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Kids on Bikes vs Superpowered

Compare Kids on Bikes and Superpowered side by side. See differences in complexity, dice, genre, cost, and more.

Kids on BikesSuperpowered
GenreHorror, ModernModern, Superhero
Play StyleBeginner-Friendly, Cinematic, Collaborative, Worldbuilding, Mystery, Atmospheric, One-Shot Friendly, Theater of the Mind, Narrative, Roleplay-Heavy, Drama, GM-FriendlyRules-Light, Superhero, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character-Driven
Core MechanicSix stats (Brains, Brawn, Fight, Flight, Charm, Grit) each get a single die from d4 (terrible) to d20 (superb), with the assignment determined by a chosen Trope (Brilliant Mathlete, Loner Weirdo, Popular Kid, etc.). Roll the relevant stat die against a GM-set difficulty; rolling the die's maximum 'explodes' and the die is rerolled, adding the values together. Failed rolls grant Adversity Tokens, each spendable for +1 on a future roll. Combat is fully narrative — there are no hit points; the margin between attacker and defender rolls determines injury severity and who narrates the outcome. Age (child, teen, or adult) grants +1 to two relevant stats and unlocks a free Strength. Each campaign also features a Powered Character co-controlled by all players through shared Aspect notecards and a pool of Psychic Energy tokens.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.
Diced4–d202d6
ComplexityLowVery Low
AccessibilityMediumHigh
CommunityHighLow
LicenseProprietaryOGL 1.0a
Cost$$$
PublisherHunters Entertainment / Renegade Game StudiosStellagama Publishing
Year20182020
Best ForGroups who want collaborative small-town supernatural mystery in the vein of Stranger Things or Stand By Me, where character relationships and tropes matter more than mechanical complexity. Especially well suited to one-shots, short campaigns, and tables that include players new to TTRPGs.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.
HighlightsPre-built Tropes turn character creation into a five-minute step, Setting Boundaries safety tools are integrated as the very first step before play, collaborative world-building constructs the town and seeds rumors before the first session, the Powered Character mechanic distributes shared narrative control of the supernatural element across the table via Aspect notecardsSimple 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
ConsiderationsCombat is fully narrative with no hit points or initiative, which can frustrate groups who want tactical structure, difficulty setting is entirely GM judgment with example anchors but no formulas, the shared-control Powered Character can confuse players new to collaborative narration, long-campaign play requires the GM to invent advancement and pacing because the rules are tuned for one-shots and short arcsVery niche, limited advancement system, superhero genre only, lacks the depth of crunchier supers games