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Sentinel Comics RPG Core Rulebook

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206

Adding Abilities

You don’t need to give minions any abilities. Most

times, minions have a very simple role to play: deal

damage and get pummeled. However, minions can

have one or more abilities that make them stand

out or create some synergy with their allies in a

scene.

If you decide to give them abilities, a rule of thumb

is to give one, or possibly two. The following list

provides the most common types of game effects

you can use to create your own abilities.

• A situational bonus to any one of the basic

actions if certain conditions are met

• A bonus to Boost actions targeting an ally in the

same location

• A bonus to Hinder actions targeting an enemy

• A bonus to Defend actions targeting one ally

• A bonus to damage

• A bonus to save

• The possibility to Attack an additional target

(usually with a penalty)

• The capacity to move from one location to the

next without spending an action

• The capacity to sacrifice itself to:

– Prevent a villain from taking damage from one

specific source

– Attack all of the enemies in the same location

(at a penalty)

– Apply a bonus to all allies in the same location

– Apply a penalty to all enemies in the same

location in the environment

– Recover a villain’s Health by value of die roll

– Bring an environment threat or twist into play

– Divide itself in minions of smaller die size

When giving bonuses or penalties to minion

abilities, use 2 as the most common value, keeping

all of them in the range of 1 to 3.

Creating Minions

Cyclepunk Gangers

Minion (1 Per Hero)

Description

Hooked directly into their cybercycles, they

terrorize Tokyo’s streets and cause mayhem. The

cycles are equipped with pulse canons and the

drivers all pack pulse-pistols.

Ability

Live for the Road: Move to any street location in

the scene without having to spend an action.

Tactics

They stick to the busiest streets, weaving between

cars and trucks and doing crazy aerial stunts at

blinding speeds.

Remote Control

Rocket Pod Drones

Minion (1 Per Hero)

Description

Military-grade remote controlled flying drones

armed with several rocket pods. They can hover

and are highly maneuverable.

Ability

Aerial Superiority: The drones get a +2 bonus to

any action against a flying enemy.

High Flying: The drones get +2 when saving against

an Attack from a ground-based enemy.

Tactics

These drones focus on flying heroes, trying to bring

them down to obtain air superiority.

Minion Tactics

This is something you’re more likely to see in

published issues, but if you prepare your games

well in advance and have an impressive number of

homegrown minions at your disposal, you might

want to jot down how they usually act in action

scenes. A sentence or two is usually quite enough.

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