Professional Documents
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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 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
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
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
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
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
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
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.
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
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
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
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
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
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
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
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.
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,
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.
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
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,
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
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
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
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
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,
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,
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
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:
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
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.