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Sentinel Comics RPG Core Rulebook

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actions often end up with the same hero repeating

the same action over several turns, which can

become a bit tedious for everyone.

If you want to limit the progress on a challenge to

one action per turn, make sure to note it explicitly

and come up with a good in-game reason for it.

Since the game assumes no particular duration to

how long actions take or how long turns last, you

need to take this into account when applying these

forms of limits to challenges.

Muse and headlong are scouting a villain’s

island base when their communication gear

cuts out, but they find the villain’s satellite

uplink system they can Hijack to get word

back to the rest of the team in megalopolis.

Advanced Challenges

Not all challenges can be represented by a simple

progression of steps. Over the next few pages,

we dig into a few ways to plan and create unique

challenges that involve their own complexities and

provide a variety of options.

Timed Challenges: No Time to Lose

Whenever you want something the heroes need

to deal with quickly, you can add a timer to a

challenge. This kind of challenge covers classic

tropes such as time bombs, crashing planes, and

people falling from high places.

You decide how long your challenge should go

and what the consequences are if the timer reaches

its limit. Generally, the worse the consequence is

for the overall story, the longer the trigger delay

should be. The delay you set and the perceived

threat of the challenge becomes the dramatic

driver of your scene, so choose accordingly.

If the timing of the challenge is imminent, but

not necessarily catastrophic, you can use a timer

of a turn or two. However, if the challenge has the

opportunity to result in major fallout, it should have

enough time to give the heroes a chance to do

something about it. Use this chart as a guideline for

figuring out your timers:

Impact

Limited civilian impact

or danger to heroes

Major civilian impact

or danger to heroes

Catastrophic impact

on immediate area

Timer

1-2 turns

Change of scene status

(ex: from Yellow to Red)

See Doomsday Devices

(pages 197-199)

Of course, you can create challenges that both

require multiple successes and have timers. When

you bring such challenges into play, make sure

heroes are aware of the threat’s potency or have

plenty of opportunities to know of it in advance to

expect it and plan accordingly.

Timed challenges are a great way to add tension

to a scene and focus the heroes’ actions. In a scene

with a lot of dangerous elements, it can be difficult for

the heroes to prioritize between hordes of minions,

powerful lieutenants, important challenges, and

monologuing villains, but giving them a challenge they

know has a limited amount of time to complete tends

to spur them into action to save the day!

Creating Challenges

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

191

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