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Night's Black Agents vs We Can Be Heroes

Compare Night's Black Agents and We Can Be Heroes side by side. See differences in complexity, dice, genre, cost, and more.

Night's Black AgentsWe Can Be Heroes
GenreHorror, ModernSuperhero, Modern
Play StyleInvestigation, Espionage, Character-Driven, GrittyHeroic, Superhero, Combat-Heavy, Cinematic, Character Building, Faction Play
Core MechanicGUMSHOE engine. Investigative abilities auto-succeed: if you have the skill and there's a clue, you find it. General abilities (combat, athletics) roll 1d6 + spent points vs. difficulty 4. Point pools refresh between sessions, creating resource-management tension. Four play modes (Burn, Dust, Mirror, Stakes) tune mechanics to your preferred espionage tone.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.
Diced6d4–d20
ComplexityMediumMedium
AccessibilityMediumMedium
RunnabilityHighLow
LicenseGUMSHOE SRD (CC BY 3.0 / OGL)Proprietary
Cost$$$$
PublisherPelgrane PressBudStuff Games
Year20122024
Best ForGroups who want spy-thriller action fused with supernatural horror: burned agents unraveling a vampire conspiracy through investigation, chases, and tradecraft.Groups who want crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.
HighlightsInvestigation never stalls: clues flow automatically, Conspyramid campaign structure is a well-designed GM tool, four tonal modes let you dial in the spy genre you want, highly modular vampire creation system, works stripped of vampires for pure espionagePublic 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)
ConsiderationsNPC combat math can feel unbalanced against PCs, multiple point pools to track can bottleneck play, narrow genre focus limits reuse, requires significant GM prep for conspiracy networksCharacter 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