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Sidekicks!

A One Page RPG


You are a sidekick! A faithful and loyal companion of one of the city’s greatest heroes (or
villains)! You still have a lot to learn from your teacher but everyone agrees- you have a lot of
potential. In this game you will play both a sidekick and your mentor.

Character Creation Powers


When creating characters, picking To find a sidekick or mentor’s powers,
a sidekick with higher potential results in a roll 2d6 and check the table below.
weaker mentor, and vice versa. Your mentor
starts at +0, and your potential starts at 1d6. 2. Fire or ice 8. Super senses
In character creation you have two points 3. Genius 9.Tough
to spend on both your sidekick and the 4. Flying 10. Strong
mentor. One point can either be spent to 5. Mental 11. Fast
Increase the mentor’s skill by one (aka 6. Energy beams 12. Invisibility
their modifier), or the sidekicks number of 7. Growth or shrinking
dice by one. Therefore, you could have Antagonists
a sidekick with 3d6 and a mentor with 2. Evil organization 8. Civilian
+0, a mentor with +1 and a sidekick with 3. Super genius 9. Country
2d6, or a mentor with +2 and a sidekick with 4. Vigilante 10. Alien
1d6. 5. Politician 11. A.I.
6. Gang 12. Super villain
Actions 7. Superhero
Whenever there is a risk of danger, Goal Object/Person
the sidekick must act first. Roll the sidekick’s 1. Destroy/kill 1. World
set number of d6s. A roll of 5 or more is a 2. Save/protect 2. Country
success. For each roll under a 5, a failure or 3. Invade/capture 3. Leader
complication occurs (instead of having 2 4. Blackmail/seize 4. City
failures, the GM can combine them into one 5. Betray 5. Moon
massive one). If all of the sidekick’s rolls fail, 6. Roll twice 6. Superhero
the mentor must now act. They roll 1d6 and
add their modifier. Once again, if the roll is 5
or more it is a success.

CREATED BY Slinger Games

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