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Sentinel Comics RPG Core Rulebook

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Hinder one or more targets

Something goes wrong that interferes with one

or more hero’s capacity to act in the scene. The

source of that impediment should be related to

the action that called the twist into play. Sprained

joints, equipment going on the fritz, sensors going

awry, billowing smoke; it’s usually easy to come up

with a source for a penalty. Remember to use the

character’s dice pool for Hinder actions.

Minor Twists

• Inflict a penalty on a hero based on the Max die.

• Inflict a persistent and exclusive penalty on a

hero based on the Min die.

• A hero temporarily loses access to one of their

Green abilities.

• One of the hero’s powers or qualities is

temporarily reduced in die size.

Major Twists

• Inflict a penalty on a hero based on the Max+Min

dice, and that penalty is persistent and exclusive.

• Inflict a penalty on all heroes in the same location

based on the hero’s Max die.

• A hero temporarily loses access to a number of

their abilities.

• The hero temporarily loses access to one or

more of their powers or qualities.

Boost one or more targets

(usually enemies)

In some cases you may want the twist to benefit the

hero’s enemies. This is especially interesting when

the heroes are having an easy time dealing with

the opposition. A bonus for the bad guys stands

a good chance of evening the odds. Examples of

bonuses could be Tracked, Bugged, Coordinated

Assault, Adaptive Battle Plans, etc.

Minor Twists

• Grant a bonus to a villain or group of minions/

lieutenants based on the Max die.

• Grant a persistent and exclusive bonus to a

villain or group of minions or lieutenants based

on the Min die.

• Upgrade a villain’s power or quality die temporarily.

Major Twist

• Grant a bonus to a villain or group of minions

or lieutenants based on the Max+Min dice, and

that bonus is persistent and exclusive.

• Grant a bonus to all villains or minions or

lieutenants based on the hero’s Max die.

• Upgrade all of a villain’s power or quality dice

temporarily.

Damage one or more targets

(usually allies)

Something from the environment, location, or

hostile forces causes a certain amount of damage

as the hero Overcomes a particular challenge. This

can even be as a result of a hero losing control of

their powers or firing wildly with a weapon. You

can decide what type of damage is dealt based

on the situation, but it’s fine to keep it untyped.

Damage types are only important when there is

context and consequence or reaction for the type.

Minor Twists

• Deal damage to a hero based on the Mid die.

• Deal damage to all heroes in the same location

based on the Min die.

Major Twist

• Deal damage to a hero based on the Max+Min dice.

• Deal damage to all heroes in the same location

based on the Mid die.

• Deal damage to all characters (heroes, minions,

bystanders, etc.) in the scene based on the Mid die.

Defend one or more targets

(usually enemies)

In some cases, a hero’s actions could protect one

or more enemies from damage. For example, if

Muse used some form of psychokinetic protection

field to resolve a challenge, she could find herself

overextended, accidentally providing a transient

force field for the nearest villain. Or if Bunker

brought down a structure with his RIOT Cannon,

the resulting smoke and rubble could provide

impromptu cover for enterprising villains.

Minor Twists

• Defend a nearby villain or single minion or

lieutenant with the Max die.

Major Twists

• Defend a nearby villain or single minion or

lieutenant with the Mid+Max dice.

• Defend all nearby enemies with the Max die.

Add Threats (Hostile or Neutral)

You can use twists to add pre-made or created on the

fly threats to a scene. This is another mechanism useful

for bumping up a scene’s difficulty or complexity if

heroes are breezing through it, or if some players

are aching for more action. Don’t feel the need to

artificially extend a scene, though. Sometimes, it’s

better to let them have an easy win and then move

on to a tougher challenge in a later scene.

202

Creating Twists

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