TinyZine 14
TinyZine 14
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Letter from
the Editor
Hail Loyal Gallants!
Welcome to the fourteenth issue of TinyZine!
Steffie returns with our monthly Roll-and-Play, this time
tackling Tiny Communities and their setups.
Yours truly provides some new Heritages for TinyD6 games,
including variations on Fae drawn from mythology and the history
of roleplaying!
Brian Fitzpatrick brings us another Aliens & Asteroids article!
And finally, in honor of giant monster movies (your humble
editor saw a few this month), we’ve got some new Mecha &
Monsters related goodies for you!
- Alan Bahr, 6/30/2019
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.
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Roll-and-Play:
Tiny Communities
Roll-And-Play
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.
This month we’re exploring communities, from lush agricultural
villages to big city slums. A community is defined by its people who
find themselves, for better or worst, thrust together. Communities
serve as a home to protect, or simply as somewhere to pass through
and pick up new quests.
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D6 We, the People
1 It’s every person for themselves here, with alliances being
Roll-And-Play
D6 Who’s in Charge
1 Ranna is young, charismatic and clever, and utterly out of zir
depth. Ze’s not sure how ze rose to leader of zir community,
but ze feels stressed out and overwhelmed. Traits: Human,
Charismatic, Eidetic Memory, Familiar.
2 Jinx grew up with a nose for trouble - and no talent at avoiding
it. She’s older now, and presumably wiser, and uses her
considerable experience to keep her community trouble-free.
Traits: Fey, Barfighter, Drunken Master, Opportunist, Vigilant.
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D6 Who’s in Charge
3 Toren traveled many nations before finally settling here -
Roll-And-Play
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D6 The Bad Influence
1 It’s impossible to tell which Dalen loves more, adventure or
Roll-And-Play
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Roll-And-Play
D6 Trouble
1 The community is beset by raiders (Gnolls, Tiny Dungeon
2E p.51) who seek the resources, however little, it has.
2 The sovereign levies heavy backward taxes which the
people cannot pay. Tax collectors use stats for one Knight
(p. 52) and two Town Guards (p.56).
3 An extortion racket (Highwaymen, p.46) targets the
community, charging money to protect people from…
well, from the extortionists.
4 The community’s dead (Skeletons and Zombies, p56/57)
are rising! Following the trail, the adventurers find a
Necromancer (p.54) responsible.
5 An evil wizard (Cult Leader, p.57) demands the people
bow before her, lest she curse them.
6 An earthquake sends vicious creatures (Giant Snakes or Spiders,
p. 50/51) from their burrows to overrun the community.
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New Heritages
Grey Elves
A cousin Heritage to the Fae, these haughty fae are masters of
magic and nobility, living exceptionally long lives.
Hit Points: 6
New Heritages
Wood Elves
A cousin Heritage to the Fae, the Wood Elves are primal, feral and
barbarian-like, more beast than fae. Prone to rage, vengeance and
anger, the Wood Elves are masters of camouflage and concealment.
Hit Points: 7
Heritage Trait: Choose One:
• Reckless & Feral – Wood Elves deal +1 damage with all attacks
when they have 3 or less Hit Points.
• Hunter – Wood Elves deal +1 damage with all attacks when
the wood elf is in a truly natural wooded environment (a park
in a city would not count.)
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Dark Elves
Albino and underground cousins to the fae, the dark elves are
the subject of many rumors and fantastical stories regarding their
abilities. How true they are is up to adventures to find out…
Hit Points: 6
Heritage Traits:
New Heritages
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Treat Every Weapon As If
It Were Loaded
An Aliens & Asteroids Article by Brian Fitzpatrick
In the void, your weapon may very well be the difference between
life and death. Can you maintain operational status long enough
to be effective when needed? What gives you the edge when your
finger is on the trigger and your weapon is hot?
Keeping your mind and weapon ready for action at all times must
be your primary goal when you are waiting for that action to occur.
How you do that? Training.
At the Armstrong-Glenn Dominion Space Forces (DSF) Training
Academy at Picard Crater on Luna, Earth orbit, Sol system, you
were given four safety rules during basic training with your pistol or
pulse rifle. These were the same rules given every Marine since the
beginning of time:
• Rule #1. Treat every weapon as if it were loaded.
• Rule #2. Never point a weapon at anything you do not intended
to shoot.
• Rule #3. Keep your finger straight and off the trigger until you
A&A
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Knowing the rules
The Guns trait grants your character the knowledge to not only
fire all standard non-heavy ranged weapons effectively in and out
of combat. This includes firing, reloading, and cleaning the pistol,
pulse rifle, shotgun, and sniper rifle. Any character trained with
the Guns trait is at an Advantage to fire such weapons in combat.
Certain conditions (sand, blowing dust or dirt, swamp, etc.) may
require additional cleaning between uses of a weapon. In such
conditions, mechanical parts may fail more frequently, requiring
additional time for repairs in the field. Calling out that a character
is explicitly cleaning a weapon during downtime may cancel out
any adverse effects of current conditions.
In addition, your character may take the Guns: Specialization
trait. Specializing in one of the standard non-heavy ranged
weapons grants a faster reload speed in combat. For instance, a
character specialized with the pulse rifle only takes a single action
to reload (RS1) instead of the standard 2 actions (RS2). And a
character specialized with the pistol may reload as a free action
(RS0) instead of requiring a single action (RS1).
Note that in adverse conditions, a Referee may add additional
difficulties such as:
A&A
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New Mecha &
Monster Rules
The systems and evolutions you find below are part of the revised
edition of Mecha & Monsters, currently under development.
While these new systems are immediately compatible with the
existing edition, in the new book there will also be several new
features such as:
• New chassis and evolutions
• Clarified and expanded transforming rules
New Mecha & Monsters
Sensor Systems:
• Probability AI: Powerful computer logics that predict
outcomes. Passive: Once per session, you may reroll three die
(either as part of one roll or multiple rolls.) If any reroll results
in a 1, lose 1 Fuel.
Weapon Systems:
• Kinetic Drillsaw: A massive impact drillsaw for asteroids
and siege fortifications. Action: Make a melee attack Test
with Advantage. If the attack is successful, make a second
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attack without Advantage. If the second attack is successful,
make a third attack with Disadvantage.
• Thermal Lance: A brutal ranged weapon that is rarely used
in combat due to its destructive potential. Action: Make a
New Mecha & Monsters
Ranged Attack Test that deals 1d3 damage. You may spend
Fuel to deal an additional 1d3 damage per 2 Fuel spent (round
down). You take half the damage your Attacks inflict (before
reduction is applied.)
Defense Systems:
• Evasive Servos: Quick-response motor threads designed to
move a mecha out of harm’s way. Passive: When you Evade
or use Agile Dodge during combat, you Test with 2d6.
Intelligence Evolutions:
• Alpha: You’re the biggest monster on the island. Action:
Your Kaiju roars and establishes its dominance. All Kaiju
or Mecha that can hear you must make a Save Test. If they
fail, they suffer Disadvantage on Attacks against you. If
you have this Evolution, all other Kaiju with the Alpha
Evolution must attack you first in combat.
• Multiple Heads: Passive: At the start of your turn make a
Save Test with Disadvantage. If successful, take 1d3 extra
actions this turn. If you fail, lose one action.
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