SCRPG - Character Creation - Homebrew (v0) (Fanmade)
SCRPG - Character Creation - Homebrew (v0) (Fanmade)
CHARACTER CREATION
HOME-BREW
teekismcgeekis
NOT AFFILIATED WITH GREATER THAN GAMES
Note: I cannot wait until the RPG Core Rulebook Comes out! The information here was compiled and
put together using information from The Twitch “Session 0” run by Christopher, The Letters Page
podcast with Adam and Christopher, and the Sentinel Comics RPG: Starter Kit.
Page 1
BACKGROUND:
The background of your character is essentially what they are/were outside of
hero life. That can be a social class, an occupation, a life-style, or anything
that you can imagine.
If you have something clear in your mind that you would definitely like to
use then go ahead and use that for your background. If you need a little
inspiration or you want to roll some dice right now go ahead and grab
2d10’s and roll them. You can choose the value shown on Dice A, the value
shown on Dice B, or the sum of Values A + B. Look at what those values
correspond to on the following chart of Backgrounds:
1 Upper Class
2 Dynasty
3 Lower Class **
4 Adventurer
5 Unremarkable *
6 Law Enforcement
7 Academic
8 Tragic
9 Performer
10 Military
11 Criminal **
12 Student **
13 Medical
14 Anachronistic
15 Exile
16 Royalty **
17 Interstellar
18 Divine **
19 Otherworldly
20 Singular Entity **
* = From Character Sheet not in Session 0 | ** = I made them up
Remember some of these are broad and you can elaborate. Or you can just
make up your own. This chart is for inspiration.
POWER SOURCE:
Your character’s power source is how they became able to do the things that
they do. These again are broad and can be elaborated on as your character
starts to form. But think about what was it that changed their lives from
ordinary to extraordinary.
Just like with backgrounds, you can take 2d10’s and roll them. You can
choose the value shown on Dice A, the value shown on Dice B, or the sum
of Values A + B. Look at what those values correspond to on the following
chart of Power Sources:
1 Accident
2 Training
3 Experimentation
4 Nature
5 Relics
6 Powered-Suit
7 Radiation
8 Tech-Upgrades
9 Supernatural
10 Artificial Being
11 Cursed
12 Alien
13 Genetics
14 Genius
15 Cosmic
16 Extra Dimensional
17 Unknown
18 Higher Power
19 Multiverse
20 Mystic
* All Power Sources in the RPG were listed in an episode of Letter’s Page. I put the one’s mentioned
in the Session 0 with their corresponding value mentioned. The rest are just filled in.
The Background and Power Source should be starting to give you an idea of
what your character might be like. If you already know what you want them
to be like them just right in whatever makes the most sense for you.
Sentinel Comics RPG is the intellectual property of Greater Than Games.
Page 4
PERSONALITY + ARCHETYPE:
These two parts of your character are for you to fill out when you realize
what the personality of your hero is and what type of hero they are
categorically speaking.
Personality is the general demeanor of your character. For role-playing
purposes this can be a helpful reference to remind you of how your character
might truly react to something.
Archetypes could be something like Detective, Vigilante, Speedster, Blaster,
Tank, Manipulator, Mind Controller, etc. Any word or phrase that summarizes
the powers and abilities of your hero.
Personality and Archetype together Background and Power Source should help
you develop an interesting character for you to play in the RPG. You can
always elaborate on their back story or just leave their past a mystery. But
either way it’s time to move on to POWERS.
POWERS: QUALITIES:
Time to imagine some really epic Time to really think about what
powers for your character. You are makes your character unique
going to think of 4-5 powers that besides their powers. Are they a
your character has. You can draw strong leader? Are they sarcastic?
inspiration from other heroes or Are they tech savvy? Are they
create your own unique powers. talkative? You need to think of 4-5
These powers need to only be qualities that make your character
imagined and named as long as who they are. As long as each
you can clearly describe how the quality helps describe your character
power interacts with the world. and who they are.
These Ranges will determine which ZONE you are in when building your dice
pool.
Finally choose between the following arrays and assign each die to a ZONE
of your choice. Each array has three dice and you will assign each given die
in the array to each ZONE that is not OUT.
Array 1 D8 D8 D8
Array 2 D6 D8 D10
Array 3 D6 D6 D12
Sentinel Comics RPG is the intellectual property of Greater Than Games.
Page 7
ABILITIES:
By far the most creative, time consuming, and difficult part of the process.
For this I recommend a 50 point buy system. Each player must create 9
Abilities with these 50 points, 3 for each ZONE (G-Y-R). Start by thinking
about what the Ability looks like and behaves like then go through the
following to buy the ability:
ACTION: TARGETS:
Attack 2 1 Ally 1
Defend 1 All Allies 2
Boost 1 1 Target 1
Hinder 1 2 Targets 2
Overcome 2 Multiple Targets 3
Recover 2 All Targets 4
Other 2 Self 1
Self + Allies 2
TYPE:
EFFECT:
Action 0
Reaction 0 Min Die 1
Inherent 0 Mid Die 2
Max Die 3
Min + Mid 3
POWER OR QUALITY:
Min + Max 4
Choose a power or quality that Mid + Max 4
most relates to the ability that Min + Mid + Max 5
must be used. Reduce Damage X X
Add/Remove Effect 2
NAME:
Other (Specified) 2
Name the ability and describe it. Other effect to be approved by GM
Use the above charts and instructions to create 9 unique abilities that your
hero can perform in the game. Keeping in mind that the more potent and
powerful abilities should be placed in the RED and YELLOW ZONES.
Now create an OUT ability. Some out abilities could be passive effects that
your Hero contributes to the fight even while downed. If the OUT ability is
any sort of action you are going to just roll 1 dice instead of creating a pool
of dice. Make them reasonable and have them approved by your GM.
PRINCIPLES:
Finally every hero has principles on which his life is built. Principles are
something that your character; can always do, is always thinking about, is
always aware of, is always true of them, or always affects them. Principles
are used for story and Minor/Major twists will spawn from them.
You will create 2 PRINCIPLES and maybe some ideas or questions that you
can note that might be used for creating twists later in game play. If your
PRINCIPLE is that you are always looking out for weak maybe ask “While
protecting innocent lives what catastrophic development was I unable to
prevent?”
These PRINCIPLES will mainly be for creating twists and role-playing. However
you will gain 2 GREEN ZONE abilities, one for each Principle. This ability will
read:
“Perform an Overcome Check related to your principle. Use your MAX dice.
You and each of your allies gain a hero point”.
FINISHING UP:
Make sure you recorded all of the information from above on an easy to read
character sheet. Maybe write your Abilities on Index Cards. It’s up to you.
Just go out there and save the world!