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ICONS vs We Can Be Heroes

Compare ICONS and We Can Be Heroes side by side. See differences in complexity, dice, genre, and more.

ICONSWe Can Be Heroes
GenreSuperhero, ModernSuperhero, Modern
TagsSuperpowers, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-FriendlyHeroic, Superpowers, Combat-Heavy, Cinematic, Character Building, Faction Play
Core MechanicEffort 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 d20 + Talent Modifier vs. GM-set threshold for Talent Checks. Superpowers use Target Die (d12 at levels 1–9, d20 at levels 10–20) + Superpower Die + Moxie. Superpower Attacks always hit: damage is the variable. Hero's Favor points fuel superpowers and creative power use. Action Points govern turns with Primary (3 AP) and Secondary (2 AP) actions. Public Merit tracks faction reputation for favors, intel, and gear upgrades. Hero's Moment rewards critical failures with one-per-level power-ups.
Dice2d6d4–d20
ComplexityLowMedium
AvailabilityFree quickstartPaid
Runnability3 of 5 book toolsBook tools not listed
LicenseOGL 1.0aProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherGreen Ronin PublishingBudStuff Games
Year20142024
LanguagesEnglishEnglish
Best ForGroups 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.Groups who want crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.
HighlightsHero 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.Public Merit system ties heroism to community impact through faction reputation, six superpower archetypes with five-tier progression and Auxiliary Powers for build variety, Hero's Moment turns critical failures into one-per-level power-ups, Hero's Favor points enable out-of-combat power use (freezing locks, creating barriers, boosting checks)
ConsiderationsDefault 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.Character creation requires multiple derived calculations (Moxie, DT, HP, Vigilance, Initiative), 20-level progression has many repetitive incremental steps, combat-heavy with limited non-combat mechanical support