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.
The following legend describes each ability type icon used on the provided Sentinels Comics RPG characters:
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An ability that Attacks. |
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An ability that Defends. |
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An ability that Boosts |
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An ability that Hinders. |
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An ability that Overcomes. |
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An ability that allows you to choose from among all of Attack, Boost, Defend, Hinder, and Overcome. |
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An ability that allows Health to be regained. |
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An ability that causes you to lose Health directly, usually via irreducible damage. |
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An ability that grants temporary Health, or negates damage and Recovers Health. |
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An ability that directly reduces damage taken (including immunity). |
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An ability that allows you to move elsewhere in a scene. |
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An ability that summons or affects your own minions. |
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An ability that manipulates dice in some way. |
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A sensory ability. |
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An ability that grants a d4 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d6 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d8 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d10 for a Power, Quality, Minion, or some other purpose. |
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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:
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An ability that Attacks. |
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An ability that Defends. |
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An ability that Boosts |
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An ability that Hinders. |
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An ability that Overcomes. |
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An ability that allows you to choose from among all of Attack, Boost, Defend, Hinder, and Overcome. |
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An ability that allows Health to be regained. |
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An ability that causes you to lose Health directly, usually via irreducible damage. |
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An ability that grants temporary Health, or negates damage and Recovers Health. |
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An ability that directly reduces damage taken (including immunity). |
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An ability that allows you to move elsewhere in a scene. |
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An ability that summons or affects your own minions. |
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An ability that manipulates dice in some way. |
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A sensory ability. |
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An ability that grants a d4 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d6 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d8 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d10 for a Power, Quality, Minion, or some other purpose. |
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An ability that grants a d12 for a Power, Quality, Minion, or some other purpose. |
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.
The full details of the super team known as Champions of the West can be found here.
The full details of the super team known as the Judges of Justice can be found here.
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.