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Sentinel Comics RPG Core Rulebook

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Running Action

Scenes

With everything in place, running action rounds

becomes straightforward. Heroes, villains, minions,

lieutenants, and the scene tracker/environment

each act in turn. Each player on their turn decides

who (or what) goes next as described in Chapter

2: Playing the Game.

Remember: you’re all collaborating to create the

kind of vivid, dynamic scenes you’d expect to see in

a comic book. Your side of the conversation should

be a mix of describing what happens as you play the

actions of NPCs and questions you ask as players

describe what their heroes do during their turn.

Challenges

Being a superhero is much more than punching

villains and their horde of minions. In fact, things get

a LOT more interesting when heroes have to punch

enemies on a collapsing bridge, while a school bus

with a broken brake-line barrels towards a stalled

SUV occupied by a family of four. Oh, and did I

forget to mention the second bomb placed under

the bridge that will explode in sixty seconds?

Challenges are obstacles, dangers to civilians,

or complications that must be dealt with in the

timeframe of the ongoing scene. They’re all about

cracking ceilings, toxic waste leaks, steam jets, virusinfected

Artificial Intelligences, and everything that

can and invariably does go wrong in the comic

book world, often while there’s bad guys to fight

at the same time.

Challenges add both flavor and suspense to

scenes. On top of villains and minions, challenges

add a entire ensemble of interactive elements that

heroes get to act upon. They force players to make

hard choices and divide their attention as everything

around them feels as though it’s a hair’s breadth

away from chaos.

Challenges are resolved with Overcome actions.

At their simplest, a single Overcome action takes

care of a challenge. But life is rarely that easy.

Challenges can require multiple steps, have a timer

that needs to be beaten, or even lead to additional

challenges. In Chapter 5, we go into a lot more

detail about the ways you can create all forms of

interesting challenges for your heroes to resolve.

Simple Challenges

At their simplest implementation, challenges can

require just one heroic act to resolve, like stabilizing

a car teetering from an elevated highway, or helping

ensnared bystanders who need to be freed. These

challenges represent a particular situation that a

hero can resolve with a single Overcome action,

usually during an action scene.

Unless indicated otherwise, simple challenges

don’t pose an imminent threat to anyone or have a

mechanical impact on the scene from turn to turn,

other than providing a problem that needs to be

resolved. A few examples include:

• An electrical fire in a control panel

• A group of panicking bystanders

• A nosy photojournalist in the middle of a fight

• Overwrought police officers

• An injured scientist stuck under rubble

• A bus, turned on its side, filled with injured civilians

Challenges by themselves don’t lead to negative

consequences unless they remain unresolved by

the time the scene tracker brings the scene to an

end. In such cases, you should bring story-based

consequences into play.

For example, in the list above, if the heroes failed

to calm the panicking bystanders, you can conclude

that a few of them got badly injured in a stampede,

creating some negative press in spite of their heroic

efforts to save the day.

Challenges can also serve as a source of scene

escalation when a minor or major twist is required.

You can decide to use a challenge as inspiration to

make things more troublesome for the heroes.

For instance, if you use the “electrical fire in

a control panel” challenge in a scene set on a

spaceship, it could trigger the ship’s self destruct

protocol after a major twist.

Running Action Scenes

Intro

Playing

the Game

Creating

Heroes

M oderating

the G ame

The

Bullpen

Adventure

Issues

The

Archives

Appendices

161

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