New Sentinel RPG Actual Play series

Fun watch.

You guys are getting the rules down a lot better as time goes by. Only thing that jumped out at me was at 45:00 in. Those four hindered minions that got hit by the following attack from Starbuck would mostly have been knocked out. The one that rolled a 5 would have been modified down to a 3 and just barely passed his save, going a d4. The other three all had modified results of 2 or less and were KO’d immediately. Multi-hinder plus multi-attack is a brutal minion sweeper combo when you can get it to go off, and even lieutenants don’t like it much.

Look forward to seeing the next one.

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I actually caught that mistake in game and corrected it a few minutes later. I am glad you mentioned it because I wasn’t 100% sure if hinder worked on damage saves. You are right multi hinder and multi attack is fantastic on minions.

Are we getting “overcome” correct? I think we are getting it right but there are times they want to do something, and I feel overcome is the default way to resolve these things. Example: Agent Umbra tries to sabotage Panzer while invisible.

Thanks for the feedback!

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Seemed reasonable to me. Overcomes really are the catch-all action for “can I do this crazy thing?” requests.

Giving the extra gas mask grab to Umbra when he spiked that Overcome was a good move too. Even with bonuses you don’t get a lot of 8+ results where there’s no twist to deal with.

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Thanks!

Our next game has a pretty complicated super villain battle coming up. There will be lots of boosts and hinders going out. Do you find it troublesome to keep up with multiple effects? The super villain has his own powers like normal, but he can also control the environment so it’s almost like he gets to go twice each round.

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I find it’s a good idea to make a bunch of markers for mods I expect to see in play, with simple names like (say) “frozen” (for Cold effects) or “dazed” (for getting confused with Banter or zapped by a Suggestion) and fill in the actual value of the mod as its produced, but I’m playing face to face so you might need less prep than I do. Not every mod will apply to every situation (being frozen might not hinder a psionic Overcome, for ex) and technically the entity that applied the mod can choose when to use them, but if you’ve got a lot of them in play it may be a good idea to just ignore that and always apply them at the first chance. Players (and GM NPCs) can also remove a mod with an Overcome or opposed mod (Boosting to counter a penalty) but mostly you only see that when there’s a persistent mod in play.

Your villain a Domain archetype, or maybe a Titan? They can both trigger environment twists, but it does take their action to do so so that keeps it reasonable - they can’t use their other abilities (barring reactions) and still kick the environment into high gear. Depending on what other abilities they have your players may need to be careful to stay on top of keeping the environment minions under control, those abilities where you roll any number of their dice and use that to attack everything but the Domain villain or even just heal him can be game-ending if there are too many minions in play.

Remember that when a villain ability triggers an environment twist the scene tracker doesn’t advance as well, so they can’t speed up the clock - well, unless one of the major environment twists says to advance the tracker, but even then those aren’t repeatable so it’s pretty limited. IIRC the Domain ability lets you pick your e-twist from the current zone or the next one up the GYRO ladder, so you can start throwing Yellow e-twists at them right away if you want. The Titan version is limited to the same zone, I think.

If they wreck the zeppelin (as I expect they will) next session maybe you could do a follow up adventure down the line where the Nazis send this goofball villain from my blog for revenge:

The Colossal Z-Man

Heinrich there would be at the top of his game in WW2. :slight_smile:

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I am teaching some members of my community the game this week. I will record our “side session” and post it as well. The story will be tied to the current game. The goal will be to bring everyone together to have a full table.

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I see the side session is up over on youtube. Now I just need to find a couple of hours to listen to it. :slight_smile:

EDIT: Okay, that was pretty great, especially Kid Fury and the ending twist that I will not spoil.

Do you still want a rundown on rules flubs? I hate to do it without invitation at this point, but there were a few, at least one pretty severe.