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’s

Alan Bahr

A Tiny Supers Sourcebook


Author: Alan Bahr, Elizabeth Chaipraditkul, Darren Pearce, Jack Norris,
Shawn Carman
Interior and Cover Art: Nicolás Giacondino
Editor: Alan Bahr
Book Design & Layout: Robert Denton III
Publishing: Alan Bahr
TinyD6 is based on the game Tiny Dungeon by Brandon McFadden &
Smoking Salamander Games
Published by Gallant Knight Games, 2020

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 is co-owned by Alan and Erin Bahr. ALLAN
G

Gallant Knight Games, Ogden UT 84404


VE
RSE

1
Table of Contents
Introduction............................................................................. 4
Starting Your Campaign.....................................................5
Who Does What.................................................................... 8
The Session Zero.................................................................. 10
The Cinematic Universe Campaign Method........................ 11

New Mechanics................................................................ 13
Hero Points.......................................................................... 13
Villain Points........................................................................ 14
New Archetypes................................................................... 15
New Trait List...................................................................... 16
Power Trait List.................................................................... 19
Customization Traits............................................................ 25
Affiliation Traits................................................................... 27
Optional Rule: Power Tags & Origins................................. 29
New Actions......................................................................... 31
Bases & Hide-Outs.............................................................. 32

GallantVerse Euro............................................................ 39
The Euro GallantVerse......................................................... 39

South America................................................................. 79
History................................................................................. 79
Donning A Mantle............................................................... 84
The City of Salt.................................................................... 89
Sentry Force Red.................................................................. 92
Mantles................................................................................. 97
Mantle Creation................................................................. 106

Atlantis......................................................................... 107
Important Locations in Atlantis......................................... 114
Thule................................................................................... 117

Table of Contents 2
Table of Contents 3
Introduction
The GallantVerse Campaign Guide is the first supplement to the
bestselling and award-winning Tiny Supers roleplaying game!
Expanding on the GallantVerse setting in the core rulebook, and
adding new mechanics, heroes, villains, as well as new details
about the setting, the GallantVerse Campaign Guide is here to
enable all the stories you might want to tell!
Some of the new mechanics in the GallantVerse Campaign
Guide are listed below:
• New Archetypes
• New Powers
• New Traits
• Headquarter Traits
• Team Traits
• Details around the EU
and UK, South America
and Atlantis
• And more!
As well as helping to expand
the GallantVerse, this guide
is designed to help you set up
and run your own campaign,
providing tools to crafting an
ideal campaign for you and
your group.

Introduction 4
Starting Your Campaign
Starting Your
Campaign
When starting your GallantVerse campaign, it’s important that
the GM and players establish the tone of the game. While the
GallantVerse contains overarching rules that govern how it works,
what happens at your table is up to the players.
There are a few elements you’ll want to hammer out as a group.
THE CORE OF THE
Code of Conduct GallantVerse
In your version of the GallantVerse, 1. Remain positive. Stories
how do heroes interact? How likely should be uplifting at the
end. That doesn’t mean dark
is death? Do superhero teams have a twists, turns, or cliffhangers
code of conduct? How do they feel can’t happen, but we want to
about violence, death, and their use of engage people in positivity
through the universe.
powers inside or outside the system?
2. Inclusive Engagement. We
How risky is death when heroes go want everyone to find a mirror
for themselves or something
to battle?
they love in the GallantVerse.
One of the best parts of
Secret or Public comics is everyone can be

Identities?
a hero, and one of the best
parts of roleplaying games is
Is there a default option? Each choice the wide range of characters
you can make. Leverage that.
has drawbacks and benefits, including
3. Build up, not tear down.
on one of the biggest potential outcomes: Stories and arcs should build,
romance. adding new and exciting
elements to the heroes and
A hero with a public identity will the world.
have a hard time engaging in romance
with civilians (though this can be a great plot hook for excellent
stories.)

Starting Your Campaign 5


Starting Your Campaign
Additionally, the GM should be aware of how their players feel
about their relationships being targeted in game. It’s a standard
plot element in comic books, but not every player will love it.
In the end, public or secret identities are often a choice made by
each particular hero.

Relationships and Trust


How does your superhero game align with the local authorities
in your city? Are they allies, reluctant or enthusiastic? Are they
hunted by the law and outcasts from society?
How do your superheroes trust each other? Are they suspicious
or do they naturally see the good in each other?
How about with Villains? Are there villains who will keep their
word and live by a code? If so, which ones? If not, how do players
handle that?

Setting Creation Checklist:


Here are some questions you should answer about your setting as
you work with the group. We’ve answered them for Sentry City, so
you can see how it goes!
• When does this game take place? Can you define it via a decade?
• We default the GallantVerse to a near-future 2030s/2040s style game.
• Does this take place in a real or fictional locale? Name it.
• Fictional Locale: Sentry City
• What makes this locale unique or special?
• Sentry City has advanced technology even for its timeframe in a
near-future science fiction setting.
• Does your locale have a nickname?
• Nope! (Though its sister city Haven City does!)
• What are the distinct or special
Note from the Editor regions of the locale?
Check out Fallen Justice to find
out more about Haven City • For Sentry City we want to define the
following (and did in the Tiny Supers
corebook.)

Starting Your Campaign 6


Starting Your Campaign
• Bad Neighborhoods
• Commercial/Financial Zones
• Quiet/Safe Neighborhoods
• Trendy or Well-Off Neighborhoods
• Landmarks like:
• Government Buildings
• Major Sports or Culture centers
• Museums, Art Exhibits
• Travel Centers (Airports)

• If someone who lived here described the city, what would they say?
• For Sentry City, we’d say it’s a “cutting-edge, bustling and
exciting metropolis.”
• If someone who didn’t live here described the city, what would they
say?
• They’d probably say, “it’s a dangerous, sprawling, and overcrowded
town full of villains!”
• How common are superheroes?
• In Sentry City, Sentry Force Prime is an ever-present force due
to their floating base over the harbor: Skyhold.
• How common are supervillains?
• In Sentry City, they probably show up quite a bit.
Here are some general setting questions you should probably also
answer:
• How does the public feel about heroes?
• In Sentry City, it’s positive. The populace loves Sentry Force
Prime and sees them as a force for good.
• How does the government and other authorities feel about heroes?
• As a necessary evil that they can’t limit, and so are forced to work
with. The GallantVerse is heavily four-colored and positive, and
so, even conflicts between “good guys” fall to the wayside.
• How does the media portray heroes?
• That depends more on the hero…

Starting Your Campaign 7


Starting Your Campaign
Who Does What?
One of the biggest concerns in gaming is something called “niche
protection.” If a player has their heart set on a particular archetype
or character style, and focuses on that, only to be outshone by
someone else (or worse, a character who doesn’t even have that
playstyle as a priority), it can
You’ll notice that the often lead to frustration and a
Paragon, Expert, and the
new Archetypes in Fallen diminishing enjoyment of a game.
Justice aren’t listed below. To that end, we suggest having
Paragon and Expert work
well in any role and so don’t
each player pick a character role,
need to be repeated. trying to avoid duplicates. We list
Fallen Justice is excluded due some ideal archetypes, though these
to the powerless nature of are absolutely only suggestions and
the mechanics in that book.
you should feel free to disregard
them if you want.

Character Role: Artillery


The Artillery character often wants to be focused on ranged
combat and damage. They want to serve as long-range support,
often being archers, marksman, energy blasters, or similar.
• Ideal Archetype: Striker or Stalker
• Ideal Powers and Traits: Blast, Marksman, Quick-Shot,
Movement Powers (like Teleport) to help maintain distance.

Character Role:
Battlefield Supremacy
The Battlefield Supremacy role often likes to use tactics to avoid doing
damage but put their foes at a disadvantage for their allies. They’re all
about clever application of environment to defeat an enemy.
• Ideal Archetype: Gadgeteer, Controller or Mastermind
• Ideal Powers and Traits: Elemental Control, Energy
Control, Snare, Gravitics or other mechanics that put foes
at a disadvantage.

Who Does What? 8


Starting Your Campaign
Character Role: Facepuncher
The Facepuncher just wants to get up close and knockout some
enemy teeth. They’re all about the hand to hand combat.
• Ideal Archetype: Striker or Stalker
• Ideal Powers or Traits: Martial Artist, Brawler, Super-
Strength and other mechanics that either ensure landing
blows or increase damage.

Character Role: Support


The Support role wants to help everyone do better. Rather than
penalize the enemy like the Battlefield Supremacy role, Supports
want to bolster their allies.
• Ideal Archetype: Gadgeteer, Controller or Mastermind
• Ideal Powers or Traits: Healer, Healing, Lucky, Shield-
Bearer, Force Field, Elemental Control (Air) or more.

Character Role: Tank


The Tank wants to protect their allies, taking damage for them.
They want to be the wall between their friends and damage.
• Ideal Archetype: Defender or Brute
• Ideal Powers or Traits: Diehard, Tough, Armor-Master,
Armored, Regeneration, Immunity

Character Role: Team Leader


The Team Leader wants to be in charge. They want to help their
allies do better, but by having the best plan and making sure it’s
executed.
• Ideal Archetype: Mastermind
• Ideal Powers or Traits: Vigilant, as well as Support or
Battlefield Supremacy style powers and traits.
These archetypes are just ideas, suggestions for helping your
group to craft itself in a complimentary and clear way.

Who Does What? 9


Starting Your Campaign
The Session Zero
It’s best if you roll the previous elements into a single session
known as a “Session Zero”. This basically makes the first session
of your game, one of setting expectations, making characters, and
being clear.
As always, clear, honest, and precise communication can resolve
90% of the problems that occur in roleplaying games.

The Session Zero 10


Starting Your Campaign
The Cinematic Universe
Campaign Method
A relatively new structure for superhero campaigns is the Cinematic
Universe structure. While this structure has been around for decades,
recent movie universes have popularized it.
Tiny Supers fits this formatting well, due to the speed of character
creation. It also allows players to find their feet in the game without
being tied to their primary hero immediately.
The structure is simple. Each player creates their hero, and you use
one to two sessions to tell an origin story around that hero. The other
players take on the supporting cast roles, creating unique characters
for that small story.
You then do this one or two session origin structure for all the
heroes, perhaps having cameos from previous origin stories and
heroes to start to tie them together (cameos only, you should not
overshadow the spotlight hero during their own origin story.)
After all the origin stories are done, the game then becomes a large
team-up style event.
There are several benefits to this campaign structure:

Supporting Cast Depth


You’ll start the campaign and team up with a large depth of
supporting cast members that other players can take on if they need
to appear in scenes. This mitigates the “the whole team must stay
together” issue that can often crop up in superhero genre stories.

Backstory Built In
By the time, the team-up begins, each character will have some
backstory and players will be a little more comfortable in the
game and with their character. Players will also have an increased
buy-in to the campaign and the world.

Cinematic Universe Campaign 11


Starting Your Campaign
Allows for
Spotlight
Stories
This method (with its deep
cast of supporting characters)
allows for spotlight sessions
if a full group can’t make it,
as well as helping players to
acclimate to sessions where
the spotlight isn’t on them.
Spotlight stories also make
for a great genre shift. If
you’ve got an espionage
hero, having them stand
out can be hard! But if you
do spotlight stories, you
can make sure they get
their time to shine in their
chosen field.

NOTE FROM THE EDITOR:


The cinematic universe method
is how we structure all our
new superhero campaigns
now. We’ve had longer running
campaigns, deeper roleplay
moments, and a more flexible
response to the real-world
issues that often derail
campaigns.
It’s an extremely rewarding
method in our opinion.

Cinematic Universe Campaign 12


New
Mechanics
Hero Points

New Mechanics
GallantVerse Campaign Guide introduces a new meta-currency to
Tiny Supers designed to help the players tell even more dynamic
stories with their heroic characters! Getting something to represent
Hero Points can be lots of fun, anything from glass beads, to poker
chips or even custom-made tokens!
At the start of each session, each player receives one Hero Point.
Additionally, put a number of Hero Points in the center of the
table equal to the number of players (this is called the Pool.)
A player may not spend their one Hero Point on themselves.
They may only grant them to other players in the same scene
whom their character can reasonably assist (this can take the form
of cheering on, physical help or any form the GM deems suitable.)
Any player may use a Hero Point in the center of the table without
permission to benefit another player (again, not themselves.)
A Hero Point can be spent for the following benefits:
• Heroic Surge: To take an additional action on your turn.
• Heroic Effort: To roll an additional die on any Test (over the limit
of 3), ignoring any one die of your choice.
• Heroic Reserves: Upgrade a Power one level for a single action (or
gain a Trait for a single action) with the Game Master’s approval.
• Heroic Resolve: To recover 1d3 Stress Capacity.
Astute readers will notice that there’s no way to recover Hero
Points. That’s deliberate. Hero Points are meant to be a finite
resource that requires the group to work together.

Hero Points 13
Villain Points
Villain Points are the dark mirror to Hero Points. Major villains
(the enemies of the team, a long nemesis over a story arc, etc.)
should have Villain Points. Mooks, minions, and lesser fodder
style enemies should not.
If the Villain is a solo Villain, they should have a number of
Villain Points equal to the Heroes facing them.

New Mechanics
If the Villains are a team, they should have a number of Villain
Points equal to the number of Villains on the team multiplied
by two.
A Villain Point can be spent for the following benefits:
• Villainous Surge: To take an additional action on their turn (two
if it’s a Solo Villain).
• Demoralize: Force one Hero to suffer Disadvantage on a Test
they are about to roll.
• Villainous Resolve: To recover 1d3 Stress Capacity.

Villain Points 14
New Archetypes
Brute
Brutes are the massive heroes, large, sturdy and powerful. They tend
to serve as punching bags, taking the beating so the rest of the team
can dish it out.
• 10 Stress Capacity

New Mechanics
• Brutes have no archetype Traits.

Stalker
Stalkers are the precise, quiet, ambushers of the hero world. They
like to wait for their prey in dark alleys or quiet rooftops, moving
with victory already assured when they do attack.
• 5 Stress Capacity
• Stalkers have the Archetype Trait Surprise Attack.
• Surprise Attack: When a target is unaware of your attack,
your attacks automatically count as Focused.

Trickster
Tricksters are clever heroes, who use
their wits and wiles to outmaneuver
their foes, often having an array of
unusual abilities and powers that
flummox those who face them.
• 5 Stress Capacity
• Tricksters have the Archetype
Trait Fluid Tactics.
• Fluid Tactics: Twice per day,
for one action, a Trickster can
use a Power Trait or Trait they
don’t have. If the trait selected
and used is a Power Trait,
they may only use the Tier 1
version of that Power Trait.

New Archetypes 15
New Trait List
Improved Crowd Control: Only Controller archetypes may
take this Trait. You may use any power on up to three targets
rather than just one. If this power deals damage, you suffer one
damage that cannot be reduced.
Improved Fluid Tactics: Only Trickster archetypes may take
this Trait. You may now use Tier 2 versions of powers when you

New Mechanics
use Fluid Tactics.
Improved Inventor: Only Gadgeteer archetypes may take this
Trait. You may have up to 4 Power Gadgets in existence at one
time. Once per week, you may make a Test to create a new gadget
in one turn (with the Game Master’s approval).
Improved Leadership: Only Mastermind archetypes may take
this Trait. When you do the Leadership action, it benefits three
targets instead of two.
Paragon and Expert don’t get
improved Traits. For obvious
Improved Powerful Blows!:
reasons, the Paragon doesn’t Only Striker archetypes may
need one, and the Expert is take this Trait. The damage you
already a versatile toolkit and deal cannot be reduced.
character type.

New Trait List 16


Improved Protector!: Only Defender archetypes may take this
Trait. When you use the Protector! Archetype Trait you reduce
the damage you take by 1, no matter what. (This overrides the
Improved Powerful Blows ability).
Improved Surprise Attack!: Only Stalker archetypes may take
this Trait. If the target is unaware of an attack you make, you deal
+1 damage.
Signature Weapon: Your hero has a weapon (magical, mundane,

New Mechanics
technological, or otherwise) that’s unique to them and has special
powers.

Signature Weapon (Passive)


• Tier One: Choose one Weapon Trait off the list below to
apply to one weapon. You must choose which Weapon Group
this weapon belongs to.
• Tier Two: Chose a second
Weapon Trait off the list
below to apply to weapon you
chose at tier one. You gain the
Lucky Trait while wielding
this weapon.
• Tier Three: Choose a third
and fourth Weapon Trait off
the list below to apply to the
weapon you chose at tier one.

Some of the following traits


have an ‘n’. N always starts at
one. This represents the ability
to take the trait multiple times,
increasing the value of n by
+1. As an example: the Brutal
n weapon trait is taken twice.
This means it becomes Brutal
2, causing attacks with that
weapon to deal +2 damage.

New Trait List 17


Weapon Traits
Armor Piercing n: The weapon ignores n points of damage
reduction when dealing damage.
Brutal n: A brutal weapon allows you to deal one additional
damage per n on a successful hit.
Burning: A target hit with a Burning weapon must make a Save
Test immediately. If they fail, they take 1 fire damage at the start
of their next turn and must repeat the process as though they’d

New Mechanics
again been hit by the burning weapon.
Indestructible: This weapon cannot be destroyed by “normal”
means (significant power, on a cosmic scale can destroy it. GM’s
discretion as to how this is applied).
Quick: This weapon can be used to attack twice in one action if
you choose to suffer Disadvantage on both attacks.
Reload n: You must Reload this weapon after n attacks with
it. A reload takes an action. All standard ranged weapons have
Reload 1.
Returning: This weapon returns
to your hand after you take an
action in which it has left your
hand or at the start of your
turn. (Note – This ability only
functions on your turn, meaning
if you are disarmed, you must
wait until the start of your turn to
reclaim the weapon). Significant
powers or distance can inhibit
this (work it out with your GM).
Sanctified: This weapon deals
double damage against Undead,
Demons, or other similar unholy
beings.

New Trait List 18


Throwing: This weapon can be used as a melee attack and a ranged
attack. You count as Mastered with this weapon for both Ranged
and Melee.
Two-Handed: You must use both hands to properly wield the
weapon, but it automatically has Brutal 1 and Armor Piercing 1.
Versatile: Even though the Character may wield the weapon
with one hand, if you use to wield it in two hands, you may
increase the weapon’s existing Brutal or Armor Piercing by 1. If

New Mechanics
it has neither of those, it gains one when wielded two handed.
(Switching between one and two hands does not affect your
proficiency with this weapon.)

Power Trait List


Powers Traits come in three tiers of strength. Any time you select a
Power Trait you gain the Tier 1 ability for that Power. To gain a higher
tier, you must expend an extra Power Trait choice when creating your
character (or if using Experience Rules, by purchasing a Trait.)
Powers may take any form you wish in visual manifestation, but
the Powers function the same regardless of their visual appearance.
Powers are also noted by a Passive or Active tag after the title
(in parenthesis). This indicates whether the power requires an
Action to use (Active) or is always on (Passive). It’s possible some
Tiers of powers might move an Active Power to a Passive Power
state, so read carefully, and if in doubt, ask your Game Master.
For uses with actions like Slam
It’s important to note that powers
(see page 31) some powers might can be reskinned from a visual and
be tagged Movement as well. aesthetic standpoint. For example,
Damage Field could be treated as
We also introduce Customization a molecular disruption field by one
Traits, which allow you to tweak hero, or a field of cold by another.
how some Powers work. They Snare might be vines wrapping
themselves around a hero, but it
have prerequisites and count as could also be a choking cloud of toxic
a Power Trait choice, generally miasma. The effects are the same,
modifying a single power. but the manifestation is different.

Power Trait List 19


Astral Projection (Active)
• Tier One: By taking two actions, you may project yourself to speak
with anyone on Earth (or your current planet). You can maintain
this projection as long as you focus fully on it (doing nothing
else). You can not interact with physical objects, and are simply an
intangible “ghost”, who can verbally communicate. You must be
aware of the location or individual you seek with a reasonable level
of specific detail (name, an image is enough, but “the man who

New Mechanics
holds the Mask of Doctor Zen” is not).
• Tier Two: You can project your astral self across space, expanding
your reach.
• Tier Three: You can project yourself forward or backwards
in time. Each round you are projected, you must take 2 SC
damage that cannot be reduced. If you project yourself forward
or backwards more than a week through time, you must pass
a Save Test or die. If you project yourself more than a decade,
the Save Test imposes Disadvantage.

Damage Field (Passive)


• Tier One: At the start of your turn, all enemies at Close range
must make a Save Test with Advantage or suffer 1 Damage.
• Tier Two: The Save Test from Tier One is now a Standard Test.
Additionally, the Test now applies to anyone who strikes you in
Melee successfully.
• Tier Three: The Save Test from Tier One is now at Disadvantage
and they suffer 2 Damage on a failure.

Danger Sense (Passive)


• Tier One: When you roll for Initiative, you may reroll 1 die.
• Tier Two: Your Save Tests always count as Focused. You gain
the Vigilant Trait if you do not have it.
• Tier Three: Anytime an attack or effect is made against you and
you are unaware, you always count as having taken the Evade
action, and may test to Evade these attacks or effects with 2d6.

Power Trait List 20


Winter Fox (pg 65) in the Tiny
Supers core rulebook is a
cold based villain. While she
works fine as written (her
Enhanced Density existing powers have a cold
retheme on them), you can
(Passive) use Elemental Control: Cold at
Tier 2 or 3 to replicate all her
• Tier One: Your Slam Attacks count powers but Super-Movement
any movement powers as +1 Tier
(this can take a Tier 3 to Tier 4.)
• Tier Two: You gain Armored Tier 1 and Super-Strength Tier 1.

New Mechanics
• Tier Three: You can wrap up and grapple a target with a successful
Melee Attack. They must make a Save Test with Disadvantage on
their turn to escape. While they are grappled, you automatically
succeed at any attempt to harm them (effectively you may spend
an Action to automatically hit with any attack.)

Elemental Control (Active)


Add Cold to the options in the Tiny Supers corebook. You may select
more than one element by selecting this power multiple times.
• Tier One:
• Cold: You gain a
Shared Source Blast
Tier 1 and Snare Tier
1 Power Trait (see
page 26). You also
gain Immunity Tier 1:
Cold.
• Tier Two:
• Cold: Your Tier 1
Cold Power also
gains the Shockwave
Customization.
• Tier Three:
• Cold: You increase
your linked Blast and
Snare Powers to Tier 2.

Power Trait List 21


Fate Manipulation (Active)
• Tier One: Whenever you fail a Test in which you had Advantage
or Disadvantage (never a Standard Test), you gain a Luck Point.
You may have up to three Luck Points at any given time. You may
spend a Luck Point on any of the following effects. Spending a
Luck Point does not take an action.
• 1 Luck Point to grant someone in the close or near range
Advantage or Disadvantage.

New Mechanics
• 1 Luck Point to reroll a Test.
• Tier Two: You may have up to four Luck Points, and can use
them for the following options:
• 2 Luck Points to allow someone in the close or near range
to take an immediate action.
• 2 Luck Points to allow two individuals to swap places in the
initiative order. This could allow someone to take an immediate
extra turn (as they’d have come up twice in the Initiative order.)
• Tier Three: You may now have up to five Luck Points and can
use them for the following option:
• 3 Luck Points to recover 1 Hero Point or remove 1 Villain Point.

Rounds, Turns, and Actions


One piece of terminology that Tiny Supers has caused to spring up
is the concept of the round. Here, we’ll clarify what rounds are.
A round is a full completion of the initiative sequence from
start to finish. Thus, an ability that says, “once per round”, can
be reused when the initiative order begins again.
A player has a turn, which consists of two actions (at the bare
minimum). Abilities that are once per Turn only work on the
acting player’s turn and count has having been used until the
start of that player’s next turn.
An action is one instance of a player undertaking something
(such as Moving, Evading, Focusing, Attacking, or similar.)
Things that take an Action take up a subset of a players turn
(1 or more actions). If something grants additional actions,
they always happen on that players turn unless the action is
granted outside of that benefiting players turn, and the power
says it may be used immediately (such Super-Agility’s Tier 3.)

Power Trait List 22


Genius Level Intellect (Passive)
• Tier One: You always count as being Focused on Tests related
to knowledge, science, and technology. If you have the Educated
Trait, you may reroll one failed
Educated Test per session.
• Tier Two: You never suffer
Disadvantage on Tests related
to knowledge, science, and

New Mechanics
technology. If you do not
have it, you gain the Eidetic
Memory Trait.
• Tier Three: You no longer
have to Test when using the
Educated Trait, unless the
scope of the knowledge is
outside the realm of your
reasonably possible knowledge
(for example, the historical
events of another reality.)

Illusions (Active)
• Tier One: As an action, you can summon an Illusionary
Construct. Anyone who sees it may make a Save Test to see
through the Illusion. Otherwise, it appears real. If successfully
attacked or interacted with in a physical sense, the Illusion
fails. On your turn, you can instruct the illusion to take a single
action for free.
• Tier Two: The strength of your Illusions can do limited harm
to the minds of those they see them. If your Illusion makes an
attack action, it deals 1 damage. (It makes attack Tests of any
type with a Standard Test.) You can summon 2 Illusionary
Constructs as a single action.
• Tier Three: You can summon 3 Illusionary Constructs as a
single action. Your Constructs now deal 2 damage with their
potential attacks.

Power Trait List 23


Prehensile Limb (Active)
• Tier One: You can make Melee attacks against enemies at Near
range as well as Close range.
• Tier Two: You may make two Melee Attacks against targets in
the Close Zone with one Action.
• Tier Three: You can wrap up a target with a successful Melee
Attack. They must make a Save Test with Disadvantage on
their turn to escape.

New Mechanics
Siphon (Active)
• Tier One: When you deal damage, you may transfer 1 Stress
inflicted on a target to your own Stress Capacity (up to your
normal maximum).
• Tier Two: Your melee attacks do +1 damage. Your Tier One
ability has no limit on its Stress transfer (i.e. you transfer all
damage you deal in melee to your own Stress Capacity).
• Tier Three: When you damage someone with your Melee attack,
you may choose one Power Trait they have. Until the start of
your next turn, they may not benefit from that power.

Super-Agility
(Passive)
• Tier One: When you Evade,
you Test with 2d6, rather than
1d6.
• Tier Two: Your Evade Tests
always count as Focused. Your
Tests that benefit from the
Acrobat Trait always count as
Focused.
• Tier Three: After you make
a successful Evade Test, you
may immediately take a Move
action.

Power Trait List 24


Customization Traits
Accurate:
Accurate requires you to have a Power Trait that makes an Attack Test.
This Customization only benefits one Power Trait, selected when you
gain this Customization.
Benefit: The Attack from the Accurate Power always counts as
Focused. If you use the Customized Power, you may not make

New Mechanics
more than one attack on your turn.

Enhanced:
Select a Power Trait at a Rank 1 Tier. Choose a Tier 2 or higher Power
Trait for it to be Enhancing.
Benefit: When you use the higher Power Trait, you also benefit from
the lower Power Trait.The Enhancing Power Trait can never be increased
but does not take up a Power Trait choice during character creation.
For example: Velocity has Tier 2 Super-Speed and decides to Enhance it.
When he does so, he elects to take the Tier One Phasing power. Whenever
Velocity uses Super-Speed, he now benefits
from the Tier One Phasing Effect too, but
he can never increase his Phasing past
Tier 1.

Flurry:
Flurry requires you to have a Power
Trait that makes an Attack Test. This
Customization only benefits one Power
Trait, selected when you gain this
Customization.
Benefit: Whenever you make an
Attack Test from a Flurry Power, you
may make an additional Attack Test
at Disadvantage immediately after
(regardless of the success or failure of
the first Attack.)

Customization Traits 25
Limitation:
When you select this customization trait, you must choose one of your
powers. This power must be restricted in application (for example:
Telekinesis only applying to metal, or Teleport only working through
Shadows.) This does not count as expending a Power Trait choice, but

New Mechanics
you must get your GMs approval before selecting it.
Benefit: None, but you may take an additional Power Trait or
Trait choice.

Seeking:
Seeking requires you to have a Power Trait that makes an Attack Test.
This Customization only benefits one Power Trait, selected when you
gain this Customization.
Benefit: Evade Tests always suffer Disadvantage against attacks
from the Customized Power.

Shared Source:
You must select two Active Powers at the same Rank when you select
this Customization Trait.
Benefit: You may not activate or benefit from these two Power
Traits in the same turn. When you increase the Rank of one after
character creation, the other increases as well.

Shockwave:
Shockwave requires you to have a Power Trait that makes a Ranged
Attack. This Customization only benefits one Power Trait, selected
when you gain this Customization.
Benefit: When you make a Ranged Attack that originates
from the Customized Power, you may target all enemies who
are within close range of your target as your Target. You use the
same attack roll for all enemies.

Customization Traits 26
Swappable:
You must select two Powers at the same Rank when you select this
Customization Trait.
Benefit: These two powers, as well as this trait choice, only
count as one Trait choice. You must designate one of the powers
as your “Engaged” power. As an action, you may switch powers,
making the other power the Engaged power. You may only use
the Engaged power when using one of these two powers.

New Mechanics
Affiliation Traits
Affiliation Traits impact how a character works with their allies. There
are three categories of Affiliation Traits: Solo, Duo, and Team. These
categories reflect how a hero works best with other superheroes.

Solo Affiliation Traits


Solo Affiliation Traits are only active when you are alone without
any allies.
Lone Wolf: You work best by yourself. When you are alone and
conducting heroic activities, you may choose to take a third action
on your turn. If you do, you suffer 1 damage to your stress capacity.
Difficult to Work With: You’ve got a rep for being difficult. When
you are alone, you may focus once per turn, without taking an action.
However, when you are working alongside any other heroes or law
enforcement, you cannot take the focus action, and any attempts
to provide you help or benefit from your allies suffer Disadvantage.

Duo Affiliation Traits


When you take a Duo Affiliation Trait, it only works when you and
one other hero are working together without any other heroes around.
Got Your Back: You and your partner are a well-oiled machine.
When you are adjacent to your partner, you can make Evade
tests with 2d6, rather than 1d6.

Affiliation Traits 27
New Mechanics

Affiliation Traits 28
One-Two Punch: Together, you can take down the toughest foes.
On their turn, if your partner attacks the same target that you
attacked on your last turn, they deal +1 damage with this attack.

Team Affiliation Traits


When you take Team Affiliation Traits, they only work when you
have 3 or more Heroes working together in the same scene.
Team Leader: When you are with a team (3 or more Heroes working

New Mechanics
together in the same scene), at the start of your turn, any hero who is
at or below half of their Stress Capacity (round down) can recover 1
Stress Capacity. This does not affect heroes at 0 Stress Capacity.
Synchronized Team: When you take the Attack, Move, Focus
or Evade actions, you can allow one hero to immediately take
that action after you are done. If you forgo the second action on
your turn, you can extend the benefits to the whole team. Each
hero’s benefit expires at the start of that hero’s turn.

Optional Rule:
Power Tags & Origins
In order to add some narrative customization to your game, you
can elect to increase the amount of power tags available.
The easiest is to add a power tag related to the character’s origin
to every power they have. For example, if your origin is “Mutant”,
you might have Immunity: Breathing (Mutant), Regeneration
(Mutant), and Healing (Mutant). All of these powers are derived
from being a mutant.
If a power might come from a different source than your origin,
you can switch a power to a different origin tag. For example, my
character has Teleportation (Mutant), but also has a mystical blast
they were taught by a wizard, and so has Blast (Magic) as a power.

Power Tags & Origins 29


This allows you to leverage Limitation customizations and other
powers to enhance your game, as well as improve how weaknesses
work. Some powers might justify more than one tag even!
For example, I could have Armored Tier 2 as a power Trait,
with the Limitation Customization of: Magic, meaning that my
Armored Tier 2 only applies against Magic (or inversely can not
stop magic damage.) In this case, having clear power tags applied
impacts my character.

New Mechanics
Here are some suggested Power Tags:
• Super-Science: Suitable for armored suits (like Velocity),
where the power is drawn from technology.
• Mutant: Suitable for characters whose power comes from
within due to their birth and are human adjacent.
• Magic: Suitable for characters whose powers are derived
from mystical relics, eldritch training, or demonic pacts,
among other sources.
• Alien: Suitable for characters who are not from Earth and
whose powers are innate to their biology or technology
(which means you could combine Super-Science and Alien
into an Alien Super-Science power tag!)
• Mundane: A mundane power has no exceptional power
source and comes from strict training, modern technology,
or natural ability.
In the end, the goal with Power Tags is to enhance how you
tell the story, not provide a strict mechanical framework for
interpretation of power source.

Power Tags & Origins 30


New Actions
In the GallantVerse Campaign Guide, we’re introducing some
new actions that Heroes can take in combat.
• Slam
• Set-Up
The Slam action allows a Hero with a movement power to really

New Mechanics
dish out the damage. If the Hero has spent their whole last turn
moving (spending both actions, or all actions if they have any
bonus actions), they may add the Tier rank of their movement
power to the damage total of their next attack.
If their next attack misses, this bonus is wasted, and the hero
loses their second action of the active turn.
For example: Velocity has Super-Speed Tier 3. If he spent his previous
turn using all three actions to move, on his first action he can make
an attack. If that attack is successful, it will deal +3 damage. If he
fails, he misses his attack, loses his next action, and loses the built up
+3 damage bonus.
The GM will have the final say which powers count as movement
powers, but for our purposes we assume Flight, Super-Speed,
and Teleport as the baseline powers that can be used with Slam.
The Set-Up action allows a Hero to aid another ally and provide
them a bonus. As an action, a Hero can set-up an enemy who can see
or hear them. The enemy must make a Save Test with Disadvantage.
If the enemy fails, the next action against them by an ally of the hero
who set-up the enemy counts as benefiting from Focus.
For example: Asher Solomon decides to taunt Mountebank and set
him up. By using an action, Asher forces Mountebank to make a Save
Test with Disadvantage. Mountebank fails, and so when Gallant
throws a haymaker at him on her next attack (right after Asher’s
turn), she’ll have the benefit of Focus. If Mountebank had passed,
there’d have been no effect for Set-Up.

New Actions 31
Bases & Hide-Outs
All good superhero teams have a base or hide-out! Bases are
primarily a narrative tool and the GM will include them in the
campaign if they wish. The following rules are guidelines for
using bases, but should be considered a framework for the GM
to expand upon.

New Mechanics
Team Level Operations Size Base Traits
Per Member
Inexperienced Regional Small +1 per two
members
Standard National Medium +1 per two
members
Experienced International Medium +1
World’s Interplanetary Large +1
Greatest

Base Size
Small
A base this size is not much more than a meeting place,
somewhere that team members can congregate in relative privacy
to discuss whatever matters are on the team’s mind at the time. It
could be an apartment or a storefront. It could be an abandoned
train car, a junkyard, or a small dilapidated house somewhere.
There should be very few amenities in a base this size, other than
essential necessities and privacy.

Medium
A base this size is a small or medium size building, completely
self-contained and without any other attached structures. It
might be a reasonably sized manor house, or perhaps a smaller
warehouse that is reserved for private use.

Bases & Hide-Outs 32


Large
Large can be anything, really. An
entire building, warehouse, port,
or pier. With the Game Master’s
permission, it could be an island,
a castle, a compound, a satellite,
or even a pocket dimension
(although many of those require

New Mechanics
certain Base Traits listed below to
reap the benefits). A base of this
size usually indicates that one or
more of the team members are
quite wealthy and can afford to
lavish the team with resources.

Base Traits
Unlike regular Traits or Power
Traits, Base Traits do not
provide a specific mechanical
benefit. Instead, their benefits
are primarily narrative. A Hero
might wish to lean on a Base
Trait to aid and should be able
to with the GM’s approval.
Base Traits might provide
benefits like:
• Making a test Focused
• Allowing Disadvantage on
a test to be ignored.
• Granting Advantage on a test.
• Perhaps restoring lost Hero
Points (in the case of an
especially creative use of a
Base Trait.)

Bases & Hide-Outs 33


Example: Skyhold has a Sanctum as one of the Base Traits. Asher
wants to spend some time researching a spell. Asher’s player suggests
that the Sanctum might help Asher enact the ritual spellcasting that
would normally be very difficult for Asher (a Test with disadvantage.)
The GM agrees, and suggests that the Sanctum will allow Asher’s
Test to count as focused, making it more likely that Asher will succeed.

A.I.

New Mechanics
The base’s computer is possessed of a functional artificial
intelligence that can handle all automated features with nothing
more than voice commands from
any team member. This Trait
requires the Electronic Suite Trait
and will almost certainly never ever
result in the base’s computer being
taken over to try and kill the team
members.

Communications
Hub
In addition to having standard
communication amenities, such as
land lines or support for cellphones,
the base also incorporates two-
way video capabilities, encrypted communication with team
members, and a wide range of frequency monitoring that allows
team members to be alerted to emergencies in the making.

Dampeners
The base is equipped with specific chambers that have power
dampeners installed. These devices, either technological or
magical in nature, neutralize superhuman powers for those
contained within them. Most often this is used to imprison
superhuman detainees, but it can also be used to negate dangerous
powers during medical procedures or other uses.

Bases & Hide-Outs 34


Detention Center
The base has a limited capacity to store prisoners, although
without the Dampeners feature this does not inhibit the use of
superhuman powers in any way.

Electronic Suite
The base is equipped with a full suite of electronics, including
a dedicated computer with internet and database access, wi-fi,

New Mechanics
large-scale monitor displays, and other common tropes of the
superhero genre.

Grounds
In addition to its internal facilities, the base sits upon land that
the team also owns. This may just be ornamental landscaping, or
it may have some of the base’s features integrated with it.

Hangar
The base houses and maintains at least one aircraft. The Game
Master may limit this aircraft based upon the size of the base.

Harbor
The base houses and maintains at least one watercraft. The Game
Master may limit this watercraft based upon the size of the base.

Hidden
The base is concealed from external detection, either being
constructed in such a way that it is not immediately obvious to the
eye (a simple disguised exterior) or actively concealed by advanced
technology or magic. This has the added effect of shielding any
power sources the base may have (in the case of it possessing the
Independent Trait, for example) from external direction as well.

Holographic Simulations
The base possesses an advanced holographic matrix that allows for the
creation of training scenarios for members that can appear as almost
anything as long as it has been programmed into the computer.

Bases & Hide-Outs 35


Independent
The base is not served by standard power services, but instead is
on its own independent circuit. It may have its own generator,
nuclear reactor, geothermal power plant, or some other source of
power. This protects the base from power outages caused to an
entire area, but does make it easier to target the base specifically.
Small bases may not have this trait.

Infirmary

New Mechanics
The base has a fully equipped infirmary to deal with most injuries
or illnesses, although surgery is outside its normal purview.

Laboratory
The base has a full lab for conducting scientific research and
experiments.

Lockdown
The base can undergo a complete lockdown, securing itself
from all outside entry and cycling its own air and water while
protecting it from any outside environmental hazards. This Trait
requires the Secure Trait. The length of time that a base can be
on lockdown varies depending upon its size and the whims of
the Game Master.

Mobile
The base can move under its own power. In most cases, this means
the base is aboard a vehicle of some sort, but it is possible that it
instead shifts from one dimension to another or something similar.
It is assumed that the base in question is land- or water-bound
unless another Trait, such as Powers, is taken to allow it to fly.

Motor Pool
The base houses and maintains at least one land vehicle. The Game
Master may limit this vehicle based on the size of the base.

Bases & Hide-Outs 36


Personnel
The base is staffed by trained personnel. The number will vary
depending upon the base size. These personnel may be paid staff,
magical servitors, robotic servants, or anything else that makes
sense for the story.

Powers
The base is capable of manifesting Powers in the same manner

New Mechanics
as a superhuman. Perhaps it can fly, or teleport team members
to distant locations. The base may manifest a single Tier One
Power in exchange for a single purchase of this Trait; multiple
purchases of this Trait may increase it to Tier Two (purchased
twice) or Tier Three (purchased three times).

Quarters
The base includes living quarters for any and all members who
choose to make their home there, as well as a meager number of
additional rooms for guests. A base must be at least Medium size
to have this feature.

Remote
The base is in an isolated area, which may require travel to reach.
This may be an island, a facility deep underground, beneath the
ocean, in orbit, or even in another dimension.

Bases & Hide-Outs 37


New Mechanics
Sanctum
The base has a properly prepared ritual chamber for one or more
members who practice some form of magic.

Secure
The base is secured against unauthorized entry, by heavy steel
doors with an access code, key card entry, biometric scanner, or
something else.

Size Increase
Each time this feature is purchased, the base size increases by
one category, from Small to Medium or Medium to Large.

Training Room
A fully equipped and state-of-the-art training facility for team
members to work out regardless of their powers, and to practice
team maneuvers.

Workshop
The base has a workshop capable of fabrication and production
of limited scale goods, primarily technological but others may be
possible as well depending on the skills of the team members.

Bases & Hide-Outs 38


GallantVerse
Euro
By Darren W. Pearce
“The Germans, they got fast cars, fast computers, and hyper-cool cyberware
that leaves the rest of the world in the dust – including Japan. The French,
well, they got other worlds to deal with. The Brits, they got magic and
demons that serve you tea. Demons that SERVE you tea…”
~ Johnny Lock (Street Punk in London)

GallantVerse Euro
The Euro
GallantVerse
A lot has happened in and around Sentry City; it’s not the only
place in the world of course and the purpose of this particular
book is to shine a light on a few other places that have their
own spotlight on the bigger stage. Here you’re going to find
information on the British Isles and a few interesting places, as
well as how magic has impacted the lives of those who live there.
Also Germany: with its high-tech ‘Fortschritt durch Technologie’
design which elevated it into a major player in the Cyberpunk
stakes. As well as the reality hopping/dimensional exploration
programs of the French Government.
What you’ll find in this book are hooks aplenty, people, places
and tidbits to spin out your own Euro-Focused GallantVerse
stories. This isn’t an exhaustive list of the EU; that would seriously
require a huge book.
This is just a spark.

The Euro GallantVerse 39


GallantVerse Euro

The Euro GallantVerse 40


Ghoul Britannia
“Magic, yeah, magic is sorta like spray paint – if you have enough in
the can you can do all sorts of things with it. Let’s see Their Majesty try
and remove a ten foot tall naked picture of his husband off the side of
Big Ben, that’s got to be good for a laugh right? But I’m not trying to be
Banksy, no one can be Banksy.” ~ Jay Knife (Magical Graffiti Artist)
The misty island of Britain has always had a connection to the
supernatural, or the magical. It is crisscrossed by thousands of energy
lines that pulse with power – these ley lines have since awakened
and flooded the country with untapped pipelines of supernatural
energy – enhancing and lives of those who live there in a myriad of
ways and changing them. Whilst the likes of the House of Solomon
work from the shadows or other dimensions, the very mages and

GallantVerse Euro
mystics of England are encouraged to walk in the open and treat
magic as a mundane resource like wood, stone, or coal.
England is thick with magic, so much so that it flows openly
in places where the veil is the thinnest and it can be seen as a
strange almost intangible haze that travels in wandering lines
across the ground or even threading through the sky.
From the Monarchy to the working classes, magic is now a part
of the life of everyone in the United Kingdom and those lucky
enough to be born in a hospital that lies across a ley line are
gifted with the power to control it as easily as breathing.
Of course, with this much power comes a ton of responsibility –
responsibility that is often eschewed by the younger members of
society. They would prefer to use their talents for ‘fun’ rather than to
face down the myriad of foes that are lurking just beyond the veil.
Street gangs of magically endowed youths are commonplace,
and the noble tradition of All Hallows Eve takes on a suitably
macabre (or more so) appearance these days.
After all, pranks are one thing, but summoning the ghost of someone’s
long dead grandparent to ask for sweets is considered: bad form.
It’s not all fun and games of course, with magic also comes the variety
of supernatural troubles and foes. Renegade sorcerers are the least of

The Euro GallantVerse 41


the islands’ worries, when the barrier between the worlds is not strong
enough to keep out troublesome demons, terrible jinn, and the fae –
the fae who treat mortals like playthings and always have.

What Happened to England?


Magic happened because Brexit (deal or no deal) never happened,
thanks to the work of the House of Solomon, and the efforts
of the French, most notably the Department des Dimensions
Alternative. The British Government was shown a future timeline
that they were able to divert from. Not only were they shown it,
but they were taken to it to experience the dimension firsthand.
A few die-hard Brexiteers continued to try and push for it, and
almost achieved their goal with the help of the Iron Triumvirate.

GallantVerse Euro
Eventually the United Kingdom was steered away from this
course and the floodgates of magic opened.
The various ancient and sacred sites began to resonate late 2020,
and the mighty circles of Avebury and Stonehenge were the first
to openly respond. Asher Solomon and his House of Solomon led an
investigation and discovered that the circles had begun to attune, then
on All Hallows Eve 2020 the impossible happened – the magical
barrier that held the energies of magic back, which had been placed
there by the fae to impede the growth of humankind, broke.
The shattering of these barriers allowed the untapped energy
of magic to flood the ley lines, and brought sorcery back to the
United Kingdom.

The Role of Magic in Everyday Life


“Carstairs, please ensure there are enough tea leaves for the demon to
make a fresh pot will you? Oh and ask Grandmother is she’ll please
stop haunting Little Jamies’ room for one minute, and come down for
a civil chat.” ~ Lady Grey Chantelle.
Magic changed a lot of things: The internal combustion engine;
more like the infernal combustion engine. Ever since automotive
companies discovered a newer source of energy, they have been
putting hellfire into cars and putting Big Oil out of business.

The Euro GallantVerse 42


GallantVerse Euro

The Euro GallantVerse 43


Big Pharma are unhappy with the emergence of magic too,
since their pills and placebos are no longer as effective. Not when
someone can ignore the local doctor’s surgery and slip down the
road to a healing clinic and get a spell to remove that common
cold quicker than a named brand of drug-packed tablet.
With the advent of magic there was also less need in the UK
for the regular incarnation of the Internet, because the ley lines
connected all places and all locations. So an enterprising young
sorcerer called Gwen Baud gave rise to the connected magical
network that would come to be known as the Mage Net 2.0.
Using a sophisticated hybrid of magic and machine, through her
understanding of technomancy, she was able to connect computers
to a central server in another dimension. This, plus other factors,

GallantVerse Euro
gave rise to the Sorcerer’s Connection, later renamed to the Mage
Net and now Mage Net 2.0.
So virtually every home and location in the UK that would
have been connected to the old internet, now has a brand-new
connection to the superior and faster Mage Net 2.0. Gwen Baud
became CEO and founder of Mage Net 2.0 with her partner
Alex Craft.
Magic is so entrenched in the British Isles, that you no longer
need a lighter to spark up a cigarette. You can simply snap your
fingers and do it with magic. New power stations are being built
and by the end of this year, there will be the first sorcerous powered
electricity network thanks to a pact between the Ley Line Power
Company and a bunch of helpful lightning elementals.
All fossil fuel companies, and conventional power companies have
been asked to shut down, cease operation and pack up or convert to
the new magical energy power grid. Those who fail to do so risk a
visit from the Department of Mystical Awareness. Alternative energy
sources such as hydro-electric power, and wind power, are being folded
into the network with the help of water spirits and air elementals.
Established solar networks are to be included into the new
power grid as well.

The Euro GallantVerse 44


The DMA is the government’s enforcement arm of highly trained
sorcerers, and investigators that deal with magical affairs in the
United Kingdom. They were established by the Prime Minister:
Yvonne Grey in response to the rise in magic use, and of course,
magical crime. The previous prime minister was actually killed by
a vigilante who went by the name of Retribution. The vigilante
was never caught, and many circulate the rumor that the killing
was perpetuated by Yvonne Grey. Even more outlandish rumors
suggest that Retribution and Yvonne are one in the same person.
From the smallest home to the biggest company, magic is
everywhere, and it is definitely here to stay.

Cabinet 13

GallantVerse Euro
Along with magic came the rise of objects that are infused with
mystical or supernatural power, many call these things Objects
of Power, or Anomalous. Cabinet 13 is the United Kingdom
Government’s answer to the SCP Foundation and the other
groups across the globe that secures, contains, and protects
against the myriad of objects, people, entities, and worse.

The Founders
Those who founded the previous incarnation of Cabinet 13
are unknown to many. There are three founders of Cabinet
13. These are Mary Shelly, most notable for her Frankenstein
tale, H.G. Wells, one of the first men to experiment with time
travel and return successfully and the Professor J.R.R. Tolkien
who discovered Middle Earth and went on to write about it as
though it were fantasy.
We say, are, because the three founders in question still operate
the Cabinet from a hidden location deep below London.
Through ritual and ancient binding magic they live outside
public knowledge and continue to protect the world from things
such as dangerous magical rings, and terrible creatures.
Cabinet 13 has numerous holdings in and around the United
Kingdom, most notably is the main headquarters in the City of

The Euro GallantVerse 45


Bath. It is here that the current incarnation of Cabinet 13 resides
and the 13th Room exists. The 13th Room being the space in
which such dangerous things are stored, a secure and magically
sealed location kept under lock and key by a supernatural
guardian.

The People of the Cabinet


Lady Gracelyn Leeton (Lead Minister)
Lady Gracelyn is the next in a long line of people who have
been given the unique opportunity to operate Cabinet 13. She
is the current Lead Minister of the organization and has a vast
knowledge of supernatural objects and how to counter them. This
young, headstrong woman worked as an archaeologist across the

GallantVerse Euro
length and breadth of England and spent her formative years
tracking down dangerous objects and putting them in a makeshift
holding room beneath her Country Estate in Wiltshire.
Daughter of Alexander Leeton, Gracelyn was approached by
Cabinet 13 and given a once in a lifetime opportunity to lead the
mysterious organization. The government was so impressed that
Gracelyn had managed to gather so many objects of power, without
their support. They decided she was a perfect fit for the group after
they did a secret raid on her collection and realized she had been
able to contain these objects using her own skills and equipment.
As Yvonne said, “One does not squander a perfect leader like her,
and one does not jail her for doing the government’s job. This is
England, not some other shore.”

Angus McBranson (Chief Librarian)


Angus was born under the light of a full moon, between two
ley lines and the seventh son of a seventh son. For much of his
early life he ignored magic, putting the study of the supernatural
to one side in the pursuit of financial gain and science. Then he
fell in love with the ancient world, the myths, mythologies and
all things mystical. For such a scientific minded man he became
deeply entrenched in the supernatural, including travelling to far

The Euro GallantVerse 46


off places such as Tibet and walking in the footsteps of notables
such as Lobsang Rampa.
He doesn’t talk about the experience that changed his mind, but
he often cites it as being ‘mysterious and thoroughly delightful.’
Without going into any more detail.
Angus used his scientific approach when learning magic, became
a student of one of Asher Solomon’s younger sorcerers and helped
thwart a few machinations of the Iron Triumvirate. Angus soon
found out that he possessed an innate control of magical energies,
due to his unusual birth circumstances and his magic became
stronger and stronger.
He came to the attention of the government when he took
Yvonne’s eldest daughter out on a date. A supernatural crisis

GallantVerse Euro
manifested, and he was able to work with Hanna Grey to hold it
back long enough for agents of the DMA to arrive and contain the
situation. Angus soon had an invite to Number 10 and a meeting
with the Prime Minister. This led to his appointment as Chief
Librarian in Cabinet 13. Angus works with Gracelyn to catalogue
and contain the various threats and objects that crop up in Room
13 from their various agents out in the field.

Heidi Young (Cabinet 13 Agent)


Heidi ran with a gang of Magic Punks in London for several years;
they defaced the various buildings using mystical tricks and minor
spells. They caused no end of trouble for the police and people of
London, and even managed to deface Big Ben with lewd images
and a rather impressive picture of the former Prime Minister and
a farmyard animal. They started minor trouble here and there, and
never really got out of hand.
Until their leader, Jango, decided that he was going to up the ante.
He managed to buy, for a lot of stolen cash, a brass bottle covered
in Aramaic writing. The seller (one of the Iron Triumvirate)
had told him it would only create a minor bit of chaos, nothing
catastrophic. He lied.

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Jango let loose a bottled demon and it laid waste to half of
Whitechapel. When Heidi saw what happened she was horrified,
and did her best to help as many people as possible. Whilst the others
had been learning simple tricks, Heidi had been studying in secret
and pushing her craft further than her gang family knew.
Heidi took on the demon, put it back in the bottle and even
managed to defeat one of the Iron Triumvirate’s sorcerers in a pitched
battle. As the DMA agents arrived she tried to run, but was caught in a
stasis spell and arrested.
Lady Gracelyn came to her in a cell and made her an offer; it
was an offer the young woman could scarcely refuse. So now the
former gang member wears tailored suits, carries a briefcase, and
can blast a demon to cinders at ten paces with a flick of her finger.

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Just the kind of special agent Cabinet 13 looks for.

Harbir (Cabinet 13 Agent)


Harbir, formally Mani was a magical nomad, a child from the
Punjab who really did not fit in anywhere. They were moved
from place to place, never knowing true stability and passed from
foster home to foster home. Why? Supernatural things always
clung to young Mani, even when they were just a newborn babe.
Strange phenomenon latched on to the child, things went wrong
around them, and electronic devices would often fail to work.
Phones would take the oddest pictures; calls would appear to be cross-
calling all the time and strange voices leaked into the conversations.
Answer machine messages were downright disturbing.
Mani was a conduit, a magical connector between the planes of
existence and the real world.
They just didn’t know it yet.
Over time they fell in with a group of people who studied the
supernatural, lucking out and being fostered into a small family
who lived with a ghost. Mani was taken to England to live in the
City of Oxford and it was here that they finally understood what
and who they were.

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Doctor Keele’s family lived with a ghost, a somewhat scrappy and
mischievous entity called Tipsy. She was a young Edwardian girl
who had died in the house under very mysterious circumstances.
Tipsy soon gravitated to Mani and eventually revealed herself to
the young mystic. Mani was terrified at first, and then slowly, over
time they began to understand what was going on.
Tipsy opened their eyes to a whole new world right under the
old one.
Mani’s life would never be the same. They grew up with Doctor
Keele’s family, studied magic at Oxford’s Magus Academia. They
came to the attention of Cabinet 13 after a set of formal exams
designed to test potential candidates.
Now Mani fights against the supernatural using their magical

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ability, their cunning, and their skill with a Talwar sword.
Mani has a new name now, they are called: Harbir which roughly
translated means: Warrior for the Gods.

Cabinet 13’s Mandate


Cabinet 13 has a rather long mandate document, but the salient
bullet points can be seen here – more are added as time goes on,
but the important ones appear in the Handbook for C13 Agents,
a copy of which is given to all agents of the organization.
• To protect the People of the United Kingdom, their allies,
and associates from supernatural threats – both manifest in
objects or attached to people/entities.
• To ensure that magic is used fairly and evenly by all the
populace.
• To ensure no one group has exclusive control over magic or
supernatural forces.
• To oppose the likes of the Iron Triumvirate in their dastardly
machinations.
• To educate those who wish to learn more, to provide teachers
and staff to schools specifically created to teach the mystic arts.

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• To secure, contain, and to protect against Objects of Power
(see next mandate bullet-point)
• To operate and maintain a secure facility (13th Room) for
the storage and collection of Objects of Power, or Anomalous
Objects.
• To banish or destroy dangerous supernatural entities.
• To ensure the ley lines function properly and protect sites of
Supernatural Interest, including sites such as Avebury Stone
Circle, and Stonehenge.

Foes of Cabinet 13
Apart from the Iron Triumvirate there is one group of ne’er-do-
wells that threaten the stability of the United Kingdom, as well

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as the rest of the world. They are known as the Lords and Ladies
of the Mist, or to give them their proper name: the Fae.
The Fae work tirelessly to erode the protective barriers that keep
them at bay, they use mortal agents and employ servitors who
often have no clue they’re being manipulated. Once a year when
the veil between their world and
ours thins they are able to send a
single agent across, who is at the
height of their power, but this
agent is on a time limit.
If they do not achieve their goal
before the end of the night then
they are pulled back into the Fae
Realm and locked away again
for another year.
Agents dispatched in such a
way usually work to influence
mortals to their cause, seducing
and manipulating the feeble
minded to allow them control.
Once they have control they

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are able to remain in the real world, as long as that human is
connected to them somehow.
Usually this is done via a piece of jewelry given as a gift to their
subjugated or besotted paramour.
There is a downside to this particular connection, only for the
human, each day they diminish a little and become more and more
ethereal. Eventually their life force gives out and the connection
breaks, the Fae is drawn back to the Fae Realms and the human
simply fades away.
For the Fae of the Secret Garden this is all the time they need to
cause chaos in the mortal world.

Germany (Advancement

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Through Technology)
“Cyberpunk, wir sind Cyberpunk - wir führen die Revolution in
Chrom und Metall für immer an! “ ~ Gunter Glass: Cyberphile.
When you think Cyberpunk you might think Sentry City, or
any other place rather than Germany, but for years, for some
inexplicable reason the Germans have led the forefront in the
cyber revolution. How, why? That’s a long-winded answer to a
very complex question, but it can be boiled down to two words:
Outside Influence. Now this isn’t to say that Germany was given
the secrets by aliens, far from it, but the science to enable the
fusion of metal to flesh definitely came from outside the prime
reality dimension we like to call: home.
Germany lucked out thanks to France’s experimentation with
dimensional shift and travel technology. The first travelers to enter
the portal (at the site of the Large Hadron Collider) at CERN
under the supervision of France’s leading dimensional researcher
Professor Louis Arnau visited several alternate dimensions, and
after being stranded there for several years when the LHC Portal
backfired (shunting the current timeline) and shut down.
They met the scientist known as Hybrid. Hybrid was a fusion of several
beings and possessed of superior intellect, due to his combination with

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machine and flesh. Hybrid helped them return to the prime dimension
and sent with them a specialist in Cyber-tech – stating that it was
important that he did so, but did not disclose the reasons why.
Once Doctor Six arrived in the prime reality, they requested
to be transferred to Germany and to meet with Professor Hans
Aler, the first and foremost proponent of transhumanism and
scientist in charge of Germany’s fledgling cyber-tech program.
Six and Aler entered into a partnership that elevated Germany’s
understanding of the ways to blend flesh and metal together,
their research enabled the future of Cyberpunk in Germany
and ushered in a wave of body-positive body modification and
transhumanist understanding in the country.
Soon the niche concept of Cyberpunk which had been the

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subject of so many futurists became reality and not only that
– thanks to the forward-looking German government it also
became affordable and possible.
Germany these days stands head and shoulders above the rest
of the world in terms of cyber-tech, their attitudes to body mods
and their culture. German cyber-tech is almost a household and
there are very few people now in Germany who are not modified
in some way, shape, or form. In Germany it is possible to be who
you want to be with little or no fuss.
German Cyberpunk allows for sleek looking cyberware, outlandish
designs, and full body mods where you can change gender or remove
it altogether.
“Sei, wer du sein solltest!“ is a popular saying amongst the
Cyber-elite and general populace, roughly translated it means:
“Be who you were meant to be.”
Now, of course, with Cyber also comes the Punk aspect and a
significant number of Germans embraced the anarchic concepts
of punk, along with the music in their country a while ago. They
used it to fight bigotry and any kind of phobia, in fact, in 2022
Germany was the first country to pass several laws protecting the
rights of LGBTQ+ folks across the country.

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This also included free body modification cyber-surgery and
mental health clinics for patients who wished to change their
gender.

Sleek Effective Cyber


The German idea of cyber-tech is a far cry from the bulky, retro-
future concepts posited in the 20th Century. Here there are sleek
chrome arms with elegant full-body modifications. Contrary to
early cyberpunk beliefs and media, there is no loss of humanity
when you embrace sleek chrome arms or full body modifications.
Cyberware has given people their lives back, their body image
and allowed folks to transcend away from what society wanted
them to be, and be true to their own true selves.

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The only Stigmata attached come from bigoted outsiders who
truly don’t understand what this all means.
German cyber-tech is also not sold by companies, there are
no corporate overlords making big money out of this tech in
Germany. The tech is the sole property of the German Medical
Association: Cyberpunk Division. This way no big business can
exploit the tech to ratchet up the price, it’s all covered under the
German Medical Care Act 2022. It was considered a victory for
the Cyberpunks who embraced the idea of anti-authority and
anti-corporation.

The Role of Germany in the


Hero Biz
It isn’t just magic that gets things done in the GallantVerse,
brawns and brains combine in equal measure and heroes come in
all shapes and sizes, as well as bodies. So there is a large contingent
of heroic types to be found amongst the German Cyberpunks.
As one might expect there’s also a big swath of environmentally
and socially conscious heroes to be found in Germany, using the
Punk movement to battle the big corporations and protecting
the downtrodden and working classes.

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Germany’s heroes are
truly of the people, for
the people, and they’d
rather save refugees from
despots than work for one
single smug corporate
jackass. Of course, this
puts Germany firmly
in the sights of those
who want to foster war,
bring about supernatural
apocalypses and generally
cause trouble for the rest
of the world.

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Whilst the likes of Asher
Solomon battle against
the magical threats, the
German heroes face
down the mundane and
supernatural side by side. They might not have the magical
power of the United Kingdom and the House of Solomon, but
what they lack in sorcery they make up for in tenacity, boosted
reflexes, chrome armored punch-fists and a bloody-minded
attitude to fight till the last person standing.

Verdammt Große Helden


VGH is the brainchild of Carla Schumann and her brother
Kurt. They are the founder members of the queer superhero
group known as Big Damn Heroes. Six members of the VGH
are active at the time of this writing and they protect Germany
from mundane (and magical) threats using a combination of
their skills and serious brawn. They are big foes of the Iron
Triumvirate and actively oppose the Lohnsklaven (Wage Slaves)
who are Germany’s public enemy number one super/enhanced
criminal fraternity who work exclusively for corporations doing
their dirty jobs.

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The VGH patrol throughout Germany and respond to numerous
incidents, usually involving crime and super criminals. They also
use their gear to battle any kind of criminal who manages to
show up on their watch. From the handbag snatching thief on
the streets of Berlin, to the bullies who stalk the alleys they are
there ready to crack some skulls.
The whole team works as a cohesive group, and combines computer
hacking skill with an excellent knowledge of cybernetics.They bicker,
they complain, they act like children at times – but they always pull
together and watch each other’s backs. They operate like a well-oiled
machine under the leadership of both Carla and Kurt.

The Big Damn Heroes, who are they?

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We talked about Carla and Kurt, the leaders of this group of
friends and champions of those folk who can’t punch through
brick walls with their enhanced fists. But just who exactly are the
VGH and what makes some of them tick?
Here’s the current roster, with a little background on each
member so you can bring them to life in the GallantVerse.

Carla Schumann (ChromeFist)


Carla is a woman who likes to fight, she likes to drink, she likes
to live life to the fullest and she loves some serious competition.
She loves her younger brother and she’ll rip anyone apart who
attempts to harm him. She’s ninety-percent metal and most of it
is chrome. She’s also the leader of the VGH along with Kurt and
acts in a no-nonsense manner when on the job.
Carla’s strength is boosted to the max, and her Mohawk can cut
through the toughest armor. She is extremely fond of up close
and personal battles. She was one of the early adopters of the
German Cybertech and signed up at the same time as Kurt. They
decided to go through the process together, got well and truly
drunk and signed the form the following morning.
When they came out, the medical techs put them through months of
physio and mental health clinics to help them adjust to the new bodies.

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They also taught them how to control their immense strength, speed,
and other features compared to the frailer non-modded humans.
For Germany it isn’t enough to just have cyber-tech, they want
you to understand it and to experience it.
Carla did just that and she got on-board the new her quickly, especially
when a robber hit the bank she was at.This two-bit semi-enhanced creep
was quickly taken apart by her and it earned her a heroes’ reception. She
liked it, she liked how she was able to use the new her to help others.
So she talked to Kurt and they decided they wanted to be Big
Damn Heroes.
The group was formed overnight, and they pulled others into
the family, quickly.

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When not fighting crime or chasing enhanced villains across
several blocks, Carla can be found working as a vet’s assistant in
a nearby animal hospital. Despite her larger size, her fine control
of her cyberware is second to none; this includes the pneumatic
chromed fist that gives her the codename: ChromeFist.

Kurt Schumann (The Panther)


Kurt is less inclined to violence than his sister, sports cyber-tech
that makes him much faster and allows him to slow down his
perception. He also has a raft of cybernetic enhancements that
affect his eyes and other senses. This gives him night, thermal,
and electromagnetic spectrum vision modes. His reflexes are so
attuned they are as nimble as a big cat’s, letting him move faster
and quicker than a normal baseline human.
These enhancements have given rise to his nickname: the Panther.
He signed up for the program at the same time as his sister, though
opted for a sleeker and more refined package. He wasn’t so much
into the whole punching things through other things as Carla is.
He said yes when Carla proposed her new super heroic family, and
came up with the name alongside his sister. He is likewise extremely
protective of her, and every member of the group. Kurt made a

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name for himself when he brought the Talon, a notorious abusive
criminal, to justice and broke the man’s body in ten different places.
The fight lasted six hours and left the young hero charged,
bruised, battered and determined to protect people who couldn’t
protect themselves.
He fronts a band in Germany when he’s not doing the hero
thing; the band’s name is Steel Weaver.

Cassie Tern (Cassio)


Who is Cassie Tern? She’s the hacker-trained daughter of big-
money tycoon Dieter Tern who is responsible for a lot of bad
things happening in the world. She rebelled against her father
when he outed her on National Coming Out Day, and dead-

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named her on a public news broadcast. This was the last straw;
she bit back and hacked his whole Corp network shutting down
Tern Industrial for two solid months.
When her dad sent agents to get her back, they were stopped
by the Big Damn Heroes and Cassio (that’s her preferred name)
got the invite to join the group. She’d heard a lot about them,
what they did, how they operated, and she jumped at the chance.
Over the years she’s been with them, they made her feel included,
welcome, and more importantly they respected her and her skills.
Cassio has lots of internal cyber-ware now and a lot of it allows her
to remotely control computers, computer based systems, and tech
that has a wireless connection. Her nervous system and internal
receptors are wired to a Hans Gerlich Neural Processor that
means she can react at super-fast speeds mentally and physically.
Cassie has a bit of a crush on Carla, and Kurt, she wouldn’t mind
dating either to be honest, but she keeps things as professional as
she can. Her time is spent working on new tech solutions for the
group, and battling against hackers who are sent into the networks
by her father and his cronies; this keeps her mind off relationships
and on the battle.

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Manfred Kraf (Big Boi)
Big Boi is the kind of man who was made by the corporations,
built with construction work in mind in the early days of
German cyber-tech. Before the GMA took over the whole kit
and caboodle, allowing free cyber-tech for all who need it on
their health service. His body has been enhanced to undertake
extremely demanding jobs; he can lift many times his own weight
and bench-press a fully laden big truck with ease.
He is massive, built like a steel powerhouse and has a gentle-
giant style demeanor about him.
Manfred is also highly intelligent and for such a construction
borg, he has a very delicate touch due to specific sensors built
into his huge hands. He was rescued by the VGH when the

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terms of service on his chip had run out, and his ‘ware locked up,
they found him frozen in place in a dump ready to be ‘recycled’.
These systems were a hold-over from his previous double-dealing
corporate masters: none other than Tern Industrial.
Tern had ensured that even though the GMA had taken over,
there was a specific clause in Manfred’s contract that meant he
could not seek external cybernetic help for his Tern Industrial
ware. Only Tern techs were allowed to service his body-work
and perform maintenance on his systems.
Cassio soon sorted this though and became good friends with
Big Boi. She ripped out the offensive backdoor programs that Tern
had installed, and replaced his OS with one of her own design.
Manfred operates as a shock and awe combatant, he’s great
at smashing things in his way and ensuring that the team has
a second big hitter to rely on. He is also careful to ensure his
romantic date life and hero biz never mixes; he knows too well
the pressure that villains can put onto a hero if they discover who
they are close to. He already had to quit one relationship with a
cocktail waiter due to the Wage Slaves getting too close.
He’s now romantically involved with a hero, a sorcerer from
England known as Damien Gallows (Top Hat).

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Eliza Krazte-Hartmann
(Targeteer)
Eliza is an enhanced ex spec ops soldier, who fell in love with the
concept of cyber-tech when she saw how it helped her veteran
buddies in the armed forces. After serving her term in counter
terrorist operations, she moved to Berlin and fell in love with
Annika Hartmann, a brilliant cyber-surgeon from Düsseldorf.
The pair got married the day before Eliza underwent her
cyber-surgery, and Annika was the first person to see Eliza
come around from her operation. The ex-soldier went for reflex
enhancement, targeting optics and integrated weapons handling
packages. Later that year after a significant period of adjustment
to her new senses and reflexes, she embarked on a small personal

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business alongside Richard Zephyr – a fellow vet from the army.
They set up a PMC (Private Military Concern) and became
mercenaries, offering their services, especially in the areas of
counter-terrorism and bodyguard operations. Zephyr Protection
(catchy name) did pretty well for the first few years until a mole
(working against both of them) brought the PMC down and
fed their operatives to the Wage Slaves in a brutal and effective
operation that culled the PMCs numbers by over half.
Facing losses, emotionally, personally, and financially the pair
shut the PMC down and Richard retired from the line of duty.
Eliza spent more time with Annika and the pair moved to a small
town house in Bonn. They adopted a young boy called Felix, who
had been left an orphan when the Wage Slaves brought down
the plane his parents were travelling on.
When Carla Schumann showed up on their doorstep near death,
after a run-in with the Wage Slaves, it was Annika who was
able to save the woman’s life. Carla and Eliza became friends as
the hero recovered and eventually, with Annika’s blessing, Eliza
signed up for the VGH. She brings to the team a wicked sense
of humor, sharp planning skills, excellent tactical understanding
and an impressive record on the shooting range.

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Richard Zephyr (Ghost/Geist)
Much of Richard’s early history is the subject of hundreds of
black boxes across documents, both paper and digital. He has been
redacted so many times; he almost decided that would be his hero
name when he came out of retirement two years ago to join the
Big Damn Heroes. A chance meeting with Annika Hartmann in
Bonn brought Richard back around to the idea of operating again.
A pair of damaged knees and a torn ligament here and there
had kept him from doing anything, that and the horrible loss of
life thanks to the Wage Slaves. When Asher Solomon showed
up and gave him evidence that Tern Industrial had bankrolled
the hit on the PMC Richard’s mood soured.
Annika suggested that he at least sign up for the veteran’s cyber-

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surgery program, to help him with his knees and other issues.
Richard finally agreed and underwent the surgery; only he opted
for the whole spec ops package as suggested by Annika herself.
When Richard came out of hospital, Annika, Eliza and Carla
Schumann were there to meet him.
It didn’t take Richard long to come around to the idea of joining
the VGH. He had been in therapy for months, for PTSD, and
Eliza suggested that if he had issues adjusting back to society –
he’d be better off putting his skills to use against the likes of the
Wage Slaves. After a string of failed relationships and broken
hearts from all the guys he ever tried to date, Richard agreed and
signed up to the hero group on the same day.
After his therapy to help him understand the changes his cyber-
tech had brought to his body, he rolled out as a new man – a hero
called Ghost (Geist). With tech that allows him to bend light
and appear as a ghost, he’s aptly named. He’s a thinker; he drinks
a little too much, has a soft spot for card games and leads the
VGH when they need to go in without breaking heads.
He is the perfect partner to Eliza’s deadly shooting skills and
tactically he always favors the quiet approach.

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What do the Big Damn Heroes do?
They are heroes, they stand up for what’s right and try to do their
best. They oppose the Wage Slaves, the Iron Triumvirate, and any
who would stand against the people. They fight openly against
racism, bigotry and hatred as well as battling the corporate dollar.
Recently they have learned the role of Tern Industrial in the events
that shaped many of their lives, and especially with Cassie’s help, they
have been on a winning streak against that corporation for a while now.
They never accept money for what they do, and if someone does offer
to pay them, their wages are donated directly to charity or good causes.
In short, they do what’s right.

Foes of the Big Damn Heroes

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The Corporate Sponsored Wage Slaves are the biggest foe for our
heroes from Germany. These bad folks are paid mercs who have a
huge roster of dangerous talent, and are led by the infamous Red
Baron, so named for the World War 1 fighter ace that brought
down many planes in his time. Unknown to the rest of the world,
this is actually Baron von Richthofen who managed to enter a
time portal and found himself in a brave new world.
The Wage Slaves name comes from the fact they are bankrolled
by corporations; they work exclusively for corps and never for
anyone else. These are the ultimate assassins, robbers, thugs, and
mercenaries bought by corporate dollars and give access to high
tech equipment and the latest cutting-edge tech.
They are the pet project of Tern Industrial.
Recently the Wage Slaves have begun to use a propaganda
group known as Freedom from Metal to advance their goals, to
demonize cyber-tech and to try to point out the dangers that
are posited by these so-called enhanced humans … it’s the usual
playbook of: job taking, unstable personalities, less than human
due to the amount of metal in their bodies.
So far the German public are not being swayed by this tactic, though
it could only be a matter of time and the right strings being pulled.

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France (Vive La Dimension!)
“Earth you say, now which Earth is this. The one where Brexit was
a disaster, the one where the sky is made of toxic clouds, or the one
where rainbows and unicorns exist? I assure you Madame, that
the very nature of the work here doesn’t just include Earth and her
permutations, but other more valuable places that have their own
resources and of course, their own dangers.”
~ Professor Olivere Goulon (DDA)
France has changed a lot in this timeline, and they are the foremost
country where the research into alternate worlds and dimensions
takes place. You see France was affected by their relationship with
CERN and when the Large Hadron Collider shunted the timeline
sideways, back, up, and down at its first firing they noticed a lot

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had changed. The France of the GallantVerse is definitely different
to the one you might know, and getting around there is as simple
as taking a door to work for those who can afford it.

Portal Paris
The Paris of this timeline is definitely more impressive, the
technology that the Department des Dimensions Alternative
brought back with them from another dimension has allowed
for rapid development in transport technology. Simply put, if you
have the money and the desire, you can replace your outmoded
fossil fuel driven automobile and rip a hole in the fabric of reality
to get to work.
There are fewer cars on the streets of Paris, and more doorways.
These bio-locked private portals for the rich and powerful are
the new wave of transportation and allow commuters to arrive at
their destinations in the blink of an eye.
Trains have been revolutionized and they disembark from the
station, enter a dimensional tunnel and arrive from another
tunnel hundreds of miles away in a flash. This allows huge
amounts of people who can afford it, to reach holiday locations
far from their cities or commute to a job on the other side of the
country in a matter of moments.

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Air travel could be a thing of the past, with these mass portals. A
simple shuttle can depart into the portal and appear in England
in a few minutes. Of course, this requires the seal of approval from
the British Government and so far there have been a few murmurs
of dissent due to the effect it might have on the ley lines.
Some of the richer folks in Paris have begun to show signs of
obesity; since they no longer need to walk or bike to work and
the French government has been quick to instigate programs for
anyone who can pay.
There are anti-portal groups who claim the portals have an
adverse effect on the fabric of space time, but as of yet no proof
either way has been given. These fanatical protesters have earned
a deaf ear and a cold shoulder from many government officials –

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even though there are notable scientists amongst them.
Portal travel is largely beyond the means of working class folks, so they
continue to live their lives in a similar way. Though some corporations
do have pay-in programs where the commuter can purchase a ‘season
travel’ pass to allow them to use company portals to get to work.
Personal home portals are also being manufactured and they
often replace the front door, allowing the user to warp to work
as soon as they leave their house and return home just as quickly.
A CEO of a big company can cross the threshold at home, and
walk right into their office just in time for coffee.

Department des
Dimensions Alternative
The DDA for short are a secret branch of the science division
at CERN, one that was established during the early phases
of the LHC operation. In fact, they were established almost
overnight by Professor Olivere Goulon to study, enter and report
on dimensions found using the early portal travel technology
garnered by the LHC’s first ever dimension shunt.
The DDA does all of this, and so much more. They are responsible
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England skip Brexit and the apocalypse which followed. They
brought across so much technology from other dimensions,
changed the flow of tech in many countries and of course Germany
benefited from the cybernetic tech of Doctor Six.
The foremost researcher and the man in charge of the DDA since
Olivere’s retirement is Professor Louis Arnau. Louis is a brilliant
practical man; he led the early expeditions into other worlds and
wrote extensive documentation/handbooks on the subject of
dimensional travel and the associated wonders or dangers.
Arnau was the first man to use a cross-matrix diverter to
stabilize the gravitic fields created by a dimensional anomaly. He
created a stable portal and with the second firing of the LHC
he was able to open a door to a world beyond Earth’s physical

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space. He was the first person to walk through the portal and
encounter the new world firsthand, bringing back samples of
material which the DDA quarantined for safe study.
The DDA operates in Paris from an underground location
beneath the restored Notre Dame Cathedral.

People of the DDA


There are quite a few brilliant folks amongst the roster of the
DDA, from the scientists to the troops that guard the teams as
they explore new worlds and dimensions. This is just a sample of
the roster at the current timeline of writing.

Professor Louis Arnau


Louis was a genius even as a young man, a graduate of MIT
and a passionate believer in the supernatural. His first brush
with another dimension happened during a trip to Hartford in
the United Kingdom, his car crossed a ley line and it triggered
a dimensional shift – the event deeply scarred the driver and
another passenger, but Louis was enthralled by the new
dimension and the relatively short trip they took there.
When the car came back it was covered in frost and the battery
was drained.

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This sparked the young man’s curiosity even more, later he met
Oliviere Goulon at a dig site in South Africa. It was here they
discovered an Object of Power, one that had not been taken by
Cabinet 13 or other foundations. This crystal obelisk, two feet high
and covered in strange glyphs would elude them both for years.
Until they brought it to CERN and studied it there, realizing it
resonated when they fired up the first low power test of the LHC.
It did not take the pair long to work out what was going on, and
with the help of several talented CERN researchers and at least
one quantum physicist. Doctor Sarah Newman, they were able
to hook the obelisk up to the LHC and power it up.
It shifted our dimension in tangible ways, but also created a portal
between our reality and another. It was here that the first group

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through the door encountered a strange new world, much like our
own, but everything was backwards as if viewed through a mirror.
After they came back they doubled the research budget,
established the DDA and created a secret facility beneath Notre
Dame. Louis was placed in charge of this facility, the HQ of the
DDA and constructed a bigger portal room and a second LHC.
He married Doctor Newman in 2019 and she now co-runs the
DDA by his side, having been the lynchpin of the program from
an early era.

Doctor Sarah Newman


Sarah was born in Paris under the light of a strange aura; she
has the ability to perceive energy fields and can almost see the
molecular structure of the universe. This allowed her to discover
the existence of particles that not even the most impressive
microscopes of the time could see. Sarah Newman devoted her
life to the study of physics, an extremely clinical and analytical
woman; she needed to see things with her own altered eyes and
eventually Quantum Physics beckoned.
It was during this time she rubbed shoulders with Oliviere
and Louis, meeting them at a convention and being taken with
their work on the LHC at CERN. The three of them formed

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a working relationship, and a friendship. They would meet for
coffee in Paris and eventually Sarah was brought onto CERN to
help study the obelisk, under strict supervision of course.
That supervisor turned out to be the charismatic Professor
Louis Arnau. Sarah was instrumental in helping the pair form
a stable test door, and worked with Louis to keep the power
fluctuations at a minimal.
She was also one of the first people through the door to enter
this mirror dimension.
Many trips followed through the door,to different worlds and some
alternate dimensions. Sarah found the whole thing fascinating and
managed to bring back many samples of technology to integrate
into the new LHC design under Notre Dame.

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In 2019 she married Louis and became the co-director of the
DDA. Sarah runs her own lab where she studies the effects of
dimensional travel on the physical plane, noting any anomalies
and she was one of the six members of the DDA stranded in the
other dimension where they met Doctor Six.
Sarah is currently working with Louis on refining the power
usage of the new portals, and they are six months out from a
breakthrough which will result in another interesting shunt to
the Earth’s core timeline.

Doctor Patrice Theroux


When you look up CERN and look up dimensional research, you
may wonder where you might have seen the name Doctor Patrice
Theroux before. The answer: you haven’t. This is the current alias
of Doctor Six and the being from another dimension prefers
to keep their own personal history to themselves. Not much is
known about Doctor Six, save for the fact they are extremely
intelligent, genius-level intellect, and understand dimensional
travel as though it was as easy as breathing.
They are also highly advanced in terms of cyber-tech; their tech
is internal, and their body appears to be utterly human. They are
self-repairing and self-sufficient.

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They also have an agenda.
Their first action upon returning with the DDA crew was to go
to Germany, give secrets of cyber-tech to the Germans and then
return to CERN and the LHC. When the DDA was established
they engineered their appointment to the same department as
Louis and Sarah.
But what of the current guise of Doctor Six?
Doctor Patrice Theroux then, appears as a middle-aged affable
man, with an accent that might place him somewhere in the
Bordeaux region of France. He likes a glass of wine, has an
excellent understanding of cheese and more importantly works
out equations in his head (since he is basically a super-computer).
He impresses everyone he meets in this regard, and brings with

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him a sense of decorum to every meeting he attends. He works a
lot of his problems out with elaborate hand-gestures and quotes
Einstein at every possible opportunity.
He also has a database that has been garnered from his own
dimension and Earth Core.

Sgt Julienne Bisset


Honor, duty, diligence, and cool under fire. These are things that
you can use to describe the fire-haired, even-tempered and security
conscious queen of the DDA’s protection programs. Sergeant
Julienne Bisset: who discovered her penchant for protecting
people when she worked alongside the notable Richard Zephyr
and Eliza Kratze-Hartmann in their PMC days, Julienne was
one of the few folks to survive the Wage Slaves brutal assault.
Unlike Richard though, she did not step away from her occupation.
She doubled down, did more PMC work and eventually saw an ad
for a job at CERN doing security. She felt it was time for a change,
upped and left where she was and applied for the job.
Her application was successful, and she embarked on a secret training
program. She was not expecting her duties to include: Protecting
science teams as they walk into other dimensions, or on other worlds.

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So her first day on the job had her accompany Louis and Sarah
into a brave new dimension. Fortunately they did not need
Julienne’s more military skill-set and the trip was fairly safe. Not
so for the third trip. This trip saw the team enter a dimension
that was occupied by dangerous shadow entities that had taken
the lives of millions when the DDA there had opened a door to
a new dimension and been unable to shut it.
So far the quick-witted ex-soldier has been able to weather the
worst dimensional travel has offered her, her sanity has remained
intact even when facing down monsters from someone else’s
worst nightmare and creatures that really should not exist.
If it gets in her way, harms her team, then she’s going to end it.
Be it a Great Old One, or not.

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A Whole New World (or 18 of them)
The DDA concerns itself with collecting data on new worlds
and dimensions, exploring them, and bringing back artifacts and
samples for further study. They do so from the HQ deep under
the restored Notre Dame and hidden away behind impressive
layers of extensive security both mundane and mystical with the
help of the House of Solomon.
Over the short time the DDA’s been active in the current
timeline; they have managed to visit 18 dimensions and worlds,
leaving notes on each one. So here are the 18 particular places
that have been catalogued by the DDA currently for you to
incorporate into your own adventures and encounters. There are
many more!

1. Earth Core
This is the DDA’s core Earth, the one that underwent the shunt
and ended up spun into a different timeline. The one with the
French travel network, the German cyber-tech and the British
tea-demons – it is the anchor of the DDA’s dimension travel
experiments.

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2. Mirror World
Not much is known about this world, the first team did not explore
for too long. They noted that the people spoke backwards, and
to understand them they required a recording played forwards –
they also noted that right was left and up was down, this meant
they required a different approach for core navigation compared
to Earth Core.

3. Tech World
This is the high tech Earth of the Hybrid and Doctor Six. The
team that visited here ended up stranded for a while, eventually
they returned to Earth Core with Doctor Six and a greater
understanding of how to meld tech with flesh.

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4. The Shadow Breakout
An Earth overrun by light-stealing soul-eating shadow creatures
from another dimension, this particular Earth was created by
the DDA’s first failed dimensional experiments and a door that
could not be shut.

5. Nightmare
This is a dimension where the nightmares of the population come to
life and haunt them, extremely dangerous and catalogued as a high
risk location for visits. Restricted travel to seasoned DDA agents only.

6. Alien Inhabited Mars


Mars as previously written by notable traveler: H.G. Wells: Mars
is a dangerous place in this timeline – it contains many Martian
War Machines, tripod-like battle engines and jealous creatures.
The team barely made it out alive. Restricted travel and at least
one soldier trained by Sgt Bisset required.

7. Apocalypse
First discovered a few years ago, the 7th Dimension version of
Earth was caught in a post-apocalyptic Brexit-triggered butterfly
effect. Restricted travel, permit required from DDA head.

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8. Stone Age Dimension
A strange Stone Age like dimension, the technology level is that
of the Stone Age, but the people also use dinosaur-like creatures
as beasts of burden. The star patterns and stellar cartography
pinpoints the system as outside of Earth’s Sol System by
thousands of light years. Observation only, zero contact.

9. Dead World
A dead world, there is no life here, and the signs of an ancient
civilization abound. The dimension has no correlation to Earth,
maybe a different solar system entirely and perhaps even a
different Galaxy. Pinned for further study, no hostile life detected.

10. Utopia

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Utopia is a dimension with no violence; Earth-like humans live
in serenity along with a race of powerful astral entities. Many of
the DDA have theorized this might be where the human concept
of heaven originates from. At least one team member interacted
with their former friend who was killed in action: this further
cements the DDA’s theory. Travel restricted at Grey Level.

11. Conflict
Conflict is a dangerous war-world with a high level of tech, space
travel, and centuries of open conflict. This dimension has already
claimed one of the DDA’s first teams, it is considered extremely
hostile and teams are strict observation only. Restricted travel
Black Level. DDA head approval required.

12. Sidekick Earth


Sidekick Earth is the nickname the science team has given to an
Earth dimension where heroes are all dead, only the sidekicks
remain to help prevent total anarchy. The dimension’s primary
antagonist is the Red Baron, and the corporation known as
Tern Industrial. This dimension has a strict observation flag,
Black Level and DDA head approval required for limited time
visitation.

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13. Lucky
Lucky is the nickname of a strange dimension where the laws
of luck and probability always fall on the good side. There are
no bad things that happen here, and people always survive
potentially dangerous accidents by the skin of their teeth. No
travel restrictions in place, but observation only, since it is
unknown if team members will benefit from Lucky’s strange
probability field effects.

14. Cat World


There are humans here, but they are subservient to cats. The cats
are guarded in turn by the dogs, who are also serving the cats. The
cats complain about their numbers being lost through sudden
dimensional warps and rifts – they have communicated with us

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and at least one team member has decided to stay to observe the
felines. She was last seen helping construct a pyramid to a great
Cat Being. There are no travel restrictions, but note: do not bring
catnip again Lt Howell…

15. Static World


Static World is the name the science division has given to this
dimension, or world. It is hard to explore; the whole environment
is gripped by incredible energy storms. There are rumors of
beings who dwell in these storms, as of yet we are unable to
make contact. Travel Restriction: Grey Level and DDA head
approval required.

16. Alt Tech Earth


This is Earth but not as we’d know it. In the 1900’s Russia put
a man on the moon with the help of the British. This joint
effort cemented peace between Russia and England, as well as
ushering in a whole brand-new tech level of space travel. By
the time of 2020 in Core Earth time, there are FTL engines
here and incredible colonies that span millions of worlds. Travel
Restricted, Observation recommended, potential dimensional
interference from alien life detected.

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17. Alien Invasion of Earth 2151
In the far-future of this Earth timeline, which appears to be
based on our Core Earth somewhat, aliens have invaded and
subjugated the population. Travel Restricted, Black Level, DDA
head approval required.

18. Dragon World


Dragon World is the name given to a feudal dimension with a primitive
society of folk who use swords, worship gods, and have control over
magic. There are reptiles that could be considered dragons. Approach
with caution, first team was injured that explored this dimension.

Who Opposes the DDA?

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There are scientists who just don’t agree with what the DDA do,
and there are entities from other worlds and dimensions who
definitely don’t agree. They have come to the attention of the
Wage Slaves, the Iron Triumvirate and a group of common folk
who just don’t like the idea that people are ripping holes in reality.
Doctor Lawson Creed is the man behind the group known as the
Safe Reality Group. The SRG wants to shut down portal travel
and believes that the whole thing is extremely dangerous. After all,
punching doors in the fabric of space time is pretty disconcerting
for most normal folks. Now a scientist is worried about it.
Is it dangerous? That’s for you to decide. It could be; after all
it’d make an interesting story. Of course, he could be bankrolled
by the Tern Industrial Corporation to say these things – perhaps
they have a hand in this.
Then of course there’s the common working class folks who
can’t afford this kind of travel, what do they think about it?
Are they content, or furious?
What is Doctor Six’s ultimate goal here, because we said they
had an agenda…
That’s up to you!
Have fun with all of these broad strokes and be heroic!

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South
America
Long before the resurgence of Supers there were heroes summoned
forth by the collective will of the people in various regions of South
America. These heroes were ordinary people blessed with the power
of celestial forces granted by a mantle, which eventually became
part of them. As the power of the Mantles grew so did these
superpowered heroes, becoming greater than their original purpose
and forces unto themselves.
Today the Mantles have reawoken to protect their people. Together
with normal Supers they strive to find a way forward in a new world.
The way isn’t easy however, as Mantles clash with Supers on the best
way to protect South America and what shape the future will take.

South America
History
Creation of Mantles
As the sun always rises and the moon always sets, there have been
warriors who donned the mantles blessed by the heavens. The
divine alchemy which imbued these mantles with awesome power
is unknown, but many agree they were all created at times of great
need. When a priest’s prayers screamed into the heavens, when a
mother’s tears seeded the ground with pain, a mantle was imbued
with fantastic power allowing any person worthy of wearing it to
become a Super--long before there were names for such things.
Thus, the people who needed it most gained super powered
protectors to answer their prayers and lift them from tragedy.
Before the Long Sleep, a time when Mantles disappeared from
the world, there were nearly as many Mantles as there were cultures

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South America

80
History
in the region that would become known as South America--each
Mantle unique to their people and their needs. Powered by people’s
belief in them, the mantle wearer’s performed extraordinary tasks
beyond that of the ordinary--super speed, strength, and even
healing. These masked people were key members of their cultures,
sometimes warring with one another, but more often than not acting
as pillars of the community sought after for wisdom and advice.
When one died, they chose a successor, someone worthy of their
power, and this new person donned the mantle in their place gaining
all the related powers. Mantles never truly die--their ideal is greater
than any individual who bears the suit. Over time, the greater a
Mantle became--the more righteous deeds they performed, the
more followers they gained--the more the Mantle developed new
skills and masteries to suit their level of fame.
When a Mantle gained a mass of followers beyond their original
region, they turned from the micro problems of its origin to
larger obstacles facing all who believed in them. Mantles broke
away from any heavenly relationship they had and developed

South America
their own meaning. For some Mantles this came from a cult
of personality--whatever their believers thought they did, they
would do. For others it came from something within, an internal
kernel of what they saw as right, which others were drawn to.

The Long Sleep


Soon many Mantles gained powers far beyond what a normal
person should have. They were akin to the gods they once
represented and donning a mantle felt akin to blasphemy.
Humans forgot they had a power all their own and the advantage
a Mantle provided one civilization over another proved too great.
The Mantles bearers came together and decided to step back
from an active role in the world embracing the role of advisors
and possible protectors if the need ever became so dire. Their
generation of Supes, of mantle bearers, would be the last--
humanity would thrive without them--no one should have the
power of a god.

History 81
All stepped back save the Demon. The Demon’s mantle was created
in a time of great strife. With the foul beasts he summoned from the
earth he pulled enemies into the underworld to suffer for all eternity,
or so the story goes. In his hubris the Demon believed he was greater
than humanity, though he was in fact human himself. The Demon
was a Mantle of death and punishment--he had no intention of
stepping back and allowing mortals to govern themselves--and
without the other Mantles ruling would be all the easier.
The other Mantles allied together to fight the Demon and
his forces. They drove him into the ground, locking him under
an impenetrable layer of salt so he may never escape. Atop the
Demon’s tomb the Mantle bearers built a city called the City of
Salt. The Mantles lived within the city for a time, each performing
their last heroic deeds before finally retiring their title.
Each building within the city contains one mantle put to
rest dedicated to all the Mantle encompassed, waiting for the
day when the world may need it again. The Demon’s hubris
exemplified why Mantles should no longer exist--none of them

South America
should ever believe they were greater than their fellow man--
and thus the fight against the Demon was the last battle of the
Mantles... until Gallant changed everything.

Stirring
When Europeans came to South America, Mantles were part of
a long forgotten mythology. Most didn’t know they existed, and
the City of Salt was all but a memory. Yet the mantles would not
suffer quietly while their land was invaded. Two mantles rose
up, one awoke from sleep and the other revealing a grand joke.
Grandfather’s mantle issued a powerful laughter surging through
the world and binding with a mortal soul drawn to the City of
Salt and Turtle danced from the shadows revealing she never
took the long sleep in the first place. Both devious tricksters were
active and ready to have some fun.
Grandfather awoke for a very specific reason, to keep the
city safe. The cleverest and most component of all Mantles of

History 82
course it would be him to awake. All the young mantles were
too busy sleeping, sucking their thumbs, relying on Grandfather
to save them. The youth made Grandfather laugh and this gift
was enough that he wanted to save them. If the Europeans ever
heard of the City of Salt he knew they’d seek the mantle’s power
for themselves and that just would not do.
So Grandfather wove an insidious lie in the Europeans’ minds-
-that there was a City of Gold, a grand place with a vast material
wealth. The idea was so ridiculous Grandfather was surprised
anyone believed it. With a single careless whisper the idea
spread through the Europeans’ minds like a virulent plague, they
embraced this corruption, molding it into fantastic fables and
making it all their own. Grandfather spent the next decades of
his life punishing anyone who dared search for the City of Gold
for their stupidity and their cruelty.
Unlike the other Mantles, Turtle never went to sleep in the first
place, but unlike the silly Demon she didn’t make a big deal out
of it. Turtle never wanted to rule over humanity, but her mantle

South America
wasn’t tired, and she had no intention of retiring early. Instead
she kept quiet--something which was incredibly hard for her to
do--as each Mantle drifted off into obscurity and when every
other mantle was asleep, she danced from the shadows ready to
embrace all of what liberty had to offer her.
Despite her recalcitrant nature, Turtle has a weakness for the
underdog and while she still went about her own business during
the invasion, Turtle could not help but protect individuals she
met who needed her most. Using her shell of many animals she
threw it over children and the elderly who were fleeing from the
Europeans, changing them into all manner of animals so they
could escape. Once they were free, she mostly remembered to
change them back--if she wasn’t too busy with other things at
the time.

History 83
Resurgence
When Gallant arrived in Sentry City foiling the plot of
Shadowglory it marked a new era for the superpowered in this
world. The vibrations of their first clash echoed through the
ether down into the City of Salt shaking the mantles from their
slumber. Over the next year mantle after mantle awoke calling to
a person within Latin America to find them, put them on, and
reintroduce the Mantles into a new world.
Since then the City of Salt has transformed from a forgotten
city to the headquarters of the Mantles who work with one
another to protect Latin America from threats… well most work
together, while some--like Turtle and Grandfather--go about
their business as they always have.

Donning
a Mantle
South America
There are two ways a person becomes a Mantle, the first is to be
called by the mantle itself to the City of Salt and the second is
to be given the mantle by its previous owner. When a person is
called they have a series of fevered dreams not their own. These
dreams are from the previous bearers of the mantle they are called
to. The dreams encompass different memories and deaths of the
previous bearers--they are confused vision-like things which are
never deciphered in a person’s lifetime.
When the dreams reach such a height they bleed into reality; the
person is unable to ignore them any longer and takes a bleary journey
to the City of Salt. Confused, fevered, delirious they come to standing
in front of one of the great buildings housing the mantle calling to
them. The mammoth sealed door of the building slowly opens for
them and once inside the person dons their mantle for the first time
becoming something greater than themselves--becoming super.

Donning A Mantle 84
Few try to ignore the call to their mantle, because it is a calling
they’ve felt their entire life. Something about their life before the
mantle was always off--friends held little interest, hobbies were a
bore, work was unfulfilling--only when the person is in the room
with their mantle for the first time do they understand why. They
were always meant for something greater.
The second way to gain a mantle is to be given it by its previous
owner. Since modern Super history is rather short, this has only
happened once so far. The Sun was the first Mantle awakened in
the modern age. Together with Gallant he worked to establish
Sentry Force Red in Latin America and fought off Shadowglory’s
apprentice Darkfalls over the city of Rio de Janeiro. However,
within half a year the Sun was ready to retire.
Before becoming the Sun he learned his wife was pregnant
with their first child and while mantles’ personalities normally
overcome their bearers’, in his heart the Sun always remained

South America
Hugo Silva. In fact, Hugo never hated his life before wearing the
mantle, he was content and the moment he saw his first child in
the hospital Hugo removed the mantle and never put it back on.
Instead, his twin sister Jisa picked up the mantle. The twins were
always two sides of the same
coin, what one felt--the Mantle or mantle:
other felt keener and seeing Mantle is both the name
of what superpowered
his sister next to the mantle, individuals wear and also the
Hugo realized the Sun was super powered individuals
never truly his. While he was themselves. The capitalized
surely meant to prepare the form of Mantle denotes the
way for his sister, the light person given the title. The
lowercase form of mantle
within her shone brightest denotes what they wear.
next to the Sun. Thus, Jisa In Spanish and Portuguese
donned the mantle given to Mantle is Manto (plural:
her by her brother and never Mantos).
looked back.

Donning A Mantle 85
Me or the Mantle?
When a person dons a mantle they become more than what they
once were. Not only do they gain superpowers, but also the memories
of hundreds of past lives. While each person still has their own unique
personality it is hard to go through the process totally unchanged.
However, some mantles have personalities all their own and can
overtake a person when they don them. While mantles often call
people similar to their ‘personalities’ this isn’t always the case.
For example, the most recent Condor was a bright, cheery fellow
before taking up his role and now he barely smiles. Why such a
seemingly dour mantle would call such a person is a mystery, but
mantles rarely choose someone unsuited for their tasks.
Most people feel somewhat disjointed for the first few weeks in
their new role, some may even want to remove their mask despite
feeling inextricably linked to it. The idea of how to remain who
they once were while embracing who they could be is a difficult
conundrum. For most Mantles this doubt disappears on the first
mission they take as they finally understand why they’ve been

South America
granted these fantastic powers.

Mantle Appearance
Mantles without their hosts are masked headdresses depicting
imagery linked to whatever they are meant to exemplify. They’re
nearly universally painted in bright vibrant colors, which inspires
heroism in the weak and seeds fear in the cruelest of hearts.
When a person dons a mantle, the bottom half of the mantle
blends with their body granting them a glorious suit matching
the mantle’s imagery.
Mantle bearers never remove their mantles, unless it releases
when they die, or they willingly pass it on to someone else.
However, the mask can be subsumed into a Mantle’s body to give
them a non-masked (and/or caped) appearance. While they look
like humans without a giant headdress attached to them, tattoos
cover a Mantle’s body denoting their powers. Few Mantles try to
hide these markings as they are a source of pride for them.

Donning A Mantle 86
South America

Donning A Mantle 87
Without the Mantle The mantles themselves are
Not every Super in South
what grants a person their
America need wear a Mantle.
Just like anywhere else in the powers. Without a mantle a
world Supers here have many person is an ordinary, non-
different origins - being born powered person. When a
with powers, mutation, or even mantle blends into its bearer’s
an overriding need to do good.
body it’s still actively granting
These Supers work with the
people who’ve donned a Mantle them all its powers, only when
to fight crime and corruption it is truly removed is the person
wherever it roams. Mantles are left defenseless.
unique to South America and
thus the focus for this chapter.
Mantle Name
Centuries ago Mantles had
names based on the deity they represented, some perhaps even
assumed they were the deity themselves. However, as some
Mantles rose in popularity and others diminished they came to
represent something greater than their origin. Slowly as a mantle
passed from person to person it encompassed more beliefs
and became its own unique creation despite its origins. Today

South America
Mantles are known by their unique titles, rather than a specific
name. The Moon bears that title in English, but in Brazil she’s
A Lua and La Luna in Argentina--all of them meaning moon.

Donning A Mantle 88
The City of Salt
The City of Salt is a vast underground complex where the
Mantles of Latin America make their homes. Unlike other
superhero bases around the world the City of Salt’s location in
Colombia is well known by all. Accessible through one above
ground cave sealed with an ancient door only those who bear a
mantle, or are called to bear, can open. The door itself is sealed by
the same force which grants the Mantles power, the combined
will of all those who believe in the Mantles’ power. As more
Mantles awakened the door’s seal has only gotten stronger.
The underground city is lit by a grid of thousands of mirrors
drawing light from above and giant fire motes which run along
the various walkways and winding staircases. Lush vegetation
sprouts from every jagged corner of the city and vines enmesh
ancient buildings of still sleeping mantles lost to time. The City
of Salt is alive and thriving, despite the fact that it is a tomb for

South America
so much forgotten power.
Homes for every Mantle are carved into the bedrock of the
city spiraling in tiers ever downwards to the giant and most
prestigious homes of great Mantles. At the very bottom of the
city are the homes of the Sun and the Moon, which guard a giant
lake of salt sealing in the Demon. If the Demon were to ever
awake, the Sun and Moon would be the first to know and lead
the attack against the foul beast.

The Celestial Temple


Before the Mantles retired centuries ago, the Sun and the
Moon presided over the Celestial Temple located towards the
top of the City of Salt. People came from far and wide to the
Celestial Temple to plead their case before the Mantles and ask
for assistance. If the person’s plea was in earnest, they’d gain
assistance, if it was wicked or otherwise required too much
harm--they were turned away.

The City of Salt 89


Today the Celestial Temple serves as a headquarters for all
active Mantles. The temple is protected by a host of terrifying
ghosts bound to the location by the Demon. Long before the
Demon rebelled against the other Mantles, he used his power
to chain unruly spirits to himself. Unwilling to bring them to
the underworld, for the punishment of living forever was great
enough, the Demon leashed their souls to the Celestial Temple
to keep the evil spirits in check.
These evil spirits exist to this day walking the halls of the temple.
Any person allowed to be there by the Mantles is safe, their aura tied
to one of the Mantles in protection. However, if a person roams the
halls of the Celestial Temple without permission the ghosts are free
to hunt the person down. Most of the time these poor victims are
found quickly enough for the ghosts not to do too much damage-
-but there is always the odd case of someone going missing in the
temple… only for a new ghost to appear the next day.
It is good the temple is guarded too, because rumor has it that deep
beneath the temple is a wealth of gold and riches placed there by the

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Mantles centuries ago. A work of dedication and honor rather than
material gain, Mantles eschewed material wealth and so any money
they were given for their heroic deeds supposedly was buried deep
beneath the temple and doled out to those who needed it when
asked. When the City of Salt went quiet the treasure was lost and
the new Mantles have yet to find this lost treasure.

The Rainforest
At the central heart of the City of Salt, halfway between the Celestial
Temple and the Demon lake is a verdant ring of life. The rainforest
encompasses one full tier of the City of Salt and is brimming with
life wild and untamed. Before the mantles’ dormancy the former
Condor took one of his regular trips with the dead and when he
returned ceased his normal duties for a time.
Rather than ferrying the dead to wherever they might go, he
toured the world collecting various species of animals and plants.
He took each of these species back to the City of Salt and made

The City of Salt 90


a home for them there. He worked like this for a year, the other
Mantles entirely unsure of what he was doing, but happy he was
bringing life into the city.
Most knew better than to question the stoic Condor, any
question would be met with a cryptic answer, and instead made a
tradition out of helping him by bringing home a plant or animal
when they went away on a mission. The game became one of
joy and wonder, each Mantle trying to one up another with a
more spectacular species or specimen, each one of them taking
care to tend to the strange microcosm within the city. When the
city finally went dormant the forest was thriving--it no longer
needed human care--it was alive.
Slowly, the forest spread throughout the entire City of Salt,
plants sprouted between cobblestones and roots took hold
between cracks in buildings. Today, the densest part of the forest
remains the rainforest ring itself. This area is wild, untamed, and
its epicenter hasn’t seen a human soul in hundreds of years.
Today the Mantles allow a select group of Peruvian scientists

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into the City of Salt to study the forest. A strange place with
thousands of species unmolested by the outside world, it offers a
unique research opportunity for any scientist. The lead scientist
Alex Ramos’s goal is to not only find unique species they could
reintroduce into native environments where they’ve become
extinct, but also to discover what cures they could develop from
the flora and fauna in the area.

The Demon Lake


The Demon lake is the vast salt seal at the bottom of the City of Salt.
Once a perfectly flat surface, the Salt Lake cracked the moment the
GallantVerse began. As if sensing the world was entering a new
Golden Age of heroics the blow that broke the salt seal vibrated
through the entire city shaking stone and toppling statues.
As Mantles awake they gain brief glimpses of the Demon from
before their mantles retired. They see how the Demon refused to
back down, how he summoned his hordes, and how the hordes of

The City of Salt 91


demons threatened to roll over the earth. They know the broken
seal means the Demon is awake--and it is only a matter of time
before he returns.
The Mantles are unsure of how to deal with the Demon’s return.
The question weighing heavily on their minds is--in what form
will the Demon manifest? When the Demon was cast below, the
human host was sealed in together with his mantle. Only the
deepest hate could fuel a soul to live long enough to come into
the modern age and the being that eventually comes out of the
salt would be terrifying to behold.
The other possibility is that the Demon’s mortal host died, and
the mantle is calling for a new one. If this is the case, perhaps
there is a chance to turn this new host from following the same
path the Demon chose so many years ago. Mantles are no longer
shutting themselves away, but living in a renaissance--surely
there should be a place for the Demon?
When scrying the stars the Moon saw many possibilities for
the Demon. If a person were to reclaim the mantle they’d face a

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choice: to embrace the Demon and the rage within or to emerge
from the salt anew as the Snake--a sign of a new future. What
would happen, whether the Demon is still under the salt, or
whether the mantle will be reclaimed--the Moon could not tell.

Sentry Force Red


Formed by the Sun with the help of Gallant, Sentry Force Red
(SFR) is the South American branch of Sentry Force Prime.
SFR HQ is located in the skies above Latin America in a giant
migrating air barge run on solar power, but they also have a
central office in São Paulo, Brazil. Thousands of calls each day
are funneled through the central office from hundreds of yellow
phone booths set up all over the country to contact SFR.
Most calls that come into the office are forwarded to local law
enforcement to deal with, but tasks greater than what locals can

Sentry Force Red 92


handle are passed onto a Super. Unlike other parts of the Sentry
Force, Red’s focus on community action has made it one of the most
organized of its kind--quickly dealing with problems as they arise.
The Sun helped to form SFR, but when his sister took over his
mantle she withdrew the City of Salt’s support from SFR. Mantles
are no longer part of SFR as the force works with various governments
running Latin American countries. SFR keeps out of political issues
by focusing on fighting crime, but both the Sun and the Moon worry
it is only a matter of time until SFR is forced to choose between
supporting political maneuvers and being a voice for the people. This
is something the Mantles refuse to be a part of.

Outlaws and Protectors


One of the largest points of tension comes from SFR and various
Supers who’ve sprung up around Latin America who refuse
to join SFR. While most leap at the chance to join up with
Gallant’s forces, a few Supers refuse to join. Most of these Supers
are protectors of their various communities who don’t want the

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bureaucracy of having to run all their decisions through SFR.
Some Supers are on friendly terms with Sentry Force Red. They
refuse to join, but will generally back down or even work with the force
when needed. Other vigilantes see SFR as political pawns who work
against the true goals of a Super. La Cucaracha is one such Vigilante.
When corrupt local officials began levying heavy “security taxes” on
community goods exported to North America, La Cucaracha started
using her powers to help the farmers smuggle their goods over the
border. SFR has come to La cucaracha multiple times asking her to
stop and negotiate with local law enforcement, but each time it leads
to a violent standoff with La Cucaracha escaping. La Cucaracha’s
standpoint is simple--it’s not the farmers who need to change, but
the local officials--and until they do change she won’t stop helping
the farmers get their goods where they need to go.
Many local governments pressure the SFR to deal with La
Cucaracha and other super-powered outlaws like her. In return
the vigilante Supers refuse to back down, some of them even

Sentry Force Red 93


going so far as to ask for Mantle aid. Traveling all the way to the
City of Salt to plead their cases, some vigilantes are successful in
lobbying for Mantle assistance.

Fundamental Differences
At the heart of the conflict between the Mantles and the SFR is
one fundamental difference: The SFR believes they should work
with the law to fight corruption, where the Mantles believe the
law cannot be trusted to fight corruption. Both sides want what
is best for the people, but cannot agree on what that is.
The Mantles have come out in overwhelming support for the Supers
who plead their cases to the City of Salt, even going so far as to send
Mantles to guard territories from SFR interference. The outlaw
Supers remind many Mantles of their distant past when they arose
as community protectors in a time of great need. Mantles applaud
the vigilantes’ dedication to community rather than government
and are generous in their aid. This builds tension between the SFR
and the Mantles as Mantles not only refuse to acknowledge Sentry

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Force’s authority, but actively work against its goals.
This caused a few cold clashes between SFR and the Mantles,
where SFR has agreed each time to step down rather than escalate
the situation. If the two groups can’t find a way to work together,
there will undoubtedly be a showdown soon. Who’d win the
showdown would depend on whether or not the larger Sentry
Force got involved--and if they did what side they would take.

Villainous Corruption
For every well-meaning vigilante there is a villain seeking to
capitalize off others. With the resurgence of Supers, superpowered
villains made a return. Cunning and cruel, they quickly seized
control of crime families in Latin America--making crime, drugs,
and smuggling most of what SFR deals with on a daily basis.
Most major crime families are controlled by a super-powered
villain and those who aren’t are so truly terrifying even a villain
could not break them.

Sentry Force Red 94


Unlike the often-glorified media surrounding crime families,
the reality is much more insidious. SFR has pledged to stamp out
crime families where they spring up, but is fighting an uphill battle
against many syndicates much older than the Super resurgence.
Some of these organizations even have ties to the governments
which the Supers work for creating an environment of mistrust
and disinformation between the Supers and politicians. Without
knowing who to truly trust, but believing in the due process of
the law, members of SFR must keep their wits about them when
navigating the war on criminal organizations.
The newest and most terrifying organization birthed from the
Super resurgence is the Cabeza de Caiman (Alligator Head)
in Venezuela. Led by Padre Caiman, Cabeza de Caiman is a
savvy organization
with lofty goals--
utter control over an
entire country--they
don’t want to subvert

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the law, they want
to become it. Padre
Caiman is a villainous
Super with a unique
ability--the ability
to create material
from nothing.
Capitalizing on a
declining economy
he offered any person
who joined him the
chance for a basic life
necessity--food and
security.

Sentry Force Red 95


Many small-time criminals found it impossible to resist the lure
of his offer of support to them and their family, eagerly joining up
with Cabeza de Caiman. The organization quickly became the
crime family of the area running all other criminals out of their
territory. Criminals thrived and the poor seemed to disappear
off the street--for a criminal Padre Caiman seemed to be doing
good. For a time SFR even considered leaving him alone as long
as he did cause any flagrant violations of the law.
Yet the more power Padre Caiman acquires the more his iron
grip tightens around his community. Anyone in his organization
who shows incompetence or works against him is severely
punished and if they’re severely incompetent he punishes
their family instead, because there is no better motivator than
love. Even more disconcerting numerous reports of lost family
members come into SFR on a daily basis. All of the missing
people here one day and gone the next, always in connection
with Cabeza de Caiman. The sheer numbers of missing people
seem too great to account for--where are they going?

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Padre Caiman wantonly flaunts his newly acquired wealth,
which only seems to increase by the day. He doesn’t feel he owes
anyone anything and will see the country burn to the ground
before he gives up any of the control he’s gained. To that extent,
Padre Caiman happily sends his fanatic lackeys into deadly
clashes with law enforcement who’ve taken a zero-tolerance
policy to crime in the wake of the country’s declining economy.
SFR’s main focus of late has been minimizing the causalities
between Cabeza de Caiman and law enforcement.

Sentry Force Red 96


Mantles
Below is information on the Mantles
Unlike normal NPC write-
ups, the Mantles are left
more vague. As each Mantle
currently active in Latin America. can vary in manifestation,
Many more mantles lie dormant in we’ve provided a list of
their temple, ready to awaken any potential powers, but left
the specifics to the GM or
day and bless someone with power.
player to determine.

Chimera
Chimera’s mask is one of bright color and ever changing
movement as his name would suggest. He uses his shapeshifting
powers to infiltrate his enemy’s bases and summons animals to
sow chaos. He is also the de facto care-taker of the City of Salt
as it was his mantle who originally shaped it.
Unlike most of the Mantles who concern themselves with fighting
otherworldly powers and
super villains, Chimera is
a Mantle of the people.

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Growing up in one of the
poorest parts of Lima,
Chimera spent his childhood
taking wealthy tourists
on tours of his home. The
tourists were all too keen to
see how the “other half ” lived
and happy to part with their
money to assuage their guilt-
-which suited Chimera just
fine. He made sure to charge
anyone wanting a smiling
picture with a member of
the “disenfranchised youth”
twice as much.

Mantles 97
When Chimera received the call to don his mantle he knew
exactly what he would do with his new powers--help his people.
Change is slow in the slums, but super-powered aid is a great
help. Chimera and community organizers slowly improve the
neighborhood starting with expanding the infrastructure and
plumbing of the area, which Chimera has been a great help in due
to his ability to raise roads and build structures from the earth.
Yet there is a growing tension between Chimera and the other
Mantles as Chimera focuses more and more on helping his
home and less on maintaining the City of Salt. Most Mantles
applaud his efforts, but there have been a few security breaches
in the city of late and they can’t help but wonder if this is because
of Chimera’s split focus. Chimera isn’t bothered by the break-
ins--what bad could truly come to a city filled with Supers? The
Mantles should spend less time worrying about his duties and
more on helping their own communities as he has been. They
were given these powers for a reason and they should use them.
It’s not time to sit back and wonder what-if, it is time to act.

South America
Powers:
• Shapeshifting
• Summoning
• Elemental mastery

The Condor
The Condor wears a jet black bird mask tipped with gold and
a cloak of hundreds of obsidian feathers. Unlike all the other
Mantles, he never removes his mask revealing who he was before
the mantle. For him, the Condor is all he his and all he ever was.
A man of little words, the Condor paradoxically works as a
messenger for the other Mantles and Supers alike. When someone
needs to get a message somewhere, in the eleventh hour, in a time
of unimaginable need, the Condor appears to take their message
wherever it needs to go. He asks no fee nor thanks, he simply
appears, takes the message, and delivers it. No more, no less.

Mantles 98
What most do not know
is that when the Condor is
not delivering messages he
spends most of his time with
the dead and dying. Through
the eyes of his avian mask he
sees other people’s timelines
and understands which lives
are about to end. In a sea of
death some people appear to
shine brighter than others,
these are the souls he visits.
When the person is ready to
leave this world the Condor
takes them on his back
and flies from this plane of
existence--returning to this
plane some hours later alone.

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The Condor never speaks of
what he experiences while away nor what happens to the people he
takes with him. If pushed on the matter he’ll quietly remark it isn’t his
tale to tell and say nothing else on the matter.

Powers:
• Flight
• Super Strength
• Teleportation

Grandfather
Grandfather wears the mask of a wily old man with a smile and a
puma hat. Rather than a cape, he wears a finely tailored suit of worn
animal skins decorated with various trinkets he’s found along the way.
Every trinket Grandfather wears has a story and if he likes you he’ll
tell you a tale about one of them. If he doesn’t like you, he’ll tell you
a tale about one anyway, but it is likely to have a messy end for you.

Mantles 99
Like Turtle, Grandfather’s Mantle has been active for a very
long time and was not reactivated by Gallant. Because of this
he doesn’t have a home in the City of Salt and instead invites
himself into various Mantles’ homes for an undefined amount of
time. No Mantle has refused him, due to fear of what he might
do if they don’t show hospitality. Grandfather’s memory is also
crystal clear on the events of his past lives. Some Mantles are
dismayed to find out Grandfather holds a particular grudge with
them for something one of their past lives did which they can’t
remember, but Grandfather does like it was yesterday.
Grandfather’s mantle always picks a member of the elderly who is
cut off and alone. Someone whose family forgot them and is looking
towards the remainder of their life alone. Once the mantle chooses
them they stop physically aging and are bestowed a youthful vigor in
their limbs up until the moment their natural life would end.They are
blessed with seeing the past lives of Grandfather, an understanding
of the absurdity of it all, and
most importantly they are

South America
blessed with his laugh.
Grandfather’s laugh is his
most potent weapon and
wondrous blessing. A person
who hears Grandfather’s
laugh doesn’t know whether it
will bless or harm them until
his ‘magic’ works and even
then… it’s confusing. He’s
been known to show bullies
mercy to teach kindness and
punish the pious who slip up.
What Grandfather wants is
truly a mystery, but if you ask
him it’s rather clear.

Powers:
• Undefined

Mantles 100
The Moon
The Moon was the second Mantle to
rise after the Sun. She wears a cape of
stars and a large disc above her mask
painted like the night sky. In the many
eyes painted on her mask there are a
thousand different worlds and futures
pooling in their inky dark irises.
The Moon has the ability to see into
the future and the past. She currently
inhabits a space between both, the now,
where her mind wanders between what
has passed and will come to be--often
making her difficult to understand, but
she believes she is very clear. Using her powerful arms the Moon
does her best to push away futures too terrible to comprehend and
embrace gentler truths that are good for all of humanity.
When she’s absorbed her mantle, donning her fully human

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appearance, the Moon is slightly more comprehensible. A tall woman
with a muscular build and light brown skin, she soothes any room she
enters. She’s the first person to see when someone needs a hug and
the first voice to raise against injustice. Her role is to encompass the
protective nature of a parent, one who understands what happened in
the past and peers into the future to protect in the present.
Despite her cool nature, the Moon is fiercely protective over the
Sun. A bright, vibrant, and impulsive Mantle--the Sun is new to
her role and the Moon is determined to see her succeed. While
dancing through time and space the Moon saw a future where
the Sun fell into darkness and the world was consumed--the
Moon will do anything to prevent that from happening.

Powers:
• Super Senses (future/past sight)
• Flight
• Teleport

Mantles 101
The Sun
The Sun wears a bright golden mask and a mantle of rainbows
and fire. Her mantle represents the vibrancy of life and the
kindness of warmth. Together with the Moon, she is one of
the de facto leaders of the Mantles and deeply respected by the
international Supers community.
Without her mantle the Sun is a young woman with dark brown
skin and short, cropped hair. The flames from her mantle snake
up her arms in bright golden hues for all to see. The Sun is proud
of her role as Mantle and works to encourage everyone around
her, Mantle or no, to be as proud of themselves as she is.
While some may mistake the Sun’s confidence for hubris, she has
a keen sense of who she is and what her limitations are. However,
she also knows there are other Mantles there to help her and
protect Latin America. She believes in her team and in her own
strength and therefore how can things ever truly go wrong?
Recently the Sun met a foe who made her question her bright

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outlook on things. A person in a jet black mantle whose surface
appeared like that of a burnt
piece of coal, empty and devoid
of all warmth. This villain set
about burning a small village
with little motivation or cause
before the Sun stopped them.
The fight left the Sun badly
wounded. It seemed every power
the Sun threw at the villain, the
villain knew what she was going
to do--anticipated her, knew her.
The Sun barely managed to
gain the upper hand in the
fight before the villain fled, but
something still itches in the
back of her mind about the
encounter--did she truly win or

Mantles 102
did the villain leave because
they were testing her and
had enough data?

Powers:
• Regeneration
• Flight
• Blast

Turtle
Turtle has a perfectly round
mask covering her entire
head and a giant round shell
on her back which moves
fluidly like a cape. Each
section of Turtle’s shell
is painted with different
animals she shapeshifts into

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by simply throwing her shell over her shoulder. She can also
shapeshift others by throwing her shell over them, bathing them
in her power.
Turtle is a symbol for the ever-changing nature of water. A trickster
to her core she embraces her own raw sexual nature delighting in
the round fullness of her body and the power she has to withstand
nearly any attack. She makes much out of little and with her sing-
song voice goads the foolish into silly tasks exemplifying their
weaknesses while she slips away laughing at them.
Seldom seen with a frown on her face Turtle sees the world as
her own personal playground to delight and amuse her. When
things don’t delight, Turtle’s smile only grows larger, because
she knows it is time to teach someone a lesson. She’s her most
dangerous she sings; she loves her own voice above all else and if
interrupted she always teaches the offender a cruel lesson.
Of all the Mantles who’ve passed between various people through
the years Turtle seems unchanging, immortal. She’s refused to give

Mantles 103
her title up to man, woman, or other and seems perfectly happy
to sing her song into eternity. If Turtle were to turn from her own
personal whims for a time she could easily be the most powerful
Mantle in Latin America, but she really doesn’t have time for that.

Powers:
• Shapeshifting
• Power Loaning
• Immunity

Water Mother
Water Mother wears a soothing mask of tepid running lakes.
A hundred children sewn in silver dance on his cape between
the protective flow of a waterfall and a dress of soft ivory drapes
around his shoulders. Water Mother embodies the soft nurturing
of the mother archetype along with its vigilant protector side as
relentless as a waterfall’s course.
After hearing the call to don his mantle, Water Mother easily

South America
took to his role using his years as a social services aid to guide
him. Years before he’d felt the urge to do more, but could not see
a path forward until the mantle called him. Now, Water Mother
is a champion of the children.
Unlike other more bombastic Mantles, Water Mother works
quietly and calmly. He considers as many possibilities as he can
before acting and always puts the needs of the weakest person
first. Some enemies take this as a flaw, without realizing the
endless patience Water Mother has for children and plans, he
also has for taking down his enemies--and once he’s keyed onto
a foe--he won’t stop until they’re defeated.
Currently, Water Mother works on fighting child trafficking,
not only in Latin America, but in the rest of the world. Unlike
the other Mantles who have yet to turn from their borders, he
sees his role as a global job. His mantle carries no small amount
of respect and Water Mother has used this power to coordinate

Mantles 104
international efforts
to stamp out child
trafficking once and for
all. While his political
allies work to establish
the necessary protections
in their countries, Water
Mother uses their intel to
go after large crime bosses
and cut the head off the
snake.
Most recently, Water

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Mother turned his sights
towards an insidious
smuggling ring called the
Shadow Hounds. Every
time he thinks he finds
their leader, Silver Wolf,
she seems to slip through
his fingers. Water Mother
is convinced someone within his organization is feeding Silver
Wolf information, but he can’t figure out who it is--which person
is betraying the trust he put in them to work for such a terrible foe?

Powers:
• Elemental Control
• Healing
• Force Field

Mantles 105
Mantle Creation
To create a Mantle character for your Tiny Supers game, use the
normal character creation rules with the following guidelines:

Power Traits

South America
Use the Super Team or Cosmic Defender mode of play--most
Mantles are pretty epic--make sure your game matches that!

Latin Defender
Make your character from South America! Mantles find people who
want to protect their home and are unique to the region. If you want
to play a Super from another continent coming to help the Mantles
go ahead--but make sure any Mantles come from South America.

Mantles and Gender


Any gender can take over any mantle. Bearing a Mantle is about
the essence you embody rather than your physical form. When
Mantles see one another, they remember their compatriot’s past
deeds, the good and the bad, the immortal idea behind the mantle
taking utmost importance over any physical appearance.

Mantle Creation 106


Atlantis
Ruled by the dreaded techno-sorcerous despot, Thule, Atlantis
exists in a pocket dimension accessible through various fixed
points on Earth. The Atlanteans are generally ambivalent to
the affairs of humanity, but the same cannot be said for their
leader, who frequently embroils the kingdom in his schemes of
domination and revenge.

History
Known by many names throughout history, the land of Atlantis
was once one of the wonders of the prehistoric world. Home
to an offshoot of humanity who developed increased intellect
and physical attributes beyond those of both homo sapiens and
Neanderthals, the early Atlanteans built a great civilization while
primitive humanity was still living as hunter-gatherers. The origins
of the Atlanteans’ evolutionary leap beyond early humans is
unknown. Atlantean histories speak of progenitors who changed
the earliest Atlanteans to surpass their human origins, but the
identity of these individuals is unknown.
At first, Atlantean approached humanity with a detached
altruism, using their mastery of sorcery and technology to avert
the occasional disaster or aid the rare individual who sought their
Atlantis

aid. Some rare Atlanteans even left the confines of their nation
to travel and live among humans. These individuals eventually
gave rise to legends of early gods and heroes and their distant
descendants are counted among the ranks of today’s superheroes.
The Atlanteans expanded their influence throughout the ancient
world, eventually coming into conflict with other ancient advanced
civilizations such as Lemuria. In early times, the Atlanteans were
rarely the aggressors, seeking to defend themselves and human allies
against invasion or oppression. At least at first. Unfortunately, over
centuries Atlanteans society became decadent and cruel, viewing

Atlantis 107
outsiders as threats and pawns as well as oppressing the lower
classes among their own kind. The ruling council of Atlantis sought
to conquer and enslave the world, and they would have succeeded
if not for a gathering of ancient champions led by Corvan Thule, an
exiled Atlantean prince turned wandering adventurer and hero.
Defeated and broken, the masses of Atlantis selected Corvan
Thule as their new leader. Hoping to remove the temptations of a
world of rich resources and “inferior” beings, Thule used Atlantean
magic and technology to transport the capital city and population
of Atlantis into an extradimensional realm. Over time the absent
Atlantis

kingdom passed into legend, becoming one of the sources for such
mythical realms as Thule, Mu, Hy-brasil, and of course, Atlantis.
Atlantis survived and prospered in its new home for generations.
However, eventually the once heroic and benevolent line of Thule
rulers grew complacent and corrupt. They abused and oppressed
the underclasses, leading to numerous uprisings and rebellions.
The Thules remained in power, but by ultimately exterminating
the underclass and purging rivals and dissenters among the upper
echelons of society. This new age of tyranny continues today under
the rule of the sixty-third ruler from the line of Thule, Davon Thule.

Atlantis 108
Atlantean Culture
Modern Atlantean culture is divided into various castes and
classes. These classes are:
• Praetor: Nobles and administrators, they rule Atlantis in the
name of their glorious leader.
• Magus: Scientists and sorcerers, they are responsible for
maintaining Atlantis’ technological and magical infrastructure
as well as developing new devices and spells.
• Militus: Warriors and military leaders. They oversee defensive
and offensive military operations.
• Structor: Builders and providers. The “working class” of
Atlantis, they build and maintain structures, grow food, and
otherwise maintain infrastructure and resources. Many oversee
and maintain large numbers of automatons who do much of
the physical labor.
In the past an underclass of unskilled laborers, drones, and slaves
existed. However, numerous rebellions and purges eventually
resulted in the replacement of the underclass with automatons.
Modern Atlanteans avoid discussing the fate of the underclass
these automated workers and servants replaced, though rumors
persist to this day that somewhere hidden from the upper classes
is a secret enclave of underclass descendants.
The Atlantean language is one of the first languages of Earth. It
somewhat resembles Latin in grammar and construction, meaning
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translations of Atlanteans titles and terms often best convert


to Latin terms when run through the Atlanteans’ translation
enchantments—linguistic-based sorcery that allows the Atlanteans
to understand and be understood in all Earth languages.

Technology and Magic


After millennia of development, Atlanteans view science and
magic as distinct but compatible. Sorcery is an arcane sister to
technology and super-science. Most Atlantean sorcerers are also
scientists and vice versa.

Atlantis 109
This union of technology and magic is present in all Atlantean
society. Magical power sources or enchanted materials are regularly
used in construction and operation of various tools and devices.
Likewise, magical spells and rituals incorporate technological
tools and instruments to aid in casting.
Atlantean medicine is exceptionally advanced, mixing healing
magic and science to extend life, eliminate diseases, and repair
or reverse the effects of even the most severe injury or disability.
Atlantean medicine can have unpredictable effects on humans and
other similar species and in recent times Lord Thule has directed
his nation’s scientists to explore the potential of altering and
manipulating humans and various other creatures for his own ends.
The pinnacle of this union between magic and technology is found
in the Atlantean automaton. Atlantean automatons are a mix of
sorcerous golems and technological robots, powered by spells and
enchantments that drive advanced pistons and gears. With the proper
enchantments, automatons can be self-repairing and even self-aware.
In practice, most automatons are allowed only limited sentience—a
precautionary measure to avoid an uprising of their own servitors.

Atlantis

Atlantis 110
Atlantean Military
Atlantean armies are divided into squads of ten troops led by a
subcommander. Ten squads form a company led by a commander,
ten companies a legion led by an overcommander. Armies are
composed of two or more legions, under the command of a general
who reports directly to Lord Thule.
The standard equipment for the Atlantean army includes an
array of technomagical weapons and armor. These include various
rifles, sidearms, energized close combat weapons, personal energy
shields and armor. These armaments make even the common foot
soldier a match for a whole squad of Earth military personnel.
Artillery, war beasts, and vehicles are also used, especially during
invasions and other large-scale operations. These creatures and
war machines are devasting to Earth forces and can usually only
be stopped by superhumans.
Since deciding to conquer Earth, Lord Thule has also begun
employing infiltration units. These trained spies and saboteurs
use a mix of magic and advanced technology to infiltrate
various Earth nations, posing as common citizens as they gather
intelligence, especially on Earth military installations and its
growing superhuman population. This information is then used
to devise strategies to undermine and overcome Earth’s prime
defenses to Thule’s invasion plans.

Atlantean Physiology
Atlantis

Atlanteans closely resemble modern homo sapiens, though they


are on average taller and have less body hair than their human
cousins. Their skin color and eye color are naturally similar to
humans, though genetic manipulation and appearance altering
magics allow Atlanteans to alter their bodies in striking ways.
This practice of body modification and customization is especially
common among the upper classes, who change their appearance
to seem more impressive, striking, or intimidating. Atlantean’s live
for centuries, even millennia, due to a mix of natural longevity and
Atlantean super-medicine.

Atlantis 111
As humanlike offshoots who have not lived on Earth for
thousands of years, the average Atlantean has little in the way of
resistance to modern diseases, pollutants, and other hazards. This
vulnerability is easily countered by Atlantean medicine or sorcery,
but any Atlantean exposed to Earth diseases, toxins, and other
dangers without the proper immunizations risks illness and even
death. This vulnerability also makes Atlanteans susceptible to body
altering stimuli from Earth’s dimensions such as radiation and
chemical mutagens—this makes Atlanteans a potential target for
unethical experimentation to create mutants and superhumans.

Modern Atlantis
Atlantis is in a “pocket” dimension; a relatively small realm with
finite borders existing in the space between other larger dimensions.
In Atlantis’ case, the dimension is a vast land of somewhat Earth-
like terrain roughly the size of the continent of Africa.
Much of Atlantis is urbanized, with vast cities covering a hundred
miles or more. Between the city are carefully maintained farms and

Atlantis

Atlantis 112
forests, used for food production, sport hunting for the upper
classes, and training Atlantis’ armies. Atlantean cities tend to
build out more than up, though the center of these sprawling
cities still includes many grand towers and spires. Impressive
monuments and statues to various heroes and rulers feature
prominently across the continent, with most commemorating a
member of the ruling Thule family.
Atlantis’ dimension has no native wildlife, but the continent has
been populated by creatures created by Atlantean technomagic.
Most of these creatures are inspired by now-extinct animals from
Earth. These include:
• Meatbeasts: A variety of large, slow-moving, and barely self-
aware creatures bred to provide a variety of protein foodstuffs.
These range from gigantic slug-like creatures to mammoth-
like herds that graze outside Atlantean cities.
• Primals: Dangerous predators created as pets, battlebeasts,
and companions to the upper classes. Primals range from
dinosaur-like bipeds to the dreaded belua, a six-legged
chimeric combination of saber-toothed cat, cave lion, and
crocodile favored by Lord Thule himself.
• Skitters: Rat-like vermin found in the darkest corners of
Atlantean cities. Dangerous in large numbers but otherwise
harmless, these creatures lend their name to a common
Atlantean slurs for the abolished underclass.
• Behemoths: Gigantic battle beasts occasionally created to
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destroy whole settlements; the behemoths had not been raised


in centuries until Lord Thule revived them for use in his
campaign to conquer Earth.
The Atlantean continent floats in a sea of aether, a silvery liquid
the Atlanteans use as raw material to form various objects and
materials. Beyond the sea, far from the shores of Atlantis, the
barrier wall of the pocket dimension can be found. Breaching this
barrier will result in breaking through to an adjacent dimension,
either Earth’s or some other realm.

Atlantis 113
Important Locations
in Atlantis
Atlantis is a wondrous place and even its smallest settlements
feature wonders of technology and magic unseen on Earth.
However, there are particular locations and landmarks that stand
out even among the marvels of the lost continent.

Palace of Thule
Covering the area equivalent to a large town or small city, this multi-
level complex is devoted to the ego and whims of one individual,
Lord Thule. Thousands of servants, aides, automatons, guards, and
concubines dwell within the
palace walls, devoted to serving
their lord and constantly afraid
of displeasing him. Located
in the heart of the Atlantean
capital, Atlantica, this palace is
bordered by various offices and
centers of government.
Thule’s personal armory and
laboratories are kept on palace
grounds, so he may oversee the
creation and testing of various
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spells, weapons, and other


developments. A handpicked
cadre of scientists and scholars
work here, given the best
resources and an endless number
of “volunteers” for various
experiments.
The palace is also where Thule
keeps his trophies, a collection
ranging from deadly weapons

Important Locations in Atlantis 114


taken from fallen foes to
sentimental mementos of
his conquests and triumphs.
Included among these trophies
are the preserved bodies of
various servants and enemies
deemed exceptional in some
way. It is not unusual to find
Thule here musing over some
fallen foe or trusted retainer, at
times even speaking to them as
if they still lived.

Portal Spires
At the center of each major
population center in Atlantis
is a portal spire, constructed
at the intersection of multiple
ley lines—mystical avenues
of energy that flow under
the continent. This towering
structure channels mystical
energies capable of punching
a hole between dimensional barriers. This allows Atlantean forces
to enter Earth and other realms through fixed points. The spires
may only breach certain points in another realm, usually those
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of great mystical significance or cultural touchstones that absorb


significance through human belief. Examples of portal points
on Earth include Stonehenge, Uluru (Ayers Rock), the Mariana
Trench, the Great Serpent Mound, Machu Picchu, Ellis Island,
the Great Wall of China, and the Arc de Triomphe.
Currently, the portal spires are the only way to travel to and from
Atlantis. A talented mystic or brilliant scientist on Earth might
be able to travel to a portal point on Earth and use it to travel to
Atlantis, but they would find themselves in the middle of a heavily
guarded spire in the middle of one of Atlantis’ great cities.

Important Locations in Atlantis 115


Atlantica Catacombs
Deep under the capital of Atlantis, these catacombs were used to
store the dead in ancient times. Most cities of Atlantis have similar
underground tombs, though none match Atlantica’s for size.
These were also home to the worst atrocity in Atlantean history, the
purging of the underclass. After years of dissent and rebellion, the
undesirables were herded unground and exterminated. Their bones
still lay below the cities they helped build, a shameful testament to the
crimes of the past. However, that’s not the end of the underclass’ story.
Several victims of the underclass purge survived by retreating
further into the catacombs. To this day their descendants
Atlantis

survive in the shadows of Atlantis. Many of these denizens of


the Atlantean underworld have mutated over time, transformed
by proximity to the mystical ley lines that run throughout the
continent. Known by various names such as Underdwellers,
Darklings, and Skitters, they range from idealistic revolutionaries
to embittered renegades. In recent years, some underclass
survivors have formed a plan to escape their lot by traveling to
Earth. They have not yet done so, but they hope to soon send
agents to locate Earth allies to help save their people.

Important Locations in Atlantis 116


Thule
Davon Thule is the sixty third of his line to rule Atlantis. It was Thule’s
ancestors who saved Atlantis from self-inflicted ruin and removed
them from the corruptions and temptations of the outside world.
It was also Thule’s ancestors who eventually embraced corruption
and tyranny to keep power. They destroyed the rebellious underclass,
imprisoned or eliminated any who opposed their rule. However,
Davon Thule has eclipsed even his worst ancestors’ ambitions—he
seeks to expand his rule back to his people’s home world, Earth.
Visiting Earth in disguise, Thule found modern humanity to be
mostly pathetic and contemptuous, but he also recognized the
danger they presented to his plans. Humanity’s sheer numbers
and their collection of superhuman champions made outright
invasion problematic. However, humanity’s fractured nature
also provided opportunity. Thule realized he could seize control

Atlantis

Thule 117
of a nation or region on Earth and use its resources to expand
Atlantean influence across the globe. He also realized such grand
plans required particular attention to his personal security; he
could not rule Earth if he was vulnerable to every costumed oaf
seeking to defend their planet from its rightful master.
Melding Atlantean science and sorcery, Thule crafted a suit of
enchanted and technologically advanced armor modeled after
that worn by the Atlantean warrior-kings of old. The armor is
bonded to Thule’s spirit and cannot be removed, though he can
dispel it to and summon it from the ethereal plane at will.

Powers
Thule is intelligent and physically capable even by the exceptional
Atlantean standards. His mind is a match for the most brilliant of
humanity’s scientists and scholars. He possesses superior reflexes,
endurance, and physical strength at or somewhat beyond normal
human limits. A brilliant strategist, sorcerer, and scientist, Thule
is among the most dangerous people on Earth even without his
other resources. He is particularly adept at elemental sorcery,
specifically that involving water and liquids—an aptitude unique
to the Thule line. Due to a mix of Atlantean medicine and natural
Atlantean longevity, he is also extraordinarily long-lived. Thule is
already centuries old and can expect, barring calamity, to live for
several millennia.
Thule’s primary personal weapon is his armor. Crafted from
mystically enhanced alloys, it possesses numerous weapons and
Atlantis

infused spells that allow Thule to perform numerous feats including


projecting blasts of eldritch energy, telekinesis, generate force fields,
and other marvels of science
and magic. The armor is
bonded to Thule’s spirit and
cannot be removed without
killing him. However,
special enchantments allow
him to nudge the armor

Thule 118
out of phase with space and time,
keeping it invisible and incorporeal
when desired.
In addition to his armor and
natural abilities, Thule is the ruler
of Atlantis. He has access to his
nation’s armies, war machines, and
advanced magic and technology.
From Atlantean war machines to techno-magical cannons and
force field generators, with proper preparation and access to his
nation’s resources Thule can literally bring whole armies to bear.

Personality
Davon Thule is, first and foremost, a prideful hypocritical jerk.
He can be charming, brilliant, and even gracious at times,
winning himself admirers and advocates who insist he is “harsh
but fair” or “evil but still honorable.” However, Thule’s power-
mongering arrogance always wins out in the end, pushing him
to betray allies, punish the slightest failure or offense extremely,
or otherwise act terribly. Thule always has a justification for
such actions, usually something about how the person he killed,
betrayed, or otherwise ruined was inferior or flawed in some way
that justifies his actions.
Similarly, Thule’s hubris is ever present and overwhelming. He is
firmly convinced of his own superiority, and takes every victory as
proof of his power, intellect, and skill. His actions are exceptional
Atlantis

simply by virtue of being his; he is virtually incapable of seeing


their flaws. He is no fool and understands the need for planning
and preparation, but he assumes any idea or plan he devoted
himself to must be successful, provided it is properly executed.
This exception is what Thule hangs every failure on. It’s never
that he made a mistake, but that some other individual actively
foiled him or some incompetent subordinate failed to properly
execute his wishes. This delusion makes Thule a terrible boss and
vindictive adversary, as he blames all his shortcomings on others

Thule 119
and takes them as personal affronts and insults. Thule also tends
to view whatever he cannot accomplish as impossible, making him
both envy and despise those who achieve things he cannot.
Being unaware of his deepest flaws, Thule embraces a self-image
of a superior being who graciously tolerates being surrounded by
inferiors who he must push, prod, and occasionally coddle or
terrify into fulfilling their role in his grand destiny. He believes
he is a man of exacting standards and honor, and at times will
act accordingly. However, his true personality is always there,
waiting to explode on any who annoy, frustrate, or disappoint
him. At his best he is still patronizing and hard to take—at his
worst he’s a murderous tyrant.

Themes and Adventures


Adventures involving Thule are primarily about two things:
threat and hubris. Thule is a brilliant and dangerous foe with
fantastic resources. He is also arrogant and his own worst enemy;
he can’t imagine his plans or viewpoints are flawed. The world has
already come to view Thule as a dangerous despot, but one who is
manageable by the world’s heroes. This reputation bothers Thule
deeply, he despised the idea he can be “handled” or contained by
those he sees as inferiors.
These themes mean that any adventure involving Thule needs to
be dangerous, grandiose, and difficult. Thule’s schemes and plans
revolve around claiming new territories, developing dangerous
world-changing technology, and growing Thule’s own powers
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through experimentation or acquisition of artifacts, power


sources, and other resources.
Thule’s hubris should also cost him dearly at times, a development
that serves two purposes. First, it illustrates the lasting effects of
the villain’s flaws. Second, it fuels his ever-growing animosity
towards Earth’s heroes, especially any PCs that oppose him.

Thule 120
Some examples of classic Thule adventures include:
• Emperor Thule: Thule seizes control of a small but resource
rich nation of Earth, prompting the world powers to consider
military action to liberate the invaded nation. However,
without aid of Earth’s superheroes, any such invasion is
costly and likely to fail. If foiled, Thule will no doubt obsess
over any heroes that cost him his new kingdom.
• Chariots of the Gods: A crashed alien spacecraft is sought
by Thule, who seeks to control the craft’s potent power
source. If Thule melds the power source with his armor, he
will become even more powerful. However, if the process is
interrupted, the damage might disfigure Thule or destroy
his armor’s phase-shifting enchantments, trapping him in it
indefinitely.
• Bride of Thule: Thule has chosen a bride, regardless of how
she feels about it. Selecting a bride of exceptional power and
charm, such as a popular superheroine or villainess, Thule
sends his agents to kidnap his “beloved.” As the bride is
taken to Atlantis for the wedding ceremony, there is a short
period for a rescue operation to succeed and embarrass Lord
Thule, earning his ire.
• Thule’s Monster: Thule seeks to capture and control a
rampaging monster, Thule doesn’t care if his new pet is a
dangerous beast or dangerous but misunderstood brute, only
that the creature is broken to Thule’s will. If Thule’s plan fails,
Atlantis

the beast may devastate Atlantis or injure Thule himself.


However, if he succeeds he will gain a powerful weapon to
use against the nations of Earth.
• Exodus: The underdwellers of Atlantis raid a portal spire and
a small force escapes to Earth. They seek to find allies to take
their people from their oppressive lives underneath Atlantis
to a safe location on Earth. However, now that Thule knows
the underdwellers exist, he will stop at nothing to exterminate
or capture them—including sending his Hand to silence
them and anyone who dares assist them.

Thule 121
However, Thule can’t just lose and suffer, or he quickly becomes
a joke. He must win at times, overcoming opposition and seizing
power in small but significant ways. For example, Thule may fail
at conquering the United States, but he could seize a smaller
nation. Or perhaps he fails to defeat the PC heroes, but later
ambushes and severely injures
Thule is presented with rules in one of their allies. Without
the Tiny Supers core rulebook.
these triumphs, Thule quickly
However, with the advent of
these new rules, the Genius- becomes a pathetic braggart
Level Intellect applies to him and parody of megalomaniacal
as well. We’d recommend you menaces from comic books.
append the Super-Strength
Tier 1 and Genius-Level Intellect
Tier 2 to the Thule statblock in The Tetrad
the Tiny Supers corebook. In his quest to conquer Earth,
Thule has seen the value of
recruiting sympathetic natives
who will trade power and a place in his future kingdom in
exchange for service. Most of these recruits meet terrible ends,
executed for disappointing their new master or sacrificed as
an expendable pawn. However, some operatives have managed
to defy the odds and survive to this day. They are far from the
brightest or most adept of Thule’s agents on Earth, but they show
a tenacity and loyalty which so far has convinced their master to
keep them around. Dubbed the Tetrad, they are imbued with
elemental powers that compliment but do not conflict with their
lord’s own mastery of water. The members of the Tetrad are:
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• Squall: Renegade scientist and master of air. Imprisoned


for illegal human experimentation and freed by Thule, who
offered her power beyond her wildest dreams.
• Pillar: Corrupt cop transformed by Atlantean technomagic,
Pillar is capable of turning her body into living stone and
growing to great size.
• Brand: Former mercenary and illegal pit fighter given the
power to emit intense heat and fire body, mostly centered on
his hands and feet.

Thule 122
• Cast: Young runaway
convinced to turn his back
on humanity and serve
Thule. Possesses the ability
to generate metal, allowing
him to project blades, form
shields, and ensnare foes in
metallic bonds.
So far, the Tetrad have
butted heads with numerous
superhumans with varying
degrees of success. They prefer
to team up on a single or pair
of heroes, avoiding fair fights
whenever possible. This makes
them even more dangerous
than they are individually.

Hand of Thule
The Hand of Thule are the lord of Atlantis’ personal team of super-
powered operatives. In addition to their powers, all members of
the Hand of Thule are given the best training and support Atlantis
can provide. The Hand of Thule are the elite agents of Thule who
serve as his assassins, enforcers, and personal representatives.
Each position in the group is a title that comes with specific
powers and weapons. When a member is killed in battle or as
Atlantis

punishment for failure, they are replaced with a recruit who


adopts the title, abilities, and responsibilities.
The members of the Hand of Thule are:
• Black Machaera: Possessing enhanced reflexes and speed,
this assassin uses a pair of ceremonial single-edged black
blades with monomolecular edges that can cut through
nearly anything. The current Black Machaera is a cruel young
Atlantean who delights in her role as Thule’s pet killer.

Thule 123
• Red Parma: A techno-mystic with the ability to form
and shape energy shields. Parma’s shields can form walls,
weapons, and even complex shapes. The current Red Parma
is the longest serving member of the Hand; kept alive by his
cunning, skill, and willingness to pass blame to anyone and
anything else to avoid punishment for his rare failures.
• Jade Telum: Possessing the ability to fly and project blasts
of emerald-hued energy, this agent can bend and twist his
blasts to arc past shields and around corners. The current
Jade Telum is a cruel, arrogant braggart who believes himself
superior in wit and battle skills to all but his lord Thule.
• Pale Manus: Empowered with powers of intangibility and
the ability to siphon energy from living beings and machines
alike, the process of imbuing this member of the Hand of
Thule with their powers also robs them of their mortality,
creating a faded half-dead creature who lives only to serve
Thule. The current Pale Manus was created from the eldest
child of one of Thule’s most loyal servants, a replacement
for their predecessor who eventually took their own lives in
despair at their condition.
• Sapphire Incus: Blue-skinned and massive, this member
of the Hand of Thule is frightfully strong and tough. Each
Sapphire Incus develops a unique power or talent beyond
their enhanced might; the current bearer of the title is
capable of generating destabilizing subsonic “songs” that
Atlantis

destabilize and disorient targets and can weaken inanimate


objects, making them easier to shatter and destroy.
Recruits for the Hand of Thule are drawn from the best soldiers,
spies, scientists, and other agents of Atlantis. Despite the dangers
of service, the honor and status given a recruit and their family
for serving as the Hand of Thule means the group is never short
of members.

Thule 124
Black Machaera
Archetype: Striker l Stress Capacity: 8
Traits
• Cleave: If your attack drops an enemy to 0 Stress Capacity, you
may immediately make an extra attack with Disadvantage.
• Fleet of Foot: Your speed increases from 25 feet to 30 feet.

Power Traits
• Powerful Blows!: The damage you deal cannot be reduced below 1.
• Super Speed 2: Any turn in which you move, you also count as
having taken the Evade Action. You can move without taking an
Action once per turn
• Super Strength 1: Gain Strong Trait. Your Melee attacks do +1 damage
Mastered Weapons (Roll with Advantage): Blades
Trained Weapons (Roll 2d6): Unarmed

Sapphire Incus
Archetype: Paragon l Stress Capacity: 8
Traits
• Brawler: If you are fighting Unarmed, you Evade with 2d6
(instead of 1d6).
• Strong: You gain Advantage when Testing to do something with
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brute force.

Power Traits
• Super-Strength 3: Your Melee attacks do +2 damage. You always
count as having Focused when making Strength Tests.
• Subsonic Mastery: Damage dealt by Sapphire Incus gains +1
against inanimate objects.
Mastered Weapons (Roll with Advantage): Haymaker Punches
Trained Weapons (Roll 2d6): Unarmed

Thule 125
Red Parma
Archetype: Controller l Stress Capacity: 6
Traits
• 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.

Power Traits
• Crowd Control: You may use any power that does not directly inflict
damage on up to three targets rather than just one.
• Blast 1: You may make a Ranged Attack that deals 1 damage. You
never have to reload this Ranged Attack.
• Force Field 2: As an action, you can summon or use your Force Field.
Until your next turn, any attacks against you only succeed on a roll of
“6” (instead of 5 and 6). You can summon your Force Field on your turn
without spending an Action. However, this quick summoning causes you
to take 1 damage.
• Telekinesis 2: As an action,
you can interact with objects
in your line of sight as though
you were adjacent to them.
You can hurl objects or targets
with an Action. Targets
must make a Save Test with
Disadvantage. If they fail, you
can hurl them into another
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object or target you can see,


dealing them 2 damage. You
gain Flight 1 power.
Mastered Weapons (Roll
with Advantage): Blast
Trained Weapons (Roll
2d6): Unarmed

Thule 126
Jade Telum
Archetype: Striker l Stress Capacity: 7
Traits
• Quick Shot: When using the Focus Action, your next attack with
a Ranged Weapon is successful on a Test of 3, 4, 5, or 6.

Power Traits
• Powerful Blows!: The damage you deal cannot be reduced below 1.
• Blast 3: You may make a Ranged Attack that deals 2 damage. You
never have to reload this Ranged Attack. Your Blast always counts
as having the benefits of Focus applied to it. Additional Focus
Actions do nothing extra for your Blast.
• Flight 1: You can fly, moving up to near the speed of sound at your
peak. It takes you two actions to reach your top speed.
Mastered Weapons (Roll with Advantage): Blast
Trained Weapons (Roll 2d6): Unarmed

Pale Manus
Archetype: Striker l Stress Capacity: 7
Power Traits
• Flight 1: You can fly, moving up to near the speed of sound at your
peak. It takes you two actions to reach your top speed.
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• Phasing 2: You may become incorporeal. You may not interact with
physical objects and cannot be harmed by physical or energy attacks,
although energy attacks are still effective. You may move at your
normal rate while you are incorporeal.
• Improved Powerful Blows!: The damage you deal cannot be reduced.
• Siphon 1: You may transfer 1 Stress inflicted on a target to your
own Stress Capacity (up to your normal maximum)
Mastered Weapons (Roll with Advantage): Siphon
Trained Weapons (Roll 2d6): Unarmed
Power Mastery: Pale Manus may use their power while phasing.

Thule 127
THE GALLANTVERSE NEEDS HEROES!

The GallantVerse Campaign Guide is the first expansion for the


award-winning Tiny Supers roleplaying game. This book is packed with
expansion material for your Tiny Supers campaign, including:
• GallantVerse setting expansions for South America, the European
Union, and archvillain Thule’s Atlantis!
• Three new archetypes: The Brute, Stalker and Trickster.
• New power traits, customization traits and other mechanical
enhancements for your hero!
• Narrative-focused rules for Strongholds and Bases!
• Campaign advice for the GallantVerse and more!
There’s a universe waiting for your heroes, so don’t make them wait
too long...it’s time to get super!
This book does require the Tiny Supers core rulebook.

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