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Sentinel Comics RPG Core Rulebook

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Magmaria

SCORCHING TEMPERATURES

MAGMA

SUBTERRANEAN DWELLERS

Green

Minor Twists

Very Hot: It’s too hot here for surface dwellers.

Roll the environment dice. Hinder any targets

that do not have a reason to be unaffected by the

temperature using the Mid die. Make that penalty

persistent and exclusive.

Magmarian Envoy: A leader of the Magmarian

people approaches. They seem interested in making

peace with the surface dwellers. Introduce an

Ember Shaman (page 411) to the scene. As long as

that Ember Shaman is in play and at its full die size,

Magmarian targets will not Attack heroes. However,

if the Ember Shaman is ever lower than a or

defeated, Magmarians consider heroes their foes.

Major Twist

Magma Crystallization: The unique properties of

heat and pressure in this realm creates Magma

Crystals from anything broken down here. Destroy

one mod on each target. For each mod destroyed

this way, add a Crystal Collector minion (page 411)

to the scene.

Yellow

Minor Twists

Incredibly High Temperatures: You doubt you

could survive this heat for much longer… Roll the

environment dice. Attack all targets not immune

to fire using the Mid die. Hinder any targets that

do not have a reason to be unaffected by the

temperature using the Max die. Make that penalty

persistent and exclusive.

Magma Eruption: A spout of magma explodes

from a rock wall, showering everyone with deadly

superheated liquid rock! Roll the environment dice.

Attack the three closest targets with the Max die.

Attack all other targets with the Mid die.

Major Twist

Structural Collapse: The rock tunnels have been

damaged by the conflict and are beginning to

collapse in on themselves! Roll the environment

dice. Introduce a number of Inner Core Tunneler

minions (page 411) to the scene equal to the Mid

die. Advance the scene tracker a number of spaces

equal to the Min die.

Red

Minor Twist

Hot Enough to Boil Stone: It is so hot in this area

that long-term exposure to the temperatures is

likely to literally boil the blood in your body. Roll the

environment dice. Attack all targets not immune

to fire using the Max die. Hinder any targets not

immune to fire using the Mid+Min dice. Make that

penalty persistent and exclusive.

Magmaria at War: Due to the chaos created by the

conflict, soldiers from the Magmarian warrior class

have joined the fray to stop anyone who threatens

the Magmarian people. Roll the environment dice.

Introduce a number of Seismic Defender minions

(page 412) to the scene equal to the Mid die. If

there are no Ember Shamans in the scene, Attack

all targets with the Max die.

Major Twist

Ancient Behemoth Rampage: A massive Ur-Crystal

Behemoth leaps from a ledge, intent on killing any

thermogenic life form! Introduce an Ur-Crystal

Behemoth (page 412) to the scene. It acts next in

the action order.

Environments

427

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

the

Bullpen

Adventure

Issues

A rchives

the

Appendices

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