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Sentinel Comics RPG Core Rulebook

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STEP 4

Personality

Your personality is your general demeanor. It also

mechanically reflects how you react when under

pressure — represented by your status dice — and

how your presence affects the other heroes even

after you’ve been taken out.

As part of this step, you also create a custom

quality based on your hero’s story. At this point,

make sure you’ve thought about who your hero is

and how all the previous pieces fit together. Your

heroic backstory should give you a pretty good idea

of the hero you’ve created. During this stage, you

create your own quality that sums up your hero in a

way that isn’t already represented by your qualities.

See the “Special” quality on page 121 on creating

this quality during this step.

2

NATURAL LEADER

Make up a quality based on your

hero’s backstory. Assign to it.

Out Ability:

• Boost an ally by rolling

your single [quality] die.

Choose two Red abilities from

the list in the next section.

GREEN

YELLOW

Status Dice

RED

1

Your archetype provides the dice to roll to select

a personality entry on the Personalities table, using

any single die or combination of two dice. Generally,

this is .

Rolling from the archetype step produces a 1

and 9, granting the choices of Lone Wolf (1), Inquisitive

(9), or Alluring (10). This one’s easy: Jim’s a Lone Wolf,

even when he’s no longer hopping around in time.

1 LONE WOLF

4

Make up a quality based on

your hero’s backstory.

Assign to it.

Out Ability:

• Boost an ally by rolling your

single [quality] die.

Choose two Red abilities from

the list in the next section.

GREEN

Status Dice

YELLOW

RED

3

iMPULSiVE

Make up a quality based on your

hero’s backstory. Assign to it.

Upgrade one of your power or

quality dice by one step

(to a maximum ).

Out Ability:

• The hero who goes directly

after you may take 1 damage

to reroll their dice pool.

Choose two Red abilities from

the list in the next section.

MiSCHiEVOUS

Make up a quality based on your

hero’s backstory. Assign to it.

When determining your health

during Step 7, you may use any

power or quality instead of an

Athletic power or Mental quality.

Out Ability:

• Hinder an opponent by

rolling your single

[power] die.

Choose two Red abilities from

the list in the next section.

GREEN

YELLOW

Status Dice

RED

GREEN

YELLOW

RED

Step 4: Personalities

Status Dice

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

101

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