This section is dedicated to tools and rules
for Silver Age Sentinels, the Superhero d20 game. The game was created by
Guardians of Order. I've seen a character generator for the Tri-Stat version of the
game, but not for the d20 version. My goal here is to have enough
tools to make GMing a superhero campaign easy, and allow the GM to focus
on interesting content for the players rather than spending his time
creating NPCs.
Following are some notes about characters created by my
generator. They are house rules intended to allow a GM to do the one
most exciting thing at the beginning of a campaign - have the players
create normal (d20 Modern) style characters who acquire powers in their
initial adventure(s) and have to figure them out and progress from
there. Since all the NPCs are generated using the same rules
everything stays even, and character levels actually mean something in the
campaign (the SAS d20 rules reduce the values of character levels, taking
away the excitement of leveling in a campaign).
Here they are:
NPC Generator | NPC Generator | Quick link to the generator. |
Thug Roller | Thug Generator | Roll a pack of non-super thugs in a combat sheet for fast reference/gameplay. (It rolls full NPCs, but gives only the combat stats for them.) |
Newspaper | Event/Newspaper Generator | View newspaper, generate random events with supers in the database, they level off experience, create a live world! |
Find Supers by Attributes/Powers | Find Supers | Hunt down your Campaign's NPCs by power. |
Character Sheet | SASCharacterSheet.pdf | A printable Character Sheet to hand-fill out. |
Edit Event Locations | Edit Locations | Modify a custom list of important locations, such as Airports, Train Stations, Museums, Art Galleries, etc. |
Edit Newspaper Events | Edit Events | Modify Newspaper events to add your heroes in an event, or create new events for the Newspaper by hand. |
Modification | Change | Comment |
Stats (STR/INT/...) | Use DMG's 32-point ability score purchase system (pg 169) to start with, then use
20 Points (equivalent of 10 free Power Points) to enhance as desired on a 1 for 1 ratio. | All characters
can be equal with a point system, and the +20 ability points will allow the generator to make them super. Note
that no single ability will gain more than 10 of those 20 points at 1st level. |
Skills at 0 level | (8+Int Mod) x 3 | The SAS d20 system makes characters extremely
unenlightened right off the bat for some classes. There was no need (Powerhouses will end up less enlightened
via class levels). For 1st level, a character selects his first class, and gains one level worth of skill points
for that class. For example, a Powerhouse will gain ((8+Int Mod)x3) + (2+Int Mod) for total beginning skill
points at first level. This also means that you can create basic non-leveled supers - they have (8+Int Mod)x3
skill points off the bat. Last, I've created a class called "Non-Super" that gains d4 HP and (6+Int Mod) skill
points per level - but no power points. |
Initial Power Points | 20 (17+3 from mandatory Defects) | Characters in this system
start off pretty weak and gain as they gain character levels - so a level 10 character means something. If
the first Attribute (power) is worth 17 points, then at most they will get an additional 3 1-point powers or 1
3-point power.
Another 6 points are saved for PMV's (Power Modifer Values), and if they are not needed for powers generated with
the 26 points will go toward more powers. |
Defects | Mandatory 3 points worth | As mentioned above, 3 points of Defects are mandatory
and randomly rolled. If the first Defect costs 3 points, then no others will be generated. Note that every
NPC generated will have one Phobia generated - so that is 1 point right there. |
Power Points/Level | 10 power points per level. | Again, rather than dumping 150 (or whatever the GM decides) power
points to begin with on a character, I want levels to give players something to look forward to - and I want
a 10th level super to be significantly more powerful than a 1st. Note that as characters level they still gain
the additional ranks in powers based on the class as listed in the SAS book. |
Hit Points at start | CON score | All characters start off with their CON score in hit points,
then gain HP as normal from 2nd level on. |
Skills (specialized) | +2 instead of +1 | To promote specializing in skills, I give +2 rather
than the standard +1 to skill rolls. |
Weapon Damage | Use d20 Modern book | d20 Modern uses more specific weapon names, clip sizes
and damage, so we use those. |
Those are the house rules we use. They are intended to make starting characters a bit weaker, and allow real
power growth as they level, rather than starting off heavy and seeing little improvement as they level.
Note that all Attributes (super-powers) are at minimal levels at 1st level. A character "starts off" with little
power or knowledge of what to do with them. Note movies such as Spider-man and Fantastic Four and you'll see that
they seem to start off this way as well (though they would be considered to gain quite a few levels through just
one movie).
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