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Sentinel Comics RPG Core Rulebook

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Hinder........................................................................19, 26-27

An action used to make things more difficult for a

character, resulting in a penalty.

Hit the Deck!.......................................................................29

A basic Defend action taken to protect yourself as

a reaction at the cost of a minor twist.

Index Cards............................................................. 159-160

Our favorite GM play aid.

Inherent............................................................................12, 45

An ability which is aways on, requiring no specific

response to activate.

Issue................................................................................8-9, 142

A single session of play, usually lasting 2-4 hours.

Last Stand...................................................................17, 149

When a minion is at a , its damage save behavior

changes and it doesn’t degrade any further. When

a minion successfully saves against damage, it

survives the attack. Damage that beats the value

rolled by a minion defeats that minion, removing

it from the scene.

Lieutenants...........17, 149, 156, 160, 207, 402-417

Powerful NPCs, each represented by a single die.

Usually used as a major opponent of the heroes.

Their damage saves are much hardier than the

damage saves of minions, but they also have a rule

for massive damage on page 149.

Location.............................................................16, 158, 160

A specific place within an environment that can

involve a bit of complexity in its thematic layout.

Major Twists................................................25, 29-30, 155

Twists that create very notable and/or long-lasting

problems or introduce major threats to the scene.

Max Die.....................................................................................21

When rolling a dice pool, the die that rolled the

highest number is the Max die.

Mid Die......................................................................................21

When rolling a dice pool, the die that rolled the

middle number is the Mid die.

Min Die......................................................................................21

When rolling a dice pool, the die that rolled the

lowest number is the Min die.

Minions........... 17, 148-149, 156, 160, 166, 204-206,

402-417

Standard NPCs, each represented by a single die.

Usually used as opponents of the heroes. Most

effective in groups.

Minor Twists................................................25, 29-30, 154

Twists that create unexpected wrinkles or introduce

minor threats to the scene.

Mods..................................................................22, 26-27, 160

Bonuses and penalties generated with the Boost or

Hinder actions.

Montage Scenes..............................9, 32-33, 159, 171

Narrative focused scenes, for travel, recovery, repair,

investigation, etc.

Movement................................................................ 168-169

If a hero wants to move within the same location,

they can do so without an action. If a hero wants

to move from one location to another, they spend

their whole turn doing so, usually, though they can

perform a Boost, Hinder, or Defend action as well.

NPCs........................................................................ 8, 148-156

All characters not controlled by hero players,

including villains, minions, lieutenants, environment

threats, allies, innocent bystanders, and anyone else

controlled by the GM.

Out.................................................12-13, 14, 101-104, 147

The end of GYRO. When Out, a hero only has

access to their Out ability. When the scene tracker

goes to Out, the scene ends immediately and

catastrophically.

Overcome..................................................19, 25, 154, 169

An action used to get past an obstacle.

Penalty...............................................................................26-27

A negative mod that reduces the value of an effect

die. If not persistent, it goes away after one usage.

Persistent Mods.................................................................26

Mods that last until the end of the scene, or until

they are removed by taking action against them or

some other effect.

Personal Status.......................................................12, 147

A character’s status, based on Health or other

factors in the case of some villains. A character’s

personal status can be different from the scene or

environment’s status. In those cases, use the status

that is closer to Out.

Personality........................................................46, 100-105

A characteristic used during hero creation. Your

general demeanor and how you react when under

pressure. A hero’s personality determines their

Out ability and status dice, and also grants them a

unique quality.

436

Index & Glossary

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