Sentinel Comics rpg pre-Beta Playtest

With permission from Greater Than Games we are allowed to give you guys a look at the rpg Beta. We used Roll20 to show you guys the pre-beta version of the Sentinels Comic RPG. While technically nothing new you can't read about on the old thread from when the RPG was announced, you can get a good idea of how things look.

You can check out part 1 of 3 here:

https://www.youtube.com/watch?v=Ymj7oo0ZtSc

Part 2:

https://www.youtube.com/watch?v=fdqkNw8bOdc

Part 3:

https://www.youtube.com/watch?v=1OS5TpjUhXA

Awesome, thanks for sharing! 

Outstanding - curiosity about this had been killing me!

 

So, here's what I caught as new information beyond what we saw in the old thread:

  • They have embraced the rule that you can use Kickers of a different color for a Minor/Major Cost.

  • Science is now a Power, not a Quality.  Tachyon added "Physics" to take its place as her d12 Quality, but Unity got some stranger changes - she has no Science, but did add Banter and Creativity.  Guys... I think Unity might be neglecting the more formal duties of her internship.

  • On the plus side, "Technopath" gets called out as a Power in addition to Ferrokinesis.

  • It may no longer be possible to take Defense as a reaction by taking a Minor Cost.  The possibility is never mentioned.

  • The Megalopolis Stress Track was 12 boxes, 4 of each color.  What we had before on Environment Stress was 3G-XY-3R, so it seems like more Green and Red boxes are on the table.

  • The GM allowed Create A Bonus to be split among multiple recipients.  This did not appear to be official.

SHHHHHHH! The players may hear you!

 

Glad you enjoyed. Chrono is the editor for this game, so you if you have any questions his answers are the best.

 

As a player I have found it relaly fun and intrested to see how it develops.

Heh.  My questions, all told, would amount to "what is the full text of the current beta rules," which I don't think Chrono can answer. :wink:   I'm really hoping that the next couple of videos give me a better understanding of Environment Actions, and how Lieutenants work, since those are the biggest mysteries to me right now.

 

I guess I do have a question, though (if you're listening, Chrono) - at what rate does Stress recover outside of combat?  For it that matter, how does a Recover action work - does really give you your Key Die of Stress back?

Part 2 can be found here:

https://www.youtube.com/watch?v=fdqkNw8bOdc

Good times.  The new information here is a little more subtle than last time, but there's some good stuff to find:

  • Using a back issue to max out a die is a choice you make after rolling.  It would appear that it also means you use your Max die for the action, even if you would otherwise use your Min die - that's a BIG buff.
  • Also, I don't recall hearing previously what a big deal it is to roll triples - you get a Spotlight Moment and an automatic success.
  • It's the PCs, not the GM, who decides whether the Minor/Major Costs are paid as Hero Costs or Environment Costs, subject to things making narrative sense.

I believe they do talk about stress recovery in the other thread. It is an overcome action between scenes. We will get more into that later.

 

The 3rd, and final, part can be found here:

 

https://www.youtube.com/watch?v=1OS5TpjUhXA

Not in detail.  Most of the things from the back side of the Cheat Sheet remain shrouded in mystery, and the sum total of what was said about Recovery was:

…and that's it.  The other things back there were apparently Principles, rolling triples, and callbacks, all of which we've learned a little more about over time.

It being an action between scenes does add further context, though!  In particular, it makes it clear what a huge deal it can be that Absolute Zero (according to the sheet we've seen, at least) can get up to his low Green level from any Stress.  It also makes me wonder whether Bunker's Recharge Mode is any different now, or if it allows Recovery actions in combat, or what.

Also, for anyone who wasn't there or needs a refresher, this is the page I'm getting most of my RPG info from.  Well, it and the assorted links it contains, most notably this one.

Actually an 8 would have maxed Legacy out as a success. Technically a 4-7 also would have, if he was in the yellow. But yes, recovery during scenes is only available if a hero has a power, so choose wisely!

Hurm.  So that sounds something like:

  • 1-3: Bottom of the next level up.
  • 4-7: Top of the next level up.
  • 8-10: All Stress recovered.
  • 12+: Full recovery, plus some extra benefit?

Interesting, even though I've surely made some mistakes here.  Thanks for the hints!

EDIT: Oh, hey, the third part is up!  Sadly, Ambuscade went down too fast to give much of an exhibition on how named villains work.  He did show something interesting, though - every Hero we've seen has the same Stress as their HP in the card game, but he didn't take anything like 50 damage to get there.  (I suspect he had 25 Stress - I counted him taking 27 points, but may have missed a few.  However much he did take, it was more than needed.)

I am interested to know that marking Costs makes it harder for it to be your Backissue.  That surprises me a little (aren't the heroes put through the narrative wringer the hardest usually the MOST central ones, in games as well as comics?), but critiquing the advancement mechanics of a Beta is a bit silly, even for me.

Thanks again for posting all of these!