Sentinel comics rpg starter kit pdf download






















The problem with games like Champions has always been that superheroes, by definition, break the rules of reality, so trying to effectively simulate a world where heroes naturally breaking the rules of reality becomes very fragile. Sentinel Comics RPG solves this in a very clever way that eliminates the complexity. All actions heroes take are classified as one of five things: attacking, defending, boosting, hindering, or overcoming. Attacking and defending is about dealing or preventing damage, and are quite straightforward.

Attacking with fire uses the same system as attacking with martial arts or a laser; the differences are handled at the fiction layer. If you want to attack that robot by jumping on its back and twisting its head off, you can do that.

If you want to attack that robot by melting it with your fire powers, you can do that. And because this all happens at the fiction layer, there are no complicated rules about those weird edge cases that will inevitably come up; your GM handles deciding things like whether your fire powers work in a vacuum or underwater, or whether your psychic blasts work on those AI robots.

Boosting and hindering is about making things harder or easier for your allies and enemies. At first glance, this seems like a minor option, but at the table, it truly shines. This is the mechanism that turns a group of individuals into a superhero TEAM. You might hinder that robot by telekinetically wrapping it in chains, or dominating it with your arcane eye, or creating ice under its feet. All these do is create story-relevant bonuses and penalties, but they are significant ones, often meaning the difference between defeat at the hands of the villain and victory using clever teamwork.

The power of this was driven home for me the first time I ran a session of the game. A player playing Absolute Zero, a cold-based character, saw the bad guys fling an innocent civilian from high up. There are no rules for falling damage, catching things, using cold powers to break falls, etc.

Creatively using their powers like this is baked into core of the system, and it feels spontaneous and versatile. Each hero has a list of powers and qualities, each associated with a die size.

The hero chooses one of each type, and then a third based on their current health, and roll them. The player then rolls those dice, putting them in order. Most effects look at the result of the middle-valued die, but some hero special abilities let you do more, such as attacking with your Max die, or attacking multiple targets with your Min die. The result determines the outcome. In the case of attacking and defending, the roll is simply the damage — an attack just causes the result as damage, and defend defends that amount from the next attack.

Knowing when to boost, hinder, attack, or overcome is the core strategy of the game, and it is fiction-first, making it easy for players to reason within.

On the GM side, there are a lot of affordances that make running the game a breeze. Minions and lieutenants have simple core rules with ways to customize them; each is represented by a die size, like a d6 Ninja or a d12 Tyrannosaurus, along with a few tactics and special ability notes.

These are exceedingly easy to run, allowing you to very quickly model even a large number of enemies fighting the heroes. Villains, on the other hand, are statted out much like heroes, and are more complicated, but they use the same systems that heroes do, and are straightforward to run as a result. Overall, the game feels very streamlined and quick, which is perhaps the number one reason it is able to capture the feel of comic-book action: minimal down time. Turns go quickly, and everything is abstracted to let players imagine their own fictions, which lets the heroics and dreadful reversals come forward with very little to get in the way.

But best of all, the fiction-first flexibility allows you to be as superheroic as you want. One of my players had made a character who was a psychic ghost with ties to the Lord of the Dead. In their first episode, they encountered a horde of robots, which I had ruled were immune to their psychic attacks.

In a regular game, this would shut that hero down, relegating them to being support at best for the fight. Instead, the player asked if that hero could attempt an overcome action pull the entire scene into the Land of the Dead so that her psychic emanations could affect the robots. It was a great moment that evoked those double-page spreads in comic books which give real spotlight moments to a hero.

To read, the starter set has some neat books. The character sheets are good for fans to check out the kinds of things their favourite heroes can do and the background text is more nice lore. The art is all Adam Rebottaro, so it keeps thematically the same as Sentinels of the Multiverse and is charmingly familiar to look at.

I understood it a bit more after having played it with someone from the Greater Than Games stand at the Expo and reading the starter set multiple times. There are some brilliant elements which are weighed down by some clunky rules and a sense of needing to use RPG mechanics to reflect card game mechanics. Learn how your comment data is processed. About Who Dares Rolls. The Wall Of Greg. Board Games. Published by Greater Than Games. The playable characters are: Absolute Zero — Trapped in a temperature-regulation suit, Absolute Zero damages himself to cause far more damage to others in the form of icy blasts.

Like this: Like Loading Hover To Rate. User Score. Be the first to comment! Leave a Reply Cancel reply. Tweets by WhoDaresRolls. The whole stalking and punching thing made this seem a lot more like a psychopath simulator. When you Thanks for mentioning Lonely Bears, we're coming back to the Expo in , this wil Apparently the pdf does not support the VoiceOver n, which for me is quite critical,.

I have the same problem. As a blind gamer, the ability to read PDFs with a screen reader is of paramount importance. The game looks exciting, especially when I saw Cam Banks associated with it. I was able to get the starter for free from their website, give you some basics at least to see if you like the system. Just from looking at the preview, this looks like it would be a nightmare to read through. Those weird pixely squares in the backgrounds of some of the pages make the text downright invisible unless you really focus on it.

Such a weird design decision. It would be cheaper than running my printer out of ink and then having to go to FedEx Office to have it bound. February 25, pm UTC. If i buy from their webstore do i get pdf free? Works out cheaper to preorder books here in UK, and pay for pdf seperately! I contacted them about giving free pdf with purchase of physical book and they said they would. I bought mine from local flgs and just sent them copy of the receipt.

I also noticed that! Is this an error or is it actually that heavy? Can someone please confirm. Yeah they mentioned it's quite large but it's really odd that pdf is THAT large, yeah it's quite a colorful book, great artwork but needs to be compressed more.

Hands down my favorite system to run that I've ever played. Been running TTRPGs for over a decade and this is the one that is easiest to run, change on the fly, and feel thematic with. Eric C. Full disclosure: I am a total fan boy for all things Sentinels, from the original card game to the video game on iOS and Steam. Colin B. I'd been playing Sentinels of the Multiverse, the card game set in the same universe as this RPG, for a number of years before I heard about this game being kickstarted, and as a fan of the universe and superhero RPGs in particular, I decided to [ See All Ratings and Reviews.

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Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Other unique systems. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.

Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy.



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