Silver Age Sentinels (d20)

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 GeneratorNPC GeneratorQuick link to the generator.
Thug RollerThug GeneratorRoll 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.)
NewspaperEvent/Newspaper GeneratorView newspaper, generate random events with supers in the database, they level off experience, create a live world!
Find Supers by Attributes/PowersFind SupersHunt down your Campaign's NPCs by power.
Character SheetSASCharacterSheet.pdfA printable Character Sheet to hand-fill out.
Edit Event LocationsEdit LocationsModify a custom list of important locations, such as Airports, Train Stations, Museums, Art Galleries, etc.
Edit Newspaper EventsEdit EventsModify Newspaper events to add your heroes in an event, or create new events for the Newspaper by hand.

ModificationChangeComment
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 3The 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 Points20 (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.
DefectsMandatory 3 points worthAs 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/Level10 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 startCON scoreAll characters start off with their CON score in hit points, then gain HP as normal from 2nd level on.
Skills (specialized)+2 instead of +1To promote specializing in skills, I give +2 rather than the standard +1 to skill rolls.
Weapon DamageUse d20 Modern bookd20 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).