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Mothership vs Tiny Supers

Compare Mothership and Tiny Supers side by side. See differences in complexity, dice, genre, cost, and more.

MothershipTiny Supers
GenreScifi, HorrorSuperhero, Modern, Scifi
Play StyleRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-PacedRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superhero, Heroic, Low-Prep
Core MechanicRoll 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.
Diced100d6 dice pool
ComplexityLowLow
AccessibilityHighMedium
RunnabilityMediumVery Low
License3rd Party LicenseAll Rights Reserved
Cost$$
PublisherTuesday Knight GamesGallant Knight Games
Year20222019
Best ForTerrifying 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.
HighlightsRules-light, well-regarded module library, panic system creates mechanical tensionTiered 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.
ConsiderationsPanic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended playThe 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.