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Sentinel Comics RPG Core Rulebook

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As you set up a scene, describe each challenge,

group of minions, or villain separately in vivid

detail. Take a short pause between describing each

element, and then say “And THEN…” before

adding the next one. New players will give you the

look of people finding themselves in way over their

heads. Experienced players will likely lean forward

in anticipation as they’ll start planning and dividing

tasks to save the day once again. Either way, the

connection between the heroes and the forces

arrayed will increase with as the stakes presented

at the table are identified.

A Bit of Love for the Helpers

As in all action games featuring lots of cool combatfocused

tricks, there’s plenty of incentive to go all

out and punch things during each player’s turn. The

thing is, many heroes have great dice tricks and

bonuses that create powerful Boost and Hinder

mods. This makes them very efficient supporting

characters, which can sometimes be a thankless

job, depending on the group of players. In such

cases, feel free to reward players who are willing

to play the support role with additional information

about the scene at hand. Have them notice clues,

additional details, or some hints that tie this scene

to the next. You can even pass secret notes to

them with information that only they have, giving

them a choice between sharing the secret with

the other heroes, or keeping it to themselves for

now… or maybe forever!

Paul chooses a power,

quality, and status for

muerto, makes a roll, and

creates a bonus of 2.

Such an approach allows an investigation-based

hero to perform investigation-like actions in the

midst of high flying action and daring acts of rescue,

and also provides a story-based reason to explain

where the mod comes from.

Keep Hope Alive

On the flip side, as challenging as you make things

appear, always strive to make sure the players don’t

lose faith in their ability to win. You have tools you

can use to tweak the challenge level one way or

another as heroes struggle to turn the tide. Divide

the villains, minions, and lieutenants among all the

heroes that can take damage to avoid ganging up

on any one hero. If minions become too numerous,

have some perform secondary actions like Boost,

Defend, or Hinder instead of straight out Attacking

the heroes.

Of course, if things go too smoothly for the

heroes, use twists when you can to bring up the

challenge level a bit.

180

The GM’s Principles

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