Sentinels Comics RPG

I've quite liked this system since it came out. I particularly like the character creation process, which reminds me of the classic FASERIP Advanced Marvel Super Heroes RPG, with the Ultimate Powers Book. But, better. Mechanically, it's kind of similar to the Cortex Plus Marvel Heroic RPG, which I'm a big fan of. And, of course, I'm also a big fan of the Sentinels of the Multiverse card game and its related spin offs.

Ability Type Icons

The following legend describes each ability type icon used on the provided Sentinels Comics RPG characters:

attack An ability that Attacks.
defend An ability that Defends.
boost An ability that Boosts
hinder An ability that Hinders.
overcome An ability that Overcomes.
asterisk An ability that allows you to choose from among all of Attack, Boost, Defend, Hinder, and Overcome.
recover An ability that allows Health to be regained.
lose An ability that causes you to lose Health directly, usually via irreducible damage.
invert An ability that grants temporary Health, or negates damage and Recovers Health.
subtract An ability that directly reduces damage taken (including immunity).
travel An ability that allows you to move elsewhere in a scene.
minion An ability that summons or affects your own minions.
wildcard An ability that manipulates dice in some way.
eye A sensory ability.
d4 An ability that grants a d4 for a Power, Quality, Minion, or some other purpose.
d6 An ability that grants a d6 for a Power, Quality, Minion, or some other purpose.
d8 An ability that grants a d8 for a Power, Quality, Minion, or some other purpose.
d10 An ability that grants a d10 for a Power, Quality, Minion, or some other purpose.
d12 An ability that grants a d12 for a Power, Quality, Minion, or some other purpose.

The character sheets provided use all of the standard ability type symbols for Attack, Boost, Hinder, etc. But I have added some additional symbols for more niche abilities. For sake of clarity, and for those not immediately familiar with the game who may be looking at this content and considering giving Sentinels Comics RPG a try, all of the symbols and what they mean are described thusly:

click to expand symbols
attack An ability that Attacks.
defend An ability that Defends.
boost An ability that Boosts
hinder An ability that Hinders.
overcome An ability that Overcomes.
asterisk An ability that allows you to choose from among all of Attack, Boost, Defend, Hinder, and Overcome.
recover An ability that allows Health to be regained.
lose An ability that causes you to lose Health directly, usually via irreducible damage.
invert An ability that grants temporary Health, or negates damage and Recovers Health.
subtract An ability that directly reduces damage taken (including immunity).
travel An ability that allows you to move elsewhere in a scene.
minion An ability that summons or affects your own minions.
wildcard An ability that manipulates dice in some way.
eye A sensory ability.
d4 An ability that grants a d4 for a Power, Quality, Minion, or some other purpose.
d6 An ability that grants a d6 for a Power, Quality, Minion, or some other purpose.
d8 An ability that grants a d8 for a Power, Quality, Minion, or some other purpose.
d10 An ability that grants a d10 for a Power, Quality, Minion, or some other purpose.
d12 An ability that grants a d12 for a Power, Quality, Minion, or some other purpose.

Millennial Men

Many years ago I ran and played in a superheroes campaign with rotating GM's, using the Hero System / Champions. The focus was on a supergroup that came to be called the Millennial Men, due to being based out of the Champions RPG default superhero setting's Millennium City. The full details and character sheets can be found here.

Champions of the West

The full details of the super team known as Champions of the West can be found here.

Judges of Justice

The full details of the super team known as the Judges of Justice can be found here.

Rook City Supers

The full details of the super team known as Rook City Supers can be found here.

Villains

What use would heroes be without villains to oppose? Here are a few...

Henchmen

And what would villains do without henchmen to carry out their schemes? Here are a few...

Torn Reality

I ran a 5e D&D campaign with an epic scope, Torn Reality, where the PC's are multidimensional glitches with many variants, having divergent adventures. In addition to being a good way to really delve the possibilities of the D&D multiverse and character options, its also an interesting exercise in finding the true essence of a given character. Empirically, the essence of a given character is whatever set of qualia that is consistent across all variants.

Consequently, I found it to be fun to write some of them up in SCRPG style here.


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