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Sentinel Comics RPG Core Rulebook

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8

POWERED SUiT

An engineered suit provides you with your powers,

and may even be important to keeping you alive.

Assign one die to the power Power Suit.

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

• Awareness

• Cold

• Elasticity

• Electricity

• Fire

• Lightning Calculator

• Nuclear

• Part Detachment

• Signature Vehicle

• Signature Weaponry

• Select from Athletic powers category

• Select from Mobility powers category

Gain two of these Yellow abilities, each using a different power:

ICON NAME TYPE GAME TEXT

Energy Converter

Explosive Attack

Onboard Upgrade

Gain one of these Green abilities:

ICON NAME TYPE GAME TEXT

Damage Reduction

Diagnostic Subroutine

Roll and for archetype selection.

R

A

A

I

I

When you take damage from [element/energy], treat the

amount of damage you take as a Boost action for yourself.

Attack up to three different targets using [power]. Apply your

Max die to one, your Mid die to another, and your Min die to the

third. If you roll doubles, take a minor twist or take irreducible

damage equal to that die.

Boost yourself using Power Suit. Use your Min+Mid dice. That

bonus is persistent and exclusive.

Reduce [physical or energy] damage you take by 1 while you

are in the Green zone, 2 while in the Yellow zone, and 3 while

in the Red zone.

Whenever your status changes due to a change in your current

Health, you may remove a penalty on yourself.

62

Step 2: Power Sources

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