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Sentinel Comics RPG Core Rulebook

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The best way to support your team is from the air.

8 FLYER

Assign one of the dice you rolled at the end of the power source step to the Flight or Signature Vehicle

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

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

• Signature Vehicle

• 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 Information qualities category

• Select from Physical qualities category

Gain two of the following Green abilities, at least one using your Flight or Signature Vehicle power:

ICON NAME TYPE GAME TEXT

Aerial Bombardment

Aerial Surveillance

Barrel Roll

Dive & Drop

Sonic Boom

Strike & Swoop

Gain one of the above abilities at Yellow.

Choose an Ideals principle.

Roll

for personality selection.

A

A

R

A

A

A

Attack up to three targets using [power/quality]. Apply your Min

die to each of them.

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

and Overcome actions until the start of your next turn.

When you are Attacked while Flying, you may Defend yourself

by rolling your single [power/quality] die.

Attack a minion using [power]. Use whatever that minion rolls

for its save as an Attack against another target of your choice.

Hinder multiple targets using [power]. Apply your Min die to

each of them.

Attack using [power/quality]. Defend against all Attacks against

you using your Min die until your next turn.

80

Step 3: Archetypes

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