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Sentinel Comics RPG Core Rulebook

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Muse and aeon girl are infiltrating the lab of

the evil sorcerer who summoned the specter

aeon girl confronted earlier. the lab is in the

warehouse district in Megalopolis. when they

arrive at the lab, an armed guard is standing

watch at the back door...

Boost/Hinder

You can use the Boost action to help yourself or

an ally, or use the Hinder action to weaken an

opponent. When you use a Boost or Hinder action,

you make a mod — a bonus or a penalty to

someone or something’s actions. The Boost action

creates a positive mod, called a bonus; the Hinder

action creates a negative mod, called a penalty.

Mods can do a lot, from having the right gadget at

the right time, to knocking an opponent off-balance,

to grabbing the edge of the blast door and pushing

with all your might, or even delivering a rousing

speech, inspiring your allies.

Use the effect die to determine the size of the

mod you create:

EFFECT DIE

RESULT

MOD SIZE

0 or Less No bonus or penalty is created

1-3 +/- 1

4-7 +/- 2

8-11 +/- 3

12+ +/- 4

26

See How the twist plays out in the

example on page 31!

Actions

Whenever you create a mod, give it a name, with

either a quick description or a comic book dialogue

quip. Such as “Pocket Analyzer +2” or “Watch out

for that first step -3.” To keep track of the mod,

write its name and value on a notecard in front of

whoever that mod is affecting now.

A mod applies to the effect die rolled on a later

die roll, either adding to or subtracting from the

result. You, as creator of the mod, decide who uses

that bonus or penalty as long as it makes sense in

the fiction of the scene — not everyone can just

grab the “Massive Sword +4” you found and use it.

Similarly, if a villain or lieutenant or minion creates

a mod, the GM decides who that mod applies to

and how that mod takes effect.

Usually, mods go away after one use, though

abilities and effects may extend their duration. If

you want a mod to last for two uses, you can take

a minor twist that relates to the situation when you

create it. Some abilities create exclusive and/or

persistent mods. You can only use one exclusive

bonus and one exclusive penalty per roll. You may

use other mods alongside exclusive mods, but only

one of each exclusive mod. Persistent mods last

until an effect gets rid of them, until it makes sense

for them to stop (someone makes an Overcome

action to stop it, for example), or until the end of

the scene at the longest.

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