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Alan Bahr

’s

A Tiny Sup
ers City B
ook
A Tiny Supers City Book
Author: Alan Bahr & Jack Norris
Interior Art: Nicolas Giacondino
Cover art: Nicolas Giacondino
Editor: Alana Joli Abbott & Alan Bahr
Logo and Graphic Design: Mike Brodu
Layout: Robert Denton III
TinyD6 Line Manager: Alan Bahr
Publishing: Alan Bahr 1
TinyD6 is based on the game Tiny Dungeon by Brandon
McFadden & Smoking Salamander Games
Published by Gallant Knight Games, 2020
Fallen Justice, Tiny Supers, and TinyD6 are trademarks of
Gallant Knight Games. ©2020 by Gallant Knight Games. All
rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden, except for the purposes
of reviews, and for the blank character sheets, which may be
reproduced for personal use only.
Gallant Knight Games, Layton UT 84040

Fallen Justice and its setting of Haven City deals with


elements of racism. Racism (and any other form of -ism)
is not acceptable to heroes, at your gaming table, or in the
real world. Be empathic, careful and sensitive when dealing
with these serious issues in your game. If you can’t treat
them with respect, avoid them.
Table of Contents
Introduction................................................................................. 4

Chapter One: New Rules.............................................................. 5


New Archetypes.......................................................................... 5
Adept...............................................................................5
Colossus...........................................................................6
Citizen.............................................................................6
Crusader..........................................................................7
Dark Avenger...................................................................8
Deadeye...........................................................................8
Legend.............................................................................8
Prowler..........................................................................10
Soldier...........................................................................11
Vigilante........................................................................11
Optional Rules: Equipment Kits & Utility Belts......................... 12
Equipment Kit Traits.......................................................12
Utility Belts....................................................................15 2
Vehicles.................................................................................... 16
Using Vehicles................................................................17
Creating a Vehicle...........................................................17
Chassis List....................................................................18
Upgrade List..................................................................20
Drugs........................................................................................ 22
Game Master Tools................................................................... 23
Generating Neighborhoods in Haven................................23

Chapter Two: Haven City........................................................... 25


City of Many Names................................................................. 26
Haven City Today..................................................................... 26
Central...........................................................................26
Dockside........................................................................27
Diamond Coast...............................................................27
Innsmouth Island...........................................................27
Flytown.........................................................................28
Little Osaka................................................................... 28
New Blackpool............................................................... 28
Bird Park...................................................................... 30
Law Enforcement.....................................................................30
MAUL (and the MAULers)............................................. 30
Lightbringer and the Angels........................................... 31
David Matsumoto.......................................................... 32
Francis Ryan................................................................. 32
Indomitable................................................................... 33
Organized Crime in Haven City.................................................34
The Corporation............................................................. 34
Guttersnipes.................................................................. 34
Kagenome..................................................................... 35
Soyuz........................................................................... 35
The Seminary................................................................ 36
Iconic Heroes............................................................................37
Fury............................................................................. 37
Nightfox........................................................................ 38
3
Sister Midnight.............................................................. 40
The Pale Lady............................................................... 42
The Puma...................................................................... 43
Shadowshaft................................................................. 46
Rogues Gallery.........................................................................48
Cardsharp..................................................................... 48
Sugar Rush................................................................... 49
Deacon.......................................................................... 50
Chort............................................................................ 51
Indomitable................................................................... 53
Nine Eyes...................................................................... 55
Deadeye........................................................................ 57
Templar......................................................................... 58
King Rat....................................................................... 61
Micky and Finn............................................................. 62
Locals, Thugs, & Goons............................................................64
Introduction
Introduction

Fallen Justice is a
supplement for the Tiny
Supers roleplaying game.
You do need Tiny Supers
to use this book! Fallen
Justice is designed to
serve two purposes:
First, it provides a new
City to the GallantVerse:
Haven City. Haven
City is a crime ridden,
corrupt and gothic locale,
teaming with tropes,
themes and ideas of the
Iron Age of comics. You’ll
find a complete sandbox
city in this book, replete
with enemies, lairs, allies
(though few and probably untrustworthy), and the iconic 4
vigilantes of Haven City.
Where Tiny Supers is a four-color, modern age inspired
superhero game, Fallen Justice brings the full grime and grit
of the darker Iron Age to the GallantVerse, while remaining
compatible with the core Tiny Supers engine.
Secondly, Fallen Justice provides a slew of new player options,
rules and choices for powerless vigilante campaigns, as well as
vehicle chases, equipment and utility belts!
Chapter One
New Rules

New Archetypes
Please note, all of these archetypes are balanced only when
they do not have Power Traits (hence the Average archetype
Trait.) Granting Power Traits to these archetypes will greatly
unbalance them.

Adept
The Adept is one of the best combatants you’ll meet. Honed
as a living weapon, the Adept throws down with improvised
weapons, limbs and
fists, or a hail of gunfire
5
as they unleash gun-fu.
• 6 Stress Capacity
• Adepts have the
Archetype Traits
Average and
Practiced Defense.
• Average: This
character may
never take
Power Traits
• Practiced
Defense: You
may always
Evade against
Melee Attacks.
Colossus

Chapter 1 - New Rules


The Colossus is a mountain
of muscle and bone, all
fists and rage. Oftentimes a
former boxer or brawler, they
come from a history of street
fighting, bouncing, and rage.
The Colossus is there to watch
evil batter itself against her,
before she delivers them a
final beatdown.
• 10 Stress Capacity
• Colossus have the
Archetype Traits
Average and Bloodied
Knuckles
• Average: This
character may never take Power Traits
• Blooded Knuckles: When this character has only a third of 6
their Stress Capacity left (round up), they gain Advantage
on all melee attacks and their melee attacks do +1 Damage.

Citizen
The Citizen has become fed up with the crime and corruption
around them, and they’re out to do something about it. They
have no real training, no background to really aid them, just an
unwavering belief in their moral compass.
• 6 Stress Capacity
• Citizens have the Archetype Traits Average, Face in the
Crowd and Neighborhood Watch
• Average: This character may never take Power Traits
• Face in the Crowd: Attempts to locate or find the Citizen
or trail them in a crowd suffer Disadvantage.
• Neighborhood Watch: Twice per session, a Citizen can make
a Save Test. If successful, they gather a necessary piece of
information from their neighbors related to crime in the area.
Crusader

Chapter 1 - New Rules


The Crusader hides their
identity behind a mask and
sets out to clean up the
streets. Often, the Crusader
is a rich socialite or bored
playboy, but just as often,
they’re out there because
they passionately believe
in it. Oftentimes, they have
some forensic training that
aids them.
• 6 Stress Capacity
• Crusaders have the
Archetype Traits
Average, Detective,
and Underworld
Connections
• Average: This character may never take Power Traits 7
• Detective: The Crusader gains Advantage on Test made
to decipher information when investigating crime scenes.
• Underworld Connections: The Crusader starts with 3
contacts in the criminal world, who they can attempt to
pressure to feed them information (once per session.)
After each session where they use this, roll a Save Test
for each contact who was used. If failed, something
terrible happens to the contact. See the sidebar Contacts

Contacts
When a Save Test is failed for a contact at the end of a session,
the Game Master has the narrative control to determine what
has happened to that contact. They could have disappeared
(or been disappeared), gone into hiding, been hurt (or worse).
Whatever happens to a contact, should involve a mystery that
the Crusader needs to uncover.
Dark Avenger

Chapter 1 - New Rules


Usually a victim of crime
themselves (or a crime done
to loved ones), Dark Avengers
are out to make sure criminals
suffer. It’s not just enough to get
revenge on those who wronged
them, the Dark Avenger wants
to punish all criminals. Unlike
the Citizen, the Dark Avenger
worries not about upholding
the law and civil liberties. They
are rage and revenge, and
crime must pay.
• 7 Stress Capacity
• Dark Avenger have
the Archetype Traits
Average, Precision Pain, and Relentless Foe.
• Average: This character may never take Power Traits
8
• Precision Pain: The Dark Avenger inflicts +1 Damage
whenever they make a Melee attack that benefits from Focus.
• Relentless Foe: The Dark Avenger gains Advantage when
tailing, following, or tracking criminals.

Deadeye
Believing justice must be delivered one target at a time, a Deadeye
is a precise vigilante, using tactically applied pressure to make a
difference. Always specializing in some sort of ranged weapon,
the Deadeye is an archer, a sniper, or something similar.
• 5 Stress Capacity
• Marksmen have the Archetype Traits Average, Pinpoint
Accuracy and Special Ammo.
• Average: This character may never take Power Traits
• Pinpoint Accuracy: A Ranged attack from a Deadeye
can never be Evaded.
• Special Ammo: A Deadeye
may carry 2 loads of special

Chapter 1 - New Rules


ammo with them each
session. You may choose
the same load two times, or
two different loads. When a
load is used, it lasts for the
entire combat. It takes an
action to use a load.
• Explosive Ammo: All
your ranged attacks
deal +1 damage.
• Stun Ammo: Enemies
hit by this attack
must make a Save
Test in addition to the
normal effects. If they fail, they lose their next turn.
• Hollow Points: All your ranged attacks deal +2 damage
if the target has no form of reduction.
• Glue Ammo: Your Ranged Attacks have the Tier 1 9
Snare Power.

Legend
A hero out of retirement, the Legend has returned to the streets
due to some dramatic event. They’ve only got a bit of time left,
but they’re going to leave an impact. A formerly retired hero, the
Legend has returned to dispensing street justice, driven by a need
to finish their work, wrap up loose ends, or something else…
• 8 Stress Capacity
• Legends have the Archetype Traits Average, Brutality,
Desperation, Living Legend and Where Are my Pills?
• Average: This character may never take Power Traits
• Brutality: The Legend deals +1 Damage to enemies who
are at half their Stress Capacity or less.
• Desperation: A Legend can choose not to evade an
attack, instead setting up an opponent for a brutal
counterattack. They may
choose to have any attack

Chapter 1 - New Rules


directed at the Legend,
hit them automatically. If
they do, their next attack
automatically hits and
deals double damage.
• Living Legend: The
Legend gains Advantage
on Test to intimidate or
use their reputation to
accomplish social goals.
• Where are my Pills?: The
Legend can only recover
Stress Capacity through
medical treatment, and
every time they reach 0
Stress Capacity, they permanently lose one Stress Capacity
(reducing their maximum by 1.)
10
Prowler
The Prowler strikes from the
shadows, preferring ambush and
misdirection over direct combat.
Precision is her watchword, as
she carefully applies violence to
the breaking points of criminal
joints as well as organizations
and operations.
• 6 Stress Capacity
• Prowlers have the
Archetype Trait Average
and Surprise Attack
• Average: This character
may never take Power Traits
• Surprise Attack: When a target is unaware of your
attack, your attacks automatically count as Focused.
Soldier

Chapter 1 - New Rules


Trained at home or abroad, the Soldier is warfare’s student. Tactical,
cunning, and ready to lead, a Soldier is often a former officer whose
returned home to see corruption, pain and crime running their life.
Now though, they have the tools to do something about it.
• 6 Stress Capacity
• Soldiers have the Archetype Trait Average, Forged in War,
and Tactics.
• Average: This character may never take Power Traits
• Forged in War: The Soldier counts as being Proficient in all
weapon types (they gain one Mastered Weapon as normal.)
• Tactics: When the Soldier performs the Focus action,
they may choose any Ally who can hear them to benefit
from the Focus instead.

Vigilante
An ordinary citizen turned violent extremist by a horrific tragedy, the
Vigilante has become everything they hate. They’re a sledgehammer, 11
dispensing wanton violence and mayhem as requisite punishment
for the crimes that have been committed. Once unleashed, nothing
can turn the Vigilante...
• 6 Stress Capacity
• Vigilantes have the Archetype Trait Average, Careful,
Crime is a Disease, and Disarm
• Average: This character may never take Power Traits
• Careful: The Vigilante only tests 1d6 for Initiative (2d6
with the Vigilant Trait).
• Crime is a Disease: When attacking a target who has
committed a crime the Vigilante has seen in the last 24
hours; the Vigilante’s attacks are Focused.
• Disarm: A Vigilante may choose to make an attack with
Disadvantage. If they do, in addition to the normal results
of the attack, they can force the target to drop one thing the
target is holding or wearing (the Game Master has final say.)
Optional Rules: Equipment Kits

Chapter 1 - New Rules


Traits & Utility Belts Traits
While Average characters do not have access to superpowers,
they do have access to a unique set of Traits called Equipment
Kits and Utility Belts. These Traits provide unique benefits and
like Power Traits can be taken in lieu of a normal Trait choice.

Equipment Kit Traits


Equipment Kit Traits grant temporary use of superpower Traits,
Traits, focuses or other benefits, but at a cost. Every time you use
an Equipment Kit Trait, you must make a Save Test. On a failed
Save Test, you can no longer use that Equipment Kit Trait for the
rest of the session (or until your character has had a chance to
resupply at the Game Master’s discretion.)
BURGLAR KITS contain all a professional burglar might need
to pull off a small heist (backpack, 30’ of nylon rope, rappelling
gear, crowbar, climbing pads, grapples, black stealth suit with
gloves and mask, glass cutters, lock picks, etc.). This Equipment
Kit Trait grants Nimble Fingers & Sneaky. If you have those
12
Traits already, they count as focused when using this Kit.
CLIMBER KIT contains 100’ rope, climbing harness, pitons,
crampons, climber’s hammer/pick, gloves, knee and elbow pads.
This Equipment Kit Trait grants Super-Movement Tier One (Climb).
DEMOLITIONS KITS come with everything a demolitions expert
needs to set or defuse explosive charges (blasting caps, coils of
wire, timers, several types of sensors,
Characters with more than wire cutters, etc.). Plastic explosives
one Power Trait should not sold separately. This Equipment Kit
take Equipment Kit Traits or Trait grants Blast Tier 1, and this Blast
Utility Belt Traits. Practiced damage can not be reduced.
and Average archetypes are DISGUISE KITS include all one needs to
more than balanced with perform acts of convincing impersonation,
these Traits, but they can mimicry, and create convincing disguises
easily unbalance a character (make-up, latex molds, false facial hair,
with too many powers. wigs, etc.). This Equipment Kit Trait
grants Shapeshifting Tier One (Mimic.)
FORENSICS KITS contain
all one might need for in-field

Chapter 1 - New Rules


forensic investigations (fin-
gerprinting brushes, magni-
fication lenses, plastic bag-
gies, field microscope, tongs
for picking up clues, gloves,
etc.). This Equipment Kit Trait
grants the Detective Trait, and
it counts as Focused.
FORGERY KITS contain
various types of electronic
and mechanical replication
devices, an array of pens and
stencils, and all a vigilante
needs to forge documents
and access badges. Does not
include supplies needed to
forge cash. This Equipment
Kit Trait provides you with
official looking documents that impose Disadvantage on those
13
inspecting them for authenticity.
HACKER KITS contain all a hacker might need to interface
with and overcome security on a computer system, transfer
files, download data, even the basic electronic tools needed to
connect into foreign networks through access to routers, wires,
etc. Includes a powerful laptop with a lot of custom software, a
true bargain for the price. This Equipment Kit Trait grants you
with Mind-Reading Tier One, but you can only target electronics.
HALO KITS include all someone needs to parachute stealthily
from high altitudes (portable altimeter, breathing gear for low
pressure, stealth parachute, etc.). This Equipment Kit Trait grants you
Flight Tier One, but you can never move upward only downward.
MEDIC KITS contain all a field medic needs to work her
medical miracles (canteen, flares, surgical instruments and
tools, bandages, hypodermic needles, several doses of common
pharmaceuticals, defibrillator, etc.). This Trait grants you the
Healer Trait, and you count as Focused while using it.
RESEARCHER KITS contain all a journalist or scientist might
need to conduct research, write white papers, or document travels

Chapter 1 - New Rules


(portable computer or tablet, digital camera, briefcase, organizer
with papers, pens, calendar, and contact book, etc.). This Equipment
Kit Trait grants you the Educated Trait and Eidetic Memory Trait.
SCIENCE KITS contain all a scientist needs to conduct scientific
classifications and experiments (portable computer or tablet, several
types of field lab equipment and tools, sample containers and
vials, various electronic scanners to scan flora, fauna, geographic,
atmospheric conditions, etc.). This Equipment Kit Trait grants you
the Educated Trait and you count as Focused while using it.
SCUBA KITS contain all a vigilante needs to conduct deep
sea missions (wetsuit, oxygen tank, gloves, utility knife,
mask, flippers, depth meter, wrist mount diving light, etc.).
This Equipment Kit Trait grants you the Immunity Tier One
(Vaccum) Power, as well as Advantage on resisting underwater
Environmental Effects.
SURVEILLANCE KITS include 10 electronic bugs, 5 phone
taps, laser sound amplifier, range-finding binoculars, radio
receiver (works with bugs and taps at 300 feet), digital camera, 14
night vision goggles, etc. This Equipment Kit Trait grants you
the Perceptive Trait while using it.
SURVIVALIST KITS contain all a vigilante needs to survive short
jaunts in the wild (backpack, boot knife, machete, 10 days of
military-style rations, compass, collapsible tent, compact sleeping
bag, GPS system, mess kit, flares, etc.). This Equipment Kit grants
you the Survivalist Trait and you count as focused while using it.
TECHNICIAN KITS include all vigilantes should need to
perform repairs to electronic or mechanical objects (diagnostic
tools, digital oscilloscope, multi-meter, wire, tools, electrical
tape, soldering iron, various socket wrenches, screwdrivers,
etc.). This Equipment Kit Trait grants you Advantage on
attempts to use, repair, or modify electronics.
VIGILANTE KITS include a durable wristwatch, earpiece
commlink (1-mile radius), a biorhythmic data on a magnetic
strip and an encrypted smartphone with a reader. This Equipment
Kit Trait grants you Advantage on Tests related to surveilling
criminals if you’ve had at least ten minutes to prepare.
Utility Belts

Chapter 1 - New Rules


Utility Belt Traits are similar to Equipment Kit Traits, but they
instead provide modular load-outs that Vigilantes can customize.
Utility Belt: This Trait grants the character a utility belt, with
a customizable loadout. They must choose one of the following
set ups for each time they take this Trait. This Trait can be taken
multiple times, though each loadout can only be granted once.
Using equipment in your utility belt takes an action.
• Waist – 8 Slots. This option counts as two Trait choices.
• Thigh - 6 Slots. This option counts as a single Trait choice.
• Bicep - 4 Slots. This option counts as a single Trait choice,
but it doesn’t take an action to use items stored in the
Biceps Utility Belt.
• Torso - 6 Slots. This option counts as a single Trait choice.
Every time the Vigilante gears up (leave their hide out, the start
of a session, etc.) they may fill the pouches with one-use items
that provide them with a benefit.
15
Item Slots Effects
Bolas 3 Snare Tier One
Set of Caltrops 4 Snare Tier One, deals 1 damage.
Flash Pellets 3 Energy Control (Light) Tier 1.
Rebreather 3 Immunity (Breathing) Tier 1
Smoke Pellets 4 Energy Control (Darkness) Tier 1
Micro-Tasers 2 Energy Control (Electricity) Tier
2 – Damage in melee only.
Tracking Devices 4 Knowledge of where Target
is within 30 miles. One block
accuracy.
Stim Pack 2 Regeneration Tier 1 for 2d3
Turns.
Emergency Beacon 3 Keyed Individuals know where
bearer is within 30 miles. One
block accuracy.
Vehicles

Chapter 1 - New Rules


Vehicles (Cars, Trucks, Vans,
Motorcycles, etc.) can be a big
part of your game. Nothing is
more thrilling than a seeing
a vigilante run down a gang
member on a motorcycle,
either on foot or in a car. And
who doesn’t love a good car
chase?
Vehicles have Stress Capacity,
just like people do. However,
once they take damage only
a mechanic can restore (fix)
them.
When shooting a gun out
of a moving vehicle, a Hero
suffers Disadvantage to their
Test. If an enemy is shooting at a vigilante from a moving vehicle,
the enemy suffers Disadvantage. 16
If a vehicle reaches 0 SC, roll 1d6. If the result is 1-4, the vehicle is
salvageable and can be repaired. If the result is a 5-6, the vehicle is
destroyed. Driving a vehicle or flying a Drone consumes a Character’s
full action. Attempting tricky maneuvers will require a Test.
Car chases (or any vehicle) are handled similar to combat.
The driver(s) rolls Initiative against the opponent, as does any
target that is attacking. If successful, the Characters go before
their opponents, those who fail go after.
When a chase starts the Game Master determines the abstract
length between the vehicles (default is 5). The Character (driver)
must succeed a test, if successful they gain one number in
distance, either moving farther away from the opponent (if they
are being chased) or one number closer (if they are chasing). If
the driver fails the roll, they lose one number in distance, allowing
their opponent to gain on them or move further away in the chase.
When the counter is at 0, the cars have caught up and the chase
is over. If the counter reaches 10, that means the car being chased
has escaped.
USING VEHICLES

Chapter 1 - New Rules


Vehicles function much like characters, having a Chassis that
acts like an archetype, and Upgrades that act like traits. When a
character is in a Vehicle, the character gains the benefits of all their
Traits, and can apply them to the Vehicle. A Driving Test is any
test made due to the movement of a vehicle and would require the
Driver to make a test to successfully overcome any issues.
The most common Driving Test is Rough Terrain, which imposes
Disadvantage on any Driving Tests while in it!
Note: The tests you gain from Evade are NOT driving tests.
Every turn while a character is driving a vehicle, they may
take any normal action. When a Driver attacks, they use a
handheld weapon out a window, but not a vehicle mounted
weapon. When Drivers take the Evade action, the benefits apply
to everyone in the Vehicle.
Attacks can be made against vehicles, or against passengers (the
attacker gets to choose). Some upgrades will deal damage to anyone
in a vehicle and the vehicle itself. Those upgrades will specify that.
All vehicles have an attack called Ram. This is a melee attack 17
that the Driver can make.
• When Ramming, the Driver will make a Driving Test. If
successful, you ram into the other Vehicle, dealing 1d3
damage to both yourself and the target. (Roll separately
for each vehicle’s damage). You cannot Evade a Ram.
Passengers can spend their Actions using any vehicle Upgrade
they wish.

CREATING A VEHICLE
First you’ll need to take the new Trait, Resources.
• Resources: You have access to incredible resources as a crime-
fighter. You gain a Vehicle. Use the Vehicle customization
rules below to create your vehicle.

Future Tiny Supers supplements will introduce new options for


the Resources trait such as bases, as well as other options.
1. Select Chassis
2. Select a number of Upgrades as indicated by the Chassis.

Chapter 1 - New Rules


3. Play!

While this chassis list primarily deals with land vehicles (and
Earth-bound ones at that), there is room to develop underwater,
flying and other specialty chassis. The Flight and Submersible
Traits add a bit of multi-terrain flexibility to the below chassis,
and Tiny Frontiers: Revised will cover your needs for space-
bound craft for now (until the GallantVerse Cosmic Guide comes
out!)

Chassis List
Motorcycle
Little, fast, easier to maintain, but offer low amounts of protection.
The motorcycle might or might not have a side-car.
• 4 Hit Points
18
• 2 Upgrades.
• Capacity: Driver + 1 (optional)
• Motorcycles get the Evasive Upgrade.
• Evasive: Whenever you are attacked, you may roll a d6.
On a success, the attack misses. This does not stack with
Evade.

Car
A basic four to six-cylinder car, a sedan has more protection than
a motorcycle, but not much. They are, however, very versatile
and take upgrades very well.
• 6 Hit Points
• 4 Upgrades
• Capacity: Driver + 4
Heavy Car

Chapter 1 - New Rules


Muscle cars are bigger, meaner, faster, and tougher 8 cylinder
to 12-cylinder cars.
• 8 Hit Points
• 3 Upgrades
• Capacity: Driver + 3
• Muscle Cars start with the Detroit Steel Upgrade
• Detroit Steel: You take no damage from Rams you initiate.

Truck
Pickups, jeeps, or other vehicles with four-wheel drive, Trucks
are great at handling rough and difficult terrain.
• 8 Hit Points
• 3 Upgrades
• Capacity: Driver + 5 (can carry an additional 4 more if you
put them in the bed of the truck.) 19
• Trucks gain the 4-Wheel Drive trait.
• 4-Wheel Drive: You ignore Disadvantage on Driving
Tests from Rough Terrain

BFV
A BFV, or “big freaking vehicle,” is anything larger than a
truck. Vehicles sized like semis, school buses, and more all fall
into this category.
• 14 Hit Points
• 6 Upgrades
• Capacity: Driver and up to a dozen or so more!
• BFVs start with the Bulky Upgrade.
• Bulky: BFVs and their occupants can never take the
Evade action.
Upgrade List

Chapter 1 - New Rules


Armor-Piercing Rounds: A powerful armor-shredding gun
mounted on the vehicle. A weapon that deals 2 damage to the
enemy driver, all passengers, and the Vehicle on a successful hit.
Autocannon: A giant cannon mounted on the car. A weapon
that deals 3 damage to its target but imposes Disadvantage on
all attacks with it.
Emergency Parachute: A parachute that deploys from the car to
rapidly slow it down. An Emergency Parachute grants Advantage
on Driving Tests to avoid obstacles. After using the Emergency
Parachute, it must be cut from the Vehicle, or ALL driving tests
will gain Disadvantage until it’s packed up or removed.
Flamethrower: A weapon that sprays a massive gout of flame.
Deals 1 damage and the enemy Vehicle and all occupants must
make a Save. On a failed save, they take 1 damage at the start
of their next turn and must Save again.
Flight: Be it wings, rotary lift, or other means, this vehicle can
go airborne. This vehicle can fly. This simply allows the vehicle
to move in three dimensions, rather than two. 20
Grenade Launcher: A grenade launcher mounted to the vehicle.
Deals 4 damage to the enemy Vehicle and 1 damage to any occupants.
Heavy Armor: Thick metal plating, designed to protect the
occupants. Reduce all damage dealt to the Vehicle and its
occupants by 3 (to a minimum of 1). However, the first two
Driving Tests each turn is made with Disadvantage.
Light Armor: Light metal plating, providing armor and cover
to all occupants of the vehicle. Reduce all damage dealt to the
vehicle and occupants by 1 (to a minimum of 1).
Machine Gun: A mounted machine gun.
Rank 1 Power Traits also
Make 3 attacks with Disadvantage as one
make great upgrades if you
Action when using this Upgrade.
want to really customize a
vehicle (Invisibility Tier 1, Medium Armor: Plates of metal that protect
anyone?), but you should the vehicle and its occupants. Reduce damage
make sure the GM is ok dealt to the vehicle and its occupants by 2 (to
with it, before you use them. a minimum of 1). However, the first Driving
They can be unbalancing. Test each turn is made with Disadvantage.
Off-Road Capable: Improved and upgraded handling makes it

Chapter 1 - New Rules


easier to drive on bad terrain. You ignore Disadvantage from
Rough Terrain while making Driving Tests.
Oil Slick Spray: Oil that sprays from the back of your car: Any
Vehicle following you suffers Disadvantage on their next turn.
Prisoner Box: The back of the Vehicle is set up with glass, wire,
and bars. Anyone held in the Prisoner Box in the Vehicle cannot
physically interact with the driver and suffers Disadvantage on
any attempts to escape the vehicle.
Ram Plate: A massive plate is bolted to the front of your vehicle
to increase its impact. Your rams deal 1d6 damage.
Retrofitted Chassis: Your chassis has been upgraded with
metal to make it stronger. Your vehicle gains +2 Hit Points
Rocket Launcher: A launcher tube is attached to your vehicle,
allowing you to fire missiles and rockets at others. You may
make an Attack that deals 2d3 damage.
Rotary Autocannon: A massive rotating machine, bolted to
your ride. Make six Attacks with Disadvantage on each Action.
This weapon can only be used once per turn.
21
Satellite Uplink: You’re always plugged in. Twice per session,
a Test made to research, hack, or find information from inside
the vehicle gains Advantage.
Shredder: You can eject spikes that shred the tires of those
following you. Any Vehicle following you takes 1 damage and
has Disadvantage until they stop to repair their tires.
SMG: A small machine gun attached to your vehicle. Make two
Attacks with Disadvantage on each Action. For each attack that
hits, you may make an additional Attack with Disadvantage.
Smoke Dispenser: Your vehicle can spray smoke, making escape
easier. You can use this system to grant Advantage on rolls to
lose someone following you.
Submersible: Your vehicle is seaworthy. Your vehicle can go
underwater, protecting its inhabitants, and providing them air.
Wheel Blades: You may make normal melee attacks with your
vehicle that are not ram.
Chapter 1 - New Rules
Drugs
Being a vigilante can be exceedingly difficult. Sometimes your body
just aches. Sometimes you just can’t keep up with the villains. But
you’ve heard there’s a new drug on the market that will help you
to become strong enough, or fast enough to take the villain down.
You’ll only do it once you tell yourself. Only once…
Drugs typically add a Trait to a character (though not all do.)
Taking drugs too often can result in addiction. Being addicted
means suffering Disadvantage on all Tests every day you don’t 22
take the substance (The Game Master states when addiction
occurs. Rule of thumb: taking a drug four times or more triggers
an addiction in the Character).
One month of being dry will break the addiction. All drugs cost
$100 a dose. All durations of the drugs’ effects last 2 hours.

Drug Trait
0.STRONGMAN Super-Strength Tier 1
Eagle Wings Acrobatic
Indomitable Armored Tier 1
Betty Davis Eyes Charismatic
HyperSpeed Super-Speed Tier 1
Wide I Vigilant
Hocus Focus Perceptive
ReGrow Restores 1d3 Stress Capacity per use.
Game Master Tools

Chapter 1 - New Rules


Generating Neighborhoods in Haven City
Below are tables to help you generate neighborhoods and more
in Haven City!
To make a d66 roll, you simple roll 2d6 and count them from left to
right. The first one is the 10s digit, and the final one is the ones digit.
Use the chart below to build Locations for 1 random city block
by rolling four times and recording your results. Do this 12
times to outline your neighborhood.

D66 Roll Result D66 Roll Result


11 High Rise Apart- 41 Liquor Store
ment Building 42 Pawn Shop
12 The Projects 43 Gun Store
13 Nightclub 44 Outdoor Park
14 School 45 Office Building
15 Red Light District 46 Underpass 23
16 Duplex Homes 51 Dive Bar
21 Abandoned 52 Parking Garage
Buildings
53 High Rise Hotel
22 Fire Station
54 Brothel
23 Criminal Stronghold
55 Grocery Store
24 Free Clinic
56 Apartment
25 Fast Food Franchise Complex
26 Police Station 61 Coffee Shop
31 Hourly Motel 62 Comic Book Store
32 Suburban Housing 63 Public Transit
33 Homeless Shelter 64 Family-Owned
34 Theatre Resturant
35 Urban Youth Center 65 Shipping Hard
36 Industrial Building 66 Game Store
For each location on the block, roll d66 to determine what is
unique about it.

Chapter 1 - New Rules


D66 Roll Result D66 Roll Result
11 Condemned 41 Busted Windows
12 Newly Renovated 42 Recent Crime Scene
13 For Sale 43 No Cell Reception
14 Well-Guarded 44 Riddled with
15 Security Badge Bullet Holes
Access Only 45 Not up to Safety
16 Large Rodent Code
Problem 46 Criminal
21 Criminal Front Stronghold

22 Bad Plumbing 51 Lots of Security

23 Being Extorted 52 Bad Electrical Set


Up
24 Lots of Internet
Usage 53 Too nice for this
neighborhood
25 Frequent Police 24
Visits 54 Lots of Graffiti
Tags
26 Painted an Odd
Color 55 Secretly a
Vigilante Haven
31 Barred Windows
56 1d3 battered cars
32 Old Gothic parked in front all
Architecture the time
33 Smells Like Sewers 61 Lots of radio
34 Rumor Says antennas
Haunted 62 Always Loitering
35 Full of Squatters Thugs
36 Fire Damage 63 Drug Lab
64 Murder Site
65 Organized Crime
Safehouse
66 Federal Safehouse
Chapter Two
Haven City

Across the bay from Sentry City, is one of the greatest blights
in the GallantVerse: Haven City. Founded in the late 1800s
by smugglers and criminals, Haven City started as a port and
trade town, booming during Prohibition thanks to the advent
of organized crime. However, the urban and economic centers
of Haven City collapsed during the Depression, and got even
worse with the repeal of Prohibition, creating a degenerate and
blighted town that has never recovered fully.
The problems only became worse when corrupt politicians,
criminals and oligarchs managed to pass the Metahuman
Apprehension Universal
Legislation, making super 25
heroic activities and use
of superpowers illegal
inside the Haven City city
limits. M.A.U.L. crippled
any chance for Haven
City to recover fully and
created a safehold for
the worst elements of the
criminal world.
The high crime rate
(among the highest in the
world), the near-fascist
police state that MAUL
has introduced and its
propensity for illicit activity,
have caused Haven City to
become colloquially known
as: The Devil’s Haven.
Haven City: City of Many Names

Chapter 2 - Haven City


Though officially called Haven City or simply Haven, the city
has accumulated numerous nicknames over the years. The
most popular is Mud City, an old name whose exact origins
are contest, but which inspires one of the city’s most popular
unofficial mottos: Everyone’s a bit dirty. Other names include
the Devil’s Haven, a recent nickname based on their banning
of superheroes; No Haven, a joking reference to the crime rate
and corruption; and the Bad Seed, a reference to its reputation
as nearby Sentry City’s “troubled sibling.”
Haven City began as a port town with a reputation for being
friendly to smugglers and pirates. Over time, the city grew
in size and wealth, but it never lost its affinity for crime and
corruption. Today Haven City is a dangerous place that makes a
handful of criminals, corrupt businessmen, and dirty cops and
politicians quite rich and powerful, usually at the expense of
everyone else.

Haven City Today 26


What follows is just some of the more interesting neighborhoods
and regions of Haven City. GMs should feel free to add their own.
Generally, the city is more industrial along the southern coast
near its main docks and more commercial in the northern areas.

Central
The main area for government and corporate administration in
the city, central is a study in contrast. Bustling and busy during
the day, the region seems almost barren at night, abandoned
by the commuters and workers to a handful of night workers,
homeless, cops, and criminals. Haven City Hall is here, as are
the main courthouse and numerous municipal and private
office buildings.
Central is also the central point for most public transit in
the city. From here, trains and buses run numerous lines
throughout the city and into the near suburbs. Haven features
both subterranean and above ground trains.
Dockside

Chapter 2 - Haven City


A catch-all term for the southern docks and shipping area, as
well as numerous warehouses and blue-collar businesses that
service them. Dockside is where the majority of goods come in
and out of the city; even most trucks and rail-based shipments
load and unload here.
Control of Dockside has long been a sensitive subject in Haven
City. For the past few years the Corporation controlled most
shipping here, but numerous gangs, syndicates, and companies
frequently push back, seizing control of a certain area or block
of businesses. The Corporation has yet to start a full-blown war
over Dockside, but some feel it is coming—its just a matter of
when, who, and how many perish before it is over.

Diamond Coast
The Diamond Coast is a modest-sized area of Haven City just
north of central along the coast housing some of the richest
people in America. Long the home of corrupt politicians,
crime lords, and local celebrities, the area is shockingly safe
and affluent compared to much of the city—a testament to the 27
security money and connections buy in Haven.
The area is a mix of towering modern condos and apartments
famed for their lovely bayside views and amenities, and older
mansions and manors found in the heart of the city amidst the
well-maintained streets, parks, and multiple private schools.
The residences of the city’s top crime and political leaders are
heavily guarded both by their own men and the police, who
patrol more frequently and enthusiastically than anywhere else
in the city.

Innsmouth Island
Home to a fishing village that was consumed by a mysterious
fire in the 1880s, Innsmouth Island is mostly known today as
home of the Innsmouth Institute for the Mentally Troubled, a
mental health facility mostly focused on housing and treating
violent and criminal insane individuals. The institute and
its island are home to numerous ghost stories and legends,
and there are regular calls to close the facility and replace it
with something more modern and progressive. However, the

Chapter 2 - Haven City


Innsmouth family are still well-established in Haven City, and
the Institute is not only a source of regular income but also a
family tradition, including Isadora Innsmouth, the current head
of the facility.

Flytown
Technically a near suburb and not part of Haven proper, the
presence of the Colan International Airport links this region
forever to the city. Mostly populated by workers supporting the
airport, nearby hotels, and other related businesses, it is also
home to a robust but discreet criminal population, who mostly
engage in smuggling and similar pursuits.

Little Osaka
Predominantly Japanese American neightborhood on the near
southside, Little Osaka is the home to both a number of Japanese-
owned and operated businesses, but also various Japanese
American criminal enterprises, most notably the ninja clan, the 28
Kaganome. In general, the inhabitants of this neighborhood
keep to themselves and handle their own affairs; a reality that is
echoed through various other ethnic neighborhoods throughout
Haven City.

New Blackpool
One of the oldest “blue collar” neighborhoods in Haven, this
neighborhood was founded by poor workers and sailors who
left the United Kingdom in the later 1800s and early 1900s
for increased opportunities in the United States. The fate of
these immigrants was mixed, but in Haven the most successful
survived and settled in neighborhoods like New Blackpool.
Known as the “backbone of Haven” for generations, this
neighborhood is home to an overworked middle class who finds
the factory and industrial jobs of Haven’s heyday increasingly
harder to come by. Crime is up, incomes are down, and many
who could afford to leave did.
Ethnic Neighborhoods

Chapter 2 - Haven City


At its best, strong cultural ties in a neighborhood give citizens
empowering cultural ties. At worst, the aggressive otherness
of these places compared to those in power creates excuses
and opportunities to ignore and disregard the needs of citizens
who live in these areas. This leads to increased segregation
and marginalization. As Haven City is designed to be a portrait
of urban strife and corruption, it leans more heavily on these
problems, though the positive elements exist as well.
Haven City features numerous neighborhoods dominated by
one ethnic group and either controlled by political and criminal
elements or menaced from criminals and dangers from outside
their community. Little Osaka is just one example, but others
include:
• Chinatown: Sometimes called Little Canton, it is historically
heavily populated with those hailing from Southern China,
though numerous other Chinese and Southeast Asian
citizens live here as well. Dominated by numerous tongs
and triads fighting to maintain their territory and traditions
in the face of Corporation and Soyuz incursion. 29
• Casa: Taking its name for the nickname of the city of
Casablanca, this neighborhood is dominated by Moroccan
and other North African immigrants. Though relatively
affluent and stable, the community regularly deals with
Islamphobic violence and discrimination.
• Redtown: A nickname for a Russian dominated neighborhood
that stuck, this largely working-class section of Haven
has become a recruiting ground for Soyuz since the city’s
traditional industries have declined.
• Yakis: A Fillipino dominated neighborhood near dockside,
this area of the city takes its name from the Tagalong word
for “to sharpen.” Founded by sailors and dockworkers
in the early 1900s, it also houses smaller populations of
Pacific Islanders such as Samoans and Chamorros. Home
to numerous smuggling families who still work the docks.
GMs and players should create and add other neighborhoods
for various groups as needed.
Recently, immigrants and new workers began to move in recent
years, a reality that could save New Blackpool, but which also

Chapter 2 - Haven City


has inspired the less open-minded natives to turn to race and
class discrimination and violence.

Biro Park
A middle-income neighborhood on the north side, Biro Park—
or simply Biro—should be a testament to diversity and the
strength of the populace. However, Biro is saddled with too
much crime and poor funding for schools and infrastructure. The
result is a “melting pot” of numerous ethnicities and cultures,
but also various problems and struggles. Home to Haven City
University, Biro Park and its satellite neighborhoods of Gleason
and Gristwood, form the core of the area known by the locals as
Northtown. Northtown is seen generally as a “decent” place to
live, but only relative to the rest of Haven City—it is less secure,
prosperous, and stable than similar neighbors in many cities.

Law Enforcement 30
The following figures and groups feature prominently in Haven
City law enforcement.

MAUL (and the MAULers)


A city ordinance, the Metahuman Apprehension Universal
Legislation (MAUL) act is supported by both state and federal
governments, neither of whom want to deal with Haven City’s
myriad of problems more than they must. Presented as a cure
to the “destabilizing influence of unlicensed and anonymous
metahumans” it bans all superhuman activity within city limits
save that specifically licensed by the city government. To date,
only one superhuman, Indomitable, has earned such a license.
Violation of MAUL can result in fines and jail time, as well as
any additional charges associated with an individual’s activities.
Most costumed adventurers operating within Haven City are
looking at possible sentences of ten years to life based on their
activities to date; a primary reason few of them surrender to
the authorities without a
fight—a cycle often adding

Chapter 2 - Haven City


numerous resisting arrest
and assault charges to their
growing records.
To enforce the act, the city
has contracted a special group
of enforcer units known as
MAULers. Outfitted with high-
tech weaponry and advanced
training, the MAULers are not
police or even government-
employees, but deputized
private paramilitary contractors
working for the city. MAULers
are known for their ruthless
pursuit of metahumans and
general disregard for civilian
casualties, especially among
the city’s lower classes.
31
Lightbringer and the Angels
Though much of the “vigilante busting” in the city falls to the
MAULers, the Haven City Police Department has their own special
task force devoted to tracking, locating, and arresting masked
vigilantes as well. Code-named Lightbringer, the members call
themselves the Angels and receive special training and access to
special equipment and heavy weapons. Of course, in Haven City
such training and equipment is a valuable commodity and the
cops of the Lightbringer task force make a hefty side profit hiring
themselves out to various groups in Haven as mercenaries,
guards, and even hit squads.
The current head of the Angels is Diane Gabriel, a former Marine
and ex-Sentry City SWAT who took the job after she was both
praised and reprimanded in her home city for apprehending
various superhuman threats using extreme force. Gabriel is
tough, uncompromising, and opportunistic—a perfect for both
Haven and the HCPD.
David Matsumoto

Chapter 2 - Haven City


There’s a saying in Haven City: Everyone’s a Little Bit Dirty.
While this isn’t strictly true, this holds for most successful high-
ranking cops and politicians in the city. The virtuous simply
don’t survive the realities of Haven, ideologically or otherwise.
However, there are some members of the city government
and police force who are only mildly bent, compromising only
when they have no other choice or to keep the vital support
and loyalty of others in their field. Detective Lieutenant David
Matsumoto is one such person.
A third-generation soldier turned first generation cop, David
wanted to do good with their position as a member of HCPD. Soon
finding the corrupt system that runs Haven wouldn’t allow a good
honest cop and unwilling to quit, he found himself compromising
to fit in. This got him choice assignments and opportunities, but
he fears the cost he pays in integrity and decency.
Lieutenant Matsumoto is known to be sympathetic to the
city’s masked vigilante set, often letting them help on his cases
provided they share their findings with him and let him make
arrests. This has occasionally caused him problems and made 32
him his share of enemies, but it has also given him a reputation
as a hero cop, albeit one in a city that hates heroes.

Francis Ryan
The Ryan family is a staple in the HCPD going back generations.
Within the department the Ryans have a reputation for service,
tradition, and influence. On the streets they’re seen as an old
school crime family dressed in blue, running various corrupt
operations headed by the members and associates in the great
Ryan cop family. A Ryan has served as Police Commissioner
over six times, included the current Commissioner, Albert Ryan.
Captain Francis Ryan is the newest shining star of the Ryan
legacy. Newly promoted and assigned to the 11th Precinct,
which covers southern Central, she already has an exemplary
reputation for excellence and devotion to both her family and
the force. However, Francis lacks the trademark Ryan cavalier
attitude when it comes to corruption and breaking the law to
benefit her family. Shaken by a recent shooting that claimed
the life of two teenage runaways her family
covered up to protect her cousin, Owen,

Chapter 2 - Haven City


she is now unsure the family business is
right for her. Unfortunately, she has no
idea how to extricate herself from
the Ryan family’s years of corrupt
service to the political bosses and
syndicate heads who run Haven City.

Indomitable
The only authorized and licensed superhero in Haven City,
Indomitable is promoted as “the only hero Haven City needs”
in numerous posters and press releases. Superhumanly strong
and tough with an array of other extraordinary powers, the hero
foils bank robberies, ends hostage situations, and numerous
other acts—often with numerous reports and public relations
experts in attendance.
Recently, the rise of illegal vigilante activity in the city has
created a call for Indomitable to devote more time identifying
and arresting unlicensed masked crimefighters. Some in the city 33
government even suggest recruiting additional superhumans
to aid in these efforts. To date, the mayor’s office has remained
silent on the issue, save to assure the public the matter is being
carefully considered.

As a superhuman guardian of the status quo, Indomitable


functions as a sort of sword of Damocles for PC vigilantes.
If they have, gain, or display superhuman powers? They will
draw his attention and be targeted for arrest or other harsh
response. If they rock the boat too much, endangering corrupt
politicians and influential crime bosses? They risk the same.
However, if they don’t push the to clean up the city? What’s
the point of being heroes?
Thus, Indomitable is both a threat and in most campaigns an
inevitability. Eventually the heroes will “go too far” (read: be
too successful) and draw his attention. At that point, they
will need to deal with an arrogant, self-righteous powerhouse
who is extremely annoyed they won’t play by the rules.
Organized Crime in Haven City

Chapter 2 - Haven City


Haven City’s organized crime ranges from colorful street gangs
to multinational syndicates and includes numerous costumed
or otherwise unusual individuals. The following section details
some of the most noteworthy groups and individuals, but GMs
and players should invent their own additions as needed.

The Corporation
At the top of the criminal underworld of Haven City is the
Corporation. Headed by the mysterious Chief Executive, this
powerful syndicate runs itself like a multination corporation,
complex with stock options, benefits, and numerous shell
companies to both enhance and hide their various activities.
The Corporation doesn’t control all crime in Haven City, but they
have their hands in a majority of it. Most of the city politicians
take the Corporation’s bribes at one time or another, and the
organization has ruined the few honest cops and politicians
who attempted to bring them down.
The Chief Executive’s identity is a closely guarded secret within
the Corporation, and it is known there has been more than one
34
person to hold the position since the Corporation’s founding.
However, it is believed the current Chief Executive is in fact the
original, having returned from retirement or exile to once again
dominate the organization they created.

Guttersnipes
A subterranean gang that dominates the hidden and undesirable
regions of Haven City, the Guttersnipes use the sewers and steam
tunnels under Haven to move unmolested below even the most
secure and affluent neighborhoods. Rumored to be cannibals and
stealers of children, the Guttersnipes dominate street crime in
various areas, running pickpocket and petty theft rackets. They
generally avoid larger criminal enterprises, though occasionally
they will strike outside their territory, usually driven by the unstable
and often megalomaniacal desires of their leader, King Rat.
The Guttersnipes know their territory better than anyone else,
including the location of various lost and makeshift tunnels
and pathways that don’t appear on any map. Only the bravest
or most foolish in Haven travel the Guttersnipe’s underground

Chapter 2 - Haven City


without their approval or guidance.

Kagenome
Largely forgotten in modern
Japan, the ninja-clan known
as the Kagenome (“Eyes
of Shadow”) traveled to
the United States in the
late 1800s, establishing
themselves as a secretive but
valuable order of assassins
and spies for well over a
century. Kagenome ninjas
have served presidents
and crime lords, killed
politicians and celebrities,
and unearthed countless
secrets. Primarily composed
on Japanese Americans, the 35
“Shadow Eyes” nevertheless
recruit anyone who can
survive their grueling
training and tests of loyalty.
While admirable for their infiltration skills, combat abilities,
and history of excellence, the Kagenome are far from heroic.
They are an ambitious order of masked killers who mix hard-
hearted American capitalism with their ancient traditions to
create a hybrid product that is slick, attractive, and deadly. They
have no compunctions about sending their ninja to harass,
kidnap, or kill any who interfere with their operations.

Soyuz
Started ten years ago by Chort (“Demon”), a former prizefighter
and enforcer for the Corporation, Soyuz (“Union”) stands as an
intentional counterpoint to the Corporation—an unapologetic
criminal empire with no pretense of legitimacy. Soyuz runs guns,
traffics people, deals drugs,
extorts people and businesses,

Chapter 2 - Haven City


and will kidnap or kill anyone for
the right price. The organizations
approach earned them a modest
but diehard following with the
criminal element; a mix of “old
school” gangsters and rebellious
young upstarts who chafe at
the rules of operations like the
Corporation.
Chort is the undisputed leader
of Soyuz, though his inner circle
changes often as members are
arrested, eliminated, or fall out of
favor. Chort’s physical prowess
and boundless cruelty cement his
place at the top of the organization; he has been known to slowly
break those who fail or anger him with his bare hands.

The Seminary 36
Run by the masked mercenary, Deacon, the Seminary is a secret
academy dedicated to the training of henchmen and lower-lever
supervillains. Graduates of the Seminary are a cut above the
standard goon serving numerous villains throughout Haven
and elsewhere, a fact that makes them in high demand. Some
villains even send their followers to the Seminary to train, an
expensive but effective tactic. While most Seminary graduates
still fair poorly against true superhumans and experienced
masked vigilantes, their success rate is noticeably better than
others with less training and conditioning, a fact that keeps the
Deacon’s academy doing brisk business.
The Seminary will also hire out current and recent students
for specific operations. During these operations, students wear
the symbol of the Seminary, a bone-white cross on a blood red
field, usually in the form of masks or patches marked with this
symbol. The similarity to the Swiss national flag is intentional;
a reminder that money and neutrality drives the Seminary.
Iconic Heroes

Chapter 2 - Haven City


Fury
Alter Ego: Tisiphone “Tisi” Sanz
Archetype: Colossus
Ethnicity: Mixed (Latina-Greek)
Height: 6’
Hair Color: Auburn
Eye Color: Gray
Tisi Sanz was a top MMA fighter
known for her unwavering
determination and remarkable
fighting instincts. When she
refused to a throw a fight at the
behest of Chort, the gang boss
ordered an example made of her and her family. After watching
Chort’s Soyuz goons killed her trainer and family, Sanz was
beaten, shot, and left for dead. In truth, she did die for several 37
minutes before she was revived by a homeless vet and former
Army medic who saved her life.
Trauma and brain damage from her ordeal changed Sanz.
She now lives among the homeless of Haven City, her mind
switching between that stark reality and a fantasy world
taken from stories of mystical warriors, fierce barbarians, and
strange monsters her husband used to read their child before
bedtime. The identity of those who killed her family and ruined
her life are unclear and unreliable, often appearing in visions
or traumatic flashbacks. Due to her strange behavior and the
bloody fighter’s robe Chort’s goons wrapped her in
before dumping her body, they now call her Fury.
Stress Capacity: 10
Traits:

Chapter 2 - Haven City


• Average: This character may never take Power Traits
• Berserker: When attacking with a Melee Weapon
(including Unarmed), you can choose to make an attack
with Disadvantage. If you do and succeed, you deal an extra
point of damage.
• Blooded Knuckles: When this character has only a third of
their Stress Capacity left (round up), they gain Advantage
on all melee attacks and their melee attacks do +1 Damage.
• Brawler: If you are fighting Unarmed, you Evade with 2d6
(instead of 1d6).
• Cleave: If your attack drops an enemy to 0 Stress
Capacity, you may immediately make an extra attack with
Disadvantage.
• Diehard: When an attack would reduce you to 0 Stress
Capacity, it instead reduces you to 1 Stress Capacity. You
can do this once per day.
Mastered Weapons: Unarmed 38
Trained Weapons: Clubs, Chains, Swords

Nightfox
Alter Ego: Eli Matsumoto
Archetype: Citizen
Ethnicity: Asian (Japanese)
Height: 5’9”
Hair Color: Black
Eye Color: Brown
Eli Matsumoto, a messenger and lifelong resident of Haven’s
predominantly Japanese American Little Osaka neighborhood,
one night he saw something he shouldn’t. Stumbling on a deal
between corrupt cops and members of the Kagenome ninja clan,
he barely escaped with his life. Going underground with the
help of his uncle and HCPD

Chapter 2 - Haven City


detective, David Matsumoto,
the young man drew the
attention of Master Shedo,
a former Kagenome ninja
master seeking redemption
by training warriors to oppose
his former clan. Seeing great
potential in Eli, Shedo trained
the young man to merge
his natural athleticism and
parkour training with ancient
ninjutsu techniques.
Clad in black and sporting a
LED-lined fox mask, Nightfox
is a modern heroic ninja
battling in a concrete forest
of graft and peril. He sees
himself as a protector of his
city, especially its Asian American populace, and devotes much 39
of his time to opposing the Kagenome and other gangs who
prey on Little Osaka and similar neighborhoods and citizens.
Stress Capacity: 6
Traits:
• Acrobat: You gain Advantage when Testing to do acrobatic
tricks such as tumbling, long-distance jumps, climbing,
and maintaining balance.
• Average: This character may never take Power Traits
• Face in the Crowd: Attempts to locate or find the Citizen
or trail them in a crowd suffer Disadvantage.
• Neighborhood Watch: Twice per session, Nightfox can make
a Save Test. If successful, they gather a necessary piece of
information from their neighbors related to crime in the area.
Mastered Weapons: Unarmed
Trained Weapons: Ninja Weapons, Sticks/Staves, Swords
Sister Midnight

Chapter 2 - Haven City


Alter Ego: Victoria Washington a.ka. Mama V
Archetype: Crusader
Ethnicity: African American
Height: 5’7”
Hair Color: Black
Eye Color: Brown
Victorian Washington grew up on the streets of Haven City but
escaped the gang violence and corruption by joining the US
Army. She returned to Haven a decorated soldier with a desire
to make a difference. A brief stint with the Haven City Police
Department reinforced what she learned as a child; there was
little justice to be found in Haven City—just what you could
make for yourself and others. And that’s exactly what Victoria
did in two important but
distinctive ways. First, she
founded a shelter for the
victims of crime. Those she
takes in and helps call her 40
Mama V, the matron saint
of Haven. Second, she
became Sister Midnight.
Donning a full-face mask,
armored shield, electrified
baton, and body armor,
she became a one-woman
police force, taking on the
criminals the authorities
wouldn’t. She avoids
lethal force and guns
when possible, but she is
no stranger to either and
usually carries a sidearm
as a backup. As Sister
Midnight and Mama V, she
helps the broken and victimized of Haven City, and punishes
those who would harm them.

Chapter 2 - Haven City


Stress Capacity: 8 (Tough included)
Traits:
• Average: This character may never take Power Traits
• Detective: The character gains Advantage on Test made
to decipher information when investigating crime scenes.
• Insightful: You gain Advantage when Testing to discern
whether someone is telling the truth or lying.
• Underworld Connections: The character starts with 3
contacts in the criminal world, who they can attempt to
pressure to feed them information (once per session.)
After each session where they use this, roll a Save Test
for each contact who was used. If
failed, something terrible happens
to the contact. See the sidebar
Contacts
• Shield Master: While wielding a 41
shield, Test with 2d6 on Evade
Actions instead of 1d6. If
you choose this Trait, your
Super gains a shield at
Super creation.
• Tough: Increase Stress
Capacity by 2 (factored in).
Mastered Weapons: Clubs,
Unarmed
Trained Weapons: Guns, Heavy
Weapons, Knives
The Pale Lady

Chapter 2 - Haven City


Alter Ego: Eva Vitkova
Archetype: Dark Avenger
Ethnicity: White (Czech)
Height: 5’ 9”
Hair Color: Brown (white wig)
Eye Color: Violet
Eva Vitkova came to the United
States as part of a “sponsorship”
program, looking for increased
educational and employment
opportunities and lured by
promises of a better life. In
reality, the program was a
cover for a human trafficking
syndicate. Eva worked for the
syndicate for two years until
providence intervened. The vigilante Sister Midnight busted the 42
Soyuz operation where Eva was being kept and she escaped.
Free but now alone and forcefully addicted to drugs, was taken
in by a Mama V, a veteran who now ran a shelter for crime
victims. Mama V helped Eva get cleaned up, taught her to
defend herself, and hoped to help the woman find a better life.
Unfortunately, but understandably, Eva couldn’t let her past go.
She wanted revenge for her past, and she wanted to punish
those who would do the same to others. Unable to get justice as
an undocumented immigrant in a corrupt system, she turned to
the knife and the gun. Dressed all in white, she soon became
known as the Pale Lady, a ghostly figure who punishes those
who abuse, enslave, and victimize others.
Eva is not aware Sister Midnight the vigilante who freed her and
Mama V, the woman who took her in and helped her afterwards
are the same person. Sister Midnight is aware of Eva’s double life
as the Pale Lady, but she has yet to tell Eva she knows.
Stress Capacity: 7
Traits:
• Average: This character may never take Power Traits

Chapter 2 - Haven City


• Cleave: If your attack drops an enemy to 0 Stress
Capacity, you may immediately make an extra attack with
Disadvantage.
• Precision Pain: The Dark Avenger inflicts +1 Damage
whenever they make a Melee attack that benefits from
Focus.
• Quick Shot: You are able to reload a Ranged Weapon and
fire it in one Action, if it runs out of ammo.
• Relentless Foe: The Dark Avenger gains Advantage when
tailing, following, or tracking criminals.
• Resolute: gain Advantage on
all Save Tests.
Mastered Weapons: Guns,
Knives
Trained Weapons: Clubs,
Unarmed 43
The Puma
Alter Ego: Mateo Alvarez
Archetype: Legend
Ethnicity: Hispanic
Height: 6’
Hair Color: Gray
(originally black)
Eye Color: Brown
Years ago, the Puma was a
name that struck fear into
the criminals of Haven City.
A two-fisted champion
of justice, he took on
drug cartels, street gangs,
Chapter 2 - Haven City
corrupt cops, and
crime lords and
brought some
small amount of
peace and stability
to the streets. Despite
the power of Haven City’s
underworld, eventually even
the top syndicate bosses grew to
fear the heroes interference.
Then over twenty years ago, the Puma
vanished. Rumors persisted the vigilante was killed, but no one
stepped forward to take credit. In truth, it wasn’t a bullet or
gun that defeated the hero, it was time. Weakened by years of
punishing his body, the Puma aka Mateo Alvarez, was forced to
retire. For a decade Mateo hung up his mask, focusing instead on
his civilian life as a Cuban refugee and former boxer turned car
mechanic. Mateo married, had children, and grew his business 44
into a successful series of auto repair and car customization
shops across the city.
However, when Mateo’s wife recently died and with his
children grown and living outside Haven, the old crime fighter
grew restless. With a mix of renewed resolve and unmanaged
grief, he once again prowls the streets as the Puma, seeking to
clean streets he watched for years grow increasingly dangerous
in his absence.
Though in his sixties, the Puma is still a fierce, fit fighter and
athlete. Years of therapy have mended the worst of his old
injuries, though age is still a constant enemy for the masked
hero. Not a killer by nature, the Puma doesn’t use guns or
other deadly weapons, instead favoring his fists, a claw-shaped
grapple gun and weighted throwing balls marked with the
feline silhouette of his namesake. He uses several customized
and armored vehicles in his crusade against crime, though his
favorite is a jet-black 1967 Puma GT.
Stress Capacity: 8

Chapter 2 - Haven City


Traits:
• Average: This character may never take Power Traits
• Brawler: If you are fighting Unarmed, you Evade with 2d6
(instead of 1d6).
• Brutality: The Legend deals +1 Damage to enemies who
are at half their Stress Capacity or less.
• Cleave: If your attack drops an enemy to 0 Stress Capacity, you
may immediately make an extra attack with Disadvantage.
• Desperation: A Legend can choose not to evade an attack,
instead setting up an opponent for a brutal counterattack.
They may choose to have any attack hit them automatically.
If they do, their next attack automatically hits and deals
double damage.
• Living Legend: The Legend gains Advantage on Test to
intimidate or use their reputation to accomplish social goals.
• Where are my Pills?: The Legend can only recover Stress 45
Capacity through medical treatment, and every time they
go to 0 Stress Capacity, they permanently lose one Stress
Capacity (reducing their maximum by 1.)
• Wealthy: When you wish to purchase something, you
simply make a Test with Advantage. If successful, you can
buy the item in question.
Mastered Weapons: Unarmed,
Thrown Weapons
Trained Weapons: Grapple Gun,
Clubs
Shadowshaft

Chapter 2 - Haven City


Alter Ego: Tyrone Walker III
Archetype: Marksman
Ethnicity: African-American
Height: 6’1”
Hair Color: Black
Eye Color: Brown
Though born in Haven City, Tyrone Walker III spent summers
in the wilds with his grandfather, a former Army ranger and
avid outdoorsman. It was Tyrone Walker Sr. that saw the young
man’s natural talent and taught him the bow, his own preferred
hunting weapon. Young Tyrone took the weapon like he was
born to it, and by the time he was eighteen he was one of the
top candidates for the US Olympic archery team.
Tragically, Tyrone’s dreams ended when he was framed for
illegal drug use by BlakeTanner his chief rival and the privileged
son of one of Haven City’s wealthier and more corrupt families.
After a brief but dream-ruining stint in prison, he donned a 46
mask and took up his bow to avenge himself on those who
wronged him. As the Shadowshaft, he became a modern-day
Robin Hood, robbing rich criminals and corrupt businessmen
and distributing their wealth to the poor. He even managed to
prove he was framed, exposing Blake Tanner. Tanner avoided
prison but was stripped of his numerous medals and awards
and banned from the Olympics and the competition archery
circuit. Tyrone, seeing the real change his skills brought those
in need, still operates as Shadowshaft today.
Shadowshaft is easily one of the world’s top archers and a
skilled streetfighter. He learned tracking and survival skills
from his grandfather, who suspects his favorite grandson is in
fact the masked bowman of Haven City.
Stress Capacity: 6
Traits:
• Average: This character may never take Power Traits
The various heroes of Haven City are a violent and occasionally

Chapter 2 - Haven City


unstable lot. As such, they could easily become villains for a
campaign, especially those which already have plenty of PC
heroes and established allies. GMs should feel free to take one
or more of these heroes and transform them into adversaries
and enemies in their campaigns. Sometimes this can be done
simply by playing up a character’s inherent violence and
instability. For example, Fury could easily attack innocents in a
misguided crusade of vengeance. In other cases, a character’s
origins will need altering, such as making Nightfox an assassin
in service of the Kagenome.

• Marksman: When using the Focus Action, your next attack


with a Ranged Weapon is successful on a Test of 3, 4, 5, or 6.
• Pinpoint Accuracy: A Ranged attack from a Marksman
can never be Evaded.
• Special Ammo: A Marksman may carry 3 loads of special
ammo with them each session. You may choose the same
load three times, or up to three different loads. When a
load is used, it lasts for the entire combat. It takes an 47
action to use a load.
• Explosive Ammo: All your ranged attacks deal +1
damage.
• Stun Ammo: Enemies hit by this attack must make a
Save Test in addition to the normal effects. If they fail,
they lose their next turn.
• Hollow Points: All your ranged attacks deal +2 damage
if the target has no form of reduction.
• Survivalist: You gain Advantage when Testing to forage
for food, find water, seek shelter, or create shelter in the
wild or on the streets.
• Tracker: You gain Advantage when Testing to track a
person, creature, or an animal in the wilderness. While
outside, you can also locate true north without Testing.
Mastered Weapons: Bows
Trained Weapons: Thrown Weapons, Unarmed
Rogues Gallery

Chapter 2 - Haven City


The following villains work and operate out of Haven City. If
killed or disabled, many will be replaced with similar characters
filling the vacuum their loss creates.

Cardsharp
Alter Ego: Max J. Pitchford
Archetype: Marksman
Ethnicity: White
Height: 5’ 10”
Hair Color: Black
Eye Color: Brown
Max J. Pitchford is an assassin and
mercenary whose trademark weapons
are an array of razor-sharp metal cards.
Originally a hustler and card magician,
Pitchford began to take jobs for various
criminal organizations when his legitimate
48
efforts as an entertainer stopped paying the bills.
Cardsharp treats each job like an elaborate act or
game, often employing misdirection and deception to
aid in both execution and escape.
Stress Capacity: 6
Traits:
• Average: This character may never take Power Traits
• Marksman: When using the Focus Action, your next attack
with a Ranged Weapon is successful on a Test of 3, 4, 5, or 6.
• Nimble Fingers: You gain Advantage when Testing to
pick locks, steal, or do sleight of hand.
• Pinpoint Accuracy: A Ranged attack from a Marksman
can never be Evaded.
• Trick Cards: Cardsharp may carry 3 loads of trick cards
each session. You may choose the same load three times,
or up to three different loads. When a load is used, it lasts

Chapter 2 - Haven City


for the entire combat. It takes an action to use a load.
• Razor Cards: All your ranged attacks deal +1 damage.
• Taser Cards: Enemies hit by this attack must make a
Save Test in addition to the normal effects. If they fail,
they lose their next turn.
• Poison Cards: All your ranged attacks deal +2 damage
if the target has no form of reduction.
Mastered Weapons: Thrown Weapons
Trained Weapons: Unarmed, Knives

Sugar Rush
Alter Ego: Hershey Lee
Archetype: Gang Boss
Ethnicity: Mixed (White and Asian)
Height: 6’1”
Hair Color: Black (dyed various colors) 49
Eye Color: Brown (colored contacts)
Master chemist, drug dealer, and gang leader Hersey “Sugar
Rush” Lee is as flamboyant as she is dangerous. Known for her
candy-colored outfits, dyed hair, and outrageous style, Sugar
Rush looks more like a reject from the 1970s comic book than
the brilliant and deadly criminal she is. Sugar’s gang controls
much of Haven’s drug trade, including various experimental
substances used to enhanced human performance, often
with tragic and extreme side effects. Sugar tends to name her
henchmen and close associates after candies and confections
and is rarely seen without her chemically altered albino jaguars,
Cookie and Cupcake. She carries a gun that fires darts that can
inject an array of drugs and toxins into a target.
Stress Capacity: 5
Traits:
• Average: This character may never take Power Traits
• Leadership: As an action, you can direct your allies in

Chapter 2 - Haven City


battle, executing complex plans, surprise tactics, and
ensuring victory! You may choose two targets to gain
Advantage on their next roll.
• Opportunist: If an enemy within range fails to hit with an
attack against you, you may immediately make an attack
with Disadvantage against that enemy.
• Special Stash: Gain Advantage when using a drugs or
chemical substance to assist in an appropriate action.
Mastered Weapons: Dart Gun
Trained Weapons: Guns, Knives, Unarmed
Gear: Dart Gun (any successful attack with this weapon may
inject the target with 1 dose of a drug of the user’s
choice).

Deacon
Alter Ego: Bishop (full name
unknown) 50
Archetype: Soldier
Ethnicity: African American
Height: 6’2”
Hair Color: Black (Graying)
Eye Color: Brown
Leader of the Seminary, this mercenary fought in wars across
the globe for decades as a soldier of fortune before settling into
his life as the head of Seminary, a specialized training academy
for masked henchmen and low-level super-criminals. Using his
experience and skills, Deacon turns raw recruits into competent,
even dangerous, underlings for various criminal organizations.
His record of success is considerable, though it bothers him
how often masked heroes will dispose of his graduates—even
if many of them are hired as cannon fodder by various villains
and organizations.
While generally not wanting to get his hands dirty anymore,

Chapter 2 - Haven City


Deacon is a deadly combatant and more than willing to take to the
field to show his recruits how it’s done. He favors firearms, but
there isn’t a weapon in the world he’s not capable of killing with.
Stress Capacity: 8
Traits:
• Average: This character may never take Power Traits
• Forged in War: The character counts as being Proficient in all
weapon types (they gain one Mastered Weapon as normal.)
• Perceptive: You gain Advantage when Testing to gain
information about your surroundings or find things that
may be hidden. You gain this even while asleep.
• Resolute: gain Advantage on all Save Tests.
• Tactics: When the the character performs the Focus action,
they may choose any Ally who can hear them to benefit
from the Focus instead.
• Tough: Increase Stress Capacity by 2 (factored in).
51
• Vigilant: You gain
Advantage on Initiative
Tests.
Mastered Weapons: Guns
Trained Weapons: All

Chort
Alter Ego: Rogov Besovich
Archetype: Colossus
Ethnicity: White (Russian)
Height: 6’6”
Hair Color: Blonde (Graying)
Eye Color: Blue (left eye white
and blinded)
Rogov “The Red Devil” Besovich was a champion prizefighter
in his native Russia rumored to be a favorite of Putin himself,

Chapter 2 - Haven City


but his cruelty and ambition drove him to seek fortune overseas.
Excess and overreach doomed his fight career and he soon found
himself working for the Corporation as a demon-masked enforcer
known as Chort (“Demon”). As Chort, Besovich built a reputation
as a monstrous force in the underworld, eventually breaking free
from the Corporation and founding his own syndicate.
Despite his past associations, Chort and the Corporation
possess no particular animosity or affection for each other—it
was a past business relationship that ended amiably enough,
nothing more. The same cannot be said for numerous masked
vigilantes that have foiled Soyuz operations; Chort has a
standing bounty of any information that leads to the death or
ruin of various masked heroes operating in and around Haven
City.
Stress Capacity: 12
Traits:
• Average: This character may never take Power Traits
• Blooded Knuckles: When this character has only a third of
52
their Stress Capacity left (round up), they gain Advantage
on all melee attacks and their melee attacks do +1 Damage.
• Brawler: If you are fighting Unarmed, you Evade with 2d6
(instead of 1d6).
• Cleave: If your attack drops an enemy to 0 Stress
Capacity, you may immediately make an extra attack with
Disadvantage.
• Resolute: gain Advantage on all Save Tests.
• Strong: You gain Advantage when Testing to do something
with brute force.
• Tough: Increase Stress Capacity by 2 (factored in).
• Vigilant: You gain Advantage on Initiative Tests.
Mastered Weapons: Unarmed
Trained Weapons: Clubs, Knives, Swords, Guns, Power Tools
Indomitable

Chapter 2 - Haven City


Alter Ego: Charles
“Chuck” Terry
Archetype: Paragon
Ethnicity: White
Height: 6’4”
Hair Color: Blonde
Eye Color: Green
Charles “Chuck” Terry
aka Indomitable, is the
only licensed metahuman
in Haven City. A minor
metahuman with barely
augmented strength,
endurance, and speed,
Chuck volunteered for
an experimental power
augmentation program
which turned him into 53
a true powerhouse with a number of superhuman abilities.
Easily manipulated, somewhat vain, and more concerned with
his image than heroics, Indomitable is a beloved figurehead for
the status quo who never challenges the crime and corruption
that rot Haven City from within. The hero foils the occasional
robbery or helps rescue people from a burning building, but
he’s always steered well clear of anything that might hurt the
in power. In fact, his major activities outside public appearances
mostly involve keeping other superhuman heroes out of the
city.
Billed as “The Only Hero Haven City Needs”, Indomitable works
directly for the city government, answering to the mayor and
police commissioner. As the city government and police force
are bought and paid for by the Corporation, this means that
Indomitable works for them as well. The powers that control
Indomitable must be careful how they use him, otherwise they
risk attracting undue attention from outside the city.
Stress Capacity: 8 Indomitable Secrets

Chapter 2 - Haven City


Traits: Indomitable is not a particularly
good hero. He doesn’t do much in
• Charismatic: You Haven except keep actually effective
gain Advantage and earnest superheroes out,
when attempting to forcing the unpowered vigilantes of
convince someone the city to handle things. However,
of something or GMs can decide just how bad of a
otherwise influence hero Indomitable is. He might be
them. a silly stooge, or a corrupted hero
• Opportunist: If who delights in using his powers
an enemy within to abuse others, or even a villain
range fails to hit himself. This final option has its
with an attack own variations, with Indomitable
against you, you becoming anything from a super-
may immediately powered syndicate boss to a serial
make an attack killer who delights in using his
with Disadvantage powers on the “scum” of Haven.
against that Whatever the case, it’s likely any
enemy. long-running campaign in Haven 54
• Strong: You gain City will eventually involve a
Advantage when showdown with Indomitable—a
Testing to do challenging encounter for
something with unpowered vigilantes. Before such a
brute force. conflict reaches its peak, GMs should
give PC heroes ample opportunities
Powers:
to investigate, avoid, and learn
• Armored 3: the secrets and weaknesses of
Reduced all Indomitable. Otherwise, they don’t
damage taken by have much of a chance against him.
2, add +2 Stress
Capacity (factored in)
• Energy Control (Absorption) 1: When struck by kinetic
energy, you may make a Save Test. Success means that
you suffer no damage from the attack and regain 1 Stress
Capacity. You may only Save against one attack per round.
• Immunity 3: Immune to pressure, vacuum, intense heat and cold
• Super-Movement (Jump) 2: May clear several miles in a

Chapter 2 - Haven City


single leap, landings do 2 damage and may destroy terrain
if desired.
• Super-Speed 2: When you move during a turn you may
automatically Evade. You may move once per turn without
taking an action.
• Super-Strength 3: Always have Focused when making
strength tests. Melee attacks do +2 damage.
Weakness:
If he loses confidence in his abilities or status, Indomitable’s
powers are reduced by 1 or more ranks based on the severity of
the psychological distress he is suffering.
Mastered Weapons: Haymaker Punches
Trained Weapons: Unarmed

Nine Eyes
Alter Ego: Unknown 55
Archetype: Martial Artist/Prowler
Ethnicity: Asian (Japanese)
Height: 5’5”
Hair Color: Black
Eye Color: Brown
Leader of the Kagenome, Nine Eyes is a ruthless assassin and
master of numerous martial arts. Though she rarely joins her
ninja on operations these days, her skills are still sharp and she
has been known to take up arms to deal with persistent threats
to her organization, including several masked vigilantes. Under
Nine Eyes’ rule, the Kagenome have been slowly expanding
their operations and influence within Haven City, taking over
lesser gangs and syndicates in Little Osaka and beyond. In
addition to their own operations, Nine Eyes will loan her ninja
and their services to various allies and interested parties, for
the right price.
In the field, Nine Eyes is identified by the nine-eyed mask she
wears, a symbol of her position as clan leader. The mask is

Chapter 2 - Haven City


alleged to have mystic powers, but this is unconfirmed. In civilian
grab she wears nine eye-like symbols in the form of cufflinks,
rings, patterned ties, or other accessories. She favors traditional
Japanese weaponry but will use any weapon, including firearms,
if necessary, to defeat a foe.
Stress Capacity: 6
Traits:
• Acrobat: You gain Advantage when Testing to do acrobatic
tricks such as tumbling, long-distance jumps, climbing,
and maintaining balance.
• Average: This character may never take Power Traits
• Diehard: When an attack would reduce you to 0 Stress
Capacity, it instead reduces you to 1 Stress Capacity. You
can do this once per day.
• Practiced Defense: You may always Evade against Melee
Attacks.
• Surprise Attack: When a target is unaware of your 56
attack, your attacks automatically
count as Focused.
• Vigilant: You gain Advantage
on Initiative Tests.
Mastered Weapons: Unarmed,
Swords, Ninja Weapons
Trained Weapons: Clubs, Guns
Deadeye

Chapter 2 - Haven City


Alter Ego: Blake Tanner
Archetype: Marksman/
Prowler
Ethnicity: White
Height: 5’10”
Hair Color: Blonde
Eye Color: Blue
Blake Tanner was one
of the Tanners, an old
money family who got
even richer through a mix
of exploitation and brutal
business tactics. Blake
was one of the worst a
bad bunch, an outwardly
charming but deeply
twisted individual whose
skill as a marksman was honed not only in high profile archery 57
and shooting tournaments, but also in highly illegal hunts
using human prey both here and abroad. He never thought
twice about framing fellow sharpshooter, Tyrone Walker III, to
clear the field for him to join the Olympic archery team. At least
until Walker returned as the Shadowshaft and exposed Tanner.
Tanner’s wealth protected him from criminal charges and jail
time, but he was stripped of all his awards and banned from
competition by every reputable sport shooting and archery
organization. Now obsessed with Shadowshaft and heroes like
him, he became the Deadeye, a masked marksman for hire
who only accepts the most challenging assignments. Unlike
the Shadowshaft, Blake uses more than just bows, with his
preferred weapon being a custom-made crossbow. He sports an
eyepatch that covers his destroyed right eye—a souvenir of the
first costumed encounter between Deadeye and Shadowshaft.
Stress Capacity: 6
Traits:
• Average: This character may never take Power Traits

Chapter 2 - Haven City


• Surprise Attack: When a target is unaware of your attack,
your attacks automatically count as Focused.
• Pinpoint Accuracy: A Ranged attack from a Marksman can
never be Evaded.
• Deadly Aim: All your ranged attacks deal +1 damage.
• Tracker: You gain Advantage when Testing to track a person,
creature, or an animal in the wilderness. While outside, you
can also locate true north without Testing.
• Trapmaster: You gain Advantage when Testing to create,
locate, and disarm traps. You also gain Advantage on Save
Tests against traps.
• Wealthy: When you wish to purchase something, you
simply make a Test with Advantage. If successful, you can
buy the item in question.
Mastered Weapons: Bows, Guns, Thrown Weapons
Trained Weapons: Spears, Unarmed, Knives 58

Templar
Alter Ego: Adam Durand
Archetype: Vigilante/Dark Avenger (corrupted)
Ethnicity: White
Height: 6’
Hair Color: Red
Eye Color: Hazel
Adam Durand is the former protégé of the Paladin, an armored,
sword-wielding vigilante hero killed during the early days of
the MAUL act. Fighting as Paladin’s costumed sidekick Peer,
he was captured in the battle with authorities that killed his
mentor and committed to the nearby Innsmouth Institute.
Here Adam’s already fragile sanity eroded, and throughout
Chapter 2 - Haven City
years of questionable and
experimental treatments
he became convinced he
is the chosen champion
of Baphomet, a “dark god
of vengeance” who sleeps
beneath the institute and
pushes Adam to wreak
havoc on the unclean
sinners of New Haven.
Where once Adam was a
young hero fighting only the
worst of New Haven, now as
Templar he targets any the
voices in his head tell him are
corrupt, dangerous, or unholy.
For their part, the authorities who hold power in Haven City
encourage and enable Templar’s crusade. They encourage his
frequent escapes and occasional copycats and disciples. They 59
even occasionally make him aware of potential targets for his
bloody mission, usually political rivals—as long as Templar
leaves his bloody work all over Haven, support for keeping
the city supers free and granting the police extra funding and
powers remains high.
As Templar, Adam wears a suit of advanced ceramic and metal
armor styled to look like a modern knight and carries a unique
polearm weapon with a cross-shaped head that is razor sharp
and can be heated red-hot by some unknown means. The
weapon also contains a sword blade concealed in the haft with
similar properties. The origin of this armor and weapon are
unknown, but he always seems to find a version of it shortly
after escaping on another crusade of murder and mayhem.
Stress Capacity: 10 (Including Armor)
Traits:

Chapter 2 - Haven City


• Armor Master: You have mastered wearing armor like a
second skin. When wearing any form of armor, you have
an extra 3 Stress Capacity, that must be lost before you
take physical damage. This Stress Capacity cannot be
healed and must be restored via repairing your
armor. Repairs take a full 8 hours to do.
• Average: This character may never take Power
Traits
• Precision Pain: The Dark Avenger inflicts +1 Damage
whenever they make a Melee attack that benefits from Focus.
• Relentless Foe: The Dark Avenger gains Advantage when
tailing, following, or tracking criminals.
• Crime is a Disease: When attacking a target who has
committed a crime the Vigilante has seen in the last 24
hours, the Vigilante’s attacks are Focused.
• Disarm: A Vigilante may choose to make an attack with
Disadvantage. If they do, in addition to the normal results
of the attack, they can force the target to drop one thing the
60
target is holding or wearing (the Game Master has final say).
Note: Templar’s Relentless Foe and Crimes is a Disease trait
work not only on actual criminals, but also anyone he imagines
to have committed some sin, crime, or offense.
Mastered Weapons: Axes, Unarmed, Swords, Pole Weapons
Trained Weapons: Clubs, Thrown Weapons
King Rat

Chapter 2 - Haven City


Alter Ego: Rupert Ricefield
Archetype: Striker
Ethnicity: White
Height: 6’8”
Hair Color: Gray (originally blonde)
Eye Color: Gray
Leader of the criminal organization known as the Guttersnipes,
Rupert Ricefield began as a minor masked villain known as
the Dodger. Styling himself after a Dickensian cutpurse and
criminal, he fought early masked heroes such as the Puma and
Paladin until a scheme to kidnap numerous children resulted in
Rupert being stabbed, burned, and then taking a dive into an
underground rat-infested pool of industrial waste. Something
in that combination of stimuli mixed with Ricefield’s latent
metahuman DNA and King Rat was born.
Now a mutated half-man half-rat monstrosity, Rupert used
his newfound powers and inhuman perspective to carve out 61
a small but dangerous criminal empire for himself in the city’s
underground, the Guttersnipes.
As King Rat, Rupert is strong, fast, and very hard to kill. He’s
also capable of communicating with and commanding vermin,
especially rodents. Rupert retains his intelligence and human
emotions, but they are twisted and filtered through his new life
as a ravenous mutated beastman.
Stress Capacity: 7
Powers:
• Regeneration 1: You recover 1 Stress Capacity at
the start of your turn.
• Summoning 1: As an action, you may summon
either four minions (who count as Fodder) or
two minions (who count as Low). These minions
take the form of vermin swarms or large mutated
creatures.
• Super-Movement (Climbing) 1: Climbing: You do not
have to Test to climb (treat it like normal movement).
• Super-Senses (Smell) 1: You ignore any penalties for

Chapter 2 - Haven City


having it impaired or reduced. You always count as having
Focused when making checks related to the sense.
• Super-Strength 1: Your melee attacks do +1 damage.
Traits:
• Average: This character may never take Power Traits
• Beastspeaker: You are able to communicate with animals.
This form of communication is primitive and very simplistic.
• Dark Fighter: You do not suffer Disadvantage for having
your sight impaired
• Powerful Blows!: The damage you deal cannot be reduced.
• Survivalist: You gain Advantage when Testing to forage
for food, find water, seek shelter, or create shelter in the
wild or on the streets.
• Strong: You gain Advantage when Testing to do something
with brute force.
Mastered Weapons: Unarmed 62
Trained Weapons: Clubs

Micky and Finn


Alter Ego: Unknown
Archetype: Soldier
Ethnicity: White
Height: 5’6”
Hair Color: Black (Blonde wig as Finn)
Eye Color: Brown (Blue contacts as Finn)
Micky and Finn styles themselves as a gangster and gun for
hire, usually in the classic 1920s style though with occasional
forays into other time periods. In reality a single genderfluid
individual, they often shift between zoot suits and flapper-style
garb, playing the gun moll (Finn) to their own coin-tossing
wisecracking hitman (Micky).
Most in the underworld don’t

Chapter 2 - Haven City


know the tommy gun toting
“man” and his pistol-packing
“woman” are the same person
and they use doubles and
stand-ins to reinforce this
impression.
Despite their commitment to a
theme, they dubious duo is in
fact a generally stable person.
They simply enjoy their
affectations and infamy their
act brings. That said, New
Haven’s costumed criminals
are rarely entirely sane, and
they are sometimes heard
talking to their “better half” as
if they were a separate person. Micky and Finn’s background
is unknown, though they are clearly a skilled assassin and
combatant with a background in all manner of military weapons 63
and tactics.
Stress Capacity: 6
Traits:
• Average: This character may never take Power Traits
• Forged in War: Counts as Trained in all weapon types.
• Lucky: You may reroll one Test per session.
• Marksman: When using the Focus Action, your next
attack with a Ranged Weapon is successful on a Test of 3,
4, 5, or 6.
• Quick Shot: You are able to reload a Ranged Weapon and
fire it in one Action, if it runs out of ammo.
• Tactics: When they perform the Focus action, they may
choose any Ally who can hear them to benefit from the
Focus instead.
Mastered Weapons: Guns
Trained Weapons: All
Locals, Thugs, & Goons

Chapter 2 - Haven City


Beat Cop
Stress Capacity: 2
Mastered Attack: None (2d6 for all attacks.)
Traits:
• Perceptive

M.A.U.L.ers
Stress Capacity: 3
Mastered Attack: Pulse Rifle
Traits:
• Armored 1: Reduce all damage by 1 (minimum 1)
• Pulse Rifle: This rifle makes ranged attacks. This rifle has
two settings (they settings can be switched by spending an
action.
64
• Pulse Mode: A ranged attack that deals 2 damage that
can’t be reduced.
• Stun Mode: A ranged attack that caused a successful
hit target to make a Save Test or lose their next two
actions.
• Nullification Bracelets: After a
successful melee attack, a M.A.U.L.er
can attach these to a target. While
attacked, the target must make a
Save Test with Disadvantage each
time they wish to benefit from a
power.
Neighborhood Crime

Chapter 2 - Haven City


Boss
Stress Capacity: 3
Mastered Attack: Improvised
Weapons (Bats, Tire Irons, etc.)
Traits:
• Diehard

Private Security/
Corporate Security
Stress Capacity: 3
Mastered Attack: Firearms
Traits:
• Armored 1: Reduce all damage by 1 (minimum 1)

Street Lowlife 65
Stress Capacity: 1
Mastered Attack: None
(2d6 for all attacks.)
Traits: None
TINY SUPERS HITS THE IRON
AGE OF COMICS…
And the Iron Age hits back! Fallen Justice is the first
expansion for the bestselling Tiny Supers RPG. Providing
over 10 new archetypes, rules for equipment kits, utility
belts, and generating the crime-ridden neighborhoods
of The Devil’s Haven, you’ve got all the tools you need
for gritty powerless vigilante-ism in the minimalist
TinyD6 ruleset!
This book requires the Tiny Supers core rulebook.

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