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Sentinel Comics RPG Core Rulebook

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3

PHYSiCAL POWERHOUSE

Assign one of the dice you rolled at the end of the power source step to the Strength power. If you

already have Strength, either skip it or swap the die with one of your new dice.

Assign one of the remaining dice to any of these powers:

• Density Control

• Leaping

• Signature Weaponry

• Size-Changing

• Select from Athletic powers category

Assign any remaining dice to any of these qualities:

• Select from Physical qualities category

• Select from Social qualities category

Gain two of the following Green abilities, each using a different power or quality from the

Physical Powerhouse list (including Strength):

ICON NAME TYPE GAME TEXT

Damage Resistant

Frontline Fighting

Galvanize

I

A

A

You are the brute squad.

Reduce any 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.

Attack using [power/quality]. The target of that Attack must take

an Attack action against you as its next turn, if possible.

Boost using [power/quality]. Apply that bonus to all hero Attack

and Overcome actions until the start of your next turn.

Power Strike A Attack using [power/quality] and use your Max die.

Strength in Victory

R

When you eliminate a minion with an Attack using [power/

quality], Recover Health equal to your Min die

Gain one of the above abilities at Yellow, using a different power or quality than your Green abilities.

Choose an Expertise principle.

Roll for personality selection.

Step 3: Archetypes

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Name Of

Issues

1

The

Archives

Appendices

75

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