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Sentinel Comics RPG Core Rulebook

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Creating Lieutenants

Lieutenants are similar to minions in that they are

represented by a single die, but they are harder to

knock out in combat, and also have more and better

special abilities than minions. Lieutenants can be

used to represent such foes as the most powerful

followers of a villain — including superpowered

underlings — but they can also represent all kinds

of fearsome monsters such as large dinosaurs,

terrifying engines of war, or highly-armored threats,

like a heavily-plated tractor rig covered with gun

nests and flamethrowers.

You create lieutenants by following the same

steps for creating standard minions, but with some

notable differences:

Name Your Lieutenant

Lieutenants aren’t necessarily individual people, but

they tend to be unique or at least special in some

way. Give your lieutenant an evocative name to

instill fear in the hearts of the heroes. For individuals,

give them a full name and possibly some sort of

title, like: “Ember Shadow, Ninja Queen”, “Admiral

Zrill, Ur-Commander of the 17th Galactic Fleet”, or

“XL78, Rogue Warbot.”

Lieutenant Die Size

Lieutenants are most commonly ranked from

to . Their die represents how massive, armored,

or skillful they are. Remember that lieutenants are

considerably more hardy than their basic minion

counterparts since they don’t degrade a die size

when they successfully save against an Attack.

Lieutenants are more rare, but could be used

in a circumstance where the threat, while not being

terribly deadly, is hard to defeat and keeps coming

back for more, such as a swarm of insects crawling

out from the sewer.

Massive Scaled Opponents

Lieutenants aren’t bound by any specific size

scale, although they should be threats that heroes

can realistically deal with in an action scene. If

you want heroes to face truly colossal foes (like

skyscraper-sized statues or a sentient, flying island)

consider representing them as a combination of

an environment to represent its action, several

challenges to “beat it”, and some threats that strive

to prevent heroes from defeating it.

Adding Abilities

Lieutenants should have one or more abilities

to flesh them out. You can refer to the standard

minion’s list of suggested abilities or create your

own based on the following:

• A bonus to two or more basic actions if certain

conditions are met

• A bonus to Boost actions

• Target multiple allies in the same location with

one Boost action

• A bonus to Hinder actions

• Target multiple enemies in the same location

with one Hinder action

• A bonus to Defend actions

• Target multiple allies in the same location with

one Defend action

• Attack or Defend a target AND Boost an ally

with the same die roll

• Attack or Defend a target AND Hinder an

enemy with the same die roll

• A special action:

– Create a number of standard minions based

on die roll

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

– Bring an environment threat or twist into play

– Bring a hero to another location

• The capacity to sacrifice itself to:

– Let a villain escape

– Let a villain take an action during a lieutenant’s turn

– Advance the scene tracker by one space

Jennifer expects the heroes to confront Proletariat

and his team Perestroika at a repurposed Russian

bunker in Siberia. She thinks about what would be at

a mothballed Soviet era military base, and decides

that some tanks would be believable. She doesn’t

want to spend too much time, so she just jots down:

Soviet-Era Battle Tanks

Description

It’s an older tank, but it checks out.

Lieutenant

Ability

Spreadfire: It can use its machine gun to Attack

a second enemy each turn.

Creating Lieutenants

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

207

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