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Sentinel Comics RPG Core Rulebook

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13

CURSED

A supernatural curse has been

inflicted upon you or your family line,

granting both boons and banes.

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

• Signature Weaponry

• Select from Athletic powers category

• Select from Elemental/Energy powers category

• Select from Materials powers category

• Select from Self Control powers category

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

ICON NAME TYPE GAME TEXT

Attunement

Costly Strength

Cursed Resolve

Gain one of these Green abilities:

ICON NAME TYPE GAME TEXT

Double Edged Luck

Extremes

I

A

A

I

I

When you would take damage from [element/energy], you

may Recover that amount of Health instead.

Boost all nearby allies using [power]. Use your Max+Mid dice.

Hinder yourself with your Min die.

Boost yourself using [power]. Then, either remove a penalty on

yourself or Recover using your Min die.

Whenever you roll a 1 on one or more dice, you may reroll

those dice. You must accept the result of the reroll.

Whenever you roll a die’s max value, treat that value as 1 higher.

When you roll a 1 on a die, treat that die as if it had rolled a 0.

Roll and for archetype selection.

14

ALiEN

You are not from Earth, though your powers might not be

all that unusual where you come from. Or you’ve been

granted abilities by an extraterrestrial source.

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

• Signature Vehicle

• Signature Weaponry

• Select from Athletic powers category

• Select from Elemental/Energy powers category

• Select from Intellectual powers category

• Select from Mobility powers category

• Select from Psychic powers category

• Select from Technological powers category

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

ICON NAME TYPE GAME TEXT

Alien Boost

Empower and Repair

Halt

A

A

R

Boost all nearby allies using [power]. Use your Max+Mid dice.

Hinder yourself with your Min die.

Boost, Hinder, Defend, or Attack using [power]. You and all

nearby heroes in the Yellow or Red zone Recover Health equal

to your Min die.

When you are Attacked at close range, Defend yourself by

rolling your single [power] die.

Then, upgrade one power or quality to . If you have no powers, instead add a new power

from the above list at .

Roll

for archetype selection.

Step 2: Power Sources

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

67

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