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Sentinel Comics RPG Core Rulebook

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17

A tactician organizes allies and coordinates battle plans to best leverage a team against the heroes.

Powers:

Suggested: Awareness, Flight, Intuition, Signature Vehicle

Qualities: and roleplaying quality.

Suggested: Alertness, Insight, Leadership, Ranged Combat

Base Health: 20

Tactician

Abilities: Choose two of these abilities:

ICON NAME TYPE GAME TEXT

Group Up

I’ll Back You Up

Joint Action

Organized March

A

R

A

A

Attack using [quality] and use your Max die. Add 1 to the Attack

for each other ally that Attacked that target since your last turn.

When a nearby ally makes an Attack, you may also Attack the

same target by rolling your single [quality] die.

Make a basic action using [quality] and use your Max die. One

nearby ally also makes that same basic action as their reaction.

Boost using [quality] and use your Max die. That bonus applies to

every ally’s action until the beginning of your next turn.

Try Again R Take 1 irreducible damage to reroll an ally’s dice pool.

Working Together

18 Underpowered

I

As long as you have at least 1 nearby ally, you may reroll all 1s

on your dice.

Underpowered villains probably shouldn’t be fighting in the big leagues… they just don’t realize it. While

their powers aren’t on the same scale as most other villains, they can still be a threat in the right situation.

Powers:

Suggested: Elemental/Energy powers, Technological powers

Qualities: and roleplaying quality.

Suggested: Banter, Conviction, Criminal Underworld Info, Technology.

Base Health: 10

Abilities: Choose three of the following abilities, all using different powers and qualities.

ICON NAME TYPE GAME TEXT

Avoid the Inevitable

Do Not Underestimate Me

I Can Do Anything

Last Ditch Effort

Luck? Or Genius?

Still a Threat

I

A

A

R

A

A

Whenever you would be reduced to 0 or fewer Health, prevent

that damage and reduce all your power dice by one size. If this

reduces any dice to below a , you are knocked out.

Attack using [power]. Use your Max+Mid dice. Take irreducible

damage equal to your Min die. If you roll doubles, you cannot use

this ability again for the rest of the scene.

Boost using [quality]. Use your Max die. Hinder using your Mid

die. Attack using your Min die.

When Attacked, Defend yourself by rolling your single [power]

die. If your roll reduces the damage to exactly 0, Recover Health

equal to the damage reduced, Boost using that amount, and

Hinder the source of the Attack using that amount.

Attack using [power]. If you roll doubles, add that value to your

Attack. If you roll triples, add all three dice to your Attack.

Attack multiple targets using [quality]. Defend against all Attacks

against you until your next turn using your Min die.

Creating Villains

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Issues

The

Archives

Appendices

219

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