TEXT: CHARACTER
  BOOKLET
  1 |
  THE ALL-AMERICAN 
  MIGHTY FLYING LEADER OF 
  THE FREEDOM FIVE!
  
             Hero Picture
  An artistic representation of your hero.
             Player Name
  This is you! Put your name here to keep track of your sheets.
             Hero Name
  This is the name of your hero.
             Alias
  When not in engaging in heroics, what identity does your hero 
  assume? The name they are known by is their alias.
             Physical Attributes
  The details about your character, from the way they look to 
  the clothes they wear and the gear they carry. 
             Characteristics
  These are the four building blocks that make up every hero. 
  Background is where they came from. Power Source explains 
  how they have the ability to fight crime. Archetype is what 
  kind of hero they are. And Personality is their personality!
            Principles
  Every hero has two basic principles that drive who they are. 
  This area is where those principles are explained, including 
  how to roleplay them, what occurs during a minor twist, and 
  what happens during a major twist. Your GM will tell you when 
  to invoke those twists. Also, on the next set of pages, you have 
  a Green ability related to each of your principles.
            Hero Points
  Hero points are gained when you use the abilities tied to your 
  principles. Hero points can be used between issues (sessions 
  of Sentinel Comics: The Roleplaying Game are called 
  “issues”) to obtain bonuses, which you record by filling in the 
  ovals next to the size of bonus you obtained.
            Hero Points this issue
  Whenever you gain a hero point, mark one of these ovals. At 
  the end of each issue, you’ll transfer all of the points from this 
  section to the Unspent Hero Points section on the left. Each 
  hero can gain up to five hero points per session.
            Back Issues
  Whenever you finish an issue, you and your allies give that 
  issue a name and number and record it here. 
            Collections
  Once you have six back issues, gather them all into a collection, 
  name that collection, and erase all of the issues in it from the 
  Back Issues section.
   Collections can be called on during play to either maximize 
  a die in a die pool, or to create a bit of story within a scene, as 
  outlined on pages 11 & 12 of the Gameplay Guide.
   After a collection has been invoked, check the box next to 
  the name of that collection to note that it has been used for 
  this issue. At the beginning of an issue, erase all of the marks 
  by the collections, refreshing them.
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  The page on the right
  is your two-sided hero sheet!
  The other pages are reference material
  and handy numbered guides. If you are 
  already familiar with the system,
  feel free to just use the
  hero sheet itself!
  (Give the next acting player a heads up.)
  1. Describe what you want to do
  2. Decide what action to take
  3. Choose an ability or basic action
  4. Determine your power, quality, & status
  5. Roll the dice and apply the results
  6. Hand Off the action to the next character
   •   Attack: Trying to hurt someone by dealing damage
   •  Overcome: Getting past an obstacle
   •   Boost: Assisting or empowering yourself or an ally
   •   Hinder: Making things more difficult for an opponent
   •   Defend: Preventing damage to yourself or another
   •   Recover: Getting Health back (this special action isn’t 
  usually used in action scenes)
  What To Do During Your Turn
  
  Collections
  Back Issues
  DURING ROLEPLAYING
  Because of your abilities, you have a calling to 
  protect others.
  MINOR TWIST
  Your immediate need to help someone else causes 
  you to drop the ball in your personal life. What was it?
  MAJOR TWIST
  You’re given an ultimatum between your life as a hero 
  and something else you value. What do you give up?
  DURING ROLEPLAYING
  It is important to you to share your knowledge and 
  experience with less-weathered heroes.
  MINOR TWIST
  Which whippersnapper just showed you up?
  MAJOR TWIST
  What has just proven that you’re too behind the 
  times?
  Hero Point Rewards
  Hero Points this issue:
  Unspent
  Hero Points
  +1
  +2
  +3
  +4
  Principle of the Hero
  Principle of the Mentor
  Hero Name
  Alias
  Physical Attributes
  BACKGROUND   Dynasty                 POWER SOURCE  Genetic
  ARCHETYPE  Physical Powerhouse     PERSONALITY  Natural Leader
  Characteristics
  Player
  Paul Parsons
  Legacy
  GENDER   Male      AGE  Middle Aged             HEIGHT  6’2” 
  EYES  Blue        HAIR  Light Brown            SKIN  White       
  BUILD  Paragon of Athleticism
  COSTUME/EQUIPMENT      White form-fitting costume. Blue cape. 
  Red gloves & boots. Black and silver lantern insignia on chest. 
  Red belt. Legacy ring.
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  Justice Comics Vol. 1
  
  Hero Name
  Player
  DIE
  TYPE
  DIE
  TYPE
  Alias
  Powers
  Qualities
  OUT
  Health Range
  GREEN
  YELLOW
  RED
  CURRENT
  Status Dice
  GREEN
  YELLOW
  RED
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  Abilities
  Paul Parsons
  Legacy
  Awareness
  America’s Finest
  Flight
  Close Combat
  Strength
  History
  Vitality
  Imposing
  Leadership
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  24-12
  11-1
  ICON
  NAME
  TYPE
  GAME TEXT
  Galvanize
  A
  Boost using Leadership. Apply that bonus to all Attacks and Overcomes by allies 
  until the start of your next turn.
  Motivational Charge
  A
  Attack using Leadership. All nearby allies with their Health in the Yellow or Red 
  zone recover Health equal to your Min die.
  Fortitude
  I
  Reduce physical and energy damage by 1 while you are in the Green zone, 
  2 while in the Yellow zone, and 3 while in the Red zone.
  Principle of the Hero
  A
  Overcome in a situation in which innocent people are in immediate danger. Use 
  your Max die. You and each of your allies gain a hero point.
  Principle of the Mentor
  A
  Overcome a challenge that someone else younger already tried and failed. Use 
  your Max die. You and each of your allies gain a hero point.
  ICON
  NAME
  TYPE
  GAME TEXT
  Thokk!
  A
  Attack using Strength. Use your Max die.
  Flying Smash
  A
  Attack multiple targets using Flight. Use your Min die.
  Danger Sense
  R
  When you would be damaged by an environment or a surprise attack, Defend 
  using Awareness.
  ICON
  NAME
  TYPE
  GAME TEXT
  Take Down
  A
  Attack using Flight. Use your Max die. Hinder that target with your Mid+Min dice.
  Heroic Interception
  R
  When an opponent Attacks, you may become the target of that Attack and 
  Defend by rolling your Leadership die.
  Boost an ally using America’s Finest.
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             Hero Name/Alias/Player
  Your hero’s name and alias and your player name go here.
             Powers And Qualities
  Powers are special aspects that make you a hero. Qualities 
  are skills and traits that you use in combination with powers 
  to accomplish acts of heroism. When using a power or quality, 
  roll the size of die depicted to the right of the name.
  Dice Icons
             Status Dice
  Status is how the hero reacts to pressure. As you take damage, 
  your personal status changes to Yellow and then to Red, as 
  listed in the Health ranges in the green, yellow, and red bursts.
             Health
  Record your current Health here, starting at 32, the top of 
  Legacy’s Green Health range. Be prepared to erase!
             Abilities
  action Icons
  Green Zone
  You always have access to your Green zone abilities (except 
  for when you’re Out). 
  Yellow Zone
  You have access to your Yellow and Green zone abilities if 
  your personal status or the scene is in the Yellow zone.
  Red Zone
  You have access to your Red,  Yellow, and Green zone abilities 
  if your personal status or the scene is in the Red zone.
  Out
  When you are Out, you only have access to your Out ability.
             Ability Type
  The letter in the Type column indicates the type of that ability.
  A - Action: These abilities take an action to use/activate.
  R - Reaction: Reactions happen in response to something.
  I - Inherent: Inherent abilities are constantly happening.
  Legacy’s Powers Explained
  Awareness represents Legacy’s constant vigilance.
  Flight is Legacy’s power to fly through the air and even space!
  Strength represents Legacy’s impressive physical might.
  Vitality relates to Legacy’s superhuman durability.
  Legacy’s Qualities Explained
  America’s Finest is Paul Parsons furthering his father’s Legacy.
  Close Combat is punching evil-doers for the sake of freedom.
  History represents Legacy’s knowledge of American history.
  Imposing is Legacy’s physicality and reputation as a hero.
  Leadership represents Legacy’s natural knack for leading.
  Legacy’s Green Zone Explained
  Legacy gives an inspiring speech or leads the way into battle, 
  and his fellow heroes feel strengthened and ready for action.
  When Legacy charges into combat, proving that no evil-doer 
  can stand in the face of justice, his allies are greatly heartened.
  Legacy’s powers protect him from most sources of damage, 
  including everything from bullets to laser blasts.
  His entire life, Legacy has stood between threats and innocent 
  bystanders. This is who Legacy is, and who he will always be.
  There are lots of new heroes, but sometimes it takes age and 
  experience to show the way. Legacy’s always happy to help.
  Legacy’s Yellow Zone Explained
  A powerful punch!
  Legacy flies into a group of foes, striking each of them in turn.
  Legacy’s powers protect him, even when he’s unaware of the 
  threat. Remember: you only get one reaction per turn cycle.
  Legacy’s Red Zone Explained
  Legacy flies at an opponent, driving them into the ground and 
  staggering them, greatly Hindering their next action.
  Paying close attention to the battlefield, Legacy is always 
  ready to take a punch to protect an ally, knowing that he will 
  take less damage. Note that this is also a reaction and cannot 
  be used in the same turn cycle as Danger Sense.
  When Legacy is Out
  Legacy may get overwhelmed, but his presence is still inspiring. 
  His allies fight on, stronger than ever.
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  Attack     Defend    Overcome   Hinder   Boost    Recover
           4-sided       6-sided       8-sided     10-sided     12-sided
  
     Basic Actions
  Overcome
  When your hero faces an obstacle or risky endeavor, one that 
  carries a risk of failure, injury to a hero, or dire consequences, 
  this requires the hero to Overcome the challenge. 
   Assemble your dice pool, roll those dice, and then compare 
  your result to the following list: 
   When your hero takes a twist, you as a player decide if 
  you’ll answer one of the questions under your principles (if 
  appropriate to the scene) or you can let your GM decide an 
  appropriate twist. A twist is always that: a plot twist, so work 
  with your GM to determine an event that makes the story 
  more interesting and moves the plot forward.
  Attack
  If your hero tries to deals damage to another character, 
  whether it’s physical (a series of punches), emotional (mocking 
  taunts), or mental (psychic blasts), that’s an Attack.
   Assemble your dice pool, and inflict damage to your 
  target equal to that result. If the target is a character with 
  a Health rating, they lose that much Health. If the target is a 
  minion, they roll a minion save to see if you knock them 
  out immediately or not.
  Boost or Hinder
  When you Boost or Hinder, you make an effect called a 
  mod. The Boost action creates a bonus for you or an ally; 
  the Hinder action creates a penalty for an opponent.
   Assemble your dice pool, roll those dice, and then compare 
  your result to the following list to determine the mod size: 
   
   Any number of bonuses and penalties can be applied to 
  a roll, except only one exclusive mod can be used on a roll. 
  Bonuses or penalties only apply for one roll and then go away 
  unless they are persistent or an ability dictates their duration.
  Defend
  Your hero is always taking steps to protect themselves, but 
  there are times when they want to focus on protecting 
  themselves or someone else. In a Defend action, you 
  describe what your hero is doing to avoid or reduce an Attack. 
  Assemble your dice pool, roll those dice, and note your result. 
  When you or the target you are Defending would next lose 
  Health before your next turn, reduce the amount taken by 
  your Defend result. If you or the target you’re Defending are 
  not Attacked before your next turn, the effect is wasted. 
   If you are under the effect of multiple Defend actions, 
  choose the higher result to use; do not combine them.
     Taking Action
  When you’re in an action scene and it’s your turn, describe 
  your action, choose whether you’re using an ability or 
  basic action, and assemble your dice pool by taking an 
  appropriate die from powers, one from qualities, and 
  one from status. 
  Basic actions use your Mid die—the middle value of the 
  three dice you rolled. Some abilities and other traits use your 
  Min (lowest rolling) or Max (highest rolling) die instead, or 
  some combination, like your Min+Max (lowest rolling plus 
  highest rolling). If an ability does not specify a die, use your Mid.
  Hero Reference
  Min die
  Mid die
  Max die
  Min die + Max die = 10
  EFFECT DIE RESULT
  MOD SIZE
  0 or Less
  No bonus or penalty is created
  1-3
  +/- 1
  4-7
  +/- 2
  8-11
  +/- 3
  12+
  +/- 4
  EFFECT DIE RESULT
  OUTCOME
  0 or Less
  Action utterly, spectacularly fails
  1-3
  Action fails, or succeeds with a major twist
  4-7
  Action succeeds, but with a minor twist
  8-11
  Action completely succeeds
  12+
  Action succeeds beyond expectations
  
     Special Cases
  Recover
  Some abilities or other circumstances let you use a die from 
  your roll to Recover as part of your action. Regain lost 
  Health equal to that die’s result, up to the maximum of your 
  Green zone range. For recovering outside of action scenes, 
  see Montage Scenes.
  Reactions
  Reactions (labeled with an R) are specific actions you can do 
  in response to something happening. No matter how many 
  abilities you have that grant reactions, you can only perform 
  one reaction per round. This resets at the start of your turn.
  Inherent
  Inherent abilities (labeled with an I) are always on. They are 
  constant facts about your hero, like heavy plating on your 
  armor, or a keen eye out for trouble. You don’t have to 
  specifically activate these abilities—they just happen.
  Risky Actions
  You can choose to add an extra effect to your basic action by 
  taking a risky action. There will definitely be fallout—hence the 
  “risky” part—so choose an appropriate minor twist when 
  you decide to take a risky action. 
  Action Examples
   •   An Attack that normally hits only one target 
    can hit an extra target with the same die.
   •   An Attack is more powerful and uses the 
  Max die.
   •   An Attack has an extra effect using the 
  Min die, like Hindering the target.
   •   An Overcome action also deals damage 
  to a target in the way using the Min die.
   •   A Hinder action also moves the target 
  far enough away that they will have 
  trouble making their way back.
   •   A Boost action creates a persistent 
  bonus instead of fading after one use.
   •   A Defend action also Boosts 
    an ally using your Min die.
   A risky action only works for a basic 
  action, and should only be as circumstances 
  warrant it. If you’re doing something you’ve 
  practiced, it’s an ability. 
  Hit the Deck! 
  A common risky action is to take a Defend action when facing 
  an enemy’s massive attack. A basic Defend action can be done 
  out of turn as a reaction by activating a minor twist. You may 
  only Defend yourself this way and not others.
  Collections
  As you play your hero, you develop a comic book collection of 
  your hero’s prior appearances. The Starter Kit heroes all start 
  with a First Appearance collection.
   You can call on each of your collections once per session, 
  using previous experiences to help you and marking off that 
  collection as you do so. This has one of several effects:
   •   After rolling, you can change the number on one die to 
  any side of that die you choose. Determine Min/Mid/Max 
  after doing so.
   •   Establish one fact about a scene your hero is in, based on 
  a previous issue. (Yes, just make something up, as long as 
  it isn’t ridiculous and is rooted in the events or lessons 
  from that back issue. If your idea is out of line, the GM will 
  veto it and ask you to think of another one.) 
   •   You can invoke your collection instead of taking a minor 
  twist, provided you can think of an explanation for how 
  it’s relevant to the situation.
   However you use it, you have to justify how that previous 
  adventure helps with the current situation. 
  Montage Scenes
  When moving between action scenes, the heroes 
  might be in a montage scene to cover what happens 
  in the downtime. Heroes can also use montage 
  scenes to Recover lost Health if there’s 
  time to do so.  Each hero describes how 
  they recover from the events of the 
  previous action scene. They Recover 
  Health up to the maximum of the 
  next zone up. They may choose 
  to take a minor twist (that lasts 
  through the next scene as well) 
  to Recover two zones, or if they 
  were in dire straights, they may 
  take a major twist to Recover 
  all of their Health at once. 
  
  The Parsons family represents one of the United States’ most enduring 
  traditions. Ever since Joseph Parsons spotted British soldiers, making possible 
  Paul Revere’s famous ride, the Parsons family has been protecting the United 
  States from threats both near and far. Joseph himself had limited powers, but 
  each generation of Parsons has inherited the powers of their forefathers and 
  also developed a new power. Joseph had the power to sense danger. His son 
  Paul gained that power, and also had increased strength and durability. Over the 
  following generations, each Paul Parsons grew in strength, speed, and stoutness, 
  until the Paul Parsons who fought in the first World War. He had the power of 
  flight, and was the first to take up the mantle of Legacy.
  Paul Parsons the Eighth is the latest Legacy, the founding member of the 
  Freedom Five, and just as every Parsons before him, he continues to fight the 
  forces of evil in the name of liberty and the common man. He has been Legacy 
  far longer than his father or grandfather were, and his array of impressive 
  powers are secondary to the work he’s done as a leader for many heroes, and 
  an inspiration for all.
  Over twenty years ago, a daughter was born to Paul Parsons and his wife, 
  Senator Emily Parsons. As the first child of the Parsons line had been named 
  Paul for so many generations, they named her Pauline Felicia Parsons. As she 
  grew older, she learned of the legacy she would uphold. She took to it readily, 
  though she goes by her middle name. Her father started training her before 
  her powers developed, so when teenaged Felicia began shooting beams of 
  energy from her eyes, she was startled but ready to deal with the responsibility 
  of being Young Legacy.
  Recently, the Freedom Five fought alongside all of the heroes of Earth and 
  beyond against a foe that threatened all reality: OblivAeon. The fight came 
  to the Freedom Five’s home city of Megalopolis. There, OblivAeon destroyed 
  Freedom Tower with Legacy trapped inside. The rest of his team fought back 
  against the forces of OblivAeon, and Young Legacy joined the fray. Legacy was 
  later rescued from the rubble, but only after the defeat of OblivAeon.
  Now, Legacy and the Freedom Five are working to restore Megalopolis. 
  However, Paul Parsons is starting to think about hanging up his cape. His 
  daughter is a powerful hero in her own right, and his team is strong, even 
  without him. He is proud of his heritage, but also knows that he must step 
  aside to make room for a new generation of heroes. That said, it will be hard 
  for him to do so, as long as evildoers still threaten the citizens of this world.
  
SOURCE: textdata/thevault/Sentinel Comics RPG/Character Booklets/Legacy.pdf