TTRPG Wiki

Compare tabletop RPG systems to find your next game

Amazing Heroes

Core Rulebook
Family-friendly superhero adventures inspired by shows like The Flash, Young Justice, and Daredevil
View on DriveThruRPG →This page contains affiliate links. If you purchase through them, we may earn a small commission at no extra cost to you.
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 Low

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.