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Superpowered vs Tiny Supers

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

SuperpoweredTiny Supers
GenreModern, SuperheroSuperhero, Modern, Sci-Fi
TagsRules-Light, Superpowers, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character-DrivenRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep
Core MechanicRoll 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.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.
Dice2d6d6 dice pool
ComplexityVery LowLow
AvailabilityPaidPaid
Runnability2 of 5 book tools1 of 5 book tools
LicenseOGL 1.0aAll Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherStellagama PublishingGallant Knight Games
Year20202019
LanguagesEnglishEnglish, Spanish
Best ForQuick 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.Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
HighlightsSimple 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 playTiered 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.
ConsiderationsVery niche, limited advancement system, superhero genre only, lacks the depth of crunchier supers gamesThe 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.