Very excited about this one.
The Game: Sentinel Comic RPG
The Publisher: Greater Than Games
Degree of Familiarity: I've played the card game, but never the RPG
Books Required: Just the one
Sentinel Comic RPG is very much a four-color, lighthearted supers RPG. I appreciate that it has a feel that it's going for, and that's true both of the tone of the game and the rules. I spot influence from Fate and Cortex, but mostly from the card game. Powers for heroes aren't given "trappings" (as Savage Worlds calls it); they're defined by their game effect and the player is left to fill in the narrative bits. Likewise, you have a specific set of actions you can do (attack, hinder, etc.), but what all that looks like in the fiction is up to the people at the table.
I like this setup, but what I really like is that the book gives running examples (with illustrations; amazing what you can when you have an art budget) and puts into context all of the rules and narrative assumptions that it uses. And, it uses a kind of random-table setup for chargen, so holy cats, sign me up.
You can just pick results off the tables if you want ("constructed" method of chargen), but I'm gonna grab my dice and do the "guided" method. GUIDED BY CHAOS, ANYWAY.
So, first up, I roll 2d10 to pick a Background. Interestingly, I can take the result of either die, or their sum, so one roll gives me three choices, which I really like. 6 and 4 makes 10, so my choices are: Law Enforcement, Adventurer, or Military. Hmm. I think I'll go with adventurer. I would have trouble not getting too dark with either of the other two, I think. Let's say my hero used to be an adrenaline junkie, and maybe still is, but let's see where the dice take us.
First, though, I assign a d10 and a d8 to two of History, Leadership, or something selected from Physical qualities. I think I'll go d8 in History and d10 in something Physical (gotta look those up). Go for a kind of Nathan Drake/Lara Croft kind of vibe. Acrobatics, how about.
Now I pick a Principle of Expertise. Principles give roleplaying situations to use in play in exchange for bonuses on roles, and also give you different abilities. Ooh, how about Principle of the Powerless? I don't know that I've made a Hawkeye-style character, who's just highly skilled. I may not have actual powers, but I know about them and I can exploit the blind spots that other folks with powers have. That gives me an ability to get a bonus to Overcome actions, which is cool. And now I roll 3d8 and move on to power source! 2, 8, 3. I can pick any of those numbers, or 5, 10, or 11. So my options are: Training, Genetic, Mystical, Powered Suit, Tech Upgrades, or Supernatural.
Well, I think Training is the obvious choice, here, since I'm all about the powerless. I get to assign 3 d8s to various "powers" (gadgets, skills, and so on in my case). Let's take...Gadgets, Intuition, and Agility. And then I get to pick two of three yellow powers, each based off one of those powers. Well, that was easy. I'll take Always Be Prepared, and I'll say that's based on my guy's Gadgets. He's got all kinds of gear and knickknacks that he's collected or made - powders to throw in people's faces, small sticky grenades that emit a burst of static, climbing hooks. And then under Agility, I'll take Flowing Fight, which lets me use one of my dice in a conflict to attack a second target. I'll call these powers Always Prepared and Never Surrounded, respectively.
Next up, Archetype! I roll a d10 and 2d8, and I get to pick an extra d8 Quality from that list. I roll 10, 1, 6, which means I can take those numbers or 11, 16, or 7. So my options are: Speedster, Close Quarters Combat, Armored, Robot/Cyborg, Form-Changer. You know, while Close Quarters would be appropriate, I'm gonna go Speedster.
I get the Speed power (doy), which I'll take at d8. I have two more d8s and a d10 to take powers and qualities here. I'll put a d8 into Vitality, a d8 in Close Quarters Combat, and my d10 into...hmm. Actually, no, I'll put my d10 into Vitality and a d8 into Swinging (that is, from ropes).
Neat, now I get two green abilities and one yellow. OK, I'm gonna say that my guy has trained himself to the peak of physical perfection (a la Batman), and wears a special suit made of next-level kinetic energy absorbing fabric. That's the Vitality. I'm gonna take Always on the Move and say it keys off of Vitality. That allows him to attack and defend in the same action, and that's just the special shirt absorbing a blow. I'll rename that power to Take a Punch.
Next, I'll take Non-Stop Assault, but call it Wrecking Ball. My guy can swing in on his cables (also made of that same material) and smash into dudes, either damaging them or knocking them off their pins. That's keyed to Swinging, obviously.
And now I get one yellow ability. Hmm. It doesn't say I have to attach it to one of the Speedster powers or qualities, so can I attach it to Intuition? I'll assume I can! I'll take Speedy Analysis, but attach to Intuition and call it Listen Up, Guys.
OK, now I choose an Expertise Principle and then roll 2d10 for my personality. Ooh, let's make it the Principle of History. Groovy, moving on to Personality! 5 and 6 means I can take 5, 6, or 11. Sarcastic, Distant, or Stoic. Gotta go with Sarcastic here. I need to make up a quality and assign a d8 to it. I'll say that my guy recognizes, on some level, how silly all this is - people wearing colorful costumes and taking on code names to punch each other. Sure, he's doing it, too, and he secretly loves it, but at the same time, it's all very weird. I'll take the quality as This is Ridiculous d8.
I get d8s across the board in green, yellow, and red, and when I'm Out, I can hinder an opponent by rolling...hmm. This is meant to be how I affect the story even if I'm not there, so I think This is Ridiculous actually makes a lot of sense.
Now I get two red abilities (these are the big guns that only come out when the straits are dire). I can only take these for categories in which I have a power or category, but that's fine, there are a bunch I like. I'll take Calculated Dodge (I can take a point of damage to force someone to reroll an attack or effect on my), which I'll call Saw That Coming. And then I'll take Final Wrath, but I'll call it Empty the Bag of Tricks. Basically he just throws all of his gadgets at his foes, makes a really effective attack (and then takes a major twist because that's going to make things difficult).
And now I get a retcon! I can go back and change things in a few different ways. Do I wish to do that? I think I do. I can swap dice between two powers or qualities, but I can also add any power I want at d6. Hang on, gotta check some things. Yeah, I'm gonna switch Gadgets and Vitality, so I've got a d10 in Gadgets. Seems like that's really his thing.
Health: It's 8 + red status die (also 8) + maximum value of any of my Athletic powers (8), and a d8 roll. Rolled a 1, blah. That's 25.
Cool, now I just gotta figure out who this guy is! I'll say that his name is Bede Bradshaw. Bede, named for the patron saint of historians, was the son of two in-the-field archaeologists and explorers. He learned very early on that he needed to make himself useful or get sent to boarding school, so he learned about history and started training his body so he could do the dangerous stuff his parents couldn't. He graduated from college, didn't quite finish a Masters, and went off to explore the ancient wonders of the world.
While he was doing that, he came across evidence that the ancient heroes of legend were pretty much the superheroes of their time - folks like Gilgamesh and Heracles may actually have existed, and they fulfilled roles much like Legacy and Absolute Zero did today. Bede, who has always had an interest in the history of super-heroes, started gathering gadgets used in exploration, survival, and spelunking and re-tooling them to be handy super-aides, figuring maybe he'd sell them.
And then he went to a dig in the Middle East with his parents. Something they uncovered attracted the wrong kind of attention, and a superpowered thug called Grit showed up and started smashing things up, looking for "the emerald." Bede wrapped his scarf around his head, loaded up his bandolier belt and satchel with gadgets and tricks, made himself a makeshift swing-line with some ropes and beat the guy into submission by using his own strength against him. When he got back to the States, he saw the coverage of a "masked hero" taking on a supervillain...but that the "hero" had supposedly been there to disrupt the dig, since it was just another Western group trying to dig up and exploit the history there.
Bede took the point, and refined his outfit - lots of greens, browns, and blacks. He kept the scarf, though, as he found it comfortable. He started calling himself "the Gadfly," and the name has mostly stuck, although he's the first to point out that it's more than a little pretentious. Mostly, Gadfly feels that being a superhero is less about having powers and more about being willing to put on the mask, but he's not interested in getting too serious or preachy, hence the pokey sarcasm he employs while out doing his thing.
That'll do it!