You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Defend...............................................................................19, 28
An action used to reduce the next damage to
yourself or another character.
Dice..............................................................................................17
Polyhedrals with a different number on each side,
related to the number of sides. Dice used in SCRPG
include four-sided dice: , six-sided dice: , eightsided
dice: , ten-sided dice: , and twelve-sided
dice: .
Dice Pool.................................................................................20
The three dice a hero or villain roll when taking an
action. One die from their powers, one die from
their qualities, and one die from their status.
Distance..................................................................... 168-169
Rather than tracking precise tactical range, distance
is addressed as part of the fiction, based on what
the GM and the hero players have established.
Effect Die.................................................................................21
When rolling a dice pool, the die that gets applied
to the action or ability is the effect die. If an ability
does not specify an effect die, the Mid die is the
effect die. Depending on the ability, there can be
multiple effect dice in a single roll.
Environment...........16, 23, 157-158, 160, 240-247,
418-431
The setting of where a scene takes place. When
present in a scene, the environment gets a turn in
the action order, and the checking off a space on
the scene tracker is part of that environment turn.
Example of Play...........................5, 18, 19, 20, 21, 22,
23, 24-25, 26, 27, 28, 29, 31, 33, 35, 36-39, 151, 155,
158, 162, 163, 167, 168, 173, 174-175, 180, 189, 190,
191, 200, 201, 203, 204, 245
Snippets of SCRPG played out in the pages of this
book to illustrate how certain aspects of the game
are used.
Exclusive Mods...................................................................26
Mods that cannot be used in conjunction with
another mod of the same type. You can only use
one exclusive bonus and be forced to use one
exclusive penalty per roll.
Game Moderator (GM)........................... 8, 145-181
The player who frames the story, controls the
actions of the NPCs, and ensures that the game
rules are applied in a fair and fun way.
Green Zone........................................................ 12-13, 147
The highest band of GYRO. A hero has access
to their Green zone abilities when their status is
anything other than Out.
Guided Method.........................................................42, 46
The primary method of hero creation described in
Chapter 3. A way to build a hero in this game that
involves a lot of choices, guided by rolling dice to
move from step to step to determine the building
blocks of your hero.
GYRO......................................................................14, 16, 147
An abbreviation of the four zones of the game:
Green, Yellow, Red, and Out. Also the name of the
core system of this game.
icon.....................................................................................186
This is the handy H icon! It’s used to represent the
number of heroes in a scene. It does not change
over the course of the scene, even if a hero goes to
Out or is otherwise removed from the scene.
Health..................................................................14, 113, 239
A measurement of the physical health, composure,
and fatigue of a hero or villain.
Health Range..........................................12-13, 113, 239
The ranges of Health that indicate a character’s
current personal zone.
Hero..........................2-3, 8, 41-143, 179, 181, 292-345
The main characters played by non-GM players,
whether created using Chapter 3 or premade, such
as the heroes found in Chapter 7.
Hero Advancement......................................... 142-143
The process by which heroes grow and change
over the course of many adventures and issues.
Hero Creation.........................................................41-141
The process of making your own Sentinel
Comics RPG hero! All of Chapter 3 is devoted to
this. See Guided Method and Constructed Method.
Hero Points...................................................................14, 31
Points earned by heroes in a variety of ways, notably
for playing to their principles in scenes and through
roleplaying. A maximum of 5 hero points can be
earned by each hero over the course of one issue
of play. Hero points from a previous issue of play
are spent at the start of an issue to gain hero point
bonuses.
Hero Point Bonus............................................................31
Bonuses gained by heroes at the start of an issue
by spending the hero points they earned last issue.
Hero point bonuses are floating bonuses that can
be invoked during the issue they are gained.
Hero Sheet.....................................10-13, 292-345, 439
The place where all the information you need to
run your hero is collected.
Index & Glossary
435
Intro
Playing
the Game
Creating
Heroes
Moderating
the Game
the
Bullpen
Adventure
Issues
the
Archives
A ppendices