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Save The Day With The Sentinel Comics RPG
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<blockquote data-quote="AtomicPope" data-source="post: 8199614" data-attributes="member: 64790"><p>Damage is not necessary "damage" in Sentinels. However, if you wanted to make an all powerful, invulnerable Superman then you could just make him something out of reach using the Villain creation method and give him Overpowered and Formidable. Those combined are just an evil Superman: massive health pool, max dice, ignores anything not related to his weakness. On the flip side, you could create a hero version using the Armored archetype and then building around an impenetrable defense, even give him the Red Power "Impenetrable Defense".</p><p></p><p></p><p></p><p>You're describing an Overcome action. Any time you want to do a skill check that's just an Overcome. Sometimes you have a complex environments that require more than a simple roll (you're not just sneaking around, there are obstacles and traps in your way). The complications are then built around "Stealth". If you have no quality "Stealth" then expect a complication because you won't be rolling your best dice. The easiest complications are a penalty applied to your next action. For Stealth the narrative might be that you're moving slowly and therefore you're not in a good position to fight. Complications are based on your roll, and the action. If you have a "minor twist" it might be a penalty based on your mid roll (the die with the middle value). However, since we're talking Stealth the complication might be you've alerted minions and must deal with them swiftly. The narrative might play out that you succeed in sneaking but now there are guards who "heard something" and they're going to investigate and now there's a number of minions equal to a die you rolled.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8199614, member: 64790"] Damage is not necessary "damage" in Sentinels. However, if you wanted to make an all powerful, invulnerable Superman then you could just make him something out of reach using the Villain creation method and give him Overpowered and Formidable. Those combined are just an evil Superman: massive health pool, max dice, ignores anything not related to his weakness. On the flip side, you could create a hero version using the Armored archetype and then building around an impenetrable defense, even give him the Red Power "Impenetrable Defense". You're describing an Overcome action. Any time you want to do a skill check that's just an Overcome. Sometimes you have a complex environments that require more than a simple roll (you're not just sneaking around, there are obstacles and traps in your way). The complications are then built around "Stealth". If you have no quality "Stealth" then expect a complication because you won't be rolling your best dice. The easiest complications are a penalty applied to your next action. For Stealth the narrative might be that you're moving slowly and therefore you're not in a good position to fight. Complications are based on your roll, and the action. If you have a "minor twist" it might be a penalty based on your mid roll (the die with the middle value). However, since we're talking Stealth the complication might be you've alerted minions and must deal with them swiftly. The narrative might play out that you succeed in sneaking but now there are guards who "heard something" and they're going to investigate and now there's a number of minions equal to a die you rolled. [/QUOTE]
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