Sunday, June 28, 2020

Review: Tiny Supers


"Four or five moments - that's all it takes to become a hero. Everyone thinks it's a full-time job. Wake up a hero. Brush your teeth a hero. Go to work a hero. Not true. Over a lifetime there are only four or five moments that really matter. Moments when you're offered a choice to make a sacrifice, conquer a flaw, save a friend - spare an enemy. In these moments everything else falls away..."

I have enjoyed my various experiences with the Tiny D6 system from Gallant Knight Games and when I saw they were doing a kickstarter for Tiny Supers I was really excited and I followed along all of the hype it got (and I really hope it holds up to the hype). I was unable to participate in the kickstarter but Gallant Knight Games recently provided me with a PDF for this review but I did pick up the physical book and I will be using the physical book for this review.


Presentation: The book itself is full color hardback in an A5 format with single column pages. It is well organized with a table of contents and easy to read yet setting appropriate fonts. What really stands out to me is the art. It feel like it goes beyond capturing the feel of the super hero genre because it creates a mood if super heroes were real in our modern times. The art style is a mix of something you would find in a class four color comic book and more modern cartoon styles.One of my favorite things about the organization of this book (and all Tiny books for that matter) is the resolution rules are in the front of the book before you get into anything else.

Character Creation: This process is straight forward and gives you different power level options to choose for your desired campaign level.
  1. Select an Archetype: These include Paragon, Defenders, Striker, Gadgeteer, Expert, Controller, and Mastermind. These provide an overall style of hero and decide the characters starting stress in addition to providing a trait. 
  2. Power Traits: Select three power traits from the list a normal trait can be substituted for a power trait. The power options are Armored, Blast, Elemental Control, Energy Control, Flight, Force Field, Gravitics, Healing, Immunity, Invisibility, Mind Reading, Phasing, Regeneration, Shapeshifting, Snare, Summoning, Super Movement, Super Senses, Super Speed, Super Strength, Telekinesis, and Teleport. The normal traits are Acrobat, Alchemist, Armor Master, Barfighter, Beastspeaker, Berserker, Brawler, Charismatic, Cleave, Dark-Fighter, Detective, Diehard, Educated, Eidetic Memory, Familiar. Fleet of Foot, Healer, Insightful, Lucky, Marksman, Martial Artist, Nimble Fingers, Opportunist, Perceptive, Quick Shot, Resolute, Shield Breaker, Sneaky, Spell-Reader, Spell Touched, Strong, Survivalist, Tough, Tracker, Trapmaster, Vigilant, and Wealthy. 
  3. Select a Power Origin: This is basically where does the characters powers come from. Some of the suggestions given are Alien, Dimensional, Enhanced (Super Soldier), Inventor, Magical, Mutant, and Technological (Cyborg, etc.).
  4. Weakness: Each character must have a weakness. The players work with the GM to come up with something. I really like how open ended this is. 
  5. Select a Weapon Group to be Proficient With: The categories are Light Melee, Heavy Melee, and Ranged. 
  6. Select Belief: This can be anything that your character deeply believes in. It should be a sentence or two long and will help bring the character to life. 
The power options outside of the standard character creation process are street level (where everyone can only start with one power trait and the other two traits must be normal traits), Super Team! (where everyone starts with 5 power traits that can be substituted for normal traits), or cosmic (where everyone starts with 8 power traits and these can be substitute for normal traits).

Resolution: This resolves around making tests the require a 2d6 roll and the test is successful if any of the dice come up a 5 or 6. Some powers, traits, and gaming fiction can give the player advantage to the roll which means 3d6 are rolled. Certain situations can also lead to disadvantage on the roll which means 1d6 is rolled. In a situation where advantage and disadvantage happens at the same the disadvantage mechanics prevail unless magic or some type of super science is involved (then the advantage mechanics win because Super Heroes!). Tests can be considered normal tests, an obstacle test, or a save test. The resolution is the same but the story that triggers the test is different.


Crunch: With a title like Tiny Supers the crunch is light and I will split it into super powers, traits, combat, advancement, and everything else. 
  • Super Powers: Each of the listed powers gave three tiers. It costs one point trait point for each tier. The tiers either build off of each other or makes the base power more effective. The list of powers covers all of the bases and it is explained and reinforced that the player can decide how these powers manifest. So, for example if a character has Armored they could just be really tough, have scales, their body could be made out of metal, or it could even be described as luck. This type of agency exists for all powers which really opens the options and gives each character the ability to be unique even they have the same power. 
  • Traits: These give the character some type of boon such as advantage in certain situations, a new skill set, or even some background ability such as being Wealthy. They are bought on a 1 for 1 system and have no tiers. Traits also have a movie quote attached to he description which gives them a lot of flavor and for those familiar with other Tiny d6 games, a lot of these traits can be found in the other games.
  • Combat: Combat is broken down to the following steps:
  1.  Initiative: Each participant rolls 2d6 and adds them together. The turn order becomes highest to lowest. If there is a tie between an enemy and a super the super always goes first. If there is a tie between supers, the players re-roll until the tie is broken to see who goes first on the original initiative. 
  2. Actions: Each character has two two actions during their initiative turn. These are usually made up of being able to move and attack. Though a character can move twice or attack twice. There are also two special actions the character can do. The first one is Focus that changes the success rate for the next attack to 4, 5, or 6 (the focus action remains in effect until the character attacks or the combat ends). The second special action is Evade which allows allows the character to passively dodge incoming attacks. Until the beginning of your next turn, you can test 1d6 when successfully hit by an enemy - if the test is successful the attack is dodged. 
  3. Resolving Damage: Each successful attack deals a 1 point of stress unless modified by a power or trait, story circumstances, or if the character is using a heavy weapon (which deals a base of 2 stress).  
  4. Death: If a character reaches zero stress they are knocked unconscious and get two chances to make a test to stabilize (each time their initiative comes up) - if they are successful they stabilize ans gain 1 Stress. If they fail, if another character cannot help them, of if they are attacked again while unconscious the character dies.
  5. Option Rule - Range Bands: There is an optional rule that includes the use of range bands which are (and the actions that can be taken to and for each range band) Close (Light Melee, Heavy Melee, Magic), Near (Heavy Melee, Ranged, Magic), and Far (Ranged, Magic). Close roughly translates as within 5ft, Near roughly translates as 10-15ft, and Far is everything else. During combat the enemies remain stationary and the heroes move around them most of the time. It takes a move action to shift between each range band. 
  • Experience/Advancement: Tiny Supers provides two different options for advancement. The first advancement is the minimalist advancement and characters gain a new trait every 3 sessions but cannot have more then 7 traits. If a trait would be gained after a character has the maximum of 7, the player can switch out a non archetype trait for new one. The second advancement track is where the GM passes out about 1-4 experience points a session ans these experience points be spent to permanently increase the characters Stress Capacity by 1 (6xp), a new proficient or mastered weapon (8xp), or a new trait (10xp).
  • Everything Else: Well, all other actions that could trigger a test are resolved by role playing and said role playing could cause advantage or disadvantage (or some traits may cause advantage). 

Final Thoughts: When all is said is done we have a supers RPG that clocks in at a total page count of 260. 4 pages for introduction and legal stuff, 14 pages for core rules, 23 pages for super creation, 169 pages about the Gallantverse (the included setting), 44 pages of micro settings, and a page for the character sheet. 

I find that minimalist/rules light gaming finds one of its best fit in the supers genre. Anyone who has spent any time watching super movies or reading comics sees how creative the heroes can be in using their powers and solving various problems. Tiny d6 really allows for great player agency so they can be as creative or loony as possible (as the flavor of the campaign allows). 

Tiny Supers with its large built it setting or its 8 micro settings provide a lot of fluff to get any campaign going and they all can be mined for all kinds of home brew shenanigans. This game provides a group with everything they need to run a epic campaign or can allow easy one shots/short campaigns. 

The micro settings are one of the my favorite aspects about Tiny Supers (and the tiny games in general) but what really stands out is how the powers are tiered. This allows variation (on top of how the players can decide how the power works/looks/feels like) for characters that have the same powers. I also really like how the game built in balance so characters that are built to be hard to damage/indestructible can be damaged. This is done by the Powerful Blows Trait that only strikers have which states that the damage they deal cannot be reduced. This includes the use of the Armored power.

Where I think the powers section falls short is that there are no rules for disadvantage aspects of powers. Outside of fluff there are no mechanics to support characters or needs to transform to access their powers, need to suit up, or require various items. These are a common trope and can be a large disadvantage. Tiny Supers being rules light, this is easy to rectify by saying any power with these types of drawbacks give the player an additional trait point to use. Regardless of this, I think it is something that should have been included. 

Another common trope that is missing is any type of system support for hide outs or super vehicles outside of the gadgeteer power trait. Once again, this can be easily hand waved and is something that can play a minor role but due to the commonality of the trope, I feel like it should have been included as well. 


Tiny Supers can be found:
Additional Supplements and Support are:

Friday, June 26, 2020

Chainmail Bikinis and Loincloths


After my my last post where I talked about armor and the different rules for it I got asked the question about chainmail bikinis and loincloths. I almost went back and edited that post to include it but then I figured this topic needed a post of its own. 

The idea of a chainmail bikini, loin cloth, battle armor, bracers, and maybe a shirt as armor is laughable in a realistic sense but who cares? It is all about style and setting. The genre of Sword and Sorcery is full of heroes that do not wear armor beyond some regular clothes or a random piece of armor here and there. Then we have the icon Conan and Red Sonja style heroes.

So, using the ideas discussed from my Make Mithril Great Again post lets see what I can do.

  • Ascending Armor:  AC is calculated by Dex Modifier + Charisma Modifier. Chainmail undies provide a +2 AC bonus. If any armor worn is heavier then chainmail undies then the character loses the benefits from the Charisma Modifier to AC. Shields can still be used.
  • Ascending Armor w/ Damage Reduction: Chainmail undies provide the following benefits: AC Bonus +1(11) + Dex, DR 1. In addition, Charisma modifiers are added to the DR. If any armor worn is heavier then chainmail undies then the character loses the benefits from the Charisma Modifier to DR. Shields can still be used.

  • Descending Armor:  Requires a Charisma of 15+ and a Constitution of 15+. AC is 4. Shields can still be used. 
  • 2nd Wind: If the character states that they are wearing the appropriate garb then they have the benefits of armor. 
  • Armor Pool of HP/Wounds: Treat it as light armor and if the game has a mechanic for Charisma (or something like it) then give the armor a bonus. 
  • Armor that Completely Ignores Hits: Treat it as light armor and if the game has a mechanic for Charisma (or something like it) then give the armor a bonus. 
  • Armor Saves: Treat it as light armor and if the game has a mechanic for Charisma (or something like it) then give the armor a bonus. 
Then, a final point I would like to make is the character choosing this style is considered clothed for elements. Once again, it is all about style and theme.

Thursday, June 25, 2020

Detroit Suck City: Episode 4


As the crew recovers from their latest adventures on the tracks as some of them are still picking crab meat out of their hair they notice a naked male that is covered in gore standing out away from the tracks just staying at the crew. This naked guy has a symbol of the Masters of Clean tattooed on his chest. It is decided by the crew that Wilhelm will make contact as he is human looking and during the contact the naked male appears confused and does not know how he got to where he is. After some talking and time the naked male introduces himself as Huey and acts very put off by being surrounded by mutants. It is decided that Huey is alright and can come along. The crew then help Huey forage for some clothes and gear from the various piles of dead bodies.

The crew cautiously works their way farther down the tracks and they come across an odd yellow heavily armored train car that has the letters T O Y O T A on the side. This rail vehicle has a large gun on the top and looks like it was meant to be some type of tank. Wilhelm and the rest of the crew crawl inside and Wilhelm is able to figure out how it works. There is a two sided hand crank in the middle and with a little muscle power it should be able to move. After Wilhelm explains how it "drives" to everyone else Wilhelm climbs to the top of the tank and works on figuring out how the gun works. It does not take Wilhelm long before unleashing a burst of automatic fire that gives everyone a good scare and sends the crew into battle positions. 


Before the crew leaves the area in their newly acquired Velotank they decide to explore the very last train car in this section of the tracks. Lladmar stands guard as Huey enters the car to investigate (the rest of the crew remains close to the Velotank on high alert). As Huey enters the train car he finds another pile of dead bodies and as Huey take a closer look he is ambushed as he feels something wrap around his waist and teeth dig into his shoulder. Lladmar hears Huey's yelp of pain and decides do jam is assault rifle into one of the holes of the train car and open fire. Luckily Lladmar's bullets do not hit Huey but also appear to miss or be un-effective against whatever is trying to eat Huey.

As the rest of the crew notices the chaos Huey appears outside of the car and then Wilhelm yells to everyone to get down as he unleashes the power of the tanks gun into the rail car. The bullets quickly turn said rail car into Swiss cheese. As the dust settles the crew notices two very large snake like creatures flying off into the trees. Whatever they were, they did not like the situation they found themselves in and decides to retreat. 


The crew loads up in the tank and travels down the tracks and as the afternoon wears on the crew decides to take a break and deal with with their injuries as they take log of their gear. During this "relaxed" time Huey shares that his people and the Black Star children have been at war for sometime and he was actually a victim of their experiments just like Wilhelm - that might explain the giant eye on the back of Huey's head and his ability to teleport or so it seems.

After this rest, the crew moves farther down the tracks towards the industrial complex on the horizon with Auron and Lladmar at the crank, Wilhelm and Huey on lookout with Wilhelm using his binoculars to scan on ahead. Up ahead Wilhelm notices a group of carcasses and orders them stop as the crew gets closer.

Upon stopping it is evident that these carcasses are Po Dogs and they have been slaughtered for the sake of being killed - these Po Dogs appear to be torn apart. Blood and signs of struggle are everywhere in addition to oddly burnt surrounding vegetation. Auron, Wilhelm, and Lladmar exit the and investigate the scene further. During that time, Wilhelm notices some movement and hears mewling sound. Wilhelm quickly hands off his weapon to Auron and under one of the carcasses he finds a surviing Po Dog pup, cradles it to his chest, and starts walking back to the tank. Once everyone is inside and the crew is moving again Wilhelm explains how he used to raise Po Dogs and that he is going to take care of this one. No one in the crew objects as they roll closer to the industrial complex.

Once the crew enters the complex they remain on high alert scanning for any signs of an ambush or other forms of hostility. Everyone agrees it is not wise to stop here and as the tank passes under the cement underpass on the far side of the complex they notice countless spikes with heads adorning each on. Each of these heads appears to be bald with gold ear rings and Auron looks over to Huey and states, "I think we found your friends...".


It is just another day in Detroit Suck City...

*Disclaimer: The player playing Jiminy was unable to attend this episode.