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Sentinel Comics RPG Core Rulebook

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Distance and Movement

SCRPG doesn’t track precise tactical movement

and range for Attacks. It’s assumed that all

characters in the same location can interact with

each other and target each other with any actions.

It all comes down to what everyone has established

in the scene, what descriptions are shared around

the table, and the outcomes of twists. In all cases,

you remain the final arbiter about what can happen.

As a rule of thumb, if a hero wants to move within

the same location, no actions are spent doing so. If a

hero wants to move from one location to the next,

they spend their whole turn doing so unless one

of their principles or powers could explain a rapid

transition. For example, a speedster like Tachyon

can most likely move from one location to the next

without performing an action unless entering into

a location requires a specific action, like breaking

through security systems designed against superpowered

entry.

In any case, any heroes moving from one location

to the next can still perform a Boost, Hinder, or

Defend action during their turn to help plan their

next turn. For example, as Bunker rocket-jumps

from the City Park to the top of City Hall, he can

spend his turn creating an equipment-based Boost

or make a Defend action as he prepares to draw

fire from Baron Blade’s turret on top of the building.

Maggie takes rockstar’s turn and

passes the action to muerto.

Paul takes Muerto’s turn and

passes the action to aeon Girl.

Muerto and aeon girl have just finished off

some goons at the museum, but rockstar is

in peril back in legacy park.

168

Running Action Scenes

If a hero has a particular power or ability that

lets them cover distance quickly, encourage them

to use it. They can quickly get from one place to

another by flying, teleporting, or even with their

signature vehicle! This is a game about comic book

storytelling and action, not about getting bogged

down in the minutiae of how many steps a hero

must take before they can punch the villain.

That said, sometimes you might want to restrict

their movement due to a particular part of the

fiction of the scene. In this case, create a challenge

(as explained in Chapter 5 on pages 189-199) that

restricts movement until it is Overcome. This can

keep them trapped somewhere, or locked out of a

place, or just slowed down by a magical or cosmic

effect, or something else entirely.

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