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Sentinel Comics RPG Core Rulebook

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Calculating Villain Health

After putting together your villain by selecting their

approach and archetype, and then adding any

necessary upgrades and masteries to round them

out, you now have the necessary information to

calculate their health.

Each villain approach has a base health value.

That’s your starting point. To that, add the health

value from their archetype. Then, add times 5

health to round them out and make them a viable

threat, depending on the number of heroes. So, for

a villain that will be facing a team of 3 heroes would

get 15 additional health, whereas a villain you was

facing a team of 5 heroes would get an additional

25 health. Finally, if they have any upgrades, add the

health value from those upgrades. To simplify all of

this information, let’s represent it with an equation:

Villain Health = their approach health value,

plus their archetype health value, plus times

5, plus any upgrade health values.

always equals the number of heroes in a scene.

Finishing Touches

Once you’ve created your villain’s stats, you can add

notes about their appearance, personality traits,

and quirks. Villains are often defined as much

by their costume and mannerism as by their

powers and abilities. Vivid colors, strange

helmet, capes (ironic or not), and strange

speech patterns (speaks in haikus, grunts, or

limericks) are all part of the villainous package

that make them stand out when your players

meet them.

Whether you decide to write a complete

backstory for your villain or not, you can at least jot

down some of their motivations and antagonism

for something in their past, especially when it’s tied

to one or more of your players’ heroes. Even if you

don’t have a particular plan for connections to the

heroes, as the story evolves, be open to adding

to their history to make them fit as the perfect

antagonist to the players’ protagonists.

Villains Status by Health

Depending on their archetype and choice of abilities,

villains might use a different set of status dice and

not care about the Green, Yellow, and Red zones

like heroes do. Other villains work more like the

heroes, and as their Health decreases, they change

their status. For villains who need it, or for any time

you want to figure out a villain’s zone that is not

tied to the scene zone, use the following chart.

Max

Villain Health Chart

Green

Yellow

Red

100+ MAX-75 74-26 25-1

95 95-70 69-25 24-1

90 90-66 65-23 22-1

85 85-60 59-22 21-1

80 80-55 54-21 20-1

75 75-50 49-20 19-1

70 70-50 49-18 17-1

65 65-45 44-18 17-1

60 60-41 40-17 16-1

55 55-38 37-17 16-1

50 50-35 34-16 15-1

45 45-32 31-16 15-1

40 40-30 29-15 14-1

35 35-27 26-13 12-1

30 30-23 22-12 11-1

25 25-20 19-10 9-1

20 20-16 15-8 7-1

15 15-11 10-6 5-1

10 10 9 - 5 4-1

Creating Villains

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

B ullpen

the

Adventure

Name Of

Issues

1

The

Archives

Appendices

Index &

Glossary

239

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