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Sentinel Comics RPG Core Rulebook

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Elements of an Action Scene

Let’s examine the things you’ll find in action scenes.

The Scene Tracker: More GYRO

Most action scenes include a scene tracker,

made up of a set of spaces that get checked off

as the scene progresses. The scene tracker gets a

turn of its own, during which the environment (if

present) takes its actions. If there is no environment,

then the GM simply checks off the box and decides

who goes next.

START

GREEN ZONE YELLOW ZONE RED ZONE

END

The spaces are color coded — the first are green,

the middle range are yellow, the final ones are red,

after which the scene is out. Hey, it’s GYRO again!

The status is the color of the leftmost unchecked

space. The GYRO status indicated by the scene

tracker is the second factor in determining the

status of any character in the scene (the first

being their own Health). If the scene status and a

character’s personal GYRO status are different,

use the one that’s closer to Out. For example, if

the scene’s status is Yellow but your hero is unhurt

(hence Green), your status is Yellow.

When the scene tracker runs out of spaces

something bad happens — the reactor explodes,

the volcano erupts, the portal opens allowing the

alien army to march through. This often leads

immediately to a new scene, one with significantly

more dire circumstances for the heroes. The GM

describes the new situation and the heroes

respond accordingly.

The Environment

The locations where these stories take

place — Megalopolis, the Ruins of

Atlantis, the Wagner II Mars Base, etc. —

can be represented in an action scene as the

environment. If present, it takes a turn just like

heroes and NPCs, almost as if it’s a character itself.

Regardless of what else the environment does, the

first thing that happens on its turn is that the GM

checks off the next space on the scene tracker.

Each environment has special rules that govern

what it does (after the scene tracker is checked);

some may attack, some spawn enemies, some can

hinder both heroes and NPCs alike. These are

detailed fully in each environment’s write-up.

Locations

Many scenes take place in locations that have a bit

of complexity — not specifically in their mechanical

representation but in their thematic layout. In

such cases, keeping track of where the heroes are

in a scene is important. For instance, the city of

Megalopolis might be the environment for a scene,

but whether a hero is at Legacy Park, or on the

Monorail, or at City Hall is important for a wide

variety of reasons.

You can’t rescue the mayor unless you’re at City

Hall, but if you’re at City Hall you can’t try to find

the explosives planted in the Opera House, and

you can’t fight the malevolent spiderbots running

around Legacy Park. You can usually spend your

turn to change locations, but you can’t do much

once you get there — the GM might allow Boost,

Hinder, or Defend actions if you can describe how

you did it on the way — unless you can justify it

narratively by explaining how you arrive quickly.

Super speed, flight powers, detailed knowledge of

secret paths or short cuts, and the like are good

justifications for fast travel.

Heroes

That’s you: one of the heroes from Chapter 7: The

Archives, or a hero of your own invention using

Chapter 3: Creating Heroes.

Villains, Lieutenants, and Minions

These are your three types of opposition. Each

dastardly foe works slightly differently, and offers

varying degrees of difficulty for you to face.

Villains

are the big bad guys; primary

antagonists of the

heroes. They’re the major,

named foes that come up

with plots to threaten

the world, and taunt

every effort by the

goody-two-shoes

heroes to try

to stop them.

Villains have

entire character

sheets, similar to

heroes, with their

own sets of powers,

qualities, and abilities

to keep you on

your toes.

16

Action Scenes

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