Tiny Super [ EDIT ]

This game has been retired! That means it's no longer being run.
Join Our Superhero Adventure!

Are you ready to don the cape and mask, and fight for justice in a world of heroes and villains? I'm excited to announce a new campaign using the TinyD6 Heroes system, and I'm looking for 2-3 enthusiastic players to join me on this thrilling journey!

About the Campaign
- Setting: USA in the 2000s.
- Theme & Details: We'll be collaborating together, along with the aid of AI, to craft a unique and compelling world. Your input will shape the story!

About Me
- Experience: I'm new to running superhero-themed games and using the TinyD6 system.
- GM Style: Collaborative and flexible. I'm here to learn, grow, and have fun alongside my players.

Player Requirements
- Knowledge: Familiarity with superhero-themed TTRPGs.
- Posting Frequency: Able to post 2-3 times a day.
- Attitude: Willing to work with me, be understanding, and adaptable.

What to Expect
- Collaborative World-Building: Your ideas and creativity will be integral to shaping our game's universe.
- Exciting Adventures: Engage in epic battles, uncover mysteries, and save the day!
- Community: A supportive and friendly environment where we can all learn and have fun together.

If you're interested in becoming a part of this superhero saga, please reach out! Let's create something amazing together.

Wanting to join the fight? Please include your background knowledge of superhero-themed TTRPGs and what sort of character you are thinking about.

Looking forward to an incredible adventure!

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It will be moved to the Retired Games drawer at the bottom of your Games list. You can come back here and unretire it later, if needed.
Any future posts in this game will not show up in the normal notification systems (e.g. Front Page, Latest Game Posts, or email) and will only be visible by manually checking the game's threads.


Tiny Supers Character Creation Outline
1. Select an Archetype from the Archetype List
2. Select three Powers from the Power List. You may substitute a Trait from the Trait List for a Power choice.
3. Select a Weapon Group to be Proficient with, and a specific weapon or attack to have Mastery over.
5. Select a Belief
6. Select a Weakness
[ +- ] Archetypes
[ +- ] Power Origin
Powers
Powers come in three tiers of strength. Any time you select a Power, you gain the Tier 1 ability for that Power. To gain a higher tier, you must expend an extra Power choice when creating your character (or, if using Experience Rules, by purchasing a trait).
Powers may take any form you wish in visual manifestation, but the Powers function the same regardless of visual appearance.
Powers are also noted by a Passive or Active tag after the title (in parenthesis). This indicates whether the power requires an Action to use (Active) or is always on (Passive). It's possible some tiers of powers might move an Active Power to a Passive Power , so read carefully, and if in doubt ask your Gamemaster.
[ +- ] Powers
[ +- ] Traits
WEAPON GROUPS
There are three weapon categories: Light Melee, Heavy Melee, and Ranged. These categories include a variety of individual weapons, and as long as your Game Master approves your choice, you have free reign to interpret how you see fit. Weapons are a narrative tool in Tiny Supers. You can still attack while unarmed, using improvised weapons, or with a super power, but these are not classified as weapons.

House Rule: You may select Unarmed as a Weapon Group without the Martial Artist Trait. Mastery need not be from the same group as your Proficiency

Light Melee Weapons have the benefit of only requiring one hand to wield. Light Melee Weapons can include swords, clubs, daggers, brass knuckles and such. This frees you up to do other things with your free hand, such as grab a potion. You must be in Close Range to attack with a Light Melee Weapon.

Heavy Melee Weapons require you to wield them with both hands due to them being cumbersome or just so unwieldy. It might not matter how strong you are, sometimes it's about the shape and momentum. Heavy Melee Weapons can include Spears, Whips, Staffs, and such. The benefit of this is that attacks from Heavy Weapons deal 2 damage instead of one. You must be in Close Range or Near Range to attack with a Heavy Melee Weapon.

Non-power Ranged Weapons often require one hand to hold, but two to operate, but this isn't a hard and fast rule. Non-power Ranged Weapons can include bows, guns, blasters, and such. Judgement must be used when determining the usage of a Ranged Weapon. Ranged Weapons can attack at Near Range or Far Range. Attacking at Close Range is at Disadvantage. The downside to this is that they require one Action to load, and one Action to fire. In Tiny Supers, unless otherwise noted by the GM, it's assumed you're always carrying enough ammunition for your Ranged Weapons for the sake of simplicity.

It's important to note that "Energy Blast" can be a legitimate Ranged Power in the "Ranged Powers" weapon group. Super powers (such as Super-Strength) can also enhance Unarmed Attacks and make them Heavy or Light Melee Weapon.


THE BELIEF
All Supers have a driving principle called a Belief. This Belief is a simple statement used as a guiding force for your Super. Your Belief may be things like "I'll always find a dipomatic solution", "Power can buy happiness", or "I let my fists do the talking." You gain Advantage when making Tests that support your Belief. Beliefs are not etched in stone, and can be changed or modified with the approval of your Game Master.

WEAKNESS
Each Super must select one Weakness of their choice. When confronted with their weakness, they must roll Disadvantage until their Weakness is removed from the area. A weakness can be anything from an item, mineral, or particular energy form, a loved one (romantic, friend, or familial), or secret identity being threatened.
Weaknesses are designed to be narrative tools for Game Masters to use to create a compelling series. They're not hard and fast mechanical tools, but instead, dramatic tools.

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