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Sentinel Comics RPG Core Rulebook

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Environments provide flavor and setting for

scenes, but they also come with their own

dice pool and set of twists for each zone.

The twists provide the GM with tools and

prompts for connecting the action in a scene

to the location in which that action is taking

place. Additionally, the escalation of each

environments’ twists from the Green zone, to

the Yellow zone, and ultimately the Red zone

show how that particular environment reacts

to the stresses and dangers of superpowered

combat.

Each of these environments have been

created with the guidelines set out in Chapter

5, but you might notice a number of unique

mechanics among their twists. Environment

twists create a sense of life and realism

in a scene, and the twists built for each of

these environments correspond to important

storytelling elements of that setting.

Environments

I

Playing

the Playing

Game

the Creating

Game

Creating

Heroes

Moderating

Heroes

Moderating

the Game

the the

Game

Bullpen

The

Adventure

Bullpen

Name Issues

Of

Issue 1

rchives

the

The

Archives

419

Intro

ntro

A the

Appendices

Index &

Glossary

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