Prior to the release of the Core Rulebook PDF, MindWanderer made a thread detailing their analysis of the different Backgrounds, Power Sources, Archetypes, and Personalities in the Sentinels Comics RPG. With the Core Rulebook PDF being released, and MindWanderer soon to be updating his thread to reflect the changes from it, now seems a good time to start this thread.
Simply put, this is thread for people to give their thoughts on a hero build that you include in your post. There's no official rating system for everyone to use ATM.
Here's a build that I'd like thoughts on:
- Background: Retired Hero
- Power Source: Supernatural
- Archetype: Shadow
- Personality: Nurturing
-- Absorption d12, Shapeshifting d6, Transmutation d6, Intuition d10, Agility d6
-- History d10
-- Otherworldly Mythos d10
-- Stealth d10
-- Fitness d10
-- Survivor Of World's End d8
-- Green: 31-24 Health
--- Presence Concealment(Sabotage) (A): Attack using Stealth. Remove a physical bonus or penalty, Hinder a target using your Min die, or move to a new location elsewhere in the scene.
--- Grit Your Teeth(Untouchable) (R): When you would take damage, you may roll a d4 while in the Green zone, d6 while in the Yellow zone, or a d8 while in the Red zone. Reduce the amount of damage you take by the value you rolled. Attack another target using that rolls
--- Principle Of The Nomad
--- Principle Of The Tactician
-- Yellow: 23-12 Health
--- Survivor's Arsenal(Personal Uppgrade) (A): Boost using Absorption. Use your Max die. That bonus is persistent and exclusive.
--- Artificial Reinforcement(Area Healing) (A): Boost another hero using Transmutation. You and other nearby heroes Recover health equal to your Min die.
--- Eye Of The Mind(Overcome From The Shadows) (A): Attack or Overcome using Intuition. Boost yourself using your Min die.
-- Red: 11-1 Health
--- I'm Gonna Feel This Later...(Push Your Limits) (I): You have no limits on the number of reactions you can take. Whenever you use a Reaction beyond the first each turn, either take 1 irreducible damage or take a minor twist.
--- Get Down!(Reactive Defense) (R): When an enemy Attacks, you may become the target of that Attack and Defend by rolling your single Fitness die.
--- Protection Beyond World's End(Empowerment) (R): Whenever you are dealt damage, roll your single Absorption die as a Defend against the Attack and a Boost for yourself.
-- Out: Boost an ally by rolling your single History die.
Scabbard was a hero once before, though under a different name, and he's not in amazing shape. Overuse of his powers when he was younger has dulled his senses, particularly his vision. Now he sticks to covert action, sealing off weapons and depending on his intuition to keep up with rapidly changing situations. It was a long time ago that the world he came from ended; He'll show up to keep his new one from the same fate.