#scrpg character
Explore tagged Tumblr posts
magicalgirlartist · 1 year ago
Text
Tumblr media
[ID: Digital drawing of two teen girls, one regular and one a magical girl. The regular one, on the left, has dark green hair in braided pigtails, big blue eyes, and a button down shirt and denim shorts. She's winking and giving a peace sign by her face. The magical girl, on the right, has a long green braid with a blue gradient near the end, a green princely tailcoat, white pants, and green and white wings. She's leaping to one side, smiling and waving. In the middle, green text with white outlines says "Wind Guardian Hyper Hummingbird (aka Seta Momoka) Shining Guardians Season 3!" End ID.]
Now that our magical girl SCRPG campaign has hit season 3, I figured it was time for my babygirl Momoka to get a new design! This one I tried to give more of a Takarazuka prince aesthetic, since in season 2 she said that joining Takarazuka Revue as an otokoyaku (actress who plays male roles) was her biggest dream. Fascinated to see how her gay-ass love interests react to the new look lol
(Want a character sheet like this? My commissions are open!)
7 notes · View notes
rpg-by-ask · 5 months ago
Text
Lucy Weaver: Magical Woman Master Post
Lucy Weaver: Our titular heroine, once the magical girl Butterscotch, Lucy is now the jaded, burnt-out magical woman Shirley Temple. Disillusioned with the life of a magical girl, and with the intentions of Astral, she now works to train the next generation of magical girls and to make sure the tragedy that destroyed her own team, Sweet Victory, never happens to anyone else again. Lucy is a relatively short woman, with pink dyed hair styled in an undercut. She tends to wear sturdy practical clothes, most commonly denim and work boots. When she transformes into Shirley Temple, she grows over half a foot taller, gaining a pinkish tint to her skin and her eyes and hair both turn a bright red to match the color of the magical girl outfit she appears in and the goggles she wears over her face. She wields a large, heavy wand like a bat. Even in her transformed state, she keeps her trusty denim jacket, whose pockets she always keep filled with butterscotch candies.
A.S.T.R.A.L: The Arcane Superhuman Transforming Rescue and Aid Leage is a semi-secret, pseudo-governmental program that studies alien tech and magical artifacts to create heroes to defend the earth. Their most promising program, the Inducer Program, uses a combinaton of alien chemicals and technology mixed with magical herbs to create a drink that engenders a temporary physical transformation along with the imbuement of strange powers in the drinker. ASTRAL claims the Inducer works best when subjects are exposed at a young age, around puberty, and has continued exposure throughout the next few years. Most of ASTRAL’s heroes are members of the Inducer program, although a few developed powers on their own and were snatched up by ASTRAL, or came to them for training, shelter, and resources. Despite the good ASTRAL has done, their methods are often controversial, or at least would be if they were widely known, and the organization is secretive enough even within it’s own ranks that some feel they may be engaged in shadier practices than even what is known. ASTRAL does it’s best to stay in the shadows, letting their magical girls take the limelight and act as the face of the program.
Annabelle Cooper: Annabelle is a mid-level administrator in ASTRAL, and in charge of several of the older magical girls, including Shirley Temple. Annabelle has a habit of giving the women under her charge code names chosen from alcoholic beverages. Most believe the names stem from her own mild alcoholism and a lack of creativity. Annabelle is a true believer in ASTRAL’s mission, and has little time or patience for those she deems to be disloyal or disrespectful to the organization, a fact that causes her to frequently butt heads with Shirley Temple. Annabelle is tall and slender, with pale skin and silverly blonde hair. She dresses in crisp pant suits, usually in a light blue color, and wears thin rectangular glasses.
Aurora Adams: Also known as Tequila Sunrise, Aurora was a magical girl around the same time as Lucy. Back then, she was known as Borealis and was part of a team known as the Celestial Harmonies. While Annabelle frequently grates on her nerves, Aurora is very loyal to ASTRAL and therefor is rarely willing to let her frustrations with Annabelle and her leadership choices show. Currently, Aurora is not training any new heroes and mostly acts as an Auxillary hero for emergencies, and as a tactical advisor to Annabelle in case of superheroic conflicts. She is very curvy and prefers flowing, loose clothing, often dresses or else a blouse and skirt. When she transforms into Tequila Sunrise, she loses some of her curves, replacing them with impressive musculature. Her hair becomes a vibrant blue and her outfits are replaced with  purple and blue outfit with lots of flowing, multi-colored ribbons. She wields a silver and blue magic wand that primarily is used for firing energy blasts, although Tequila herself would rather get into the thick of the fight herself.
Jenny McGuinness: Also known as Lemon Drop or Lemon Drop Martini, Jenny is a trainer with ASTRAL, and an ex-member of the Celestial Harmonies known as Starbeam. Jenny is genderfluid and uses She/They pronouns. Jenny currently doesn’t have any trainees, but is expected to take on a crew of young girls soon. She has acted as a substitute trainer to the Shooting Stars when Lucy was injured or on Annabelle’s bad side enough to be benched from training the girls. As Jenny,they dresses in a butch style, usually a tank top, stained with engine grease, and a leather jacket paired with either cut off jean short shorts or leather pants. They have short cropped red hair, a smattering of freckles across her face, and sapphire blue eyes. As Lemon Drop, her hair grows out into tight red curls, she shrinks a few inches and becomes a little more slender and lithe. She wields a golden staff and her outfit becomes a yellow and blue, much more feminine outfit, more of a traditional magical girl look.
Yuna Yoshimura: Also known as Strawberry Daquiri, Yuna is an ex-member of the Celestial Harmonies who used to go by Nebulae. She is a trainer for ASTRAL and has yet to be introduced in game.
 Absinthe: An Ex-Member of ASTRAL and a current Vigilante. Absinthe has a beef with Annabelle specifically. She has not yet been introduced in game.
Tanya Taylors: Going by the code name Arcana, Tanya Taylors is in many ways the leader of the upcoming Magical Girl team the Shooting Stars. The eldest of the group, Tanya feels the responsibility to lead and protect her teammates. She believes in the mission of ASTRAL and loves being a magical girl. However, she does harbor some hidden reservations about the organization and their intentions, reservations that have only been heightened by her tutelage under Lucy Weaver. Tanya is a 16 year old African-American girl. She normally keeps her hair braided in tight cornrows. She usually wears casual clothes, most frequently a t-shirt and shorts, in some combination of pinks and greens. When she becomes Arcana, Tanya appears to be in her late teens or early 20’s and wears a purple and gold robe reminiscent of a robe. She wears a slender golden tiara and wields a long magical staff of purple and pink metal. Her Hairstyle as Arcana changes to an afro.
Olivia Grant: Also known as Moonstone, Olivia is the muscle of the Shooting Stars. Bubbly, optimistic, and cheerful, Olivia is mostly happy to go along with her friends. She enjoys the rush of being Moonstone and frequently feels invincible with her powers, rushing into danger and putting herself in harms way to protect others, a habit that ASTRAL has been encouraging despite the protests of her teammates, most notably her girlfriend Beth. Olivia is tall for her 14n years of age and frequently wears athletic wear or track suits. When she transforms into Moonstone, her close-cropped dirty blonde hair grows slightly into a green fauxhawk, her skin darkens into a slight tan, and her outfit changes into a close-fitting blue and white outfit covered in stars, with a large crescent moon in the center. Unlike the rest of her team, she has no weapon, instead using her ability to generate pearlescent rocky growths to create gauntlets that she uses to engage in hand-to-hand combat.
Beth Bailey: Beth goes by the hero’s name Storm-Clap, and acts as the Shooting Stars ranged heavy hitter. One of the more powerful members of the team, the 14-year-old gained the power to control weather and generate elemental attacks such as gouts of lighting, blasts of frigid air, and waves of sleet and hail. More cautious but just as determined as her girlfriend Olivia, Beth views the Shooting Stars (and more recently their new trainer Lucy) as a surrogate family. She would do near anything to keep the team together. Beth is of Native American ancestry, although as an orphan brought up by ASTRAL from a very young age, she’s unsure of her exact heritage. She has recently been looking more into her heritage and ancestry and hopes to change her name from the one ASTRAL gave her on her adoption when she finds out more about where she comes from. For now, she prefers to go by her hero’s name, even in her civilian identity, feeling more attachment to the name she chose herself. Storm-Clap prefers to wear jeans and button-up shirts over white tees. When she transforms, Storm-Clap’s outfit changes into a frilly black and yellow dress, a matching cape with dark blue accents, and a golden wand that lets her direct and aim her energy blasts more carefully. Her hair remains in her preferred style of a long, tight braid. Like the rest of her team, her transformation seems to age her up to around 20 years old.
Siobhan O’Connor: the newest member of the Shooting Stars, Siobhan O’Connor has taken the name Stellar Breeze. The 13-year-old girl is the only member of the team who is not part of the Inducer Program. Her powers developed on their own, and her parents sent her to ASTRAL in the hopes of learning where her powers came from and to train her in how to safely use them. Siobhan is still a little homesick, but has found fast friends and a new sense of camaraderie in the company of the rest of the Shooting Stars, who have worked hard to help welcome the younger girl into their group. Siobhan has auburn hair that is usually in a wild tangle that she refuses to brush. Her skin is pale and heavily freckled, and she enjoys wearing leather jackets, hiking boots, and knee length skirts. As Stellar Breeze, her hair shortens, becomes a bright, glowing pink, and her eyes become an electric blue. Her outfit changes into an Iridescent flowing outfit, reminiscent of the Aurora Borealis. She wields a rod that seems to be made from cosmic energy given solid form.
Cherry Bomb: Tina Locke was a member of Sweet Victory and a close friend, almost a sibling, to Lucy. Her powers for explosion and her penchant for mischief got the team into as much trouble as it got them out of. She was last seen destroying a Pharian flag ship and is presumed dead.
Licorice: Laura Calhoun was a member of Sweet Victory and very close to Lucy. The two had mutual crushes on each other, although they didn’t get the chance to really act on this before Licorice, after Cherry Bomb’s presumed death, went after the Pharian leader General Voscel on her own. She hasn’t been seen since and is presumed dead. Caramel: Candance Boone was a member of Sweet Victory and the least close with Lucy, although the two were still friends. During the Pharian Invasion, Caramel stayed behind at one of the later battle ground, holding off a squad of Pharian Mutagenists while Lucy got civilians to safety. When Lucy returned to the fight, Caramel was missing and presumed dead. The Pharian Empire:  The Pharians are a race of alien conquerors, traveling the galaxy and invading worlds they believe have something of value to add to the Pharian Empire. Masters of Transformative Arcano-Tech, the Pharians tend to seed worlds they plan to invade with devices that turn those exposed to them into superpowered beings, usually coupled with an element of mind control to cause the newly-empowered individuals to seek out and destabilize centers of power and resistance in the soon-to-be conquered worlds, paving the way for the Pharian fleet. Pharians are tall by human standards, even the shortest reaching 5’10” and with 7’ being close to average height. They have four arms, blue to teal skin (usually), solid colored eyes (usually in bright jewel colors), and keep their hair long and usually heavily decorated. They have horn or fin like features on their head that they use to further enhance their hairstyles. It is highly suspected that the Inducer Program was built out of reverse engineered Pharian tech. The Pharians have been the primary opponents of ASTRAL and their Magical Girls since the organizations establishment.
General Helveraix Voscel: A Cunning and powerful Pharian Warleader, General Voscel led the first Pharian invasion of Planet Earth. In the early skirmishes, he as frequently stymied by the Shooting Stars, developing a growing obsession with defeating the young heroes that caused him such issues. During the final days of the invasion, Voscel was indirectly responsible for the presumed deaths of two of the Shooting Stars and likely directly responsible for the presumed death of a 3rd. However, Butterscotch, the final member of the Shooting Stars, and a contingent of other heroes, including other Astral Heroes and independent agents, were able to drive the Pharians off, with Butterscotch badly wounding General Voscel in the conflict. While left over Pharian Tech has still caused issues for ASTRAL in the decade plus since then, no Pharian activity has been seen in our Solar System since that day.
High War-Queen Faeyjura Voscel: The daughter of General Voscel, little is known on earth of the Pharian’s mysterious new leader, save that she seems to have usurped her father and has inherited his obsession with the Shooting Stars, returning to earth at least in part to capture the remaning member of the team, Lucy Weaver. In the process, she captured and brainwashed Lucy’s friend and Ally, Jenny McGuinness.
3 notes · View notes
unkajosh · 1 year ago
Text
Not Equal At All
Not Equal At All
Game Design Essay
Introduction
Many game systems offer a variety of choices or options during character creation; the general thinking among these options is that they are, in theory, “equal” to one another.  In other words, while there may be specific reasons to pick one or another for certain purposes, they can all be chosen without fear of one choice being clearly superior to the others, or at least close enough to not hinder gameplay and player enjoyment.  But this isn’t always the case, and in some games where very coarse-grained choices are part of the process, a wrong choice can have a heavy impact on character capabilities.  Let’s look over some examples.
(For the purposes of this essay, I’m NOT looking at comparative resource costs to get the same result, which is the bane of certain more-complex character creation systems, but instead circumstances where players may have a handful of choices to make.  The topics are similar, however.)
Broadness of Application
One area that this will often matter is broadness of application; if a character has a trait that can only be used in limited circumstances, they may feel very limited in play compared to a character with traits that can be used in a variety of ways.  Extremely freeform traits, such as Aspects in FATE, are susceptible to this problem.  (The FATE rulebook does provide guidelines, but it can still take experience to see the difference in application between Can Make Machines Purr and “Okay, I’m going for it!”  One is good for technological challenges, but the other could be used for almost anything.)
But sometimes, these issues with broad application are actually built into the system.  One example of this is the Sentinel Comics RPG.  PCs built in this game have two Principles in their Abilities list; without getting into game mechanics and probability too heavily, these are actually a very important resource for characters, because they allow characters to use the Overcome action with a dramatically improved success rate.  (The odds of complete success jump from extremely roughly 2% to 43%; PCs should rely on them a lot!)  Principles are selected off a list (and the full range of choices is sharply curtailed depending on character type), and everybody will always have precisely and only two of them, so they should, in theory, always be comparable.
But they aren’t.  An Overcome in SCRPG is, roughly speaking, beating a challenge that is not an opponent, whether it’s persuading an official, solving a puzzle, rescuing a drowning victim, or infiltrating a warehouse.  The Principles, among other things, have a triggering circumstance in which they can be used.  For example, the Principle of Lab says “Overcome while in a familiar workspace or when you have ample research time.”  That’s good when those very specific things are involved, but it becomes a very hard stretch to rescue a drowning victim or shift a boulder out of your way.  For contrast, the Principle of the Tactician says “Overcome when you can flashback to how you prepared for this exact situation.” For that one, it becomes almost impossible for the GM to deny its use, and fairly simple for a player to justify it.  Shift a boulder?  Studied leverage just in case.  Drowning victim?  Took lifeguarding classes to know what to do, anticipating trouble.  Persuade an official?  Did research on the profiles of all of them.  One is much more broadly useful than the other, period.  A player who plans ahead and picks at least one Principle that they can use in a wide range of situations will have a distinct advantage, but a random choice might find a character who is great at knowing locals and their own business and at situations where being small and young is an advantage and nothing more.  
(And yes, very creative and/or persuasive players may be able to somehow stretch and distort their Principle to fit anything, but there’s a point where it just goes outside rational use.)
Scenario Specific
During a scenario at a gaming convention I attended last year, one of the pregen PCs had their one-and-only special trait be a bonus at piloting extraterrestrial spacecraft.  In the course of the scenario, our characters wound up on a spacecraft that we couldn’t control or pilot in any way, arriving at another spacecraft that we then took over-- and that wrapped the game.  That player never had a chance to use their specialty; it was irrelevant to the game.  Now, that’s not good design, since it was a convention game with pregen PCs, but it showcases another kind of problem with unequal choices-- scenarios where some of the options for characters don’t matter.  A classic one is a character built for social encounters who finds the group frequently in deadly combat, but there are countless other examples that are possible.  (At the same convention, I wound up with a character whose major resources were related to hacking and communications, which was fine, but the only conflict involved very dangerous enemies attacking us while we were on a highway in the middle of nowhere, and it was set in the 80s, so there wasn’t much I could do with that.)  This is at least easier to solve if the GM is involved with the characters during the creation process, and can guide them into roles relevant to the scenario, but if that doesn’t happen, it’s all too easy for a character whose focus is not relevant for the game to simply be unable to participate in the way they wanted to, and that feels like a serious loss.
Combat and Noncombat
One key area where this matters in games is, of course, combat; woe betide the player whose character lags behind others in this arena, it is known, lest they simply die!  And that’s certainly a concern-- many RPGs involve a lot of combat, combat almost always involves the entire group, often takes up a lot of table time, and inability to participate meaningfully can get somebody killed.
But that’s actually not the only consideration here.  Being combat-capable is so ingrained into game design and character design that it’s almost not the largest concern compared to noncombat application in a number of game systems.  
One of the classic examples of this is the most popular game in the US and probably worldwide-- Dungeons and Dragons, notably the current edition.  In D&D, one class is “Fighter”; Fighters… fight.  They are good in specific aspects of combat; otherwise, they have skills.  But everyone gets skills; likewise, everyone can participate in combat, often challenging Fighters in their specific area of greatest strength (Single-target combat), and utterly triumphing over them in other aspects of combat (Crowd control, for example.)  It’s doubtlessly necessary for gameplay-- it wouldn’t do to have other classes be helpless in combat, which is a large part of D&D-- but outside of combat, things change.  Fighters can have Skills, as can all classes.  But spellcasting classes gain abilities that let them bypass Skill challenges, or let them do things that no Skill could ever accomplish, and this gap grows larger and larger even as the combat abilities of spellcasters grows with it.  
But this can also impact other systems!  In a relatively freeform system like Cortex, creativity can let a trait like Senses outperform Super Strength.  It’s easy enough to justify using Senses in combat-- analyzing a foe’s movement, spotting their weaknesses and strengths, and so on.  But Senses can also be used to solve puzzles, track enemies, potentially even have application in social settings.  Likewise, in some games, it’s very possible to even use social or psychological skills in combat, perhaps by creating “Good morale” assets for other to use.  However, conversely, it’s often much, much harder to apply combat skills to noncombat situations as broadly.  Being a master archer is much harder to apply to debate than it is to find a justification for a master of persuasion being able to distract a foe or boost an ally.  In this regard, it’s a serious issue if combat-themed characters can’t do anything out of combat, but the reverse isn’t true, and it’s something that needs to be considered, either in game design or in campaign design.
Does it even matter?
Does it actually matter if characters are unequal?  This is a delicate question, and depends in part on the group and the specific players.  If the differences aren’t great, of course, it surely matters less no matter what.  But sometimes it’s easy to see where one character has noteworthy advantages over the other… and I think that it does matter, broadly, and it’s worth addressing. Some players, for example, can become frustrated with their inability to contribute, or to act effectively, and that frustration isn’t fun, the more so when it’s not obvious that some choices aren’t as good.  Likewise, even if one player doesn’t mind being less capable, other players may become frustrated with that player’s weakness and having to cover for them; the GM, in turn, may find it more challenging to balance encounters and challenges while still allowing that player spotlight time.  Overall, the less inequality between equivalent choices, the more desirable the results will be, even if it’s fine with certain players.
Solutions
When making characters, of course, one should look at options and choose carefully, but that’s not always very satisfactory.  What if one’s character concept depends on certain choices, or if it’s not obvious that there’s a problem?  Another good place to work on this problem is at the design phase of a game, of course, but that’s not an option the majority of the time; most of us play games other people have already made.  (I’m a game designer, but for a variety of reasons, mostly play other people’s systems.)
Sadly, this means that a certain amount of work on the part of the GM becomes necessary; it is, however, worthwhile.  It’s good to see what choices players make, and then play to them.  Is the player immune to something?  Make sure it shows up so that they can have their moment!  Do they have a Principle that’s great at stealth?  Give them lots of chances to sneak in places!  Make sure to give players a chance to shine by adjusting scenarios to their characters, rather than making the players adjust to the scenario.  Sometimes, it’s the only solution, but I think that it’s the best one.
7 notes · View notes
magicalgirlmascot · 2 years ago
Text
I love listening to my OC's playlists because you get the most heartbreaking song you've ever heard in your life of a woman singing the things she could never tell her recently deceased brother about how much he meant to her and then the Smile PreCure theme immediately after
2 notes · View notes
fenmere · 2 years ago
Text
RPG
With the qualified success of the last game we ran (which we'd still like to finish with one last session if the players are up for it), we're more confident in our ability to GM.
We're thinking about holding sessions on Discord for anyone to join, using voice chat, a google drawing, and dice rollers.
We're waffling between Sentinel Comics RPG, which has a really slick system that is easy for us to GM, but has kind of an involved character creation system, and our own home version of Cortex, probably based on one of Jasmine's games.
What we'd like to do is have a setting where we could run little games, one to two sessions long, every couple of weeks or so. So, like, if it's two sessions long, it'll be two weeks in a row, with at least one week off after that.
And characters could come and go freely.
We'd like most to set it in our own universe and use the games to help world build, and to let you visit our world. For flexibility sake, this might be Adventures of Molly Rocketcoil over the Sunspot Chronicles. AMR would be suited to any game system, including SCRPG.
But, we are also very interested in running Star Trek: Mercury, which can still kind of crossover with Molly Rocketcoil, but probably won't.
In this post, we're taking votes from people who are interested in even only maybe playing.
We'll ultimately make our decision based on a combination of player enthusiasm and our own ability to come up with plots in that setting.
Once we've set it up, we'll have a character creation channel all set up with the resources anyone would need, so you can just go in, make a character, and then play in the next open session. You could play the same character in every game, or switch out as often as you like (if this lasts very long).
If nobody volunteers to play, we'll probably start doing Star Trek Mercury or Molly Rocketcoil games on our own, in the server, to use as short story generation, told as RPG transcripts. Maybe.
(part of the problem we've had sticking to previous games as players is the ongoing weekly schedule - we need to have longer breaks than that)
Anybody game?
4 notes · View notes
lorekeeper-backset · 2 years ago
Text
The best part of SCRPG games is coming up with the meta reactions to the comic you're playing out. Like, for example, which of these characters is a Tumblr Sexyman and who has the most fanfiction written about them.
2 notes · View notes
rpgsandbox · 6 years ago
Link
A mad scientist holds an entire city hostage with a crackling doomsday device. A horrifying monster from another realm walks out of the ocean and begins smashing its way through major coastal population centers. Galactic raiders from beyond our solar system launch an attack on the first human outpost on Mars. Who saves humanity from these threats? You do. It's time to team up with your fellow heroes, stick to your principles, and save the day!
Welcome to the world of Sentinel Comics, an exciting place of super-powered heroes, dastardly villains, and the ever-changing environments where they clash!
Tumblr media
                                     Rulebook Cover Render
Creators Christopher Badell and Adam Rebottaro originally envisioned the world of Sentinel Comics in 2010, and within a year, they'd joined forces with entrepreneur Paul Bender to create the company Greater Than Games, which released the cooperative card game Sentinels of the Multiverse in 2011. Inspired by great comic book storytelling, Sentinels brought thousands of gamers into the world of Sentinel Comics over the last eight years and continues to be a mainstay of comic book games in the tabletop gaming world. There was one resounding question asked by so many of those Sentinels fans: how do I tell my super-heroic stories in this world?
Now, for just that purpose, we bring you Sentinel Comics: The Roleplaying Game!
For the last few years, we've been developing a new super-powered roleplaying game with the fantastic folks at Critical-Hits Studios. Industry heroes Cam Banks, Dave Chalker, and Philippe-Antoine Ménard have all contributed their expertise and passion for comic book storytelling to this project, working alongside Sentinel Comics writer and Editor-in-Chief Christopher Badell as well as the dynamic freelance duo, editor Amanda Valentine and writer Clark Valentine. Sentinel Comics: The Roleplaying Game is all about bringing the comic book stories of your heroes to life at the table!
Tumblr media
This is a game of powerful heroes, terrifying villains, and the conflicts between them in a world of comic book storytelling. The years of Sentinel Comics storytelling that Greater Than Games has produced have all lead up to this point, and now it's time for you to take the reins of your own heroes and bring evil to justice!
In Sentinel Comics: the Roleplaying Game (or SCRPG, for short), whenever you take an action, you consult your Powers, Qualities, and your Status. You choose one of your Powers and one of your Qualities as the traits you're using for the action. Then, you consult your Status: are you in the Green Zone? The Yellow Zone? The Red Zone? If you're Out, you can only use your Incapacitated ability. And thus, we get the GYRO system: Green, Yellow, Red, and Out.
Tumblr media
Using the dice from your hero's Power, Quality, and Status, you make a dice pool, roll it, and use the result dictated by the action you're taking. Learn more with this Gameplay Guide PDF, part of the SCRPG Starter Kit we released in 2017. It's extremely thorough, but the Core Rulebook will have even more!
Villains, minions, and environments are all affected by the GYRO system as well! The world of Sentinel Comics is one of risks and dangers, and when lives are threatened, heroes must respond!
Tumblr media
                  Mecha-Stalin and Muse (Art by Valerio Buonfantino)
Besides the SCRPG Starter Kit mentioned above, we've also released two one-shot adventures for the new hero team Daybreak: Stolen Legacy and Urban Infestation! Using the above-linked Gameplay Guide to learn the game, you can play through both of those adventures to get a first-hand feeling for just how Sentinel Comics: the Roleplaying Game works!
Tumblr media
The best way to get into this game is with Sentinel Comics: the Roleplaying Game Core Rulebook. It's a hardbound, full-color, 8.5" by 11" book printed on well over 400 pages (we're still determining the final page count as we finish up the writing and art!) of high-quality printing-press grade paper.
The core rulebook teaches you everything you need to play Sentinel Comics: the Roleplaying Game, whether playing a hero, or running the game as the GM. It has full, robust rules for hero creation (that we will be showcasing more in an update, coming soon!), as well as a vast set of tools for GMs to create their own minions, lieutenants, challenges, villains, environments, doomsday devices, action scenes, and so much more!
Tumblr media
                                      Example Page Spread Renders
Additionally, for those who want more building blocks than blank slates, there is a massive archive section, containing many heroes, villains, minions, and environments from the pages of Sentinel Comics, all with stats, backstory, and art from many different talented artists, not just Adam Rebottaro! (But don't worry - the book will also have PLENTY of Adam's art, as well.) We'll be digging into which characters and environments will appear in those archives as well as more in-depth discussions of each chapter over the course of this campaign.
Tumblr media
Part of what people love about Sentinel Comics is the rich and lengthy backstory of its (entirely made up) comic book history. When Christopher and Adam first sat down to create these heroes and villains and tell their stories, they realized that the world would feel more real and more full if it had the strong history that comic books do in the "real world". Thus, they built yet another layer of fiction, creating the fictional comic book company "Sentinel Comics" and crafting stories not just of what happened in the pages of their comics, but also what happened in that world to inspire the creators of those comics.
Real life comic book historians Darren Watts and Professor Christopher McGlothlin approached Christopher Badell in 2016 with the idea of writing a book detailing that history, and they quickly realized they had their work cut out for them. The history that Christopher and Adam had created was evocative and thrilling, but also missing several important elements. Not dissuaded from their task, Watts and McGlothlin wrote up a storm, tenaciously bombarding Christopher and Adam with all manner of questions and conducting many joint brainstorming sessions to uncover the truth of the history of Sentinel Comics.
Now, the fruits of their labors have been realized! The real life book The History of Sentinel Comics by Darren Watts and Professor Christopher McGlothlin is coming to life with this Kickstarter. Take a look!
Tumblr media
                                *Mock Up Book Render, Art Not Final
And here's the sort of thing you can look forward to in this book:
Tumblr media
                           Excerpt From The History of Sentinel Comics
But what does that "a man named xxx" in the second paragraph mean? Who is named xxx? It could be you! Backers at the "A Part of Sentinels History" pledge level will get their name in The History of Sentinel Comics! There are only so many open slots in the book, so we have to limit that pledge level to only 50 people, so first-come, first-served! Be a part of Sentinel Comics!
Tumblr media
Playing SCRPG involves the players working together with the GM, helping their heroes play to their principles and ultimately save the day... but at what cost?! GMs frequently need to come up with twists on the fly in action scenes, or create minions in response to hero or villain actions. To make your job as GM easier, we've created a kit of useful GM supplies:
Tumblr media
               *All Items Are Example Renders. Art subject to change.
The SCRPG GM Kit comes with several helpful tools, including:
A double-sided dry-erase scene tracker with an average scene tracker on one side and a black and white, customize-able scene tracker on the other
A total of 16 double-sided dry-erase challenge, minion, and lieutenant cards
6 blank dry-erase cards for you to use as needed for tracking hero turns in the action order, or whatever dastardly deeds your minions may have up their sleeves
A tear-off pad of 100 full-color double-sided blank hero character sheets
A tear-off pad of 100 full-color double-sided blank villain/minion/lieutenant sheets
A 4-panel GM screen (in progress art below) with exciting, full-color art by Adam on one side and a ton of handy info on the other
Tumblr media
            Line Art For GM Screen - Final Screen Will Be FULL COLOR
Everything a GM could want to jump start their game!
Kickstarter campaign ends: Fri, February 22 2019 9:00 PM UTC +00:00
Website: [Greater Than Games] [facebook] [twitter]
26 notes · View notes
magicalgirlartist · 2 years ago
Text
Tumblr media Tumblr media
[ID: 2 digital drawings of girls kissing. The first has two teenagers, one a green magical girl with pigtails, wings, and a green and light blue outfit and the other a regular girl with long black hair and a blue school uniform jacket. The magical girl has her back slightly to the viewer and is cupping the other girl's face, the other girl holding the back of the magical girl's head. The background is pink with white lilies and there are shojo bubbles around them. The second has two young women, one with short yellow hair and a red jacket over silver-blue chain mail and one with long black hair and a flowing black short-sleeved dress. The blonde is slightly shorter and has her arms wrapped loosely around the other girl's neck, while the black-haired girl has one hand reaching down to the other girl's waist and is holding the back of her head gently. The background is a dark starry sky with a full moon directly above them. End ID.]
Been practicing drawing kissing recently with my TTRPG characters Momoka/Hyper Hummingbird (the green girl in the left image) and Sister Katherine (the blonde girl in the right image) with their respective NPC love interests. I think I'm starting to get better at it? The second one shows improvement over the first one, anyway.
[Commissions open!]
4 notes · View notes
rpg-by-ask · 5 months ago
Text
RPG By Ask
Hello Folks! This is a Sideblog for TirelessDynamo where I do various Play by Ask RPG's (RPG's I'm either running or playing in where they are played entirely in blog asks. usually solo/1 on 1 campaigns) Many of these Campaigns (including the only current active campaign on this blog) will include adult and sexual elements, so this blog is 18+. If you are a minor, please leave and come back in a few years. Types of Posts: Asks: The bulk of the Posts here, where the actual game play happens. Since this is a side-blog, these will be reblogs since Tumblr won't let me send asks from my sideblogs.(tags: Play by Ask, TTRPG, Campaign Specific) Master Posts: Posts listing characters, organizations, and Plot Items from various campaigns in one place for reference. (Tags: Master Post, Campaign Specific) Current Campaigns: Lucy Weaver: Magical Woman (tags: Lucy Weaver: Magical Woman, Play by Ask, SCRPG, TTRPG. System: Sentinel Comics The Roleplaying Game) Lucy Weaver, a once magical girl, now jaded magical woman, trains the next generation of heroes while dealing with the moral complexities of a company that creates Magical Girls to defend the world, and the dangers of enemies old and new returning to haunt her.
1 note · View note
magicalgirlmascot · 7 years ago
Text
Every single character concept I have for the SCRPG is relic-based and I don't know how to feel
5 notes · View notes