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Amazing Heroes vs Vampire: The Masquerade

Compare Amazing Heroes and Vampire: The Masquerade side by side. See differences in complexity, dice, genre, cost, and more.

Amazing HeroesVampire: The Masquerade
GenreSuperhero, ModernHorror, Modern
Play StyleBeginner-Friendly, Rules-Light, Family, Superhero, Narrative, Fiction-First, Cinematic, Theater of the Mind, One-Shot Friendly, GM-FriendlySocial Intrigue, Faction Play, Urban Fantasy, Corruption, Drama, Investigation, Lore-Heavy
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 a pool of d10s (attribute + skill), count successes (6+). Hunger dice replace regular dice in the pool: their 10s trigger Messy Criticals and their 1s trigger Bestial Failures, making the Beast an ever-present threat.
Diced6–d12d10 dice pool
ComplexityVery LowMedium
AccessibilityMediumHigh
RunnabilityLowVery High
LicenseProprietaryProprietary
Cost$$$
PublisherAmazing TalesRenegade Game Studios
Year20212018
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.Drama-heavy campaigns exploring themes of addiction, power, and losing your humanity.
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.Hunger system mechanically integrates the vampire's predatory nature into every dice roll. Clan membership and sect politics structure who a character allies with and opposes, giving the social game mechanical weight. Humanity and Stains system tracks moral erosion with narrative consequences.
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.Hunger dice inject swingy results at the worst moments, since a Bestial Failure can surface on a critical roll. Play leans heavily on social and political maneuvering, so groups expecting frequent combat will find that side of the system thin. Choosing a clan and predator type at creation assumes setting knowledge the player may not have yet.