SAINTs & Synners Preview: New Traits!

Today we begin with the previews of the upcoming SAINTs & Synners roleplaying game, a new science fiction TinyD6 game from Gallant Knight Games and Star Anvil Studios! SAINTs & Synners is currently GallantFunding (you can support it here)!

Today we’re unveiling some of the new Profession Traits in SAINTs & Synners! These Traits replace the standard TinyD6 concept of Family Trade with Traits that represent your current and previous work history! Starting characters have one Profession Trait, and characters with expanded life-history have more! These are not all of the Profession Traits, simply some of them.

Everything below is unedited preview material and as such, subject to change.


Tools of the Trade: Each day you spend observing, planning, and preparing to take out your target, you make a Test. For each successful Test, choose one of the following benefits:

  • You gain Advantage on a single Test made to infiltrate the target’s safehouse or stronghold.
  • Your next successful attack against that target deals +1 damage.
  • You gain Advantage on Tests made to intimidate the target, as you display knowledge you have gleaned from your preparations.
  • You impose Disadvantage on Tests made to determine who attacked (or killed) the target.

You may only choose each benefit once, and must declare the use of the benefit before any Tests are made. If you spend a day not observing your target, you lose all accumulated benefits.


Bring ’em Back Alive: When you deal damage to a target that would kill or incapacitate them, you may instead render them unconscious. If so, they remain unconscious for 3d6 turns. Additionally, Tests made to escape bonds, restraints or cells you use have Disadvantage.


Cool Under Fire: You gain Advantage on Tests made to keep calm in high stress situations. Additionally, you gain a special Downtime action that you can use called Treatment. [Note from Alan: Downtime actions and Treatment are “new” to TinyD6, though if you’re a GKG Patreon, they’ll look familiar to you!]

There are lots more Profession Traits, including exciting new ones like Psy-Commando, Hypertech, Psy-Operative, as well as more familiar ones like Pirate, Smuggler, and Scout! We look forward to exploring the world of SAINTs & Synners with you, as you find new and exciting jobs to take on in the edges of the known galaxy!

SAINTs & Synners Preview: The Arusa

Today we begin with the previews of the upcoming SAINTs & Synners roleplaying game, a new science fiction TinyD6 game from Gallant Knight Games and Star Anvil Studios! SAINTs & Synners is currently GallantFunding (you can support it here)!

We’re starting with a preview of one of the non-human sophontforms in the SAINTs & Synners setting: The Arusa! We’ve chosen this mechanical preview because the format of the heritage will be familiar to experienced TinyD6 players! We’ll dig into some of the more unique mechanical bits for SAINTs & Synners in the near future!

Everything below is unedited preview material and as such, subject to change.


Standing between five to six feet tall with smooth skin and powerful limbs, the Arusa call a fully oceanic waterworld their home. As such, the Arusa are a strongly aquatic species, exceling at bio-aquatic studies, sciences and swimming. Their skin can vary in color, with vibrant shades of blue, green and red, and their bulbous and fish-like large eyes and a wide-set mouth provide the Arusa a perception of being friendly and open.

One constant reminder of their aquatic heritage is the misting device worn to keep the skin moist. If they fail to do this, the Arusa can dry out, leading to painful skin rashes, cracking skin that begins to flake and shed, and eventually serious (or fatal) dehydration.

Star System: Valasardin

Home world: Valasa

Government: Arusan Trade Conglomerate

The world through their eyes: The evolution of a corporate trade conglomerate as a government has deeply impacted Arusan culture and society. Everyone wants something for something. Making the next deal is just part of how things get done. As such, negotiation comes easy to the Arusa; it just makes sense to leverage their experiences and get what they want or need. Arusans oftentimes feel other species are too direct; it is hard to imagine how other sophonts cannot see the Arusan just trying to make a fair deal for everyone involved.

How others see them: Sophonts inexperienced with the Arusa may see the Arusa as shifty or angling for something in all dealings (a deeply incorrect view). The galactic reputation of the Arusan Trade Conglomerate colors the reactions of so many on first dealing with them. Most people, once they give an Arusa a chance, find that they like them. They are, after all, charming and their words do make sense…

Interactions with others: Culturally, Arusan upbringing tends to result in Arusan being friendly and cordial. Even the grumpiest of Arusa is considered polite by many other societies. Due to their friendly nature (as well as a desire to know information), an Arusa generally endeavors to learn companions name, their likes and dislikes, concerns, hopes and fears. As such, Arusan make for wonderful companions to talk to, as well as a powerful ally and advocate on your side when a deal needs to be made (of course, this knife cuts two ways.)

Culture: Negotiation, trade, banking, and diplomacy are all part of the Arusa culture. At an early age, games are based on ideas and concepts that relate to negotiation and debate, and most schooling takes an economic bent in Arusan cultural strongholds. However, it is foolish to view the Arusa as simply commerce driven sophonts. Many aspects of social life (such as performances, architecture and music) are deep passions of Arusans, and their knowledge of bio-marine science and engineering is surpassed by very few cultures.

War is not unheard of or unthinkable to an Arusa, but as a general rule they negotiate and make deals first, as war is a deeply unprofitable pursuit. It has been said that war is better than coming to the negotiating table with an Arusa, because they always seem to come out on top. One rule for others to remember: never break one’s word or contract with an Arusa. The Arusan Trade Conglomerate has immense power, and if you break a contract, they’ll extract the maximum penalty (likely one you missed in the fine print.)

Of note, one of the prominent Arusan exports are Arusan planetary security forces. This fact often surprises some, but the Arusans view it as a method of controlling the protection of their investments, more than any particular bent towards legal or governmental attraction.

Before and after the war: Before the galactic war the Arusa were building (quite successfully) an interstellar trading conglomerate, and had established a comprehensive and beneficial network for trade and profit (mutually with their partners, of course).

After the war, the Arusa have been busy picking up the pieces of their empire. They have worked to quickly re-establish as many safe trade routes as possible, while opening new ones. Because of their focus on bringing trade back so fast, they have fared better than many other cultures and governments, as significant portions of galactic wealth, resources, and goods flow through the Arusan territories.

Arusan Heritage

Hit Points: 6

Arusans start with the following Heritage Traits:

  • Aquatic: Arusans gain Advantage on Tests related to swimming, holding their breath, or maneuvering in the water (or similar liquids).
  • Economic Education: Arusans gain Advantage on Tests made to assess trade deals, market value, and goods, as well as social Tests made during business negotiations.
  • Hydrated Skin: Arusans are required to hydrate and mist their skin regularly. Every day they fail to do so, they must make a Save Test with Disadvantage. If this Test is failed, the Arusan suffers twos damage and has disadvantage on all Athletics and Acrobatics Trait tests until they can mist again. Your Arusan character starts with a “skinister” (slang for a “skin mister”).

Tiny Tuesday – [April 8th, 2022]

GallantFunding Bonanza!

[Tiny Tuesday – April 8th, 2022]

A busy week has me running behind, and thus Tiny Tuesday is now a Tiny Friday (this week only!)

We’ve launched our two April GallantFundings (you can read more below) or find the details HERE! SAINTs & Synners features a new exciting science fiction world and complete ruleset for Tiny Frontiers: Revised, as well as new Psionics, Ship rules, Heritages and more! Advanced Tiny Dungeon is a more complex “what if” take on Tiny Dungeon 2e and is a delightful experience if you’re wanting TinyD6 with more dials to turn!

Patreons received several PDFs and print copies of rewards are going out this month! Soon new adventures and the 2021 TinyZine Compendium will be out to the public.

As a reminder, we’ve tweaked the layout of this twice-monthly post to be more clear! Now changes are in white text in a red box, updates are in blue boxes with black text, and we’re continually trying to improve!

And as always, you can visit the Gallant Knight Games Patreon to get access to the weekly playtest and development rules, the monthly TinyZine and loads of free goodies!

Lighthearted is out in the GKG webstore and on DriveThruRPG!

Tiny Spies is out in the GKG webstore and on DriveThruRPG!

Our GallantVerse Origins actual play is over! We’ve finished our Tiny Supers campaign and the team is taking a well-deserved break! If you missed the campaign, and the associated Q&As, you can find them archived on our YouTube channel!

For future games, you can find us on YouTube and Twitch (you can click on the icons below to find those channels)!

No updates from licensees at this time, though we always encourage you to check out their releases!







as well as our translation partners:



 *Please note our “In Development” is subject to NDA, licenses and we can’t always talk about everything we’re working on

A note on how this is presented: the white headers with black text are designed to be overarching categories, and the black header with white text are designed to be sub categories inside the larger ones! Red text indicates a product/project status has changed or been updated as of this week!

This represents the initial stage of development where we write the first draft

Tiny Dungeon Campaign Guide

A supplement for Tiny Dungeon 2e, this book features an expanded bestiary, tips and tools for creating campaigns and modifying Tiny Dungeon 2e to suit your tables needs.

Trails of the Beastkin (WIP title)

Trails of the Beastkin is a campaign world (akin to Fenmire) for Tiny Dungeon 2e. A setting where you can’t play humans, you are the eldritch children of evil gods who created you through dark magicks. But you have rebelled and freed yourself from evil! Since the world you spent eons waging war on has yet to accept your change of heart, you must flee, searching for a home to call your own.

Ion Guard

A TinyD6 edition of the cosmic superhero setting formerly published by Radioactive Ape Designs, Ion Guard will be revisited with new art by Nicolas Giacondino, as well as TinyD6 rules to power it going forward!

This stage represents playtesting, feedback from alpha reviewers and patrons, and revisions to the text

Atomic Highway 2e/V6 2e

Atomic Highway 2e and the next iteration of the V6 system is currently in development and playtesting

This is the last step before the text is locked for layout

H.O.M.E. Handbook – our teen GallantVerse book is in editing and revisions.

This step often happens concurrently with the previous three steps and is relatively independent and so projects here might show up twice on the update list

Tiny Dungeon Campaign Guide – almost all finished.

Atomic Highway 2e – in progress

Ion Guard (TinyD6) – in progress

This step is the final step before we prep for release/funding. We try to do this step before we go to funding, though it’s not always viable [especially with larger projects].

Mecha & Monsters: Evolved – Is out to Kickstarter Backers!

TinyZine Compendium 2021 – is out to Patreon and pending a wide release!

Carrion Lands – This game is ready to leave ashcan, and hit GallantFunding! We’re sourcing our options, but we’d love do something with a slipcase.

Swordpoint Deluxe Core Rulebook – the deluxe edition of our early 2021 Kickstarter is getting done! We’re prepping for GallantFunding.

These are projects that are either currently funding in GallantFunding or on other platforms. Please click on the project for links.

Advanced Tiny Dungeon is currently GallantFunding!

SAINTs & Synners is currently GallantFunding!

These projects are the printer! They might be marked proofing, which means we’re awaiting proofs to ensure the print run is up to standards.

Things That Go Squeak in the Night are at the printers! We’re awaiting proofs to confirm everything is good!

These projects are currently being fulfilled.

Lighthearted (Partner Game): US orders are currently fulfilling, as well as international via DTRPG. We’re 99% done, just handling a few stragglers, issue and more.

War of the Magi has finished fulfillment and is live on DTRPG and the GKG Webstore!

GKG & Old Skull Publishing.

Fargo, ND – 03/31/2022

After over four years of working together, Gallant Knight Games and Old Skull Publishing are parting ways. GKG has been pleased to work alongside and distribute Old Skull Publishing products and are grateful to Diogo for his support and partnership over the years.

From Alan, publisher at Gallant Knight Games: “Diogo is a dear friend, and the last several years of working together have been great. I’ve learned so much from Diogo. He’s got big plans for the future, and to enable those plans, the way GKG and OSP work together has to change! So we’re working with Diogo and OSP to make sure they’re enabled to create the content and games they want, how they want! I look forward to collaborating with him on the future on some of these really exciting plans!”

From Diogo, publisher at Old Skull Publishing: “These last few years working with Alan have been the incredible. I’ve learned so much from him, who I consider a mentor, and a good friend. I’ve reached places I thought I would never been to, and created things I never thought I could. But things are changing, and Old Skull Publishing needs to change too. I will certainly look forward to working with Alan again, and hope we do so soon. So here’s to change, and good friendship!”

For the next few months, the remaining OSP Zine Trilogy print run, as well as the few remaining War of the Magi prints from the previous GallantFunding campaign will remain in stock at the GKG webstore. The Zine Trilogy will be marked at a steep discount, and once gone, the co-branded GKG/OSP zine trilogy and War of the Magi will not be reprinted. 

As of 04/01/2022, all OSP products on DriveThruRPG  will move to the Old Skull Publishing page and any customers who have acquired those products will have their titles migrated in their DTRPG library (remaining able to access their PDFs.) Any customers who have purchased their product through the GKG Webstore will like-wise retain access.