Everywhen vs Tiny Supers
Compare Everywhen and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| Everywhen | Tiny Supers | |
|---|---|---|
| Genre | Universal | Superhero, Modern, Sci-Fi |
| Tags | Rules-Light, Pulp Action, Heroic, Fast-Paced, Sandbox, Low-Prep | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | Roll 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. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Low | Low |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 1 of 5 book tools |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Filigree Forge | Gallant Knight Games |
| Year | 2018 | 2019 |
| Languages | English | English, Spanish |
| Best For | Groups 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. |
| Highlights | Career 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 separately | 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 | Requires GM comfort with rulings over rules, BoL veterans may find overlap confusing, no free quickstart | 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. |