Monday, October 7, 2019

As yet unnamed crowd-generated Sentinels RPG character

Background: Struggling
Power Source: Experiment
Archetype: Minion Maker

Qualities
Close Combat 1d8
Creativity 1d8
Criminal Underworld 1d6
Fitness 1d6

Powers
Part Detachment 1d10
Shapeshifting 1d6
Size-Changing 1d6
Toxic 1d8
Vitality 1d8

Green Abilities
Make Minion
Create a Minion using Part Detachment. Reference the Minion chart to see what size of minion it is. Choose whether it can Attack, Defend, Boost, Hinder or Overcome. You can only use this ability in a situation conducive to shaping your strange, slimy form into novel shapes.
Power Up
Boost another hero or one of your minions using Part Detachment. Either use your Max die or use your Mid die and make the boost persistent.
Unflagging
At the start of your turn, remove a penalty on yourself.
Principle of the Debtor
Overcome a situation related to repaying your debt and use your Max die. You and each of your allies gains a hero point.
Principle of the Indestructible.
During Roleplaying: You ignore damage from unpowered close-combat weapons and attacks, such as clubs and non-powered fists, or basic ranged attacks, such as slings and arrows.


Yellow Abilities
Misdirection - When a nearby hero in the Yellow or Red zone would take damage, Defend against that damage with your single Shapeshifting die, the redirect any leftover damage to a target of your choice.
Minion Formation
Reduce any damage taken by the number of minions you have. Whenever damage is reduced this way, reduce the size of one your minions.

Throw Minion - Attack a minion using Size-Changing. The result of the minion's save Attacks a target of your choice.

Minions
Minion chart
Result Minion Die
0 or less 1d4
1-3 1d6
4-7 1d8
8-11 1d10
12+ 1d12


Autonomous The minion can take any of the basic actions, not just one. +1 or higher
Burrowing The minion can tunnel through the earth. +1 or higher
Explosive When the minion is destroyed, also remove a bonus or penalty of your choice. +2 or higher
Pack The minion adds +1 to its Attack for each other pack minion attacking the same target this round. +2 or higher
Reinforced The minion adds +1 to its roll to save. +2 or higher
Harsh When Hindering, the target also takes damage equal to that penalty. +3 or higher
Swift The minion rolls twice for its action and chooses the higher die. +3 or higher
Turret When Attacking, the minion may split its die into two dice of smaller sizes. +4 or higher

Saturday, October 5, 2019

The Bard - a Sentinels of the Multiverse RPG PC

I'm putting some of my character designs up on my blog so that I can have them in a place that's publicly accessible, so others can give feedback and so that I can also know where they are. This is the first of a few recent creations.

The Bard
With its sudden increase in size, Desoto’s had a commensurate increase in petty crime. Well, actually a greater than proportionate increase as the good people of the city desperately try to get enough good cops and law enforcement to handle things. Vigilantes have stepped in to fill some of the gaps, and few are as famous or popular as the masked, roguish Bard.

Known as much for his pranks, like photobombing the press conferences of the district attorney or trolling the mayor on Twitter, as he is for his crimestopping efforts, The Bard remains one step ahead of the law and the criminals. 

Background : Performer
Power Source: Training
Archetype: Close Quarter Combatant
Personality: Jovial


Disciplines
Acrobatics 1d8
Banter 1d8
Close Combat 1d10
Fitness 1d8
Persuasion 1d8
Stealth 1d8

Powers
Agility 1d10
Gadgets 1d6
Shock-Sword 1d8
Vitality 1d8

Green Abilities
Cruel Aside
Attack a minion using Banter. Whatever the minion rolls as defense Attacks another target of your choice.
Flexible Strike
Take any two actions using Close Combat, each using your Min die
Offensive Strike
Attack using your Shock-Sword. Use your Max die.

Principle of the Mask
Overcome using knowledge from your civilian life and use your Max die.You and each of allies gains a hero point.
Principle of the Veteran
Overcome a tactical challenge using knowledge of a previous conflict and use your Max die. You and each of your allies gains a hero points.

Yellow Abilities
Always Be Prepared
Boost yourself using Vitality. Use your Max die. That bonus is persistent and exclusive. Then, Attack using your Min die. You may use the bonus you just created on that attack.
Combat Stance
When you are attacked by a nearby enemy, the attacker also takes an equal amount of damage.
Dual Strike
Attack using Gadgets. Attack a second target with your Min die.
Flowing Fight
Attack using Agility. Use your Mid die to Attack one extra target for each bonus you have. Apply a different bonus to each Attack.

Red Abilities:
Inspiring Totem
When you use an ability action, you may also perform a second basic action using your Mid die on the same roll.
The Last Word
Hinder any number of close targets with Banter. Use your Max die. End your turn elsewhere in the scene.

Out Ability: Boost an ally by rolling your single Banter die.

Green: 1d10
Yellow: 1d8
Red: 1d8

Health: 34/25/12