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Call of Cthulhu vs Tiny Supers

Compare Call of Cthulhu and Tiny Supers side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuTiny Supers
GenreHorror, ModernSuperhero, Modern, Scifi
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superhero, Heroic, Low-Prep
Core MechanicRoll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence.
Diced100d6 dice pool
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighVery Low
LicenseChaosium Fan Material PolicyAll Rights Reserved
Cost$$$
PublisherChaosiumGallant Knight Games
Year20142019
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
HighlightsTracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes.
ConsiderationsThe chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades.