TinyZine
TinyZine Issue 17
Written by Alan Bahr & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, 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.
©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!
Welcome to the seventeenth issue of TinyZine!
Steffie returns with our monthly Roll-and-Play, this time
tackling Sunken Worlds and their setups.
Yours truly provides some previews of the upcoming Tiny Supers
supplement: Fallen Justice. Fallen Justice is an Iron Age themed
supplement that will feature ten new archetypes, equipment traits
like Utility Belts, vehicles and more.
We’re showing you five of the ten archetypes and the Utility Belt
rules!
This is a hefty preview, that will showcase what we’re intending
for the Tiny Supers line going forward!
We also have Hireling rules for TinyD6, again, by this humble
editor!
- Alan Bahr, 11/17/2019
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, and free GKG RPGs! Please, feel free to
check it out.
www.patreon.com/gallantknightgames.
The art in this TinyZine is graciously funded by our Patrons.
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Roll-and-Play:
Sunken Worlds
Roll-And-Play
Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create readymade content for their game. The concept is
simple: grab a d6, and roll once on each tables below, or mix and
match as fits your game.
We rolled up pirate crews in the May issue of Tiny Zine,
and we’re doing sunken worlds this month to complete your
underwater adventure. For more deep sea adventures, check out
the Destiny of Tides campaign setting.
D6 Name
1 Abraxa, Doom of the Kraken-Emperors
2 Falax, City of Tridents
3 Hithna, where the Sun sets
4 Lezar, where sailors die
5 Raqazza, where the drowned Gods dwell
6 Water’s Gate, Portal to the Deep Worlds
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D6 Inhabitants
Roll-And-Play
1 The people of this sunken world resemble humanoids with
webbed fingers, and gills nearly invisible behind ears. They
retain lungs, and can survive on land for extended periods.
2 Still largely humanoid in shape and build, scaled blue skin
reveals these people do not belong on land. Their legs and
arms are muscular, paired with webbed hands and feet for
bigger underwater thrusts (trait Fast Swimmer: movement
30 ft underwater), and their gills are large and pronounced.
They can still breathe and survive above water, though only
for shorter periods.
3 These people are clearly an aquatic evolution of a humanoid
species, split from their landborn branch tens of thousands
of years ago. Their colorful skin has scales, and they spread
their arms and legs to reveal large webbed fins for swimming
(Fast Swimmer). They no longer have the natural ability to
breathe above water.
4 Born with human bodies, but fish or octopus heads, these
people straddle the divide between worlds. Their personality
is determined by their fish brain, so a sharkanoid would be
a highly-focused predator, while a octopoid is more playful.
For any individual citizen, roll 1d6 to determine their head:
1 clown fish, 2 eel, 3 manta ray, 4 dolphin, 5 shark, 6 octopus.
5 These people have the torso and head of a human, but fishtails
(1-4 on a d6) or octopus tentacles (5-6 on a d6) instead of legs.
They can breathe above water, though excepting the octopuses
they can’t move on land without the aid of technology or magic.
6 This sunken world is populated by talking, sentient fish
and marine mammals, from dolphins to manta rays and
octopuses Use the d6 roll under row (4) to determine any
individual citizen.
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D6 Sovereign
Roll-And-Play
1 Beryl of the Deep hears voices telling him to push the sunken
world deeper under the waves to a realm of darkness, and
home to whatever creature whispers to Beryl.
2 Dezzra the Just is clever and knowledgeable, but they
never learned the difference between just and fair. They
enforce their laws, and punish those who break them,
with no consideration for mitigating circumstances.
3 Strong Irath won her throne through might, crushing her
siblings in the race for the throne. Rebellious tongues also
name her Blood-Thirsty Irath, and Kin-Slayer. She believes
any outsiders have come to steal her crown.
4 Kaldor the Conqueror wages war against the land, seeking
to pull all cities under the waves to found a grand empire
ruled by him.
5 Masked Yllian is an ageless sorcerer who has ruled over
the sunken world for centuries. Some tongues wag they’re
merely the last in a long line of Yllians, each taking the
name and appearance of their predecessor.
6 Zorran, no grand claims or titles, rules by consensus, quietly
charting the course that makes all citizens equally happy
(or at least, equally discontented).
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D6 Market Goods / Reward for solving ‘Trouble’
1 Deep Weed grants aquatic lungs and gills, as well as webbed
Roll-And-Play
extremities that grant the Fast Swimmer trait, for 4d6 hours
after eating. Deep Weed is commonly sold in packets of 6.
2 Diving Bell, domesticated. This fist-sized spider takes
position at the base of the wearer’s neck, extending its legs
forward along cheeks and temple, as its weaves an orb of
air around their head. The Diving Bell can maintain this
orb indefinitely, supplying air its filters from the ocean,
but must be fed a small fish or mammal every week.
3 Eyes of the Deep. This glowing stone is carved in the shape
of an eye. Worn as an amulet on a necklace or bracelet,
the Eyes allow the wearer to see even in the darkest water.
At will, the wearer can amplify the Eyes’ glow to light up
the immediate area (or the Close Zone).
4 The Orb of Aquatus allows anyone touching it to change
into any aquatic animal of their choice, so long as they’ve
seen it before (an accurate visual representation counts
towards this purpose). The change lasts for 24 hours, or
until the enchanted person wills it to end. The Orb can
only change each person once per 24 hours.
5 This Scale Armor is made of Leviathan scales. It is as
comfortable as a second skin, and confers the Armor
Master trait when worn.
6 The Trident of Atlanta is imbued with magic that doubles
its thrown range underwater.
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D6 Trouble
1 A Kraken (see Tiny Dungeon 2E, p.52) patrols the waters
Roll-And-Play
near the sunken world. All visitors, as well as aquatic
citizens seeking to travel to the surface for trade, must
navigate through the beast’s terrain. The heroes must drive
the primordial creature off.
2 Sharkin from another underwater kingdom frequently
raid the sunken world. Use stats for Lionkin, TD2E p. 53,
but replace Charismatic with Vicious Bite (melee attacks
deal 2 damage). Can the heroes fend off the raiders, or
negotiate peace with their kingdom?
3 A recent seaquake caused a fissure in the sea bottom,
from which hellish underwater spiders pour forth. The
monsters attack the heroes, as well as innocent people
near them. Use stats for Giant Spiders, TD2E p. 48.
4 The sunken world sits on the edge of a great trench, and slides
deeper into the watery abyss every day. Its demise comes slowly,
but seems inevitable, and the people seek a way to evacuate.
They ask the heroes to scout the ocean for a good location to
build a new city, or for sunken ruins they can move into. This
quest is complicated by neighboring underwater kingdoms,
none to keen to surrender land to the refugees.
5 The sunken world was built in the bones of a long dead
Leviathan, and now a necromancer seeks to resurrect the
beast - destroying the sunken world if she succeeds. Can the
heroes stop the necromancer, or evacuate the sunken world?
6 Naval merchants target the sunken world for plunder,
using magic to dive under the water and then making off
with stolen goods in their great ships. Now a whole fleet
of them approaches, and the heroes must stop them.
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New Archetypes from
Fallen Justice
Please note, all of these archetypes are balanced to not have Power
Traits (hence the Average archetype Trait.) Granting Power Traits
to these archetypes will greatly unbalance them.
Fallen Justice
Adept
The Adept is one of the best combatants you’ll meet. Honed as a
living weapon, the Adept throws down with improvised weapons,
limbs and fists, or a hail of gunfire as they unleash gun-fu.
• 6 Stress Capacity
• Adepts have the Archetype Traits Average and Practiced Defense.
• Average: This character may never take Power Traits
• Practiced Defense: You may always Evade against Melee
Attacks, even if you didn’t take the Evade action this turn. You
may never make an Evade Test with greater than Advantage.
Colossus
The Colossus is a mountain of muscle and bone, all fists and rage.
Oftentimes a former boxer or brawler, they come from a history of
street fighting, bouncing, and rage. The Colossus is there to watch
evil batter itself against her, before she delivers them a final beatdown.
• 10 Stress Capacity
• Colossuses have the Archetype Traits Average and Bloodied Knuckles.
• Average: This character may never take Power Traits
• Blooded Knuckles: When this character has only a third
of their Stress Capacity left (round down), they gain
Advantage on all melee attacks and their melee attacks
do +1 Damage.
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Citizen
The Citizen has become fed up with the crime and corruption
around them, and they’re out to do something about it. They
have no real training, no background to really aid them, just an
unwavering belief in their moral compass.
• 6 Stress Capacity
• Citizens have the Archetype Traits Average, Face in the Crowd,
and Neighborhood Watch.
Fallen Justice
• Average: This character may never take Power Traits
• Face in the Crowd: Attempts to locate or find the Citizen
or trail them in a crowd suffer Disadvantage.
• Neighborhood Watch: Twice per session, a Citizen can make
a Save Test. If successful, they gather a necessary piece of
information from their neighbors related to crime in the area.
Crusader
The Crusader hides their identity behind a mask and sets out
to clean up the streets. Often, the Crusader is a rich socialite or
bored playboy, but just as often, they’re out there because they
passionately believe in it. Oftentimes, they have some forensic
training that aids them.
• 6 Stress Capacity
• Crusaders have the Archetype Traits Average, Detective, and
Underworld Connections.
• Average: This character may never take Power Traits
• Detective: The Crusader gains Advantage on Test made to
decipher information when investigating crime scenes.
• Underworld Connections: The Crusader starts with 3
contacts in the criminal world, who they can attempt to
pressure to feed them information (once per session.) After
each session where they use this, roll a Save Test for each
contact who was used. If failed, something terrible happens
to the contact. See the sidebar Contacts
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Contacts
When a Save Test is failed for a contact at the end of a session,
the Game Master has the narrative control to determine what has
happened to that contact. They could have disappeared (or been
disappeared), gone into hiding, been hurt (or worse). Whatever
happens to a contact, should involve a mystery that the Crusader
needs to uncover.
Deadeye
Believing justice must be delivered
one target at a time, a Deadeye is
Fallen Justice
a precise vigilante, using tactically
applied pressure to make a difference.
Always specializing in some sort of
ranged weapon, the Deadeye is an
archer, a sniper, or something similar.
• 6 Stress Capacity
• Deadeyes have the Archetype
Traits Average, Pinpoint Accuracy,
and Special Ammo.
• Average: This character may
never take Power Traits
• Pinpoint Accuracy: A Ranged attack from a Deadeye can
never be Evaded.
• Special Ammo: A Deadeye may carry 2 loads of special
ammo with them each session. You may choose the same
load two times, or two different loads. When a load is used,
it lasts for the entire combat. It takes an action to use a load.
• Explosive Ammo: All your ranged attacks deal +1 damage.
• Stun Ammo: Enemies hit by this attack must make a
Save Test in addition to the normal effects. If they fail,
they lose their next turn.
• Hollow Points: All your ranged attacks deal +2 damage
if the target has no form of reduction.
• Glue Ammo: Your Ranged Attacks have the Tier 1
Snare Power.
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Legend
A hero out of retirement,
the Legend has returned
to the streets due to some
dramatic event. They’ve
only got a bit of time left,
but they’re going to leave
an impact. A formerly
Fallen Justice
retired hero, the Legend
has returned to dispensing
street justice, driven by a
need to finish their work,
wrap up loose ends, or
something else…
• 8 Stress Capacity
• Legends have the Archetype Traits Average, Brutality,
Desperation, Living Legend and Where Are my Pills?
• Average: This character may never take Power Traits
• Brutality: The Legend deals +1 Damage to enemies who
are at half their Stress Capacity or less.
• Desperation: A Legend can choose not to evade an attack,
instead setting up an opponent for a brutal counterattack.
They may choose to have any attack hit them automatically.
If they do, their next attack automatically hits and deals
double damage.
• Living Legend: The Legend gains Advantage on Test to
intimidate or use their reputation to accomplish social goals.
• Where are my Pills?: The Legend can only recover Stress
Capacity through medical treatment, and every time they
go to 0 Stress Capacity, they permanently lose one Stress
Capacity (reducing their maximum by 1.)
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Vigilante
An ordinary citizen
turned violent extremist
by a horrific tragedy, the
Vigilante has become
everything they hate.
They’re a sledgehammer,
Fallen Justice
dispensing wanton
violence and mayhem
as requisite punishment
for the crimes that have
been committed. Once
unleashed, nothing can
turn the Vigilante...
• 6 Stress Capacity
• Legends have the
Archetype Traits
Average, Careful,
Crime is a Disease and Disarm.
• Careful: The Vigilante only tests 1d6 for Initiate (2d6 with
the Vigilant Trait).
• Crime is a Disease: When attacking a target who has
committed a crime the Vigilante has seen in the last 24
hours; the Vigilante’s attacks are Focused.
• Disarm: A Vigilante may choose to make an attack with
Disadvantage. If they do, in addition to the normal results
of the attack, they can force the target to drop one thing the
target is holding or wearing (the Game Master has final say.)
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Utility Belts
Utility Belt Traits are similar to Equipment Kit Traits, but they
instead provide modular load-outs that Vigilantes can customize.
Utility Belt: This Trait grants the character a utility belt, with
a customizable loadout. They must choose one of the following
set ups for each time they take this Trait. This Trait can be taken
multiple times, though each loadout can only be granted once.
Using equipment in your utility belt takes an action.
• Waist – 8 Slots. This option counts as two Trait choices.
• Thigh - 6 Slots. This option counts as a single Trait choice.
• Bicep - 4 Slots. This option counts as a single Trait choice, but it
doesn’t take an action to use items stored in the Biceps Utility Belt.
• Torso - 6 Slots. This option counts as a single Trait choice.
Every time the Vigilante gears up (leave their hide out, the start of
Utility Belts
a session, etc.) they may fill the pouches with one-use items that
provide them with a benefit.
Item Slots Effect
Bolas 3 Snare Tier One
Set of Caltrops 4 Snare Tier One, deals 1 damage
Flash Pellets 3 Energy Control (Light) Tier 1
Rebreather 3 Immunity (Breathing) Tier 1
Smoke Pellets 4 Energy Control (Darkness) Tier 1
Micro-Tasers 2 Energy Control (Electricty) Tier 2 - Damage
in Melee Only
Tracking Devices 4 Knowledge of where Target is within 30
miles. One block accuracy.
Stim Pack 2 Regeneration Tier 1 for 2d3 Turns.
Emergency Beacon 3 Keyed Individuals know where bearer is
within 30 miles. One block accuracy.
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Hirelings
Hirelings are a staple in classic fantasy RPGs, as well as other
RPGs! The below rules are geared towards Tiny Dungeon 2e but
easily adapt to others as well.
Hiring the Hireling
First, you must hire the hireling! Hirelings are not hard to find (a Test
finds a suitable one), though specific requirements (such as Heritage,
ability, or magic) will force you to make the Test with Disadvantage.
Once hired, negotiations over pay are a narrative concern, and
should be played out. They only matter mechanical if the GM
wants them to. You might wonder why a
Hireling Stats hireling doesn’t get their
heritage’s Hit Points. This
is becomes the player’s
All hirelings have the following stats:
adventurers are exceptional
• 2 Hit Points versions of their Heritage
and therefore have more Hit
• 1 Trait of the GM’s choice or a Points.
Proficient Weapon Group The players are the center of
• Any appropriate heritage traits attention, and this rule keeps
based on the hireling’s heritage. it that way.
Hirelings
Hirelings have no weapon proficiency unless it is selected in
lieu of their Trait (to represent soldiers and such.)
Advancing Hirelings
After a successful adventure (as defined by the GM, but generally
one or two sessions), a Hireling improves! You may add +1 Hit
Point or a new Trait to the hireling. A hireling may never have
more than 6 Hit Points and 3 Traits (not counting their heritage
traits.)
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