Mothership vs Tiny Supers
Compare Mothership and Tiny Supers side by side. See differences in complexity, dice, genre, cost, and more.
| Mothership | Tiny Supers | |
|---|---|---|
| Genre | Scifi, Horror | Superhero, Modern, Scifi |
| Play Style | Rules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superhero, Heroic, Low-Prep |
| Core Mechanic | Roll d100 under stat/skill. Stress and panic mechanics escalate tension. | 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 | d100 | d6 dice pool |
| Complexity | Low | Low |
| Accessibility | High | Medium |
| Runnability | Medium | Very Low |
| License | 3rd Party License | All Rights Reserved |
| Cost | $ | $ |
| Publisher | Tuesday Knight Games | Gallant Knight Games |
| Year | 2022 | 2019 |
| Best For | Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | Rules-light, well-regarded module library, panic system creates mechanical tension | 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 | Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play | 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. |