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Sentinel Comics RPG Core Rulebook

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Powers

CHECK OUT pages 115-120 for further

explanations of each of these powers

and qualities.

Athletic*

Agility

Speed

Strength

Vitality

Elemental/Energy

Cold

Cosmic

Electricity

Fire

Infernal

Nuclear

Radiant

Sonic

Weather

Hallmark**

Invented Power with

GM’s permission

Signature Vehicle

Signature Weaponry

QUALITIES

Information

Criminal Underworld Info

Deep Space Knowledge

History

Magical Lore

Medicine

Otherworldly Mythos

Science

Technology

Mental*

Alertness

Conviction

Creativity

Investigation

Self-Discipline

Special**

Intellectual

Awareness

Deduction

Intuition

Lightning Calculator

Presence

Materials

Metal

Plants

Stone

Toxic

Transmutation

Self Control

Absorption

Density Control

Duplication

Elasticity

Intangibility

Invisibility

Part Detachment

Shapeshifting

Size-Changing

Roleplaying Quality: a unique Quality that sums up your hero

* Powers/qualities from these categories are used to increase starting Health.

** These powers/qualities require customization to the hero.

Physical

Acrobatics

Close Combat

Finesse

Fitness

Ranged Combat

Stealth

Psychic

Animal Control

Illusions

Precognition

Postcognition

Remote Viewing

Suggestion

Telekinesis

Telepathy

Mobility

Flight

Leaping

Momentum

Swimming

Swinging

Teleportation

Wall-Crawling

Technological

Gadgets

Inventions

Power Suit

Robotics

Social

Banter

Insight

Imposing

Leadership

Persuasion

Powers and Qualities list

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Name Of

Issues

1

The

Archives

Appendices

Index &

Glossary

47

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