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Sentinel Comics RPG Core Rulebook

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10 Mastermind

The mastermind has a plan for everything, and enacts those plans in the heat of battle.

Powers:

Suggested: Deduction, Inventions, Lightning Calculator, Power Suit

Qualities: and roleplaying quality.

Suggested: Creativity, Insight, Investigation, Science, Technology

Base Health: 20

Abilities: Choose two of the following abilities:

ICON NAME TYPE GAME TEXT

Contingencies

upon Contingencies

If My Calculations

Are Correct…

A

R

Boost yourself using [quality] and use your Max die. Either make

that bonus persistent and exclusive, or Boost yourself again

using your Min+Mid dice.

Take 1 irreducible damage to reroll your dice pool on your turn

or the dice pool of a hero Attacking or Hindering you.

Exploit Weakness A Attack one hero using [quality]. Hinder all heroes using your Max die.

Reversal of Fortune R When Attacked, Boost yourself using the attacker’s Max die.

Prepared for Anything

Villainous Monologue

R

A

At the start of your turn, if you have no bonuses in play, roll your

single [quality] die as a Boost for yourself.

Hinder all opponents that can see or hear you using [quality].

Boost yourself using your Max die.

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

Creating Villains

215

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