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Sentinel Comics RPG Core Rulebook

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PRiNCiPLE OF THE VETERAN

During Roleplaying: You remain clear-headed under intense combat situations.

Minor Twist: What affected you emotionally about the current conflict?

Major Twist: How are you withdrawing from the current conflict?

ICON NAME TYPE GAME TEXT

Principle of the Veteran A

Overcome a tactical challenge using knowledge of a previous

conflict and use your Max die. You and each of your allies gain a

hero point.

PRiNCiPLE OF YOUTH

During Roleplaying: You have an innocent and cheerful outlook on most things, based on your upbeat

personality and general lack of experience. You can slip into many situations that adults would have

trouble with.

Minor Twist: Who has been put out by your overconfidence?

Major Twist: What person that you would hate to let down is now very disappointed in you?

ICON NAME TYPE GAME TEXT

Principle of Youth A

Overcome a situation where your age or size is an asset and use

your Max die. You and each of your allies gain a hero point.

Making Your Own Principles

Principles are fairly simple to create for the SCRPG

from a mechanical perspective, and yet they can be

tricky to get right. Be sure to work with your GM and

get their approval as you create a custom principle

for your hero.

First, decide in broad strokes what the principle

represents, both mechanically and thematically. Then,

choose a category to add it to: Esoteric, Expertise,

Ideals, Identity, or Responsibility.

Define the “During Roleplaying” portion, including

tips on how the principle might manifest in gameplay

and also any advantages it provides during scenes.

This description shouldn’t be entirely negative or

positive, and should be broad enough that it could

apply to more than one specific hero. Any other

minor/story benefits that makes sense as part of the

principle go here as well.

Then, make up two open-ended questions for

the minor and major twists. These should be vague

enough to be applicable to a number of situations

without one right answer, and they should push the

hero into making interesting choices. Of course, the

scope of the major twist should be more significant

than the minor twist, but it’s OK to make two

variations on a theme here.

Finally, invent your Green ability. Choose a

circumstance related to the principle where, when

the hero is making an Overcome action, they would

be more effective. Make sure it’s not too narrowly

defined (“Overcome in a situation involving a green

octopus and use your Max die!”) nor too broad to

use on every roll (“Overcome in a situation where

fighting is occuring and use your Max die!”) to find a

nice middle ground.

And don’t forget to talk to your GM throughout

this process!

Principles

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

141

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