Tiny Supers
Core RulebookNear-future comic heroes defend Sentry City from street-level schemes to cosmic threats
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Languages: English, Spanish
Best For
Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings.
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.
ComplexityHow much there is to learn
Low
The core Test can be learned quickly, and each player only needs the rules for their chosen Traits and powers. Depth comes from two-action combat and tiered Power Traits, whose exceptions can alter range or Stress.
AvailabilityHow you get the rules
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
- –IndexNo back-of-book index or page-keyed reference tables
- –GM guidanceNo how-to-run chapter
- –Examples of playNo worked examples of play
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
1 of 5 book tools found in the core book
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.
Rules license All Rights Reserved
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