04.02.2023 Views

Sentinel Comics RPG Core Rulebook

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

6

CLOSE QUARTERS COMBATANT

Assign one of the dice you rolled at the end of the power source step to the Close Combat quality.

If you already have Close Combat, either skip it or swap the die with one of your new dice.

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

• Signature Weaponry

• Select from Athletic powers category

• Select from Mobility powers category

• Select from Technological powers category

Assign any remaining dice to any of these qualities:

• Select from Physical qualities category

• Select from Social qualities category

You prefer to fight

up close and personal.

Gain three of the following Green abilities, at least one using your Close Combat quality and another

using one of your powers:

ICON NAME TYPE GAME TEXT

Defensive Strike A Defend using [power/quality]. Attack using your Min die.

Dual Strike

Flexible Stance

A

A

Attack one target using [power/quality]. Attack a second target

using your Min die.

Take any two basic actions using [power/quality], each using your

Min die.

Offensive Strike A Attack using [power/quality]. Use your Max die.

Precise Strike

A

Attack using [power/quality]. Ignore all penalties on this Attack,

ignore any Defend actions, and it cannot be affected by Reactions.

Gain one of the above abilities as a Yellow ability, using a different power or quality from any of your

Green abilities.

Choose a Responsibility principle.

Roll

Throw Minion

for personality selection.

A

Attack a minion using [power/quality]. Whatever that minion

rolls as defense Attacks another target of your choice.

78

Step 3: Archetypes

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!