Chronicles of Darkness vs Tiny Supers
Compare Chronicles of Darkness and Tiny Supers side by side. See differences in complexity, dice, genre, cost, and more.
| Chronicles of Darkness | Tiny Supers | |
|---|---|---|
| Genre | Horror, Modern | Superhero, Modern, Scifi |
| Tags | Atmospheric, Character Building, Character-Driven, Classless, Corruption, Drama, Fear & Stress Mechanics, Improvisation, Investigation, Strong GM Support | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | Build a d10 pool from an Attribute plus a Skill and count each 8, 9, or 10 as a success. Tens reroll, five successes are exceptional, and a pool reduced below one die becomes a chance die that succeeds only on a 10. | 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 | d10 dice pool | d6 dice pool |
| Complexity | Medium | Low |
| Accessibility | Medium | Medium |
| Runnability | Very High | Very Low |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Storytellers Vault | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $ |
| Publisher | Onyx Path Publishing | Gallant Knight Games |
| Year | 2015 | 2019 |
| Languages | English | English, Spanish |
| Best For | Groups who want modern supernatural horror built around investigating mysteries, navigating personal consequences, and confronting threats before they overwhelm an ordinary life. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | The investigation system can reveal an Incomplete clue on a failed roll, preventing a mystery from stopping at one check. Conditions, Aspirations, and Beats link consequences and personal goals to character advancement. Horror Anchors create investigative inroads for supernatural threats. | 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 core contains detailed procedures for combat, chases, investigation, social maneuvering, and supernatural threats, so groups need to decide which rules to emphasize in a campaign. Damage, Integrity breaking points, and Persistent Conditions create lasting consequences. Social Maneuvering includes sexual goals and hard leverage, so players should back away from uncomfortable concepts. | 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. |