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Tiny Supers

Core Rulebook
Near-future comic heroes defend Sentry City from street-level schemes to cosmic threats
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superheromodernscifi
Rules-LightBeginner-FriendlyFast-PacedTheater of the MindCharacter BuildingSuperheroHeroicLow-Prep
Languages: English, Spanish
Diced6 dice pool
System FamilyTiny d6
Cost$
LicenseAll Rights Reserved
PublisherGallant Knight Games
Year2019
Complexity Low
Accessibility Medium
Runnability Very Low

Core Mechanic

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.

Best For

Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.

Highlights

Tiered 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.

Considerations

The 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.