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Sentinel Comics RPG Core Rulebook

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For more twist ideas, check out the list of minor

twists on page 30. Those twists can easily be

adapted for villain twists, using the twists on page

154 as guidelines. Villain twists typically have an

immediate effect, setting back their goals in this

scene, rather than an ongoing story effect.

Major Twists for Villains

Villains should not take major twists. If a villain is

offered the choice of either success with a major

twist or failure, the villain will fail. Major twists are

made to follow a hero around for the full issue, and

a villain’s presence is frequently limited to just one

or two scenes.

There’s one exception. They can...

Use Major Twists to End the Scene

If the scene is running long, or you think it would

be fun from a narrative perspective, a villain’s major

twist can be used to end the scene immediately.

The villain could barely or partially succeed at

whatever terrible scheme they’re conducting but

wind up captured, at the heroes’ mercy. Alternately,

the twist can mean that their scheme has failed

completely but they manage to escape, promising

the heroes that they will meet again.

What Villains Do

Intro

Playing

the Game

Creating

Heroes

M oderating

the G ame

The

Bullpen

Adventure

Issues

The

Archives

Appendices

155

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