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Fixer’s guide to

uncharted
space

A TINY TROVE
SUPPLEMENT
FOR

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Gallant Knight Games, in the USA and other countries. Used
with permission. Original text content of Tiny Dungeon: Second
Edition, Tiny Frontiers: Revised, Tiny Wastelands, Beach Patrol,
Magnum Vice: Fury Force, Tiny Supers, Gallant Knight Games
Logo, TinyD6 Logo, content and original artwork are copyright
© 2015–2109, Gallant Knight Games unless otherwise specified.

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Table of Contents
Chapter Title

Introduction ..................................................3
New Heritages ...............................................4
Jotto .............................................................5
Tortugan ........................................................6
Blobb .............................................................7
New Toys .......................................................8
New Traits ......................................................8
Wrist Weapons ...............................................9
New ships ....................................................10
Sample ship list ............................................10
Random Ship Encounter Generator ................11
NPCs ...........................................................12

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introduction

basic rules
What is this?
Welcome to Fixer’s guide to Uncharted Space! It contains
a list of new Heritages, Traits, Gear, Ships and NPCs for
your future (and futuristic) adventures. Fixer’s Guide is
created with the Fixer mini-scenario in mind, featured in
Tiny Frontiers: Revised.

How do I use this title?


If you are familiar with the Tiny Frontiers: Revised book,
you can proably figure it all out. Still, you should note that
some Traits and descriptions are onot in the Fixer’s guide.
Instead, you would find an instruction and a page number,
where you can find said piece of information in the actual
Tiny Frontiers:Revised book. It’s not too hard, but I still
tried to keep that to a minimum - for simplicity’s sake.

But enough about that. Let’s get to the fun stuff, shall we?

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new
heritages
basic rules

Welcome to Uncharted Space!


During your numerous adventures in the vastness of
space, you sooner or later are bound to encouunter some
new species. After all, the universe is teeming with alien
life forms. And some of them are rather intelligent! Even
playable!
On the next few pages you would find information about
a few of these new Heritages. Don’t worry, they don’t bite.
Well, most of the time.

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Jotto
Jotto resemble large humanoid dromedaries. Adults often
reach eight feet in height, but are always hunched over,
due to the humps on their back. Their short fur ranges
in color from pale yellow to rich brown. While physical
differences between males and females are slight, younger
males would often dye patches of their fur in outrageous
colors and patterns as a way to attract the opposite sex.
Their homeworld is a harsh, frigid planet with extreme
temperatures and violent sandstorms. They are nomads
and explorers by nature.

Jotto Attributes
• 8 Hit Points
• Jotto start with the
Resilient and Sluggish
Heritage Traits.
Resilient: You
can resist extreme
temperatures, harsh
weather, and can
survive much longer
without food, water or
sleep.

Sluggish: You are


slow. You may never
take the Acrobat or
Fleet of Foot Traits,
and automatically
suffer Disadvantage
on any Tests related
to advanced agility,
climbing or swimming.
(The GM will define
these in play.)
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Tortugan
The natives of planet TTG-42B were discovered by humans
just a few decades ago. They were nicknamed Tortugans
by the discoverers because of their vague resemblance to
terran turtles. Tortugans are around 5 feet tall, with strong
jaws and a thick diamond-shaped shell on their back. They
are very resourseful, laid-back and patient.
Their small planet, commonly known as Tortuga is a
lush jungle far from shipping lanes, making it a perfect
place for people to hide and avoid trouble with the law.
Tortugans themselves don’t seem to mind much. In fact,
most tortugans see outsiders as an opportunity to trade
and travel far beyond their homeworld. They care little
about outsider laws, rules and customs, believing them to
be overly strict, silly or just confusing.

Tortugan Attributes
• 5 Hit Points
• Tortugans start with
the Diamondback
and Insightful*
Heritage Traits.
Diamondback:
Nature has you
covered. Enemies
attacking you
from behind have
Disadvantage on their
Attack Test.

* - see the Trait List in


Tiny Frontiers: Revised.

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Blobb
Blobbs are extremely flexible amorphous beings. Their
boneless bodies are somewhat translucent and can be any
colour.
Blobbs are genderless. Instead, they spend their existence
collecting genetic material from all around them, then at the
end of their lifecycle, they divide themselves into smaller
parts to make baby blobbs. The number of newborns
depends on the size of the blobb parent, as well as the
amount of genetic material collected during it’s lifetime.
The newborns often retain some of their parent’s traits,
quirks and memories.
Since blobbs are blobbs, they don’t really grasp the concept
of names too well. This is why they usually stick to common
ones they happen to like (Susan, Albert, Bob, Victor, Harold,
etc.)
They are one of the oldest races in the universe, but they
themselves don’t remember or care much about their
own history. This also means they do not have a known
homeworld or culture.

Blobb Attributes
• 7 Hit Points
• Blobbs start with the
Amorphous Heritage
Trait.
Amorphous: You can
stretch and squeeze
through small spaces
and can change your
shape at will. You can’t
alter your weight,
material, colour,
temperature or general
size. You also don’t
need to breathe or
sleep.
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new Toys

New Traits
Armor Upgrade - Now we’re cooking with gas! To take
this trait, you must first have the Armor Master Trait. Your
armor now has a Cybernetic Trait of your choice. However,
this Trait can only be used if you are wearing your armor
and the armor is not broken or disabled. (The GM will
decide how many times you can take this Trait.)

Bloodlust - You die now! If your attack on an enemy is


successful, during your next Action you have Advantage
against said enemy.

Ironclad - Shiny! You have a special connection with your


armor. To take this trait, you must have the Armor Master
Trait. You can now repair and upgrade your armor twice as
fast. You also have Advantage when using Wrist weapons
while wearing your armor.

Running start - These boots are made for running! If


during your Turn you use only Move Actions, you gain an
extra Move Action this Turn.

Technobabble - Maybe if I reverse the polarity on the flux


combuster? If you fail a mechanical, electrical or computer
Test, you may Test again with Disadvantage.
Wrist Weapons
You can only equip two of these. Each Wrist weapon can
be used only once per battle, since reloading and main-
taining them them is rather difficult and time-consuming.
Unlike other weapons, you can not master Wrist weapons.
Also, since Wrist weapons are difficult to produce, keep in
mind finding or buying one might be tricky.

Sample Wrist weapons:


• Stunner: Make a Test. If you succeed, all enemies close
to you have Disadvantage until your next Turn.
• Grappling cable: Make a Test. If you succeed, an enemy
loses their next Turn.
• EMP-Pulse: Test. If you succeed, all electronic tech near
you is disabled until your next Turn.
• Electromagnet: Make a Test. If you succeed, you may
disarm an enemy. If you decide to Test with Disadvantage,
you also gain their weapon.
• Energy Shield: Test. If you succed, you have Advantage
on Evading until your next Turn.
• Flamethrower: See Pyromancy Psionic Discipline. You
can use both Ignite and Burn once per battle.
• Freezer: See Cryomancy Psionic Discipline. You can use
both Chill and Freeze once per battle.
• Frostbang: See Cryomancy Psionic Discipline. You can
use both Glacial and Coldsnap once per battle.
• Healing Kit: Make a Test. If you succeed, you may restore
2 HP to yourself.
• Homing Dart: Make a Test. If you succeed, a single
enemy takes 1d6 damage, even if hidden behind cover.
• Dart Swarm: Make a Test. If successful, 1d6 enemies
closest to you take 1 damage.

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Ships
What’s space without spaceships? Here are a few fun ones,
in case you need them during your next session.

Luxurious yacht
Tailored to meet your specific requirements and fitted
with only the very best components, this ship sets the
very highest standards in luxury and performance. With
its graceful lines and timeless, classic elegance that will
never date, this yacht will ensure that your needs and
desires are exceeded. And yes, it’s very expensive.
Structure: 10
Fuel: 8
Crew: Up to 20
Systems: Flagship (see Carrier-Class), Interior Scanners,
Multi-phase Shield, Titanium Shield, Gravity Engines,
Repair Drones, Emergency Power,

Cargo freighter
This is one ugly ship. But it’s also reliable, sturdy, and can
carry quite a lot of cargo. Sadly, the crew space is also
quite limited, since the life support systems on board are
pretty basic.
Structure: 12
Fuel: 6
Crew: Up to 8
Systems: Massive cargo bay - your ship can carry a lot,
even smaller ships.
Systems:
Long-Range Scanners, EMP Mines, Main Cannon, Mining
shields, Fuel Tanks, Emergency Power,

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Stealth interceptor
You won’t see this one coming... And you won’t find this
ship in the catalogs. Fast, invisible. And deadly.
Structure: 4
Fuel: 10
Crew: 4
Systems: Agile Dodge (see Striker-Class), Jamming Array,
Armor Piercing Multi-cannon, Swarm Missiles, Cloaking,
Stealth Engines, Gravity Engines,

Science vessel
This is a research ship. It contains a bunch of laboratories,
databanks, a greenhouse, some living quarters and little
else.
Structure: 8
Fuel: 6
Crew: Up to 100
Systems:
Long-Range Scanners, Interior Scanners, EMP Mines,
Gravity Cannon, Repair Drones, Gravity Engines,

Random Ship Encounter Generator


Ship Crew /roll +1d6/
2D6
Status Type Odd Even
2 Abandoned Prison Other Other
3 Rogue AI Flagship Jotto Hologram
4 Ghost Pirate Jkheri Bilk
5 Automatic Luxury Grunka Ilvian
6 Damaged Cargo Gen Khalumra
7 Maintained Trade Human Ahleghiri
8 Battered Passenger Autoborg Salimar
9 Shiny Military Invex Nain
10 Pristine Science Tyranax Splinter
11 Unique Diplomatic Blobb Tortugan
12 Plague Mercenary Other Other
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NPCs
Sooner or later the party is going to cross paths with some
shady characters. It could be headhunters, corporate
pawns, mercenaries or pirates. In any case, they’d proba-
bly need some stats and some names. Here are a couple of
NPCs you can add to your future adventures:

Hilda
Blobb Infiltrator
Little is known about Hilda. And she likes it this way. She’s
the one you hire if you need something stolen, broken
into - or sometimes just assassinated.

Hit Points: 7
Traits: Amorphous, Sneaky, Perceptive, Marksman

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Dr. Maria Kinley
Gen Scientist
Brilliant, bold and born to explore and learn everything
the galaxy has to offer. She graduated early and soon
found herself working for an elite xeno-research program,
funded by a massive private corporation.

Hit Points: 6
Traits: Ecologist, Eidetic Memory, Medical Savant,
Resolute.

Xart the Undying


Casadorian Headhunter
Casadorians are very rare. And just as mean. Xart is not
an exception. He’d rob his own grandmother for a few
bucks. Some say he actually has.

Hit Points: 6
Traits: Ambush Specialist, Diehard, Opportunist, Resolute.

Ronto Baxx
Jotto Mechanist
After his family was killed, young Ronto was taken and
raised by a Nain Worker Guild. He spend years learning
machines and technology. He now wants to get on the
next spaceship and to search the galaxy for the answers
he seeks.

Hit Points: 8
Traits: Resillient, Slugish, Armor master, Engineer, Strong,
Cyber-Eyes.

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Obsidian Best
Minotaur* Gladiator
The larger than life Gladiator
travels from arena to arena
with his partner and manager,
the Exima Moy. Togerher they
fight for glory and fortune.
Obsidian may seem tough,
but he is generous and kind
outside the arena.
Hit Points: 7
Traits: Born Fighter, Defender, Strong. Grudge-bearer:
(see Grunka in TF:R, page 36 )

Exima Moy
Salimar Scoundrel
Exima spend her childhood spectating the bloody
skirmishes on the Battlepits of Ragnarok IV. She’s not a
fighter, but she knows the arenas like the back of her
salimar hand. And she’s manager and friend to the best
fighter in the sector. Which is even better, if you ask her.

Hit Points: 5
Traits: Cryothermic Healing, Lucky, Nimble Fingers,
Insightful.

* - The Minotaur heritage can be found in TinyZine issue


3 and TinyZine Compendium 2018. However, if you don’t
have those books, feel free to use the Grunka Heritage for
Obsidian Best instead.

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