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Sentinel Comics RPG Core Rulebook

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Determine how many threats you bring in. A

good rule of thumb is to add a quantity of a threat

equal to the Min die when a minor twist occurs,

and a quantity equal to the Mid die for a major

twist, but use your judgment as a GM.

For example, if the heroes have invaded the secret

base of a villain, they may trigger a secret alarm that

brings more guards into the fray, depending on the

dice rolled by the player attempting to Overcome

that particular challenge.

Create a Challenge

Sometimes, when heroes try to fix a problem, they

end up creating another one. Feel free to piggyback

on what a hero has just accomplished to bring in

another challenge.

Just make sure that you frame the new challenge

in such a way that it doesn’t invalidate the success

obtained by resolving the original one. Any twist,

either minor or major, will never invalidate the

hero’s success. Twists add wrinkles or costs to

success; they don’t take away successes entirely.

A combination of twist elements

If you want to create more complex twists or want

to beef up a major twist to create a memorable

moment at the table, feel free to combine two or

more of the above types of twists. This is especially

interesting when you mix story twists with

mechanical ones in action scenes. Feel free to use

the dice the heroes used in various ways, such as a

Hinder with the Max die while also adding minions

equal to the value of the Min die.

The roof of the concert hall is collapsing! The

few hundred civilians remaining can’t evacuate

fast enough and are in danger!

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

Creating Twists

203

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