Amazing Heroes vs Delta Green
Compare Amazing Heroes and Delta Green side by side. See differences in complexity, dice, genre, cost, and more.
| Amazing Heroes | Delta Green | |
|---|---|---|
| Genre | Superhero, Modern | Horror, Modern |
| Play Style | Beginner-Friendly, Rules-Light, Family, Superhero, Narrative, Fiction-First, Cinematic, Theater of the Mind, One-Shot Friendly, GM-Friendly | Investigation, Deadly, Roleplay-Heavy, Character-Driven, Gritty |
| Core Mechanic | Each hero has four traits (an occupation, a body attribute, a personality attribute, and a superpower) assigned a d6, d6, d8, and d10 at creation. When the outcome is uncertain, the player rolls the relevant trait die against a difficulty of 3 (easy), 4 (normal), or 5 (hard), adding +1 if a body or personality attribute fits. Rolls of 1 or 2 on a normal or hard test inflict a condition like 'tired' or 'hurt'; a repeated condition becomes 'really [X]' and imposes a –1 penalty, and a third hurt condition defeats the hero. Defeating a villain requires successes equal to the villain's level times the number of heroes. | Roll d100 under your skill percentage to succeed. Matched doubles (11, 22, etc.) are critical successes or failures. Six stats (STR, CON, DEX, INT, POW, CHA) derived from percentile rolls. Bonds represent personal relationships and can be damaged as agents lose SAN. Sanity tracks Breaking Points: cross enough and you develop disorders. |
| Dice | d6–d12 | d100 |
| Complexity | Very Low | Medium |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Proprietary | All Rights Reserved |
| Cost | $ | Free (Need to Know) / $$ |
| Publisher | Amazing Tales | Arc Dream Publishing |
| Year | 2021 | 2016 |
| Best For | Mixed-age tables wanting a fast, narrative superhero RPG that genuinely works for kids aged 7+ alongside adults: sessions are designed to cram an hour of TV-style action into a single sitting. | Groups who want modern-day investigative horror where federal agents sacrifice everything (careers, relationships, sanity) to protect humanity from threats that should not exist. |
| Highlights | Trait dice carry transparent in-fiction meaning at each step (d6 is 'best in your country,' d12 is 'best in the world'), so players and GMs negotiate power level by description rather than parsing stat blocks. Conditions like 'tired' or 'shaken' replace HP entirely and stack into 'really [X]' with a –1 penalty before a third instance defeats the hero, keeping damage in fiction while still tracking toward a losing point. The GM receives plot points equal to the number of players each session and spends them on cinematic moves (villain ambushes, escapes with a planted clue, perfect disguises, 'missing body' recurring foes), encoding superhero-TV pacing as a budgeted resource. | Bonds and sanity mechanics create personal drama, Need to Know quickstart is free and complete, strong atmospheric design, profession-based characters feel grounded, well-regarded published scenarios |
| Considerations | Superpowers have no defined list or mechanical effects beyond a die size, so the GM must adjudicate what each novel use of a power can do on the fly. Advancement caps at d12+1 and amounts to larger dice plus secondary powers branched from a parent power, so long-running heroes don't gain meaningfully different mechanical options from starting ones. Villain fights accumulate flat successes equal to villain level × number of heroes with no incremental damage per hit, which can grind against tougher foes when most attack rolls only mark a single tick of progress. | Dense investigative scenarios require significant GM prep, limited character advancement between operations, bond deterioration can feel mechanically punishing, SAN loss mechanics can remove player agency |