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Super Kids - A Superhero Expansion for Hero Kids
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Super Kids - A Superhero Expansion for Hero Kids


Superhero Gaming for Hero Kids.

Capital City needs superheroes. The police are kept busy dealing with all sorts of problems. Criminals, monsters, aliens, and super villains pose constant threats. This is a city that can use all the help it can get. That’s where super kids come in!


Super kids have awesome powers. They can call down lightning on their adversaries, fly over the battlefield, summon minions to do their bidding, shapeshift into powerful creatures, pick up and toss enemies, and more. Some are as tall as giants, others have wings, horns, and tails, and still others equip themselves with gadgets like water cannons and snowball bazookas.

This expansion allows you to introduce your young players to superhero roleplaying games using the Hero Kids’ rule system. It provides details on the setting, inventory and skills, 182 powers, and 14 ready-made Super Kids characters. Super Kids can be set in any time or place. Other Hero Kids’ material can be adapted by Game Masters to suit your Super Kids gaming.

New in Version 1.5. From Teleporters, Speedsters, Blasters, and Flyers, to Shapeshifters, Tanks, Healers, and Time Manipulators, you can find every type of super kid, superhero, and supervillain in Capital City. Better yet, you and your players can create any type of super kid, superhero, and supervillain. Version 1.5 introduces 182 Powers (i.e., Special Actions and Bonus Abilities) you can use to bring your supers to life. These include:

  • 17 Special Actions useable by all super kids (e.g., Camouflage, Invisibility, Mimic, Set Trap, Shapeshift, Teleport, Time Stop).
  • 31 Melee Special Actions (e.g., Bulldozer, Entangle, Frenzy, Hunter, Reach Attack, Weapon Throw).
  • 27 Ranged Special Actions (e.g., Copy Power, Explosive Ammunition, Grease Bomb, Make it Rain, Missile Barrage, Skipper).
  • 38 Magic Special Actions (e.g., Cyclone, Fireball, Holographic Environment, Mind Control, Polymorph, Sentinel, Telekinesis).
  • 17 Offensive Bonus Abilities (e.g., Ambush, Extra Arms, Not On My Watch!, On A Roll, Payback, Riposte).
  • 18 Defensive Bonus Abilities (e.g., Bulletproof, EMP, Energy Absorption, Force Field, Perplexing Presence, Psionic Pulse).
  • 34 Utility Bonus Abilities (e.g., Burrower, Giant Leap, Jelly Body, Mini, Regeneration, Rubber Body, Super Smart, Wall Crawler, X-Ray Vision).
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Reviews (3)
Discussions (5)
Customer avatar
chris D January 14, 2022 2:25 am UTC
Which super expansion so people prefer, this one or superhero kids?
Customer avatar
Jeff S April 21, 2020 6:10 pm UTC
Hi Conrad, I know that other authors can create and sell Hero Kids compatible products, but can they also create and sell Super Kids products such as adventures?
Customer avatar
Conrad E July 29, 2020 9:24 pm UTC
Hi Jeff. Thanks for your interest, and sorry for the delay in getting back to you. I've just made Super Kids available through the Hero Kids Creator's Guild for people to develop adventures and other products. So, please take a look:

Customer avatar
Royce R April 13, 2017 3:06 pm UTC
To me the Golden Age of super-powered kids was World War II; every adult hero worth the paper and ink he was published with had a kid sidekick. The Capital City setting lends itself well to Super Kids, all you have to do is say the adult heroes are either at the front or engaged in covert ops at the special request of FDR.
But in comparing the template kids provided with the core rules to the prototype kid sidekick, a certain "Boy Wonder-ful", the kids provided seem very weak. The prototype was a trained circus acrobat trained in hand- to-hand combat by a master of several martial art styles who was acclaimed to be the world's greatest detective and was a millionaire in his public persona. It seems to me the prototype would be "maxed out" on dice for melee/strength and dexterity as body armor, to say nothing of having every skill and piece of equipment in the list.
There were a very few kid heroes who had no adult mentors and did everything in the way of training and equipment...See more
Customer avatar
Conrad E April 15, 2017 2:44 am UTC
Setting Super Kids during the World War II era, where the kids are sidekicks of adult superheroes, works fine. Even as I develop more material for Super Kids, I hope others will develop their own backstories, settings, and vision of a kid superhero world. In the initial Super Kids adventure, "New Recruits," the players get introduced to the world of superheroes via an academy for super kids. At the academy, a couple of adult superheroes act as mentors. The school could be a staging point for other adventures.

You could decide that the super kids are as powerful as adult supers, or you could envision them more as novice superheroes still honing their powers. Super Kids was developed to work within the Hero Kids system and be compatible across other Hero Kids products. Each character has certain strengths, and comparing each character against the next, they are meant to be fairly balanced. In Super Kids, the prototype you describe would be strength-based, likely with 2 dice in strength...See more
Customer avatar
Royce R April 15, 2017 4:43 am UTC
Thanks for your input, especially on how you would have designed the prototype "Boy Wonder-ful". It will make it easier to design his contemporaries from National, Timely, and Quality should the need arise.

And now, on to the creature compendium! I'm sure there are some cops, servicemen, gangsters, mad scientists and "Japa-Nazi rats" lurking in there somewhere!
Customer avatar
Conrad E April 01, 2017 2:05 pm UTC
Thank you for the wonderful reception Super Kids has received. I see that ENWorld has just featured it in Sean's Picks of the Week. I highly value people taking the time to review the materials and touch base with me by email. As I have yet to establish a web presence, I will share some thoughts here about the path I've taken with product development and future of the Super Kids line. In developing this expansion, my goal was to present a similar offering of content as Justin's excellent Space Expansion. My plan has also been to allow setting information to develop as canon alongside the release of adventures. I have taken the same approach to character powers. I've developed Super Kids with a critical eye on balancing. In developing each super kid, balancing issues are easier to foresee. I've also worked to ensure the power level of the super kids are compatible across pre-existing Hero Kids' adventures. While not every adventure will be compatible, it offers GMs the possibility of adapting the pre-existing...See more
Customer avatar
Lee L March 25, 2017 2:28 pm UTC
There is an accompanying adventure entitled, New Recruits, that can be used with these new superhero ( Super kids) characters. My kids are excited for a new type of Herokids adventure.
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File Last Updated:
May 12, 2020
This title was added to our catalog on March 23, 2017.