcs and named it Draenor. In time the Legion corrupted the orcs, who waged war and nearly exterminated the peaceful draenei. A lucky few fled to Azeroth, where they now seek allies in their battle against the Burning Legion.Fighting a long, bitter war against the Burning Legion, these draenei soldiers were infused with the Holy Light to become living weapons. Victorious at last, these Lightforged stand ready to defend Azeroth.As a Draenei, you could be from the original group that fled the Burning Legion on-board the Exodar and landed in Northern Kalimdor, or part of the Army of the Light that has spent the past 1,000 years fighting the Burning Legion across the cosmos. Or, you could create your own origin for your Draenei.Draenei characters gain the following Heritage Trait:Inner Light
As an action, you can choose to make a Standard Test to heal a target for 2 Hit Points or deal 2 damage to them. They must be within Near Range, and they must have taken damage within the last 3 rounds.


Dwarves

Bold and adventurous, the Dwarves of Ironforge are a hardy people who relish battle and exploration. Recently, records surfaced of a god-like race said to have given the Dwarves life, fueling their desire for exploration and archaeology as they seek to unearth the mysteries of their progenitors.Known for their fiery tempers and fierce determination, the Dark Iron have a history of strife with the other dwarven clans--as well as their own kin. Queen-Regeant[sic] Moira seeks to unite her people and lead them in the fight to save Azeroth.As a Dwarf, you could be from any of the major dwarven clans or you could create your own origin for your Dwarf.Dwarf characters gain the following Heritage Trait:Might of the Mountains
When you are successfully hit with an attack, you may choose to take 1 extra damage. If you do, on your next turn all of your successful attacks deal +1 damage.


Gnomes

Clever and eccentric, Gnomes are a race of tiny tinkerers, trailblazers, and technological geniuses, renowned for their intellect and radical ideas. Despite the destruction of their home city, they remain cheerful and ever-devoted to their work.Though they once sought to mechanize themselves completely, the mechagnomes now seek a balance between flesh and steel. Emerging from years of isolation on Mechagon, they bring both ingenuity and aptitude to the Alliance.As a Gnome, your character could be from Gnomeregan or Mechagon. Or, you could create your own origin for your Gnome.Gnome characters have the following Heritage Trait:Ingenius Tinkerer
Once per rest, you may produce a small mechanical device with a specific function:
Trap: Create a simple mechanical trap. A creature triggering it must succeed a Save Test or take 4 damage and gain the Rooted condition.
Tool: Produce a gadget that can help overcome a specific obstacle, such as a lockpick, a compass, a mechanical light source, or a grappling hook.
The device requires basic materials and roughly 10 minutes to assemble. The device ceases to function after 24 hours or after it has been used for its intended purpose. If you have the Trapmaster Trait, you may create two items per day instead of one.


Humans

Humans are a young race, and thus highly versatile, mastering the arts of combat, craftsmanship, and magic with stunning efficiency. The humans' valor and optimism have led them to build some of the world's greatest kingdoms. In this troubled era, after generations of conflict, humanity seeks to rekindle its former glory and forge a shining new future.As a Human, you character can be from any of the known Human Kingdoms. Or, you could create your own origin for your Human.Humans have no unique Heritage Trait. Instead, you may pick one of the traits from the Traits List as your Heritage Trait.


Night Elves

Ten thousand years ago, the night elves founded a vast empire, but their reckless use of primal magic brought them to ruin. In grief, they withdrew to the forests and remained isolated there until the return of their ancient enemy, the Burning Legion. With no other choice, the night elves emerged at last from their seclusion to fight for their place in the new world.As a Night Elf, your character could be from the Night Elves of Darnassus or you could create your own origin for your Night Elf.Night Elves can start with one of the following Heritage Traits:Stalker
You never have Disadvantage when attempting to hide or sneak through natural environments. If you make an attack while hidden, you may make a Hide Test with Advantage as an Action. On a success, you remain hidden and your location isn't revealed to your enemies.
Demonic
Due to your Illidari training, you have demonic wings and horns. With these wings you can hover and move 40 yards through the air in a single Move Action. You also have Horns as a Mastered Weapon, in addition to the Mastered Weapon you choose at Adventurer creation. Attacks with your horns are considered Unarmed Attacks.


Void Elves

Seeking to harness the corruptive magic of the Void, these outcast elves endured an unexpected transformation. They are determined to master their newfound powers and resist the whispers eager to lure them into madness.As a Void Elf, your character could be from the Void Elves of the Telogrus Rift, or a High Elf. Or, you could create your own origin for your Void Elf.Void Elves start with the following Heritage Trait:Ethereal Shift
As an Action, you can choose to teleport yourself 5 yards in any direction to an unoccupied space you can see. You can only do this once per turn.


Worgen

The worgen were first unleashed upon the Eastern Kingdoms by Archmage Arugal during the Third War. Primarily used as a weapon against the Scourge, the beasts soon proved to be a burden greater than the humans of Lordaeron could bear. A mysterious curse began to spread among those who fought alongside the wolf-men, causing them to become worgen themselves.
The curse rapidly spread as it reached Gilneas, trapping its inhabitants behind the very walls built to protect them. The survivors of the curse now seek to find a new fate for their people -- their destiny unwritten...
As a Worgen, your character could be from Gilneas. Or, you could create your own origin for your Worgen.Worgen start with the following Heritage Trait:Feral Attacks
While in Worgen form, you have claws and teeth as Mastered Weapons, in addition to the Mastered Weapon you choose at Adventurer creation. Attacks with these are considered Unarmed Attacks, and deal +1 damage.


Heritages of the Horde

The proud nations of the Horde are loosely joined in an alliance of convenience against a hostile world that would see them destroyed. Focused, ferocious and sometimes monstrous, the Horde values strength and honor, but struggles to keep aggression in check.There are 8 Horde Heritages:

HeritageHPACTraits
Blood Elves103Magic Surge or Demonic
Forsaken103Will of the Forsaken
Goblins83Explosive Tinkerer
Nightborne123Magic Affinity
Orcs143Ancestral Fury
Tauren144Bull Strength
Trolls123Regeneration
Vulpera83Scavenger

Blood Elves

Long ago the majestic high elves created the splendid golden city of Quel'Thalas, built around a magical fount of energy known as the Sunwell. When the Lich King destroyed their capital in the Third War, the survivors turned to the Horde for help.Now known as the blood elves, these refugees are all that remains of their glorious civilization. They strive to rebuild Quel'Thalas while struggling against a crippling addiction to the very magical energies that once built their empire.As a Blood Elf, your character could be from Silvermoon. Or, you could create your own origin for your Blood Elf.Bloof Elves start with one of the following Heritage Traits:Magic Surge
When using the Spellcaster Trait, you may elect to empower that effect. If the effect requires a Test and you do not have Disadvantage, you can elect to spent two Actions to have the Test automatically succeed. If it is an Attack Test, all dice in the Test succeed.
Note that you do not automatically gain the Spellcaster Trait, and must take it as one of your Traits in order to receive this benefit.
Demonic
Due to your Illidari training, you have demonic wings and horns. With these wings you can hover and move 40 yards through the air in a single Move Action. You also have Horns as a Mastered Weapon, in addition to the Mastered Weapon you choose at Adventurer creation. Attacks with your horns are considered Unarmed Attacks.


Forsaken

Once mindless slaves to the terrible Lich King, the gruesome Forsaken have overthrown his rule and now pledge loyalty to the wicked banshee queen Sylvanas. Under her reign Forsaken armies have reclaimed the ruined kingdom of Lordaeron. Every day is a struggle against vengeful humans who wish to wipe them out, and a constant battle of wills against Horde allies who distrust the sinister motives of the undead.As a Forsaken, your character could be from Undercity. Or, you could create your own origin for your Forsaken.Forsaken start with the following Heritage Trait:Will of the Forsaken
Once per turn as a Free Action, you can choose to remove one Condition from yourself.


Goblins

Originally the slaves of jungle trolls on the Isle of Kezan, the goblin race was forced to mine Kaja'mite ore out of the Undermine, deep in the bowels of Mount Kajaro.
Unbeknownst to anyone at the time, the mineral had magical properties that caused the goblins to rapidly increase in both cunning and intelligence.
Tinkering their own powerful artifacts of engineering and alchemy in secret, the goblins overthrew their troll oppressors, taking over the island that they now call home. Quickly rising to prominence as masters of mercantilism, goblins and their global trade conglomerates dominate all commerce across Azeroth.As a Goblin, your character could be from Kezan or any of the other Goblin Cartels. Or, you could create your own origin for your Goblin.Goblins start with the following Heritage Trait:Explosive Tinkerer
Once per rest, you may produce a small mechanical device with a specific function:
Explosive: Create an explosive device that deals 4 damage to all creatures within 4 yards of it when it explodes. You can throw this explosive as a Ranged Weapon attack, and have it wired up to explode on a timer or have it explode on impact.
Tool: Produce a gadget that can help overcome a specific obstacle, such as a lockpick, a compass, a mechanical light source, or a grappling hook.
The device requires basic materials and roughly 10 minutes to assemble. The device ceases to function after 24 hours or after it has been used for its intended purpose. If you have the Trapmaster Trait, you may create two items per day instead of one.


Nightborne

The nightborne of Suramar spent millennia isolated behind an arcane barrier, slowly transformed by the magic of the Nightwell. These proud, noble elves now seek to reclaim their place in Azeroth.As a Nightborne, your character could be from Suramar. Or, you could create your own origin for your Nightborne.Nightborne start with the following Heritage Trait:Magic Affinity
You know 2 spells from the Spells List. These don't count towards the 2 spells you would gain if you take the Spellcaster Trait.


Orcs

The orc race originated on the planet Draenor. A peaceful people with shamanic beliefs, they were enslaved by the Burning Legion and forced into war with the humans of Azeroth. Although it took many years, the orcs finally escaped the demons' corruption and won their freedom. To this day they fight for honor in an alien world that hates and reviles them.The orc clans of Draenor never drank the demon blood that corrupted their distant kin. Proud and defiant, they stood united as one tribe--the Mag'har. With their unrelenting courage and fierce sense of honor, the Mag'har now fight to claim a new home on Azeroth.As an Orc, your character could be from the original Horde that invaded Azeroth, or the Alternate Draenor in which the Orcs never drank the demon blood. Or, you could create your own origin for your Orc.Orcs start with the following Heritage Trait:Ancestral Fury
When making an Attack Test, you deal +1 damage for every dice that lands on a 6.


Tauren

Always the tauren strive to preserve the balance of nature and heed the will of their goddess, the Earth Mother. Many of the nomadic wandering tribes of tauren have gathered together under a single banner to settle in the fertile plains of Mulgore. Were it not for the timely intervention of the orcs, the whole race may have been wiped out by marauding centaur. The tauren honor their blood-debt to this day, fighting alongside the Horde to protect their land.The tauren of Highmountain are devoted to the spirits of earth, river, and sky. After ages spent protecting their sacred mountain, they are now ready to venture out into the world beyond the Broken Isles.As a Tauren, your character could be from Mulgore or Highmountain. Or, you could create your own origin for your Tauren.Tauren start with the following Heritage Trait:Bull's Strength
You are able to hold and use Heavy Melee weapons with one hand. You cannot hold two Heavy Melee weapons, however. Additionally, you gain the following actions:
War Stomp: Everyone within Close Range of you must succeed a Save Test or gained the Prone condition.
Bull Rush: Rush forward 5 yards. Everyone you rush through must make a Save Test or be knocked Prone.
If you use one of these actions, you can't use either of them again until the start of your next Turn.


Trolls

Once at home in the jungles of Stranglethorn Vale, the fierce trolls of the Darkspear tribe were besieged on all sides by the warring factions. The orcish Horde came to their aid, convincing the Darkspear to sail across the Great Sea and settle in the untamed lands of Kalimdor. Though they cling to their shadowy heritage, the Darkspear remain vocal advocates of a united Horde, lending the strength of their arms and powerful tribal magics to the common cause.The Zandalari are a proud people whose origins date back to the early days of Azeroth's history. Their fierce warriors ride dinosaurs into battle, and they possess one of the most formidable naval fleets in the known world.As a Troll, your character could be from the Darkspear Tribe or the Zandalari Tribe. Or, you could create your own origin for your Troll.Trolls start with the following Heritage Trait:Regeneration
At the start of your turn, you recover 1 HP.


Vulpera

Clever and resourceful, the vulpera of Vol’dun have survived amidst the sands for generations. Eager to join the ranks of the Horde, their caravans have departed from the dunes in search of adventure.As a Vulpera, your character could be from Vol'dun. Or, you could create your own origin for your Vulpera.Vulpera start with the following Heritage Trait:Scavenger
You gain Advantage when trying to salvage materials and resources.
Additionally, you gain the Flanking Trait. This does not count towards your chosen traits.


Neutral Heritages

While some cultures and heritages across Azeroth that align themselves with one major faction, there are others that consider themselves neutral and provide aid to both the Alliance and the Horde.There are 3 neutral heritages:

HeritageHPACTraits
Dracthyr123Draconic
Earthen143Stoneborn Endurance
Pandaren123Inner Peace

Dracthyr

Infused with the magic of the dragonflights, the dracthyr combine the resourcefulness of mortals with the power of dragons.As a Dracthyr, your character could be from the Dragon Isles. Or, you could create your own origin for your Dracthyr.Dracthyr start with the following Heritage Trait:Draconic
You have draconic wings. With these wings you can move 60 yards through the air in a single Move Action, but you cannot hover with them. You also have Dragon's Breath as a Mastered Weapon, in addition to the Mastered Weapon you choose at Adventurer creation. You can attack any enemy within Near Range with your Dragon's Breath, and on a successful hit you can either deal 2 damage or apply the Damage Over Time Condition.


Earthen

The Earthen are a titan-forged race made of living stone imbued with the essence of Azeroth's worldsoul. These ancient denizens are freshly freed from the edicts that have bound them and now venture forth with limitless curiosity to ally with the Alliance and Horde and explore the world.As an Earthen, your character could be from Khaz Algar. Or, you could create your own origin for your Earthen.Earthen start with the following Heritage Trait:Stoneborn Endurance
Once per combat, you may reduce the damage of a successful attack by 2. Additionally, when rolling a Save Test to avoid gaining the Prone Condition you can Test with Advantage.


Pandaren

Shrouded in fog for ages, the ancient realm of Pandaria has remained unspoiled by war. Now that it has been rediscovered, Pandaren heroes are stepping forward to declare their allegiance toward either the Alliance or the Horde. The most adventurous of the Pandaren come from the Wandering Island, a mysterious land cut off from the rest of Azeroth and Pandaria itself.As a Pandaren, your character could be from The Wandering Isle or Pandaria. Or, you could create your own origin for your Pandaren.Pandaren start with the following Heritage Trait:Inner Peace
Once per combat you can, as an Action, grant yourself or an Ally Advantage on their next Test.

Archetypes, Traits, and Magic


Archetypes

Archetypes are the role that your adventurer takes during adventures. A good adventuring party should be made of a mix of Archetypes, but there is no requirement for this.You can only ever have one Archetype at a time, but you can change your Archetype with enough XP.

ArchetypeDescription
DuelistIf you successfully hit an enemy with two consecutive Attack Actions, deal an additional +1 damage to that enemy.
VanguardYou gain an additional 5 HP, and you can never go below 4 AC, even when unarmoured. You gain the Taunt ability.
Taunt: As an action, you can apply the Taunted condition to up to 3 enemies you can see.
StrategistYou can roll with Advantage and, if successful, you may give you or an ally a buff on their next turn. You can choose one of these bonuses to buff your Ally with:
• Their next Action is Easy
• Their next successful attack deals +1 damage
• They get 10 foot of Free Movement (does not need the Move action to use)
• They gain an additional Action on their next turn, up to a maximum of 3.
If you have the Healer Trait you may choose to roll with Disadvantage instead of Advantage when using this Trait and, if successful, can heal and also give a buff.

Traits

This is the list of standard traits used in Tiny Warcraft. Unless specified, you cannot take each trait more than once. Some traits have requirements which you must meet before you can take that trait.

TraitDescription
AcrobatYou gain Advantage when Testing to do acrobatic tricks such as tumbling, long-distance jumps, climbing, and maintaining balance.
AlchemistProvided the right reagents and recipes, you can mix potions, elixirs, and poisons. You also gain Advantage when identifying unknown liquids.
Armour MasterYou have mastered wearing armor like a second skin. When wearing any form of armor, you have an extra 3 Hit Points that must be lost before you take physical damage. These hit points cannot be healed and must be restored via repairing your armor. It takes a full 8 hours to repair all 3 Hit Points.
BarfighterYou can select Improvised Weapons as a Weapon Group. When fighting with any Improvised Weapons, you get one extra action each turn.
BeastspeakerYou are able to communicate with animals. This form of communication is primitive and very simplistic.
BerserkerYou can attack with primal rage. If a melee attack you are making does not already have Disadvantage, you may choose to make the attack with Disadvantage. If successful, the attack deals +1 damage.
BrawlerWhile Fighting Unarmed, your Evade action Tests with 2d6 (instead of 1d6.)
CharismaticYou gain Advantage when attempting to convince someone of something or otherwise influence them.
CleaveIf your attack drops an enemy to 0 Hit Points, you may immediately make an extra attack with Disadvantage.
Combat AgilityWhen moving during combat, you may move through spaces occupied by enemies.
Dark FighterYou do not suffer Disadvantage for having your sight impaired.
DefenderWhen an adjacent ally is hit, before Evade Tests are made, you may choose to have that attack hit you instead.
DiehardWhen an attack would reduce you to 0 Hit Points, it instead reduces you to 2 Hit Points. You can do this once per day.
Drunken Master↳ Must not have Hold My Booze.
While you are intoxicated, you may Evade without spending an action.
DungeoneerYou gain Advantage when attempting to find your way through a dungeon or cave system and when attempting to identify creatures native to dungeons or caves.
EducatedYou gain Advantage when checking to see if you know specific information.
Eidetic MemoryWhen Testing to recall information, you have seen or heard previously—even in passing—you succeed on a roll of 4, 5, or 6.
FlankingWhen working with another Adventurer that has this Trait, both gain Advantage when attacking the same target. If you already have Advantage, then the attack is Easy
Fleet of FootYour speed increases from 10 yards to 15 yards. You gain Advantage on Tests when chasing or running.
Flurry of BlowsIf you make an attack roll that hits on 2 or more dice, roll another die and add it to your attack. This is an additional die added to the same attack, not a separate attack with Disadvantage. This distinction matters in cases where something is modifying the damage of each attack.
Free MoveOnce per turn you may move up to 2 yards as a Free Action (does not take one of your Actions).
You may take this Trait a second time to increase this to 3 yards. Even when you bump Free Move to 3 yards, it may still only be used once per turn. This means that having a 3 yard Free Move does not allow you to do a 2 yard Free Move, do another Action, and then do n additional 1 yard Free Move.
FrighteningYou gain Advantage in any Test involving negative social interactions (threats, coercion, intimidation, distraction, etc.)
HealerAs an Action, you can Test 2d6 to heal a creature other than yourself. If the Test is successful, the target creature is healed for 2 Hit Points. This Trait can also be used to cure poison, disease, and other physical ailments that are non magical. You must be next to the creature to heal it.
Hold My Booze↳ Must not have Drunken Master.
You never suffer disadvantage from being intoxicated.
InsightfulYou gain Advantage when Testing to discern whether or not someone is telling the truth or lying.
LuckyYou may reroll one Test per session.
MarksmanWhen using the Focus Action, your next attack with a ranged weapon is successful on a Test of 3, 4, 5, or 6.
Martial ArtistYou gain Unarmed as a Weapon Group to be proficient with. Once per day, you may reroll a failed Unarmed Attack or Evade Test.
Nimble FingersYou gain Advantage when Testing to pick locks, steal, or do slight-of-hand.
OpportunistIf an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.
A failed Opportunist attack from an enemy does not trigger your Opportunist attack.
PerceptiveYou gain Advantage when Testing to gain information about your surroundings or find things that may be hidden. You gain this even while asleep.
QuartermasterWhen you roll for Depletion, you can choose to reroll once per day. You must keep the second result.
Quick ShotYou are able to reload a Ranged Weapon and fire it in one Action.
ResoluteYou gain Advantage on all Save Tests.
ResuscitationOnce per day, you may resuscitatesomeone who has been defeated for less than 48 hours. The person is resuscitated with 1 Hit Point.
Shield BearerWhile wielding a shield, Test with 2d6 when Evading instead of 1d6.
Sneak AttackIf you attack a target that is not in combat and is not aware of you, you gain +2 damage on this attack.
SneakyYou gain Advantage when Testing to hide or sneak around without others noticing you.
SpellcasterYou have spent years studying and understanding the forces of the universe, allowing you to read and learn magic spells as well as subtly influence the world around you. This would cover arcane, elemental, fel, holy, nature, necromantic, and shadow magic. You start knowing 2 spells from the Spells List. Over time, your character may learn more from Spell Scrolls found on Adventures.
StrongYou gain Advantage when Testing to do something with brute force.
SurvivalistYou gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild
ToughYou gain 4 additional Hit Points.
TrackerYou gain Advantage when Testing to track a person, creature, or animal in the wilderness. While outside, you can also locate true north without Testing.
TrapmasterYou gain Advantage when Testing to create, locate, and disarm traps. You also gain Advantage on Save Tests against traps.
UnarmouredYou always count as having taken the Evade Action when you are not wearing armor or shield. Declaring Evade as an Action has no additional benefit.
VigilantYou gain Advantage on Initiative Tests.

Prestige Traits

Prestige traits are powerful traits that grant you unique abilities or enhance your other abilities. You can only have one Prestige Trait, and they have a prerequisites that you must meet before you can take them. Prestige Traits count as one of your 7 chosen traits.

Prestige TraitDescription
Assassin↳ Must have Sneak Attack
When you use your Sneak Attack, the attack is Easy and each die that succeeds does +1 damage in addition to Sneak Attack's extra damage.
Charge↳ Must have Combat Agility or Flanker
If you enter Close Range with an enemy after having moved 3 yards or greater towards them, you can immediately make an attack as a Free Action.
Combat Companion↳ Must have Beast Speaker or Spellcaster
After selecting this trait, you gain a Combat Companion that can join you in battle.
Deflect↳ Must have Armour Master or Shield Bearer
Your ability to deflect blows gives you +1 AC. You only gain this benefit when the effects of Armour Master or Shield Bearer are active.
Protector↳ Must have Defender or the Vanguard Archetype
Your Defender trait says when an adjacent ally is hit you may choose to have that attack hit you instead. Instead of deciding this when your ally is hit, you may choose to take the attack before the attack Test is made. This attack is subject to your defensive abilities: your AC, your Opportunist Trait, etc.
Lucky Hit↳ Must have the Duelist Archetype
If you make an Attack Test and none of the dice succeeds, you may reroll one of the dice used in the Attack Test.

Spells List

This is a list of standard spells within Tiny Warcraft. The the Spellcaster Trait determines how many spells from this list you can start with. Throughout your adventures, you may come across more spell scrolls that you can learn. These spell scrolls could be spells from this list, or spells uniquely created by a GM. With a GM's approval, you can come up with your own spells instead of choosing from this list.

Spell NameDescription
Arcane ExplosionMake a Standard Test. On a success, everyone within Near Range of you takes 6 damage. You take 2 damage.
BlastMake an Attack Test with Advantage. On a success, your attack deals 1 damage.
BloodlustMake a Standard Test. On a success, you can can apply the Energised condition to yourself and all allies you are aware of for 2 rounds. After those 2 rounds, you gain the Fatigued condition for 1 round.
FreezeMake a Standard Test. On a success, everyone within 5 yards of you gains the Root condition for 2 rounds.
HurlAs an Action you may move any object weighing as much as you without Testing. If you wish to hurl it violently and cause damage, make a Standard Test. Hurled objects deal 1 damage.
IgniteMake a Standard Test. On a success, you can apply the Damage Over Time condition to one target you can see. You can Test with Disadvantage instead to apply this to two targets.
Magic ArmourAs an action you can coat yourself in magical armour for 1 minute, or 10 rounds. If you are successfully hit with a melee attack, you may Test with Disadvantage to deal 1 damage to your attacker. If you Test with Disadvantage, you can give this benefit to an ally within Close Range instead.
Magic WeaponAs an action you can enhance a weapon you are wielding for 1 minute, or 10 rounds, giving it +1 damage. If you Test with Disadvantage, you can give this benefit to an ally within Close Range instead.
MessageAs an Action, you may communicate over any distances to any being you are aware of within 100 yards.
PortalMake a Test with Disadvantage. On a success, you can create a portal to a location that you know. This portal lasts for 30 seconds, or 5 rounds. This does not require a Test outside of combat
TimeviewMake a Standard Test. On success, you gain knowlege about the history of an object or location you can touch or see. You can only do this once per item.
UnsettleMake a Test with Disadvantage. On a success, one enemy you can see suffers Disadvantge on all Tests until the start of your next turn.

Cheat Sheet


Tiny Warcraft TL; DR

Tests
The core mechanic that runs Tiny Warcraft is Tests. Tests are 2d6, Tests with Disadvantage are 1d6, and Tests with Advantage are 3d6. Disadvantage always takes presidence over Advantage, unless you gain Advantage from a magical item.
Tests succeed when one of your dice lands on your success target or higher. By default, this is 5. Easy tests lower this target by 1, and Hard tests increase this target by 1 (maximum 6).Save Tests are like regular Tests, except it's to avoid something happening to you rather than you doing something.
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Combat
Combat goes in initiative order. Roll 2d6 and add the results to get your initiative.
During combat you have 2 actions. You can make a few actions, including:
Attack: Make an attack. Your success target is your opponent's AC. You deal damage for every dice that succeeds.
Move: You can move 10 yards.
Evade: Make a 1d6 test to avoid taking damage between turns.
Focus: Make your next test Easy.
Other: Perform some other action like using an item or a trait.
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Glossary of Terms