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Sentinel Comics RPG Core Rulebook

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What Heroes Do

When you’re a hero, you protect the weak and the

innocent. You foil the villain’s plans. You support

your teammates. You stand up for your principles.

You defend those who can’t defend themselves.

You punch evil right in the face. You save the day

when no one else can.

This is the core and the heart of the game: heroic

characters doing heroic things, each in their own

way, to defend the innocent and save the world.

Heroes aren’t always nice, but they’re always

good. They’re not always unimpeachable paragons

of virtue, but they fight for justice and for what’s

right. Heroes do have fears and doubts and second

guess their choices.

Heroes do not always win. But, win or lose, they

are always heroes.

Be A Hero

You’re a hero. The heroes in the world of

Sentinel Comics cannot abide villainy; they don’t

tolerate evil, and they must protect the freedom

and outright existence of the people of Earth and

beyond. But even so, every hero has their own

reasons to work and struggle and fight.

Be A Teammate

Heroes in Sentinel Comics rarely act alone;

usually there’s a team of heroes working together

to solve a problem. As a hero, you’re there to bail

your teammates out — they’d do the same for you.

Working as a team not only means having a plan

that uses each teammate’s unique talents to their

fullest, but also talking through problems with your

comrades. There are no points for individual glory,

but that doesn’t mean someone won’t sometimes

reach for it anyway. Resist this impulse and work

together. Remember, you’re a hero on a team, and

you’re fighting for what’s right, not for personal

power and glory.

What Players Do

You make decisions for your hero. You decide what

they do and say and think and feel. You choose

what powers and qualities they employ at any

given moment. You describe the comic book panel

where your hero performs an amazing feat. You

gather up the dice and roll them when interesting

uncertainty arises. And then, you apply the results

to see what happens next. You control your hero.

Play To Your Personality

Every hero has a personality — Lone Wolf, Stalwart,

Fast Talking, etc. These descriptors are more than

just a way to generate numbers and powers during

character creation: they reveal a fundamental

aspect of your character. A Lone Wolf is not going

to solve problems in the same way as a Natural

Leader. And that’s a good thing — it’s the diversity

of problem solving techniques that give the team

strength in a wide variety of circumstances.

Play To Your Principles

One of the sections on your hero sheet lists your

principles, which represent your core beliefs and

fundamental personality traits. These are powerful

guides to your hero’s motivation. If you ever doubt

what would drive your character, or see two or

more equally plausible ways forward, consult your

principles and play to those. You can’t go wrong.

Even if it leads to less-than-optimal decisions,

it also leads to interesting choices and great

characterization.

Break the Rules

Remember what we said about heroes always being

heroes and being a good teammate? Sometimes

your personality and principles won’t line up with

that advice, which is why sometimes you should

break those rules. Twist the plot in a direction you

think would be interesting. Be bold! Instigate some

drama, if it’s your character’s personality. Read that

weird book on the pedestal. Push the jolly, red,

candy-like button, see what it does.

Those hooks the GM is throwing in front of you?

You’re meant to bite on them. Chow down.

Maximize Everyone’s Fun

But before you break the rules, step back for a

second and think about your role as a player.

You’re at the table to have a good time — and so

is everyone else. Will your action wreck somebody

else’s fun, or enhance it? If someone else is having

trouble getting some time in the spotlight, maybe

think about a way to throw some their way. Been

awhile since the team’s brawler got to throw

down? Pick a fight with those goons and watch the

brawler be awesome. Is a teammate looking for

clues to find their missing mother? Run interference

for them while they snoop around. You get the

idea — being an active part of other characters

being awesome is some of the most fun you can

have in any roleplaying game.

Playing A Hero

I

ntro

Playing

the Game

Creating

Heroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

3

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