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Sentinel Comics RPG Core Rulebook

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16

FORM-CHANGER (CONTINUED)

Green form abilities:

You can shift yourself between

a few different forms.

ICON NAME TYPE GAME TEXT

Clever Form A Boost or Overcome using [power]. Use your Max die.

Minuscule Form

Then make a Yellow form, recording it on your auxiliary sheet. You may swap powers around and upgrade

any two dice by one size. Pick one of the following Yellow form abilities for your Yellow form (or choose

one of the unused Green form abilities above):

ICON NAME TYPE GAME TEXT

Agile Form

Gain the following Red ability:

A

A

Defend using [power]. Use your Max die. Remove all penalties

on you.

Strong Form A Attack using [power]. Use your Max die.

Tough Form

I

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.

Tricky Form A Boost or Hinder using [power]. Use your Max die.

Weird Form

R

When an opponent would Attack you in close combat while in

this form, you may Attack or Hinder them first by rolling your

single [power] die.

Attack using [power]. Defend against all attacks until your next

turn with your Min die.

Regenerating Form A Boost using [power]. Recover Health equal to your Min die.

Speedy Form A Hinder multiple targets using [power].

Towering Form A Attack multiple targets using [power].

ICON NAME TYPE GAME TEXT

Choose an Esoteric principle.

Roll

Emergency Change

for personality selection.

R

When hit with an Attack, change to any form before resolving the

Attack. Take a minor twist.

Step 3: Archetypes

C

Intro

Playing

the Game

reating

H eroes

Moderating

the Game

The

Bullpen

Adventure

Issues

The

Archives

Appendices

91

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