Documente Academic
Documente Profesional
Documente Cultură
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.
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
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
7
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
8
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
10
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.
11
12
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
14
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.
15
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
16
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.
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
18
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.
19
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.
20
Voice Box
Benefit: The toy gains +1 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.
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.
21
22
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
23
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
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
24
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.
25
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.
26
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.
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
27
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
28
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.
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
29
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.
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
30
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
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
31
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
32
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.
34
Hit Die
The Toy Champion gains 1d8 hit points per level. The character's
Constitution modifier applies.
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
35
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,
36
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
37
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.
38
39
41
42
43
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
44
45
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
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
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The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
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Content. (h) "You" or "Your" means the licensee in terms of this agreement. Tiny Terrorss, Copyright 2005, EN Publishing, Author Lee Hammock
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47
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.