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Sentinel Comics RPG Core Rulebook

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Hero Name

Heritage

Alias

Paul Parsons

Player

Powers

Awareness

Flight

Speed

Strength

Vitality

DIE

TYPE

Qualities

America’s Finest

Close Combat

History

Leadership

DIE

TYPE

Status Dice

YELLOW GREEN

Health Range

GREEN

YELLOW

RED

CURRENT

32-25

24-12

11-1

RED

GREEN ZONE

Abilities

ICON NAME TYPE GAME TEXT

Fortitude

Galvanize

Motivational Charge

Principle of Order

I

A

A

A

Reduce any physical or energy damage you take by 1 while you are in the

Green zone, 2 while in the Yellow zone, and 3 while in the Red zone.

Boost using Leadership. Apply that bonus to all hero Attack and Overcome

actions until the start of your next turn.

Attack using Leadership. Other nearby heroes in the Yellow or Red zone

Recover equal to your Min die.

Overcome a challenge where you can organize other people. Use your Max

die. You and each of your allies gain a hero point.

Principle of the Mentor

A

Overcome a challenge that someone else younger already tried and failed.

Use your Max die. You and each of your allies gain a hero point.

YELLOW ZONE

RED ZONE

OUT

ICON NAME TYPE GAME TEXT

Danger Sense

Lead from the Front

Steel Yourself

ICON NAME TYPE GAME TEXT

Heroic Interception

Take Down

Boost an ally by rolling your single History die.

R

A

A

R

A

When damaged by an environment target or a surprise Attack, Defend by

rolling your single Awareness die.

Attack using Strength. The target of that Attack must take the Attack action

against you as its next turn, if possible.

Boost yourself using Vitality, then either remove a penalty on yourself or

Recover using your Min die.

When an opponent Attacks, you may become the target of the Attack and

Defend by rolling your single Red zone die.

Attack using Flight. Use your Max die. Then, Hinder that target using your

Mid+Min dice.

Heroes

295

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

the

Bullpen

Adventure

Issues

A rchives

the

Appendices

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