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Sentinel Comics RPG Core Rulebook

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Altering the Results

You can improve basic actions — add a static bonus

to the result, use a different die, add a new effect,

etc. — in two main ways: abilities and mods.

• Abilities: Apply the effects of the ability you

chose before you rolled. Some apply a static

bonus to the result on the effect die, some

let you use your Max die (or even Max+Min

dice) as your effect die. Some let you get a

secondary effect, such as a mod using the Min

die in addition to your Attack.

All of these effects refer to the Max, Mid, and Min

results of the same roll. You don’t roll separately

for each effect, and remember that Max, Mid, and

Min refer to the numbers showing on the dice and

have nothing to do with the size of the die.

Sometimes it just doesn’t make sense to defer a

bonus, so you need to use it right away. If you have

multiple effect dice in a roll, you decide which die

the bonus applies to.

Headlong has been brawling with a bunch

of bots in the subway station in the basement

of City Hall, and his Health is down to 17.

Headlong has a persistent bonus of +2

(made a couple of turns ago using his Get

Moving ability), and he’s just Attacked one

of the bots using his Friction Transfer

ability.

22

• Mods: Mods are bonuses and penalties that

are generated using the Boost or Hinder

action; we talk about mods in detail on pages

26-27. If there is a mod in play that applies to

you, apply it to the result on the effect die. For

instance, if you are trying an Overcome action

with a penalty of -2, and your effect die shows

a 5, the penalty reduces the actual result to

a 3. You look that up on the chart (page 26)

and see it produces a failure or success with a

major twist.

A few important bits about applying mods:

• You must declare that you are using a mod

before rolling your dice.

• Applying the mod doesn’t change which values

are Min, Mid, and Max; that determination is

done before you apply the mod.

• Some mods are labeled exclusive (such as the

bonuses generated by hero points); you can

use no more than one exclusive bonus and

one exclusive penalty on any single roll.

• A mod can only alter one effect die. Some abilities

use more than one effect die (such as: Attack

with the Mid die and Hinder with the Min die).

A mod can only affect one of them. For bonuses,

which effect die is up to the player applying the

Mod. For penalties, the player who created that

penalty decides which effect die it alters.

• If a single modded die affects multiple targets,

the modified value of the die affects all of

those targets, not just one of them.

• If you have a penalty, it applies to the next roll

you make after the penalty is created.

• If you have a bonus, you may apply it on your

next roll or defer it to a later roll if you can

narratively justify doing so.

Steps of Taking an Action

Jennifer writes Frictionless Platform

-2 on a note card and sets that next to the

other bot’s die. She rolls a damage save for

the first bot, the one Headlong Attacked, and

resolves that as usual.

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