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ICONS vs Sentinel Comics RPG

Compare ICONS and Sentinel Comics RPG side by side. See differences in complexity, dice, genre, and more.

ICONSSentinel Comics RPG
GenreSuperhero, ModernModern, Superhero
TagsSuperpowers, Heroic, Cinematic, Rules-Light, Random Character Creation, Tag-Based, Theater of the Mind, Beginner-FriendlyHeroic, Narrative, Superpowers, Combat-Heavy, Cinematic, Theater of the Mind
Core MechanicEffort vs. Difficulty. Each side adds a single d6 to a 1–10 ability level (acting Ability + d6 for effort, opposing Ability + d6 for difficulty); subtract difficulty from effort to find the outcome and its degree (marginal, moderate, major, or massive success or failure). Qualities are short narrative descriptors (titles, drives, catchphrases, weaknesses) that any player or the GM can activate to gain an advantage or create trouble. Activating trouble against your own hero earns Determination Points, which fuel stunts, retcons, ability boosts, and other player-side narrative interventions.Roll three dice (from powers, qualities, and status) and use the middle result vs. difficulty. Your status zone (green/yellow/red) changes available abilities as you take damage.
Dice2d6d4–d12
ComplexityLowMedium
AvailabilityFree quickstartPaid
Runnability3 of 5 book tools5 of 5 book tools
LicenseOGL 1.0aProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherGreen Ronin PublishingGreater Than Games
Year20142022
LanguagesEnglishEnglish
Best ForGroups who want fast superhero campaigns where heroes can be rolled up in minutes, freeform qualities drive both advantages and complications, and the rules stay out of the way of comic-book pacing.Superhero campaigns that feel like reading a comic book, with a unique status-shifting system and structured hero/villain/environment turns.
HighlightsHero creation runs through a handful of dice rolls: origin (Trained, Transformed, Birthright, Gimmick, Artificial, Unearthly), six attributes, number and type of powers, and specialties. It produces a complete superhero in minutes, with the random results functioning as creative prompts for backstory rather than constraints on concept. Qualities act like Fate aspects: any side can invoke them for in-fiction advantage, and accepting compelled trouble against your own qualities is the primary way to refill Determination Points, so personal drama directly feeds the metacurrency. Pyramid tests resolve complex challenges by stacking smaller successes (two moderate successes equal a major, two majors equal a massive), letting investigations, chases, or skill montages play out across multiple rolls and abilities with optional modifiers like Timed, Escalating, Collapsing, and Competitive to shape the challenge.Captures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published setting
ConsiderationsDefault hero creation is fully random (origin, attributes, and powers all come off 2d6 tables), so groups wanting a planned concept need to use the alternate 45-point buy or rely on attribute swaps and re-rolls. Combat resolves against a single Stamina pool (Strength + Willpower) with no grid rules or status conditions beyond a handful of effect powers, so brawls play fast but lack tactical positional depth. Powers are intentionally broad rather than deep (about sixty powers cover the genre), and exotic builds rely on stacking extras and limits rather than the granular menu of effects found in crunchier supers games.Tightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players