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Amazing Heroes vs Superpowered

Compare Amazing Heroes and Superpowered side by side. See differences in complexity, dice, genre, and more.

Amazing HeroesSuperpowered
GenreSuperhero, ModernModern, Superhero
TagsBeginner-Friendly, Rules-Light, Family-Friendly, Superpowers, Narrative, Fiction-First, Cinematic, Theater of the Mind, One-Shot Friendly, Strong GM SupportRules-Light, Superpowers, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character-Driven
Core MechanicEach 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 2d6 + skill level vs. a difficulty number (4+ easy to 10+ formidable). Characters have 7 broad skills, Endurance (stamina), and Lifeblood (health). Superpowers are defined by a Power source (from 36 options like Fire, Cosmic, or Speed) that grants themed Abilities. Weaknesses grant bonus Abilities. D66 tables generate random powers and origins.
Diced6–d122d6
ComplexityVery LowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book tools2 of 5 book tools
LicenseProprietaryOGL 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherAmazing TalesStellagama Publishing
Year20212020
LanguagesEnglishEnglish
Best ForMixed-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.Quick superhero campaigns with a simple 2d6 engine: build any hero from 36 power sources, take a weakness, and leap into four-color action without heavy rules.
HighlightsTrait 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.Simple 2d6 rules, 36 diverse power sources with unique ability lists, quick character creation, OGL-compatible with Cepheus Engine material, includes heroes, villains, and creatures ready to play
ConsiderationsSuperpowers 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.Very niche, limited advancement system, superhero genre only, lacks the depth of crunchier supers games