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An Open Gaming Content Mini Game

Requires the use of the d20 Modern Roleplaying Game,


published by Wizards of the Coast, Inc.

mike mitchell (Order #11074415)


Presents:

Tiny
Terrors
By Lee Hammock
The Playthings of History
Artwork: James Jarvis and Corey Reid

Through ritual and ceremony the shamans and wizards of the world
imbued the playthings of children with the energy of creation and
Spirit, giving them life and power with which to defend the children of
Long ago when humankind first walked the Earth, great evil walked
the world from the Shaded King.
it with them. Older than us, from the time before sentience and
Not all toys were imbued so; only toys in the possession of
rational thought infected our minds, these ancient evils preyed on us,
children threatened by the Shaded King (known as "The Boogeyman"
both our flesh and our souls. Eventually these creatures were trapped
to children) would come to life. These toys, charged by the power of
in realms beyond this one by shamans, wizards, and spirit talkers of
creation and the affection of their owners, could move about under
the ancient world. There were six of these terrible beasts, and each
their own power and even use the traits of their form or other toys as
was imprisoned in their own realm, cut off from the souls and flesh
if they were real objects. A wooden doll of a warrior could use his
they drew sustenance from. Behind otherworldly barriers they
shield and axe as if they were made of steel, while a bear made of
languished for time unknown before they found a weakness in their
cloth could rend with its claws. These small warriors of Spirit would
prisons.
defend humanity's children in the dark and in the light, forever
It was after the rise of agriculture among the tribes of humanity
watchful.
that the Six Beasts learned they were not alone in their prisons and
In time the energy of creation that once suffused the world faded.
bent the other creatures trapped with them to their will. These lesser
The spirit toys weakened until they could not move in the presence of
creatures could pass through the barriers between worlds and bring
those who did not believe in their power, crushed by the might of
back sustenance for the Six Beasts. Again the magic-workers of
mass manufacture and merchandising that reduced toys from being
humanity stepped forth to combat this new threat, erecting magical
something wondrous to being something disposable. Still the toys
defenses in this realm against the new minions of the Six Beasts. Each
fight on as best they can, seeking to protect their charges from the
of the Six Beasts were targeted with their own massive ritual. The one
Boogeyman.
performed to stop the Beast known as the Shaded King was the
strongest since he was known to prey upon helpless children.

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Tiny Terrors
A Child’s World
The lives of children within Tiny Terrors are much as we adults Running a Tiny Terrors Campaign
remember it, only with two startling differences: there really is a
monster under the bed or in the closet, and our toys really do come In a Tiny Terrors campaign the player characters are toys that
to life. The Boogeyman is still a very real threat to the children of the must defend their owner from the Boogeyman and his minions. They
world, able harvest the innocence of children through acts of terror may be newly awakened toys fresh out of the package, long treasured
and fright. toys of an older time, or something in between.
The Boogeyman targets the children whose innocence he desires If possible it may help a Tiny Terrors campaign for each player to
with scary noises, voices in the darkness, hideous images in their find a real toy that approximates the appearance and abilities of their
room, or even violence. He prefers to leave children alive, but character. The combat system in Tiny Terrors uses 5 in. as the basic
eventually his minions to scare all shreds of innocence out of his unit of measure instead of 5 ft., meaning players could actually use
victims, leaving them blank, Spiritless human beings who will never toys instead of miniatures if they so desire. This also helps create
dream again. realistic and interesting terrain as the game could be played on the
Once the Boogeyman sends minions into the real world the floor of a room complete with furniture and other objects. In such
ancient spells of the magic-workers of old activate, creating toy cases use all the distances listed as normal.
guardian Spirits around those children that are threatened. These Eventually the toys may become powerful enough to challenge the
animated toys have little in the way of memories, but do have Boogeyman directly, traveling to the Nightmare Realm to do battle.
personalities, skills, and abilities based on the shape and purpose of They can try and rescue children taken to the Nightmare Realm or
their toy. Army toys know about fighting, weapons, and military destroy the Boogeyman's store of innocence, hopefully starving him.
procedure from the moment they awake, while stuffed animals know If they are brave enough they could try and accomplish what no one
about their animalistic traits and powers. These Spirits form in the else has and destroy the Boogeyman, or at least weaken him for a
toys most beloved to the threatened child. Each Spirit toy gains its time. In the end, the owner of the toys will grow up and forget them
power from the affection of its owner, expending energy to carry out so the warrior toys do not last forever, but this does not diminish
certain actions in the execution of its duty, and it must be played with what they accomplished in their time.
by the child in order to regain that Spirit energy.
Usually toys carry out their missions within the confines of their
child's room, but occasionally must travel elsewhere to defeat the
Boogeyman. The minions of the Boogeyman may set up shop in the
attic or basement, which may be but a short journey, but dodging
adults, family pets, and other concerns can make such trips very
dangerous indeed. Even more harrowing are trips to the Backyard,
where many a toy has met its fate at the hands of a mean-spirited
neighbor or an all-consuming pit of mud. Still, the Backyard is a
prime location for the Boogeyman to strike, especially at night.
Occasionally the Boogeyman targets a group of friends to terrorize,
encouraging them to share their fears with their fellows and spread
the terror. Such circumstances often result in the much heralded
Sleepover, where the toys of several children can combine their forces
to make one massed foray against the Boogeyman.
Any toy in the possession of a child threatened by the Boogeyman
can become a Spirit toy, though Spirit energy seems to favor
handmade or antique toys over newer toys. Stuffed animals, action
figures, dolls, construction blocks, and even security blankets are
found among the spirit toys.

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Tiny Terrors
The Rules
The rules for Tiny Terrors are the same as those found in the d20 penalty on any skill checks involved. Adults are assumed to be
Modern SRD with some modifications. Those modifications are as Colossal in size, while children are Huge or Gargantuan depending
follows. on their age.
Family pets are another matter. Not being sentient, they cannot
Action Points chose to disbelieve in the existence of Spirit toy and thus the toys
Toys in Tiny Terrors do not get action points. Instead they get may behave normally in their presence. Pets and other animals are
Spirit, which may be used in a similar fashion in addition treated as animal creatures of Huge, Gargantuan, or Colossal size
accomplishing a variety of other tasks. See Chapter 4 for more and they may interact normally with the toys. For stats for pets and
information. other animals use the appropriate type of animal from the d20
Modern Roleplaying Game and modify its hit dice and abilities to be
Allegiance appropriate for a creature of its now massive size. For example a
Toys generally only have an allegiance to their child, though other house cat, which is normally Tiny size with 1/8 hit dice modified to
allegiances are possible. They generally do not have allegiances to be Huge would have at least 6d8 hit dice and would have a base claw
ideas or concepts such as Good, Law, or Chaos. Only the most damage of 2d4. Some examples of family pets are included in
dastardly of traitor toys have an allegiance to the Boogeyman. Chapter 5.

Distance and Movement Equipment


Distance and movement in Tiny Terrors is measured in inches with Other than gear gained from accessory feats (see Chapter 3), toys
each square on a map or grid equaling 5 in. instead of 5 ft. This have limited equipment. Simple items like rope, sleeping bags or tents
means an average Medium sized character has a speed of 30 in. All may be found and used by toys without requiring an accessory feat.
distances measured in feet in the d20 Modern Roleplaying Game are Toys may temporarily use complex toy items they find, such as toy
instead measured in the same amount of inches. guns, tools, or cars, as if they were part of that toy's equipment by
Weight is calculated according to the scale of the toys as if they spending Spirit (see chapter 4). There are no stores for toys to
were normal sized creature, so a Medium sized toy weighs 60-500 purchase equipment, meaning items must be salvaged from other
lbs., his toy gun weighs 3-10 lbs., and an adult human weighs toys.
hundreds of tons.
Keep in mind that terrains that cause humans no problems may be Occupation
very treacherous for toys. Stairs must be scaled like cliffsides, and Toys in Tiny Terrors do not have an occupation. They instead gain
lawns are like impenetrable jungle. Toys often have access to vehicles, extra feats and class skills from their toy type.
such as remote control cars, but driving these vehicles on rough
terrain inflicts a -4 penalty on all Drive checks unless they were Reputation
designed for off-road operation or have treads. Reputation in Tiny Terrors functions only for other toys and
among children. When a reputation check is made involving other
Humans and Pets toys a successful check means they have heard of that specific toy
Human beings are beyond the scope of toy warriors to harm or warrior and his exploits. If a reputation check is made involving
affect in any sense. They are too large to match physically and adults children success means that the child has heard of the toy and its line
disbelieve in the spirit toys so strongly the toys have trouble even of toys, but not any information about that specific toy warrior. If a
moving in their presence (see chapter 4). Because of this humans are reputation check involving a child succeeds by 10 or more points the
considered difficult terrain or traps rather than creatures that can be child knows something about the toy warrior's exploits, though such
attacked or affected with Spirit magic. They are not represented via knowledge is incomplete and has been filtered through the stories
creature stat blocks. The main concern when interacting with an adult told by his friends or urban legend.
human is if it can see a toy warrior, so Spot checks are often the only
roll involved in such encounters. See chapter 4 for more information Wealth Bonus
on how humans interact with toys. Any attempts by a toy to use a Toys do not possess material wealth and thus do not have wealth
human device, such as a real car or computer, imposes at least a -4 bonuses. Hence the Windfall feat is not available.
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Tiny Terrors
Character Creation
Character creation for Tiny Terrors follows the same basic process have little ability with the finer points of Spirit magic, preferring to
detailed in the d20 Modern Roleplaying Game, with some changes as solve things through more direct and physical means.
listed below. Instead of races, players select a toy type from the list Action figures rely on equipment more than other toys. Action
below. Characters do not select occupations because toys do not figures from successful toy lines are often equipped with matching
have jobs. The same basic classes from d20 Modern Roleplaying gear all drawn from their brand, while action figures from less
Game are used, though they have new names and new talent trees successful lines may have to salvage gear from other types of toys.
are available for each one.
Toy Type Traits:
Accessory Feats Action Figures share the following toy type traits.
Creature Type: Humanoid
A number of new feats are available, including a new class of feats:
Size: Medium
accessory feats. For more information on accessory feats, see the
Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence,
section on feats, below.
-2 Charisma
Speed: 30 inches
Spirit Accessory Feat List: Armor, Backpack, Color Change, Darkvision,
All spirit toys have Spirit points. Spirit points may be spent to Die Cast Construction, Increased Ability, Kung Fu Grip, Lights,
accomplish a number of things, from boosting die rolls to activating Locomotion, Low Light Vision, Melee Weapon, Natural Armor,
special abilities. A character begins each adventure with a number of Natural Weapon, Parachute, Playset (Basic), Playset (Mobile), Playset
Spirit equal to his base Spirit for his toy type + his character level + Awareness, Playset Defenses, Playset Secrecy, Ranged Weapon, Size,
his highest ability score bonus + any Spirit bonuses due to feats or Speed, Tools, Vehicle (Basic), Vehicle (Advanced), Voice Box, Voice
class abilities. This is the character's maximum Spirit. The character's Box (Conversation), Walkie Talkie, Well Known.
current Spirit is equal to his maximum Spirit minus any Spirit used. Class Skills: The following skills are class skills for the action figure:
Spirit automatically returns to the character's maximum Spirit Climb, Drive, Intimidate, Jump, Knowledge (Tactics), Pilot, Spot,
between adventures and may only be gained during adventures if the Repair, Treat Injury.
toy is played with by a child or of if another toy shares his Spirit. For Bonus Feats: Action figures may select one of the following feats as
a full explanation of what Spirit can be used for see Chapter 4. a bonus feat: Archaic Weapon Proficiency or Personal Firearms
Proficiency.
Toy Types Bonus Accessory Feats:
Players must select from the following toy types for their Action figures may select four
character. Each toy type has a list of accessory feats it may select accessory feats as bonus feats.
from. Selecting accessory feats not on this list costs 2 accessory feat Base Spirit: 1
slots.
All toy types have the following abilities:
Toy Immunities: Toys are immune to suffocation, dehydration and
starvation. They can only be affected by poisons and diseases of a
magical nature or those that are a natural ability of a Spirit-imbued
creature, such as a toy or minion of the Boogeyman.

Action Figure
Always ready for combat and looking to solve most problems with
violence, action figures are usually the front line of any battle with the
minions of the Boogeyman. When they are awakened they have
extensive military training and skills, and most action figures come
with an array of weapons, backpacks, and vehicles. Action figures

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Tiny Terrors
Constructive
Constructives are in many ways the oddest of the toy types. They
are essentially piles of living toy blocks and accoutrements that are
able to reorganize themselves to fit different situations. Each
Constructive has a humanoid figure of some type that serves as the
focus of the intelligence and Spirit of the constructive. As long as that
figure remains the constructive lives and may absorb more blocks into
his "body" to replace lost ones.
each block involved in the device and provoking attacks of
opportunity. Each block device's abilities are determined by the blocks
that make it up.
A constructive may automatically control his devices, using
whatever feats or skills would normally be used in doing so as long as
he is in physical contact with it, but others may only use a
constructive block device if the device includes a control block. A
constructive gains a +4 bonus to all skill checks involving its block
Constructives are the thinkers and builders of the toy world, devices.
always ready with an intricate trap or gadget to save the day. Multiple constructives can combine their blocks into a single
Constructives are the most flexible of toy types, being able to serve device.
as a fortress, vehicle, or a ladder in rapid succession. They usually Block devices have a hardness of 5 unless upgraded with armor
lack in people skills and do not possess impressive physical abilities, blocks.
but their true strength lies in their many components. The size of a block device is found using the following table.
Constructive devices follow all the normal rules for object size.
Toy Type Traits:
Constructives hare the following toy type traits. Number of Blocks Size
Creature Type: Construct 1 Small
Size: Small 2-3 Medium
Constructives gain a +1 size bonus to Defense, a +1 size bonus 4-8 Large
on Attack rolls, and a +4 size bonus to Hide checks. They take a -4 9-17 Huge
penalty on grapple checks. Their lifting and carrying limits are three 18-33 Gargantuan
quarters of those of a Medium-size character. 34+ Colossal
Constructives must use two hands to wield a Medium-size
weapon, and light weapons for them are Tiny or smaller.
Ability Modifiers: +2 Intelligence, +2 Dexterity, -2 Strength, -2
Charisma
Speed: 20 inches.
Accessory Feat List: Accessory Toy, Backpack, Blindsight, Builder
Blocks, Darkvision, Die Cast Construction, Increased Ability, Lights,
Locomotion, Low Light Vision, Melee Weapon, Size, Speed, Tools,
Well Known.
Class Skills: Constructives gain all of the following skills as class
skills: Craft (All), Knowledge (Physical Sciences), Knowledge
(Technology), Repair.
Block Body (Ex): In addition to their humanoid body, constructives
can control and use a number of building blocks or other
construction toys, building them into structures, vehicles, and other
items in a remarkably short time. Vehicles built by a constructive out
of his blocks move without a motor and can fly as long as they have
wings attached regardless of aerodynamics.
Each of a constructive's blocks has a block point value, listed
below along with a description of the block type. These blocks can be
combined to create useable devices , requiring a full round action for

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Tiny Terrors
Blocks
Arm
Block Point Value: 3
A mechanical version of a humanoid arm, it has a Strength of 16
and a Dexterity equal to that of the constructive controlling it. This
block may be used multiple times in the same device to provide
multiple arms, or may be combined in a single arm, each additional
arm block increasing its Strength by +2. Each arm block added to a
Engine
Block Point Value: 2
Each engine block doubles the speed of a block vehicle, be it
winged or wheeled vehicle. A vehicle can have no more engines than
wheels or wings. Each engine block adds +5 hit points to any block
device it is added to.

Legs
block device adds +5 hit points to the device's total hit points. Block Point Value: 3
This block is a pair of legs that can be used for locomotion, having
Armor a speed of 30 in. A device must have one leg block for each structure
Block Point Value: 2 block it possesses. Additional legs beyond the number required
Each armor block increases the device's hardness by +1. increase the device's speed by +10 in. per leg block, up to 60 in.
Each leg block adds +5 hit points to any block device it is added to.
Communication
Block Point Value: 1 Melee Weapon
Communication blocks allow users to communicate via radio to Block Point Value: 3
other communication blocks or walkie talkies within a 5,000 in. A melee weapon block is some manner of cutting, bashing, or
range. If multiple communication blocks are built into a block device piercing weapon attached to a block device. This is normally done in
each additional block doubles the range. conjunction with an arm so the weapon may be swung, but sometimes
block device wheeled vehicles include lances for ramming attacks. A
Computer melee weapon block is considered a Small weapon that inflicts 1d6
Block Point Value: 3 points of bludgeoning, piercing, or slashing damage with a 19-20/x2
This small block allows the constructive to access the same critical. Melee weapons have 10 hit points and hardness equal to that
functions as powerful computer, gaining a +4 bonus on Computer of the block device they are a part of (or 5 if the melee weapon is not
use rolls and allowing the constructive to link into non-toy computers part of a block device). Additional blocks may be spent on the melee
and computer networks through wireless or wired connections. weapon block to upgrade its abilities and each additional block allows
one of the following upgrades to be added to the weapon.. Each of
Controls the following options may be used up to 5 times to upgrade the
Block Point Value: 2 melee weapon block. Melee weapon blocks fall under the Exotic
Controls allow any toy with the appropriate feats and skills to Melee Weapon Proficiency (Block Devices) feat.
operate the block device. Any block device with wheels falls under
the Surface Vehicle Operation (Block Device) feat while block devices • +1 equipment bonus to damage or attack rolls.
with wings fall under the Aircraft Operation (Block Device) feat. • Increase one size level, increasing the damage accordingly (1d8
Weapons block devices are under the Exotic Firearms Proficiency to 1d10, 1d10 to 2d6, etc.).
(Block Device) or Exotic Melee Weapons Proficiency (Block Device). • Reduce the weapon one size level without reducing damage.
• Increase Reach 5 inches
Deflector • Grant a +2 bonus to Disarm or Trip attacks.
Block Point Value: 2 • Increase the critical range or multiplier by +1.
A block device with this block gains acid, cold, electricity, fire, or • Increase the hit points of the melee weapon by +10.
sonic resistance 5. Additional deflector blocks add an additional type
of energy resistance or increase an existing energy resistance by +5. Ranged Weapon
Block Point Value: 3
Representing anything from a pistol to a massive artillery piece, the
ranged weapon block covers all manner of distance weapons for block
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Tiny Terrors
devices. These weapons may be hand held devices used with arm
blocks, or weapons mounted on other blocks. A ranged weapon
block is considered a Small weapon that inflicts 2d6 points of
ballistic, bludgeoning, concussion, piercing, or slashing damage with
a range increment of 20 inches and a 20/x2 critical. The ranged
weapon has 10 hit points and hardness equal to the block device it is
attached to (or 5 if the ranged weapon is not attached to a block
device). The ranged weapon is assumed to be a single shot weapon
• Low Light Vision
• Scent

Structure
Block Point Value: 1
The basic building block of the constructive's abilities; a block
device of Medium size must have at least one structure block. For
larger block devices this number of structure blocks doubles with
that requires a full round action to reload. Additional blocks may be increase in size, meaning a Large block device requires at least two
spent on the ranged weapon to upgrade its abilities with each structure blocks while a Huge device requires four structure blocks. If
additional block allowing one of the following upgrades to be added a block device is designed to carry passengers or cargo it must have
to the ranged weapon.. Each of the following options may be used up one structure block per passenger or 500 lb. of cargo. Each structure
to 5 times to upgrade the ranged weapon block. Ranged weapon block adds +10 hit points to any block device it is a part of.
blocks fall under the Exotic Firearms Proficiency (Block Device) feat. Structure blocks can also be used to build immobile objects, such as
walls, ladders, and similar simple shapes.
• +1 equipment bonus to damage or attack rolls.
• Increase one size level, increasing the damage accordingly (1d8 Treads
to 1d10, 1d10 to 2d6, etc.) Block Point Value: 2
• Increase the number of damage dice rolled by +1. Usually found in military block sets, treads allow block devices to
• Reduce the weapon one size level without reducing damage. travel over rough terrain, like backyards, with ease. Treads have a
• Double range increment. base speed of 20 in. A block device must have at least one tread
• Increase the critical range or multiplier by +1. block per structure block for the treads to move the block device,
• Add a blast radius to the weapon of 5 feet. Everything within though any tread blocks above this amount increases the speed of the
that blast radius takes half the damage of the target, Reflex save (DC block device by +5 in. Each tread block increases the hit points of a
13) for half damage. Additional blocks spent on this upgrade can block device by +5.
increase the blast radius by 5 feet or the Reflex save DC by +1.
• Allow the weapon to reduce the hardness of objects it strikes by Wheel
5. Block Point Value: 2
• Change the weapon's ammunition to 5 rounds with an interior The most common form of toy vehicle locomotion, wheels allow
or box magazine. Each additional block spent on this upgrade fast travel over flat terrain. Wheels have a base speed of 40 in. A
doubles the number of rounds in the magazine. block device must have at least one wheel block per structure block
• Reduce the time required to reload the weapon to a standard for the wheels to move the block device, though any additional wheel
action. If this upgrade is selected twice the weapon requires a move blocks above this amount increases the speed of the block device by
equivalent action. +10 in. Each wheel block increases the hit points of a block device
by +5.
Sensor
Block Point Value: 2 Wing
A block device with a sensor block gains one of the following Block Point Value: 3
abilities. Additional blocks may be used to gain multiple abilities, or While few block devices are aerodynamic or even have enough
double the range of an existing ability. wings to generate left, they still manage to fly. Wing blocks give block
devices a base fly speed of 30 in. and poor maneuverability. A block
• Blindsight 30 inches device must have at least one wing block per structure block for the
• Darkvision 60 inches wings to lift the block device off the ground, though any additional
• Detect Magic (as per the spell, at will, with a caster level equal wing blocks above this amount increases the fly speed of the block
to the constructive's level). device by +5 in. or improve its maneuverability one level. Each wing
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Tiny Terrors as bonus feats.
Base Spirit: 2
Level Adjustment: +0.

Doll
Dolls are those toys that look vaguely human, but are not as
warlike as action figures. Instead these toys teach children
interpersonal skills. As is fitting with this orientation, dolls are the
leaders and organizers of the toy world. They know best how to
motivate or even manipulate when necessary, all in the hopes of
protecting their child. While not as martial or combat savvy as the
action figures, they can learn a great many skills and are very familiar
with the tools of man.
Like action figures, dolls tend to rely on other toys and accessories
rather than innate abilities like constructives or stuffed animals. While
block increases the hit points of a block device by +5.
many of their accessories may seem of questionable use in the war
against the Boogeyman, a convertible sports car is a mighty fast way
Block Pools and Block Limits
for toys to get around. Dolls usually serve as the leaders, or at least
A constructive has both a block pool, which is all the blocks he
organizers of their groups, using their charisma and leadership skills
may bond to which are normally kept in a safe place like a toy box,
to bring their fellows together. Dolls also function well as jack-of-all-
and a block limit, which is how many blocks he may bond to at one
trades, able to pick up a plethora of skills easily.
time.
The constructive's block pool has a number of block points equal
Toy Type Traits:
to 10x the constructive's character level. These block points may be
Dolls share the following toy type traits.
spent to select any of the blocks listed above. New blocks are
Creature Type: Humanoid
automatically gained each time the constructive goes up a level.
Size: Medium
These blocks are normally kept in a safe but convenient location so
Ability Modifiers: +2 Charisma, +2 Intelligence, -2 Strength, -2
the constructive can access them when necessary.
Constitution
The constructive's block limit is equal to his current Spirit. This
Speed: 30 inches.
means as a constructive spends Spirit he also loses some of his block
Accessory Feat List: Accessory Toy, Beauty, Borrower, Increased
limit, meaning that some of his blocks stop working. When a
Ability, Playset (Basic), Playset (Awareness), Playset Wards, Playset
constructive loses Spirit he must select an appropriate number of
Secrecy, Size, Speed, Stretch, Swim, Tools, Vehicle (Basic), Vehicle
blocks to lose his bond with to match his new block limit.
(Advanced), Voice Box, Voice Box, (Conversation), Well Known. Plus
Bonding to blocks in a constructive's block pool requires one full
the doll may select three other accessory feats to add to this list.
round action per block, which provokes an attack of opportunity, and
Class Skills: All of the following skills are always considered class
requires the constructive to touch the block. Blocks lost or destroyed
skills for the doll:
during an adventure are assumed to be replaced by the next
Bluff, Diplomacy, Disguise, Gamble, Gather Information, Handle
adventure. A constructive can only use blocks that he has bound
Animal, Intimidate, Sense Motive, and three others of choice.
himself to.
Bonus Feats: Dolls may select one of the following feats as a bonus
Bonus Feats: A constructive may select one of the following as a
feat: Aircraft Operation, Beauty, Surface Vehicle Operation,
bonus feat at 1st level and need not meet any prerequisites: Aircraft
Trustworthy.
Operation (Block Device), Exotic Firearms Proficiency (Block Device),
Bonus Accessory Feats: Dolls may select four Accessory feats as
Exotic Melee Weapon Proficiency (Block Device), Surface Vehicle
bonus feats.
Operation (Block Device).
Base Spirit: 3
Bonus Accessory Feats: Constructives may select 2 accessory feats

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Security Blanket
While not a toy, security blankets are an important part of the
conflict against the Boogeyman. Security blankets range in size and
shape from small scraps of cloth bound together with string to
complete bed sheets, but all have roughly the same powers. Security
blankets can move under their own power using Spirit, forming many
legs and arms from their mass as needed. Security blankets have no
vital or sensory organs of note, but seem to get along just fine. They
size than the security blanket, or must be the security blanket's owner.
The object or creature wrapped up in the security blanket gains one
of two benefits, at the choice of the security blanket: protection or
concealment.
If the security blanket selects protection, the creature or object it is
wrapped around gains damage resistance (the security blanket's
current Spirit)/+1. Each time the creature the security blanket is
protecting is attacked, regardless of whether any damage is actually
communicate through vocal communication, but where the voice inflicted, the security blanket loses one point of Spirit. The security
originates from no one is sure. blanket also loses one point of Spirit for each round he uses this
Security blankets are not skilled in combat and do not have a ability.
wealth of toys and tools at their command, but are instead the toy If the security blanket selects concealment, the object or creature
type with the most mastery over Spirit. Security blankets also have a the security blanket is wrapped around becomes invisible. The
number of unusual abilities no other toys can duplicate. Not leaders security blanket looks like it is simply lying on the floor wrapped
or front line combatants, security blankets instead function as care around nothing, but in truth is wrapped around the object or
givers and protectors. More than any other type of toy they have creature. While the creature is wrapped in the security blanket it is
powers that allow them to protect their owners directly. completely blind and cannot even use blindsight to perceive outside
the security blanket. If the creature moves the security blanket
Toy Type Traits: appears to crawl across the floor. Only if another creature comes into
Security Blankets share the following toy type traits. physical contact with the security blanket or the creature it is wrapped
Creature Type: Aberration around is a saving throw allowed to see through the illusion. The
Size: Medium saving throw is a Will save (DC 10 + half the security blanket's level
Ability Modifiers: -2 Strength, +2 Wisdom + the security blanket's Wisdom bonus). A successful save means the
Speed: 20 inches creature that made the save now sees through the illusion. This ability
Accessory Feat List: Accessory Toy, Beauty, Blindsight, Color costs the security blanket one point of Spirit per minute of use.
Change, Constrict, Increased Ability, Natural Armor, Natural Fire Vulnerability: Security blankets suffer double damage from
Weapon, Night Vision, Parachute, Scent, Size, Speed, Stretch, fire.
Trample. Class Skills: All of the following skills are always considered class
Cloth Metabolism (Ex): Security blankets are very different than skills for the security blanket: Escape Artist, Hide, Listen, Move
other types of toys due to the fact they are little more than animated Silently, Search, Sense Motive, Spot, Treat Injury, and 2 other skills
blankets. Security blankets cannot be flanked and gain a +4 bonus to of choice.
all Fortitude saves against poison and disease. Bonus Accessory Feats: Security blankets may select 2 accessory
Amorphous Shape (Ex): Due to the unusual structure of the feats.
security blanket it can change its shape more than most characters. I Base Spirit: 5
can squeeze through any opening ½ inch in size or larger and can
extend itself to reach up to 36 inches.
Security blankets can grow extra legs and arms as needed, gaining
a +2 bonus to grapple checks and a +2 stability bonus. It also gains
a +4 bonus to Escape Artist skill checks.
Armor Limitation: Security blankets cannot wear armor of any sort
and may not select the Armor accessory feat.
Wrapped Up (Ex): A security blanket may wrap itself around a
willing object or creature in an adjacent square as a standard action
to protect that creature. The object must be equal to or smaller in

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Stuffed Animal
Made of cloth and stuffing, these spirit toys are the most
numerous type of toy found standing against the Boogeyman. Stuffed
animals are the stealth combatants of warrior toys, using their animal
traits to sneak up on the minions of the Boogeyman and pounce on
them unawares. Most stuffed animals are in the form of an animal that
has some manner of natural weaponry or combat abilities, but not all
are so equipped. All stuffed animals develop the ability to manipulate
objects using their paws as if they were human hands, though many
stuffed animals still run on all fours.
Despite their often ferocious demeanor, stuffed animals are always
gentle with their owner. Often the oldest toys in a child's collection,
some stuffed animals have been with their owner since his or her
earliest days when the stuffed animal lay in the crib with the child.
These deep connections carry over in the transformation to Spirit toy,
and stuffed animals are often the most concerned with the wellbeing
of their child. To them no strike against the Boogeyman is worth
putting their child at risk.

Toy Type Traits:


Stuffed animals share the following toy type traits.
Creature Type: Magical Animal
Size: Medium Basic Classes
Ability Modifiers: +2 Wisdom, +2 Constitution, -2 Intelligence, The same basic classes listed in the d20 Modern Roleplaying
-2 Charisma Game are used in Tiny Terrors. The names are changed to better
Speed: 30 inches reflect the setting of the game. Nothing else about the basic classes
Accessory Feat List: Accessory Toy, Beauty, Blindsight, Color are changed except spirit toys do not gain action points and several
Change, Constrict, Flight, Increased Ability, Low Light Vision, Natural new talent trees are available. Any talent trees may be used by the
Armor, Natural Weapon, Scent, Size, Speed, Swim, Trample, Voice appropriate classes.
Box, Voice Box, Conversation, Well Known.
Class Skills: All of the following skills are always considered class Defender Toy (Strong Hero) – Warrior toy charged with defending
skills for the stuffed animal: Climb, Handle Animal, Hide, Intimidate, children directly, through combat with the Boogey Man and his
Listen, Move Silently, Navigate, Search, Sense Motive, Spot, Survival, minions. These toys are the primary combatants of the warrior toys
Swim, Treat Injury. and are on the frontlines of any battle with the Boogeyman. Action
Bonus Feats: Stuffed animals may select one of the following feats figures and stuffed animals are often Defender Toys.
as a bonus feat: Guide, Stealthy, Track, Weapon Focus (Natural
Weapon). Missing Toy (Fast Hero) – The toy that its owner can never find. A
Bonus Accessory Feats: Stuffed animals may select three sneaky toy, it protects its owner by keeping itself hidden and
Accessory feats as bonus feats. observing the dangerous places under the bed and in the closet.
Base Spirit: 4 These toys are often experts in ranged combat and stealth operations.
Stuffed animals and constructives are often Missing Toys.

Lost Toy (Tough Hero) – A toy left behind by its child, it has
learned to survive on its own and bears the physical scars of doing so.

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While it may be claimed by another child, it will take some time for it
to be a normal toy again. All toys are equally likely to be Lost Toys.

Learned Toy (Smart Hero) – The technician and scholars of the


spirit toys, these toys are often involved in so called “educational”
activities. While not always the most fun toys, they are intellectually
stimulating. Constructives are often Learned Toys.
Missing Toy Talent Trees
Empower Ranged Weapon
By concentrating his Spirit energy, a Missing Toy may grant a
ranged weapon a temporary enhancement bonus. This bonus is
applies to both attack and damage rolls.
Empower Ranged Weapon
By spending 1 Spirit the one Ranged weapon of the Defender Toy
gains a +1 enhancement bonus. This bonus is lost if the weapon
Yard Toy (Dedicated Hero) – Toys either left or lost outdoors leaves the Defender Toys possession and lasts for a number of
have to learn to rely on themselves to survive, tending their own rounds equal to the Defender Toy’s current Spirit.
wounds, keeping an eye out for the many dangers of the wild, and Improved Empower Ranged Weapon
knowing how to keep themselves safe from the elements. Stuffed This functions as Empower Ranged Weapon, but costs 3 Spirit and
animals and action figures are often Yard Toys. grants a +2 enhancement bonus.
Prerequisite: Empower Ranged Weapon.
Playing Toy (Charismatic Hero) – While other toys keep a constant Advanced Empower Ranged Weapon
vigil, this toy brightens the day of its owner, helping its innocence and This functions as Empower Ranged Weapon, but costs 5 Spirit and
imagination survive. These toys may not always be the first into battle, grants a +3 enhancement bonus.
but they often serve as organizers among the spirit toys. Dolls and Prerequisite: Improved Empower Ranged Weapon
security blankets are most often Playing Toys.
Unobtrusive
Talent Trees Easily reaming out of sight, this talent tree assists a Missing Toy in
The following new talent trees are available to warrior toys. Any remaining hidden and concealing his unusual nature.
existing talents that require the expenditure of an action point instead Of No Consequence
require the expenditure of a Spirit point. The Missing Toy seems to be utterly unimportant, easily blending
into the background when seen. It gains a bonus to all Hide checks
Defender Toy Talent Trees equal to its class level.
Empower Melee Weapon Quiet as a Mouse
Using the power of Spirit, a Defender Toy can empower his The Missing Toy is able to move extremely quietly, gaining a
weapon temporarily using this talent tree. bonus to its Move Silently skill checks equal to its class level.
Empower Melee Weapon Nothing to See Here!
By spending 1 Spirit the one melee weapon of the Defender Toy By spending 1 Spirit the Missing Toy can inflict a penalty equal to
gains a +1 enhancement bonus. This bonus is lost if the weapon its class level on any Spot or Listen checks made to detect it for a
leaves the Defender Toys possession and lasts for a number of number of rounds equal to its current Spirit.
rounds equal to the Defender Toy’s current Spirit. Prerequisite: Of No Consequence or Quiet as a Mouse
Improved Empower Melee Weapon Normality
This functions as Empower Melee Weapon, but costs 3 Spirit and By spending 1 Spirit the Missing Toy can suppress its magical
grants a +2 enhancement bonus. nature, appearing as a normal toy to all forms of detection. Detect
Prerequisite: Empower Melee Weapon. magic or minions of the Boogeyman will be unable to detect anything
Advanced Empower Melee Weapon unusual about the Missing Toy for a number of rounds equal to its
This functions as Empower Melee Weapon, but costs 5 Spirit and Spirit. If the Missing Toy takes any action besides renewing this talent
grants a +3 enhancement bonus. this ability automatically ends.
Prerequisite: Improved Empower Melee Weapon Prerequisite: Nothing to See Here!

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Lost Toy Talent Trees
Adaptability
A Lost Toy with this talent tree is well able to keep itself out of
danger even in quickly changing or alien environments.
Fend Off the Elements
By spending 1 Spirit the Lost Toy gains energy resistance against
one energy type equal to his class level for a number of rounds equal
to his current Spirit.
being taught retains these skill ranks for one minute per point of Spirit
of the Learned Toy.
Teach Feat
This talent functions as Teach Skill, but the Learned Toy may
teach feats to other spirit toys using the same process. The Learned
Toy may only teach feats it has and may not teach accessory feats.
Prerequisite: Teach Skill

Tough Skinned Fine Tune


The Lost Toy may spend 1 Spirit to gain damage resistance (the The Learned Toy is highly skilled in working with machines and
Lost Toy’s Constitution bonus)/+1 against a single type of damage other devices, allowing him to temporarily get higher performance out
for a number of rounds equal to his current Spirit. of them with a little bit of Spirit energy.
Prerequisite: Fend Off the Elements Going Farther
By spending 1 Spirit the Learned Toy can increase the speed of
Spirit Shield one vehicle or the range increment of one weapon by +20 ft. for a
By selecting this talent tree the Lost Toy develops the ability to number of rounds equal to his current Spirit.
shield itself from Spirit damage caused by some minions of the Holding it Together
Boogeyman. Also the Lost Toy can survive for longer periods of time By spending 2 Spirit the Learned Toy can increase the hardness of
without being played with due to using Spirit more efficiently. one object by his class level for a number of rounds equal to his
Spirit Shield current Spirit.
The Lost Toy reduces all Spirit damage taken by 1. This does not Mastercrafted
affect the Spirit point lost by spirit toys every 24 hours or the hourly By spending 3 Spirit the Learned Toy can grant a +3
damage inflicted by the Nightmare Realm. mastercrafted bonus to any one trait of an item, such as damage,
Improved Spirit Shield attack bonus, or armor bonus, for a number of rounds equal to his
The Lost Toy reduces all Spirit damage taken by 2. This does not current Spirit.
affect the Spirit point lost by spirit toys every 24 hours or the hourly
damage inflicted by the Nightmare Realm. Yard Toy Talent Trees
Prerequisite: Spirit Shield Befriend Animal
Spirit Efficiency While animals react to toys in a wide variety of ways, Yard Toys
The Lost Toy regains 1 Spirit per day as long as he still has at least with this talent can persuade them to leave the toy alone or even aid
5 Spirit points, regardless of how often he is played with. If he dips it.
below 5 Spirit points this Spirit regeneration stops. Ignore
Prerequisite: Improved Spirit Shield By spending 1Spirit the Yard Toy can seem like a normal toy to
any animals nearby for a number of rounds equal to its current Spirit
Learned Toy Talent Trees as long as it doesn’t move, causing them to completely ignore it.
Instruct Wild Empathy
With this talent tree the Learned Toy can temporarily teach skills The Yard Toy can improve the attitude of an animal. This ability
and talents to other toys, but this knowledge lasts a very short time. functions just like a Diplomacy check to improve the attitude of a
Teach Skill person. The Yard Toy rolls 1d20 and adds his Yard Toy level and his
By spending 1 Spirit and a full round action the Learned Toy may Wisdom bonus to determine the wild empathy check result. The
instruct another toy in a single skill. That toy must spend a full round typical domestic animal has a starting attitude of indifferent, while
action learning, and both toys provoke attacks of opportunity in doing wild animals are usually unfriendly. To use wild empathy, the Yard
so. On the following round the toy being taught gains the skill being Toy and the animal must be able to study each other, which mean
taught with a number of skill ranks equal to the class level of the that they must be within 30 feet of one another under normal visibility
Learned Toy or his skill rank in the skill, whichever is lower. The toy conditions. Generally, influencing an animal in this way takes 1
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minute, but, as with influencing people, it might take more or less
time.

Determination
Able to keep going under the worst of conditions, Yard Toys with
this talent tree never give up.
Fearless
By spending 1 Spirit the Yard Toy can become immune to fear for
room to all look at the Playing Toy, but will not stop a parent from
watching the road while driving. Any other toys in the area may move
without spending Spirit since they are being ignored.
Prerequisite: Distract.

Skills
All skills function the same in Tiny Terrors as they do in the d20
Modern Roleplaying game, with the following adjustments.
a number of rounds equal to her current Spirit.
Tireless Human Devices
By spending 1 Spirit the Yard Toy may remove the fatigued Any attempt to use a human device, such as a full-size car or
condition from herself, or may change the exhausted condition to computer, suffers a -4 penalty to any skill checks involved.
fatigued.
Weather Resistance Knowledge (Arcane Lore)
The Yard Toy reduces all damage due to severe weather by half This skill covers knowledge of the Boogeyman, his minions, and
her class level. the intricacies of Spirit.
Prerequisite: Tireless
Speak Language and Read/Write Language
Playing Toy Talent Trees All toys speak the language of their owner but cannot read it
Spirit Charge unless they spend a skill rank on Read/Write Language.
While normally toys recharge Spirit by being played with, Playing
Toys make that process more efficient and powerful with this talent Feats
tree.
The following feats are available in Tiny Terrors, in addition to all
Group Play
the feats listed in the d20 Modern Roleplaying game. Other feats
When the Playing Toy is being played with by its owner, any toys
from appropriate d20 books may be used as appropriate. In addition
also being played with increase the Spirit points they gain by +1.
to the bonus feats gained through classes and toy types, characters
Share Spirit
start with two feats at first level and gain one additional feat every
The Playing Toy may spend 2 Spirit to grant 1 Spirit to another
third level as per a human character from the d20 Modern
toy, though this requires a standard action and the Playing Toy to
Roleplaying Game.
touch the target toy.
Note that the Windfall feat is not available in Tiny Terrors.

Play Time
Accessory Feats
While other toys work to combat the minions of the Boogey Man,
An accessory feat represents a feature or piece of equipment that
it often falls on the shoulders of the Playing Toys to keep their owners
a toy came with or has been added to his regular equipment. These
distracted from the horrors at hand. This is made easier through this
things can be intrinsic parts of the character, such as claws, or
talent tree.
separate devices, such as guns, vehicles, or playsets. If the accessory
Distract
feat represents an item, such as a toy gun or car, it can be destroyed
By spending 1 Spirit the Playing Toy can gain the attention of one
as if they were normal objects, but such items are automatically
child for one round, making that child immune to fear effects or
replaced between adventures. If a piece of equipment represented by
essence drain of any Boogeyman minions. The target child must be
a accessory feat is destroyed and the toy comes across another toy
within 30 in. of the Playing Toy.
that fits the basic description and flavor of his accessory feat, such as
Center of Attention
an action figure losing his Gun (Bazooka) and finding a toy rocket
By spending 2 Spirit the Playing Toy can cause all humans within
launcher later, he may spend a Spirit point to use the new item as his
line of sight to look at it for one round, ignoring everything around
accessory feat item.
them that can be safely ignored. This will cause a family in their living
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Any toy can use a piece of equipment purchased using an
accessory feat, even if it belongs to another toy. The piece of
equipment will stop working if it is separated from its owner toy for
more than one hour and will only begin functioning again when it is
returned to its rightful owner.
Any feat slots may be used to select accessory feats unless
otherwise noted. Each toy type has a list of accessory feats that toys
of that type may choose from. Selecting accessory feats not part of
before it is empowered by the character and empowering the toy is
assumed to happen between adventures. A Spirit toy may have
multiple accessory toys, but for each accessory toy a Spirit toy’s
maximum Spirit decreases by -1. Accessory toys may use any
equipment from accessory feats of their master toy without the one
hour restriction for sharing accessories between toys. Also the master
toy may spend accessory feats to procure equipment specifically for
his accessory toys.
that list requires 2 accessory feat slots for each accessory feat taken. The accessory toy gains additional abilities according to the level
of the Spirit toy (see Accessory Toys sidebar).
Accessory Toy Special: This accessory feat may be selected more than once for
The Spirit toy empowers a small toy that is otherwise without Spirit multiple accessory toys.
with a fragment of his own Spirit, creating a small ally similar in
intelligence and demeanor to an animal. The accessory toy created is Armor
the loyal pet of its owner. The toy has some sort of removable suit of armor that it can wear
Prerequisite: Charisma 13+ for added protection.
Benefit: The Spirit toy gains an accessory toy companion. A Benefit: The toy gains one of the types of armor listed in the
number of options for types of toys are listed below, all of which may Equipment section as a piece of equipment. Donning or removing the
be used for accessory toys. The accessory toy may not be a Spirit toy armor takes one minute.

Accessory Toys
The following toys are available via the Accessory Toy feat:
Stuffed Animal
Ball Species Traits
Species Traits: Low Light Vision: Stuffed animals can see twice as far as normal in conditions
Bounce: Balls gain a +4 species bonus to Jump and Tumble checks due to of poor lighting.
the fact they can bounce. Scent: Stuffed animals gain the Scent ability.
No Limbs: Due to the lack of limbs balls suffer a -4 penalty to grapple checks Unspeaking: Stuffed animal accessory toys cannot speak and can only make
and a -4 penalty on all Strength or Dexterity related checks that require noises appropriate to their type of animal.
limbs. Stuffed Animal: CR 1/2; Small Animal; HD 1d8+2; hp 7; MAS 14; Init +1;
Rolling: Balls gain a +4 bonus to Bull Rush and Overrun attempts. Spd 30 in.; Defense 15, touch 12, flat-footed 14 (+1 Dex, +3 natural
Thrown Weapon: Balls may be used as a thrown weapon by other characters armor, +1 size); BAB +0; Grap -2; Atk +3 melee (1d4+2, claws); Full +3
without penalty, inflicting 1d4 damage and having a range increment of 10 melee (1d4+2, claws); FS 5 ft. by 5 in.; Reach 5 in.; SQ Low light vision,
in. scent, unspeaking; AL Master Toy; SV Fort +4, Ref 3, Will +1; AP 0; Rep
Unspeaking: Balls cannot speak and instead must communicate through soft +0; Str 15, Dex 13, Con 14, Int 4, Wis 12, Cha 10.
gurgling noises and body language. Skills: Jump +4, Listen +4, Spot +4, Survival +5
Ball: CR 1/2; Small Construct; HD 1d10; hp 6; MAS -; Init +2; Spd 40 in.; Feats: None
Defense 15, touch 13, flat-footed 13 (+2 Dex, +2 natural armor, +1
size); BAB +0; Grap -7; Atk +2 melee (1d4+1, slam); Full +2 melee Toy Car
(1d4+1, slam); FS 5 ft. by 5 in.; Reach 5 in.; SQ Bounce, Limited Grapple, Species Traits
Rolling, Thrown Weapon; AL Master Toy; SV Fort +0, Ref +2, Will +1; No Limbs: Due to the lack of limbs toy cars suffer a -4 penalty to grapple
AP 0; Rep +0; Str 13, Dex 15, Con -, Int 4, Wis 12, Cha 10. checks and a -4 penalty on all Strength or Dexterity related checks that
Skills: Jump +9, Listen +5, Spot +5, Tumble +8. require limbs.
Feats: None Unspeaking: Toy cars cannot speak and instead must communicate through
engine noises and body language.

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Special: This accessory feat may be selected more than one time
to get multiple suits of armor or shields.

Backpack
The toy has a backpack that can carry an unusually large amount
of material without increasing in weight.
Benefit: The toy has a backpack, pouch, or other container that
can hold up an object up to one size level below the backpack’s
Benefit: The toy gains +1 to its maximum Spirit and gains a +1
bonus to all Charisma based skill checks involving toys that are of an
appropriate type to find it attractive, such as a male action figure
finding a female action figure attractive.

Blindsight
The toy gains the ability to interact with the world around him
through senses other than sight, such as sonar or hyperactive smell.
owner without difficulty and without increasing in weight. The object Prerequisite: Wisdom 15+
may only be placed within or removed from the container by the Benefit: The toy gains blindsight with a range of 5 in.
owner toy or within an hour of his having possession of the backpack. Special: This feat may be selected multiple times, with each time
Special: This accessory feat may be selected multiple times to gain extending the blindsight range by 5 in.
multiple backpacks
Borrower
Beauty The Spirit toy may use the equipment of others with ease.
The toy is particularly attractive to the eye, meaning it may be Prerequisite: Spirit 5+. If the toy’s Spirit drops below 5 it cannot
played with more often and giving it an edge when dealing with other use this feat.
toys. Benefit: When using a piece of equipment from another toy’s
Prerequisite: Charisma 13+ accessory feat the toy with this feat may use the other toy’s piece of

Accessory Toys
Toy Car: CR 1/2; Small Construct; HD 1d10; hp 6; MAS -; Init +2; Spd Spirit Toy Level: The level of the Spirit toy.
50 in.; Defense 15, touch 13, flat-footed 13 (+2 Dex, +2 natural armor, Bonus HD: These are extra Hit Dice gained by the accessory toy, which are of
+1 size); BAB +0; Grap -3; Atk +2 melee (1d4+1, slam); Full +2 the appropriate type and with the appropriate bonus for its creature type.
melee (1d4+1, slam); FS 5 ft. by 5 in.; Reach 5 in.; SQ No Limbs, Remember that extra Hit Dice improve the accessory toy's base attack and
Unspeaking; AL Master Toy; SV Fort +0, Ref +2, Will +1; AP 0; Rep base save bonuses as appropriate for its creature type. The accessory toy
+0; Str 13, Dex 15, Con -, Int 4, Wis 12, Cha 10. doesn't gain any extra skill points or feats for bonus HD.
Skills: Navigate +2, Repair +1, Spot +5. Natural Armor: The number listed here is an improvement to the accessory
Feats: None toy's natural armor rating.
Str/Dex Adj.: Add this figure to the accessory toy's Strength and Dexterity
The accessory toy gains additional abilities according to the level of the scores.
Spirit toy: Link (Ex): The Spirit toy gains a +4 circumstance bonus on Animal Empathy,
Diplomacy, Handle Animal, Intimidate, Repair, or Treat Injury checks made
As the Spirit toy grows in power and ability, so too does the power of her regarding the accessory toy.
accessory toy. Evasion (Ex): If the accessory toy is subjected to an attack that normally allows
a Reflex saving throw for half damage, it takes no damage if it makes a
Spirit Bonus Natural Str/Dex Adj. Special successful saving throw.
Toy Level HD Armor Devotion (Ex): The accessory toy's devotion to its master is so complete, it
2-3 +0 0 +0 Link gains a +4 morale bonus on all Will saves against Enchantment spells and
4–5 +2 2 +1 Evasion effects.
6 +4 4 +2 Devotion Improved Evasion (Ex): If the accessory toy is subjected to an attack that
7 +6 6 +3 normally allows a Reflex saving throw for half damage, it takes no damage if it
8 +8 8 +4 makes a successful saving throw and only half damage if the saving throw fails.
9 +10 10 +5 Improved evasion
10 +12 12 +6

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equipment for up to four hours.
Normal: Toys can normally use the equipment from the accessory
feats of other toys for one hour before they become nonfunctional.

Builder Blocks
Constructives that select this feat gain additional block points,
representing additional blocks they can command.
Benefit: The constructives block pool increases by +5 and its
Prerequisite: Spirit 5+. If the toy’s Spirit drops below this the toy
cannot fly.
Benefit: The toy gains a fly speed of 30 in. with poor
maneuverability.
Special: This feat may be selected multiple times, each time
increasing the fly speed by +10 in. and improving its maneuverability
one level.

block limit increases by +1. For toy types other than constructives Increased Ability
they gain the Block Body toy type ability of the constructive toy type One of the toy’s lower ability scores is increased.
with a block pool of 5 and a block limit of 1. Prerequisite: The selected ability cannot be higher than 11.
Special: This feat may be selected multiple times. Benefit: One ability score of the toy’s is increased by +1.
Special: This ability may be chosen more than once, and each
Color Change additional selection may be applied to the same or different ability
The toy can change color to match its environment, allowing it to scores as long as they meet the prerequisites.
blend in easily.
Benefit: The toy gains a +4 circumstance bonus to Hide skill Kung Fu Grip
checks if it remains hidden for more than one round, but only as long The toy can bend in ways that no human can thanks to the large
as it does not move. number of joints in its structure, making it difficult to grapple with
and allowing to Tumble very effectively.
Constrict Benefit: The toy gains a +2 bonus to grapple checks and Tumble
The toy has the ability to grab and crush enemies, possibly by skill checks.
wrapping them up in tentacles or the toy’s own body.
Benefit: The toy deals 1d6+Str bludgeoning damage after making Lights
a successful grapple check. Constrict may only be used against The toy has lights of some sort on its body, allowing it to
creatures of equal size or smaller. illuminate the area around it.
Special: Selecting this accessory feat more than once grants the Benefit: The toy can turn on its lights as a free action, illuminating
toy a +2 bonus on grapple checks and increases its constrict damage an area 30 in. in diameter around it. Also it can use the lights like a
by one die type. flashlight, projecting a beam 90 in. long and 10 in. wide.

Die Cast Construction Locomotion


The toy is made of metal and is very resilient compared to more The toy has some form of movement built into its body that allows
common plastic toys. the toy to move in sight of humans and not lose Spirit, such as a
Prerequisite: Constitution 15+ walking robot that when seen walking by humans does not seem out
Benefit: The toy gains 1/- damage resistance. of place.
Special: This feat must be selected at first level, but afterwards Benefit: The toy may take movement actions in plain sight of
may be selected multiple times; each time increases the damage humans without spending Spirit.
resistance by +1. The damage resistance may never be higher than
the toys Constitution bonus. Low-Light Vision
Through night vision goggles, magic lenses, or just having animal
Flight eyes, the toy can see farther than normal in poorly lit conditions.
Somehow the toy is able to fly under its own power, such as using Benefit: The toy gains low-light vision, meaning it can see twice as
a glider backpack or a helicopter hat. While the laws of physics may far as normal in poorly illuminated situations. It cannot see any better
be against the toy, the power of Spirit allows it to soar regardless of in total darkness.
gravity.
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The toy is equipped with some manner of melee weapon.
Benefit: The toy has a melee weapon as part of its equipment. The
melee weapon may be any of those listed in the Equipment section,
all of which can inflict bludgeoning, piercing, or slashing damage as
decided when this accessory feat is selected.
Note that exotic weapons are treated as archaic weapons, but
receive one free upgrade from the list below.
• +1 equipment bonus to damage or attack rolls.
damage. Also the toy may glide using the parachute, moving ten
inches horizontally for every five inches it falls.

Playset (Basic)
The toy has some manner of playset, such as a toy fortress or
dollhouse that it has charged with Spirit and can use as if it were a
real building.
Benefit: The toy has a playset of some sort that works for spirit
• Increase one size level, increasing the damage accordingly (1d8 toys as if it were a real building. Lights and plumbing words, hard
to 1d10, 1d10 to 2d6, etc.). plastic beds are perfectly comfortable, and toy ovens actually can
• Reduced the weapon one size level without reducing damage. cook (not that the toys need to eat). The playhouse cannot have a
• Increase Reach 5 inches dimension larger than 36 in. and its walls have a hardness of 10 with
• Grant a +2 bonus to Disarm or Trip attacks. 10 hit points per square foot. Locks on the doors require a Disable
• Increase the critical range or multiplier by +1. Device check (DC 30) to remove. The toy may select three skills that
• Increase the hit points of the melee weapon by +10. may be assisted by tools or materials that the playset contains; when
The melee weapon has 10 hit points and a hardness of 10. using those skills within the playset toys receive a +2 equipment
Special: Additional feats may be spent on the melee weapon to bonus. Toys that rest within the playset double their natural healing
upgrade its abilities by selecting one of the upgrades on the list rate.
above. Each of the options may be used up to 5 times to upgrade the
melee weapon. Playset (Mobile)
The toy’s playset has the ability to move about, such as mobile
Natural Armor home playset or a massive military command center on treads, but it
The toy has some sort of built in armor plating that it can not follows the same limitations as spirit toys moving about.
remove, such as a turtle shell or a tough hide. Prerequisite: Playset (Basic)
Benefit: The toy gains a +3 natural armor bonus. Benefit: The toys playset can move as if it were a vehicle with a
Special: This feat may be selected multiple times, but each time speed of 2 (20”). The owner of the playset must pay the normal costs
the natural armor bonus gained decreases by -1. for moving in front of humans if there are any in sight, but any other
toys inside the playset do not have to.
Natural Weapon Special: This set may be purchased up to three times; each time
The toy has a natural weapon such as a claw or fangs. This feat the playset’s speed is increased by +2 (+20”)
represents a single natural weapon; for a pair of claws it must be
selected twice. Playset Awareness
Benefit: The toy gains a claw, bite, gore, or slam attack that inflicts By imbuing his playset with Spirit in a similar fashion to creating an
1d6 points of bludgeoning (slam), piercing (bite and gore), or accessory toy, the Spirit toy gives his playset a primitive sort of
slashing (claw) damage with a critical of 20/x2. consciousness it can use to control itself.
Special: This feat may be selected more than once. Each time it is Prerequisite: Playset (Basic)
selected the player must choose to either acquire a new attack, or to Benefit: The playset is considered an intelligent creature with an
improve an existing attack’s damage. The latter can be chosen up to Intelligence of 4, a Wisdom of 12, and a Charisma of 10. It may
three times for each attack; each time the damage of the natural operate any of its non-weapon interior systems free action and may
weapon increases by one die type. operate any weapons built into its structure as normal. The playset is
considered proficient with all the weapons and devices built into it. If
Parachute it takes a full round action to attack it may fire all of its weapons in a
The toy is equipped with a parachute and it can ignore damage single round using its highest base attack bonus, but suffers a -2
and even glide short distances. penalty to all attack rolls and each weapon may only be fired once.
Benefit: The toy has a parachute that protects it from all falling Special: This feat may be selected more than once with each
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additional selection increasing the Intelligence, Wisdom, and
Charisma of the playset by +2.

Playset Defenses
The defensive features of the toy’s playset have been upgraded
and now include things like armor plating, weapons, and security
systems.
Prerequisite: Playset (Basic)
skill checks to find it.

Ranged Weapon
The toy is equipped with some manner of ranged weapon, which
can be anything from a throwing stone to a rocket launcher.
Benefit: The toy has a ranged weapon as part of his equipment
which may be selected from the list in the Equipment section, below.
The following rules should be applied to the weapons on that list:
Benefit: Each time you select this feat choose one of the following • Light Pistol: The toy starts each adventure with 4 clips of
defensive upgrades: ammunition and can create new ones by spending 1 Spirit per clip.
• Security: The locks on your playset now require a Disable • Heavy Pistol: The toy starts each adventure with 4 clips of
Device check (DC 40) to open and the playset is equipped with ammunition and can create new ones by spending 1 Spirit per clip.
interior motion detectors and surveillance cameras, which can be • Submachinegun: The toy starts each adventure with 3 clips of
monitored from a central security station or any computer in the ammunition and can create new ones by spending 1 Spirit per clip.
playset. The playset also has a jail to contain prisoners. • Assault Rifle: The toy starts each adventure with 3 clips of
• Armor Plating: The hardness of your playset increases by +5 ammunition and can create new ones by spending 1 Spirit per clip.
and the number of hit points per square foot of its structure increases • Shotgun: The toy starts each adventure with 20 rounds and can
by +10. create new ones by spending 1 Spirit to create 5 additional rounds.
• Weapon: The playset has a single weapon emplacement on it • Sniper Rifle: The toy starts each adventure with 20 rounds and
that may be fired by anyone who mans the controls within the playset. can create new ones by spending 1 Spirit to create 5 additional
This weapon should be built as per the Ranged Weapon accessory rounds.
feat below as a Large weapon with two upgrades. The weapon may • Bazooka/Rocket Launcher: The toy starts each adventure with 2
not be removed from the playset. rockets and may spend 1 Spirit to create an additional rocket.
Special: This feat may be selected multiple times and the Armor • Heavy Machinegun: The toy starts each adventure with 100
Plating and Weapon options may be selected more than once. linked rounds and can create new ones by spending 1 Spirit to create
20 additional linked rounds.
Playset Wards • Thrown Weapons: The toy starts each adventure with 10 thrown
The toy’s playset has wards that prevent minions of the Boogey weapons, which may be recovered after use. Additional thrown
Man from entering. weapons may be created by spending 1 Spirit to create 4 thrown
Prerequisite: Playset (Basic) weapons.
Benefit: Any minion of the Boogeyman who tries to enter the • Bow and Crossbow: The toy starts each adventure with 30
playset must make a Will save (DC 10+ the owner’s current Spirit) to arrows or bolts and may spend 1 Spirit to create an additional 5
enter. Boogeyman minions can only attempt to enter once every arrows or bolts.
minute. • Grenade: The toy starts each adventure with 4 grenades and
Special: This feat may be selected multiple times, each additional may spend 1 Spirit to create two additional grenades.
selection increasing the DC of the Will save for Boogeyman minions • Ammunition created by a toy appears in its hand ready for use;
to enter by +2. creating ammunition is a free action.
Special: This feat may be selected multiple times to gain multiple
Playset Secrecy weapons or to upgrade existing ones. For each feat slot spent to
Concealed among other toys and objects, the toys playset is not upgrade a weapon choose one option from the upgrade list below.
obvious to the eye, making it difficult for humans and Boogeyman Each upgrade can only be chosen 5 times.
minions to find it. • +1 equipment bonus to damage or attack rolls.
Prerequisite: Playset (Basic) • Increase one size level, increasing the damage accordingly (1d8
Benefit: Anyone attempting to find the playset who has not been to 1d10, 1d10 to 2d6, etc.)
inside it previously suffers a -8 penalty to any Spot, Search, or Listen • Increase the number of damage dice rolled by +1.
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• Reduce the weapon one size level without reducing damage.
• Double range increment.
• Increase the critical range or multiplier by +1.
• Add a blast radius to the weapon of 5 feet. Everything within
that blast radius takes half the damage of the target, Reflex save (DC
13) for half damage. Additional feat slots spent on this upgrade can
increase the blast radius by 5 feet or the Reflex save DC by +1.
• Allow the weapon to reduce the hardness of objects it strikes by
action while swimming, provided they swim in a straight line.
Special: This feat may be selected multiple times. Each time it is
selected the swim speed of the toy increases by +10 in.

Tools
Usually found in construction toys, the toy has a set of tools that it
can use to better build and fix toy items.
Benefit: The toy has a set of tools added to its equipment that act
5. as tools for Repair and all Craft skills. They also are considered
deluxe tools.
Scent
The toy’s sense of smell is so sharp it can use it to tell people Trample
apart and detect creatures at a distance. The toy is able to run over its enemies, literally pounding them
Prerequisite: Wis 11+ into the dirt.
Benefit: The toy gains the Scent ability as described in the d20 Benefit: As an attack action the toy may run over an opponent at
Modern Roleplaying Game. least one size category smaller than itself, entering the opponent’s
fighting space to do so. The trample deals 1d6+Str bludgeoning
Size damage.
The toy is larger or smaller than normal. Trampled opponents can attempt attacks of opportunity but these
Benefit: The toy either increases in size by one level to a maximum incur a -4 penalty. If they do not make attacks of opportunity,
of Large, or decreases by one level to a minimum of Small. Increasing trampled opponents can attempt Reflex saves for half damage. The
to Large requires the expenditure of two accessory feats. save DC equals 10 + ½ the toy’s level + the toy’s Strength bonus.
Special: This feat may only be purchased at character creation. Special: This feat may be taken multiple times, each additional
time increasing the damage by one die type and the save DC by +1.
Speed
The toy can move faster than other toys of its kind. Vehicle (Basic)
Benefit: The toy’s speed increases by +5 in. This only applies to The toy has a basic vehicle it can use for locomotion purposes,
the toy’s speed on the ground. such as a remote control car or toy tank.
Special: This feat may be selected multiple times. Benefit: Choose one of the vehicles listed in the Equipment section
for the character to use. The character may operate the vehicle as if it
Stretch were a normal vehicle and other characters can act as crew or ride as
Due to being made of rubber or some other stretchable material passengers. None of the features besides the engine and movement
the toy can alter its shape and the length of its limbs. related aspects of the vehicle function.
Benefit: The toy can stretch to increase its reach by up to 20 in. Special: This accessory feat may be selected more than once to
but suffers a -4 penalty to Strength and Dexterity for every 5 in. it acquire multiple vehicles.
stretches. It also gains a +2 bonus to Climb checks and Escape Artist
checks. Vehicle (Advanced)
The toy’s vehicle has weapon systems, is very fast, or has some
Swim other type of advanced feature.
The toy is able to move in water as easily as it does on land. Prerequisite: Vehicle (Basic)
Benefit: The toy gains a swim movement of 20 in. and does not Benefit: Select one of the vehicle upgrades from the list below.
have to make Swim checks to move at that speed through water. It Each may be added to a vehicle no more than five times and their
gains a +8 species bonus on any Swim checks to perform special effects stack.
action or avoid a hazard. The toy can always take 10, even if • Defenses: The hardness of the device increases by +5 and it
endangered or distracted when swimming. The toy can use the run gains armor plating, increasing its Defense by +2.
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• Sensors: Any crew in the vehicle gain blindsight 30 in.
• Speed: The speed of the vehicle increases by +30 in, or +100
in. for jet fighters.
• Weapons: The vehicle gains a weapon that is created using the
Ranged Weapon accessory feat with two upgrades.
Special: This feat may be selected multiple times.

Voice Box
Benefit: The toy gains +1 to its maximum Spirit.

Top of the Toy Box


The toy is one of its owner’s favorites and is played with on an
almost daily basis.
Prerequisite: Playtime
Benefit: The toy gains +2 to its maximum Spirit.

The toy can speak a limited number of phrases in front of humans Favorite Toy
and not lose Spirit. This toy sits unequaled in the love of its creator, played with above
Benefit: Select a number of phrases equal to the toy’s maximum all others.
Spirit. The toy may says these at any time in front of humans without Prerequisite: Top of the Toy Box, only one toy per group may
spending Spirit, but it may only use phrases that do not have more have this accessory feat.
words than its current Spirit. Benefit: The toy gains +3 to its maximum Spirit.

Voice Box (Conversation)


The toy can speak a larger number of phrases and even react to
human voices without losing Spirit, as long as it says things
appropriate to the fact it is a toy.
Prerequisite: Voice Box
Benefit: Your toy can talk in front of humans without spending
Spirit. They assume it is part of the toy’s programming or recorded
sounds. If the toy says things that are drastically out of character for a
child’s plaything, such as profanity, the GM may rule a Spirit
expenditure is needed.

Walkie Talkie
The toy is equipped with a pair of walkie talkies that it can use to
communicate with other toys.
Benefit: The toy has a pair of radios it can use to communicate
with other toys. Unlike most equipment these devices do not stop
working one hour after they leave the possession of their owner and
instead remain working indefinitely. They have a 10,000 in. range.

Well Known
The toy is of a well known brand and while that individual toy is
not famous, its toy line is. Children recognize it easily.
Benefit: The toy gains a +2 bonus to Reputation and an additional
+2 bonus that only applies to Reputation checks involving humans.

Other Feats

Playtime
The toy is played with fairly often and has more Spirit because of
it.
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Advanced Classes
As toys reach higher levels they will want to branch out to more Class Information
specialized roles. The advanced classes described below are all The following information pertains to the Collectible advanced
available to toys that meet the prerequisites. Advanced classes from class.
other books are available to toys as long as they fit the concept of the
toy. The Soldier advanced class from the d20 Modern Roleplaying Hit Die
Game is an excellent example of this as it fits perfectly for many The Collectible gains 1d8 hit points per level. The character's
military action figures. Constitution modifier applies.

Collectible Class Skills:


Toys with this advanced class have been claimed by an adult The Collectible's class skills are as follows: Climb (Str),
(possibly after the adult's child outgrew it), but are not packed away in Computer Use (Int), Concentration (Con), Decipher Script (Int),
a case. Often toys that belonged to the adult as a child that the adult Diplomacy (Cha), Disable Device (Int), Drive (Dex), Escape Artist
in turn shares with his children take up this advanced class. Toys kept (Dex), Forgery (Int), Gamble (Wis), Investigate (Int), Jump (Str),
locked in their original packaging never become spirit toys as no child Knowledge (Arcane Lore, Art, Behavioral Sciences, Current Events,
truly loves such an object. History, Popular Culture, Theology and Philosophy) (Int), Listen
If you wish your toy to be a little more refined in its behavior (Wis), Navigate (Int), Pilot (Dex), Read/Write Language, Research
and knowledgeable in the ways of humans, select this advanced class. (Int), Search (Int), Sense Motive (Wis), Speak Language, Spot (Wis),
Collectible toys act more like adults than other toys; they form more Treat Injury (Wis).
mature relationships with other toys and are less prone to acting like
characters from a poorly written cartoon. They are also less reliant on Skill Points at Each Level: 7 + Int modifier.
their default personality from their toy line, developing their own
personality instead more so than most toys. Class Features:
The following class features pertain to the Collectible
To become a Collectible, a character must fulfill the following criteria. advanced class.
Base Attack Bonus: +2
Feats: Well Known. Nostalgia
Will Save: +3 At 1st level the toy gains a +1 bonus to its maximum Spirit

The Collectible Advanced Class


Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +0 +2 Nostalgia, Excellent Care, Bonus Accessory feat +1 +1
2nd +1 +2 +0 +3 House Knowledge +2 +1
3rd +2 +2 +1 +3 Bonus Feat +2 +1
4th +3 +2 +1 +4 Authority +3 +2
5th +3 +3 +1 +4 Mint Condition +3 +2
6th +4 +3 +2 +5 Bonus Feat +3 +2
7th +5 +4 +2 +5 Tools of Man +4 +3
8th +6 +4 +2 +6 Cry of Help +4 +3
9th +6 +4 +3 +6 Bonus Feat +5 +3
10th +7 +5 +3 +7 Treasured Toy +5 +4

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as it now gains Spirit from its adult owner in addition to its child. This
bonus increases by +1 at 3rd, 5th, 7th, and 9th level. The toy only
gains half the normal amount of Spirit when it is played with by a
child.

Excellent Care
Beginning at 1st level the toy automatically heals all forms of
permanent damage between adventures, including ability damage.
when using human devices, such as computers or cars.

Cry of Help
At 8th level the toy gains the ability to send its adult owner
feelings of distress, causing the adult to seek out the toy's child owner
with all possible haste. This ability may be used once per day and
requires a standard action to use. The adult will arrive in a variable
amount of time dependant on its distance from the child; an adult in
Also any equipment lost by the toy is replaced between adventures the next room might take a single round while an adult out running
with equipment from the same toy line, which has no mechanical errands may take upwards of an hour. Once the adult arrives the
effect but means the toy retains a coordinated appearance. Its adult normal Spirit rules are in effect for all toys and minions in the area.
owner makes sure the toy stays in top condition. This ability is usually used as a last ditch effort to force Boogeyman
minions to leave.
Bonus Accessory feat
At 1st level the Collectible gains a bonus accessory feat. Treasured Toy
At 10th level the toy treats its adult owner as if it were a
House Knowledge child, meaning the toy can move in front of the adult without
At 2nd level the toy gains a +4 bonus to Navigate and spending Spirit, which will likely cause the adult to doubt its sanity.
Search checks within the house its owner occupies due to the fact it The adult still affects other toys and minions normally, but for the
has seen more of the house than most toys. Collectible it is as if the adult is a child. The toy also reduces all Spirit
damage by 1 point.
Bonus Feats
At 3rd, 6th and 9th level, the Collectible gets a bonus feat.
The bonus feat must be selected from the following list, and the
Collectible must be able to meet all the prerequisites of the feat to
select it.
Aircraft Operation, Alertness, Athletic, Attentive, Cautious,
Confident, Deceptive, Dodge, Educated, Heroic Surge, Improved
Damage Threshold, Improved Initiative, Iron Will, Personal Firearms
Proficiency, Point Blank Shot, Renown, Studious, Surface Vehicle
Operation, Trustworthy.

Authority
At 4th level the toy gains a +2 bonus to all Charisma checks
and Charisma based skill checks involving other toys as spirit toys
respect a toy that has spent so much time among the wise and
knowing adults.

Mint Condition
Beginning at 5th level, the toy can spend 5 Spirit to cast cure
moderate wounds on itself as a spell-like ability, restoring itself to
mint condition.

Tools of Man
Beginning at 7th level the toy no longer suffers a penalty
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Dog Warrior
For most spirit toys, family pets are more an annoyance than
anything else. They bark at toys when they move, attracting the
attention of adults, and sometimes even carry toys off to chew on.
Spirit toys usually avoid pets when possible, though a small number
of households have pets that have learned to coexist with the local
toys if not occasionally assist in the battle against the Boogeyman. In
such households the source of this unity is usually a Dog Warrior, a
Class Information

Hit Die
The following information pertains to the Dog Warrior
advanced class.

The Dog Warrior gains 1d8 hit points per level. The
character's Constitution modifier applies.

Spirit toy who has dedicated itself to learning the ways of family pets Class Skills:
so they may be the toy's allies. They are even sometimes known to The Dog Warrior's class skills are as follows: Balance (Dex),
ride pets into battle, and many adopt some of the more animalistic Climb (Str), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump
traits of their four footed allies. (Str), Knowledge (Tactics) (Int), Listen (Wis), Move Silently (Dex),
If you wish your toy to be a dog riding warrior, wielding lance Navigate (Int), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str),
or shield from the saddle, this is the advanced class to select. Most of Treat Injury (Wis).
this class's abilities are only effective when the toy is mounted, so
campaigns that will prevent the toy having his mount with him are an Skill Points at Each Level: 5 + Int modifier.
ill fit for this advanced class.
Class Features:
Requirements The following class features pertain to the Dog Warrior
To become a Dog Warrior, a character must fulfill the advanced class.
following criteria.
Base Attack Bonus: +5 Pet Mount
Feats: Animal Affinity, Archaic Weapon Proficiency At 1st level, the Dog Warrior may spend a Spirit point to
Skills: Handle Animal 10 ranks, Ride 10 ranks transform an encountered animal into a mount. This requires a full-
Special: The household the toy lives in must have a pet of the round action. The animal must already be friendly in attitude toward
appropriate size and temperament to be used as a mount. the Dog Warrior and must be at least one size category larger than

The Dog Warrior Advanced Class

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +2 +1 +0 Mount, Mounted Combat, Additional Accessory feats +1 +0
2nd +1 +3 +2 +0 Mounted Charge +2 +0
3rd +2 +3 +2 +1 Bonus Feat +2 +1
4th +3 +4 +3 +1 Mounted Gunplay +3 +1
5th +3 +4 +3 +2 Wild Empathy +3 +1
6th +4 +5 +3 +2 Bonus Feat +3 +2
7th +5 +5 +4 +2 Empower Mount +4 +2
8th +6 +6 +4 +3 Hide in the Fur +4 +2
9th +6 +6 +4 +3 Bonus Feat +5 +3
10th +7 +7 +5 +3 Mounted Damage Resistance +5 +3

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the Dog Warrior. This animal accompanies the Dog Warrior on her
adventures as is appropriate to its species. The Dog Warrior may
have a single mount at a time.
The animal must be one found in the household that the toy
lives in, such as a pet dog or car. Other creatures like rats that live in
the walls are also possible. The animal cannot have more Hit Dice
than the Dog Warrior has character levels.
The animal chosen remains an animal, but may gain additional
it is higher than the mount's regular AC.

Additional Accessory feats


At 1st level the Dog Warrior adds the following accessory
feats to its list of accessory feats available from its toy type: Armor,
Backpack, Melee Weapon, and Ranged Weapon.

Mounted Charge
abilities according to the level of the Dog Warrior (see Dog Warrior At 2nd level, when attacking from the back of his mount after
Mount, below). The player running a Dog Warrior should consider a charge action the Dog Warrior receives a +1 competence bonus to
the fact that certain animals may create problems in certain areas. If hit and gains a +1 bonus to his critical threat range and critical
the mount dies the Dog Warrior must wait at least 24 hours before multiplier.
attempting to gain another mount.
Bonus Feats
Mounted Combat At 3rd, 6th and 9th level, the Dog Warrior gets a bonus feat. The
At 1st level, once per round when the toy's mount is hit you bonus feat must be selected from the following list, and the Dog
may attempt a Ride check (as a reaction) to negate the hit. The hit is Warrior must be able to meet all the prerequisites of the feat to select
negated if your Ride check is greater than the opponent's attack roll. it.
Essentially, the Ride check result becomes the mount's armor class if

Dog Warrior Mounts Natural Armor: The number listed here is an improvement to the
mount's natural armor rating.
As the Dog Warrior grows in power and ability, so too does the Str/Dex Adj.: Add this figure to the mount's Strength and Dexterity
power of her mount. scores.
Link (Ex): The Dog Warrior gains a +4 circumstance bonus on
Class Bonus Natural Str/Dex Animal Empathy and Handle Animal checks made regarding the
Level HD Armor Adj. Special mount.
1-3 +0 0 +0 Link, share spells Evasion (Ex): If the mount is subjected to an attack that normally
4–5 +2 2 +1 Evasion allows a Reflex saving throw for half damage, it takes no damage if it
6 +4 4 +2 Devotion makes a successful saving throw.
7 +6 6 +3 Multiattack Devotion (Ex): The mount's devotion to its master is so complete, it
8 +8 8 +4 gains a +4 morale bonus on all Will saves against Enchantment spells
9 +10 10 +5 Improved evasion and effects.
10 +12 12 +6 Multiattack (Ex): The mount gains the Multiattack feat, if it has 3 or
more natural attacks. If it does not have the requisite 3 or more
Class Level: The level of the Dog Warrior. natural attacks, the mount instead gains a second attack with its
Bonus HD: These are extra eight-sided (d8) Hit Dice, each of which primary natural attack, albeit at a –5 to the base attack bonus.
gains a Constitution modifier, as normal. Remember that extra Hit Improved Evasion (Ex): If the mount is subjected to an attack that
Dice improve the mount's base attack and base save bonuses. A normally allows a Reflex saving throw for half damage, it takes no
mount's base attack bonus is equal to a Dog Warrior whose level damage if it makes a successful saving throw and only half damage if
equals the animal's HD. A mount has good Fortitude and Reflex saves the saving throw fails.
(treat it as a character whose level equals the animal's HD). The
mount doesn't gain any extra skill points or feats for bonus HD.

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Acrobatic, Agile Riposte, Armor Proficiency (Light) Armor
Proficiency (Medium), Armor Proficiency (Heavy), Athletic, Blind-
Fight, Combat Reflexes, Dodge, Endurance, Exotic Melee Weapon
Proficiency, Great Fortitude, Guide, Heroic Surge, Improved Damage
Threshold, Mobility, Personal Firearms Proficiency, Power Attack,
Stealthy, Toughness, Weapon Focus.

Mounted Gunplay
At 4th level, the penalty the toy takes when using a ranged weapon
while mounted is halved: -2 instead of -4 if your mount is taking a
double move, and -4 instead of -8 if it is running.

Wild Empathy
At 5th level the Dog Warrior gains the ability to improve the attitude
of an animal. This ability functions just like a Diplomacy check to
improve the attitude of a person. The Dog Warrior rolls 1d20 and
adds his Dog Warrior level and his Wisdom bonus to determine the
wild empathy check result. The typical domestic animal has a starting
attitude of indifferent, while wild animals are usually unfriendly. To
use wild empathy, the Dog Warrior and the animal must be able to
study each other, which means that they must be within 30 feet of
one another under normal visibility conditions. Generally, influencing
an animal in this way takes 1 minute, but, as with influencing people,
it might take more or less time.

Empower Mount
At 7th level the Dog Warrior may spend 1 Spirit to give his mount a
+1 enhancement bonus to its melee attacks for a number of rounds
equal to the Dog Warrior's current Spirit.

Hide in the Fur


At 8th level the toy may hide within the fur of its mount, going
unnoticed by humans in the area and allowing the toy to move past
them without spending Spirit by having his mount do the walking. The
Dog Warrior must make a Hide check (DC 20) to use this ability.

Mounted Damage Resistance


At 10th level the Dog Warrior gains damage resistance of 5/+1
when on his mount.

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Haunted Toy
Not truly haunted, these are toys that have made a habit of
moving in front of adults and thus have earned reputations for being
haunted. These toys have done so many things in plain sight of adults
that even the power of Spirit cannot hide the fact something strange
is going on. To be noticed in this fashion the toy must have some
manner or feature that makes it stand out, but once this toy earns its
reputation it sticks. While adults may be scared of the toy, children
Class Information

Hit Die
The following information pertains to the Haunted Toy
advanced class.

The Haunted Toy gains 1d8 hit points per level. The
character's Constitution modifier applies.

usually find it especially appealing since the adults dislike it so. Most Class Skills:
of these toys are dolls that look creepily human in some fashion, such The Haunted Toy's class skills are as follows: Bluff (Cha),C raft
as eerily accurate marionettes. (Writing, Visual Art) (Int), Disguise (Cha), Escape Artist (Dex), Gather
If you want to play a creepy toy that is scarier than it is Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcane
cuddly, this is the advanced class for your toy. Lore) (Int), Listen (Wis), Move Silently (Dex), Perform (Any) (Cha),
Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Tumble
Requirements (Dex).
To become a Haunted Toy, a character must fulfill the
following criteria. Skill Points at Each Level: 7 + Int modifier.
Charisma: 11+
Feat: Frightful Presence Class Features:
Maximum Spirit: 10+ The following class features pertain to the Haunted Toy
Special: Must have spent at least 10 Spirit points to move in advanced class.
front of humans.
Terrifying Visage
At 1st level, the Haunted Toy gains a bonus to all Intimidate
skill checks equal to his class level.

The Haunted Toy Advanced Class

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +1 +2 Terrifying Visage, Dark Concealment, Additional Accessory +1 +2
feats
2nd +1 +0 +2 +3 Fearless, Darkvision +2 +2
3rd +2 +1 +2 +3 Bonus Feat +2 +2
4th +3 +1 +2 +4 Remove Fear, Haunted Movement +3 +3
5th +3 +1 +3 +4 Traitor's Mask +3 +3
6th +4 +2 +3 +5 Bonus Feat +3 +3
7th +5 +2 +4 +5 Cackle +4 +4
8th +6 +2 +4 +6 Shadowform +4 +4
9th +6 +3 +4 +6 Bonus Feat +5 +4
10th +7 +3 +5 +7 Scare Tactics +5 +5

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Dark Concealment
Beginning at 1st level, when hiding in shadows or other dark
locations the Haunted Toy gains a bonus to Hide checks equal to his
class level and any miss chance due to concealment from darkness for
attacks against the Haunted Toy increases by 10%.

Additional Accessory feats


At 1st level, the Haunted Toy adds the following accessory
action by the Haunted Toy against a Boogeyman minion negates this
ability immediately and minions who witness such an act are not
subject to this power again.

Cackle
At 7th level, the Haunted Toy gains the ability to release an
evil laugh that even adults can hear and Boogeyman minions fear.
Using this ability requires the Haunted Toy to spend 3 Spirit. Adults
feats to its list of accessory feats available from its toy type: Color and children within 100 in. immediately become scared and leave the
Change, Natural Armor, Natural Weapon, Voice Box (Basic), Voice area as quickly as they can and will not return for ten minutes, but
Box (Conversation). children do not suffer any loss of Spirit from this ability. Boogeyman
minions in that area must make a Will save (DC 10 + the Haunted
Fearless Toy's class level + the Haunted Toy's Charisma bonus) or become
At 2nd level, the Haunted Toy becomes immune to all forms shaken for 1d10 rounds.
of fear.
Shadowform
Darkvision At 8th level, the Haunted Toy can spend 5 Spirit to change
At 2nd level, the Haunted gains 60 in. darkvision. If the toy its body into pure shadow for one minute. While in shadow form the
already has darkvision its range increases by 60 in. Haunted Toy gains a +12 bonus on Hide and Move Silently checks,
damage resistance 5/+1, cold resistance 5, and gains blindsight 30
Bonus Feats in.
At 3rd, 6th and 9th level, the Haunted Toy gets a bonus feat.
The bonus feat must be selected from the following list, and the Scare Tactics
Haunted Toy must be able to meet all the prerequisites of the feat to At 10th level, the Haunted Toy can prepare for an encounter,
select it. arranging his allies and their appearance so they will strike fear in the
Alertness, Archaic Weapon Proficiency, Attentive, Confident, hearts of those they meet. Using this ability requires preparation; the
Creative, Dodge, Improved Damage Threshold, Iron Will, Renown, Haunted Toy cannot use this ability when surprised or otherwise
Stealthy. unprepared for a particular situation.
The Haunted Toy must spend one full round action preparing
Remove Fear each member of his group or allies that is to be affected by this
At 4th level, the Haunted Toy gains the ability to remove fear ability. Any ally who moves after being prepared must be prepared
conditions from other toys or children with a touch by spending a again or cannot participate in the effect. After they are all prepared
standard action and 1 Spirit. the Haunted Toy must command them to activate the effect, which
requires a standard action on behalf of all those characters taking
Haunted Movement part. Every toy prepared then affects their opponents as per the
At 4th level the Haunted Toy may move in front of adults for Frightful Presence feat (the prepared toys do not need to meet the
one round by spending 1 Spirit instead of 2. prerequisites of the feat). This ability represents setting carefully
crafted ambushes or preparing terrifying war masks, enabling the toys
Traitor's Mask allied to the Haunted Toy to spread terror for a short time.
At 5th level, the Haunted Toy may spend 1 Spirit to mask its
identity as a Spirit toy and instead appear to be a Boogeyman minion,
so scary is its visage. For one minute Boogeyman minions who see
the Haunted Toy must make a Will save (DC 10 + the Haunted Toy's
class level + the Haunted Toy's Charisma bonus) or believe that it is
a fellow minion and thus an ally, or at least not a threat. Any hostile
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Spirit Traveler
While most toys prefer to stay in the real world, keeping their
eyes on their owners by remaining close at hand, a small few attempt
to take the battle to their enemies. These toys, called spirit travelers,
spend much of their time in the Nightmare Realms, and other extra-
dimensional realms if they can find them. They spy on the minions of
the Boogeyman in their own environment, and eventually refine their
dimensional traveling skills. Any group of toys traveling to the
Class Information

Hit Die
The following information pertains to the Spirit Traveler
advanced class.

The Spirit Traveler gains 1d10 hit points per level. The
character's Constitution modifier applies.

Nightmare Realm would do well to have one of these skilled Class Skills:
individuals along. The Spirit Traveler's class skills are as follows: Climb (Str),
If you want your toy to be an expert on the dark places even Concentration (Con), Drive (Dex), Handle Animal (Cha), Hide (Dex),
toys do not like to go, select this advanced class. Intimidate (Cha), Jump (Str), Knowledge (Arcane Lore) (Int), Listen
(Wis), Move Silently (Dex), Navigate (Int), Pilot (Dex), Repair (Int),
Requirements Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim
To become a Spirit Traveler, a character must fulfill the (Str), Treat Injury (Wis).
following criteria. Skill Points at Each Level: 5 + Int modifier.
Base Attack Bonus: +4
Skills: Knowledge (Arcane Lore) 6 ranks, Navigate 6 ranks, Class Features:
Survival 6 ranks. The following class features pertain to the Spirit Traveler
Feats: Iron Will, Great Fortitude. advanced class.

Nightmare Navigation
At 1st level, the Spirit Traveler may ignore the penalties to
Navigate and Survival checks due to being in the Nightmare Realm.

The Spirit Traveler Advanced Class

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +2 +0 +2 Nightmare Navigation, Easy Portal +1 +0
2nd +1 +3 +0 +3 Resist Spirit Damage I +2 +0
3rd +2 +3 +1 +3 Bonus Feat +2 +1
4th +3 +4 +1 +4 Fearless, Home Again, Home Again +3 +1
5th +3 +4 +1 +4 Spirit Road +3 +1
6th +4 +5 +2 +5 Bonus Feat +3 +2
7th +5 +5 +2 +5 Banish +4 +2
8th +6 +6 +2 +6 Resist Spirit Damage II +4 +2
9th +6 +6 +3 +6 Bonus Feat +5 +3
10th +7 +7 +3 +7 Spirit Deflect +5 +3

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Easy Portal
At 1st level, the Spirit Traveler may open a portal to the
Nightmare Realm as a standard action, not provoking an attack of
opportunity, and expending 4 Spirit.

Resist Spirit Damage


At 2nd level, the Spirit Traveler gains the ability to reduce all
Spirit damage inflicted by 1. Also the Spirit Traveler is immune to the
her to avoid obstacles like adults. Unfortunately during the voyage
through the Nightmare Realm the Spirit Traveler and her companions
face all the normal dangerous of traversing the Nightmare Realm.

Banish
At 7th level the Spirit Traveler can attempt to banish a
Boogeyman minion by spending 3 Spirit and taking a standard action.
The minion must be within 30 ft. of the Spirit Traveler. He targeted
hourly Spirit damage inflicted by the Nightmare Realms. It does not minion must make a Will save (DC 10 + the Spirit Traveler's class
affect the 1 Spirit lost every twenty four hours by active toys. level + the Spirit Traveler's Wisdom bonus) or be forced back to the
At 8th level the Spirit Traveler reduces Spirit damage by 2. Nightmare Realm. If banished the target creature cannot return to the
real world for twenty four hours.
Bonus Feats
At 3rd, 6th and 9th level, the Spirit Traveler gets a bonus Spirit Deflect
feat. The bonus feat must be selected from the following list, and the At 10th level, the Spirit Traveler gains the ability to open tiny
Spirit Traveler must be able to meet all the prerequisites of the feat to portals to the Nightmare Realm around him, deflecting attacks into
select it. the Nightmare Realm as a defensive measure. The Spirit Traveler may
Advanced Firearms Proficiency, Aircraft Operation, Alertness, spend 5 Spirit to gain a +10 Deflection bonus to his defense for one
Archaic Weapons Proficiency, Armor Proficiency (Light), Armor round.
Proficiency (Medium), Armor Proficiency (Heavy), Athletic, Blind-
Fight, Brawl, Combat Martial Arts, Defensive Martial Arts, Dodge,
Endurance, Exotic Firearms Proficiency, Exotic Melee Weapon
Proficiency, Guide, Heroic Surge, Mobility, Personal Firearms
Proficiency, Quick Draw, Quick Reload, Run, Surface Vehicle
Operation, Weapon Focus.

Fearless
At 4th level the Spirit Traveler becomes immune to all fear
effects.

Home Again, Home Again


At 4th level the Spirit Traveler may spend 1 Spirit to
immediately return to the real world from the Nightmare World. This
is a standard action.

Spirit Road
At 5th level the Spirit Traveler gains the ability to enter the
Nightmare Realm in one location and exit it somewhere else. The
Spirit Traveler must enter the Nightmare Realm as normal, and then
travel a distance within the Nightmare Realm equal to the distance
between her starting point and destination in the real world. The
character may then open a portal to back to the real world, which will
appear at her intended destination. Other characters may cross
through these portals along with the Spirit Traveler. This ability does
not speed up the rate of travel for the Spirit Traveler, but does allow
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Spirit Wielder
While all spirit toys can use Spirit to power toys, boost their
abilities, or use special powers, spirit wielders are those toys that
dedicate themselves to learning the intricacies of Spirit. The eventual
result is that they can bend the power of Spirit to their will in ways
that no other toy can, and without using a toy or similar prop to assist
in their efforts. While these toys often lack in other skills due to their
dedication to the study of Spirit, their powers are very impressive to
Class Information

Hit Die
The following information pertains to the Spirit Wielder
advanced class.

The Spirit Wielder gains 1d6 hit points per level. The
character's Constitution modifier applies.

behold. They can channel Spirit energy in to gouts of flame, heal the Class Skills:
injuries of their allies, and even turn themselves invisible. The Spirit Wielder's class skills are as follows: Concentration
If you wish your toy to be a master of mystic powers, select (Con), Decipher Script (Int), Investigate (Int), Knowledge (Arcane
this advanced class. Lore, History, Theology and Philosophy) (Int), Listen (Wis), Research
(Int), Search (Int), Spellcraft (Int), Spot (Wis).
Requirements
To become a Spirit Wielder, a character must fulfill the Skill Points at Each Level: 5 + Int modifier.
following criteria.
Maximum Spirit: 15+ Spells and Armor
Skills: Knowledge (Arcane Lore) 8 ranks. The Spirit Wielder can become proficient in the use of armor,
Feats: Iron Will. but he still has a difficult time casting most spells while wearing it.
Armor restricts movement, making it harder to perform the
complicated gestures needed to cast spells with somatic components.
When casting a spell with a somatic component, the chance of arcane
spell failure depends on the type of armor being worn and whether

The Spirit Wielder Advanced Class

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +0 +0 +2 Spirit Magic, Increased Spirit, Magic Skills +0 +1
2nd +1 +0 +0 +3 Draw Spirit +1 +1
3rd +1 +1 +1 +3 Bonus Feat +1 +1
4th +2 +1 +1 +4 Detect Spirit +1 +2
5th +2 +1 +1 +4 Minor Crafting +2 +2
6th +3 +2 +2 +5 Bonus Feat +2 +2
7th +3 +2 +2 +5 Spirit Burn +2 +3
8th +4 +2 +2 +6 Spirit Explosion +3 +3
9th +4 +3 +3 +6 Bonus Feat +3 +3
10th +5 +3 +3 +7 Major Crafting +3 +4

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the Spirit Wielder has the appropriate Armor Proficiency feat, as
shown below.

Armor Type

Light
Medium
Heavy
Arcane Spell Failue
(Proficient)
10%
20%
30%
(Nonproficient)
20%
30%
40%
These spells must be selected from the following spell list:
0th Level: cure minor wounds, daze, detect magical aura,
light, mage hand, message, prestidigitation, resistance.
1st Level: bless, burning hands, cause fear, change self, cure
light wounds, feather fall, hold portal, jump, mage armor, magic
missile, magic weapon, ray of fatigue, remove fear, shield, sleep, true
strike.
2nd Level: aid, arcane lock, blur, cure moderate wounds,
darkvision, delay poison, enhance ability, glitterdust, invisibility,
Class Features: knock, levitate, protection from arrows/bullets, remove paralysis,
The following class features pertain to the Spirit Wielder resist energy, see invisibility, spider climb, web, zone of truth.
advanced class. 3rd Level: cure serious wounds, dispel magic, displacement,
fireball, flaming projectiles, greater magic weapon, haste, hold
Spirit Magic person, invisibility sphere, keen edge, lightning bolt, locate object,
At 1st level the Spirit Wielder gains the ability to cast spells prayer, slow, tongues, water breathing.
using his Spirit reserves. He does so in the standard fashion for 4th Level: arcane eye, confusion, cure critical wounds,
casting arcane spells with a number of changes. . dimension door, discern lies, fear, ice storm, neutralize poison,
When casting a spell the Spirit Wielder must expend Spirit as restoration, shout, wall of fire, wall of ice.
according to the table below: 5th Level: cone of cold, hold monster, mass cure light
wounds, raise dead, passwall, phantom watchdog, telekinesis, wall of
Spell Level 0 1 2 3 4 5 force, wall of iron, wall of stone.
Spirit Expended 1* 1 3 5 7 9
*Expending 1 Spirit allows the Spirit Wielder to cast 3 0th-level spells as The Difficulty Class for saving throws to resist the effects of a
desired over the next 24 hours. Spirit Wielder's spells is 10 + the spell's level + the Spirit Wielder's
highest ability bonus.
These spells are not prepared before hand; the Spirit Wielder
may cast any spell on his spell list at any time assuming he has Increased Spirit
sufficient Spirit to fuel the spell. Spirit Wielders are not limited in Beginning at 1st level, the Spirit Wielder's class levels count
what spells they can prepare by their ability scores. The Spirit Wielder double for determining his maximum Spirit.
knows a number of spells based on his level as listed in the table
below: Magic Skills
The Spirit Wielder may use the following two skills as
Spirit Wielder Level Spells Known Per Level described below to support his spell-casting abilities.
0 1 2 3 4 5
1st 3 1 - - - - Concentration (Con): The normal Concentration skill expands
2nd 3 2 - - - - to include spell-casting applications, as defined below.
3rd 3 2 1 - - - Check: You must make a Concentration check whenever you
4th 4 3 2 - - - may potentially be distracted while engaged in an activity, including
5th 4 3 2 1 - - casting a spell or concentrating on an active spell, that requires your
6th 4 3 3 2 - - full attention.
7th 5 4 3 2 1 - If the check succeeds, you may continue with the action as
8th 5 4 3 3 2 - normal. If the check fails, the action automatically fails and is wasted.
9th 5 4 4 3 2 1 If you were in the process of casting a spell, the spell is lost. If you
10th 6 4 4 3 3 2 were concentrating on an active spell, the spell ends.
The table in the Concentration skill description summarizes
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the various types of distractions. In situations where the distraction
occurs while you are casting a spell, you add the level of the spell to
the DC.
Try Again?: You can try again, but doing so doesn't cancel the
effects of a previous failure. If you lost a spell, the spell is lost.
Special: By making a check (DC 15 + spell level), you can
use Concentration to cast a spell defensively, thus avoiding attacks of
opportunity. If the check succeeds, you can attempt the casting
Spirit Wielder must be able to meet all the prerequisites of the feat to
select it.
Dodge, Educated, Focused, Heroic Surge, Studious.

Detect Spirit
At 4th level, the Spirit Wielder gains the ability to cast detect
magic at will with a caster level equal to his class level.

without incurring any attacks of opportunity. Minor Crafting


At 5th level, the Spirit Wielder learns to channel his Spirit
Spellcraft (Int): Trained only. Use this skill to identify spells as into semi-permanent items called tokens. Any sort of item that has no
they are cast or spells already in place. pre-existing Spirit energy may be used, but the most commonly used
Check: You can identify spells and magic effects. items are small and portable, such as marbles or pieces from board
Additionally, certain spells allow you to gain information games. The Spirit Wielder must find an appropriate item to create a
about magic provided that you make a Spellcraft check as detailed in token.
the spell description. The Spirit Wielder can create a Token of any spell of 3rd level
Try Again?: See above. or lower that he knows. The spell must target a character or
Time: Unless otherwise indicated, using the Spellcraft skill is a characters. Creating a Token takes 1 hour. When the Spirit Wielder
move action. creates a Token, he sets the caster level. The caster level must be
sufficient to cast the spell in question and no higher than the Spirit
DC Task Wielder's class level. The caster level has an effect on the experience
15 + spell level Identify a spell being cast. (You must see or hear the point cost to brew the Token and the DC of a saving throw (if
spell's verbal or somatic components.) You can't try applicable) to resist the effect of the Token.
again. The Spirit Wielder must spend experience points to brew a
20 + spell level Identify a spell that's already in place and in effect. Token. The XP cost is equal to the spell level times the caster level
(You must be able to see or detect the effects of times 10.
the spell.) You can't try again. Any Spirit toy may activate a token by spending 1 Spirit and
20 + spell level Identify materials created or shaped by magic, such taking a standard action. The toy activating the token is considered
as noting that an iron wall is the result of a wall of the caster of the spell for purposes of aiming the spell.
iron spell. You can't try again.
25 + spell level After rolling a saving throw against a spell targeted Spirit Burn
at you, determine what spell was cast upon you. At 7th level, the Spirit Wielder has such control over Spirit
This is a reaction. reserves that those who try to damage his Spirit suffer for their effort.
25 Identify a potion. This takes 1 minute. Any creature that inflicts Spirit damage on the Spirit Wielder suffers
30 or higher Identify the properties of a magical item. This takes 1d6 points of damage per point of Spirit damage.
one minute.
Spirit Explosion
Draw Spirit At 8th level, the Spirit Wielder gains the power to release all
At 2nd level the Spirit Wielder gains the ability to draw Spirit of his Spirit in one massive explosive burst. This requires a full round
energy from other willing toys, gaining 1 Spirit for every 2 Spirit action and inflicts 1d6 points of damage per point of the Spirit
drained. Wielder's current Spirit to everything within 5 in. per point of the
Spirit Wielder's current Spirit. This reduces the Spirit Wielder's
Bonus Feats current Spirit to 0.
At 3rd, 6th and 9th level, the Spirit Wielder gets a bonus
feat. The bonus feat must be selected from the following list, and the
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Major Crafting
At 10th level, the Spirit Wielder can create magical
mastercrafted weapons and armor out of toy weapons and armor.
This requires that the Spirit Wielder have a suit of armor or a weapon
to be empowered, and it must be a piece of equipment from a Spirit
toy's accessory feats. The Spirit Wielder must also spend experience
points to create a magic mastercrafted item. The XP cost is equal to
the enhancement bonus x 500. The maximum enhancement bonus
the Spirit Wielder can put on a weapon is +3. If the expenditure of
these XP would drop the Spirit Wielder to below the minimum
needed for his current level, then the XP can't be paid and the
mastercraft work can't be done until the Spirit Wielder gains enough
additional XP to remain at his current level after the expenditure is
made.

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Toy Champion
While all toy warriors are charged with defending their owner
from the Boogeyman, some become more adept than others at the
battles that are involved in doing so. Toy Champions are those toys
that prefer dealing with the minions of the Boogeyman through the
most direct means possible.
If you wish your toy to be a powerful warrior, able to face
powerful Boogeyman minions alone, this is the advanced class to
Class Information
The following information pertains to the Toy Champion advanced
class.

Hit Die
The Toy Champion gains 1d8 hit points per level. The character's
Constitution modifier applies.

select. Class Skills:


The Toy Champion's class skills are as follows: Climb (Str),
Requirements Demolitions (Int), Drive (Dex), Intimidate (Cha), Knowledge (Arcane
To become a Toy Champion, a character must fulfill the following Lore) (Int), Listen (Wis), Pilot (Dex), Repair (Int), Ride (Dex), Spot
criteria. (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis).
Accessory Feats: Melee Weapon, Natural Weapon, or Ranged Skill Points at Each Level: 3 + Int modifier.
Weapon.
Base Attack Bonus: +6 Class Features:
Feats: Weapon Focus and any one of the following feats: The following class features pertain to the Toy Champion advanced
Archaic Weapons Proficiency, Personal Firearms Proficiency. class.
Maximum Spirit: 10+
Weapon Specialization
At 1st level, the Toy Champion gains a +2 bonus to damage
with a single weapon type in which he has the Weapon Focus feat.

The Toy Champion Advanced Class

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +2 +1 +0 Weapon Specialization +1 +0
2nd +2 +3 +2 +0 Sworn Enemy +2 +0
3rd +3 +3 +2 +1 Bonus Feat +2 +0
4th +4 +4 +2 +1 Fearless +3 +0
5th +5 +4 +3 +1 Greater Weapon Focus +3 +1
6th +6 +5 +3 +2 Bonus Feat +3 +1
7th +7 +5 +4 +2 Greater Weapon Specialization +4 +1
8th +8 +6 +4 +2 Sworn Enemy +4 +1
9th +9 +6 +4 +3 Bonus Feat +5 +2
10th +10 +7 +5 +3 Improved Critical +5 +2

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Sworn Enemy
At 2nd level, a Toy Champion receives special training for
fighting against the Boogeyman and his minions, learning much of the
lore the spirit toys have about this great evil. The Toy Champion
gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival
checks when using these skills against one creature type found in the
ranks of the Boogeyman Minions, as selected below. Additionally, he
gets a +2 bonus on weapon damage rolls against the selected
Combat Throw, Dead Aim, Defensive Martial Arts, Double Tap,
Dodge, Elusive Target, Exotic Firearms Proficiency, Exotic Melee
Weapon Proficiency, Far Shot, Great Cleave, Great Fortitude,
Improved Brawl, Improved Bull Rush, Improved Combat Martial Arts,
Improved Combat Throw, Improved Damage Threshold, Improved
Disarm, Improved Feint, Improved Initiative, Improved Trip,
Improved Two Weapon Fighting, Knockout Punch, Mobility, Personal
Firearms Proficiency, Point Blank Shot, Power Attack, Precise Shot,
creature type of minion unless that creature type is immune to critical Spring Attack, Streetfighting, Sunder, Toughness, Two-Weapon
hits. Fighting, Unbalance Opponent, Whirlwind Attack.

Aberration Greater Weapon Focus


Construct At 5th level, the bonus for Weapon Focus feat for the weapon
Elemental that the Weapon Specialization class ability was applied to increases
Giant to +2.
Humanoid
Magical Beast Greater Weapon Specialization
Monstrous Humanoid At 7th level, the damage bonus from the Weapon
Ooze Specialization class ability increases to +4.
Plant
Undead Improved Critical
Vermin At 10th level, when the Toy Champion is using the weapon
his Weapon Focus and Weapon Specialization feats apply to he gains
At 8th level the Toy Champion may select a second creature a +1 bonus to his critical threat range and critical multiplier.
type to gain the above bonuses against, or increase the bonuses
against the first creature type by +2.

Fearless:
At 4th level the Toy Champion becomes immune to all forms
of fear.

Bonus Feats
At 3rd, 6th and 9th level, the Toy
Champion gets a bonus feat. The bonus feat
must be selected from the following list, and
the Toy Champion must be able to meet all
the prerequisites of the feat to select it.
Advanced Combat Martial Arts,
Advanced Firearms Proficiency, Advanced
Two Weapon Fighting, Agile Riposte, Archaic
Weapon Proficiency, Armor Proficiency
(Light), Armor Proficiency (Heavy), Armor
Proficiency (Medium), Athletic, Blind-Fight,
Brawl, Burst Fire, Cleave, Combat Expertise,
Combat Martial Arts, Combat Reflexes,
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equipment
The following lists of equipment may be used by characters who
select the appropriate Accessory Feat.

Armor
Equipment Nonprof. Maximum Armor Speed
Armor Type Bonus Bonus Dex Bonus Penalty (30 in./20 in.) Weight
Light Armor
Heavy Cloth Concealed +2 +1 +8 -0 30 in./20 in. 5 lb.
Faux Leather Archaic +4 +1 +6 -1 30 in./20 in. 10 lb.
Medium Armor
Heavy Faux Leather Archaic +5 +2 +4 -3 25 in./15 in. 15 lb.
Plastic Chain Tactical +6 +2 +2 -4 20 in./15 in. 25 lb.
Heavy Armor
Plastic Plate Tactical +7 +3 +1 -6 15 in./10 in. 30 lb.
Metal Plate Tactical +8 +3 +0 -8 15 in./10 in. 40 lb.
Shields
Light Shield Tactical +1 +0 +8 -1 – 5 lb.
Heavy Shield Tactical +2 +1 +4 -3 – 10 lb.

Melee Weapons
Weapon Damage Critical Size Weight
Simple Weapons
Small 1d4 20/x2 Small 3 lb.
Medium 1d6 20/x2 Medium 6 lb.
Large 1d8 20/x2 Large 12 lb.
Archaic Weapons
Small 1d6 19-20/x2 Small 2 lb.
Medium 1d8 19-20/x2 Medium 4 lb.
Large 2d6 19-20/x2 Large 10 lb.

Vehicles
Name Crew Pass Cargo Init Maneuver Top Speed Defense Hardness Hit Points Size
Dune Buggy 1 2 500 lb. -2 -1 180 in. (14) 8 10 36 H
Helicopter* 1 2 500 lb. -4 -4 250 in. (25) 6 10 42 G
Jet Fighter* 1 1 200 lb. -2 -2 800 in. (80) 6 10 48 G
Motorcycle 1 1 100 lb. -1 -1 270 in. (27) 9 10 20 L
Pick-Up Truck 1 2 2 tons -2 -2 160 in. (16) 8 10 38 H
Sports Car 1 1 200 lb. -1 -2 300 in. (30) 8 10 28 H
Tank* 1 1 1 ton -6 -6 50 in. (5) 6 15 60 G
*These vehicles require two accessory feats slots to select
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Ranged Weapons
Weapon

Pistols
Light Pistol*
Heavy Pistol*
Submachinegun*
Rifles
Damage

2d6
2d8
2d6
Critical

20/x2
20/x2
20/x2
Range
Increment

40 ft.
30 ft.
40 ft.
Rate
of Fire

S
S
S, A
Magazine

15 box
8 box
30 box
Size

Small
Medium
Medium
Weight

3 lb.
5 lb.
8 lb.

Assault Rifle* 2d8 20/x2 70 ft. S, A 30 box Large 11 lb.


Shotgun* 2d10 20/x2 30 ft. S 5 int. Large 10 lb.
Sniper Rifle* 2d10 20/x2 100 ft. S 5 int. Large 16 lb.
Exotic Firearms
Bazooka/Rocket Launcher** 10d6 – 150 ft. 1 1 Large 12 lb.
Heavy Machinegun** 2d12 20/x2 100 ft. A Linked Huge 25 lb.
Other
Thrown Weapons*** 1d6 20/x2 10 ft. 1 – Small 1 lb.
Bow**** 1d8 20/x3 50 ft. I – Large 3 lb.
Crossbow**** 1d10 20/x3 50 ft. 1 1 int. Large 6 lb.
Grenade*** 4d6 – 10 ft. 1 – Small 1 lb.
*These weapons fall under Personal Firearms Proficiency.
**These weapons each fall under their own Exotic Firearms Proficiency feat.
***These weapons fall under Simple Weapons Proficiency.
****These weapons fall under Archaic Weapon Proficiency.

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Spirit
Spirit is a mystical force that once infused the world and was plentiful move, speak, etc. Toys can electively choose to spend Spirit in the
enough for humans to wield it with gestures and magic words. Over following ways. Spending Spirit is itself a free action. Any number of
time Spirit has decreased in power, seemingly used up by humanity in Spirit may be spent during a round.
its mystical pursuits without being replaced, until the only ready To gain a bonus to a roll, as per action points.
source of Spirit that remains is within the human soul. Bits of Spirit To activate an ability, feat, or talent that requires a Spirit
remain in some holy places or hidden away in still active spells, such expenditure.
as those that power the spirit toys, but for the most part the world is A toy must spend 2 Spirit each round if it wishes to move within
running out of Spirit. line of sight of an adult. This Spirit expenditure stops the adult from
Many arcane or magical creatures feed on Spirit in one form or noticing the toy.
another to sustain their magical existence. In Tiny Terrors a vampire A toy must spend 4 Spirit each round to speak in front of an adult.
would not draw sustenance from blood, but from the Spirit drained This Spirit expenditure will cause the adult to think the voice came
through the symbolic act of drinking blood. In similar fashion the Six from elsewhere, but it will remember what was said clearly.
Beasts require Spirit energy to survive, and need even more if they A toy may spend 8 Spirit to open a portal to the Nightmare
hope to escape their prisons. Thus they must draw power from Realm for one round, but only may do so under a bed, in a closet, or
humans using a variety of methods, all of which is collected by their a similar creepy, unobserved location. This requires a full round
minions. The concern of the spirit toys is those minions who attempt action and provokes an attack of opportunity. To hold the portal
to scare Spirit out of human children in the form of innocence. open for more than one round costs 8 additional Spirit. To leave the
Nightmare Realm a similar portal must be created using the same
Spirit and Toys process. The toys return to the same place they left from. There is no
Spirit toys require Spirit to move and activate their powers. Each way to regain Spirit in the Nightmare Realm, so toys must ration their
toy has a maximum Spirit that it begins each adventure with. This is use of Spirit to ensure they can get home.
equal to:
Some Boogeyman minions can inflict Spirit damage. A toy
The toy's base Spirit for its toy type + the toy's highest ability score reduced to 0 Spirit cannot move, talk, or use any abilities until it is
bonus + the toy's character level + any Spirit bonus from feats played with sufficiently to gain at least 1 point of Spirit. While at 0
Spirit a toy is effectively unconscious.
These points are spent over the course of the adventure, and the
total Spirit the toy has at any given time is called its current Spirit. Children and Spirit
Many abilities become less effective as a toy lowers its current Spirit, Human children have a large store of Spirit within them, most of
creating a slippery slope of power if a toy spends Spirit frivolously. If which is in the form of their innocence. Children have such a store of
a toy ever gains Spirit above its maximum Spirit these extra points are Spirit they can share it with their toys without actually losing any of
lost a rate of one point per hour until it returns to its maximum Spirit. their own Spirit. Also the love children have for their toys allow the
Each adventure spirit toys begin with their maximum Spirit. They spirit toys to move in sight of the child without hindrance, and
may regain Spirit during an adventure by being played with by a child, children accept the moving toys readily.
but doing so requires them to be out of action for at least four hours A child who becomes frightened or injured does lose Spirit. It is
during daylight hours (assuming the child plays during the day). For suggested that GMs leave the matters of how much Spirit a child has
every four hours the Spirit toy is played with it gains 1d6 Spirit, plus up to the needs of the story, but for people who prefer a more
any Spirit bonuses from feats. During this time the Spirit toy can take concrete system see the accompanying sidebar. Spirit extracted from
no action. It is assumed that any toy that is in its owner's room for at children by Boogeyman minions appears as a small glowing white
least four hours will be played with, although the GM may rule crystal that the minion can then consume (gaining 1d6 Spirit) as a
otherwise if the owner is not home, is doing chores, or is distracted standard action or take back to its master through a portal. These
by other toys. crystals have a hardness of 5, 5 hit points, and if they are destroyed
For every 24 hour period during which a Spirit toy moves or talks before they are consumed the Spirit returns to the child it was taken
it loses 1 Spirit. This is energy spent to maintain the toy and allow it from. Spirit consumed by a minion or the Boogeyman himself can

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The average child has 100 Spirit and a Will save bonus of +1.
Children are assumed to be Huge or Gargantuan in size depending on
their age. It loses Spirit when any of the following occur:

-1 Spirit each round the child is Shaken.


-2 Spirit each round the child is Panicked.
-4 Spirit each round the child is Cowering.
creating simulations of the real world to play on fears of abandonment
or not living up to their parent's expectations. Any child who travels
to the Nightmare Realm best be rescued fast or the results will be
dire.
In the Nightmare Realm toys do not fare well. For each hour in the
Nightmare Realm they lose 1 Spirit. They suffer a -2 penalty on all
saving throws against fear. Toys suffer a -4 penalty to Navigate and
Survival checks in the Nightmare Realm due to its unpleasant and
-2 Spirit each time the child takes damage. confusing environment. Toys that are reduced to 0 Spirit in the
-4 Spirit each time the child takes damage from a Boogeyman Minion, Nightmare Realm and that are not returned to the real world within
in addition to any Spirit damage inflicted. an hour are destroyed permanently. On top of these issues the toys
-10 Spirit for each hour spent in the Nightmare Realm. will doubtlessly be outnumbered by the minions of the Boogeyman.
The Nightmare Realm itself will try to oppose toys than enter it,
Children regain Spirit at a rate of one point per day.
striking them with flash floods, storms, thick jungles, and other
unpleasant environmental difficulties. Visiting the Nightmare Realm
never be regained by a child. Toys can also consume Spirit crystals,
should not be a pleasant experience or taken lightly regardless of the
but doing so is considered tantamount to cannibalism and is a quick
level of the toys.
means to become an outcast.
While the most common inhabitants of the Nightmare Realm are
Boogeyman minions, some of the original inhabitants of the Realm
Adults and Spirit remain free of the control of the Boogeyman and may actively fight
Adults have Spirit, but it is generally pent up in things like against him. These creatures usually are creatures and beasts of
ambition, love, and responsibility. Their Spirit energy is such that it legend such as dragons, goblins, or similar creatures. While they
actively works against the spirit toys, requiring the toys to spend Spirit cannot survive in the real world due to the lack of Spirit there, they
to move or speak in their presence. Any human over the age of 15 is can exist in the Nightmare Realm. The creatures sometimes travel
considered an adult, though some exceptions exist. teporarily to the real world to gather Spirit, usually by appearing
furtively in order to inspire wonder in adults and adolescents, by
The Nightmare Realm and Other Worlds which they can harvest Spirit. These surviving independent creatures
The Boogeyman is trapped in another dimension, one that acts as may provide assistance to toys that venture to the Nightmare Realm,
a prison and keeps him from returning to the real world. He cannot or may try to sell them out to Boogeyman minions in exchange for
cross over into the real world, but those creatures that inhabited the some manner of favor. These creatures are usually similar in scale to
dimension before him and have been bent to his will can do so. Like spirit toys, as are the minions of the Boogeyman, but some are much
spirit toys, these minions can expend Spirit energy to form portals to much larger.
travel back and forth between the real world and the Nightmare The geography of the Nightmare Realm is ever changing, though
Realm. there are certain areas that do not change relative location. The
The Nightmare Realm the Boogeyman inhabits is a dark and Castle Dread, lair of the main minion of the Boogeyman called the
twisted world that seems to be constructed from the worst fears of Hobgoblin, is always north of the Boogeyman's Cave, but the distance
children while being a reflection of the real world. Trees twist into can vary dramatically as the Nightmare Realm adjusts its makeup to
demonic faces, glowing eyes peer out from every shadow, and the create maximum fear and hopelessness. These hard points that do not
sounds of the dentist's drill seems to occur randomly throughout the move are usually locations where powerful creatures dwell or
land. According to some stories the minions of the Boogeyman take important events once happened.
the most promising and innocence-filled children to his realm and The Spirit crystals created by draining children are collected in the
feeds off of their constant terror for as long as possible, but most toys Nightmare Realm by the Boogeyman and his lieutenants, and then
find this too terrible to contemplate. While in the real world the parceled out as needed to the minions to keep them alive. It is
Boogeyman is limited to scaring children through the actions of his possible to find stores of these crystals in the hideouts of the Servants
minions, in the Nightmare Realm he can play on their deeper fears by of Fear, who serve as the lieutenants of the Boogeyman. If these
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crystals are broken in the Nightmare Realm the Spirit contained
therein is lost forever as opposed to returning the child it was taken
from. At times children will be taken into the Nightmare Realm so
they can be drained of their Spirit completely, a horrific process that
is made up of hours and hours of torment. This is usually carried out
at one of the fortresses of the Servants of Fear, or the Boogeyman's
Cave itself.

Other Boogeyman Efforts


In addition to sending minions into the real world to scare
children to harvest their essence, the Boogeyman has engaged in
more long term plans. He has tried to influence the minds of adults
through their dreams, which sometimes brush up against the
Nightmare Realm, to create technology and devices that deprive
children of their innocence at a younger and younger age. The
Boogeyman planned to have his minions wait on children who gain
these devices to harvest the innocence they lose, which may not be as
much innocence as scaring them silly, but the Boogeyman hoped
it would be a steady, reliable flow of Spirit. Developments
such as bad movies, over sexed pop stars, poorly executed
scholastic curriculums, and video games were the
products of these efforts, none of which worked as
intended. The development of video games went
furthest from what was intended by the
Boogeyman, as now video game consoles
have developed their own role in the war
between the Boogeyman and the warrior
toys. Gathering some small amount of
Spirit energy from those who play them,
video games have achieved sentience,
with heavily played console units developing into artificial intelligence
programs of great knowledge. These consoles have become the
information brokers and sages of the toy world, but they are well
known to be willing to play both sides of the fence. Video game
consoles are seen as neutral parties willing to help both sides, usually
having some type of useful information available, such as information
gained from other consoles over network lines about minion activity,
or the patrol patterns of local warrior toys.

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Monsters Under The Bed
While the Boogeyman is the greatest threat facing the children of the
world, most toys deal with his minions and underlings. The followers Minions of the Boogeyman
of the Boogeyman are vast in number and variety, including The following creatures are all found in the ranks of those who
everything from evil gnomes to twisted and vile trees. In the serve the Boogeyman.
Nightmare Realm these creatures live in dark and twisted cities and
villages. They are an unwholesome bunch who knows only cruelty and Scrambler
pain.
One of the weaker minions of the Boogeyman, scramblers are
The Boogeyman usually sends his minions into the waking world in
small, furry spider-like creatures that do little more than make noise.
small groups, usually less than a dozen, to prolong the suffering they
While they have small fangs, they far prefer running to fighting. Their
create by not overwhelming the child and to not attract too much
primary purpose is to make noises out of sight to frighten children,
attention. Usually the Boogeyman sends his weaker minions because
usually as the first stage of the Boogeyman's attempts to scare that
they are less willing to try and betray the Boogeyman by consuming
child. Scramblers are usually not used once spirit toys are known to
some of the Spirit they collect. He sends more powerful minions
be defending a child, but may be deployed as scouts or decoys. Often
when resistance is encountered. If the resistance cannot be overcome
the slaughter of a group of scramblers is the first sign that a child is
with his normal underlings the Boogeyman may send one of his
guarded by spirit toys.
lieutenants to deal with the problem. These creatures were all once
human beings who gave into fear and hopelessness to serve the
Species Traits:
Boogeyman, and were granted power in exchange for their loyalty and
Darkvision: Scramblers have 60 in. darkvision.
skill. Now they rule parts of the Nightmare Realm in the name of the
Scramble (Su): Scramblers scare children by making noise behind
Boogeyman and do his bidding. These lieutenants, such as the
dressers, under beds, and in similar unobserved locations. This is not
horrible Hobgoblin or the Black Hound of Cleveland, are the
as effective against spirit toys and other creatures that are used to
Boogeyman's most fearsome troops and second only to himself in
fighting more terrifying monsters. To use this ability the scrambler
power. These creatures are called Servants of Fear and cannot be
must spend a full round action making noise, and all creatures within
killed without some special weapon or ritual, making them very
60 in. of the scrambler must make a Will save (DC 5) or become
difficult to best in combat.
shaken for 1d6 rounds.
Any creatures from the d20 Modern Roleplaying Game or other
Scrambler: CR 1/2; Small Magical Beast; HD 1d10+1; hp 7; Mas
compatible books may be used in Tiny Terrors as Boogeyman
13; Init +2; Spd 30 in.; Defense 15, touch 13, flat-footed 13 (+1
minions assuming they are appropriately scary, though Fey and
size, +2 Dex, +2 natural); BAB +1; Grap -3; Atk +2 melee (1d4,
Dragon minion are very rare. All Boogeyman minions have an
bite); Full Atk +2 melee (1d4, bite); FS 5 in. by 5 in.; Reach 5 in.;
allegiance to Evil and Chaos. Boogeyman minions have a maximum
SQ Darkvision, scramble; AL Evil, Chaos, Boogeyman; SV Fort +3,
Spirit equal to their hit dice. Any Boogeyman minions with 8 or more
Ref +4, Will +0; Spirit 1; Rep +0; Str 11, Dex 15, Con 13, Int 5,
hit dice and a natural weapon gains the following species trait.
Wis 10, Cha 6.
Skills: Climb +4, Jump +4, Spot +2.
Spirit Drain: The creature can inflict Spirit damage on spirit toys and
Feats: None
other creatures that possess spirit. When the creature strikes a target
Advancement: 2-4 HD (Small), 5-8 HD (Medium)
that has spirit the target must make a Will save (DC 10+ the damage
inflicted) or lose 1d2 Spirit. The amount of Spirit damage increases
for creatures with more hit dice (see the table below).
More Minions
Creature Hit Dice Spirit Damage The following creatures are suggested minions of the Boogeyman.

8-12 1d2 Bugbear Minotaur Skeleton


13-16 1d3 Displacer Beast Monstrous Spider Tooth Fairy
17-20 1d4 Fiends Mummy Troglodyte
Gargoyle Ogre Troll
Goblin Robot

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The Chest of Sorrows
A rare minion usually sent after children protected by particularly
strong spirit toys, a Chest of Sorrows looks to be a normal footlocker
at a glance. Closer inspection reveals screaming faces in its wood
grain paneling and small skills in its upholstery buttons. If actually
opened by a child or toy the Chest of Sorrows awakens and attacks,
using its toothed lid to chomp up toys and its powerful tongue to
grab children to drag into its body. If the Chest of Sorrows manages
The Charred
While most spirit toys remain loyal and dedicated throughout their
existence, a small number turn against their owners after particularly
foul treatment. These toys are often called the Charred due to their
often burnt appearance, and more than one has lost a limb to a
maliciously placed firecracker. These abused toys turn their back on
children and instead work for the Boogeyman, sneaking into the
homes of children and frightening them senseless. To the spirit toys
to pull a child into its interior the chest will then attempt to return to these traitors are the lowest of the low and attack them without
the Nightmare Realm, pulling its captive along with it. Because of this mercy. Occasionally Charred have been redeemed, but such events
the Chest of Sorrows is considered one of the most dangerous are very rare. There are not more than a few dozen Charred, but they
minions of the Boogeyman, even if it isn't the most physically are all very experienced and driven by years of hate and mistreatment.
powerful type of minion. Charred should be created using the character creation rules in
Chests of Sorrow usually hide in attics or basements, awaiting this book. They run the full gamut of toy abilities. An example
curious children to open them. They are also common in haunted Charred is provided below.
houses. Once discovered by spirit toys Chests of Sorrow usually flee
back to the Nightmare Realm, having a strong sense of self Charred Warrior (Defender Toy 6): CR 6; Medium Humanoid (Action
preservation. Figure); HD 6d8+24; hp 73; Mas 18; Init +1; Spd 30 (15) in.;
Defense 21, touch 14, flat-footed 20 (+3 class, +1 Dex, +7
Species Traits armor); BAB +6; Grap +9; Atk +10 melee (1d8+7/19-20,
Darkvision: The Chest of Sorrows has 60 in. darkvision. longsword), +8 ranged (2d8, assault rifle); Full Atk +10/+5 melee
Hard to Spot (Ex): At first glance the Chest of Sorrows looks (1d8+7/19-20, longsword), +8/+3 ranged (2d8, assault rifle); FS
perfectly normal. Noticing anything out of the ordinary requires a 5 in. by 5 in.; Reach 5 in.; SQ Darkvision 60 in.; AL; SV Fort +7,
Search check (DC 20). Ref +3, Will +3; Spirit 11 ; Rep +1; Str 16, Dex 13, Con 18, Int
Improved Grab (Ex): To use this ability the Chest of Sorrows must 8, Wis 12, Cha 6.
hit a Huge or smaller creature with its bite attack. If the target Skills: Climb +9, Jump +9, Knowledge (Tactics) +5.
creature is grappled it is pulled into the Chest of Sorrows, and on the Talents: Melee Smash, Improved Melee Smash, Advanced Melee
following round the Chest of Sorrows may attempt to open a portal to Smash
the Nightmare Realm. Feats: Advanced Firearms Proficiency, Archaic Weapon
Proficiency, Far Shot, Personal Firearms Proficiency, Point Blank
Chest of Sorrows: CR 16; Gargantuan Aberration; HD 16d8+112; Shot, Weapon Focus (Longsword), Weapon Focus (Assault Rifle).
hp 188; Mas 24; Init +0; Spd 10 in.; Defense 18, touch 6, flat- Accessory Feats: Armor (Plastic Plate), Backpack, Darkvision,
footed 18 (-4 size, +12 natural); BAB +9; Grap +36; Atk +20 Melee Weapon (Medium Archaic Weapon (Longsword)), Ranged
melee (2d8+12 and 1d3 spirit drain, bite); Full Atk +20/+15 Weapon (Assault Rifle),
melee (2d8+12 and 1d3 spirit drain, bite); FS 30 in. by 20 in.;
Reach 15 in.; SQ Darkvision, hard to spot, improved grab; AL Evil, Mange Rats
Chaos, Boogeyman; SV Fort +12, Ref +5, Will +12; Spirit 16; Rep To adults, mange rats look like little more than large mice that are
+; Str 34, Dex 10, Con 24, Int 12, Wis 14, Cha 10. a little dirty, seldom looking malicious or dangerous at all. To
Skills: Hide +5, Intimidate +12, Move Silently +5, Spot +8. children however they are red eyed devil rats, covered in mange and
Feats: Confident, Frightful Presence, Improved Grapple, Stealthy, filth. They lurk in the dark corners of a child's room and glare with
Advancement: 17-20 HD (Colossal) their hateful red eyes, spreading fear merely by their appearance.
Much like scramblers they are not a huge threat in terms of actual
injury, but project a terrifying presence beyond their size. Luckily
most groups of spirit toys can deal with them handily.

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Species Traits
Blend into Shadow: Mange rats are covered in dark gray fur and
dirt that allows them to easily hide in dark environments. They receive
a +4 bonus to Hide checks when hiding in a dark environment.
Darkvision: Mange rats have 60 in. dark vision.
Diseased Bite: Mage rats are infected with a number of magical
diseases that will even infect toys. A creature bit by a mange rat must
make a Fortitude save (DC 12) or become infected. The mage rat
killed with simple violence, requiring a specific item such as a child's
writing tool or a chicken bone to deliver a killing blow, while others
require a ritual to be performed for the death to be permanent.
There are at least a dozen Servants of Fear, but their exact
number is not known.

The Hobgoblin
The right hand man of the Boogeyman, the Hobgoblin lives in
disease has an incubation period of 1 day, an initial damage of 1d3 Castle Dread far to the north of the Boogeyman's Cave and
Strength, and a secondary damage of 1d2 Constitution. commands a vast horde of goblin and gargoyles. A creature that
Mange Rat: CR 1; Medium Magical Beast; HD 2d10+4; hp 15; Mas thrives on fear and not spirit like the Boogeyman's other minions; he
14; Init +2; Spd 30 in.; Defense 16, touch 12, flat-footed 14 (+2 is unique in the Nightmare Realm and is thought by some to be a
Dex, +4 natural); BAB +2; Grap +3; Atk +3 melee (1d6+1); Full leftover from when the days the Six Beasts walked the Earth freely.
Atk +3 melee (1d6+1); FS 5 in. by 5 in.; Reach 5 in.; SQ Blend The Hobgoblin is a humanoid who looks to have once been human,
into shadow, darkvision, diseased bite; AL Evil, Chaos, Boogeyman; but its face is now partially melted, horns have erupted from its skin
SV Fort +5, Ref 5, Will +1; Spirit 2; Rep +0; Str 13, Dex 15, Con through wounds that always bleed, and much of its skin has turned
14, Int 3, Wis 12, Cha 8. green. It wears a large tattered cloak most of the time, making its
Skills: Climb +3, Intimidate +1, Jump +3 features difficult to distinguish. Unlike most of the Servants of Fear
Feats: None the Hobgoblin takes the field regularly, since he requires fear to
Advancement: 3-8 HD (Large) survive and it cannot be gathered as Spirit can. Luckily his needs for
consuming fear are minimal, since he prefers killing his victims by
The Servants of Fear scaring them to death.
The Servants of Fear are the most powerful of the Boogeyman's
minions and serve as the lieutenants of his forces. Some are Charred, Species Traits:
others are minions who have proven their worth, while a small Consume Fear: The Hobgoblin must induce the cowering
number are said to be human who gave in to the power of the condition in spirit toys or humans for at least ten rounds a month in
Boogeyman as children and now are bound to his power. Regardless order to avoid starving to death. Each month the Hobgoblin does not
of their origin the Servants of fear are extremely powerful having been meet this requirement it takes 1d6 points of Constitution damage that
granted powers by the Boogeyman. Each of the Servants of Fear has cannot be healed until it feeds on fear.
their own domain and troops within the Nightmare Realm, their Damage Resistance: The Hobgoblin has damage resistance of 10/
territory conforming to their personality and preferences. The minions +1.
led by each Servant of Fear usually have a similar origin, such as all Darkvision: The Hobgoblin has darkvision with a range of 180 in.
being undead or all being creatures that make strange noises. Each Fear Aura: Any creature coming within 30 in. of the Hobgoblin
Servant is assigned children to scare by the Boogeyman, and they do must make a Will save (DC 22) or become shaken. This save must be
so to collect Spirit, some of which is kept while the rest is passed up made every round the character is in range. If the character becomes
to the Boogeyman. Any Servant of Fear who tries to skim Spirit is shaken, remains in the affected area, and then fails another save
likely to be turned in by their own minions in the hopes that the against the Fear Aura he becomes Panicked. If this happens again the
informant will be given the Servant's position. No Servant of Fear is victim becomes Cowered. If the victim is Cowered and fails the save
completely secure in their position and thus must guard themselves against the Fear Aura gain he takes 1 point of Constitution damage as
carefully. his heart begins to fail from the stress.
Servants of Fear only taken the field against particularly Shadow Presence: The Hobgoblin gains a +8 bonus on Hide and
troublesome spirit toys that thwart their plans, though there have Move Silently checks made in dark areas.
been a few recorded instances of spirit toys taking the battle to Unkillable: The Hobgoblin heals 5 hit points each round unless he
Servants in their own strongholds. The Servants of Fear cannot be is brought to -10 hit points while no one that can be affected by fear

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is within 30 in. of the Hobgoblin. As long as someone within 30 in.
can be affected by fear the Hobgoblin will continue healing.

The Hobgoblin (Charismatic Hero 4): CR 20; Gargantuan Giant; HD


16d8+4d6+200; hp 286; Mas 30; Init +0; Spd 360 in.; Defense
23, touch 7, flat-footed 23 (+16 natural, -4 size, class +1); BAB
+14; Grap +40; Atk +28 melee (2d8+14 and1d4 Spirit, claw),
+14 ranged (2d6+14, throwing blades); Full Atk +28/+23/+18
Species Traits
Damage Resistance: The Boogeyman has damage resistance of
20/+2.
Darkvision: The Boogeyman has 240 in. darkvision.
Energy Resistance: The Boogeyman has energy resistance 10.
Fear Aura: This ability may be activated as a free action and acts
as a fear spell on all targets within 30 in. of the Boogeyman. Those
affected may make a Will save (DC 27) to resist the effects of this
melee (2d8+14 and1d4 Spirit, claw), +14/+9/+4 ranged (2d6 power.
+14, throwing blades); FS 30 in. by 30 in.; Reach 15 in.; SQ Fearless: The Boogeyman is immune to all forms of fear.
Consume fear, damage resistance, darkvision 180 in., fear aura, Spirit Magic: The Boogeyman may cast spells as per a 10th level
unkillable; AL Evil, Chaos, Boogeyman; SV Fort +22, Ref +7, Will Spirit Wielder and knows all Spirit Wielder spells.
+11; Spirit 20; Rep +6; Str 39, Dex 10, Con 30, Int 14, Wis 16, Unkillable: The Boogeyman may not be killed by normal means
Cha 18. and always heals 5 hit points per round. There may be some way to
Skills: Hide +2, Intimidate +20, Knowledge (Arcane Lore) +14, end this foul creature's existence, but it is not currently known to the
Listen +5, Move Silently +3, Spot +5. spirit toys.
Talents: Coordinate, Inspiration
Feats: Alertness, Archaic Weapons Proficiency, Cleave, Confident, Boogeyman: CR 24; Gargantuan Outsider; HD 24d8+72; hp 180;
Frightful Presence, Iron Will, Power Attack, Renown, Stealthy. Mas 16; Init +3; Spd 240 in.; Defense , touch , flat-footed (+ size,
Equipment: Throwing blades (10) + Dex, +4 natural); BAB +24; Grap +37; Atk +25 melee (2d6
+1 and 1d6 Spirit, claw); Full Atk +25/+20/+15/+10 melee (2d6
The Boogeyman +1 and 1d6 Spirit, claw); FS 20 in. by 20 in.; Reach 15 in.; SQ
One of the ancient evils of the world, the Boogeyman is now a Damage resistance 20/+2, dark vision 240 in., energy resistance 20,
shadow of his former self. Where once he controlled reality with a fear aura, spirit magic, unkillable; AL Evil, Chaos; SV Fort +17, Ref
whim and fought armies to a standstill, now he is a wretched little +17, Will +18; Spirit 70; Rep +14; Str 12, Dex 16, Con 16, Int
creature made up of the nightmares of children. His appearance is 18, Wis 18, Cha 20.
that of a three foot tall satyr-like creature with oversized cloven Skills: Bluff +33, Concentration +30, Disguise +33, Hide
hooves and horns, all cast in shades of gray and black. He often wears +20, Intimidate +31, Knowledge (Arcane Lore) +21, Listen +31,
a tattered black cloak and tunic, hiding his form as much as possible. Move Silently +20, Perform (Music) +20, Spellcraft +31, Spot
He avoids showing himself to all but his Servants of Fear, thinking +31, Survival +25.
once his minions saw his true form they would not fear him and listen Feats: Archaic Weapons Proficiency, Confident, Deceptive,
to his orders. Gaunt, exhausted, and weary the Boogeyman is a figure Frightful Presence, Personal Firearms Proficiency, Simple Weapons
that sparks as much pity as fear. Proficiency, Stealthy, Track.
More so than ever the Boogeyman hates all humans, especially
children, since humanity is the group that condemned him to his life
of exile. He strikes out in whatever ways he can, which is normally
limited to sending his minions into the real world to terrorize
children. In the rare instances where a child is brought to the
Nightmare Realm the Boogeyman becomes extremely excited,
spending hours psychologically torturing the child until he grows
bored of it. The Boogeyman is ultimately a coward and bully, usually
fleeing direct confrontation despite his vast power.

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Animals
The following are common animals that toys may encounter in
their adventures.

House Cat
This represents the average house cat found in households around
the world.
Rat
The rats and mice found in many household can be represented by
the following information

Species Traits
Scent (Ex): This ability allows a rat to detect approaching enemies,
sniff out hidden foes, and track by sense of smell. See Special
Qualities for more information.
Species Traits Skill Bonuses: Rats receive a +8 species bonus on Balance checks
Skill Bonuses: Cats receive a +8 species bonus on Balance checks and a +4 species bonus on Hide and Move Silently checks. They use
and a +4 species bonus on Hide and Move Silently checks. In areas their Dexterity modifier for Climb checks.
of tall grass or heavy undergrowth, the cat's Hide bonus rises to +8. Bonus Feat: Rats gain the bonus feat Weapon Finesse (bite).
Cat: CR 6; Huge Animal; HD 8d8+40; hp 77; Mas 20; Init +1; Rat: CR 1/2; Medium Animal; HD 1d8+1; hp 6; Mas 12; Init +2;
Spd 360 in.; Defense 15, touch 7, flat-footed 14 (+1 Dex, +8 Spd 180 in., climb 180 in., swim 120 in.; Defense 14, touch 12,
natural, -4 size); BAB +6; Grap +24; Atk +12 melee (2d4+6, flat-footed 12 (+2 Dex, +2 natural); BAB +0; Grap +0; Atk +0
claws); Full Atk +12 melee (2d4+6, 2 claws), +7 melee (2d6+6, melee (1d6, bite); Full Atk +2 melee (1d6, bite); FS 5 in. by 5 in.;
bite); FS 15 in. by 15 in.; Reach 10 in.; Al none or oner; SV Fort Reach 5 in.; SQ scent; AL none; SV Fort +3, Ref +4, Will +1;
+14, Ref +10, Will +6; Spirit 0; Rep +0; Str 22, Dex 12, Con Spirit 0; Rep +0; Str 11, Dex 15, Con 12, Int 2, Wis 12, Cha 2.
20, Int 2, Wis 12, Cha 7. Skills: Balance +10, Climb +12. Hide +14, Move Silently +6,
Skills: Balance +9, Climb +9, Hide +9 (+13 in tall grass or Swim +10.
heavy undergrowth), Jump + 10, Listen +4, Move Silently -4, Spot Feats: None
+4. Advancement: 2-4 HD (Medium) 5-6 HD (Large)
Advancement: 9-15 HD (Huge)

Dog
Any common pet dog can be represented with the following stats.

Species Traits
Scent (Ex): This ability allows a dog to detect approaching enemies,
sniff out hidden foes, and track by sense of smell. See Special
Qualities for more information.
Skill Bonus: Dogs gain a +2 species bonus on Jump checks. Dogs
also gain a +4 species bonus on Survival checks when tracking by
scent.
Dog: CR 8; Huge Animal; HD 10d8+80; hp 125; Mas 26; Init +0;
Spd 480 in.; Defense 14, touch 6, flat-footed 14 (+8 natural, -4
size); BAB +7; Grap +28; Atk +16 melee (2d6+9, bite); Full Atk
+16/+11 melee (2d6+9, bite); FS 20 in. by 20 in.; Reach 5 in.;
SQ Scent; AL none or owner; SV Fort +15, Ref +7, Will +4; AP ;
Rep +; Str 28, Dex 10, Con 26, Int 2, Wis 12, Cha 6.
Skills: Jump +3, Listen +5, Spot +5, Survival +1 (+5 when
tracking by scent), Swim +4.
Feats: None
Advancement: 11-15 HG (Huge), 16-20 (Colossal)

46

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Tiny Terrors
Acknowledgments & License
Lee Hammock would like to thank Cynthia Hooper, Serella "Raspberry" Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
Savenko, Brandes Stoddard, Tara Mauer, and Wendy Holler for all their help
with the ideas and concepts behind this game. Also he would like to thank his 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
the work that you are distributing are Open Game Content.
parents for checking under the bed, letting him leave his toys out at night,
and allowing him to keep a security blanket long past the appropriate age for 9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any
doing so. Open Game Content originally distributed under any version of this License.

OPEN GAME LICENSE Version 1.0a 10. Copy of this License: You MUST include a copy of this License with every copy of the Open
Game Content You Distribute.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc. ("Wizards"). All Rights Reserved. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using
the name of any Contributor unless You have written permission from the Contributor to do so.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
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creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 15. COPYRIGHT NOTICE
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
photographic and other visual or audio representations; names and descriptions of characters, System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson;
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte
Product identity by the owner of the Product Identity, and which specifically excludes the Open Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins,
Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used and JD Wiker.
by a Contributor to identify itself or its products or the associated products contributed to the System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David noonan, Rich Redman, Bruce
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Content. (h) "You" or "Your" means the licensee in terms of this agreement. Tiny Terrorss, Copyright 2005, EN Publishing, Author Lee Hammock

2. The License: This License applies to any Open Game Content that contains a notice indicating
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Tiny terrors
The Mini-Game of Toys, Nightmares and Monsters
Under The Bed
Tiny Terrors is a brand-new d20 mini-game that lets players take on the Boogeyman and other fears
of childhood, fighting for innocence and childhood spirit as living toys, sworn to defend their owner
against the REAL monsters under the bed.

The forces of nightmare are on the march, targetting children all over the world, lurking under beds
and in dark closets, down in the basement and up in the attic, hungry for the innocence of their prey.
The only thing that stands between the minions of the Boogeyman and his helpless victims are toys,
righteous defenders of innocence. Action figures, construction kits, stuffed animals and even security
blankets rise to answer the call to duty, taking on the Boogeyman and foiling his sinister schemes.

Tiny Terrors lets you take up the role of these stalwart defenders and join the fight. With feats like
Kung-Fu Grip and Die-Cast Construction, new advanced classes like Dog Rider, Collectible and
Haunted Toy, and all-new monsters and abilities, Tiny Terrors proves that small scale means big fun.

EN Publishing and the EN Publishing logo are trademarks of EN Publishing. All rights reserved.

d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.

'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System
License version 6.0. A copy of this License can be found at www.wizards.com/d20.

mike mitchell (Order #11074415)

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