Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many...

51
Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 1 of 51 Tiny Epic Role-Playing Game Rules and Illustrations by Todd Lyles Gamemaster’s Guide

Transcript of Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many...

Page 1: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 1 of 51

Tiny EpicRole-Playing Game

Rules and Illustrations by Todd Lyles

Gamemaster’s Guide

Page 2: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Introduction 3

Designing a Tiny Epic Adventure 6

Adventure Ideas 7

Adventure Structure 9

Social Challenges 10

Environmental Challenges 13

Combat Challenges 21

Running Adventures 36

Character Generation 36

When to Call for Feats 37

Interpreting Cards 37

Travel & Exploration 38

Running Combat 39

How to get Players to use Heroic Powers 48

Hardcore Mode 49

Concerning Gear 49

It’s Dangerous to Go Alone, Take This 50

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 2 of 51

Page 3: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

IntroductionTiny Epic relies on one player acting as the Gamemaster, or GM. The role of a GM can be divided into two main jobs: Designing Adventures, and Running Adventures. It’s hard to discuss one job without the other, since the GM is often called on to make adjustments to the adventure on the !y.

Designing AdventuresAs a GM, one of your jobs is to design adventures. It's tricky to get the hang of it at "rst, so many GMs start with published adventures or adapt stories they're fond of. There isn't a "right way" to design a fun adventure, but your game system can certainly get in your way if you're trying to design an adventure for which it isn't well-suited. Tiny Epic was designed with a certain adventure in mind. More on this in a bit.

Running Adventures"Running" an adventure can be seen as directing a play, except you're also acting as a few of the extras, the set designer, and the guy in charge of lights and sound. You set the stage, give the players their cues, and respond to their actions. Depending on what they do, you may have to hastily create new locations or new non-Player Characters (NPCs) for them to interact with. Collaborative entertainment is the goal. Remain open to ideas from your players and you'll end up experiencing a story none of you expected!

GM: "You arrive at a crossroads. A large tree grows here, and in its shade several merchants have set up stalls."

Ann: "According to the map, we need to head north..."

Chuck: (To Ann) "Hold on! We have been walking all day! I would like some refreshment." (To the GM) "What do the merchants sell?"

GM (Improvising): "Oh...fruit and vegetables."

Chuck: "What kind of fruit? Do they have anything to drink here?"

Barry: "Yeah, I'm looking for some healing herbs."

Ann: "Hey, remember the Dark Lord who's threatening the kingdom? Anybody? To the north?"

GM (Assuming the 'older' voice of a merchant): "Hello travelers. Can I help you?"

Chuck (Proudly): "I am Lord Arthur of Wolfan--ow!" (Ann has kicked Chuck under the table) "Excuse me, good merchant." (To Ann) "What is your problem?"

Ann: "Lord Druid, I feel compelled to remind you that we are incognito."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 3 of 51

Page 4: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: (To Ann) "You were just shouting about the Dark Lord to everyone around here. Anyway, we have 'adventurers' stamped on our foreheads."

Ann: "I wasn’t shouting! Wait. That gives me an idea…"

Barry (To GM): "Well met, good merchant. Do you sell herbs with healing properties?"

GM (To Barry, in the merchant's voice): "I might have something...have you heard of...” (Improvising) “...Gammmari Root?"

Barry: "Have I?"

GM (Decides there is no need for dice): "Your Intellect is high enough, de!nitely you've heard of it. It doesn't so much heal as...make you forget you're hurt."

Barry: "Ha! I think I've had that before. I'll take that."

(Meanwhile, Ann and Chuck have been scheming...)

Chuck: "Good merchant, how much for your business?"

GM: "I offer good prices on fresh vegetables, and -"

Chuck: "No, no, I don't think you understand me. I'd like to buy ALL of it. The whole lot. The wagon, your horses, all of it. Name your price."

GM (No longer in merchant-voice): "What's going on?"

Ann: "We're going to sneak into the Dark Lord's kingdom as merchants!"

GM: "Ah! Nice!"

(The GM considers the situation. It’s entertaining and it advances the plot. It can certainly be argued that Chuck’s character has the money as a Lord in Exile. To speed things along, though, the GM opts to narrate the negotiation. The GM knows the real fun with this plan will be talking their way past the Dark Lord's guards!)

GM: "Arthur, your Charisma is high enough that you can get a good deal, rip him off, or leave him well compensated."

Chuck: "I'll just go for a good deal."

GM: "Okay, so a little while later the three of you are riding down the road toward the dark kingdom in a horse drawn-vegetable cart, dressed as merchants."

Barry (to Ann and Chuck): "What have you two gotten us into?"

Running adventures also requires you to act as a kind of referee. The Player Characters have great power, but that Power is constrained by the rules. These constraints are intended in part

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 4 of 51

Page 5: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

to align with our expectations of a fantasy setting, but also to be creative constraints. The rules can be terse at times and require adjudication - that's your job. You have the "nal word on how to interpret the rules. The nature of Tiny Epic - intended for short games of a singular nature - means you don't have to sweat it that much. If a player wants her character to do something the rules don't seem to cover, ask yourself a couple of questions: "What would be cool and heroic?" and "What will advance the story?" Always "gure out a way to say "Yes" even if you have to follow it with a "but..." or an “and...”

GM: "Nelunus, the jailor slams the gate shut! 'The magistrate will see you in the morning!' He storms off, taking the light with him. You can still see, of course, being a Deep Dwarf."

Barry: "I listen carefully. Once he's left the cell block, I'm going to slip these shackles."

GM: "How, exactly?"

Barry: "I'm assuming it works like a Setback? Can I roll Agility? Hey, wait..." (Looking at his cards) "'Iron Fist' says my hands are super-hardened and resistant to pain. I'm just going to squeeze 'em out. Use Strength instead!"

(Barry is angling to roll a better Stat. As long as the player comes up with sound reasoning, the GM should be open to this kind of problem solving. It's part of the fun!)

GM (Thinking): Sure, that will work. Give me a Strength Feat."

Barry: (Rolling) "Yeah! I got 3 Successes!"

GM: "That will do it - you force your super-hardened !sts through the shackles, warping them in the process. Now what?"

Barry: "Um...can I use my Deep Dwarf 'Doorway through Shadow' power?"

(This is a great use for the Deep Dwarf's power, but the GM notes that the power requires shadows. The guard took the light away with him. Rather than just say 'No' the GM spells out why it won't work. After all, Nelunus might opt to create light somehow.)

GM: "No light means no shadows, though."

Barry: "Gah! Okay. Hey, how about just blasting them open. Use 'Eldritch Blast' on my Sorcerer card?"

(Nothing on the Sorcerer card says Eldritch Blast can be used to blast objects - but why not? After all, a warrior could bash the gate with a warhammer.)

GM: "I don't see why not. How are you doing it, exactly?"

Barry: "I'm assuming it makes noise, so I'm going to go right up to the lock, point blank, and try to muffle the sound as best I can!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 5 of 51

Page 6: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Let's call it an Intellect Feat, then."

Barry: "I LOVE Intellect Feats. Boom! 4 Successes."

GM: "There is a $ash of light and a sound like a battering ram. The lock is obliterated and the cage door $ies open. You're pretty sure that was loud enough to be heard upstairs, though."

Barry: "Let them come! They'll wish they never captured me!

Designing a Tiny Epic AdventureAs has been stated, aligning an adventure with your game system makes it easier to design and run. So what is a Tiny Epic Adventure?

• It Leaves a Lot Out. Tiny Epic is designed to run singular fantasy adventures, or "event" gaming (one-shots, conventions, etc.). Because of this, it eschews rules for skills development ("leveling") and equipment choice/acquisition ("loot") as irrelevant. For many fantasy role-players, their character's progression - the development of their character over weeks, months, years - is what appeals to them most about the genre, but Tiny Epic leaves all of that out. The system assumes you will have only 4-5 hours to run your adventure.

• It Begins in the Middle. The backstory that explains the current situation is presented as an introduction to the adventure, and ends with the heroes well on their way. Why? In-character exposition and planning take a long time and risk derailing the adventure before it starts. Ask yourself this question: if there are no real choices for the heroes to make - that is, if the adventure hinges on the heroes accepting an important mission from the Queen - then why role-play it? Skip to the middle! The heroes have accepted the mission, saddled up, and are arriving where the real adventure begins. In other words, skip to where the heroes DO have meaningful choices to make.

• The Player Characters are the Heroes. The player characters are absolutely THE heroes of the adventure and essential to its resolution. Avoid creating other powerful good guys to come in and save the day. There shouldn't be other good guys more powerful than the heroes - and anyone more powerful than the heroes should be a villain to strive against. Don’t worry about making villains obvious - a story

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 6 of 51

Page 7: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

with a lot of moral ambiguity is difficult to resolve in a tight time box and will likely pit the heroes against one another. While you might try to avoid stereotypes in longer-form stories, don't worry about them here!

• The Setting Supports the Adventure. Tiny Epic doesn't mandate a setting - so you don't have to use one, either. Unless you have a setting you'd like to use, start with a story idea and create a setting to support it. Remove any cards from the deck that don't "t in. Add enough details to create the illusion of a world "off-stage," but not so much that you confuse the narrative. It's the natural tendency of players to see each detail as extremely relevant to the adventure at-hand. Use details as signposts for the adventure, and leave out description that might send the players on a wild goose chase.

• The Stakes are Huge. Fantasy adventures come in all sizes, but Tiny Epic Adventures should always be "big" - at the very least, kingdoms should be threatened by invasion or destruction. After all, that's how powerful the heroes are! The whole world, time stream, or dimension should be in peril if you can work it in. Don't have a dragon threaten a village or town when it could threaten a sprawling capitol city. And as long as you're having the dragon attack a capitol, why not have it happen during a critical peace negotiation? Every warring kingdom has ambassadors present! Does the dragon act alone? Is one of the ambassadors behind it? Whenever you have a chance to up the stakes, do so! Tiny Epic leaves a lot out so you can put a lot of other things in…!

• There's a Lot of Action. Just looking at the cards tells you this. Even the weakest character combinations are still pretty dangerous, and it's quite likely that at least one character will be absurdly dangerous. The system assumes there will be at least a couple of dynamic battles pitting the heroes against scores of enemy minions and monstrous creatures. Don't hesitate to give the "bad guys" reinforcements if things are going too easy. It should never be a foregone conclusion that all of the player characters will survive!

Adventure IdeasFantasy novels, movies, and published adventures for other RPGs are "ne sources of inspiration. In addition, role-playing websites with message boards normally have threads where gamers exchange ideas for stories, or work on new settings together.

When inspiration fails to strike, however, here are a few ideas that might help get you started.

• The City of Thorns was not always so. It had another name once. Now corrupt Fae creatures run amok in the streets, and most of the people have !ed. A Unicorn of Shadow haunts the tangled avenues. Could this be The Unicorn’s Curse? The Black Baron paraded its severed horn through the streets mere days before the city became overgrown with evil briars, but that was many moons ago. The Wise have said that if

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 7 of 51

Page 8: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

the horn is returned to the Stone Spiral, deep in the Ancient Wood, the life of the city will be renewed.

• The God of Forgotten Things was slain for his Dream Cuirass, upon which was inscribed Words of Power that could unmake the universe. All of the Pantheon is suspect, so The Maiden of Justice has summoned the heroes to The Shining Hall to determine who among them is guilty. But could it be the whole thing was a set-up, designed to sow dissent among the gods? Or is it a Rogue Archmage, seeking an apotheosis of her own? Is the Trickster God still imprisoned beneath the world, or did he escape long ago, leaving a duplicate in his place?

• In this Lost Kingdom of Babble, all that is spoken or written down becomes confused and unintelligible - the Curse of the Demon from the Bottle. Now the curse is spreading to neighboring lands, with war and bloodshed following in its wake! To break the curse, the Demon must re-imprisoned using the Riddle of the Bottle, a now-scrambled spell no one can hope to read! ...Unless A Secret Language lies behind the Babble after all!

• The Crystal Engine that keeps a Floating City in the Sky from plummeting to the earth has been deprived of its fuel. Prisoners escaped the Onyx Tower and absconded with the reserves! But what is the nature of this fuel, and why did the prisoners !ee with it, knowing someone would surely be sent to recapture them?

• A Royal Caravan must traverse The Assassins' Pass, the most dangerous road in the world. But who is a bigger threat - the Doomsday Cultists and Dune Wanderers who raid caravans on this dusty track, or The Murderous Conspiracy

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 8 of 51

Page 9: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

threatening the caravan from within? The King’s Vizier brings on the heroes as guards, knowing that members of the King’s family are plotting against His Majesty - and one another!

• Death Herself has been imprisoned in The Crystalline Caverns, and the dead refuse to rest. The heroes must travel across a Land of the Restless Dead to brave the caverns and release her - knowing that nothing they slay will stay dead - and should they die, they too will be cursed! They are opposed by the Lord of Necromancy and the Court of Skulls!

• The heroes are Caught in a Cross!re when The Silver Skyship comes under attack by the Raven, Infamous Pirate of the Cloudsea. Apparently a steam-powered War Machine is hidden in the cargo, key to turning the 700 Year War that has left The Skies Sundered! So says its caretaker, a Crazed Gnome that either invented the machine - or stole it! Yet the Captain of the Skyship would sooner see his vessel scuttled than captured by pirate scum!

• Deep in the Frost River Reservoir, the Dark Elves raise an underwater army of Frost Ghouls from the Sunken Ruin of Greyfell Fortress! Their target: the Frost River Dam, all that stands between them and !ooding the Dwarven Homelands with a Deluge of the Undead!

• Unless The Alien Crewmen are returned to them, an Orbiting Armada will bombard the planet from above! So said the Cosmic Ultimatum, projected into the dreams of wise men and priests everywhere. Could it be these Aliens are not merely shipwrecked on this world? Could they be asylum seekers? Could they hold the secret to liberating the galaxy from a Shadowy Galactic Empire?

• At night, the Mirrors of the Haunted Keep reveal Imperfect Re"ections, hinting at a secret world just beyond this one. Is that where the Prince of Thieves keeps his treasure, including the Sacred Temple Relics? How does one cross over, and what of those eerie creatures just beyond, those supposed re!ections of the heroes themselves? Will the heroes have to contend with them as they seek the Prince of Thieves, or will they cross over into this world to cause havoc, sealing the heroes in the Dark Re$ection forever?

Adventure StructureThe Basic IdeaIntroduction -> Create Characters -> First Scene -> 2-3 Interconnected Scenes -> Final Scene

Tiny Epic adventures begin with an introduction that sets the stage for what is to come. After the introduction, the players create characters using the cards. This way, they have some ability to tailor their choices to the challenge. Once they characters are created and everyone has made their introductions, I begin with the "rst scene that places the heroes on the threshold of the unknown.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 9 of 51

Page 10: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

At this point, depending on whether the adventure is "indoors" in a dungeon, outside in the wilderness, or in urban environs, create a set of interconnected locations and challenges, careful to avoid a linear path to the end. At "rst it should seem like the world is vast - but each scene should narrow down the "eld of possible choices like a funnel, driving the Player Characters toward the Final Scene and its resolution. You could argue it's still linear and perhaps it is - but the key is that it shouldn’t feel linear to the players.

At each locale, place some form of challenge - be it Social, Environmental, or Combat-related in nature - that must be overcome in order to reveal the next step. However, each scene can also function as a simple waypoint if the game is dragging. You may have dreamed up an awesome encounter with a two-headed dragon, but you should be prepared to drop it. After all, you can always reuse the idea elsewhere in the adventure, or in another adventure altogether.

In general, the number of scenes required to create a fun adventure is FAR fewer than you think, and you only need a couple of battles for the players to feel powerful and heroic. Remember the players will bring a lot of their own energy and ideas to the game, and you need to leave yourself open to feed off of that energy. If you're too focused on running the "complete" adventure you run the risk of your game running too long.

If you're accustomed to running longer-form, open-ended adventures in other fantasy role-playing systems, this probably sounds like TOO MUCH structure. Nothing prevents you from running open-ended games with Tiny Epic; these guidelines, like the system itself, assume short gaming opportunities.

Social ChallengesA good adventure includes more than just slaying monsters. It's important to have at least one scene - regardless of the overall themes of the adventure - devoted to interacting with non-player characters. These are encounters where Charisma-heavy characters have an opportunity to shine.

Speaking in CharacterIt helps the !avor of the game for everyone to speak "in character" as much as possible, but scenes with non-player characters especially fall !at if everyone is simply narrating what they want to have happen. Compare "I convince the guard to let me pass" with "I'm sorry I'm late for duty - I'm the new guard! Which way to the barracks?" Ask the players to speak in their character's voice and try

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 10 of 51

Page 11: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

to role-play the act of lying, giving speeches, and so on - even if they're not accustomed to doing so "in real life".

Encourage role-playing by rewarding it - give players bonus dice or successes for creative voices, making everyone laugh, or evoking genuine emotion. A player who is a recluse in real life might end up playing a character with a Charisma of 8. Your only requirement of him should be that he TRY to speak in character. No sticks, just carrots - don't penalize him if he doesn't feel comfortable.

NPCs as ChallengesTry to decide in advance what Noteworthy (3-4 Successes) and Legendary Feats (5+ Successes) do in a pre-planned social encounter. A Noteworthy Feat should generally move the adventure along (e.g., the guards let them pass), whereas a Legendary Feat obtains a short-term advantage of some kind (e.g., the guards give them directions or key information). More elaborate negotiations are better structured as Open CHA Feats, especially if all the heroes are pitching in - with each attempt having some negative consequence. Don’t make a challenge impossible, and always have some idea what the heroes will do if they can’t beat it.

In this example, our heroes are trying to convince the Crystal Order to lend them a powerful artifact. The GM has decided that this is an Open CHA Feat requiring 10 Successes, with each attempt leading the Grand Magister to become more angry. After 3 attempts, he will expel them from his presence. If that happens, the GM already has another option planned, one that involves a rooftop heist.

GM: “At last you are led before the Grand Magister of the Crystal Order. He sits on a glittering crystal throne, surrounded by elder wizards.” (Taking on a different voice) “Why do you intrude on our realm?”

Chuck: (To Ann and Barry) “Leave this to me.” (To GM) “Grand Magister, please forgive our intrusion, but these are desperate times and we...we must ask your assistance in a matter of...grave importance.”

GM: “Nice. This will be an Open Charisma Feat requiring 10 Successes.”

Chuck: “Okay, Noble and Lord of Exile give me 7 dice. Can I use my ‘Making Speeches’ Trait?”

GM: “Ha, most de!nitely!”

Chuck: “And Lord’s Retinue - it says ‘Court Protocol’ is Epic?”

GM: “Go for it.”

Chuck: “Right, so that’s 8 dice, Epic.” (Rolls dice) “6 Successes!”

GM: “Excellent.” (In other voice) “WE shall be the judge of what is important! State your request, and be quick about it!”

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 11 of 51

Page 12: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: “Why did we come here? These guys are annoying.”

Ann: “Shh!”

GM: “Barry, roll Nelunus’ Charisma.”

(This is the ‘Live Microphone’ trick. Is everything that’s said at the table ‘out loud’ in the game? Of course not! Except when it’s too perfect to pass up...)

Barry: “No, wait, I didn’t say that out loud!”

GM: “Are you kidding? I think that’s exactly what Nelunus did! Have you MET you?”

Barry: “But I only have a Charisma of 1!”

Everyone Else: “Exactly!”

Chuck: “Ugh! Nelunus, remember Arthur is so cool you get a +1 to your roll. You’re part of my ‘Retinue’ you know.”

Barry: (Rolls dice) “Well at least I got 1 Success.”

GM: (In other voice) “We suggest you silence your ‘friend’, Lord of Wolfan, lest you wish to be exiled from OUR realm.”

Chuck: (To Barry) “Jeez! My !rst decent roll of this game and you’re screwing it up for me!”

Barry: “It could have been worse!”

GM: (In other voice) “Speak, Lord Druid!”

Chuck: “Ah, I beg your pardon, Grand Magister, my ally has traveled many leagues across dangerous lands and is weary. Hey - GM, can I just say that I bring them up to speed on the backstory?”

GM: “Sure - assume you do that. Let’s skip to the actual request.”

Chuck: “So we come to you, in our hour of need, to request the Amulet of Seven Worlds, that we might travel to the City on the Edge of Time and bring Lord Onyx to justice!” (Rolling) “10 Successes!”

Ann and Barry: “Nice!”

GM: “Your cause is noble, Lord of Wolfan, and we will grant your request.”

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 12 of 51

Page 13: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Don't make a non-player character impossible to interact with if the heroes HAVE to interact with him. A ferryman who asks for more money than the players have to cross a river should be subject to haggling, deception, SOMETHING. What is it that he wants, and can the heroes possibly provide it? Don't be surprised if the player characters resort to violence if you put them in a no-win social encounter.

Environmental ChallengesObstaclesLabyrinthine caves, dangerous cliffs, pools of red-hot lava, and perilous whirlpools always seem to lie between the heroes and their goal! Unless a Power can be used to circumvent the situation, the heroes will overcome these challenges using Feats. Give bonuses for teamwork, calling out Traits, and even certain combinations of cards. A Forest Elf Druid should have a difficult time getting lost in a forest, even though nothing on his cards literally states this. If players ask to retroactively possess useful equipment (climbing gear, etc.) that makes sense given their card combination, say yes, and allow a couple of bonus dice if applicable.

The goal of these kinds of dangers is to ramp up tension and encourage teamwork. This happens naturally when the danger must be passed one person at a time. Say you're asking for STR Feats to jump a pit, and it's becoming clear that a 3 is needed to so successfully. The heroes are jumping one at a time, and it comes time for the weakling of the group to go - that's fun tension and a great role-playing opportunity! The heroes who have leapt successfully all wait on the far side, ready to help...

Upping the AnteIs the situation too easy? What if the climbing gear the player characters asked for turns out to be in poor condition? (The "rst time it's used, it provides 2 bonus dice...the second time, just one...the third time, it snaps!) What if a goblin patrol shows up on the other side? What if a sudden earthquake causes the pit to widen?

Retroactive BrillianceOnce it becomes clear that an obstacle is truly dangerous and not just window dressing, some players will opt to retroactively prepare for it. "Well of course the "rst person who jumped carried a rope with them!" You'll look around the table and see everyone nodding vigorously. Either agree, and let them have a second go at the challenge - or don't. But if the players are solving problems after-the-fact, it's a warning sign they're not truly engaged in the moment.

Overthinking ItOn the other hand, if the players, faced with an obstacle, are still discussing how best to circumvent it after 10 minutes, it's time to change something about the situation that forces a decision.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 13 of 51

Page 14: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Player Versus EnvironmentIf you set up a situation as dangerous and aren't prepared to kill a player character who insists on being reckless, just skip the scene altogether, or narrate the heroes overcoming it easily. It has to FEEL dangerous. Remind yourself of two things: a) It's easy to replace characters (see Hardcore Mode) and b) this is Tiny Epic, not some game where the players have been leveling their characters for 3 years. You have leeway to be a little ruthless in the service of entertainment.

That said, a dangerous situation cannot be completely random or the players become disengaged, throwing up their hands. They have to feel they have some control over their characters' survival.

In the example below, a rickety rope bridge spans a ‘bottomless’ chasm. It clearly can't take more than one hero at a time. The GM has decided crossing the bridge without snapping a board is an Agility Feat requiring Successes equal to the hero’s Strength - in effect, penalizing bulkier characters. If the player fails to roll enough Successes, a Noteworthy Agility Feat provides a "nal chance at survival. The GM takes advantage of how the scene plays out to Up the Ante and turn it into an adventure movie.

GM: "The jungle parts before you, and the path leads to a rickety rope bridge over a deep chasm."

Ann: "I look down."

GM: "You think you hear the distant sound of rushing water, but from this height all you see is mist."

Ann: "How far across?"

GM: "It's long...3 Areas or so."

Barry: "What's the bridge made out of?"

GM: "Woven vines. It looks really old. The boards don't look particularly safe. You're not even sure it will hold more than one of you at a time."

Chuck: "We have no choice - this is the way to the oracle. I'll go !rst."

GM: "Arthur begins traversing the bridge. This is an Agility Feat. You need a number of Successes equal to your Strength."

Chuck: "And on failure?"

GM: "Each time you fail, a board snaps, and you need a Noteworthy Agility Feat to keep from falling."

Ann: "Alright, I was born for this! I have an Agility of 8 and a Strength of 2!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 14 of 51

Page 15: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "And I'm doomed! I have an Agility of 1 and a Strength of 7!"

Chuck: "And my Agility and Strength are BOTH 3." (Gulps) "Right, here we go." (Rolls) "Only 1 Success!"

GM: "Arthur makes it about 20 feet across when a board snaps, and he begins to fall! Arthur, you need a Noteworthy Agility Feat..."

Chuck: "I'll spend a Willpower to Overcome Adversity..." (Rolls dice) "I only scored 1 Success again!"

GM: "Arthur plummets into the mist below."

Ann and Barry: "Noooo!"

Chuck: (Places a token on his Druid card) "I change to a bird."

GM: (Thinking) "Well, that normally takes a Turn, but it IS a long drop...okay, that will work." (To Ann and Barry) "But you guys don't know that. You think he's dead."

Barry: "Bah! It's a miracle that fool lasted this long!"

Ann: "Be quiet! I'm going next, and I'm going to carry a rope with me so I can save your heavy butt. I can't believe we didn't do that before."

(3 Areas equals more than 90' of rope - which no one has mentioned up until this point - but the GM allows its inclusion. It makes sense that a Ranger traveling in the mountainous jungle would have rope.)

Ann: (Rolling) "I easily get 2 Successes."

GM: "Right - you make it to the far end and tie the rope in place."

Ann: (To Barry in a loud voice) "Okay, come on!"

Barry: "I'm going to run as fast as I can!"

GM and Ann: "What?"

Barry: "I !gure there is no way I'm going to score 7 Successes before a board snaps and I fall, so I want to be as far over the bridge as possible when that happens. Besides, this way I can use my Attacking the Darkness trait for an extra die."

GM: "Yes you can!"

Ann: (To Barry) "You're going to die, and leave me alone in this godforsaken jungle!"

Barry: (To Ann) “What’s the worst that can happen?” (Rolling dice) "Well, predictably, I get maybe 5 feet across the bridge before a board snaps."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 15 of 51

Page 16: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Your rope holds, but has the effect of snapping every other board in the bridge as you swing in a long arc toward the rocky cliff wall on the far side! Meanwhile, Edwina..."

Ann: "Yes? I'm standing here with my mouth open, watching my sorcerer die in the most ridiculous fashion imaginable."

(At this point the GM sees that all 3 heroes are separated, which is always a good time to introduce a monster of some kind.)

GM: "Edwina, you are ambushed from behind by a lizard-man!"

Ann: "No, I'm not - as a Ranger I'm never Surprised in the wilderness."

GM: "That's right! Good call." (Rolls dice) "You duck the lizard-man's axe, but he gets a Scratch. Instead of Scratching you, he'll spend that to cut the rope instead!"

(In Combat Challenges we’ll discuss how enemies can spend Scratches on the environment to make things more interesting.)

Ann, Chuck, and Barry: "Noooo!"

GM: (To Chuck) "It's your cue."

(The GM is asking Chuck to describe his sudden reappearance.)

Chuck: "A brightly colored...tropical...bird of prey...like a falcontiel..."

Ann: "A what?"

Chuck: "Whatever it is, it's beautiful and deadly, and it swoops down to attack the lizard-man!" (To GM) "I'm really just trying to $y in its face as a distraction to buy time." (To Ann) "Rawwwrk!"

GM: "Fair enough - no roll needed! Edwina, what are you doing?"

Ann: "Where is the rope?"

GM: "It's sliding across the jungle $oor toward the lip of the chasm."

Barry: "What about me?"

GM: "You're hurtling toward the cliff wall - you can't tell the rope has been cut yet."

Barry: "This is going to hurt, isn't it?"

GM: "Yes, you'll need a Noteworthy Strength Feat, or you'll be Wounded from the impact."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 16 of 51

Page 17: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "Can I use Eldritch Shield to absorb the impact?"

GM: "Sure. As you near the cliff you hold out a hand and magical energy cushions you against the impact!"

Barry: "Okay, I'll spend 2 Willpower to keep it in reserve."

GM: "At this point, it becomes clear to you the rope isn't actually fastened to anything."

Barry: "Arrrgh! Why do I travel with you people?!!"

Ann: (Places a Token on Half-Clockwork) "I'm Overclocking. I have a whopping Strength of 2, but that means it gives me two physical Actions in one Turn. First, I'm going to shoot the lizard man with my bow - I'm assuming he's Blinded by the beautiful bird?"

GM: "Yes. Give yourself 2 Bonus Successes."

Ann: (Rolls 8 dice) "I score 5 total."

(The GM didn’t actually have Stats for the lizard-man - the whole thing was improvised. As such, he had already decided that any Noteworthy attack - 3 Successes or more - would kill it.)

GM: "Your arrow pierces it in the throat!"

Ann: "Now I'm going to run and grab the rope, then use my clockwork arm to...grab a vine."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 17 of 51

Page 18: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Your Agility is high enough to catch the rope and a vine, no problem, but Nelunus is pretty heavy!"

Ann: "Ugh, do I have a choice?"

GM: "Roll your Strength?"

Ann: "Just 1 Success!"

GM: "You're holding the rope, but you feel as if your clockwork innards are going to be ripped apart! You hear springs, uh, sproinging!"

Chuck: "I'll change back to human form and help."

Ann: "It's about time, your Lordship!"

GM: "Okay, between the two of you, you're able to haul Nelunus up the cliff."

Barry: "Nelunus brushes himself off.” (To Ann & Chuck) “Well, that wasn't so hard, was it?"

TrapsMechanical and magical traps - pits, poisoned darts, exploding runes, and so forth - should be used sparingly. (If you want to slow your adventure to a crawl, all you have to do is litter it with traps. Soon the whole game has been reduced to poking everything with a 10-foot pole.) Aren't they part of the genre, though? That they are! Here are some guidelines for using traps that might seem counter-intuitive:

• Put a big "Traps are Here" sign on the door. It should be obvious where the traps are located. That pile of bones could be a clue! (Nearly every trap in adventure movies is of this variety.) If the players insist on proceeding without caution, you've done what you can. No one can accuse you of a sucker punch.

• Allow multiple ways to circumvent the trap. Make it a puzzle. Once the heroes have discovered a trap, there should be a couple of ways to get by it, each calling for a Feat. Disarming traps isn't solely the province of Rogue-like characters - any character with tools and suitable Intellect has a chance of disabling a mechanism.

If a trap is triggered, either by negligence or because there isn’t time to disarm it, then allow a Noteworthy or Legendary AGI Feat to avoid a Wound (or other Setback).

In the example below, the GM has placed !oor spikes in the entrance to a tomb. He has decided that anyone unfortunate enough to run in will need a Legendary AGI Feat to avoid injury, but it doesn’t come to that...

GM: “Edwina, the $oor of this tomb is littered with bones.”

Ann: “Hold it everyone. Can I tell how they died?”

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 18 of 51

Page 19: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: “Not really - none of them died recently - but you’re pretty sure they weren’t killed by a beast or monster.”

Chuck: “I’m looking at the $oor and ceiling. I have an Intellect of 6.”

GM: “You see holes in the $oor, regularly placed.”

(Note the GM is just freely giving out information here, because the players are asking appropriate questions. No dice have been rolled.)

Barry: “Can I just toss an Eldritch Bolt out there on the $oor somewhere?”

Ann: “I’m taking a step back...”

Chuck: “Me too!”

GM: “Nelunus !res a bolt of mystical energy, and it hits the $oor. There is a loud click and a set of long spikes shoots upward toward the ceiling!”

Barry: “Yikes! How long?”

GM: “Long enough. While you’re watching, there is a clicking sound, and then the spikes begin ratcheting downward.”

Chuck: “Can we just move through the spikes while they’re up?”

GM: “It will be a tight !t and you’ll have to be quick about it. It takes them about 5 seconds to ratchet back into place and become ‘live’ again. But it’s possible.”

Barry: “Nelunus could use ‘Doorway through Shadow’ to get to the other side and look for an off switch.”

Ann: “No, save it - I’m small and fast. Trigger it, and I’ll run through and !nd the off switch.”

Ideas for Obstacles & Traps

• Someone knowledgeable about caves can tell this cavern "lls with water during the rains, and quickly - in minutes the water will be up to the heroes' chests. Vines from a natural chimney might be their only escape, lest they be whisked down a deadly whirlpool to oblivion...or a long-sought buried treasure...

• The blackened passage's glowing vents periodically light up with raging !ames - only by patiently watching for the pattern can someone safely navigate the tunnel without being incinerated! But who can be patient while the ground is shaking! Isn’t this volcano about to erupt?

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 19 of 51

Page 20: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

• Sailing to the islands is easier said than done - the straits are a maze of reefs and dangerous currents. One bad call and your raft will end up dashed on the rocks with sharks circling! The old man knows the safe route, if only someone could understand what he was saying!

• The chasm is bridged by a giant hollow log; the road continues through its mushroom-lined interior, but sections of it have begun to give way, and giant spiders lie in wait. Crossing on top of the log is possible, but it is slick with cold moisture from the nearby falls, and every step is treacherous!

• Islands of buoyant rock drift on eerie clouds, unmoored from gravity, the result of a spell that went haywire centuries ago. Jumping on a rock sends it drifting and spinning, and keeping one's balance requires quick thinking. It's only a matter of time before one rock collides with another, and the hero must jump at just the right time or be shaken off - or sent in the wrong direction!

• It turns out that some of the stone blocks in this maze can be pushed, sliding across the smooth marble !oor to open up new sections of the maze. In some cases, the block sinks into the ground, or blocks lower from the ceiling. Is it possible that the blocks have to be arranged in a certain way to get out of this place?

• A whooshing sound signals the beginning of a series of swinging scythes that cut through the passage every few feet. Each blade falls at different intervals, requiring a would-be intruder to stop short, lest he lose a nose! Yet there is a pattern - torches at the entrance of the tunnel !icker when the sequence begins, which is the most advantageous time to bolt down the corridor. At least, that's what the glyphs on the wall seem to suggest....IF they've been translated correctly!

• There are two stone causeways over the !ames, but they are balanced - if the weight on the two bridges isn't roughly equivalent, one bridge rises into the ceiling of spikes, while the other lowers into the "re!

• The stone doors to the round chamber slam shut, and it begins to spin slowly. As it picks up steam, spikes extend from holes in the walls! It's only a matter of time before the heroes are slung into the wall at high speed and impaled! Surely in the middle of the room, where it spins, there is a secret panel that turns it off...

• The !oor before the statue is covered with runes that show the alchemical elements, and the stones ones steps on will result in a potentially dangerous explosion of poisonous gas, electricity, from the statue's caduceus. Only one who knows a harmless combination of elements can traverse the !oor. There are so many, however, that one must calculate potential combinations in mid-stride!

On Powers that "Break" Puzzles & TrapsThis is yet another reason to always have more content than you need for an adventure! Some heroes can !y, turn insubstantial, or teleport. These Powers alone allow easy circumvention of many traps and obstacles, and that's FINE. That's what makes them valuable!

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 20 of 51

Page 21: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Combat ChallengesTiny Epic adventures take place in an action-packed world "lled with deadly adversaries and dangerous monsters. Yet action in RPGs can slow the game to a crawl if the tactics are too granular and "ddly. There are tricks to creating combat scenes that feel big and cinematic without taking hours of game-time to resolve.

Enemy StatsFirst thing "rst: antagonists don't play by the same rules. Player characters have Stats that slide up and down in predictable ways based on combinations of cards; in contrast, their enemies are simply sets of arbitrary values. For example, a bugbear has a Strength of 6 and a Defensive Power of 3. There are two ways to explain this discrepancy:

• "Well, a bugbear isn't as well-trained as a hero and has shoddy equipment, so we took that into account."

• "Heroic battles are more fun and engaging if the player characters slay scores of enemies, just like in books and movies. When setting the Defensive Power of monsters, we look at how likely it is a character with 5 dice for attack can slay one outright, having already established a score of 5 as Good."

Both of these rationales can be true! So why even note a bugbear's Strength, if we're not going to use it? It might still come up, should the bugbear have to scale a wall or break a Grapple - that’s why.

Unless an enemy is de!ned as a Villain (more on those later), it can only take 1 Wound before it is dispatched. It doesn't matter if it's a giant spider or troll - once its defenses are overcome, it dies unless the hero speci"cally states he is sparing its life (leaving it Incapacitated).

The chart below shows the chances a hero has, with a Stat of 5, to slay an enemy outright. Bad roll? No worries - a hero will score a Scratch approximately 60% of the time with 5 dice.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 21 of 51

Page 22: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Enemy Type Defensive Power Wound % (Attacking Stat of 5)

Vermin (Giant Spiders) 1 97%

Minions (Goblins) 2 81%

Brutes (Bugbears) 3 50%

Henchmen (Cultists) 4 19%

Large Threats (Giants) 5 3%

So now that we’ve established the bad guys are pretty !imsy - and our rationale for making them that way - how is their offense? Slightly better.

Enemy Threat Attack Dice Wound % (versus DP 5) Scratch %

Mild (Goblins) 2-3 0% 31-42%

Moderate (Soldiers)

4 0% 52%

Dangerous (Bugbears)

5 3% 60%

Perilous (Trolls) 6 11% 67%

Deadly (Basilisks)

7 23% 72%

Very Deadly (Dragons)

8 36% 77%

The author took these percentages from Scott Gray’s fabulous dice pool calculator at http://www.unseelie.org/cgi-bin/dicepo.cgi and rounded the decimals up.

If you’re experimenting with various combinations with cards, you’ll note that if a 5 is “Good,” there are many, many combinations that are capable of killing even giants with one shot - a Deep Dwarf Swordmage, for example, rolls 13 dice for Melee, which has an 87% chance of dispatching a giant with one swing.

As it should be.

If we’re going to "t an epic fantasy tale into 4-5 hours, that’s how it is. There isn’t time for a stately progression from incompetent weakling to demigod. No one is being sent into the cellar to kill rats as a training exercise. If giants are being felled too easily, clearly the solution is...more giants.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 22 of 51

Page 23: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Rather than scale the difficulty with types of creatures - which can be difficult to do on the !y - instead we rely on number of creatures. And to keep large-scale battles from being too hard to manage, we group enemies into Squads when possible.

SquadsEnemies are grouped into Squads to make it easier for the GM to handle large-scale battles. A Squad is de"ned as the maximum number of creatures of a given size that will ""t" in an Area (see Appendix B of the Player's Guide, reprinted here for convenience). For example, 15 Medium Creatures can form a Squad. Even Giant, Massive, and Colossal creatures can form Squads, despite the fact they wouldn't normally "t in an Area. (The Area they’re in “grows” to accommodate them.)

Size ChartSize Details Fit in Area (Squad Size)

Minuscule Inches tall/long 100/10

Tiny 1 foot tall/long 50/10

Small 2-4 feet tall/long 30/10

Medium 5-7 feet tall/long 15/7

Large 8-14 feet tall/long 8/4

Giant 15-29 feet tall/long 4/2

Massive 30-59 feet tall/long 4/2

Colossal 60+ feet tall/long 2/1

All creatures in a Squad act and move in unison, and their attack is considered to be a Penetrating Area Attack. Even if an entire Squad teams up against 1 hero, it only attacks ONCE on its Turn. When a Squad has to "pay" DP to cross Hazardous Terrain or leave an Occupied Area, only 1 member of the Squad deducts DP.

A Squad that attacks in Melee must enter the Area it wishes to attack unless it uses weapons with sufficient reach (in this way several Squads of spearmen could all attack the same Area).

If a creature's attack is to impose a Setback (i.e., an Attack to In!ict Poison) then a Squad's Hit will impose that Setback on all enemies in the Area it attacked. However, if the creature in!icts a Setback on a Scratch, only one enemy will suffer that Setback.

Unless the creatures that make up a Squad are described as ruthless, they will not use Ranged Attacks to "re into an Area occupied by another Squad of the same creature type. They will circle around and attempt to cut off the heroes' escape instead. If the GM decides the creatures ARE ruthless, the player characters are counted as having Cover and the Squad their enemies are "ring into loses 1 DP across the board.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 23 of 51

Page 24: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Squads can Defend or Defend Others. They can employ an All-Out Attack (all members must deduct DP), but they cannot use Last Shot or Overcome Adversity.

A Squad is "broken" when it's reduced to the number noted on the Size Chart. In the case of a Medium Squad, once it is reduced to 7 or fewer members, the creatures in question begin functioning independently. This has the effect of ratcheting up the danger level of the encounter. The general idea is to reduce the number of creatures the GM has to manage, however, so if enough independent creatures exist to form a Squad they will do so.

What kinds of creatures form Squads? As the GM, if you can form a !imsy rationale for it, virtually any creature can form a Squad if it makes the adventure more exciting and/or easier for you to manage.

Miniatures & MapsTiny Epic doesn’t require the use of miniatures and maps, but you’re free to use them if you’ve invested in a collection. Keep in mind that an Area is a circle approximately 30’ across, so a hex map is probably more appropriate than a grid.

The GM may occasionally "nd it useful to sketch out the scene if she sees a bunch of confused faces after describing it. The general philosophy, though, is to break out the minimum number tools required to help expedite combat. Even without a map, for example, you can always assume relative positioning (see the illustration.)

Why so reluctant to use maps and miniatures? In the author’s experience, a lot of fun ideas are effectively shut down by being too tactical. You will have players who “turn off” as soon as what had just been a fun role-playing experience becomes a war game. They’re not engaged, they’re looking at their phone, a magazine, etc. Keep things fast and light!

Narrative CombatSometimes combat doesn't require a lot of detail, either because the end result is a foregone conclusion or the "ght itself is part of a larger scene, perhaps improvised in an effort to "spice things up".

Lone guards, sharks in the water, and “improvised” lizard-men are all examples of "ghts that could be handled in a narrative fashion. Have the player character describe her intent and roll the most appropriate Stat. Add or remove dice for good ideas, relevant Traits, etc. If she scores more than 3 Successes she dispatches the threat; if she fails to do so, she loses 1-2 DP and the "ght continues.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 24 of 51

Page 25: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Stunts in CombatSome players get a thrill out of having their characters !ipping around, swinging from chandeliers, etc. These stunts are not to be discouraged, but unless they provide a tangible advantage they're just description. If a hero is swinging from a rope into a melee, what is he attempting to accomplish? Surprise? Figure out the intent "rst, and make sure it doesn't duplicate another Action already addressed by the rules.

If the intent is to gain a one-time advantage such as Surprise, a Noteworthy Feat is all that is needed. A lasting advantage will require a Legendary Feat. While we don't want to discourage creative thinking in combat, rolling less than 3 Successes should carry a penalty of some kind, usually 1 DP.

“Bosses” (a/k/a Squad Leaders)Any single monster can be upgraded to a “Boss,” - a Minor Villain - with a couple of modi"cations:

• Add DP/WP equal to the number of Player Characters. For example, a Goblin Boss facing a party of 4 heroes would have a DP of 6.

• Treat their attacks as Epic.

These guys don’t have to wear a uniform that screams BOSS! One of my favorite techniques is to drop a Boss amidst regular enemies, especially when a battle needs to be spiced up.

VillainsVillain "ghts similar to those seen in movies and video games can be tricky to model in RPGs. There are a number of reasons for this, but the biggest one is they tend to come at the end of the adventure when time is shortest. The temptation to "wrap things up" becomes high if you see players looking at their phones. The game is basically over, right? The heroes will triumph, the end, run the credits.

There are a number of ways to sidestep this problem.

• What's wrong with a weak Villain? Sure, he might be a badass when it comes to pushing his minions around, but they're all gone now. You've routed his forces, and he knows it. He might throw himself on your mercy or just try to get away! Who says there needs to be a big "ght at the climax? This is entertaining if it wasn't expected based on prior smack talk from the Villain in question.

• The Villain is indirectly defeated. The big bad guy's power is stored elsewhere (e.g., a Ring of Power, a heart in a jar, a thermal exhaust port, whatever) and by disposing of it properly, he is "nished! This is particularly useful if the Villain in question is a god or demon lord and the "ght itself could fail to live up to expectations.

• The Villain is a pushover, or has already !ed - but something he's built or created has become the real problem, and it must be dealt with. Think of a runaway steam-

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 25 of 51

Page 26: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

powered death machine threatening a city - the heroes must board it and "gure out how to defuse it before time runs out! A useful technique if you intend to reuse the villain at some point in the future.

But what if you really DO want to have a Villain "ght?

• Plan Accordingly. If you want a fun and ful"lling "ght with the Villain, try to reserve the last hour of your adventure for it, and watch the clock like a hawk. Be prepared to drop other elements of your adventure if time is running short!

• Villain Phases. Instead of "ghting one Villain, pit your players against several! Create phases for your Villain Fight, where at each Phase your Villain has different strengths, weaknesses, and tactics. The Villain changes course each time he suffers a Wound. For example, imagine a "ght with a powerful Lich. He begins by summoning multiple duplicates of himself while taunting the heroes. These are fairly easily dispatched, so he begins throwing nasty necromantic bolts of power. Once he's struck down again he vanishes! The room quakes and cracks appear in the !oor, and swarms of skeletons begin advancing on the players while the Lich re-coalesces as a !ying Skull that shoots bolts from his eyes! Create as many phases as you like - enough to ""ll an hour" - but toss out phases if the battle becomes tedious. For example, say one of your phases requires the heroes to be able to target Willpower to harm the Lich, and you know that (by luck of the draw!) no one can do that. Skip the phase. Keep the battle moving.

• Have Something Else to Do. In the event someone is playing a Hero whose strengths aren't suited to direct battle with the Villain, is there something else to be done? Are there prisoners to be rescued? A secret weak point to be exploited elsewhere (see "The Villain is Indirectly Defeated," above)? Are there needed reinforcements that must be convinced to commit to the battle? Try not to leave anyone out!

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 26 of 51

Page 27: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Villain StatsThe stats that determine how long a Villain will last in each “Phase” are its defenses: WP and DP. It’s best to scale these up and down based on the strength of the heroes, since they’ll all be wailing on the Villain at the same time. Your goal should be to adjust things so no one phase of the Villain battle lasts more than 3 Turns. Make their DP/WP equal to the most powerful characters’ attack, treating Epic dice pools as double. For example, if one of the heroes has an attack that allows her to roll 8 Epic dice, then you would give the Villain a DP of 16. This isn’t a hard and fast rule, however - if you were take the Kraken monster above and make a Villain out of it, you wouldn’t want to scale each tentacle by that much. If only one hero has the means to attack Psychically, you may not want to scale WP by that much either.

Villains should always roll at least 8 dice for their main attacks. It’s the principle of the thing - the players will expect it! Villains should always have Area attacks too, or ways of attacking more than one hero per Turn. An exception to this is if the earliest Phases of a Villain battle coincide with other enemies on the battle"eld. A proper Villain will let his or her minions take the punishment while observing the strengths and weaknesses of the heroes.

Examples of VillainsHere are a few examples of Villains which assume only 3 Phases. At the end of each Phase (when the Villain suffers a Wound), you switch to a completely different set of Stats.

Master Thief

The Master Thief runs a secret order of thieves that has virtually taken over the kingdom. Nothing happens without his permission!

• Phase 1: Poison Storm. The thief ignores Threatened Areas when he moves and attacks, and throws knives as an Area Attack. After he Scratches an hero, he may declare them Poisoned.

• Phase 2: Dirty Fighter. After he experiences his "rst Wound, he resorts to smokebombs that Blind certain heroes. The "rst time he’s Scratched each Turn, he redirects it to an adjacent hero.

• Phase 3: Hasty Escape. Time to go! A convenient getaway - a !ying carpet, sewer pipe, or swinging rope - turns the battle into a chase! Once the heroes catch up to him he gives in. (He hopes to bribe his way out of trouble and live to "ght another day.)

Ancient Wyrm

The Ancient Wyrm has slept for hundreds of years, but a foolish band of adventurers has awakened him! His fury knows no bounds!

• Phase 1: Flames Everywhere. The Ancient Wyrm uses its breath to sweep the entire scene with !ames, and fear grips all but the most stalwart of souls!

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 27 of 51

Page 28: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

• Phase 2: Air Raid. Once the Ancient Wyrm is Wounded, it takes to the air and !ies away. Soon it becomes clear it’s circling. It soars overhead, still relying on its breath weapon. How to hit it?

• Phase 3: Claw, Claw, Bite. The Ancient Wyrm lands, and it gets personal! It uses Penetrating Melee Area Attacks to crush the opposition!

Rogue Chronomancer

The Rogue Chronomancer has slain other members of his order, and seeks to establish sole dominion over all time!

• Phase 1: Cavalry! Civil War-era cavalry are pulled through time and space to soften up the player characters.

• Phase 2: Altered Pasts. The heroes must re-draw Professions and Legends.

• Phase 3: Fugue State. After then 2nd Wound, the Rogue Chronomancer pulls as many versions of himself from other times as he can stand...

Let’s look at this one in more detail...

GM: "You run up the steps into Kryptos' laboratory. All around you see strange devices powered by lightning, bubbling cauldrons, and tall metal boxes covered with spinning, lit-up dials and switches. In the middle of the room stands Kryptos. He's wearing metallic armor and a helmet that is illuminated from within by a sickly green light." (Picks up a cup and speaks into it in a deep voice) "Why do you seek to prevent the inevitable?"

Barry: "Nelunus unleashes an Eldritch Blast, spending a Willpower to Overcome Adversity--"

GM: "Don't bother - he vanishes. Your bolt crashes into some equipment and sets off a storm of sparks."

Barry: (Shaking !st) "Coward!"

(The GM knew that Kryptos was going to vanish after his rhetorical question, so he doesn't penalize Barry and lets him keep his Willpower.)

Ann: "I don't like this...how big is this room? I'm going to !nd a place where I can get a good view - he's going to pop back up, I know it!"

GM: (Does a quick sketch on a sheet of paper) "It's round and quite large. Maybe 5 Areas across. The middle Area is a raised platform and there are stairs here, here...and here. There is another exit over here...and tables covered with machines."

Ann: "I'm moving to the middle of the room, bow drawn."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 28 of 51

Page 29: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "I'm circling clockwise, ready with a eldritch bolt."

Chuck: "I'm going to examine some of the machines."

GM: "The two entrances light up, and two groups of horsemen ride into the room wearing fanciful hats and !ring pistols."

Barry: "Uh...cowboys?"

Ann: "How many?"

GM: (Noting the two entrances) "15 here - and 15 here."

Chuck: "Pick one group and concentrate your !re! I'm shooting lightning at this the squad coming in from the north." (Rolls dice) "I score 3 Successes."

GM: "You blast one cavalry man clear off his horse, both of which shimmer and vanish."

Barry: "I'm trying to draw their !re."

Ann: "Of course you are. I think you've been trying to draw MY !re this whole adventure." (Points at drawing) "I'll shoot at the group coming in this door. Since I already had my bow drawn, can I have Surprise?"

GM: "Sure."

Ann: (Rolling) "I score..."

GM: "Thok! You get him in the head and he vanishes. Now each group moves...here and here..."

Chuck: "Ack! They're right on top of me!"

GM: "That they are. The group on top of you draws cavalry sabers and slashes at Arthur. The other group !res at Nelunus." (Rolling) "4 Successes against Arthur, 3 against Nelunus..."

Chuck: "I'm wounded!" (Flips over Druid card)

Barry: (Places a token on his Sorcerer card) "Eldritch Shield, converting into a number of bolts equal to my Intellect, which is 8..."

GM: "Nelunus is surrounded by a shield, and then responds with a barrage of bolts! I'm assuming you're shooting at the group that attacked you?"

Barry: "Yeah!" (Begins rolling - these are separate attacks, not an Area Attack) "What do I need?"

GM: "They have a 3 DP."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 29 of 51

Page 30: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "I get all 8."

GM: "Nelunus' barrage decimates this squad - there are only 5 left."

Ann: "We can't afford to spend all our Heroics now - I'll pick off another one." (Rolls 8 dice and counts 3 Successes) "Easy peasy."

GM: "The sixgun squad is down to 4, while the saber squad is at full strength."

Chuck: "I'm shifting to the center, where Edwina is, and rolling Full Defense. Yes! I scored 2 Successes." (Sets DP back to 2)

Barry: "The way I see it, my Area Attacks will be worthless against Kryptos anyway. I'm using Dragon Fist against the other group!" (Rolls 9 dice) "Awww yeah, 4 Successes."

GM: "You blast the other cavalry group to smithereens and they vanish. The remaining 4 each !re at one of you, with two !ring at Nelunus." (Rolls dice) "Nelunus, you're Scratched twice. Edwina, you're Scratched-"

Ann: "How many sixes did they roll? I'm Armor Plated."

GM: "Squad Attacks are Penetrating, so you’re still Scratched. Arthur, you're Wounded again."

Chuck: (Places token on Lord of Exile) "Good grief! I'm using my Lord in Exile Heroic, Sworn to Vengeance. I Fully Heal all Wounds..." (Flips Druid card back over and sets DP back to 3) "...and take a bonus Action with bonus dice equal to my Charisma, which is 7."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 30 of 51

Page 31: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Which is?"

Chuck: "I'm going to blow the crap out of the bastard that shot me." (Rolls dice) "5 Successes!"

GM: "Consider yourself revenged!"

Chuck: (Places token on Noble) "Inspiring Example - each of you get 5 bonus dice to your next Action!"

(The GM doesn't want Arthur's Heroic to be wasted on minions, so he adjusts accordingly.)

GM: "The remaining cavalry vanish, and Kryptos reappears...here." (Points at an edge of the map) "Amidst some machines." (Speaks into a cup again) "Well done, but ultimately fruitless. Your past is but clay in my hands..." (Puts down cup) "Okay guys, pass me your Profession and Legend cards, you're getting new ones."

Ann: "What???" (Handing her cards in)

GM: "Remember which Heroics you've spent." (Shuffling & Dealing Professions)

Ann: "Eeek! I'm a Bard!"

Barry: "I'm a Rogue!"

Chuck: "And I'm a Ronin!"

GM: (Shuffling and Dealing Legends)

Ann: "I have...Wild Magic."

Barry: (Sarcastically) "Great, I'm a Beast Lord."

Chuck: "And I am a Demigod! YES!"

GM: "So put your tokens back on the Heroics you've already spent - so Arthur, you can't use Scion of the Gods because you just used Sworn to Vengeance earlier."

(The GM pauses to let the players take in their new abilities. Because Tiny Epic is card-based and intended for one-shots, don't be afraid to create crazy encounters like this that turn the game on its head. It makes for a fun climactic battle.)

GM: "You each blink, your original pasts fading like a distant dream. The new history each of you possess will soon be the only past you remember. Each of you now recall past encounters with Kryptos in which he tried to turn you from your destiny - but he ultimately failed. It seems that no matter what he did, you were destined to come together as allies and face him here, on this day." (Speaking into the cup) "Bah! Destiny cannot defeat me! I AM Destiny!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 31 of 51

Page 32: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "Do I still get those bonus dice from when Arthur was impressive? That one time?"

Chuck: "Hey!"

GM: "Yes, you still get the +5 from his Inspiring Example."

Barry: "Right, I'm going to Shift over here and stab him with my Rogue's dagger."

GM: "You'll have to climb !rst...he's on top of some machinery."

Barry: "No problem - I'm assuming there is service ladder or something?"

GM: "Sure, that would make sense."

Barry: "Okay, I'll try to get out of his line of sight and sneak up on him, since I'm a Rogue. Then maybe I can get a surprise attack on him."

GM: "Alright, while you're working on that, what is Edwina doing?"

Ann: "I can't believe I turned out to be a Bard! I think Kryptos actually DID win. Argh! I guess I'll use my Wild Magic Heroic - Latent Power."

GM: "Right, so the way that works is you keep drawing Professions until you draw one where both its Anytime and Heroic Powers are Magic in nature. Then you get to use that Profession until you Rest."

Ann: "Nice!" (Drawing) (To Barry) "Haha, look who's a Sorcerer now?"

Barry: (To Ann) "Put that back, you can't handle being a Sorcerer!"

Chuck: (To GM) "Arthur the Ronin Demigod is going to draw his katana and attempt to jump onto this adjacent platform."

GM: "Okay, that's a Strength Feat."

Chuck: "My Strength is now 5...and everything I do is Epic...so...6 Successes."

GM: "That's good enough - you run, leap and vault onto the platform adjacent to where Kryptos is. Meanwhile, he will attempt to blast you with a Chrono Bolt!" (Rolling) "He gets a Scratch on you."

Barry: "Am I on top of the platform yet?"

GM: "Sure, you've just reached the top. Give me an Agility Feat to see how sneaky you are."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 32 of 51

Page 33: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Barry: "It says here Stealth is Epic. So I've got an Agility of 3, +2 for being a Rogue, and +7 from Inspiring Example." (Rolling) "8 Successes, doubled, so...16 Successes to be sneaky."

Everyone: "Wow!"

GM: "It's safe to say he doesn't know you're there!"

Barry: "Stab him in the back!"

GM: "Do it."

Barry: "Strength of 6..." (Rolling) "2 Successes...+2 for Surprise, so 4 Successes to stab him."

GM: "Actually, I'm giving you bonus on top of that, so you totally gut the guy! He shimmers and vanishes!" (Into the cup) "Arrrrrgh!"

Ann: "I don't like this, I'm looking all around!"

GM: "There is a $ash of light, and you're surrounded by easily a 100 of him!"

Ann, Chuck, & Barry: "What?"

GM: (Speaking into a cup and faking an echo) "Hahaha...ha...ha...see how futile this is...is...is...? I exist in all times at once...once...once...I am legion....legion...legion...!"

Ann: "Then we'll slay all of you! Can I use my Bard's Heroic?"

GM: "Legendary Verse? Sure. Are you going to role-play it?"

Ann: "Me, recite improvised poetry about slaying a time-traveling wizard? I was a math major."

Barry: "Surely there is some math involved in time travel."

Ann: (Boldly) "Friends, now is the time, if ever there was a time, to end his time!"

Everyone: (Golf clapping)

Ann: "So everybody gets to either Heal, recharge a Heroic Power, or get bonus dice equal to my Charisma to their next Action."

Chuck: "That's easy, I'm recharging my Ronin's Heroic."

Barry: "I'll recharge my Rogue's Heroic."

Ann: "Do I get to do it?"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 33 of 51

Page 34: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

(The GM looks at the Bard card and decides it’s not clear enough.)

GM: “Sure - as long as you don’t recharge Legendary Verse itself.”

Ann: “I’ll take the bonus then!”

Chuck: "So where are all of them?"

GM: (Pointing at drawing) "There are squads of Kryptos here, here, here, here, here, here, and here."

Chuck: (Places token on Ronin's Heroic) "Kiaaiiaiai! I will jump off my platform and attack this squad with Kensai's technique. The way I see it, I have 5 Epic Strength dice, plus 2 Successes because of Iaijutsu."

GM: "Agreed."

Chuck: (Rolling) "8 Successes, Area Attack!"

GM: "Arthur leaps into the fray, slicing this group of Kryptos' to shreds!"

Chuck: "Do the rest of them feel Fear, because of Iaijutsu?"

GM: (Thinking) "They do, they all have the Fear Setback." (Speaking into the cup) "Arrrgh! Arrrgh! Arrrgh! He cannot be stopped! Stopped! Stopped!" (Puts cup down) "Okay, each squad gets an immediate opportunity to shake off the Fear." (Rolling) "All but 2 groups do."

(At this point, each player has been able to pull off something cool against the Villain. The GM has other phases planned, but decides that if this is the last phase it will be remembered fondly.)

Barry: "There is a group by these machines, right? Can we say one of them is an electrical generator of some kind?"

GM: "Sure."

Barry: (Puts token on Rogue) "Opportunist. When I was over there earlier I sabotaged it to explode."

GM: "Nice! Go ahead and give me an Intellect roll, just to give me an idea of how good you did."

Barry: "3 Successes."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 34 of 51

Page 35: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Awesome - so everyone sees this generator explode, and this squad of Kryptoses is blown to smithereens."

Ann: "Is it my turn?"

GM: "I'm pretty sure it is."

Ann: "Alright, Edwina the SORCERESS is going to shoot at this Squad. I have to roll for my Wild Magic Passive...even."

GM: "So the spell goes off normally."

Ann: "3 Successes."

GM: (Making a note) "So you've blasted a Kryptos here to bits. They all return !re with Chrono-Bolts. Both Arthur and Edwina will be attacked twice, since they’re in the open. Nelunus will be attacked once.” (Rolling) “Arthur...Wound, Scratch. Edwina...Scratch, Scratch. Nelunus...nothing.”

Chuck: “Yuck, I guess I’ll $ip over Demigod.”

Ann: “Bastards! I’ll block the second Scratch with Eldritch Shield and choose the version where I unleash heck. Heck being 6 Eldritch Bolts. At this group over here.”

(The GM, beginning to think he may have put too many Squads in the "ght, speeds things up a bit. The effect isn’t technically an Area Attack but he treats it as one.)

GM: “Edwina lights up this group of Kryptoses!”

GM: “Chuck, what is Arthur up to?”

Chuck: “Carving up more Chronomancers! I shift to here and score 4 Successes.”

GM: “Everyone sees Arthur blaze through this Area, slicing one Kryptos after another!”

Barry: “I’m throwing knives from up here. 3 Successes.”

GM: “You take out a Kryptos, knife in the neck! All you guys have left are these 3 groups here, and one of them is still afflicted with Fear. The two that aren’t afraid !re bolts at Arthur...Arthur, you’re incapacitated.”

Chuck: (Coughing) “My friends...don’t...let...him...win...!”

Ann: (Puts token on Hal$ing) “True Friend. I now have an INT of 12, thank you very much. Edwina’s !ring an Eldritch Bolt...”

...And so on! The idea is to keep the tactics of the battle shifting. If a player character can stand in one spot and use the same Powers and/or abilities for the entire encounter, it’s a bad sign!

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 35 of 51

Page 36: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Running Adventures

Character GenerationAlternate Character GenerationThe method of Character Generation presented in the Players’ Guide is just one way to use the cards. Feel free to experiment!

• Totally Random: draw 1 card each from Avatars, Professions, and Legends, and what you get is what you get. Who says a half-dragon gnomish assassin is ridiculous? Someone who’s about to DIE, that’s who.

• More Professions: Add another Profession to make a character more powerful. Or forego a Legend card for a second Profession. This means Relations aren’t in play, but your gaming group may be "ne role-playing without Relations anyway.

• More Legends: Multiple Legends can make for wildly colorful characters, but the question is, what to do with all of the Relations? Just keep what works and toss the ones out that don't.

• Building what you want: Let players pick and choose the combinations that are most attractive to them. Pro: players have control over what they play. Con: power-gamers will attempt to “optimize” their characters, which can take a lot of time away from actually playing - the focus will become picking the most advantageous card combo.

Immediately After Cards are PickedThere are a few things you, as a GM, should take note of as soon as the players pick their cards.

• Who has Area Attacks? There are plenty of Area Attacks in the deck, but it’s still possible for any given group of characters to end up with only 1-2 Area Attacks between them. Consider limiting the number of Squads in your battles to compensate - otherwise your big battle could turn into a big snoozefest.

• Who has a Psychic Attack? No one? Did you put a monster in the adventure that can only be attacked with Psychic Attacks (e.g., a Wraith)? Do you have a Plan B?

• Who has Healing Ability? Some characters can heal themselves, others can heal the whole party. Make a note of them because that will give you an idea of the group’s ability to take punishment and keeping going without Rest.

• Who looks like a Powerhouse - and who looks like a Pushover? Typically in any group of player characters there will be one who is far and way more powerful in combat. Similarly, there will be one or two characters that are sitting ducks when violence breaks out. Make a note of these characters - the “Running Combat” section has suggestions for how to handle them.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 36 of 51

Page 37: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

When to Call for FeatsAs a GM, you have control over when the dice are rolled. Don't ask for a player character to perform a Feat if the action in question isn't deemed Important. It slows the game down. If the action in question is cool and the character's Stat is a 5 or better, describe how awesome it turned out and move on. If their Stat is less than that, describe how it didn't work out. Reserve dice for when the outcome is truly meaningful.

This goes for combat too, by the way. Many small skirmishes can be narrated if the outcome is a foregone conclusion. Reserve your time for pivotal "ghts.

Interpreting Cards

The cards generate numerous unforeseen interactions between Powers. For example, say you have a player who drew the Spy Profession and Elder Race Legend cards. The Spy's "Remarkable Ruse" Power allows her to randomly select a second Profession from 3 random cards as a so-called "cover identity" and have limited access to its abilities. Elder Race's "Elder Experience" Power allows her to use another Heroic Power and double its effects. So what if she uses Elder Experience to trigger Remarkable Ruse? Does she receive 2 cover Professions? Or does she get to draw 6 cards when picking her cover?

As the GM, you are the "nal word regarding how powers work together. Try to be consistent within the context of the adventure, but don't worry about “unbalancing” powers too much. After all, Tiny Epic is for fast paced one-shots. Take comfort in the fact that if you make a bad decision, you won't have to live with it for very long.

GM: "Edwina, the basilisk's gaze has frozen you in place - you're in danger of being crystallized! Arthur and Nelunus, you see Edwina seize up in a shroud of light! The remaining basilisks turn on you."

Chuck & Barry: "Crap!"

Ann: "Wait! What about my arm?"

GM: "What?"

Ann: "Well, I'm Half-Clockwork, right? The picture shows a clockwork arm. Is it frozen too, or can it move?"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 37 of 51

Page 38: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM (Wants to see where this is going): "Why...yes...it can!"

Ann: "As the basilisk turns on them, I grab it by its tail!"

At this point, the GM could argue that being Frozen in place, even with a moving arm, would make this impossible - but it's sounding pretty cool, isn't it? In addition, the fact that Ann is coming up with creative solutions to difficult situations shows a level of engagement in the story that a GM wants to encourage. She could just as easily thrown up her hands - but she's "all-in!"

GM: "Okay, that's an Unarmed attack. Normally you would suffer a -2 penalty, but it's counted you out, so it's a Surprise Attack instead."

Ann: "I'm spending a Willpower to Overcome Adversity."

GM: "So you're rolling 2 dice, plus 3 Successes."

Ann: "Boom! I get all 5."

GM: "Nelunus, Arthur - you see Edwina's clockwork arm clutch her basilisk's tail and yank it backward. Something in its spine cracks loudly and it ceases moving. The rest of Edwina is motionless, still sheathed in sickly light."

Barry: "Badass! Don't screw with the wind-up hal$ing!"

Travel & ExplorationUnless there are obstacles or decisions to be made, overland travel just happens - narrate it. Use the opportunity to evoke a mood for the adventure with description. Be careful not to describe scenery you don't want the players to pay attention to, however. Any signi"cantly described detail may pique their interest and send them wandering! If you're prepared (or comfortable improvising) and have the time, this is fantastic - otherwise, use description as a way of guiding the heroes to the next decision point.

The heroes travel, in a phrase attributed to J. Michael Straczynski, "at the speed of plot." It takes as many days as you need it to take, keeping in mind each day is another opportunity for players to refresh their Heroic Powers. Do you want the heroes to come to each decision point fully refreshed and ready for action? Or do you want them to carefully measure their response to each scene?

Avoid random situations and battles that don't propel the adventure in some way: by advancing the narrative, by creating an opportunity for role-playing, or by keeping the energy level of the playing group "up" and engaged. If a planned encounter with 30 Giant Wolves in the middle of the wilderness suddenly seems pointless, it probably is. If your players all created

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 38 of 51

Page 39: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

warlike heroes, however, they may welcome it as an opportunity to use their cool abilities. It is up to you to take stock of your players and what motivates them.

PerceptionSearching is an Perception Feat (INT). If you've planted a critical clue or useful information in a scene, the Player Characters should "nd it if they make the effort. You can call for a Feat to obfuscate the fact you were going to give the information anyway, of course.

So what is Perception for, then? It's used when the outcome can truly have an impact on what happens next - spotting an ambush, noticing a trap, "nding an easier path up a mountainside, etc. In each case the story would proceed whether or not the Player Characters did well on the Feat. Take the last example, however - if the only way for the adventure to continue is for someone to "nd the path up the mountain, you will need to contrive a way for this to happen regardless of luck with dice.

Perception (INT) ExampleOutcome GM Might Respond

Failed (0 Successes)

“Look, a butter$y!”

Mortal (1-2 Successes)

“Something isn’t right here...”

Noteworthy (3 Successes)

“There is an ambush ahead!”

Legendary (5+

Successes)

“There are 3 ninjas in the branches ahead of you, and one of them has a sprained ankle.”

Running CombatThere are three main goals to keep in mind when running "ghts in Tiny Epic.

• Keep things moving - if a player is stuck for ideas or otherwise confused, skip him or her temporarily and go to the next person. If they’re still confused when you come back, ask a more experienced player to help them.

• The battle should change drastically - for better or worse - every 3 Turns or so.

• Combat shouldn’t interrupt the $ow of the game; role-playing shouldn’t stop.

Of course it won’t ALL be role-playing, as you see here. There are jokes and lots of rules-jargon - but the GM keeps things focused on the characters by using their in-game names and

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 39 of 51

Page 40: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

describing things from their point of view. If you do that, the players will usually respond in kind!

GM: "You’re traveling down the forest road when your usual bickering is interrupted by battlecries - small green creatures are rushing you from either side of the road: goblins!"

Ann: "How many?"

GM: "Hard to count, exactly, but more than 30 of them. Lots more."

(The GM knows there are 2 squads, or 60 goblins total, but he wants to maintain the fog of war.)

Chuck: (Places a token on his Druid card) "Arthur will transform into a bear and roar in response. I'm trying to scare some of them off."

GM: (Thinking) "Let me see what everyone else is going to do."

Barry: "Do I have time to get an Eldritch Blast off before they get to us?"

GM: "Sure."

Ann: "I'm going to !re my bow too."

GM: "Let me know if you get 2 Successes or a Scratch."

(Barry & Ann easily score 2 Successes, so the GM notes on a scratch pad that one of the two squads has been reduced by 2. Now the GM circles back to Chuck. Chuck doesn't have a Power that does what he's trying to do, but the idea that a bear could spark fear in the goblins is plausible - and it plays to Arthur's strengths. Chuck's cards don't lend themselves to hacking & slashing.)

GM: "Arthur is attempting to intimidate the goblins, which is a Charisma Feat. I'll give you a +2 bonus since you're a bear."

Chuck: "That gives me 9 dice. How many successes do I need?"

GM: "You need at least 3 Successes for something to happen, but the more you get the better."

Chuck: "Okay, I'll spend 1 Willpower to Overcome Adversity." (Rolls Dice) "Dang, just 4!"

GM: "Actually, that's pretty good - one of the Squads suffers Fear."

Chuck, Barry, & Ann: "Woo-hoo!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 40 of 51

Page 41: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "Okay, the other squad of goblins is made of sterner stuff. They rush into your Area, brandishing axes and serrated short swords - they attack..." (GM rolls 2 dice) "...and score a Scratch."

Chuck: "So how does that work again?"

Ann: "Squads always do Penetrating Area Attacks - so if they roll a Scratch, we're all Scratched."

GM: "That's right, all 3 of you have your DP reduced by 2. Edwina, you think there are nearly 30 of them, not counting the demoralized ones."

(The GM decides that the two goblins that were slain belong to the squad that's still engaged, so their actual number is 28.)

Chuck: "By the gods! It'll be a death by a thousand cuts!"

Barry: (To Chuck) "Pull yourself together, Arthur! You're a Wolfan!" (To GM) "I switch to unarmed combat, using Iron Fist. I can attack unarmed without penalty, and my attacks are Penetrating."

Chuck: "What's that mean?"

GM: "He only needs 2 Successes or a single 6."

Barry: "And Nelunus has a Strength of 7! I roll 3 Successes. Boom!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 41 of 51

Page 42: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "You guys see Nelunus explode a goblin's skull with his !st."

Ann: "Ew! Edwina will Shift out of the Melee and !re her bow. Rolling 8 dice…I get 4 Successes."

GM: "You plant an arrow in a goblin's heart."

Chuck: "I suppose I'll have to get my claws dirty! I only have a Strength of 5 though, even as a bear." (Rolls dice) "I got one!"

GM: "Arthur ravages a hapless goblin!"

(The GM reconsiders the encounter in light of the player characters' abilities. They don't have a lot of Area attacks, so they hoard them. The players know they can go several Turns without the goblins posing a real threat to them, too. This is a recipe for a boring battle…which will last 8 Turns or more at this rate. The GM decides to have the goblin chieftain "emerge" from the squad and up the ante a bit - the chieftain has a DP of 5 and rolls 6 dice for his attack. He also gives a Passive bonus to his fellow goblins' attacks.)

GM: "The goblins respond with axe and sword…" (rolls dice, adding an extra die for Mob Brutality) "…but they fail to even Scratch you. 'Death to the enemies of Grar!' you hear - then an oversized goblin with a double-headed axe strides forth to cleave Nelunus!" (Rolls dice) "Nelunus, you're Scratched."

Barry: "What the-? I'm at a DP of 5 now."

Ann: "Who is this guy? Do I know anything about him?"

GM: (Decides this is something a Ranger would know.) "Edwina, it looks like a goblin chieftain to you! The other goblins will rally around him and !ght harder."

Ann: "Yikes, I'm going to target him - rolling…3 Successes."

GM: "Did you Scratch?"

Ann: "…no."

GM: "He knocks your arrow aside with his spinning axe!"

Chuck: "I'll attack him! I get a Scratch."

GM: "You score a bloody gash across one of his arms, but he !ghts on!"

Barry: "Iron Fist. I roll 3 Successes, and a Scratch."

GM (Noting that the 3 Successes doesn’t beat a DP of 4, and that the Penetrating Scratch is applied afterward) "You land a !st in his abdomen and you hear crunching bones. He screams at you in de!ance!"

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 42 of 51

Page 43: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

(The GM notes that all 3 players are excited and engaged by the "ght now, each one eager to slay the chieftain.)

GM: "The goblin squad, eager not to disappoint their chieftain, receives a +1 bonus to their attack this Turn." (Rolls 3 dice) "They're still not in danger of Wounding any of you outright, but they do score a Scratch."

Barry: "That puts me at a 3 DP."

Chuck: "I'm at a 2!"

Ann: "I'm still okay - I have 7 because of Armor Plating."

GM: "The chieftain launches into Nelunus with his double-headed axe, and scores 4 Successes!"

Barry: "Oh no he doesn't - Eldritch Shield! ...And I'll spend 2 Willpower to keep it from being spent."

GM: "Nice - Nelunus raises his hand and a !eld of crackling energy de$ects the chieftain's axe!"

Barry: "I'm over this! We have a kingdom to save!" (Places a token on Dragon Fist.) "Dragon Fist, baby! I'm going to try to get as many of these little !ends as I can. Rolling 8 dice…4 Successes and a Scratch."

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 43 of 51

Page 44: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

GM: "You utterly disintegrate the chieftain with your strike, and the shockwave obliterates the other goblins in your Area, as well as some of the goblins cowering in the forest. Several trees are knocked over as well! Any survivors are running for their lives."

Ann: (To Barry) "Next time, why don't you LEAD with that?"

Upping the Ante in CombatAs GM, it’s your prerogative to change the adjust the dynamics of a battle if you think it’s going nowhere fast or your players are otherwise not engaged. The way Squads work is supposed to create this effect - a Squad by itself doesn’t generate that many attacks, but once it’s broken up into individual creatures its attack output goes up dramatically.

If a battle isn't turning out like you'd planned - let's say it's become a boring, pitched battle where neither side has enough of an advantage - here are some things you can try to speed the story up, especially if your players are reluctant to use Heroic Powers to “"nish it”.

• “Spending” Scratches. When an enemy Scratches a player, you can spend the Scratch to impact the environment in a dangerous way, depending on the nature of the attack. An oil lamp is knocked off a table, starting a "re. A tree begins to fall. All those magic spells !ying around have weakened the ceiling, and it begins collapsing! It turns out the ice on the frozen lake wasn't so thick after all...! Whatever you decide to have happen, the goal is to force decisions. In many cases, a Player Character has a Heroic Power that will "nish the battle outright, but they're holding onto it. Ramp up the tension and you'll see the heroes unleash their full potential.

• Fatigue. After a few rounds, announce that everyone (allies and enemies) has become “fatigued” and loses a DP. Continue doing this each round, escalating the number of DP lost. This will tend to open even the strongest monsters up to attack, and provoke the players to take drastic action.

• Run Away! The enemies, sensing the battle isn't going anywhere, withdraw to "ght another day. Maybe they show up later in the adventure, maybe not. Even if the heroes decide to give chase, at least the "ght has become dynamic again.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 44 of 51

Page 45: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Handling PowerhousesTiny Epic is designed so it’s easier for the GM to scale up encounters (Why have a dragon when you can have a SQUAD of dragons?) because the cards can generate some tremendously powerful "ghters. A Half-Giant Warrior Demigod would roll 11 dice in Melee, targeting up to 3 enemies with a single swing, with each Success tripled! The player has a pretty good chance of rolling 9 Successes when she attacks. Every time.

As it should be! I mean, c’mon! She’s a Half-Giant, Half-God Warrior. Queue up the Squad of Dragons! You would go see that movie. You would read that book!

Hold on! It’s ALSO possible, given how the cards work, that no one else in this hypothetical Half-Giant Warrior Demigod’s party is even remotely as dangerous as she is. The rest of the heroes might be Wizards, Bards, and Rogues. Problem-solvers, in other words. So how do you scale up an encounter to keep things interesting for your Powerhouse without slaughtering everyone else?

It turns out the things you do to keep things interesting for the Powerhouse are the same things you do to keep combat interesting, period. (Within reason)

• Surprise Ambushes. Surprising the Powerhouse (if possible) is a good way to start a battle. She’s probably leading the way, right? It makes sense, if precautions haven’t been taken, that any hidden threats will attack her "rst. While it probably won’t kill her, it will de"nitely keep her engaged even if the rest of the encounter is relatively lightweight.

• Using the Space. Chasms, precipices, and narrow bridges restrict her choices - while

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 45 of 51

Page 46: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

allowing Ranged attackers to pelt her from a safe distance.

• Guarding the Helpless. An escort quest! Have the Powerhouse take a break by putting her in a situation where she has to Defend Others against a dire threat - now the other heroes have to step up their game.

• Everyone wants a Piece of ‘Em. The Powerhouse’s reputation precedes her, especially as the adventure plays out. The Villain has identi"ed her as the biggest threat and gives orders accordingly. The minion who eliminates the Powerhouse will be rewarded handsomely...

• She IS the Brute Squad. If the scenario supports it, have the group split up, leaving the Powerhouse to single-handedly "ght swarms of enemies while the rest of the party goes to solve some other kind of problem. Cut back and forth for dramatic effect.

• Psychic Attacks. While you can generate a “well-rounded” Powerhouse with the cards, it’s likely that a physical Powerhouse will still be comparatively vulnerable to Psychic Attacks. Squads of enemies with “soul-draining” powers can easily turn the usual dynamic on its head. The Half-Giant Demigod Warrior has a WP of 3. It would be a shame if she were Charmed or Dominated...!

Handling PushoversPowerhouses aren’t the only thing you have to worry about as a GM. What do you do if a hero is not physical in any way? A High Elf Wizard Pyromancer is a great combination, but it has a DP of 2. He or she is the proverbial “Glass Cannon.” There are mitigating factors, of course - the male High Elf can switch out Professions, and the female High Elf (in this instance) would be nearly untouchable if she chose to sit out a battle (c.v., Vision of the Sublime) - but their routine effectiveness in battle is considerably limited. How can you subtly aid Pushovers?

• Opening up the Space. Generally speaking, wide-open battlegrounds favor weaker characters by always giving them somewhere to Shift to.

• Psychic Enemies. As mentioned in “Handling Powerhouses” - your Pushover is usually going to be a Psychic Powerhouse. The combination listed above would have a WP of 10, relatively undeterred by Wraiths or other psionic enemies that give Warrior-types pause.

• Rallying the Troops. There are other things going on in the battle that require the attention of the Pushover. He’s elsewhere, disarming a trap or convincing the King to send reinforcements. Not every battle is won by force of arms alone!

Converting Multiple Attacks to one Dice PoolIf a player character bene"ts from multiple attacks - routinely, or the result of Heroic Powers - but she intends to use them all against one enemy, you can quickly convert the additional

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 46 of 51

Page 47: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

attacks into Bonus Successes in order to accelerate the game. Each additional attack of 4 or less dice is +1 Success, while additional attacks of 5 dice or more are +3 Successes. For example, a Ranger uses her "Army of One" Power to gain bonus Melee attacks against a giant bear - this results in 7 bonus attacks, each with 5 dice. Rather than roll 7 times, she rolls once and adds 6 (additional attacks) x 3, or 18 Successes to the result. Nice!

The same method can be used against Squads. The GM can just divide the resulting Successes out and determine how many members of the Squad were felled by the series of attacks.

Concerning MountsHorses, ponies and the like are expected forms of transportation. It makes perfect sense to use them to get around, but they are generally a liability when a battle occurs.

Unless a mount is trained for warfare, it experiences the Fear Setback when a !ght starts. Its rider suffers a -4 penalty to all Actions except trying to control the horse (treat as Aiding) or letting

it ride away. Even once the mount is under control, if the hero isn't trained to "ght while mounted and will still suffer a -2 penalty. If a hero attempts a Feat on a horse and nets 0 Successes, it assumed he has been thrown (-2 DP).

How do you determine whether a given hero is trained to "ght while mounted? Look at their cards and "gure it out! Paladin? Yeah. Gnome Paladin? Is it a pony? Wizard? No. Wizard Hero of Prophecy? Sure.

If a character is trained and on a mount that is similarly trained, there are many advantages. The mount takes its Turn at the same time as the hero, allowing the hero to (effectively) "Move

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 47 of 51

Page 48: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

for Free". If DP needs to be spent (leaving an enemy-controlled Area, crossing Hazardous Terrain, etc.), the mount spends it - and depending on the type of mount, what is hazardous to the hero may not be hazardous to it! Most mounts will add a size category to the hero for the purposes of determining whether an Area is "occupied" or not. A Medium human on horseback is treated as "Large" and therefore unthreatened by Small creatures - and vice versa (see Appendix B in the Players’ Guide).

Flying and CombatFlying creatures have 3 modes: Grounded, Hovering, and Soaring. Changing mode takes an Action, so it takes 1 Action for a Grounded bird to Hover, then another Action for it to Soar.

Grounded creatures fall under normal combat rules regarding Areas and movement.

Hovering creatures use the same Areas that everyone on the ground is using; they are just assumed to be in another Area "on top" of the Area on the ground. They cannot be attacked with Melee weapons, nor can they be affected by attacks that reference "the ground" in any way. They are fair game for Ranged Attacks and many Magic Attacks, however. A Hovering creature can take other Actions while Hovering, provided it doesn't move. Hovering creatures can make a special kind of attack called a Swoop Attack (see below).

Soaring creatures are moving at an altitude and rate of speed that makes the Areas on the ground irrelevant. The GM decides if a Ranged or Magic Attack against such creatures, but you will be penalized for Range and Rate of Speed(-4). A Soaring creature can make a Swoop Attack if there is sufficient room for its approach (a wide open "eld). Otherwise, a Soaring creature must switch to Hovering to make a Swoop Attack. Some Soaring creatures (such as dragons) may attempt Ranged Attacks - they are NOT penalized for Range or Rate of Speed, but take normal penalties for Cover.

Swoop Attack The is a form of Melee Attack that !ying creatures can make while remaining aloft. AGI is used for Swoop Attacks, even if the creature is humanoid and employing a weapon which would normally rely on STR. In all other ways, resolve this as a Melee Attack. The !ying creature is in its target's Area too brie!y to be subject to a Melee Attack - unless its target has an Instant Power of some kind.

Snatch AttackLarger !ying creatures can "Snatch" creatures on the ground if they are 2 size categories larger than their target and possess talons or something similar. Resolve as a Melee "Swoop" Attack, but on a Hit the target is Grappled.

How to get Players to use Heroic PowersResource management is core to how Tiny Epic works. Yet some players have a hard time using Heroic Powers out of fear they'll use them at the wrong time. They're absolutely certain

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 48 of 51

Page 49: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

a major encounter is coming up, and there they are stuck without their best Powers! Here are a couple of techniques to help.

• Telegraph how long the adventure will be, in the game world. For example, as the heroes set off for the Dark Lord's realm, indicate it will take 3 days to get there. Right away, the players know they will have multiple opportunities to use and refresh their Heroic Powers.

• The optional “Karma Bonus” Rule. Give player characters a bonus to all Actions equal to one die for every Heroic Power they’ve expended - a bonus that goes away as those Powers are recharged. If a player character knows she’ll at least have this bonus to fall back on, she’ll be a lot less reluctant to take a chance on using Heroic Powers.

• Make the adventure harder! If the player characters aren’t using their Heroic Powers, you are probably going too easy on them.

Hardcore ModeDon't be afraid to let a hero die when circumstances dictate it. Just have the unfortunate player deal out another character quickly (purely random!), and "t them in as soon as you can. The new hero isn't new at all, since their Legend card's Relations will ensure his two neighbors at the table already know him. The easiest thing to do is to have the replacement character be on the same adventure the other characters are on - he was just given bad information and was trying to "go it alone". He was already thinking about turning back when his old friends showed up...!

Concerning GearGoing to town to buy equipment is such an integral part of fantasy role-playing that it will come up despite Tiny Epic’s attempts to downplay it. At the very least player characters will want to buy drinks when they come to an inn.

Always assume that the heroes have suitable equipment for their chosen profession (and enough spare coins of the realm to enjoy a few creature comforts). The Profession cards suggest what this might be, but players are free to suggest changes based on preference, Power descriptions, or even illustrations. For example, the female Forest Elf’s “Running Shot” power would suggest ranged weaponry, but what if she is paired with the Wizard Profession? If she asks, let her have a bow! She doesn't need to go buy it, because it makes sense that a Forest Elf would have a bow, even as a Wizard.

What if a character has Powers that allow him to change Professions midgame, such as the male High Elf? To the degree that it doesn't destroy continuity, allow him to simply have the appropriate tools to perform his new job, or be able to “make do” until arriving at the next

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 49 of 51

Page 50: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

town, suffering a small penalty as a result. As you may have noticed while reading the cards, equipment doesn't really matter that much in Tiny Epic.

Fair enough, but what if the player characters want to buy lumber and tools to build a siege tower in order to breach the dark lord’s fortress? First of all, if this is the master plan your players have settled on, you probably have other things to worry about. Second, say yes. Move the story forward. They found the supplies they need, now they need to build it. Ask for some Feats. It would be a shame if it were poorly built and collapsed in the middle of a pivotal battle, wouldn't it...? And by “shame” I mean hilarious.

But isn't part of the fun of fantasy adventures - and in some cases, the entire motivation - the acquisition of fabulous treasure? This is true. Read on!

It’s Dangerous to Go Alone, Take This"Leveling Up" refers to the tradition of the hero becoming more powerful as a result of vanquishing enemies and acquiring treasure. Tiny Epic games usually aren't long enough for leveling, which is why it's been left out of the core system. But Treasure! Treasure we can "t in, and have it serve as an in-game level up.

You can invent magical Treasures for your adventures using index cards and your imagination. Treasures follow a similar pattern to other Tiny Epic cards, having no more than a couple of Powers and possibly a Stat Bonus. Treasures can even be $ipped over when Wounded.

Here are a few examples of items you can drop into an adventure, particularly if the heroes are having a hard time of it. Either have an ally bestow the Treasure, have the heroes discover it in a monster’s lair, or have them seek it out as preparation for a "nal quest/battle.

Cape of Renown• +1 CHA

• Your Attention, Please (Passive Magic) Your "rst CHA feat of any social encounter bene"ts from +2 Successes.

• I'm Here to Help (Heroic Magic) This is a Psychic Magic Area Attack versus all creatures who can see you - those who are Hit are Charmed.

Ring of Eldritch Power• +1 INT

• Eldritch Mastery (Passive Magic) Add 1 Success to every Magic Power.

• Eldritch Rejuvenation (Heroic Magic) Recharge a Heroic Magic Power of your own or that of an ally's.

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 50 of 51

Page 51: Tiny Epic Role-Playing Game - Squarespacestatic.squarespace.com/.../tiny_epic_v1_gm.pdf · many fantasy role-players, their character's progression - the development of their character

Mercurial Boots• +1 AGI

• Hasty (Passive Magic) All AGI Feats pertaining to Running and swiftness are Epic.

• Blur of Speed (Heroic Magic) Instantly receive a number of bonus physical Actions equal to AGI.

Vorpal Sword • +1 STR

• Unimaginably Sharp (Passive Magic) All attacks from this weapon are Twice Penetrating - that is, a Scratch reduces the target’s DP by 4 points!

• Snicker-Snack! (Heroic Magic) Instantly use the sword to Wound a creature, regardless of its defenses (DP or WP).

Tiny Epic 1.0 is Copyright Todd Lyles © 2013 - Page 51 of 51