"Three dice, a ticking scene tracker, and heroes who hit hardest when things look worst."
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.
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.
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.
Open in Session Zero to let every player vote and see the results.
