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TinyZine 34

This document provides a micro setting called Leviathan's Wrath for the Tiny Frontiers RPG. It describes Wrath as a water-covered planet home to giant aquatic leviathans. The discovery of valuable bones in leviathan remains has led to conflict as outsiders arrive to harvest the bones. The document outlines player character options as locals, regular visitors to Wrath, or new outsiders exploiting the planet. It provides hooks involving exploring Wrath's underground and a controversial plan to relocate leviathans off-world.

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0% found this document useful (0 votes)
237 views31 pages

TinyZine 34

This document provides a micro setting called Leviathan's Wrath for the Tiny Frontiers RPG. It describes Wrath as a water-covered planet home to giant aquatic leviathans. The discovery of valuable bones in leviathan remains has led to conflict as outsiders arrive to harvest the bones. The document outlines player character options as locals, regular visitors to Wrath, or new outsiders exploiting the planet. It provides hooks involving exploring Wrath's underground and a controversial plan to relocate leviathans off-world.

Uploaded by

jjsena92
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TinyZine

TinyZine Issue 34
Written by Colin Chapman, Peter C. Spahn, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Nicolás R. Giacondino
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition

Published by Gallant Knight Games, 2019

Tiny Dungeon 2e and TinyD6 are trademarks of Gallant Knight Games.


©2020 by Gallant Knight Games. All rights reserved. Reproduction without
the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and for the blank character sheets, which may be
reproduced for personal use only.

Gallant Knight Games, Ogden UT 84404

2
Letter from
the Editor
Hail Loyal Gallants!
Welcome to the thirty-thirty issue of TinyZine, and the first
issue of 2021. We’ve worked on increasing the amount of content
in TinyZine, so we’ve got a jampacked issue for you.
The ever-excellent Steffie de Vaan continues her ongoing
work in TinyZine with Leviathan’s Wrath, a micro-setting for
Tiny Frontiers: Reviseds!
The erudite Colin Chapman continues Beasts Beyond Bounds,
this time adding more creatures from German mythology to the
TinyD6 ruleset!
Peter C. Spahn brings us the comedic and delightful twist on
Tiny Supers in his new article: TINIER SUPERS!
- Alan Bahr
PS: As always, we’d also be remiss if we didn’t inform you of
our Gallant Knight Games Patreon, where you can get access
to previews, TinyZines, special Patron only dice, and free GKG
RPGs! Please, feel free to check it out.
www.patreon.com/gallantknightgames.com

The art in this TinyZine is graciously funded by our Patrons.

3
Leviathan’s Wrath
Leviathan’s Wrath

A micro setting for Tiny Frontiers


Steffie de Vaan
Wrath used to be a backwater planet of no importance, home to
seaweed farmers, fishers, and the occasional criminal looking to
retire. Until, seven years ago, one of those farmers hauled up a
Leviathan bone shard.

Wrath
Wrath is a large planet comprised
almost entirely of water. Only
the poles are covered in thick ice,
and colonies float atop the water.
Scientists believe there must be
land under all that water, but no
one’s ever pulled money together
to send a vessel or drone to verify.
Wrath’s ocean surface is plagued
by massive storms, which can
drag floating colonies off course
for thousands of miles or even
sink them.
Two moons orbit Wrath. M1
is home to an insectoid predator
species, and other people stay clear. M2 holds colonial outposts of
several empires — with more staking a claim daily — as support
for their planetary cities.
Wrath’s solar system holds no other habitable planets. The
third planet from the sun, named Relic, shows signs of an old
civilization, but holds no oxygen to support life. No clues remain
to the fate of its people. Relic holds a small and underfunded
outpost of galactic archeologists.

4
Leviathans
Leviathan’s Wrath

Leviathans are finned, serpentine aquatic mammals. They spend


most of their time underwater, but come up once every few
weeks to breathe. Even a young Leviathan dwarfs a boat, and
fishermen tell stories of specimens larger than an entire colony.
Leviathans are social as young creatures, living in groups, though
they break off and become solitary later in life. Newly spawned
Leviathans are non-sentient larval, though no one knows this as
they remain in the spawning grounds. Even young non-larval
Leviathans are as intelligent as a human child.
The Leviathans and people of Wrath used to co-exist peacefully,
as the people posed no threat to the giant creatures. Leviathans
are predators, but find people too-small to hunt. That changed
with the first discovery of Leviathan bone. A fisher named
Razilda hauled it up in her nets, and made a gift of the pearlescent
shard to one of her off-world buyers. Leviathan bones contain a
super-lightweight and strong ore perfect for
spaceships--the lighter the load, the less fuel
needed for take-off. Several military labs
have also shown an interest in the ore.

Player Options
The locals
The locals consist of seaweed farmers, fishers,
and traders. You grew up on Wrath — your
family probably lived here for generations
— but now all these outsiders are coming
in. Most locals are invested in the ecosystem
of their planet, and strongly oppose hunting
Leviathans. A few of them are fine finding
the fabled “Leviathan graveyard” and
harvesting bones there. Some outliers would
gladly sell the whole watery planet for a
ticket to live the high life somewhere else.

5
You can be of any Heritage, and take one of these additional traits:
Leviathan’s Wrath

• Child of the Leviathans: You can sense when a Leviathan


is nearby, and the creatures show a friendly interest in you.
• Gills: You developed gills. You can stay underwater for an
entire scene, so long as you had a chance to breathe at its start.
• Razilda’s Resistance: You are part of a guerilla cell fighting
the outsiders. Make a Test to gain access to weapons and
information about their covert efforts.

The Regulars
The regulars aren’t new to Wrath, even if they’re not native to the
planet either. You might be an off-world trader, the occasional
marine biologist, or a criminal looking to retire on the far reaches
of the universe. While some of these resent the new buzz, others
see the interest in Leviathan bone as a quick way to make money.
You can be of any Heritage, and take one of these additional traits:
• Criminal: Gain Advantage on Tests to acquire illegal goods.
• Eologist (Tiny Frontiers, p.39), specializing in aquatic
environments.
• Trader: Gain Advantage on all barter-related
Tests, whether it’s bribing someone, trading goods
or services, or an actual exchange of money.

The Outsiders
The outsiders have come to make money. You
work for a big name corporation, or your people’s
military. You intend to collect Leviathan bones,
one way or another. At least initially you don’t care
about the planet, its people, or the wellbeing of
the Leviathans, but you might change your ways
as the story progresses — in fact, unless you want
to be a villain, you probably should.

6
You can be of any Heritage, and take one of these additional traits:
Leviathan’s Wrath

Backing: Test to receive resources, which can be equipment or


people, from your organization. Large ticket requests take some
time (GM discretion) to go through. These resources still belong
to, or work for, the organization.
Hard-Ass: Gain Advantage on Tests to intimidate people.
Xeno-Hunter (Tiny Frontiers, p.42), specializing in Leviathans.

Story Hooks
• Relic’s archeologists found a map detailing Wrath’s
core: it’s indeed made of earth, and riddled with tunnels.
The characters are sent to explore, and discover both the
Leviathan spawning ground and graveyard. However, the
largest and most aggressive Leviathans also reside here.
• A group of ecologists hopes to capture two Leviathans (one
male, one female) to relocate to another water planet. This
would be highly traumatizing to the caught creatures, but
having off-world stock would lessen the strain on Wrath. The
characters must choose whether to join or resist this effort.
• An outsider military plans to suck all oxygen from the water,
forcing the Leviathans to come up. This would make the
Leviathans easy to hunt, and inflict permanent ecological
damage to Wrath. The characters should uncover this
nefarious plot (which breaks several galactic treatises and is
kept secret) and stop it.
• The people of Relic never left the solar system, but fled to
Wrath when their planet became uninhabitable. They live
in underwater cities, and come to the Leviathans’ aid if the
outsiders prove a real threat. Only the locals can stop them
from destroying all non-indigenous life on Wrath.

7
Beasts Beyond Bounds
Creatures of Germany
By Colin Chapman
Beasts Beyond Bounds looks at creatures from mythology and
folklore around the world. In this article we turn our attention to
Europe and take inspiration from the nation of Germany.

Bahkauv
HP: 4 (Medium)
Bahkauv are amphibious nocturnal monsters, at home in water
or on land. These quadrupeds resemble deformed calves but with
scaled hides, clawed feet, sharp fangs and tusks, and long, powerful
tails. Bahkauv lurk near sources of water such as streams, rivers,
lakes, waterholes, wells, and sewers, particularly favoring hot springs.
Beasts Beyond Bounds

Naturally cautious, they prefer easy victims such as the weak, elderly,
or intoxicated, leaping upon them when their backs are turned.
Traits:
• Amphibious: Bahkauv are at home in the water or on land
• Perceptive
• Sneaky

Buschgroßmutter (Shrub Grandmother)


HP: 8 (High)
Buschgroßmutter is a unique fey living within the deepest forests
of Germany, southern Poland, and the west of the Czech Republic.
Appearing to humans no more than once per century, she appears
as a small, wrinkled, ugly woman a yard in height with staring eyes
and long, unkempt white hair infested with lice. She wears a tucked
apron, carries a woven basket upon her back, and supports her
ungainly gait with a twisted walking stick. Moss covers her feet.
A mercurial being, she is the mother of the Mossleute, and may
be accompanied by a retinue of these beings. She may bless some
people she encounters with leaves that turn to gold or never-

8
ending balls of yarn, especially if they comb and delouse her hair,
but may also attack or steal on a whim, or curse the unfortunate
by breathing pestilence upon them.
Sometimes she travels isolated tracks riding in a little cart and
wields powers of the weather.
Traits:
• Diehard
• Insightful
• Perceptive
• Pestilential Breath: All adjacent enemies make make a
Save Test. If they fail, they must make a Save Test each
day or suffer 1 damage. Three successful Saves before dying
removes the pestilence though some magical or mystical
means may also suffice.
• Sneaky
Beasts Beyond Bounds

• Weather Witch: Buschgroßmutter knows the Diamond


Magic discipline.

Elwetritsch
HP: 1 (Fodder)
Forest-dwelling beasts, elwetritsch look like overly large
chickens with stag antlers, long beaks, and scales in place of
feathers. They are flightless, shy, and curious and pose little
danger, preferring to flee if threatened.
Traits:
• Perceptive
• Sneaky

Kobold
HP: 2 (Low)
Kobolds are subterranean fey that are also known to inhabit mines
and in appearance are like gaunt, naked, ugly, wrinkled humans, two-
to-three feet in height, with cold, pitch-black skin and slender hands.

9
What About the
Kobolds are often invisible and are at Wolpertinger?
best ambivalent. These expert miners and Wolpertinger are a variety
metalworkers mine for ore themselves of small creatures that are
and may be briefly appeased by offering of hybrids of various other
precious ores. More frequently, however, animals. Beasts Beyond
Bounds - American Cryptids
they plague intruding humans with cave-
features the Jackelope
ins and other dangerous pranks. which has an identical
Traits: counterpart in Germany’s
Rasselbock. The most typical
• Mimicry: Douen can perfectly copy
description of a Wolpertinger
any voices and sounds they hear.
also matches that of the
• Perceptive Jackelope, but with the
• Sneaky addition of wings:
Additional Trait:
Moosleute (Moss Folk) • Flight: The Wolpertinger
HP: 1 (Fodder) can fly.
Beasts Beyond Bounds

As small as children, mossleute look like aged, moss-clad people.


These fey live in forests and are connected to the trees themselves,
dying if their own tree is cut down. They will borrow or steal from
people, including abducting children, but can also be benevolent,
providing bread, useful herbs, and lore about the local area. They
are quick to anger though, and may curse those who threaten them
or draw their ire with minor ailments.
Traits:
• Accursed Vision: Anyone seeing a nachtkrapp must make a
Save Test or begin to take 1 damage per round. On its turn,
an accursed foe can make a Save Test to throw off the curse.
• Dark-Fighter
• Disease-Carrier: The first time an adventurer is struck by
a nachtkrapp in an encounter, they must make a Save Test
to avoid being afflicted with a necrotic disease, suffering 1
damage per day. A successful Save will end the disease.
• Flight: The nachtkrapp can fly.
• Perceptive

10
Nixe
HP: 2 (Low)
Nixe (male form: Nix) are water sprites, fey of rivers and lakes.
Mischievous at best, perilous at worst, they look like attractive
young humans with fish tails in place of legs, slits instead of ears,
and the barest hints of animal features.
Nixe can shapechange and assume the forms of humans or fish,
even walking upon land, but their most dangerous ability is their
beguiling song that lures listeners to a watery doom.
These fey delight in song, dance, and music.
Traits:
• Beguiling Song: Anyone hearing a nixe’s song must make a
Save Test or be beguiled, willingly moving towards the nixe
and following them. They may make a Save Test each round
to throw off this influence.
Beasts Beyond Bounds

• Fast Swimmer: Fleet of Foot, but applies to swimming.


• Sneaky
• Transformation: Nixe may assume the forms of fish or humans.

Tatzelwurm
HP: 4 (Medium)
Tatzelwurms are reptilian mountain monsters two yards in
length, described in Austria, France, Italy, and Switzerland as well
as Germany. They possess cat-like faces complete with fangs, grey
or black scales, and stubby, clawed legs. Tatzelwurms hiss, shriek,
and whistle. Though they hunt and eat meat, they also suckle the
milk from livestock such as cows and have venomous breath.
Traits:
• Poisonous Breath: All adjacent enemies make make a Save
Test. If they fail, they take 1 damage.
• Sneaky
• Tough

11
TINIER SUPERS
AN ADD-ON EXPANSION FOR THE
TINY SUPERS RPG
by Peter C. Spahn
Sentry City is rotten at its core. Street crime is rampant in the
shadows of its shining buildings and monuments while Supervillains
plot to destroy all the good people have built. Sentry Force Prime
can’t be everywhere but thankfully, they’re not the only game in
town. A number of homegrown Superhero groups are now ready to
step in and pick up the slack---if they can get out of their own way.
Tinier Supers is an add-on for Tiny Supers, ideally designed for
one-shot play. In Tinier Supers, the characters belong to a band of
D-list superheroes based in Sentry City. This motley collection
of costumed superheroes, robots, and otherworldly beings is on
a mission is to fight crime and gain the love and adoration of the
Tinier Supers

city’s inhabitants. Unfortunately, these idealistic do-gooders are


supremely flawed, having little confidence in themselves, each
other, and sometimes their own abilities.
Inspiration for a Tinier Supers game can be found in media such
as Mystery Men (film), Kick-Ass (film), and Wild Cards (novels).

Tips for Running a Tinier Supers RPG


Tinier Supers is meant to be a lighthearted take on the Superhero
genre. The PCs are essentially Superhero misfits who have been
picked on, dismissed, and even ridiculed for much of their lives,
both in and out of costume---but that never seems to get them
down (for long). In fact, it often makes them even more willing
to fight against injustice and stand up for those weaker than
themselves. Yes, their bumbling intervention may not always go
as planned, but their hearts are in the right place, and by golly,
that’s got to stand for something!

12
Roleplaying Comedy
The tone of a Tinier Supers game lends itself to a lot of laughs
at the table. That said, you can’t impose rules for comedy in an
Tinier Supers

RPG; it just sort of happens naturally through the course of play


(often through choices made by the player characters). It helps if
the players jump into the spirit of the game and don’t take their
characters too seriously. It also helps if the PCs play up their Flaws,
which are designed to encourage roleplaying and odd situations.

Threat Levels
Every good Superhero story needs a good enemy.True Gallantverse
Supervillains such as Heretic or Thule are far beyond the ability of
a Tinier Supers PC to handle---but that doesn’t mean they won’t
try. Even though they can’t go toe-to-toe with the biggest and
baddest, the PCs are still capable of throwing a wrench into the
evil Supervillain’s latest diabolical plan.
Threats to the PCs typically comes from Mooks. To spice
things up, the GM should also introduce a Villain, which is a sort
of middle-man between the Supervillain and the Mook. Villains

13
are made using the normal Tiny Supers character generation
rules for starting characters, so with planning and the help of a
few Mooks, they should provide a nice challenge for a gang of
Tinier Supers PCs. The GM is also free to make a Villain with its
own flaws and weaknesses, which may or may not play a part in
the completion of the adventure.

Failure and Redemption


Tinier Supers are not very good at being Superheroes. They can
and do fail. Frequently. And in some cases, they might even make
things worse. That’s ok! What makes them endearing is that they
never quit. They are always ready to pick themselves up off the
ground and go back for round 2 (or 3 or 8. . .).
As the GM, you should always allow for the possibility that
the PCs may be defeated or otherwise fail in their mission. It
helps if the Villain has a diabolical plan with many stages and
moving parts. This gives the PCs a chance to come back later and
redeem themselves. Some rough guidelines for incorporating
master plans into adventures are given below.
Tinier Supers

Lethality
Tinier Supers is not meant to be lethal for the PCs. Defeat may be
common, but death should be rare. This means the PCs typically
won’t kill anyone either. Remember, the characters are essentially
do-gooders and idealists, not (normally) hardened killers looking
to rack up a body count. Even if a hero uses guns or blades,
reducing someone to Stress 0 is assumed to incapacitate rather
than kill. Taking down the bad guys and bringing them to justice
is more important than slaughtering them outright.
Similarly, when a character is reduced to Stress 0, the character
is assumed to be knocked unconscious. If no medical care is
available, the GM can opt to have the PC make a test to see if
he or she dies.
If all PCs are reduced to Stress 0, roll 1d6 for the villain’s
reaction to the downed characters.

14
1-2 Leave them where they lie: The characters are beaten
senseless and left for dead. The PCs are simply not worthy of
the villain’s time.
3-4 Capture: The characters are imprisoned, perhaps under
guard. Of course you will provide opportunities to escape
(preferably with the use of Powers). If the PCs have been a
thorn in the villain’s side, they might even be placed in an
elaborate death trap while the villain leaves to complete his or
her plan or attend other more important matters.
5-6 Rescue: The PCs are rescued by deus ex machina (i.e. the
police, security forces, a natural disaster, a greater threat to the
villain, etc.). The characters may even be rescued by a hero from
the Hero Worship/Envy Trait, which could be especially galling
to some of the PCs.
Note: The low lethality is a design choice that I’m well aware
doesn’t jive with all the source material. If you want something
darker, you’re free to run your games how you wish.The lighthearted
take presented here could just as easily work with over-the-top
violence and gore. In that case, setting the game somewhere
Tinier Supers

grittier like Haven City instead of Sentry City might be a better


option. (see the Fallen Justice: A Tiny Supers City Book)

Adventure Design
Tinier Supers often roam the city looking for people to save and
criminals to stop. A good way to let players get a feel for their
characters is to have them stumble upon a crime in progress (bank
robbery, mugging, GTA, etc.) and give them some street-level
Mooks to beat up on (or try to beat up on). At some point though,
you’ll want to introduce a true villain and his or her master plan.

The Master Plan


Every Villain worth his or her salt has a diabolical master plan
in the works. The scope of the master plan depends largely upon
the motivations and resources of the Villain, but always involves

15
a crime of some sort. Just keep in mind your PCs are relatively
low-powered so the challenges should be fairly low-powered
too. Having them stop a Villain from blowing up a building is
realistic, but having them stop Primus from destroying Sentry
City is way beyond their capabilities.

Discovery
In order to get involved, the PCs must first discover the Plan. This
is essentially the “hook” that draws the PCs into the adventure.
Discovery can come from any number of sources including an
NPC ally, a suspicious news story, a cryptic note or email, or a
strange event. The PCs may even stumble onto the first Stage of
the Plan by accident (perhaps while thwarting a related crime)
and be drawn into the adventure.

Stages
The Plan is enacted in stages. This is where the PCs can really get
involved, stop part of the Plan, and find out what is going on. A
good Plan needs about 2 to 5 stages before it comes to fruition.
This gives the PCs several chances to learn more about the Villain
Tinier Supers

and/or stop the bad guys from winning. The GM should keep track
of what happens at each stage and adjust the Plan accordingly.

Diabolical End
If the PCs fail to stop the Plan, the Villain is victorious. The
characters must lick their wounds and hope to get another crack
at the bad guys later. In true heroic fashion, this defeat should
only motivate the PCs to bring the Villain to justice.

Obstacles and Nontraditional Combat


Because of the low lethality built into the game, a Tinier Supers
adventure should include a number of non-combat encounters
that are overcome by tests or good roleplaying. As a GM, you
should also try to use the environment in interesting ways during
combat instead of just having it devolve into a firefight every time.

16
For example, if a battle takes place in a supermarket, have the
Mooks throw a bucket of walnuts across the floor (forcing all
combatants to make a Test to keep their balance). Or have one of
the Mooks shine a handheld bar code scanner into a PC’s eyes,
forcing the character to make a Test or be temporarily blinded
for one turn. Or have the Villain taunt the PCs over the store’s
intercom system. These tactics might actually encourage the
PCs to use the environment to their advantage, which makes
for much more interesting (and memorable) combat scenes, and
keeps the pacing more in line with the spirit of the game.

Adventure Example
Red Quill is a former literature professor who has declared war
on the illiterate and uneducated masses. In addition to robbing
banks to finance his operations, he and his minions have been
known to sabotage cruise ships, plant stink-bombs at monster
truck rallies, and threaten actors and directors who are planning
to adapt novels for the big screen.

Master Plan
Tinier Supers

Using a pseudonym, Red Quill has published a book full of raunchy


limericks. The books were printed with a red ink that, when enough
of it is touched, causes red welts in the shape of a feather to cover a
person’s whole body. This is the mark of the Red Quill and he plans
to publicly mock the IQ of anyone who reads his book of low-brow
poems. The book is scheduled to be released tomorrow.

Discovery
A friend of the PCs picked up an advance copy of the book for
review. She read the book while taking a bath and dropped dead
(or was hospitalized if you prefer) after having an allergic reaction
to the ink. The PCs find her body covered in red feather welts. She
is still holding the book, but the ink has run, staining the pages red.
The publishing house is listed as Maroon Feather Publishing, with
an address downtown.

17
Stage 1
The PCs go to the publishing house and find Red Quill’s thugs
loading crates of books into a truck. A fight ensues. Afterwards,
the PCs enter the warehouse to find makeshift printing press
and book binding. In the office, shipping paperwork shows the
books have been sent to two other warehouses to be distributed
to retailers and released tomorrow. The PCs must act tonight if
they want to stop the release! Non-combat obstacles in this stage
are related to stealth, picking locks, etc. The PCs might even end
up chasing the truck if one of the Mooks tries to drive off.

Stage 2
The PCs go to one of the warehouses. It is guarded by bored
security guards who know nothing about the Red Quill. The PCs
should have no trouble dispatching them. Non-combat obstacles
are related to stealth, picking locks, intimidating the guards, etc.
The PCs must also figure out what to do with the books. Burning
them could cause a large fire or an arson investigation.

Stage 3
Tinier Supers

The PCs go to the other warehouse. Here, they discover Red Quill
and more of his Mooks inspecting the books. A fight ensues. Red
Quill’s thugs use the warehouse environment to attack, trying to
run them over with a forklift, knock warehouse shelves on top
of them, etc. If the PCs win, they stop the books from being
distributed and possibly bring Red Quill to justice. Rather than be
hailed as heroes, the warehouse manager, retailers, etc. all complain
about the cost of damages. Such is the life of a Tinier Super. . .

Diabolical End
If the PCs do not stop the books from being released into the
public, Red Quill completes his diabolical plan and thousands
of citizens are covered with red feather welts. Red Quill uses the
internet to mock anyone who read the book and also threatens
that this is just the beginning of his reign of literary terror.

18
Character Generation
Character generation in Tinier Supers follows the Tiny Supers
rules, with a few thematic changes.
Archetype: The characters select an Archetype as normal.
Stress Capacity: Tinier Supers begin the game with 1/2 the
Stress Capacity of their normal Archetype (round up). This
means the characters are more capable than the average Mook,
but they should be very careful about picking too many fights.
Archetype Trait: The characters receive the appropriate Archetype
Trait with one limitation: Any invention made by the Gadgeteer’s
Inventor Trait requires the one-use Power Gadget to come with a
Flaw (see below).
Power Traits: The character selects one Power Trait at any Tier
(1-3). Remember, that each Tier comes with an accompanying
Flaw. (alternately, the GM may allow the PCs to have more than
one Power Trait up to a total of 3 Tiers).
Tinier Supers

19
Hero Worship/Envy: The character picks the Hero Worship
or Hero Envy Trait and decides to which Hero it applies.
Flaw: The character rolls for one random Flaw for every Tier
of a Power Trait.
Quote: The quote is a genre tool meant to help you and the
other players better understand your character. Your character’s
quote can be a catchphrase, motto to live by, or reflect their
general observations on life.

New Traits
Each character must pick one of the following two Traits during
character generation. All PCs may worship/envy the same
hero, but this is not required. Hero Worship/Envy is merely a
genre tool designed to encourage roleplaying and has no real
mechanical effects.

Hero Worship
Tinier Supers

The character idolizes a famous Superhero, such as Gallant or


The Eagle. The PC and the GM work together to decide whether
or not the PC has met the hero. The hero does not take the PC
seriously, but may be friendly and supportive. This motivates the
PC to keep striving for the hero’s recognition as an equal.

Hero Envy
The character is envious of a famous Superhero, such as Velocity
or Asher Solomon. The PC and the GM work together to decide
whether or not the PC has met the hero. The hero does not take
the PC seriously, but may be friendly and supportive, which the
PC almost always takes as condescending. This motivates the
PC to keep striving for the hero’s recognition as an equal.

20
Flaws
A Flaw is a drawback that limits a Power Trait. Although it may
have mechanical effects, it is another genre tool that is meant to
encourage roleplaying.
One Flaw must be taken for each Tier of a Power Trait. It
is highly recommended that you roll the Flaws at random and
tailor the character’s Power to the result rather than min-max
a specific character build. The randomness sets up some good
opportunities for roleplaying, but remember the object is to have
fun with the characters, not make them useless. Feel free to reroll
Flaws that you feel make the character unplayable or Flaws that
cancel each other out.
For example, if your character has Armored Tier 1, but it only
works at night, she’s going to be extremely hesitant about attacking
the bad guy’s base during the day. If she gains Armored Tier 2,
reroll a Flaw that only allows the Power to work during the day.
The list of Flaws given below is by no means exhaustive and
players are encouraged to come up with new Flaws that fit the
character concept. The Flaws may also need to be fine-tuned or
Tinier Supers

further clarified for certain


Active or Passive Powers. As
always, the GM has the final
say in whether or not a Flaw
is acceptable.

Flaw Category List


1. Time Related
2. Environmental
3. Conditional
4. Behavioral
5. Physical
6. Bizarre

21
Time Related
1. The Power only works normally during Day. All other times a Test with
Disadvantage is required to activate or gain the benefits of the Power.
2. The Power only works normally at Night. All other times a Test with
Disadvantage is required to activate or gain the benefits of the Power.
3. The Power only works every other day. All other times a Test with
Disadvantage is required to activate or gain the benefits of the Power.
4. The Power only works normally every other week. All other times a
Test with Disadvantage is required to activate or gain the benefits of
the Power.
5. The Power only works 1d6+1 times per day. (GM makes this roll in secret)
6. The Power only works normally in months with 30 or more days. All
other times a Test with Disadvantage is required to activate or gain the
benefits of the Power.

Environmental
1. The Power only works in direct sunlight. When not in direct sunlight,
the character can only activate or gain the benefits of the Power 1d6+1
times before needing to recharge by basking in sunlight.
2. The Power only works in direct moonlight. When not in direct
Tinier Supers

moonlight, the character can only activate or gain the benefits of the
Power 1d6+1 times before needing to recharge by basking in moonlight.
3. The power only works when it is raining or the character is soaking
wet. When dry, the character can only activate or gain the benefits of
the Power 1d6+1 times before needing to recharge by getting soaked.
4. The Power only works when the temperature is below 32 degrees F. At
the GM’s discretion, a cooling suit may be devised to offset this Flaw,
but the suit should come with its own drawbacks (i.e. Flaw, penalties
to physical tests, unreliability, etc.).
5. The Power only works when the temperature is above 100 degrees F. At
the GM’s discretion, a heating suit may be devised to offset this Flaw,
but the suit should come with its own drawbacks (i.e. Flaw, penalties
to physical tests, unreliability, etc.).
6. The Power only works when the temperature is between 33 and 99
degrees F. At the GM’s discretion, a climate control suit may be devised
to offset this Flaw, but the suit should come with its own drawbacks
(i.e. Flaw, penalties to physical tests, unreliability, etc.).

22
Conditional
1. The PC must make a test with Disadvantage to have the power manifest. If
successful, it remains in effect for the rest of the encounter. If unsuccessful, the
power cannot be activated until “later”, as determined by the GM (an hour
later, tomorrow, the next encounter, the next Stage of the adventure, etc.).
2. In times of stress (such as combat) the PC must make a Test or the
Power fails.
3. The Power is fueled by pain so the PC must take 1 damage to activate or
gain its benefits. The Power lasts for an hour and/or can be reactivated
during that time without taking further damage.
4. The Power only works when character’s feet are touching the earth.
5. The Power is fueled by combustible liquids that must be drunk (gasoline,
kerosene, etc.). A Test is required, with failure meaning the PC takes
1 damage from the consumption. The fuel lasts for approximately one
hour during which time the Power may be activated as normal.
6. The Power won’t work within 100’ of dogs or cats for some reason.

Behavioral
1. Anachronism. The character is obsessed with a particular archaic time
period. He or she must call everything by archaic names and suffers
Tinier Supers

Disadvantage when using modern weapons or technology.


2. The power only works when the PC sings.
3. The. Character. Must. Talk. Like. A. 60s. Robot. at all times. This
imposes Disadvantage on all social skills with non-robots.
4. Gloat. After the Power is used, the character must stand still and admire
his or her handiwork. The character loses a turn from the gloating.
5. The character cannot say words that begin with a hard C sound. The PC
takes 1 damage if the player slips up when talking in-character to others.
6. Straight man. You recognize the flaws in others and see none in
yourself. You sometimes think you are surrounded by nincompoops.

Physical
1. The Power only manifests if the PC’s skin is wrapped in clothing from
head to toe.
2. The PC must be naked in order for Power to manifest (make sure you
know whether or not your group can handle this).

23
3. The Power only works when a bright four-
color signature costume is openly worn
(Underoos don’t count!).
4. Overheat. The character’s internal body
temperature rises to deadly levels when the
power is activated. The PC must make a Test
after the Power is used or activated. Failure
means the character passes out for 1d6
rounds as its body tries to cool itself down.
5. The character must spend a turn doing
exercises (jumping jacks, push-ups, etc.) in
order to gain the effects of the Power.
6. The PC must close his or her eyes to manifest
and use the Power. This causes all attacks and actions requiring sight to be
made with Disadvantage.

Bizarre
1. Slime trail. The character’s pores ooze slime when the Power is activated.
2. The Power is sentient (empowered by a ghost, alien, etc.) and either
inhabits an object or lives inside the PC’s mind. Its needs must be met
before it will activate or sustain a Power. Needs can be things such as
flattery, drinking whiskey (or blood), seeking revenge, etc.
Tinier Supers

3. Hair growth. The character sprouts hair all over the body once the
power is activated. After 3 activations, the character resembles a
sasquatch imposing Disadvantage to social tests and Disadvantage to
manipulating small tools and objects.
4. The PC must make a Test when the Power is utilized. Success means
the Power works as expected. Failure means the Power fails, and the
PC explodes in a shower of gore before instantly reforming. The
PC automatically fails all social tests made against anyone who has
witnessed this effect.
5. The Power magnetizes the PC, causing metal objects such as belt
buckles, guns, etc. within 30 feet to fly toward and stick to the character
for 1d6 turns. A Test is required to avoid taking 1 damage (total) from
these metal objects. If the PC is close to a large metal object, such as a
metal bulkhead, washer or refrigerator, the character becomes stuck to
the object. The effect lasts for 1d6 turns.
6. The Power causes a bolt of lightning to strike the PC. The PC must
make a Test. Failure means the PC is knocked loopy and loses a turn
until the character recovers his or her senses.

24
Final Thoughts
Tinier Supers is not for everyone. The design is left intentionally
loose to allow room for a wide array of quirky characters and
villains. It takes the right kind of mindset for the GM and players
to pull a game like this off, but when they do, it can be a lot of fun.

AMAZING HERO’S FORCE INK.


Amazing Hero’s Force Ink. is a motley collection of Tinier Supers
who claim to handle the tough jobs that larger organizations like
Sentry Force Prime avoid. The name Amazing Hero’s Force Ink
(sic) was created by the group’s founder, a mathematical genius
known as Mathman. The correct spelling should have been
Amazing Hero Force, Inc., but Mathman’s grammar is horrible
and he did not realize his mistakes until Ultragirl pointed it out.
By then he had already trademarked the name, created a website,
and printed thousands of business cards, flyers, and signs.
Amazing Hero’s Force Ink is currently planning tryouts for
those who want to start their own neighborhood chapter. Do
Tinier Supers

you have what it takes to suit up and fight crime?

Mathman
Archetype: Mastermind
Stress Capacity: 3
Traits: Leadership, Educated, Eidetic Memory
Power Traits: Snare Tier 2 (Mathman spouts mathematical
equations that boggles the mind of enemies within 30’ radius;
Flaw – only works on sentient creatures; Flaw – Mathman never
uses lethal weapons)
Mastered Weapons: Flashbang grenade
Trained Weapons: Ranged
Mathman (Dr. Edward McKiernan Root) is the leader of
Amazing Hero’s Force Ink. He is a mathematical genius who

25
can apply math (calculate odds, trajectories, etc.) to almost any
test to receive Advantage so long as the player can explain how
math applies to the test.

Ultragirl
Archetype: Striker
Stress Capacity: 4
Traits: Powerful Blows!, Martial Artist, Sneaky
Power Traits: Blast Tier 2 (manifests as a sparkling unicorn
head with a rainbow-colored mane; Flaw – the power is contained
within a ring; Flaw - the power only works in direct sunlight or
right after a rain)
Mastered Weapons: Karate Chop
Trained Weapons: Unarmed
Ultragirl (Kaitlin Deacon) is a My Little Pony fangirl. She is
overly friendly and optimistic, but her father taught her martial
arts so she could protect herself. A mysterious vendor at a My
Tinier Supers

Little Pony convention sold Ultragirl a rainbow-colored ring


and her powers materialized as soon as she put it on.

Man-Animal
Archetype: Paragon
Stress Capacity: 3
Traits: Detective, Beastspeaker, Brawler
Power Traits: Shapeshifting Tier 1 (Shrinking) (Flaw –
power only works in temperatures between 33 and 99 degrees
F); Shapeshifting Tier 2 (Mimic) (Flaw – Must make a test
to activate or maintain power in high stress situations; Flaw –
always smells like wet dog causing Disadvantage to social tests)
Mastered Weapons: Num-chuks
Trained Weapons: Light Melee

26
Man-Animal (Chase Johnson) is a former zoology student who
taught himself martial arts from a book and began investigating
and fighting crime on campus. Man-Animal’s powers began to
manifest after he was bitten by a genetically modified platypus.
He has since moved into the city and nightly prowls the subways
and alleyways of Sentry City in search of criminals.

Bruiser
Archetype: Striker
Stress Capacity: 6
Traits: Powerful Blows!, Tough, Strong
Power Traits: Armored Tier 1 (Flaw – the power only works at
night), Super Strength Tier 1 (Flaw – the power only works at night)
Mastered Weapons: Fists
Trained Weapons: Unarmed
Bruiser ( Jake Jacobs) is a former bar bouncer whose powers
manifested after the Supervillain Hierarch doused the nightclub
he was working at with interdimensional radiation. Bruiser likes
Tinier Supers

to fight. He is fearless at night, but extremely reluctant to take on


evil during the day because of his Flaws.

Blue Angel
Archetype: Defender
Stress Capacity: 4
Traits: Protector! Wealthy, Healer, Charismatic
Power Traits: Flight Tier 3 (Flaw – cannot control speed,
automatically jumps to max speed after one turn; Flaw – must
make a test to land or misjudge landing and take 1 damage from
crash; Flaw – eyesight not great; must have clear landmarks or
miss the landing/target area by 1d6 miles)
Mastered Weapons: Bow and Arrow
Trained Weapons: Ranged

27
Blue Angel (Wendy Helmsley) was born with blue wings that
her wealthy family tried to hide by binding her wings tightly to
her body. Because of this, she does not have great control over
her flying ability. Blue Angel fights with a bow and a number of
specialized arrows (explosive, knockout gas, etc.), but she tries
to avoid hurting people if possible. She is older than the other
members of the group and takes on a more nurturing role.

Wrath of the Man-Animal


(Tinier Supers Vignette)
Chase Johnson, better known to the evildoers of Sentry City as Man-
Animal, perched atop a flickering lamppost in a dark alley of Sentry City.
The alley was a cut-through between the busy downtown streets of Mulberry
and Orange Avenue. Criminals liked to lurk here, preying upon the helpless
and unwary. But not tonight. Tonight, Man-Animal was on the prowl.
Man-Animal had taken the form of a crow to better blend in with his
surroundings while he watched for a crime to occur. He did not have
long to wait.
A bedraggled homeless woman carrying an oversized purse made her way
Tinier Supers

down the alley, stopping to check the trash bins for anything of value. The
two men who entered the alley behind her were obviously up to no good.
Man-Animal’s talons clicked reflexively against the lamppost’s cold metal as
they crept up behind her while she leaned into a dumpster.
“Whatcha got in that bag, huh?” one of them said.
The woman gasped, startled, and backed away from them as she clutched
the tattered purse close to her body.
“Get away from me,” she said. Her eyes darted frantically from side to side,
looking for a way to escape. Terror washed over her face as she realized she
was trapped and at their mercy.
One of the ruffians reached out with a grubby hand, “Just give us the bag,
lady. Unless you wanna get hurt.”
Man-Animal’s heart began to race as adrenalin---and a taste of fear---
surged through his body. His crow-form began to expand uncontrollably,
threatening to lose its shape. It was always this way before a battle. One day

28
he knew he would have full control of his powers, but sometimes it was hard
to concentrate when he got excited.
The woman shrieked as a tug of war ensued over the purse, and Man-Animal
knew it was time to act. He unfurled his wings and let out a raucous caw as he
leapt, willing his body to transform to that of a raging black panther.
The muggers looked up in dull confusion and in that instant, doubt and fear
weakened Man-Animal’s resolve. For one thing, these men were a lot bigger
up close than he had realized from his lofty perch. For another, they were
armed. One wore brass knuckles on his meaty fists while the other clutched a
wicked-looking survival knife. Someone could get hurt---even killed.
His concentration broken, the panther form melted away in mid-leap and
he landed in a heap on the filthy asphalt. The fall knocked the breath out
of his human body, and scummy water soaked the fur and feathers of his
Man-Animal costume. As he gasped for air, the muggers started to laugh.
“Look, Mickey,” the larger of the two said. “We got us one o’ those wannabe
superheroes.”
“Super Loser, looks like, Karl!”
Man-Animal tried to stand, but a boot to the ribs knocked him flat.
Another boot to the head made him see stars. The flurry of punches and
kicks that followed made him lose track of his surroundings and he could
Tinier Supers

only curl up in the fetal position.


The beating suddenly stopped and the sound of police whistles blended
with the ringing in his ears right before he blacked out. Man-Animal
came to a short time later as paramedics loaded him onto a backboard. The
muggers were gone. The police officers nearby regarded him with disdain.
“I know this guy,” one of the officers said. “He calls himself Animal Man.”
“Man-Animal,” he croaked as they loaded him into the back of the
ambulance. “The name’s Man-Animal.”
“Roadkill is more like it,” the officer said. “Why don’t you just leave the
crime fighting to the real Superheroes before you get killed?”
As the paramedics closed the ambulance doors, Man-Animal saw the
homeless woman peeking out from behind a dumpster, still clutching her
bag tightly to her chest. The muggers must have forgotten about it during
the battle. Her gap-toothed smile beamed with gratitude.
“That’s why,” Man-Animal thought as he closed his eyes settled himself in
for the ride to the hospital. “That’s why we do it.”

29
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