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Sentinel Comics RPG Core Rulebook

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194

On Failure

Rolling a 1-3 on an Overcome action and choosing

not to take a major twist is a failure (as is the unlikely

event of rolling a 0 or less, when making a roll with

a penalty). This isn’t the same as taking a twist. It

just means that the hero doesn’t make meaningful

progress towards the goal, while the scene tracker

and/or challenge ticks towards its end. Each action

that a hero takes is important, so failing to make

progress is a big deal when the clock is ticking.

A scene tracker that reaches its end doesn’t

mean game over either. It should be a major

setback, for sure: buildings are leveled, the heroes

are captured by the villain, or the moon blows up.

That can change the direction of the remainder of

the issue or the rest of the issues in a collection,

but it just ups the stakes of what the heroes need

to accomplish.

Linked Challenges and Branching Out

Action scenes are often created by mixing and

matching a certain number of challenges and

threats that play out until everything has been

resolved. However, you can tap into the power

of challenges to create scenes where heroes jump

from one dire situation to another or where they

chase villains across the jungle of Insula Primalis.

Instead of creating a scene where all challenges

and threats are present at the same time, you can

sketch out a series of challenges and link them

together in a way to drive action forward. When

the heroes resolve one (or more) challenges,

new ones unlock, possibly bringing new dangers

to bear on the scene. Thus you can create exciting

multi-stage scenes where the action moves from one

situation to the next, or from one location to the next.

Escalated Twists

Some challenges have more than one path to

success, and often those different paths require

different numbers of Overcome actions to

complete. This allows the hero to take risks in order

to complete the challenge more quickly. The risk is

that the twists are escalated — in the shorter path,

twists can be taken from a higher GYRO level! For

example, if the scene is in Green, the shorter path

puts Yellow twists on the table if the hero doesn’t

achieve complete success. If the scene is already in

Red, the GM can add an additional complication of

their choice — hit the heroes with an extra Green

twist, convert the twist from minor to major, etc.

The point is to make the shorter path high risk but

also high reward.

Creating Challenges

Jennifer plans an issue where heroes are racing against

minor villains to uncover a relic that could summon an

ancient evil. She sets the scene in the ruins of a jungle

temple and creates an environment for it (using the

guidelines found on page 240).

She decides that heroes (and villains) need to solve

a complex locking mechanism to gain access to

the vault guarding the relic. Then, playing to an old

cliché, she intends to bring the whole temple down

on everyone as heroes and villains duke it out to take

possession and try to escape the ruins.

She designs the scene’s backbone as a challenge

made of three linear sub-challenges. She also decides

that most minor and major twists brought into play

during the resolution of these challenges will be taken

from those she created for the environment. She’ll

explain to her players that it represents the spirits of

the temple guardian reacting to their invasion.

THE HARBINGER’S RELIQUARY,

PART 1

Description

A long forgotten temple is hidden at the foot of

the arcane volcano on Nexus Primalis. It contains a

relic: the Harbinger’s Doom Horn.

Heroes and villains both are racing to resolve these

challenges to gain access to the Doom Horn.

Resolution

Explore the ruins to find the relic’s

vault.

Outcome

The location of the vault chamber is found by

either the heroes or villains, depending on who

performed the last successful Overcome action

and thus get the first Overcome attempt on part 2.

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