Silver Age Beyond
Silver Age Sentinels Rulebook
Here are links to the base Silver Age Sentinels rules for character creation, powers, skills, etc. and a PDF of the TriStat DX expanded rules too. I have SAS books at home which I’ll be willing to loan if needed during char-gen look over them if you like, but rules mastery isn’t needed.
You’re a Teenage Alien! You are a refugee on Earth whose family was torn apart by a war-torn galaxy. The dreaded Galactic Imperium is sweeping through the galaxy in a feat of expansionism, and sending it’s agents, such as the fierce Ka’Hadan deep into alien space. The primary democratic consortium of alien races, the Zon-Gra Protectorate, still reeling from a previous war with the hive-like Chaldathan Royal Swarm, is sending thousands of young refugees to the fragile planet Earth in hopes that the war cannot reach them. (we can work through this in prelude). The nascent Earth defense force, the Terran Earth Corps has decided that relative minors must complete at least one year of high school to socialize them and prove they have the basic aptitudes for entering Earth society as productive members of the population. In addition, many small communities of aliens have sprung up here and there on Earth, and some races have even established embassies.
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- This will be a
75 pointgame to start. (see below) Points are spent as listed in the Silver Age Sentinels rules. Skill points are separate, you get 30 points for skills.
- Add +5 points for attending the finale/character creation discussion on 6/25 and actually, just for the heck of it… since a couple of people were out of town or couldn’t make it to both finale sessions just start with 80 CPs.
- 1/18/2017 Current point total is
- 10/8/2017 Current point total is
- 2/1/2018 Current point total is 105 points
Engaging Stardrive, Captain
- Decide on Age. All characters will be no younger than 12 and no older than 21 – relative age, not all aliens act their age like humans.
- Decide on an Alien Race, or make one up! There are tons to choose from. For Alien Teenagers, you may take 10 EXTRA points in Defects (flaws) to spend those to define and purchase race-specific traits for your character. All uses of those 10 points gained back in flaws will be a template with which to build your character’s alien race against. For ease, please keep these points aside somewhere as a ‘racial template’ that I can use as a GM to apply to other NPCs of your character’s race.
- Decide on your character’s homeworld. There are many planets that have yet to have be defined. If you want to be the one to define it, there’s a dummy template for that. Otherwise you can pick an existing one that already has a write-up. It’s not necessary to have grown up on your race’s home world, there are lots of reasons to have started somewhere else. Voluntary emigration, enslavement, freak jump-drive accident, etc.
- Decide on your character’s Tech Level. This is usually based on the general tech level of your race, or the tech level of the homeworld your character grew up on, or your character’s caste or station within the society they grew up in. While it’s true humans can go into space, not every human is an astronaut, and if your character was marooned at birth on a medieval tech world, congrats Conan, you’re a space barbarian!
- Build your actual character using the book rules. I’ve created a couple of new powers for this eventually Galactic scale game. So far I haven’t allowed them to be taken by a character, (they are mostly for use in building starships, but with a good enough story, I might.
The main areas you’ll have to spend points on are:
Core stats: Mind, Body, Spirit. (1-10 = human range, 11-20 = superhuman). From these core stats you get derived stats like Attack Combat Value (ACV), Defense Combat Value (DCV), Initiative, Hit points, etc. Body is physical prowess, Mind is mental ability and Spirit is willpower. Some powers ‘feed’ off of these particular stats, so pay attention to that when you get to the powers part.
Powers: As written in the book. Costs vary. The more powerful abilities cost more, the less powerful ones cost less. Different power levels progress using different charts. There are slow, medium and fast progression charts. Each power tells you which to use. Some start slow and switch later at higher levels to faster progressions to indicate a power curve. You can also take power defects that limit the power slightly to make the powers cheaper to buy per level.
Power Modification Values (PMVs): Stuff like range, targets, speed for flight or running, radius of effects, etc. These are a sub-set of the powers themselves often as important as the powers themselves. If you haven’t assigned PMVs to your powers, you aren’t done yet.
Special Attacks: The only way to really do useful damage in this game. Just because you can create fire, doesn’t mean you can shoot a fireball – SAs are listed as a power. If you don’t have at least one SA, you can do like 4 damage a hit, and there can be creatures with hundreds of hit points. There are also Special Defenses. SAs can also have Special Effects: More damage, burning, freezing, stunning, all kinds of ways to create unique attack results. There are a finite number of ‘slots’ for each attack to have special whiz-bang effects associated with them, and the ‘primary’ SA is the max level that any ‘secondary’ SAs can be, and is therefore more expensive. Special effects are to Special attacks as PMVs are to Powers.
For Alien Teenagers, don’t bother taking special attacks that do more than 30-60 base damage. Most antagonists (normal humans) have 25-30 HP. Most badassed humans have up to 60 hp. Anything more than 30-40 damage in a hit is literal overkill.
Skills: 30 Skill Points. Stuff your character knows how to do like piloting, disguise, underwater basket weaving, etc. You can buy 10 extra skill points for every level of Highly Skilled you purchase with your Build Points. These are a good buy.
Defects: Finally, get points back by selecting Character Defects. Even Superman has his Kryptonite. You can also assign 8 points worth of defects to powers as well to get points back for things that you commonly associate with a super power. Superman got points back for his laser vision because it emits a visible beam, for example, and is therefore a Detectable use of a power. Again, with a shrewd use of these, you can get back quite a lot of points, (up to 8 CP) as there is no limit of defects you can take or points you can get back for taking them and most of them are not nearly as bad as White Wolf flaws. Since in my world, Aliens and Parahumans are naturally a little feared/distrusted, you may as well take ‘Ism’ as your character is going to feel the effects of it anyway (think X-men style persecution).
Other General Creation House Rules:
- Dynamic Powers are off the table for Aliens. This is what we use for magic in the game. Magic is rare and generally relegated to Gate Worlds, which Earth is, but magic is also almost unheard of for alien races to have.
- I don’t use the Knockback rules, so powers with a lot of knockback are not terribly useful.
- I don’t prefer to use Stat Drain attacks such as Drain Mind, Drain Body or Drain Soul in the game. This requires me (or you) to recalculate the ACV and DCV of characters continuously, which is annoying. Please don’t go there. It’s a thing I may use once in a blue moon, but mostly I’ll skip it.
Have You Tried Reversing the Polarity?
- Once in Play, Players will decide on one other character that they have a strong positive emotional attachment to and a strong negative emotional attachment to. These may evolve over time through natural roleplay, and can be as whimsical or logical as any other teenage reaction.
- Once in Play, Players will be assigned foster parents to aid and provide for their basic needs.
- Aliens entering school receive the following pamphlet with information about a local recruiter: “Aliens with gumption are needed to join with their human brothers in fighting against alien threats! Enlist today! Don’t let what happened to your homeworld happen to Earth! Defend your new home!”