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Amazing Heroes

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Amazing Heroes – Fast-paced superhero adventure

Pull on your mask and cape, because it’s time to be a hero!

Amazing Heroes builds on the simple and quick Amazing Tales rules to create a superhero game that brings thrilling, and fast paced action to the table for players aged eight and up.

With flexible rules that let you create any superhero you can imagine, and straightforward mechanics for handling everything from villains and teamwork to equipment and allies Amazing Heroes puts the focus of your superhero adventures where it should be – on the action!

Amazing Heroes is a lavishly illustrated book in four parts

Part one: How to be a hero contains all the rules you’ll need to create heroes and fight villains.

A katana wielding martial artist fights an alien

Part two: Running the show is packed with advice and additional rules to make your superhero games as awesome as possible.

A hero fires a handgun toward a pursuing drone

Part three: Storm City is a complete setting for Amazing Heroes. Learn about the districts, factions and threats that make up this city.

Storm City by night

Part four: Adventure Time Amazing Heroes comes with two complete adventures. Rise of the Behemoths pits the heroes against a mad scientist and his giant creations. The Comet is Coming opens up a world of supernatural adventure as the approach of a comet awakens an ancient evil.

A young girl with a blaster faces off against a tentacled monster

Storm City: A setting packed with adventure

You’ll find Storm City on the west-coast of the United States, in the shadow of Big Thunder, a dormant volcano. It’s home to four million people, NFL and NBA teams, an overworked police department, an ivy league university and a host of biotech startups. Crime in Storm City is the hands of four shadowy families, but bigger threats loom from the labs of the city’s scientists, alien races, the supernatural forces of the abyss, and even those who dwell beneath the city.

Storm City is also home to heroes. You’ll find five detailed in the book, all ready to play as characters.

  • Aquila – a deep space accident gave this scientist superpowers
  • Crimson lightning – an armoured vigilante with lightning in his fists
  • Kendra Shade – a martial arts expert with mystic powers
  • Mesmeric – Storm City’s most famous stage magician hides his powers in plain sight
  • Storm Bird – combining magic and technology to fight the crimes of the wealthy and privileged

A system for ages 8 and up

Amazing Heroes adds new features to the Amazing Tales system. You’ll find rules for injury and experience, for teamwork and for attempting tasks of varying difficulty. Adding these elements makes Amazing Heroes perfect for gamers of any age who like fast-paced, light-weight systems.

At the core of the system characters in Amazing Heroes are defined by a set of traits, each of which is assigned a different size of dice from d6 to d12. To attempt a task the player roll the dice associated with the task against a target number set by the GM. If they meet the threshold they succeed, if they fail, the situation escalates and they may take a condition as a consequence of their failure.

Like Amazing Tales Amazing Heroes is a player facing game – the GM never rolls dice.


"Amazing Heroes is - in a nutshell - the perfect distillation of the core elements you need for a rules-lite, narrative-led superhero campaign." - HeroPressTwo

"Superlight Superhero Role-playing rules growing out of a ruleset simple enough for young children to understand. Includes a massive amount of supporting material following a successful Kickstarter. Almost bloated. Good value for money as just about everything can be ported into other games if these super-simple rules don't suit." - Simon Burley

 Customers Who Bought this Title also Purchased
Reviews (5)
Discussions (13)
Customer avatar
Ian F June 12, 2021 5:20 pm UTC
Hi Martin, you said the PDF was updated with those errors corrected but I re-downloaded the PDF and it still has those errors in it.
Customer avatar
romain C June 07, 2021 12:52 pm UTC

I'm french so sorry for my english. I'm not really sure to understand the system of the "second power".

CRIMSON LIGHTNING first power is an armor, but not just a armor, it's only a armor who "protect him from harm". So, the first effect of this armor is protection, then the second effect will be "power lightning fists".

Why can't we just pay the "effects" of the powers or the techniques? Like buy the new power with 1 effect for 2 Xp and a new effect for 1 xp?


- protect from harm D10 (cost 2 xp cause i create armor)
- lightings fists D8 (cost 1 Xp cause armor already exist)


- manipulation/animation of élémentals bodies (fire,earth,air,water) - D10
- Freeze water - D 8
- Melt metal - D8


- maledictions...See more
Customer avatar
Martin L June 10, 2021 7:59 am UTC
Hi Romain,

In the Crimson lightning case I'd say the armour's power is protection. Effects that add additional protection would be 1xp. The lightning fists are sufficiently different I'd cost them as a separate power.

However, it's your game. If your table is happy that adding new stuff to the armour is a straight 1xp regardless of what it does, go for it.
Customer avatar
David J May 30, 2021 3:04 pm UTC
Do you need Amazing Tales to play this, or are they stand-alone rules?
Customer avatar
David J May 31, 2021 4:11 pm UTC
I answered my own question (by purchasing the product). This is stand alone!!!
Customer avatar
Norbert - John P May 15, 2021 3:21 pm UTC
Just bought the deluxe hardcopy and will check out the pdf tonight... full review will be up soon on my YouTube Channel
Customer avatar
Ian F May 11, 2021 10:17 am UTC
How does Super Strength relate to the Body attribute? Is the power of Super Strength separate from Body? Thanks. Loving the game immensely.
Customer avatar
Ryan C May 24, 2021 2:04 pm UTC
I took the body attribute to be an indicator of how the super strength works. For example are they super strong because they have muscles on their muscles or because they come from another planet and their muscles work differently. Hulk's strength arguably comes from his body but Supergirl's does not. In relation, Hulk will lumber around and just take, or bat away, the hits compared to Supergirl who has the ability to take the hits but still prefers to dodge much of what is thrown at her. Hulk will smash through a wall, Supergirl might just kick the steel door in. So I would put Hulk's body type as "massive" and Supergirl's as "athletic".
Customer avatar
Ian F May 28, 2021 4:42 pm UTC
I understand. One of my players chose Body D10 then Superstrength D6. I guess then it's all down to the pre-game discussion with the players on how the system works so I'll rule that Body is Strength.
Customer avatar
Ryan C May 30, 2021 10:04 am UTC
Yeah I think a lot depends on the discussion. Personally I'd say that a body of d10 is about what you can take and a superstength of d10 is about how hard you can hit/lift etc. but I'd work it out with the player. Basically what effect are they expecting bu putting a d10 on Body.
Customer avatar
Neil S May 11, 2021 2:58 am UTC
How many pages of powers
Customer avatar
Bobby J May 11, 2021 3:39 am UTC
There aren't any really.
"The Amazing Heroes rulebook doesn’t contain a huge list of superpowers for you to pick from. This is a moment to put your creativity to the test, and come up with something unique."

Starting out you have one power. You can/will work with your GM to figure out how it works. You have a die type assigned to it, so with that you could have all sorts of options.
Customer avatar
Stacie W May 10, 2021 10:50 pm UTC
Just have to say that the artwork in this book looks fantastic.
Customer avatar
chris D May 09, 2021 6:18 pm UTC
Is there rules for advancement of the characters? I'll watch the video overview after too see if that question gets answered, just don't have time at moment.
Customer avatar
chris D May 10, 2021 5:26 am UTC
I see in the preview it says something about advancement
Customer avatar
Bobby J May 10, 2021 12:30 pm UTC
Yes, you can advance your hero.
From page 14 of the book.
"In Amazing Heroes this development is reflected with experience points. At the end of an adventure or session of play the GM can give the players an experience point. Guidance on how often to give experience points is included on page 31."

"One experience point can be used to:
• Add a new body or personality attribute;
• Develop a secondary power at d6;
• Improve a secondary power by a dice size."

"Two experience points can be used to
• Improve a trait by one dice size;
• Add a new occupation or superpower at d6;
• Add a new contact."

There's more, but wanted to share that, yes, you can advance your character through the game.
Does this help?

Customer avatar
chris D May 10, 2021 3:21 pm UTC
I think this is a important part of a supers game, may not be popular opinion but some sort of character development and progress.
I bought Sentinels and that was one thing i thought was missing, sure you could change up your character by turning in issues and all but i did't think it gave the sense of improving your character to become better.
Don't mean level 1, 2,3 etc i just mean that characters grow, learn their powers better and improve on their use by increasing a dice. They don't always get new powers but usually do get better at using them. Other then that i think that rpg did a lot of things well but I'll buy this to give it a read anyway as I'm a fan of the other amazing books as well.
Customer avatar
Tim K May 11, 2021 10:14 am UTC
Yes, there are rules for "experience points", with the idea that you advance reasonably rapidly in the first few "seasons" (a stint of, say, 10 adventures) of your show, but then improvement slows as you get to Superman, Captain America, Thor etc levels You can still still improve your character's statistics, much at a much slower rate.
Customer avatar
Kevin S May 09, 2021 6:12 pm UTC
What are the checkboxes next to the contacts item on the character sheet suppose to indicate?
Customer avatar
Bobby J May 10, 2021 12:33 pm UTC
...See more
Customer avatar
Lee S May 07, 2021 5:46 am UTC
What does the GM do?

Is there a preview?
Customer avatar
Martin L May 07, 2021 5:57 am UTC
Hi Lee,

There's a preview now. The GMs role is the same as most games, just without dice. So if the villain attacks a hero with their freeze ray you say something like "She shoots you with her freeze ray, how do you survive?" and the players roll to see if their cunning plan works. If it does, they avoid damage, if it doesn't they get hurt.
Customer avatar
Lee S May 07, 2021 8:08 pm UTC
Ah! Thanks. Makes sense.
Will look at the preview.
Customer avatar
Steve M May 06, 2021 5:22 pm UTC
A preview would be nice, too.
Customer avatar
Martin L May 07, 2021 5:55 am UTC
And now there is one!

And a video walkthrough of the book.
Customer avatar
Erik M May 06, 2021 3:32 pm UTC
I bought 2 copies of the premium Hardcover, but I was surprised that there was no PDF
Customer avatar
Martin L May 07, 2021 5:52 am UTC
There is now. I think you should be able to download it now. If you can't, let me know and I'll get you one.
Customer avatar
Martin L May 07, 2021 8:24 am UTC
Also, I've mailed everyone who bought a hardcopy and has given drivethru permission to contact them with a discount code for a free PDF. Anyone who bought a copy, wants a PDF and didn't get the mail - contact me via and I'll sort you out.
Customer avatar
Shawn M May 06, 2021 2:43 pm UTC
Will there be a PDF only option?
Customer avatar
David J May 06, 2021 4:04 pm UTC
My question, too.
Customer avatar
Harper A May 06, 2021 8:13 pm UTC
The author has corrected the oversight. PDF is available now.
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File Last Updated:
April 02, 2021
This title was added to our catalog on May 06, 2021.