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Sentinel Comics RPG Core Rulebook

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If they smashed their way through more often, the

Temple figures that a labyrinth might stymie the

heroes. The way through the Temple of Logic to

the pedestal is through a stone maze, with twists

and turns and dead ends. Overcome actions are

necessary to complete the labyrinth; the suggested

twist is checking a space on the scene tracker as the

heroes struggle to find their way.

If they used cleverness more often, the Temple

assumes that action is their weak point, and presents

clockwork defenders to combat the heroes:

always equals the number of heroes in a scene.

Bronze Age Warriors

Minion (1 Per Hero)

Description

These are bronze statues of Athenian hoplites,

each carrying round shields and spears. They lurch

to life and attack the heroes.

Ability

Phalanx: While there are at least two Warriors

active in the scene, they get +2 to their save rolls.

Minotaur

Lieutenant

Description

Ten feet tall, this monster has the head of a bull and

the body of a muscular wrestler.

Ability

Pankration: The Minotaur gains a +1 to Hinders

made by grappling.

Be aware that the scene tracker keeps ticking

while the heroes play out the scene. If you want

to play a drawn out scene with lots of branches

that can lead to several additional challenges, you

should consider adding clearly defined ways to

allow pushing the tracker back.

For example, if you set up a scene with several

linked challenges, you might decide to add a few

optional side challenges the outcome of which

could pull back the scene tracker by a tick or two.

In the same way, be careful of attrition of the

heroes’ Health. Try to avoid scenes that feature

extensive combat where more bad guys show up

just as the heroes move from one challenge to the

next, unless you give the heroes a way to rest.

Additional Challenge Design Guidelines

Challenges are meant to represent something that

requires the heroes to perform feats of heroism

and daring in the nick of time. They also represent

moments when tension runs high with key NPCs

and where there’s a lot at stake in the story. When

preparing a story, go for challenges that would

create great panels in a comic book. That’s always

a good guideline to follow.

If there are no threats or impetus to act rapidly,

like pushing a car away before an oncoming train

rams it, or having to convince a CEO to allow

access to the company’s lunar base before it’s

taken over by aliens, no actual dice rolls should

be required. In such cases, consider setting up an

informal social scene (pages 169-170) to explore

how heroes are dealing with their environment.

Often, you’ll find opportunities in gameplay for a

challenge you hadn’t thought about beforehand.

Feel free to try out an impromptu challenge to get

the action moving.

Lastly, try to avoid creating “locked door”

challenges that require solving to move the

story forward. If a story comes to a stop when a

challenge is failed and other Overcome actions are

required before the story can move again, pacing is

affected and everyone can feel the “wall.” Consider

using branching challenges instead, where one

thing happens if the challenge is overcome, and

something else happens if it’s failed.

Doomsday Devices

Doomsday devices are a specific kind of

challenge that are the ultimate tool of villains

attempting to bring about apocalyptic level

events in the heroes’ world. They’re usually quite

complicated and, true to tradition, fairly obvious

contraptions whose appearance in a story tends to

foreshadow their dire purpose.

Their very nature and likely impact they bring to

the game make doomsday devices natural set pieces

to bring epic stories to their conclusions. On the flip

side, they shouldn’t be so common as to become

clichéd and expected by the players whenever they

reach the villain’s hideout.

Doomsday devices are basically challenges

that require multiple successes, with two major

differences: the scale of their effect when they’re

triggered and how they’re handled in the action

scene turn order.

Creating Challenges

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

197

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