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Sentinel Comics RPG Core Rulebook

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After taking the Accident power source, Sarah moves

on to the archetype section. There, she selects Blaster.

The Blaster archetype instructs her to start by assigning

a die to an Elemental or Energy power. She chooses

Electricity and assigns to it.

Later in the same step, Sarah chooses this ability:

ICON NAME TYPE

GAME TEXT

Disabling Blast

Attack using [power]. Hinder using your Min die.

So she picks [power] to be Electricity.

Likewise, she takes this ability:

ICON NAME TYPE

GAME TEXT

Energy Immunity

If you would take damage from [element/energy

you have a related power for], instead reduce that

damage to 0 and Recover that amount of Health.

Sarah sets the bracketed section to Electricity. So not

only can Sarah’s hero throw Electricity around, but she

can absorb Electricity when hit with it. She decides to

rename Disabling Blast to Shocking Strike and Energy

Immunity to Lightning Rod.

Ability Types

All abilities fall into three categories: Action,

Reaction, or Inherent. When recording the ability

on your hero sheet, fill in the type where it says

“Type” by recording A, R, or I as specified by that

ability. Abilities usually involve one or more of the

action types (Attack , Defend , Overcome

, Boost , Hinder , and Recover ) and

you can use their icon where it says “Icon”.

A

I

Action Type Icons

The action type icon give you a quick guide to which

action each of your abilities uses. You don’t have

to painstakingly craft those icons on your own hero

sheet, though. You can just use some shorthand

icons to remind you what your hero can do, like

the ones in this image:

( Trouble drawing a fist? Try something like a burst.)

Choosing Principles

Whenever you gain a principle, record the

appropriate text in the During Roleplaying, Minor

Twist, and Major Twist sections on the first page

of your hero sheet. Then record that principle’s

Green ability in the appropriate slot at the bottom

of the “Green Abilities” section on the second

page of your hero sheet. When recording the

twists, do not answer the questions. Rather, record

the questions as asked — they’re things the GM

can ask you when your hero faces a minor or

major twist. The complete list of Principles begins

on page 123.

Auxiliary Sheets

Some of the more complex hero options require

use of an extra sheet, called an auxiliary sheet, as

shown on page 12. If you don’t need an auxiliary

sheet, you don’t have to use one. However, you

can also use this sheet to note any reminders about

how your hero works, keep track of the names of

people you meet in the game, doodles, etc.

Jim Brooks is the hero Time-Slinger — formerly known

as Chrono-Ranger. He’s not officially part of a team,

but he works with the Sentinels of Freedom to teach

new heroes, such as the hero team Daybreak.

In the following pages, we walk through the process

of Christopher creating Time-Slinger as a new hero.

Normally we’d use the constructed method, since he’s

an existing hero in the Sentinels world and we have

a general idea of what his sheet would look like. But,

in this case, we use the guided method to illustrate

the process. Throughout this chapter, we add to Time-

Slinger’s hero sheet using each step so you see the

system in action.

What Goes Into a Hero?

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

45

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