ICONS vs Superpowered
Compare ICONS and Superpowered side by side. See differences in complexity, dice, genre, and more.
| ICONS | Superpowered | |
|---|---|---|
| Genre | Superhero, Modern | Modern, Superhero |
| Tags | Superpowers, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-Friendly | Rules-Light, Superpowers, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character-Driven |
| Core Mechanic | Effort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions. | Roll 2d6 + skill level vs. a difficulty number (4+ easy to 10+ formidable). Characters have 7 broad skills, Endurance (stamina), and Lifeblood (health). Superpowers are defined by a Power source (from 36 options like Fire, Cosmic, or Speed) that grants themed Abilities. Weaknesses grant bonus Abilities. D66 tables generate random powers and origins. |
| Dice | 2d6 | 2d6 |
| Complexity | Low | Very Low |
| Availability | Free quickstart | Paid |
| Runnability | 3 of 5 book tools | 2 of 5 book tools |
| License | OGL 1.0a | OGL 1.0a |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Green Ronin Publishing | Stellagama Publishing |
| Year | 2014 | 2020 |
| Languages | English | English |
| Best For | Groups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing. | Quick superhero campaigns with a simple 2d6 engine: build any hero from 36 power sources, take a weakness, and leap into four-color action without heavy rules. |
| Highlights | Hero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge. | Simple 2d6 rules, 36 diverse power sources with unique ability lists, quick character creation, OGL-compatible with Cepheus Engine material, includes heroes, villains, and creatures ready to play |
| Considerations | Default hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games. | Very niche, limited advancement system, superhero genre only, lacks the depth of crunchier supers games |