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Sentinel Comics RPG Core Rulebook

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Player Characters

The hero characters played by all of the players

other than the GM. See Hero.

Plot Characters..............................................................150

Named NPCs that play significant roles to advance

a story but don’t always act in action scenes.

Powers...................................................15, 20, 47, 115-118

Talents, whether innate, coming from gear or

gadgets, or some combination of the two. Powers

are stats for both heroes and villains, rated as die

sizes from to .

Power Source......................................................46, 56-71

A characteristic used during hero creation. What

changed you into a hero and what fuels your

powers. A hero’s power source determines some

of their powers and qualities and some of their

abilities.

Principles...................................................14, 45, 122-141

Representations of a hero’s core beliefs and

fundamental personality traits. Principles give

heroes a roleplaying prompt, as well as minor and

major twist questions, and a green zone ability

that generates hero points. Principles fall into five

categories: Esoteric (pages 124-126), Expertise

(pages 127-130), Ideals (pages 131-134), Identity

(pages 135-137), and Responsibility (pages 138-

141).

Qualities..............................................15, 20, 47, 119-121

Learned traits and skills acquired through training,

education, mentoring, etc. Qualities are stats for

both heroes and villains, rated as die sizes from

to .

Reaction...................................................................12, 29, 45

A thing you can do in reaction to a trigger. Each

character can perform only one reaction per round,

gaining it back at the start of their turn, unless they

have an ability stating otherwise.

Recover...................................................19, 29, 32-33, 171

A special action used by abilities or in Montage

Scenes to get Health back.

Red Zone..........................................12-13, 106-111, 147

The lowest band of GYRO. Red abilities can only be

used when the hero’s personal or scene status is in

the Red zone.

Results........................................................................17, 21-22

The numbers rolled on dice, either individually or as

part of a dice pool. Results can be affected by mods.

Retcon.....................................................................................112

One of the last steps of hero creation, allowing you

to go back and tweak specific mechanical aspects

of your hero.

Risky Action..........................................................................19

A way to add an extra effect to a basic action by

invoking a minor twist. Only works on a basic action,

not on abilities.

Round.................................................................................15, 23

A cycle of play over which every character and

element in a scene has a chance to act on their turn.

Once each actor in the scene has taken their turn,

the round is over and a new round begins.

Scene........................................................................ 9, 159-160

The sections of play of the game, falling into three

categories, depending on the type of roleplaying

happening. See Action Scene, Social Scene, and

Montage Scene.

Scene Difficulty................................................... 185-188

Scenes can be built as easy, moderate, or difficult,

depending on the number and severity of threats

and challenges.

Scene Elements.............................................................146

The pieces of a scene that work together to create

the playable game.

Scene GYRO...................................................................................16, 147

The particular status of the scene itself. Spaces on the

scene tracker are checked off as the scene progresses,

moving from Green to Yellow to Red. If the scene tracker

runs out of checkable spaces, the scene goes to Out and

ends in some catastrophic fashion.

Scene Tracker..........................15, 16, 23, 147-148, 159, 188

A series of spaces broken up into Green, Yellow, and

Red zones that measures the tension and danger in the

scene.

Sentinel Comics.................................................................2, 291-431

The (fake) comic book company that prints such iconic

titles as Justice Comics, Mystery Comics, Sentinels of

Freedom, and more! Sentinel Comics is the name of the

IP of this game, as well as many others.

Social Scenes..............................9, 34-35, 159, 169-170, 184

Interpersonal focused scenes, for dramatic and interesting

interactions among characters, whether heroes or NPCs.

Status...............................................................................14, 16, 20

A stat that changes based on health for heroes and

some villains, notable factors for other villains, and

can be affected by the scene itself, based on the

scene tracker. The four zones of status are Green,

Yellow, Red, and Out.

Index & Glossary

437

Intro

Playing

the Game

Creating

Heroes

Moderating

the Game

the

Bullpen

Adventure

Issues

the

Archives

A ppendices

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