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We've secretly replaced our WebKnights edition with our MiniKnights promo. Don't tell The Boss.

MiniKnights!

a very tiny superhero adventure game

by Dave Van Domelen, for Plaid Rabbit Productions

Introduction:

MiniKnights is a micro-sized version of Modern Knights, which is coming soon from Plaid Rabbit. Most of the rules have been hidden behind a curtain, and a few have been simplified (mainly combat effects like impairment from pain), but all the characters presented here were built with the full rules. The setting is your basic superhero world (the full rules go into more detail) with more of a focus on the "Silver Age" simplicity. What does "Silver Age" mean? Well, it means many things to many people, but in this case it means that while the characters have reasonably rich backgrounds, you can actually remember most of the important parts in their careers without resorting to a computerized database. In MiniKnights, you can play one of the Duotones, a pair of superheroes operating in Columbus, Ohio. Hey, it's good enough for Origins, it's good enough for the Duotones! Avatar

Rules

Combat:

As in any fight, there's two sides...Us and Them. In this case, we call "Us" the PCs, and "Them" the NPCs. Each round of combat, the PCs can pick their actions either Before or After the NPCs make their rolls. All actions resolve at the same time, but going After represents waiting that fraction of a second to see if it looks like you're gonna get hit. Going Before gives you more offensive power, while going After gives a chance to defend, although the Duotones aren't really geared for active defense, so you'll usually just go Before the NPCs. When you act, you choose an ability, and if applicable, a level of damage. For your choice, there will be an entry like this:

Flurry of Blows: Bone (2/9/10/17)

What this means is that when you choose this attack, you'll inflict a Bone Wound if you hit. Roll 2d10 and look at the list of numbers after the attack.

If you roll under the first number, that's a mishap, and means that not only did you miss, you did something nasty to yourself, like hurt yourself.

Rolling below the second number but not below the first is a failure, and just means you miss. In this case, rolling 2-8 would be a miss. Rolling below the third number but not below the second number is a mixed result. You probably hit, but something mildly unpleasant also happened, like doing less damage or fritzing your powers. A roll of 9 exactly would be a mixed result here. Rolling below the fourth number but not below the third number is a success. You hit, congrats. A roll of 10-16 would be a success here. Rolling the fourth number or higher is called an overkill, which is usually good, but sometimes involves paying a price, like knocking yourself out in one massive blast. A roll of 17 or better would be an overkill for this attack.

Sometimes only a single number will be listed after a skill, usually a defensive one.

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