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Sentinel Comics RPG Core Rulebook

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Defend

Heroes and villains are always taking steps to protect

themselves from harm. That means the villain

doesn’t make a special Defend action when you

Attack them — you just make your Attack and deal

damage, and it’s assumed that the target is taking

steps to deflect the Attack. The same is true when

heroes get attacked. There is no standard defense

roll or defend value. However, there might be a

time when you really want to focus on protecting

yourself; perhaps you’re trying to buy time for your

friends to finish a mission while the villain focuses

Attacks on you. This calls for a Defend action.

When you Defend, describe what you’re doing to

avoid an Attack or threat. Make your roll and write

down the number showing on the effect die so you

don’t forget. When you would next lose Health

before your next turn, reduce the amount by that

number. Alternatively, you can use the Defend

action to protect another character and reduce

their Health lost instead. Defend only affects one

Attack: the next one. If you or the target you’re

Defending aren’t Attacked before your next turn,

the effect is wasted.

If you are somehow under the effect of two or

more Defend actions, choose the result to use; do

not combine them.

The heroes are in a knock-down drag-out fight

against fright train, headlong is really low

on health, and it’s aeon girl’s turn...

28

Actions

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