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Everywhen vs Tiny Supers

Compare Everywhen and Tiny Supers side by side. See differences in complexity, dice, genre, and more.

EverywhenTiny Supers
GenreUniversalSuperhero, Modern, Sci-Fi
TagsRules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-PrepRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep
Core MechanicRoll 2d6 + attribute + career (or combat ability) vs. 9+ to succeed. Bonus/penalty dice add extra d6s, keeping the best or worst two. Hero Points let you bend the rules. Careers replace skill lists: your background defines what you can do. Mighty Successes and Calamitous Failures add dramatic swings.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.
Dice2d6d6 dice pool
ComplexityLowLow
AvailabilityPaidPaid
Runnability4 of 5 book tools1 of 5 book tools
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherFiligree ForgeGallant Knight Games
Year20182019
LanguagesEnglishEnglish, Spanish
Best ForGroups who want a fast, career-based universal system with tons of optional rules switches: run weird westerns, cyberpunk, age of sail, high fantasy, or anything pulp and heroic.Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
HighlightsCareer system eliminates skill lists, fast-playing 2d6 core, large optional rules toolkit (resolve, psionics, arcana, vehicles, mass battles, investigations), two included settings with more published separatelyTiered 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.
ConsiderationsRequires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstartThe 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.