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Sentinel Comics RPG Core Rulebook

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154

What Villains Do

Villains have plots, minions, doomsday devices, and

more. Heroes are largely reactionary; it’s the acts of

the villains that give the heroes a chance to be truly

heroic. As a result, villains have more abilities and

options than any other GM controlled elements.

On the villain’s turn, the GM can have them take a

basic action or use one of their abilities. Additionally,

some villains have special rules allowing them to

take multiple actions — see the villain’s description

for full details.

Take a Basic Action

Villains can do any of the basic actions: Attack,

Defend, Boost, Hinder, and Overcome, but see

below for more information on villain Overcomes.

Like heroes, they assemble a dice pool using their

powers, qualities, and status, though their status

could be based on something other than their

than Health. They get their status die from their

archetype (page 220).

Use an Ability

Villains have abilities that make their actions more

dangerous than the basic actions, and often these

are more potent than heroic abilities. A villain’s

abilities guide what kind of plots, schemes, and tactics

they can unleash on the heroes. Their archetype

also informs their strengths and weaknesses. For

example, an “Overlord” villain focuses on leading,

empowering, and replenishing their minions and

has abilities that compliment those goals.

Overcome

Villains can Overcome obstacles similarly to heroes.

Major villains often have villainous masteries that

allow them to automatically succeed at Overcome

actions for tasks within their realm of expertise.

There are no opposed rolls in this game, so you

can’t use Overcome to nullify any of the heroes’

actions. That’s where the Hinder action or a villain’s

special ability comes in.

Overcome to Make the Scene More

Dangerous

Villains have another game effect they can bring

into play with an Overcome action: create mayhem,

deliver a villainous monologue, or otherwise make

the scene more dangerous. On a success, the scene

tracker advances one space.

What Villains Do

Usually this is a result of the villain causing chaos:

blowing up buildings, letting out a bellowing roar that

echoes through the city, and so on. Occasionally,

the villain might unleash a monologue, detailing

their villainous plan and taunting the heroes.

Don’t Abuse Your Power

Important: Overcome to advance the scene

tracker only once per scene, at most!

Overcoming to make the scene more dangerous

can be very powerful and could derail a game if used

to end a scene outright. This is especially true if you

choose the environment/scene tracker to go next

and your players aren’t aware or have forgotten

you could do so. While this use of the Overcome

action can serve as a great pacing tool and create

tension and excitement in a scene, abusing it will

likely create a sense of distrust and frustration in

your players and make your villains less interesting.

That being said, with a little dramatic use of

foretelling and the description of a villain’s rising

frustration as heroes smash through minions and

schemes alike, you could drop hints about the

villain’s plan to do something stupid and dangerous

out of sheer desperation. That would give your

players the chance to plan accordingly.

Villains and Minor Twists

Villains can succeed with minor twists, but these are

different than the twists heroes take. The following

list represents a selection of useful minor twists that

have been configured especially for villains.

•Villain takes damage equal to their Max die.

Victory comes at a price.

•Villain eliminates one of their own minions or

lowers the die size of one of their lieutenants.

If someone else can pay the price of victory, so

much the better.

• Villain takes a penalty (as from a Hinder action)

or grants a hero in the same location a bonus

(as from a Boost action) equal to their Max

die. The best laid plans often go awry.

•Villain inflicts a penalty (as from a Hinder action

based on their Mid die) to all their minions and

lieutenants or grants a bonus (as from a Boost

action based on their Mid die) to the heroes. If

one lets their anger get the best of them, it can

be their undoing.

•Villain skips their next action to deal with a

consequence (unintended or otherwise) of

their action. If you want something done right,

you have to do it yourself!

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