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Amazing Heroes

Core Rulebook
Family-friendly superhero adventures inspired by shows like The Flash, Young Justice, and Daredevil
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superheromodern
Beginner-FriendlyRules-LightFamilySuperheroNarrativeFiction-FirstCinematicTheater of the MindOne-Shot FriendlyGM-Friendly
Languages: English
Diced6–d12
System FamilyStandalone
Cost$
LicenseProprietary
PublisherAmazing Tales
Year2021
Complexity Very Low
Accessibility Medium
Runnability High

Core Mechanic

Each hero has four traits — an occupation, a body attribute, a personality attribute, and a superpower — assigned a d6, d6, d8, and d10 at creation. When the outcome is uncertain, the player rolls the relevant trait die against a difficulty of 3 (easy), 4 (normal), or 5 (hard), adding +1 if a body or personality attribute fits. Rolls of 1 or 2 on a normal or hard test inflict a condition like 'tired' or 'hurt'; a repeated condition becomes 'really [X]' and imposes a –1 penalty, and a third hurt condition defeats the hero. Defeating a villain requires successes equal to the villain's level times the number of heroes.

Best For

Mixed-age tables wanting a fast, narrative superhero RPG that genuinely works for kids aged 7+ alongside adults — sessions are designed to cram an hour of TV-style action into a single sitting.

Highlights

Trait dice carry transparent in-fiction meaning at each step — d6 is 'best in your country,' d12 is 'best in the world' — so players and GMs negotiate power level by description rather than parsing stat blocks. Conditions like 'tired' or 'shaken' replace HP entirely and stack into 'really [X]' with a –1 penalty before a third instance defeats the hero, keeping damage in fiction while still tracking toward a losing point. The GM receives plot points equal to the number of players each session and spends them on cinematic moves — villain ambushes, escapes with a planted clue, perfect disguises, 'missing body' recurring foes — encoding superhero-TV pacing as a budgeted resource.

Considerations

Superpowers have no defined list or mechanical effects beyond a die size, so the GM must adjudicate what each novel use of a power can do on the fly. Advancement caps at d12+1 and amounts to larger dice plus secondary powers branched from a parent power, so long-running heroes don't gain meaningfully different mechanical options from starting ones. Villain fights accumulate flat successes equal to villain level × number of heroes with no incremental damage per hit, which can grind against tougher foes when most attack rolls only mark a single tick of progress.