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Sentinel Comics: The Roleplaying Game hero art
Greater Than Games

Sentinel Comics: The Roleplaying Game

"Three dice, a ticking scene tracker, and heroes who hit hardest when things look worst."

Dice3 dice per roll (d6–d12)
Players3–6
Prep~30 min
Foundry VTTCommunity
Complexity
What is this system

Sentinel Comics: The Roleplaying Game puts a team of superheroes into the world of the Sentinels of the Multiverse card game. Every action rolls three dice — a Power, a Quality and a Status die — and usually keeps the middle result. The GYRO system moves both the scene and each hero's health from Green to Yellow to Red, unlocking stronger abilities as the situation worsens. Heroes rarely fail outright; instead they accept twists that complicate the story. The tone is bright Silver Age comics, and the pace is fast.

Setting

The Sentinel Comics universe just after the multiverse-shaking OblivAeon event. The Freedom Five have become the Sentinels of Freedom and opened a school for young heroes in Megalopolis, while villains such as Baron Blade plot their return.

What it looks like at the table
A portal is pouring robots into the plaza and the scene tracker has just ticked into Yellow. You Overcome to slam it shut: Fire d10, Acrobatics d8 and your Yellow status die d8 come up 9, 3 and 6. The Mid die is 6 — success, but with a minor twist. The portal collapses, and the blast drops a billboard toward the crowd below.
Playstyle
Action Combat Narrative Modern
Key mechanics

Min, Mid, Max

Pick one Power and one Quality, add your current Status die, and roll all three. Most actions use the Mid result, while special abilities call for the Min or Max die instead.

GYRO zones

Green, Yellow, Red, Out. The scene tracker and each hero's health both move through the zones, and whichever is further along sets your status die and unlocks your stronger abilities.

Five basic actions

Every turn is an Attack, Overcome, Boost, Hinder or Defend. Boosts and Hinders create bonuses and penalties that can be handed to allies or pinned on enemies, which rewards teamwork over solo damage.

Principles and twists

Each hero has two Principles that grant narrative permissions and suggest complications. When an Overcome falls short, you may still succeed by accepting a minor or major twist that changes the scene.

What people say
Sentinel Comics RPG is a fantastic comic book roleplaying game that offers depth without the massive point buys of yesteryear.— Rob Wieland, EN World
The Scene Tracker is what really helps to pull all these concepts together and sets this game apart from other supers RPGs.— Jared Rascher, Gnome Stew
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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