Professional Documents
Culture Documents
TinyZine Issue 22
Written by Alan Bahr, Christopher Helton, Jonathan Hicks, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Dyson Logos, Krasimir Sarov, Nicolás R.
Giacondino, & The Forge
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition
2
Letter from
the Editor
Hail Loyal Gallants!
Welcome to the twenty-second issue of TinyZine, and the
second of 2020.
Steffie beings a new slew of articles that will range from
adventures to more estoteric themes! This month brings the
Legend Kin heritages for your game!
Christopher Helton brings you the Covert Heroes framework
for Tiny Supers!
And Jonathan Hicks brings you a new Tiny Frontiers: Revised
adventure.
- Alan Bahr, 12/26/2019
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, special Patron only dice, and free GKG
RPGs! Please, feel free to check it out.
www.patreon.com/gallantknightgames.
3
Legend Kin
Legend Kin
Steffie de Vaan
Legend Kin presents 4 new Heritages to choose from during character
creation for Tiny Dungeon Second Edition. You still select three
Traits, a Weapon Group, Family Trade, and Belief as usual.
4
Faeborn
Legend Kin
Faeborn Attributes
• 6 Hit Points
• Heritage Trait, choose one:
• Prophet’s Tongue: You
have Advantage to persuade
people when you tell the truth.
• Liar’s Tongue: You have
Advantage to persuade
people when you lie.
• Faerie Glamour: You make
cosmetic changes to your
appearance, such as hair and
eye color. You have Advantage
on disguises.
5
Titan Spawn
Legend Kin
Long before the age of men, when the world was newly formed,
Gods and Titans walked the earth. The Gods cherished the
wonders of creation, while the Titans carried the End of All Things
in their core. Unsurprisingly, the two clashed violently. The God
Wars were a long, protracted affair which saw the Titans defeated.
As the Titans died though, their
essence took new forms. Their Titan Spawn Attributes
spilled blood formed new oceans, • 7 Hit Points
and their dying breath created • Heritage Trait, The End of
new life. All Things: Titan Spawn can
tap into their own essence to
You are a Titan Spawn. Perhaps cut another’s life short. Take
you trace your heritage back to the an Action to make a Test. If
first Spawn birthed as the Titans successful, you may deal up to 3
died. Or maybe you were simply damage to yourself. Divide that
unlucky, bathing in a stream still amount of damage among any
enemies you can detect.
coursing with Titan essence, or
eating an apple ripe with their blood.
Titan Spawn are larger than
most people. Even those originally
born of a different Heritage find
themselves growing anew until
they tower over their former
kind. Their skin is made from
petrified wood and calcified
bone. Tar and petroleum
makes their blood. They exude
the End of All Things in their
every movement. Titan Spawn
are the subject of superstition,
and people make the sign of the
evil eye as they pass.
6
Nephilim
Legend Kin
After the Gods won their war against the Titans, they created
Angels to carry word of their victory to the world. The most beloved
Angels then joined the Gods in Heaven, to serve at their masters’
side. The other Angels were left to their fate. The Gods had created
them for a purpose, and that purpose was now done. Some took up a
productive life, creating fabled wonders such as the Orbs of Masara.
Others simply laid down to sleep, their bodies becoming one with
the earth. And yet others mingled among the mortal people.
You are a Nephilim, the offspring--albeit possibly many
generations removed--of a mortal and an angel. You still
feel the glory of the Gods in your blood, and
you can scent the taint of Titan Spawn a
mile off. Your angelic heritage shows in the
glow of your skin, all basalt and golden
hues. Your creative drive is boundless,
and you’re always tinkering, sculpting,
drawing or writing.
Nephilim Attributes
• 7 Hit Points
• Heritage Trait, Heaven’s
Guard: Nephilim cannot
die under open skies. They
dissipate into light instead,
returning with 2 Hit Points after
1D6 rounds, or with full Hit
Points after the scene ends
(player chooses which as it
happens).
7
Covert Heroes
Christopher Helton
In the nineties, the idea of the super-hero reinvented as some sort
of highly trained individual was a popular one. You started to see
a lot more characters with backgrounds that were “former special
forces,” “former espionage operative” or “former law-enforcement
official” showing up in comic books. Before this, super-heroes
tended to be enthusiastic amateurs who encountered wrongs
and worked to right them. They might become deputized or be
given special law-enforcement powers by local authorities, but
Covert Heroes
8
of a criminal organization, vanquishing someone on that ladder
should have repercussions within the organization, and within the
larger world as well. Of course, those repercussions could simply be
a new organization filling the void that the characters are making
within the existing one. It might not be what the covert heroes
hope to happen, but something should always happen.
Unlike the Expert archetype in the Tiny Supers rules, the
assumption of the covert heroes isn’t that they are non-powered and
relying upon their knowledge and training (although you do see a
lot of Expert heroes in the worlds of Covert Heroes), but that they
are more effective as heroes because of the fact that they have some
sort of training that allows them to more effectively utilize their
Covert Heroes
9
New Traits
Calm Head: When things are most stressful, you are most calm. There is something
chemically different about your body that keeps you from panicking or even feeling
those adrenaline spikes during a fight. When you take a focus action it is on 3, 4, 5 or 6.
Contacts: I know someone who knows someone. When you first come to a new area,
make a successful Save Test and you can find out a piece of important information
about the area.
Strategy: Someone take that window and get a vantage point! Your grasp of strategy and
how things can work on a battlefield allow you to position a person on the battlefield so
that they get Advantage on their next attack action.
10
Mission: Avery
Secundus
A Tiny Frontiers Adventure by Jonathan Hicks
MISSION REPORT: Thanks to the new remote survey probes developed and
launched by Wayfare Inc, we have been receiving dozens of reports regarding new
worlds and places of interest in stars systems not yet explored.
A priority report has arrived from probe WI-X8311 ‘Destiny’ regarding the Beta 12
System, specifically the second of three moons of the gas giant, named Avery Secundus.
This frozen world houses what appears to be the city ruins of a long-dead
civilisation. The moon is ice covered and dangerous, but the gravity of 1.02G and
the thin atmosphere means a team should be able to safely explore and return an
initial survey report.
The coordinates have been transmitted and we await your return.
Central out.
11
level and the pyramid-like buildings are crowded together and
connected by triangular passageways.
Once a starship hits the atmosphere it is buffeted by high
winds and then thick driving snow and ice as it passes through
the clouds. Landing is difficult and will take some skill, so ask
the pilot to make a roll at disadvantage. A failed roll results in a
hard landing and a loss of 1 point of Structure.
The snow and ice has filled the deep chasms between the
buildings as well as the canyons and valleys of the mountains, so
the players are traversing the tops and peaks of the city.
Ground vehicles will not be able to traverse the soft sinking
terrain and any air vehicles will be in danger of being blow into
walls and jagged rocks. The best way to get to the city is on foot,
about 1km distance, and this will have to be in full spacesuits.
The journey is long, tough and dangerous. If the PCs travel at
normal pace then have each one roll at normal difficulty, if they travel
cautiously have them roll with Advantage, and if they rush they roll at
Disadvantage. If they fail, they suffer 2 hit points from falling into a
Mission: Avery Secundus
12
THE CITY
Initial scans show a condensed, intricate city no more than two
square kilometres. It is nestled in high mountains and deep
canyons and the builders seem to have built upwards rather than
out. The structures are tetrahedron – pyramids with three sides
– and the visible structures are the very tops of the buildings,
so deeply black that they do not reflect light. The tetrahedrons
are perfectly built, measured and spaced out precisely indicating
that the species that built them were quite advanced. There are
no other structures on the planet so the assumption is that it is a
settlement built on this moon by a star-faring civilisation.
The wind is incredibly hard to push against and the players will
have to fight to get through.
Some of the buildings have a single entrance, a triangular
opening that show nothing but darkness, but the highest and most
imposing building seems to have openings on all three sides. This
should be the building they head for and has been marked as the
Mission: Avery Secundus
13
THE PRIME TETRAHEDRON
This huge, towering building is stark black against the white
snow. It rises above everything else and seems to disappear into
the snowstorm, and a baleful, miserable howling echoes through
the structure and even dominates the sound of the blizzard.
There are entrances on each of the three sides of the building,
triangular in shape, and as the players approach they notice that
the snow and ice hasn’t penetrated too deeply into the structure.
In fact, there are readings of faint heat coming from within. This
heat attracts Ice Worms but they do not enter the building
Inside the building is a nightmare; the floor is black, slippery
like ice, and there is a huge gaping hole in the floor from which
faint wisps of steam are rising. There are alien words carved
into the floor in a circular fashion, simple lines and circles, but
they are indecipherable at the moment – a translator program
might help. Lying around the hole are the desiccated carcasses of
strange, mutated creatures; they appear to be Ice Worms but they
Mission: Avery Secundus
THE SHAFT
Looking down into the shaft they can see nothing but a faint
flicker, like light reflecting from the surface of oily water. The sides
of the shaft are smooth and perfectly round to a millimetre. They
can try to clamber down if they wish using climbing gear, but it is
dangerous and any failed rolls result in a fall to the bottom. If you
read below, you’ll understand why this is a bad thing.
At the bottom of the shaft is a huge pool of active genetic
material, and once the players get to the edge of the shaft it will
detect their presence and become active, bubbling and churning.
If any of the players peer down into the shaft it will become
14
visibly agitated, and if anything is dropped below the lip and
enters the hole proper, it will attack. This means anything at all; a
stone, a bit of snow, a light or a character. The slightest thing will
cause the pool to react.
15
The infection also gives them genetic memories enabling them
to know the truth of the alien race that built this place. If nobody
is injured or infected during the fight, then a suit recording of
the alien floor can be run through a translator to give the players
the truth behind this place.
became their fate. The entire pool is the combined genetic material
of what was left of the whole species as well as most creatures on
this moon, and they await anyone who can save them.
Sadly, the genetic material is so corrupted and twisted with
madness that not much can be done and it will be decades before a
solution is found to separate the DNA and reconstitute the species.
This is the fate of the aliens of Avery Secundus.
16