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We Can Be Heroes

Core Book
Fast-paced superhero action in a grounded modern world where public merit defines your legacy
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superheromodern
HeroicSuperheroCombat-HeavyCinematicCharacter BuildingFaction Play
Languages: English
Diced4–d20
System FamilyStandalone
Cost$$
LicenseProprietary
PublisherBudStuff Games
Year2024
Complexity Medium
Accessibility Medium
Community Very Low

Core Mechanic

Roll d20 + Talent Modifier vs. GM-set threshold for Talent Checks. Superpowers use Target Die (d12 at levels 1–9, d20 at levels 10–20) + Superpower Die + Moxie. Superpower Attacks always hit — damage is the variable. Hero's Favor points fuel superpowers and creative power use. Action Points govern turns with Primary (3 AP) and Secondary (2 AP) actions. Public Merit tracks faction reputation for favors, intel, and gear upgrades. Hero's Moment rewards critical failures with one-per-level power-ups.

Best For

Groups who want crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.

Highlights

Public Merit system ties heroism to community impact through faction reputation, six superpower archetypes with five-tier progression and Auxiliary Powers for build variety, Hero's Moment turns critical failures into one-per-level power-ups, Hero's Favor points enable out-of-combat power use (freezing locks, creating barriers, boosting checks)

Considerations

Character creation requires multiple derived calculations (Moxie, DT, HP, Vigilance, Initiative), 20-level progression has many repetitive incremental steps, combat-heavy with limited non-combat mechanical support