Tinyzine Issue 23: Sample File
Tinyzine Issue 23: Sample File
Tinyzine Issue 23: Sample File
e
fil
Written by Alan Bahr, Christopher Helton, Jonathan Hicks, & Steffie de Vaan
Editor: Alan Bahr
e
Interior Art: Anthony Cournoyer, Dyson Logos, Thomas Mann, Krasimir
Sarov, Nicolás R. Giacondino, & The Forge
pl
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition
m
2
Letter from
the Editor
Hail Loyal Gallants!
e
Welcome to the twenty-third issue of TinyZine, and the third
of 2020.
fil
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!
e
Jonathan Hicks brings you an article about giving some
personality to your Tiny Frontiers: Revised ships!
pl
- Alan Bahr, 12/26/2019
PS: As always, we’d also be remiss if we didn’t inform you of
m
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
Sa
3
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
e
spells of one school innately. We also created four classic familiars.
Necromancy
fil
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.
e
• 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
pl
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-
m
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
Sa
4
Strange Magic
Light Manipulation
You bend light to your whim, creating visual illusions and blinding
opponents. Light magic is popular with traveling minstrels, who
e
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
fil
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.
e
• 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
pl
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
m
5
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.
e
• 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.
fil
• 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)
e
to do your bidding. The Horror follows your commands until
destroyed, the end of the scene, or you dismiss it.
pl
m
Sa
6
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.
e
• Sneaky: Your bat gains Advantage when Testing to hide or sneak around.
Cat
fil
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.
e
• Sneaky: Your cat gains Advantage when Testing to hide or sneak around.
Rat
pl
4 Hit Points (small size)
• Evasive: Roll a d6 whenever your rat is attacked. On a success, the
m
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
Sa