Noob needs some help

Hi everyone! I have just gotten into the Sentinels Comics RPG. I am having trouble understanding the various die sizes as relates to powers, qualities, etc. I am assuming d4’s are common human level since d6’s are above human average…and d12’s are “godlike.” The chart on pg. 205 helps a little. Having played other Supers rpg’s, I was looking for guidelines as relates to strength (i.e. lifting, throwing range, etc.) and knocking opponents back in terms of distance and slamming them into things. I also am wondering about the damage caused by hitting opponents with objects or slamming them into walls for instance. Example: If my character wanted to throw a car at someone, what strength die type should i use, how far could I throw it, and what damage would it cause?. I haven’t read through the entire rulebook yet, just looking for some guidance or references in the book for these things. Thanks!

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If you have a die in a power I’d say it tells more about your control rather than how potent it is necessarily. Like someone making Hulk could give a d6 in Strength because while ultimately known as being very strong is very reckless in how he uses it. Outside of reactions also keep in mind you build a dice pool of a power, quality, and status die for rolls made for actions.

Thanks. Guess I’m still in the mindset from games like Champions and similar games. Will do more reading and see if I can wrap my head around all this. Will probably have more questions as i go. :slight_smile:

The SCRPG is a system based on comic book stories, not real-world physics.

If your Hero needs to lift a heavy thing or throw something really far, just make an Overcome Action. Superheroes don’t have a fixed number of pounds they can bench-press, it varies with story and the needs of drama and awesomeness. E.g., sometimes Superman can effortlessly toss cars at foes or pull whole moons around, other times he must struggle to stop a train or hold up a wall from collapsing.

Knockback and enemies slamming into things as a result of your attacks are cosmetic effects; they don’t really have any rules-consequences. If you take an Attack Action, you can just say that your superhuman strength knocked Fright Train through a wall; it doesn’t do any extra Damage or any other such things.

It’s just the Damage that you roll from your Attack Action. Using an improvised weapon isn’t any more effective than your fists. Otherwise, why wouldn’t Legacy carry around a bunch of bricks to smash Villains heads with? If you want to simulate your Hero taking some time to get a better weapon to improve a future Attack, though, you could have that Hero take a Boost Action.

If by “strength die type” you mean die size, you can use any, as long as your character’s lore says that he/she is strong enough to lift cars.

Far enough to hit your target, if the GM deems that target within throwable-car range.

The damage you rolled for your Attack Action. If you want to spend an Action to Boost yourself, representing you picking up the car, you can add that Bonus to the Damage too.

Generally, whereas other systems give exact numbers for things like this, the SCRPG’s approach is much more open-ended.

(If you want advice on these types of things {and more!} from the creators of the SCRPG themselves, I recommend The Letters Page podcast, specifically Episode #118, which, if my memory serves, discusses this very topic.)


Ah, someone else familiar with Champions, the most necessarily overcomplected RPG ever (as opposed to the unnecessarily overcomplected ones, which number in the legions but have names that nobody remembers).

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Thanks! That really helps. Just got to change my mindset from the old “hard” numbers like Champions to this more open-ended system. The next hard part will be to get my players into the same mindset. :slight_smile:


I used to play and run lots of the Hero System games years ago. I stopped playing them when one of the game designers gave me a rather snotty answer to a question I had while attending an Origins Convention years ago. I will say the most complex system I have ever played would be D&D though I do like the current 5th edition.

What were the question and the answer?

And you’re not wrong about older D&D. I really like the crunchiness of 3E rules, but you kind of need a computer to keep track of them for you.