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The Playthings of History
Long ago when humankind first walked the Earth, great evil walkedit with them. Older than us, from the time before sentience and
rational thought infected our minds, these ancient evils preyed on us,
both our flesh and our souls. Eventually these creatures were trapped
in realms beyond this one by shamans, wizards, and spirit talkers of
the ancient world. There were six of these terrible beasts, and each
was imprisoned in their own realm, cut off from the souls and flesh
they drew sustenance from. Behind otherworldly barriers they
languished for time unknown before they found a weakness in their
prisons.
It was after the rise of agriculture among the tribes of humanity
that the Six Beasts learned they were not alone in their prisons andbent the other creatures trapped with them to their will. These lesser
creatures could pass through the barriers between worlds and bring
back sustenance for the Six Beasts. Again the magic-workers of
humanity stepped forth to combat this new threat, erecting magical
defenses in this realm against the new minions of the Six Beasts. Each
of the Six Beasts were targeted with their own massive ritual. The one
performed to stop the Beast known as the Shaded King was the
strongest since he was known to prey upon helpless children.
Through ritual and ceremony the shamans and wizards of the world
imbued the playthings of children with the energy of creation and
Spirit, giving them life and power with which to defend the children of
the world from the Shaded King.
Not all toys were imbued so; only toys in the possession of
children threatened by the Shaded King (known as "The Boogeyman"
to children) would come to life. These toys, charged by the power of
creation and the affection of their owners, could move about under
their own power and even use the traits of their form or other toys as
if they were real objects. A wooden doll of a warrior could use his
shield and axe as if they were made of steel, while a bear made of
cloth could rend with its claws. These small warriors of Spirit would
defend humanity's children in the dark and in the light, forever
watchful.
In time the energy of creation that once suffused the world faded.
The spirit toys weakened until they could not move in the presence of
those who did not believe in their power, crushed by the might of
mass manufacture and merchandising that reduced toys from being
something wondrous to being something disposable. Still the toys
fight on as best they can, seeking to protect their charges from the
Boogeyman.
By Lee Hammock Artwork: James Jarvis and Corey Reid
Presents:
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The lives of children within Tiny Terrors are much as we adults
remember it, only with two startling differences: there really is a
monster under the bed or in the closet, and our toys really do come
to life. The Boogeyman is still a very real threat to the children of the
world, able harvest the innocence of children through acts of terror
and fright.
The Boogeyman targets the children whose innocence he desires
with scary noises, voices in the darkness, hideous images in their
room, or even violence. He prefers to leave children alive, but
eventually his minions to scare all shreds of innocence out of his
victims, leaving them blank, Spiritless human beings who will never
dream again.
Once the Boogeyman sends minions into the real world the
ancient spells of the magic-workers of old activate, creating toy
guardian Spirits around those children that are threatened. These
animated toys have little in the way of memories, but do have
personalities, skills, and abilities based on the shape and purpose of
their toy. Army toys know about fighting, weapons, and military
procedure from the moment they awake, while stuffed animals know
about their animalistic traits and powers. These Spirits form in the
toys most beloved to the threatened child. Each Spirit toy gains its
power from the affection of its owner, expending energy to carry out
certain actions in the execution of its duty, and it must be played with
by the child in order to regain that Spirit energy.
Usually toys carry out their missions within the confines of their
child's room, but occasionally must travel elsewhere to defeat the
Boogeyman. The minions of the Boogeyman may set up shop in the
attic or basement, which may be but a short journey, but dodging
adults, family pets, and other concerns can make such trips very
dangerous indeed. Even more harrowing are trips to the Backyard,
where many a toy has met its fate at the hands of a mean-spirited
neighbor or an all-consuming pit of mud. Still, the Backyard is a
prime location for the Boogeyman to strike, especially at night.
Occasionally the Boogeyman targets a group of friends to terrorize,
encouraging them to share their fears with their fellows and spread
the terror. Such circumstances often result in the much heralded
Sleepover, where the toys of several children can combine their forces
to make one massed foray against the Boogeyman.
Any toy in the possession of a child threatened by the Boogeyman
can become a Spirit toy, though Spirit energy seems to favor
handmade or antique toys over newer toys. Stuffed animals, action
figures, dolls, construction blocks, and even security blankets are
found among the spirit toys.
Running a Tiny Terrors Campaign
In a Tiny Terrors campaign the player characters are toys that
must defend their owner from the Boogeyman and his minions. They
may be newly awakened toys fresh out of the package, long treasured
toys of an older time, or something in between.
If possible it may help a Tiny Terrors campaign for each player to
find a real toy that approximates the appearance and abilities of their
character. The combat system in Tiny Terrors uses 5 in. as the basic
unit of measure instead of 5 ft., meaning players could actually use
toys instead of miniatures if they so desire. This also helps create
realistic and interesting terrain as the game could be played on the
floor of a room complete with furniture and other objects. In such
cases use all the distances listed as normal.Eventually the toys may become powerful enough to challenge the
Boogeyman directly, traveling to the Nightmare Realm to do battle.
They can try and rescue children taken to the Nightmare Realm or
destroy the Boogeyman's store of innocence, hopefully starving him.
If they are brave enough they could try and accomplish what no one
else has and destroy the Boogeyman, or at least weaken him for a
time. In the end, the owner of the toys will grow up and forget them
so the warrior toys do not last forever, but this does not diminish
what they accomplished in their time.
A Childs World
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The rules for Tiny Terrors are the same as those found in the d20
Modern SRD with some modifications. Those modifications are as
follows.
Action Points
Toys in Tiny Terrors do not get action points. Instead they get
Spirit, which may be used in a similar fashion in addition
accomplishing a variety of other tasks. See Chapter 4 for more
information.
Allegiance
Toys generally only have an allegiance to their child, though other
allegiances are possible. They generally do not have allegiances to
ideas or concepts such as Good, Law, or Chaos. Only the most
dastardly of traitor toys have an allegiance to the Boogeyman.
Distance and Movement
Distance and movement in Tiny Terrors is measured in inches with
each square on a map or grid equaling 5 in. instead of 5 ft. This
means an average Medium sized character has a speed of 30 in. All
distances measured in feet in the d20 Modern Roleplaying Game are
instead measured in the same amount of inches.
Weight is calculated according to the scale of the toys as if they
were normal sized creature, so a Medium sized toy weighs 60-500
lbs., his toy gun weighs 3-10 lbs., and an adult human weighs
hundreds of tons.
Keep in mind that terrains that cause humans no problems may be
very treacherous for toys. Stairs must be scaled like cliffsides, and
lawns are like impenetrable jungle. Toys often have access to vehicles,
such as remote control cars, but driving these vehicles on rough
terrain inflicts a -4 penalty on all Drive checks unless they were
designed for off-road operation or have treads.
Humans and Pets
Human beings are beyond the scope of toy warriors to harm or
affect in any sense. They are too large to match physically and adults
disbelieve in the spirit toys so strongly the toys have trouble even
moving in their presence (see chapter 4). Because of this humans are
considered difficult terrain or traps rather than creatures that can be
attacked or affected with Spirit magic. They are not represented via
creature stat blocks. The main concern when interacting with an adult
human is if it can see a toy warrior, so Spot checks are often the only
roll involved in such encounters. See chapter 4 for more information
on how humans interact with toys. Any attempts by a toy to use a
human device, such as a real car or computer, imposes at least a -4
penalty on any skill checks involved. Adults are assumed to be
Colossal in size, while children are Huge or Gargantuan depending
on their age.
Family pets are another matter. Not being sentient, they cannot
chose to disbelieve in the existence of Spirit toy and thus the toys
may behave normally in their presence. Pets and other animals are
treated as animal creatures of Huge, Gargantuan, or Colossal size
and they may interact normally with the toys. For stats for pets and
other animals use the appropriate type of animal from the d20
Modern Roleplaying Game and modify its hit dice and abilities to be
appropriate for a creature of its now massive size. For example a
house cat, which is normally Tiny size with 1/8 hit dice modified to
be Huge would have at least 6d8 hit dice and would have a base claw
damage of 2d4. Some examples of family pets are included in
Chapter 5.
Equipment
Other than gear gained from accessory feats (see Chapter 3), toys
have limited equipment. Simple items like rope, sleeping bags or tents
may be found and used by toys without requiring an accessory feat.
Toys may temporarily use complex toy items they find, such as toy
guns, tools, or cars, as if they were part of that toy's equipment by
spending Spirit (see chapter 4). There are no stores for toys to
purchase equipment, meaning items must be salvaged from other
toys.
Occupation
Toys in Tiny Terrors do not have an occupation. They instead gain
extra feats and class skills from their toy type.
Reputation
Reputation in Tiny Terrors functions only for other toys and
among children. When a reputation check is made involving other
toys a successful check means they have heard of that specific toy
warrior and his exploits. If a reputation check is made involving
children success means that the child has heard of the toy and its line
of toys, but not any information about that specific toy warrior. If a
reputation check involving a child succeeds by 10 or more points the
child knows something about the toy warrior's exploits, though such
knowledge is incomplete and has been filtered through the stories
told by his friends or urban legend.
Wealth Bonus
Toys do not possess material wealth and thus do not have wealth
bonuses. Hence the Windfall feat is not available.
The Rules
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Character creation for Tiny Terrors follows the same basic process
detailed in the d20 Modern Roleplaying Game, with some changes as
listed below. Instead of races, players select a toy type from the list
below. Characters do not select occupations because toys do not
have jobs. The same basic classes from d20 Modern Roleplaying
Game are used, though they have new names and new talent trees
are available for each one.
Accessory FeatsA number of new feats are available, including a new class of feats:
accessory feats. For more information on accessory feats, see the
section on feats, below.
SpiritAll spirit toys have Spirit points. Spirit points may be spent to
accomplish a number of things, from boosting die rolls to activating
special abilities. A character begins each adventure with a number of
Spirit equal to his base Spirit for his toy type + his character level +
his highest ability score bonus + any Spirit bonuses due to feats or
class abilities. This is the character's maximum Spirit. The character's
current Spirit is equal to his maximum Spirit minus any Spirit used.
Spirit automatically returns to the character's maximum Spirit
between adventures and may only be gained during adventures if the
toy is played with by a child or of if another toy shares his Spirit. For
a full explanation of what Spirit can be used for see Chapter 4.
Toy TypesPlayers must select from the following toy types for their
character. Each toy type has a list of accessory feats it may select
from. Selecting accessory feats not on this list costs 2 accessory feat
slots.
All toy types have the following abilities:
Toy Immunities:Toys are immune to suffocation, dehydration and
starvation. They can only be affected by poisons and diseases of a
magical nature or those that are a natural ability of a Spirit-imbuedcreature, such as a toy or minion of the Boogeyman.
Action FigureAlways ready for combat and looking to solve most problems with
violence, action figures are usually the front line of any battle with the
minions of the Boogeyman. When they are awakened they have
extensive military training and skills, and most action figures come
with an array of weapons, backpacks, and vehicles. Action figures
have little ability with the finer points of Spirit magic, preferring to
solve things through more direct and physical means.
Action figures rely on equipment more than other toys. Action
figures from successful toy lines are often equipped with matching
gear all drawn from their brand, while action figures from less
successful lines may have to salvage gear from other types of toys.
Toy Type Traits:
Action Figures share the following toy type traits.
Creature Type: Humanoid
Size: Medium
Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence,
-2 Charisma
Speed: 30 inches
Accessory Feat List: Armor, Backpack, Color Change, Darkvision,
Die Cast Construction, Increased Ability, Kung Fu Grip, Lights,
Locomotion, Low Light Vision, Melee Weapon, Natural Armor,
Natural Weapon, Parachute, Playset (Basic), Playset (Mobile), Playset
Awareness, Playset Defenses, Playset Secrecy, Ranged Weapon, Size,
Speed, Tools, Vehicle (Basic), Vehicle (Advanced), Voice Box, Voice
Box (Conversation), Walkie Talkie, Well Known.
Class Skills: The following skills are class skills for the action figure:
Climb, Drive, Intimidate, Jump, Knowledge (Tactics), Pilot, Spot,
Repair, Treat Injury.
Bonus Feats: Action figures may select one of the following feats as
a bonus feat: Archaic Weapon Proficiency or Personal Firearms
Proficiency.
Bonus Accessory Feats:
Action figures may select four
accessory feats as bonus feats.
Base Spirit: 1
Character Creation
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ConstructiveConstructives are in many ways the oddest of the toy types. They
are essentially piles of living toy blocks and accoutrements that are
able to reorganize themselves to fit different situations. Each
Constructive has a humanoid figure of some type that serves as the
focus of the intelligence and Spirit of the constructive. As long as that
figure remains the constructive lives and may absorb more blocks into
his "body" to replace lost ones.
Constructives are the thinkers and builders of the toy world,
always ready with an intricate trap or gadget to save the day.
Constructives are the most flexible of toy types, being able to serve
as a fortress, vehicle, or a ladder in rapid succession. They usually
lack in people skills and do not possess impressive physical abilities,
but their true strength lies in their many components.
Toy Type Traits:
Constructives hare the following toy type traits.
Creature Type: Construct
Size: Small
Constructives gain a +1 size bonus to Defense, a +1 size bonus
on Attack rolls, and a +4 size bonus to Hide checks. They take a -4
penalty on grapple checks. Their lifting and carrying limits are three
quarters of those of a Medium-size character.
Constructives must use two hands to wield a Medium-size
weapon, and light weapons for them are Tiny or smaller.Ability Modifiers: +2 Intelligence, +2 Dexterity, -2 Strength, -2
Charisma
Speed: 20 inches.
Accessory Feat List:Accessory Toy, Backpack, Blindsight, Builder
Blocks, Darkvision, Die Cast Construction, Increased Ability, Lights,
Locomotion, Low Light Vision, Melee Weapon, Size, Speed, Tools,
Well Known.
Class Skills: Constructives gain all of the following skills as class
skills: Craft (All), Knowledge (Physical Sciences), Knowledge
(Technology), Repair.
Block Body (Ex): In addition to their humanoid body, constructivescan control and use a number of building blocks or other
construction toys, building them into structures, vehicles, and other
items in a remarkably short time. Vehicles built by a constructive out
of his blocks move without a motor and can fly as long as they have
wings attached regardless of aerodynamics.
Each of a constructive's blocks has a block point value, listed
below along with a description of the block type. These blocks can be
combined to create useable devices , requiring a full round action for
each block involved in the device and provoking attacks of
opportunity. Each block device's abilities are determined by the blocks
that make it up.
A constructive may automatically control his devices, using
whatever feats or skills would normally be used in doing so as long as
he is in physical contact with it, but others may only use a
constructive block device if the device includes a control block. A
constructive gains a +4 bonus to all skill checks involving its block
devices.
Multiple constructives can combine their blocks into a single
device.
Block devices have a hardness of 5 unless upgraded with armor
blocks.
The size of a block device is found using the following table.
Constructive devices follow all the normal rules for object size.
Number of Blocks Size
1 Small
2-3 Medium
4-8 Large
9-17 Huge
18-33 Gargantuan
34+ Colossal
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BlocksArm
Block Point Value: 3
A mechanical version of a humanoid arm, it has a Strength of 16
and a Dexterity equal to that of the constructive controlling it. This
block may be used multiple times in the same device to provide
multiple arms, or may be combined in a single arm, each additional
arm block increasing its Strength by +2. Each arm block added to a
block device adds +5 hit points to the device's total hit points.
Armor
Block Point Value: 2
Each armor block increases the device's hardness by +1.
Communication
Block Point Value: 1
Communication blocks allow users to communicate via radio to
other communication blocks or walkie talkies within a 5,000 in.
range. If multiple communication blocks are built into a block device
each additional block doubles the range.
Computer
Block Point Value: 3
This small block allows the constructive to access the same
functions as powerful computer, gaining a +4 bonus on Computeruse rolls and allowing the constructive to link into non-toy computers
and computer networks through wireless or wired connections.
Controls
Block Point Value: 2
Controls allow any toy with the appropriate feats and skills to
operate the block device. Any block device with wheels falls under
the Surface Vehicle Operation (Block Device) feat while block devices
with wings fall under the Aircraft Operation (Block Device) feat.
Weapons block devices are under the Exotic Firearms Proficiency
(Block Device) or Exotic Melee Weapons Proficiency (Block Device).
Deflector
Block Point Value: 2
A block device with this block gains acid, cold, electricity, fire, or
sonic resistance 5. Additional deflector blocks add an additional type
of energy resistance or increase an existing energy resistance by +5.
Engine
Block Point Value: 2
Each engine block doubles the speed of a block vehicle, be it
winged or wheeled vehicle. A vehicle can have no more engines than
wheels or wings. Each engine block adds +5 hit points to any block
device it is added to.
Legs
Block Point Value: 3
This block is a pair of legs that can be used for locomotion, having
a speed of 30 in. A device must have one leg block for each structure
block it possesses. Additional legs beyond the number required
increase the device's speed by +10 in. per leg block, up to 60 in.
Each leg block adds +5 hit points to any block device it is added to.
Melee Weapon
Block Point Value: 3
A melee weapon block is some manner of cutting, bashing, or
piercing weapon attached to a block device. This is normally done in
conjunction with an arm so the weapon may be swung, but sometimes
block device wheeled vehicles include lances for ramming attacks. A
melee weapon block is considered a Small weapon that inflicts 1d6
points of bludgeoning, piercing, or slashing damage with a 19-20/x2
critical. Melee weapons have 10 hit points and hardness equal to that
of the block device they are a part of (or 5 if the melee weapon is not
part of a block device). Additional blocks may be spent on the melee
weapon block to upgrade its abilities and each additional block allows
one of the following upgrades to be added to the weapon.. Each of
the following options may be used up to 5 times to upgrade the
melee weapon block. Melee weapon blocks fall under the Exotic
Melee Weapon Proficiency (Block Devices) feat.
+1 equipment bonus to damage or attack rolls.
Increase one size level, increasing the damage accordingly (1d8
to 1d10, 1d10 to 2d6, etc.).
Reduce the weapon one size level without reducing damage.
Increase Reach 5 inches
Grant a +2 bonus to Disarm or Trip attacks.
Increase the critical range or multiplier by +1.
Increase the hit points of the melee weapon by +10.
Ranged Weapon
Block Point Value: 3
Representing anything from a pistol to a massive artillery piece, the
ranged weapon block covers all manner of distance weapons for block
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