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Sentinel Comics RPG Core Rulebook

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An Illustrated

Guide to Your Hero

The mechanics you need to run your hero are

found on your hero sheet. Let’s take a close

look at Legacy’s hero sheet.

This character was once called Young Legacy and is

the daughter of the hero now called Heritage: the

man known as Legacy before the OblivAeon event.

Page One

The first page of your hero sheet contains elements

describing your character in broad strokes: basic

info, motivations, and past adventures.

1

2

3

4

5

Hero Picture: Add artwork of your hero!

Player: That’s you.

Hero Name: Your heroic moniker.

Alias: Every hero has a “mundane” name, your

identity when you’re not adventuring or fighting

crime.

Physical Attributes: Describe the things people

notice when they see you.

6

Characteristics: The four main building blocks

that go into making your character. Background

is where you come from. Power source

explains how you have your ability to fight

evil. Archetype is what kind of hero you are.

Personality is exactly what it sounds like!

7

Principles: Every hero has two basic principles

(page 14) that drive who they are. This area is

where those principles are explained, including

how to roleplay them, what occurs during a

minor twist, and what happens during a

major twist (page 30). You will also have

an ability (page 15) related to each of those

principles (pages 31-32).

8

Hero Points This Issue: Hero points

are gained when you use abilities from your

principles, and during some social scenes.

Whenever you gain a hero point, mark one

of these ovals. You may gain up to five hero

points per session of play.

9

Hero Point Rewards: Hero points can be

used between play sessions to create bonuses,

which you record by filling in the ovals next to

the size of the bonus you created.

10

Back Issues: When you finish an issue, you and

the other players give that issue a name and

number, which you record here.

10

The Hero Sheet

11

Collections: Once you have six back issues

(well, usually six; your GM will let you know),

gather them all into a collection, name that

collection, and erase all the issues from the

Back Issues section. Collections are called on

during play to maximize a die or to add to the

story during a scene (page 32).

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