Tinyzine Issue 23: Sample File

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TinyZine Issue 23

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Written by Alan Bahr, Christopher Helton, Jonathan Hicks, & Steffie de Vaan
Editor: Alan Bahr
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Interior Art: Anthony Cournoyer, Dyson Logos, Thomas Mann, Krasimir
Sarov, Nicolás R. Giacondino, & The Forge
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Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition
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Published by Gallant Knight Games, 2019

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


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©2019 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

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Letter from
the Editor
Hail Loyal Gallants!

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Welcome to the twenty-third issue of TinyZine, and the third
of 2020.

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Steffie beings a new slew of articles that will range from
adventures to more estoteric themes! This month brings the new
magical options for your games!
Christopher Helton brings you the They Keep Killing Heroes
framework for Tiny Supers!
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Jonathan Hicks brings you an article about giving some
personality to your Tiny Frontiers: Revised ships!
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- Alan Bahr, 12/26/2019
PS: As always, we’d also be remiss if we didn’t inform you of
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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
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The art in this TinyZine is graciously funded by our Patrons.

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Strange Magic
Strange Magic

Steffie de Vaan
Strange Magic presents three new magic schools. Characters with
the Familiar, Spell Reader, or Spell-Touched Traits can cast any
individual spell off a scroll or with the aid of an artifact, assuming
they found one. Characters with the Archmage Trait can cast all four

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spells of one school innately. We also created four classic familiars.

Necromancy

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You exert power over the undead. This is neither good nor bad
in and of itself--an undead army defending a kingdom against
hostile invaders is a good thing. More aggressive Necromancers
can also use their magic to seep power from the living.
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• Command Undead: Spend an action to make a Test. If successful,
up to ten mindless undead such as skeletons or zombies obey
your commands. You can use this power on a single sentient
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undead such as a lich or vampire, but you make the initial Test at
Disadvantage. Furthermore, your control over a sentient undead
breaks if harm befalls them, or you give them a clearly self-
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destructive command.
• Summon Undead: Spend an action to make a Test. If successful,
summon a skeleton (Tiny Dungeon 2nd Edition, p. 56) to do
your bidding. The skeleton follows a simple command (such as
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“protect me/this person,” “kill everyone wearing red,” or “do not


let anyone open this door”) until destroyed or you dismiss it.
• Leech: Spend an action to take a Test. You gain Advantage if
you’re touching your target. If successful, your target loses 1 HP
while you gain 1 HP (HP in excess of your maximum is lost).
• Resurrect: Spend an action and make a Test to return one dead
person to life. This test is at Advantage if your target is willing,
recently deceased, or has a mostly intact body. The test is at
Disadvantage if your target is long dead, has no body to return

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Strange Magic

to, or is unwilling. These may cancel each other out--resurrecting


an ancient dead queen (Disadvantage) with a perfectly preserved
corpse (Advantage) grants 2D6 on the test.

Light Manipulation
You bend light to your whim, creating visual illusions and blinding
opponents. Light magic is popular with traveling minstrels, who

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use it to enhance their tales.
• Sparkle: You send up a shower of small sparks. These sparks
are harmless, but you can use it to signal allies, serve as a

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distraction, sky write, and so on. You may spend an action and
make a Test to send your Sparkle into someone’s eyes--this
renders them at Disadvantage on all Tests for a single turn,
while attacks made against them are at Advantage.
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• Blind: Spend an action to make a Test. If successful, you bend
light away from a chosen target effectively rendering them blind.
This effect persists for the duration of the scene so long as you
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concentrate (you may cast no other spells or take attack actions).
• Invisibility: Spend an action to make a Test. If successful, you
become invisible. You may take this Test at Disadvantage to
extend the effects to a group. All of them must remain close
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by to benefit from the effect--straying more than a few arm’s


lengths from you makes them visible again. This effect persists
for the duration of the scene so long as you concentrate (you
may cast no other spells or take attack actions). You are still
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corporeal, and can bump into things or make noise, nor do


you lose your scent.
• Illusion: Spend an action to make a Test. If successful, you
create an illusion no larger than Karhu-sized. You may make
the Test at Disadvantage to create an illusion up to dragon
size. This effect persists for the duration of the scene so long
as you concentrate (you may cast no other spells or take attack
actions). This illusion is purely visual.

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Call of the Void
Strange Magic

The Void is the darkness from which all is created and to which all
must return. None can see it without despairing. Calling on Void
magic is taboo in most lands save the dread kingdom of Acheron,
but secret practitioners pass its whispered knowledge down.
• Dread: Spend an action to make a Test. If successful, your target
runs away in fear. This effect lasts until the end of the scene.

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• Despair: Spend an action to make a Test. If successful, spend
1 HP to speak an ancient and terrible truth. Anyone who
hears you makes their next Test at Disadvantage.

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• Soul Wrack: Spend an action to make a Test. If successful,
spend 1 HP to inflict 2 HP damage on your target.
• Eldritch Horror: Spend 3 HP and an action to make a Test.
If successful, you summon an Eldritch Horror (TD 2E, p. 49)
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to do your bidding. The Horror follows your commands until
destroyed, the end of the scene, or you dismiss it.
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Familiars
Strange Magic

Bat
4 Hit Points (small size)
• Evasive: Roll a d6 whenever your bat is attacked. On a success, the
attack misses.
• Fly: Your bat can fly up to 60 feet an action.

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• Sneaky: Your bat gains Advantage when Testing to hide or sneak around.

Cat

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4 Hit Points (small size)
• Evasive: Roll a d6 whenever your cat is attacked. On a success, the
attack misses.
• Innocent: Your cat gains Advantage persuading people it’s just
an innocent mouser, and perfectly harmless to discuss secrets in
front of.
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• Sneaky: Your cat gains Advantage when Testing to hide or sneak around.

Rat
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4 Hit Points (small size)
• Evasive: Roll a d6 whenever your rat is attacked. On a success, the
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attack misses.
• Kin: Your rat can call 4 (or roll 1d6) other rats to aid you.
• Sneaky: Your rat gains Advantage when Testing to hide or sneak around.

Snake
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4 Hit Points (small size)


• Evasive: Roll a d6 whenever your snake is attacked. On a success,
the attack misses.
• Slither: Your snake gains Advantage on Tests
to get into impossibly small spaces.
• Sneaky: Your snake gains Advantage when
Testing to hide or sneak around.

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