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Sentinel Comics RPG Core Rulebook

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The power of nature flows through you.

6 NATURE

Assign all the dice you rolled at the end of the background step to any of the following powers:

• Animal Control

• Cold

• Electricity

• Fire

• Flight

• Leaping

• Shapeshifting

• Swimming

• Swinging

• Wall-Crawling

• Weather

• Select from Athletic powers category

• Select from Materials powers category

Gain two of these Yellow abilities:

ICON NAME TYPE GAME TEXT

Call to the Wild A

Predator’s Eye

Wild Strength

Gain one of these Green abilities:

ICON NAME TYPE GAME TEXT

Grasping Vines A

A

R

Gain a minion. It takes its turn before yours, but goes away

at the end of the scene. You may only have one such minion at

a time.

Attack using [power]. Use your Max+Min dice. Then gain a

Boost using your Mid die. The target of the Attack gains a bonus

of the same size.

When you defeat a minion, roll that minion’s die and Boost

yourself using that roll to create a bonus for your next action.

Hinder using [power]. Use your Max die. You may split that penalty

across multiple nearby targets.

Natural Weapon A Attack using [power]. Use your Max die.

Roll and for archetype selection.

60

Step 2: Power Sources

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