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Sentinel Comics RPG Core Rulebook

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STEP 0

You decide who gets to take their turn after you! At

the very beginning of your turn, it’s a good idea to

think for a second about who that’s going to be and

give them a gentle nudge or maybe just say “Hey,

you wanna go next?” That way they start thinking

about what they want to do while you take your

turn. Don’t worry, you’re not locked in — you’re

allowed to change your mind right up until the last

moment of your turn when you hand off the action.

STEP 1

Give a Heads Up

to Who’s Next

Describe What

You Want To Do

The heroes are in City Hall for a meeting with

the mayor of Megalopolis when robots attack!

A sinister humanoid robot has trapped the

mayor in her office and is trying to abduct

her... but never fear, ROCKSTAR is about to

take her turn!

First, describe to the GM and other players what

you want to do. It’s OK for other players to

toss out ideas or make suggestions, especially if

someone has an idea for a cool combination of

actions or a good idea for a plan. But it’s vital that

the final decision about what your character does

is yours — don’t let suggestions become one player

controlling another’s hero. The GM should step in

if that happens.

An important part of the description should be

your intended outcome. What’s your goal? You

don’t just punch the villain — is your goal to hurt

them? Distract them? Knock them away from that

control panel? Stating your goal is important for the

next step — deciding what action to take.

18

Need a Little Inspiration?

If you feel a little lost about coming up with a cool

description, take a look at your hero sheet for your

hero’s powers, qualities and abilities. They should

give you some ideas for a cool, flavorful description

that matches your hero’s style.

Comic Book Action

When you describe an action your character takes

in an action scene, talk about it like it’s a dynamic,

vividly-illustrated comic book panel. A punch isn’t

just a punch; it’s a devastating uppercut, your fist

leaving a white trail behind it, your target lifted off

the ground and flying backwards. You don’t duck

into the shadows, you become the shadows, with

only your eyes visible and even then only if they

already know you’re there. This is a supers comic,

not a physics documentary — interpret time and

space as fluidly as your favorite comic books do.

Steps of Taking an Action

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