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TinyZine

TinyZine Issue 20
Written by Alan Bahr & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Krasimir Sarov, & 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 twentieth issue of TinyZine!
Steffie returns with our monthly Roll-and-Play, this time
tackling Tiny Villains and their motivations, details and write-
ups!
Yours truly presents the final preview of the year, a sampling
of the hacking rules from the upcoming Tiny Cyberpunk! Tiny
Cyberpunk is slated to hit Kickstarter near the end of 2020, but it’s
been in development for a good while!
- 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.
The art in this TinyZine is graciously funded by our Patrons.

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Roll-and-Play:
Roll-And-Play

Tiny Villains
Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create easy, 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’ve come to the last Roll-and-Play of the series, and we’re
taking a roll at villains. You can roll up the Big Bad of your
campaign, or a villain for a sidequest.

D6 Name
1 Dionessa Crystaldoom
2 Harald Nicklecutter
3 K’lor Hath’ra’zar
4 Pleias Niordella
5 Rutha Strongsnout
6 Xallar of the Woods

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D6 Description & Statistics
1 The King of the Underhalls, driven insane by the voices of the
deep.
Roll-And-Play

Motivation: Stop the voices; Kill anyone who enters his


domain or threatens his rule.
Traits: Dwarf, Dark-fighter, Diehard, Dungeoneer, Perceptive,
Tough.
2 The Queen of Thieves, born into poverty and now the richest
woman in the city.
Motivation: Be so rich she’s untouchable by the law; Kill or
bribe any who stand against her.
Traits: Fey, Acrobat, Diehard, Opportunist, Quick Shot, Sneaky.
3 The ruthless vizier to an incompetent and cruel king, ruling
the kingdom because someone must.
Motivation: Keep the kingdom safe; Keep the king on the
throne.
Traits: Humans, Alchemist, Charismatic, Diehard, Educated,
Spell-Touched (Crystal Magic).
4 A once-legendary warrior, abandoning all principles as she
quests to avenge her fallen comrades.
Motivation: Avenge her comrades no matter the cost to
herself or others.
Traits: Karhu, Armor Master, Cleave, Diehard, Resolute,
Shield Bearer.
5 Queen of the Outcasts, once a heroic rebel leader opposing
a tyrant, but now a tyrant herself.
Motivation: Keep the throne and Protect her people (in that
order).
Traits: Lizardfolk, Charismatic, Diehard, Healer (Self ),
Insightful, Marksman.
6 A merchant who made a deal with a demon, and must
now pay the creature 1000 souls of forfeit his daughter.
Motivation: Get 1000 people to sign contracts forfeiting
their soul, either through ignorance or desperation.
Traits: Salimar, Charismatic, Diehard, Insightful,
Familiar (demonspawn, grants Onyx Magic), Vigilant.

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D6 Relation to the heroes
1 The villain hires the heroes to work for them. It’s not until
Roll-And-Play

later the heroes discover the villain’ nefarious nature.


2 The villain’s forces cross path with the heroes completely
coincidentally, perhaps in pursuit of the same artifact.
3 The villain deliberately seeks the heroes out after hearing
a prophecy that they will bring the villain down.
4 The villain and heroes share a common enemy, and the villain
proposes an alliance.
5 The villain has victimized one of the heroes’ friends or family.
6 The villain is a childhood friend of one or more of the heroes,
and retains sentimental feelings (whether good or ill) towards
them.

D6 Involvement
1 The villain is very hands-on, and actively fights alongside their
henchmen in every encounter the heroes have with them. Add
Fleet of Foot (if not already) to their traits to facilitate escape.
2 The villain is present for every encounter, but never on the
frontlines. Instead they command their henchmen from a
safe distance, allowing for an easy escape.
3 The villain meets with the heroes once to offer them a chance
to back out. After that, the heroes do not meet them again
until the final confrontation.
4 The villain never appears in public at all.
5 The villain works in the open but employs a hierarchy of
underlings. The heroes must confront several underlings
before having any chance to reach the villain (for example,
only the underlings know the villain’s exact whereabouts).
6 The villain works through a network of proxies, and it takes
the heroes some time to even identify the true mastermind
behind events.

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D6 Guards/Henchmen
1 Animated Statues (Tiny Dungeon 2nd Edition, p.46),
Roll-And-Play

1d6 halved and rounded up


2 Assassins (TD2E, p.46), 1d6
3 Giants (TD2E, p.49 for Fire or p. 50 for Ice Giants), 1d6
halved and rounded down with a minimum of 1.
4 Gnoll (TD2E, p.51), 1d6
5 Knights (TD2E, p.52), 1d6 halved and rounded up
6 Wargs (TD2E, p.57), 1d6

D6 Loot (in addition to gold and gems)


1 An amulet bearing a necrotic eye, which grants the wearer
the traits Dark-fighter and Perceptive. Remember to add
these traits to the villain if they’re wearing it.
2 A fist-sized ruby worth 1d6 x 10 GP. The ruby also houses
a Fire Giant (TD2E, p.49) whom the heroes can summon
to fight alongside them 1d6 times. Selling the ruby with
the Giant inside considerably raises its worth.
3 A wrist guard which grants the wearer Earth Disciplines
(TD2E, p.77). Remember to add this trait to the villain if
they’re wearing it.
4 A figurine that transforms into a Gryphon (TD2E, p.52)
when the command word “Zatesh” is spoken. The Gryphon
is friendly to whoever animated it, fighting alongside them
for 1d6 rounds/day or serving as mount.
5 A small wooden boat which, set upon any large body of
water, grows into a schooner (TD2E, p.82). The schooner
sails itself so long as one person remains at the helm.
6 A clear diamond which allows the wearer to cast two
Diamond Magic spells per day (TD2E, p.75).

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Roll-And-Play

D6 Trouble
1 The villain uncovers the heroes’ identities and kidnaps their
loved ones.
2 The villain frames the heroes for a heinous crime.
3 The villain uses a body double (either a humanoid, or a
doppelganger) as decoy.
4 The villain is a lich and cannot be killed unless the heroes
also find and destroy their phylactery.
5 The villains sends people to masquerade as the heroes and
sour their allies against them.
6 The villain strikes an alliance with a Necromancer (TD2E,
p.54) to destroy the heroes.

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Hacking & Core Integrity
Hacking is enough of a relevant rule in cyberpunk genre games
that it requires its own set of rules as laid out here.
Who can hack? Any character can hack if they have a Hacking
Program. Characters can gain new programs with Wealth Tests, or
by selecting Hacking Traits. Hacking is done by taking a specific
action that triggers a Hacking Test. Hacking Tests are resolved
like normal tests, but have additional modifiers as imparted by the
quality of the hacking programs that are used.

Core Integrity
Tiny Cyberpunk Preview

Core Integrity represents the digital and cyber fortitude of a character.


It’s their protection against the depredations of cyber-criminals, hackers,
and digital assaults. All characters have an innate Core Integrity, which
represents their resilience to being assaulted in cyberspace.
When Core Integrity reaches 0, a character falls unconscious. Each
piece of cyberware a character has imbedded permanently reduces
Core Integrity by 1.
As an action, a character with Cyberware can opt to voluntary
shut down their Cyberware to recover Core Integrity. If they do
so, they recover 1d3 Core Integrity, but their piece of Cyberware is
no longer useful until they can spend two actions recovering it and
reactivating it (after which they immediately lose 1 Core Integrity).

Hacking Programs
There are three types of hacking programs, which represent how
difficult they are to acquire. Anyone can have Shareware Hacking
Programs, but Shareware is the weakest. Proware is the next step up,
used by hackers professionally.The very best programs are Customware,
created by individual hackers to express their unique styles.
Each type of Hacking Program has a specific amount of Program
Traits, which are selected when the program is purchased. The

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Tiny Cyberpunk Hacking & Cyberware Deck contains a selected
of pregenerated programs you can provide to your players.
• Shareware has 1 Program Trait
• Proware has 2 Program Traits
• Customware has 3 Program Traits
When a program is purchased, three Traits are selected to make
up that program.
When a program successfully conducts a Hacking Test, one point
of Core Integrity removed from the target of the Hack (functionally,
consider Hacking Tests to be cyber-attacks and Core Integrity to
be cyber Meat.) Some Program Traits will cause attacks to trigger
other effects. See the full list of Program Traits on page XX.
Tiny Cyberpunk Preview

Firewall Programs
Firewall Programs are defensive subroutines designed to enhance
Core Integrity. Firewall Programs have three components.
First is the FIREWALL Rating, a bonus that applies to Core
Integrity. When a Firewall is activated, the FIREWALL Rating
is added to the Core Integrity. When Core Integrity is attacked
and decreased, the FIREWALL Rating is decreased first. When
a Firewall reaches 0 Rating, it shuts off and must be reactivated,
after which it’s Rating is reset and reapplies.
All Firewalls have a generic FIREWALL Rating of 3.
Second, all Firewalls have a Trace Subroutine. When a
Hacking Test is failed against a Firewall, the Trace effect happens
automatically. The default Trace effect is to deal 1 Core Integrity
Damage to the Hacker.
Third are the Firewall Traits. Generally, most Firewalls will have
no Traits, but occasionally they will occur.
GM Note: Firewalls at Installations will likely be made of
multiple layers, so don’t hesitate to make the Hacker work through
2 or 3 Firewalls to get what they want.

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Using Programs & Firewalls
It takes an action to activate a Hacking Program, and for most
Integers, it takes an action to activate a Firewall. Static installations
will have their Firewalls on at all times.

Program Traits
Brute Force:Hacking Action: Make a Hacking Test with Disadvantage.
If successful, remove 2 Core Integrity instead of 1.
Targeted Attack: Hacking Action: Make a Hacking Test. If
successful, shut down one piece of Cyberware the target is utilizing.
They do not regain Core Integrity for this shutdown.
Quick Engagement: When this program is activated, the Hacker
may immediate make a Hacking Action.
Careful Engagement: When this program is used to make
Tiny Cyberpunk Preview

Hacking Test, the Hacker can ignore the effects of Traces. This
takes 2 Program Traits.
Decoy Program: Hacking Action: Swap this program out with
another Hacking Program and immediately take a Hacking
Action on the new program.
Deathwish: Hacking Action: Lose this Program. Deal 2d3 Core
Integrity Damage to a single target.Take 1d3 Core Integrity Damage.
Cloaking: If you are successfully Traced, you may discard this
program to ignore the effects of the Trace.
Aggressive: After you remove all Core Integrity from a Firewall, take
Why don’t folks walk around with Firewalls an immediate Hacking Action.
or Hacking Programs on all the time? Well,
look at it like this. A Firewall is like a defensive
mask. If you were to walk down the street
Firewall Traits
with a mask on, folks would have lots of Durable: This Firewall gains +3 Core
questions, and you might be stopped.
Consider a Hacking Program a weapon, and Integrity.
you see where it’s going. Other systems can Foreboding: This Firewall has a
read when a Firewall or Hacking Program is
up, and many megacorps have aggressive unique Trace (in additional to any
Firewalls that proactively attack anyone with others). “Trace: After a successful
an active hacking program and lacking a
security clearance. Hacking Action against this
Firewall, deal 1 Core Integrity
Damage to the Hacker and this Firewall.”

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