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Sentinel Comics RPG Core Rulebook

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12

PSYCHiC

Mysterious mental abilities give you the ability to

manifest a variety of powers with but a thought.

Assign at least two dice you rolled at the end of the power source step to powers from the

Psychic category. If you already have one or more Psychic powers, assign dice to ensure that

you have at least two Psychic powers.

Assign any remaining dice to the following categories:

• Select from Intellectual powers category

• Select from Materials powers category

• Select from Psychic powers category

• Select from Self Control powers category

• Select from Information qualities category

• Select from Mental qualities category

Gain two of the following Green abilities:

ICON NAME TYPE GAME TEXT

Psychic Assault

Psychic Coordination

Psychic Insight

ICON NAME TYPE GAME TEXT

Astral Projection

Illusionary Double

Minion Suggestion

Postcognitive Understanding

Precognitive Alteration

Psychic Analysis

A

A

R

A

R

A

R

R

A

Attack using [Psychic power]. Hinder the target using your Min

die.

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

and Overcome actions until the start of your next turn.

After rolling during your turn, you may take 1 irreducible damage

to reroll your entire dice pool.

Gain two of the following Yellow abilities that you have the associated power or quality for:

Overcome using Remote Viewing and use your Max+Min dice.

You do not have to be physically present in the area you are

Overcoming.

When you are Attacked, Defend by rolling your single Illusions

die.

Attack a minion using Suggestion. If that minion would be

taken out, you control its next action, and then it is removed.

Otherwise, Hinder it using your Min die.

After an enemy rolls dice to take an action for their turn but

before using the result, Hinder that enemy’s roll using your single

Postcognition die.

After an ally rolls dice to take an action for their turn but before

using the result, Boost that ally’s roll using your single Precognition

die.

Boost yourself using [Mental quality]. Either use your Max die, or

use your Mid die and make it persistent.

Swarm

Telekinetic Assault

Telepathic Whammy

Choose an Esoteric principle.

Roll for personality selection.

A

A

A

Attack multiple targets using Animal Control and use your Min

die.

Attack using Telekinesis. Either Attack one target and use your

Max die, or two targets and use your Mid die against one and

your Min die against another.

Attack using Telepathy and use your Max die. Hinder the target

with a persistent penalty using your Min die.

84

Step 3: Archetypes

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