Invincible – Superhero Roleplaying vs Tiny Supers
Compare Invincible – Superhero Roleplaying and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| Invincible – Superhero Roleplaying | Tiny Supers | |
|---|---|---|
| Genre | Modern, Scifi, Superhero | Superhero, Modern, Scifi |
| Tags | Superpowers, Licensed IP, High-Power, Tactical, Character Building, Character-Driven, Solo-Friendly, Theater of the Mind | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | Roll a pool of d6s equal to an attribute and count each 6 as a success. Extra successes buy stunts. After a failed roll or when seeking more successes, push once by rerolling dice that show neither 6 nor 1; each 1 remaining after the push causes stress. | 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 | d6 dice pool | d6 dice pool |
| Complexity | High | Low |
| Availability | Free quickstart | Paid |
| Runnability | 5 of 5 book tools | 1 of 5 book tools |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Free League Publishing | Gallant Knight Games |
| Year | 2026 | 2019 |
| Languages | English | English, Spanish |
| Best For | Groups who want custom superheroes to alternate between destructive team fights and relationship-driven scenes about responsibility, stress, and ordinary life. It suits campaigns ranging from young street heroes to cosmic champions, with a separate solo crisis mode. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | Extra successes buy comic-book stunts such as knockback and collateral destruction, while players can propose GM-approved improvised stunts. Action scenes threaten Health and generate stress against Resolve, while relationship-centered social scenes restore Resolve and tie personal life to the campaign loop. Crisis Mode supplies response engines and escalating timers for solo superhero play without a Gamemaster. | 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 large power catalog, reaction-heavy zone combat, and critical-injury procedures create a steeper learning curve than the simple dice pool suggests. Brutal injuries, permanent death, and collateral damage are deliberate parts of play, so groups should align on graphic superhero violence. The setting chapter, campaign material, and character profiles draw heavily on Invincible, so groups seeking a generic superhero toolkit may choose to replace them. | 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. |