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Sentinel Comics RPG Core Rulebook

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When to Check a Space

Most of the time, you check the next space on the

scene tracker’s turn. That’s right, it gets its own turn

in an action scene’s turn order! If the scene uses an

environment (page 16), the environment acts on

the scene tracker’s turn — check the next space on

the scene tracker, then perform the actions for the

environment. In either case, the GM chooses the

next actor in the initiative, as if the scene tracker

and environment were any other NPC.

Who’s Who in Scenes

Many characters make up a scene. Heroes are the

main players, but you already know who they are,

and your players will take care of playing them. As

the GM, you play the role of pretty much everyone

else! You voice these non-player characters (NPCs)

and make some of them act during scenes.

Playing to Your GM Strengths

When we say “voice these non-player characters”,

we don’t necessarily mean speak in their voice. If

you’re comfortable with voice acting and improv,

by all means go ahead! If that’s a challenge for you,

don’t let it be a barrier to GMing — just describe

in your own voice the kind of thing that the nonplayer

characters say or do. The important thing is

to make the action and social scenes come to life

through your descriptions.

NPCs come in a variety of categories: bystanders,

minions, lieutenants, villains, plot characters, and

threats. Some characters can fit into more than

one category; in these cases, go with whichever

category makes running the game easier and more

fun. In the case of recurring characters, you can

even change the category of the character from

one scene to the next. Outside of action scenes,

it’s usually not essential that NPCs firmly fit one

category or another.

Bystanders

Bystanders are the random civilians, the people

standing in the background. Use bystanders to

complicate heroes’ plans in action scenes: they

need to be rescued, protected, kept out of the way.

Placing bystanders in danger is a great twist to throw

into any action scene. Bystanders don’t have stats

like Health points or abilities. If they’re in trouble

and need to be protected or saved, represent

them as challenges (pages 161-164), or have

them Hinder the heroes’ actions.

Allied Minions

If characters can provide some kind of significant help

(like police officers, soldiers, or professionals like

firefighters) they should generally be represented

as allied minions, rather than bystanders. When

their turn comes up in the scene, if that allied

minion needs to perform an action, you can have

one of the players make decisions and roll dice for

those characters — unless you have a reason for

that NPC to act in a specific way.

Player-Controlled NPCs

It’s great to let players control allied NPCs in action

scenes — it’s a great way to minimizes rolling dice

against yourself. However, don’t let the players take

unfair advantage of the situation. NPCs won’t throw

their own lives away frivolously, they won’t violate

their own morality, they don’t like being exploited

or taken advantage of, etc.

Minions

Minions are, most of the time, nameless, faceless

hordes of bad guys (or robots, or lightly armored

vehicles, etc.) that the heroes fight their way through.

In action scenes they’re represented by a name, a

single trait die, and a short description like this:

E-Street Thugs

Minions (1 per hero)

Description

These are grizzled punks armed with clubs, knives,

and a few handguns. They’re the scourge of one of

Rook City’s industrial neighborhoods.

148

The GM’s Turn

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