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Sentinel Comics RPG

Core Rulebook
Become a comic book hero in a world of four-color superhero action
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Best For

Superhero campaigns that feel like reading a comic book, with a unique status-shifting system and structured hero/villain/environment turns.

Core Mechanic

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.

Diced4–d12
System FamilyStandalone
PublisherGreater Than Games
Year2022
ComplexityHow much there is to learn
Medium

Roll three dice from power, quality, and status, and take the middle one. The signature is the green-yellow-red status zones, which change your available abilities as you take damage. A scene tracker and tiered opposition give it more structure than its quick core suggests.

AvailabilityHow you get the rules
  • Free to tryNothing freeNo free rules or starter
  • Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
  • ✓IndexFind any rule by page number
  • ✓GM guidanceA chapter on how to run the game
  • ✓Examples of playRules shown in action at the table
  • ✓Quick referenceCheat sheet or summary tables
  • ✓Cross-referencesRules point to each other by page

5 of 5 book tools found in the core book

Highlights

Captures comic book pacing well, status system creates dramatic arcs, villain/environment turns keep things dynamic, developed published setting

Considerations

Tightly tied to the Sentinel Comics universe, status dice tracking requires careful bookkeeping, can feel constrained for freeform players

Rules license Proprietary

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