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 Cthulhu | Tiny Supers | |
|---|---|---|
| Genre | Horror, Modern | Superhero, Modern, Scifi |
| Play Style | Investigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-Based | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superhero, Heroic, Low-Prep |
| Core Mechanic | Roll 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. |
| Dice | d100 | d6 dice pool |
| Complexity | Medium | Low |
| Accessibility | High | Medium |
| Runnability | Very High | Very Low |
| License | Chaosium Fan Material Policy | All Rights Reserved |
| Cost | $$ | $ |
| Publisher | Chaosium | Gallant Knight Games |
| Year | 2014 | 2019 |
| Best For | Investigation-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. |
| Highlights | Tracking 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. |
| Considerations | The 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. |