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Sentinel University - Character Creation

funnio987 Jun '18
When creating a character, use the template listed below. The template may be changed if you wish, but the essential things must be kept and filled out. Optional things are of course, optional.
While creative quirks are encouraged, make sure to maintain some semblance of balance. If you are well trained, make sure to justify it.

Each character will start with the following things:
- A single item. Optional, mostly used for roleplay and/or flavour. A small info section must be written on how it came into your character's hands or it can be incorporated into backstory.
- A single custom trait relating to the usage of your quirk. Start at 1, expand based on quirk strength and other trait modifiers.

Just a note, no edgelords or powerplayers. Please.
This is a game built on characters and their interactions, so keep in mind there are other characters and players. Don't ruin their (and my own) experience.

Character sheet

--Description--

Name: (Self explanatory.)
Age: (17-19. You are first-year students and must be within this age range. There may be some exceptions.)
Quirk Type: (What quirk type your character has. Detailed below.)
Quirk: (What superpower your character possesses! Divulge in detail, make sure to include your limitations and strengths based on trait listing below.)

Appearance: (Pictures may be given, written appearances do leave more to imagination however.)
Personality: (Self explanatory.)

Background: (Long or short, something that gives me some info as to who your character is. Your backstory is not revealed to the others in character, it is merely just in your character sheet so do as much as you like. Give a decent effort please. Must include justification as to how and why your character has been entered into Sentinel University.)

--Info--

USD: [Determined by trait list.]
Special Moves: [None for now].

Inventory


--Equipped--
- [Item]

--Unequipped--

--Costume--

- [Leave empty]
funnio987 Jun '18  /  edited Jun '18

Trait List

Trait lists are used to determine your character's personal strength, backstory and certain attributes! This is to make sure we get a diverse cast!
Traits may look restrictive at first, but if you're creative enough anything can work when incorporating it into your backstory. If you feel something may need a second look at for the sake of buffing and nerfing just ask!

---

Each of the following traits will have a certain cost, as well as certain beneficiaries in gameplay and roleplay. For the sake of balance and character flexibility, players will have 3 character points to pick and choose traits from per sub-section. These points can increase if you choose negative and/or flavour traits.
Please list your chosen traits in your character traits list. They will account for zero dice and will be listed in this forum for each character [insert forum link here].
Only select one from each sub-section except for Flavour Traits. You may only select one positive. You may select more than one flaw, but only one of them will account to point awards. The rest will effectively give nothing.

- Background -

[1. Place of Origin]
+1: Exchange Student - You were born elsewhere, and so you know little to nothing about the American Hero scene. You have no connections, nobody knows you and you have nothing of note to bring, except for some foreign trinkets that you may have brought over. You have no starting money.
+1: Poor: While a resident of America, you were always part of the lower-class. As a result, you have zero practical knowledge of Heroes and no connections. You were most likely enrolled in Sentinel University as part of a scholarship. You have no starting money.
0: Resident - You were more or less raised in America, so you have a decent idea of American heroes, quirks and other miscellaneous things. Though you were born here, you had lived in an entirely different area to Sentinel University. As a result, you have no connections and nothing of note. You start with $500.
-1: Upper Class - You came from the upper class, so you have a decent amount of strings to pull in Sentinel University. Staff may know you, and you might even be eyed by a few Pros just because of your name. You have a general knowledge of American Heroism, and can make educated guesses regarding unknown quirks well enough. As a result of your wealthy upbringing, your parents/guardians have left you with a grand total of $1500 for you to spend.
-2: Born and Bred - You're by no means a stranger to Sentinel University. Raised in the same state and ridiculously wealthy, the campus is practically a second home to you. You have a healthy knowledge of the hero scene, and due to some 'generous' donations on your parents/guardian's part, you've been entitled to special treatment. Staff knows you (or at least your name) well enough, and will be specially inclined to treat you well. You've definitely caught the attention of certain Heroes. You've been entrusted with $2300 to spend.
-5: Hero Child - You're the child of a famous Pro Hero! Though the circumstances of how you came to Sentinel University may differ, Pros will be clamouring over each other for you to intern with them. Due to your parents, you've practically been groomed for hero-ship. You have a deep knowledge of Heroism and can make split-second judgements of unknown quirks due to it. Staff will know of you, and may train you harder than usual as a result of 'potential.' Due to your upbringing, you already have a custom-made costume capable of two special moves and a single support item of any type. [Money is TBD]

[2. Quirk Strength]
0: Weak - Your quirk is remarkably weak, either due to a lack in training or general uselessness. As a result, it's unsuitable for any sort of practical combat and will need to be excessively trained. You gain no buffs to your quirk.
-1: Average - Your quirk strength is average. While nothing particularly strong or weak, you are capable of using it effectively and easily. Your quirk trait gains a single die.
-2: Talented - Your quirk strength is stronger than average as a result of extensive training. Using your quirk is as simple as using another limb, and so with certain (non-combat) rolls you may not even need to roll to use it. Your quirk trait gains two die.
-4: Prodigy - Your quirk is inherently strong. It's immensely powerful, capable of staving off certain pros - and that's when it's untrained! Most non-combat rolls will never need a roll depending on the use. Your quirk trait not only gains two die, you also gain a second one at two die!

[3. Flavour Traits]
+1: Disability - You have a permanent crippling disability/injury, most likely a lost limb. You are grievously hampered with certain actions, with some even resulting in an instant failure. Some examples include blindness, deafness, missing arm or leg, mute etc.
+1: Unpredictable Quirk - Your quirk is an odd one, almost as if it has a mind of it's own! Sometimes it works, sometimes it doesn't, and even if it does work it might end up with something else entirely!
+2: Quirk Restriction - As a result of some unfortunate incident in your past, the true strength of your quirk has been locked away, either intentionally or subconsciously. Your quirk is weaker than it should be, and sometimes it doesn't seem to work as intended at all. -1 die on your quirk. If it is already 1, you must pass will rolls to use your quirk at all.
+2: Unsuitable Quirk - Your quirk is unsuitable for your body. Whenever you use it, it leaves an unfortunate side-effect upon yourself. This can include extreme stomach pain, temporary loss of certain senses, bodily harm like breaking of limbs and more. Depending on the quirk, the debuff will be chosen by GM.
-1: Inheritance - You've inherited a small sum of money, a grand total of $750!
-2: Heirloom - You've inherited a base stat Support Item!
-3: Heirloom - You've inherited a quirk strength Support Item!
-6: Dual Quirk - Your quirk is a dual quirk! Through extreme chance, you've inherited both quirks of your parents! With great power comes an even greater need to control it! Good luck. Create a second trait for the second half of your quirk, starting at 1!

Flavour traits are always welcome, so if you have a suggestion or want a custom one for your character, just ask and we will decide on the specifics.

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