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

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