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Sentinel Comics RPG Core Rulebook

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Ruins of Atlantis

MYSTICAL DEFENSES

GUARDIAN KRAKEN

ATLANTEAN FONT OF POWER

Green

Minor Twists

The Kraken Seeks Prey: Roll the environment dice.

Hinder three targets nearest the water barrier

using the Mid die. Introduce a number of Kraken

Tentacles to the scene equal to the Min die.

Water Barrier Disturbances: A stray projectile or

spark of energy has disrupted the water barrier.

Stabilize the Barrier

Until this challenge is resolved, all actions

made here have a -1 penalty.

Major Twist

Activated Pillars: Giant crystalline pillars pulse with

energy, radiating waves of power. Until the end of

the scene, increase all of the Power dice of the

nearest hero and villain by one size.

Yellow

Minor Twists

The Kraken Is Angered: Roll the environment dice.

Hinder three targets near entryways or exits using

the Max die. Introduce a number of Kraken

Tentacles to the scene equal to the Min die.

Forgotten Magics: A magical ward has been

activated with bizarre effect! Roll the environment

dice. Hinder a target with the Max die. That penalty

is persistent and exclusive. If you roll doubles, Attack

that target with the rolled value. However, if you

roll triples, neither Hinder nor Attack that target.

Instead, Boost that target with the rolled value. That

bonus is persistent and exclusive.

Major Twist

Water Barrier Fault: A segment of the water

barrier begins to flicker, signaling its impending

failure.

Fix the Water Barrier

Timer

Every time the scene tracker advances,

check off a Timer space as well. If the

Timer runs out before the challenge

is resolved, roll the environment dice.

Attack all targets not in sealed structures

with the Mid+Min dice. Hinder those

targets with the Max dice. That penalty

is persistent until the target gets inside a

sealed structure. The Ruins of Atlantis are

once again full of water, and the scientific

research is paused if not entirely ruined.

Red

Minor Twist

The Kraken Thrashes: Roll the environment dice.

Attack three targets near entryways or exits

using the Max+Min dice. Hinder three targets

near entryways or exits using the Max+Mid dice.

Introduce a number of Kraken Tentacles to the

scene equal to the Mid+Min dice.

Misapplied Protection: Something has gone awry

with the Atlantean defenses. They are now acting

as if one of your foes somehow belongs there,

providing your foe with protection and power! Roll

the environment dice. Defend the most powerful

or otherwise notable enemy in the scene using the

Max die. Boost that enemy using the Mid+Min dice.

That bonus is persistent and exclusive.

Major Twist

Defensive Impairing Field: With a thrumming

sound, a translucent green aura fills the area, slowing

the minds of all within.

Disable the Field

Until this challenge is resolved, all heroes lose

access to all of their Reaction and Inherent

abilities.

Environments

431

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

the

Bullpen

Adventure

Issues

A rchives

the

Appendices

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