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Sentinels

Powers: Immense strength, laser beam and plasma blasts. The new Prime Sentinels can disguise themselves as human (since they still are, in some way) and have great ability to avoid mutant powers.

Pro-File: The Sentinels are behemoths robots, programmed to kill mutants, nothing more. Created by Bolivar Trask, an anti-mutant scientist, the Sentinels have been one of the X-Men greatest enemies. Bolivar Trask also created the Master Mold, who was some kind of Sentinel´s mother that created many of the robots. They rebelled against Bolivar and only the force of the Original X-Men was enough to stop them.

As Charles Xavier once said, the robots have no soul, no emotions to appeal to, making them the personification of the hatred that humanity feels for mutant kind.

There were a lot of Sentinels since their first appearance: the government Sentinels, Stephen Lang´s ones, Fitzroy's ones from the future and the futuristic model, Nimrod, that seems to be in production in our time. Nimrods are a lot harder to destroy, since they have ways to repair themselves really quick. With Operation Zero Tolerance, there are the Prime Sentinels. These villains were once regular humans, transformed with nano-technology, becoming Sentinels. This innocent people had suffered accidents that made them to go to a clinic, the Doctor Prospero´s Clinic, to get implants, such as legs, arms and other body parts. They didn´t know they were being transformed into deadly cyborgs.

After the saga was over, nothing was said or done about the search of the cure for these people. It seems that this new model will keep showing up.



MARK I

(made by various governments, designed by Bolivar Trask) F 30 health 155 A 10 S 40 E 75 R 20 I 4 P 4 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 10 Mutant Detection: Can scan all living beings in 4 areas and determine if they are mutants or humans Body Armor: 30 material, 20 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from chest( plasma, electron, heat, etc.) 2 areas doing 30 damage Stun Ray: 30, 3 areas Disintergrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of 30 strength inorganic matter

mark1-The first of the Sentinels were created by Bolivar Trask, who was worried about the rise of mutants and their threat to "normal" humanity. The Sentinels were created to protect humanity, but due to their logic circuits, concluded that the best way to do so was to control humanity. They turned on Task, who discovered that not all mutants were evil. Bolivar sacrificed himself to blow up the Sentinel base and all of his creations.


MARK II

(designed and created by Larry Trask, Son of Bolivar Trask) F 40 health 235 A 20 S 75 E 100 R 20 I 10 P 6 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 30 Mutant Detection: Can scan all living being in 6 areas and determine if they are mutants or humans Body Armor: 40 material, 40 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from chest( plasma, electron, heat, etc.) 6 areas doing 50 damage Gas Jets: In hands, 30, 2 areas Adaptability: Can adapt to defend against any attack up to 100 rank ( deflected Thor's hammer once) Requires one round to study power to come up with defense...all info relayed to other Sentinels for future use. Self-repair: 25 points per round....as long as 50 points remain. Mutation: Number 2 was effected by solar flares and mutated gaining teleportation of Shift X, shows up as a mutant on all detectors. Remote Control: Requires special cybernetic helmet, -1 CS to all FASE abilities.

mark2-Created by Larry Trask, son of Bolivar Trask, the powerful Mark II's proved effective until they discovered that Trask was himself a mutant, at which point they considered themselves free to make their own decisions. They were defeated by the X-Men, who pointed out that, since the sun was a source of the mutations, the Sentinels should try to destroy it. The logic of this argument forced them to leave Earth. A mutation to their leader, Number Two, caused them to return to Earth, where they were destroyed by the Avengers. The Mark II Sentinels were also known as the Neo- Sentinels.

MARK III

(designed and created by Stephen Lang) F 20 health 120 A 10 S 40 E 50 R 4 I 4 P 4 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 10 Mutant Detection: Can scan all living being in 5 areas and determine if they are mutants or humans Body Armor: 20 material, 20 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from chest( plasma, electron, heat, etc.) 2 areas doing 30 damage Gas Jets: In hands, 30, 2 areas Atmos-Sphere: Create life support bubble 40, holds up to 6 people. Used to transport people to space.

mark3-Stephen Lang, working from Trask's incomplete notes, rebuilt the Sentinels with support from the Hellfire Club (whose leader at that time shared Lang's fear and distrust of the rising number of mutants). Lang built the Mark Ill's and, operating out of a space platform, set out to locate and destroy super-human mutants. He was foiled in the plot and his Sentinels were destroyed by the X-Men, but not before Lang transferred his own brain patterns into the Master Mold.


MARK IV

(designed and created by Stephen Lang) F 20 health 165 A 20 S 50 E 75 R 6 I 6 P 4 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 20 Mutant Detection: Can scan all living being in 7 areas and determine if they are mutants or humans Body Armor: 30 material, 30 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from hands or eyes( plasma, electron, heat, etc.) 2 areas doing 30 damage. Learning Program: Special learning program gives them a +1CS to hit after 3 rounds of study, information is relayed to all other Sentinels for use, but only of same model type. Specialized weapons can be created but takes a week to assemble and mount to Sentinels. Gas Jets: In hands, 30, 2 areas Catch Web Cables: 30 material, fired from wrists, 2 areas. Searchlights: From eyes, 2 area volume, 5 areas away.

mark4-With the destruction of the Mark Ill's, Sentinel technology languished until the attempted assassination of Senator Kelly by the Second Brotherhood of Evil Mutants. Then Sentinel construction was revived by the US Government through its "Project Wideawake." The contract for rebuilding the Sentinels was awarded to Shaw Industries, whose president, Sebastian Shaw, was himself both a mutant and the Black King of the Hellfire Club. Shaw's eventual intention is to use the Sentinels to further his own ends, initially for the Inner Circle of the Hellfire Club, but now on his own.

MARK V

(created by Sebastian Shaw) F 20 health 190 A 20 S 50 E 100 R 10 I 6 P 4 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 20 Mutant Detection: Can scan all living being in 1 mile and determine if they are mutants or humans Body Armor: 30 material, 30 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from hands or eyes( plasma, electron, heat, etc.) 2 areas doing 50 damage. Learning Program: Special learning program gives them a +1CS to hit after 3 rounds of study, information is relayed to all other Sentinels for use, but only of same model type. Specialized weapons can be created but takes a week to assemble and mount to Sentinels. Gas Jets: In hands, 30, 2 areas Cold Beams: liquid nitrogen spray from eyes. END FEAT against stun, stun results in being sheathed in ice, 10 material strength.

mark5-A second-generation built along the lines of the Mark IV, the Mark V represents a modest improvement over the previous model.

MARK VI

(created by Sebastian Shaw) F 30 health 250 A 20 S 50 E 150 R 10 I 10 P 4 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 20 Mutant Detection: Can scan all living being in 2 miles and determine if they are mutants or humans Body Armor: 30 material, 30 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from hands or eyes( plasma, electron, heat, etc.) 2 areas doing 40 damage. Learning Program: Special learning program gives them a +1CS to hit after 3 rounds of study, information is relayed to all other Sentinels for use, but only of same model type. Specialized weapons can be created but takes a week to assemble and mount to Sentinels. Gas Jets: In hands, 30, 2 areas Invisibility: Liquid crystals gives them 20 invisibility vs. radar and normal vision

Omega Series (hunter-killers)

F 50 health 290 A 40 S 50 E 150 R 20 I 10 P 10 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 30 Mutant Detection: Can scan all living being in 10 miles and determine if they are mutants or humans Body Armor: 40 material, 40 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from hands or eyes( plasma, electron, heat, etc.) 6 areas doing 50 damage. Learning Program: Special learning program gives them a +1CS to hit after 2 rounds of study, information is relayed to all other Sentinels for use, but only of same model type. Specialized weapons can be created but takes a week to assemble and mount to Sentinels. All mutants known living or dead in the 21st century are known. Electrical Insulation: 20 Darts: 10 steel javelin darts in trunk, 3 areas, 20 damage against 30 materials or less.

Omega Series (executive type)

F 50 health 290 A 40 S 50 E 150 R 30 I 20 P 10 POWERS Robotic Construction: 20' tall, +2 CS to hit, immune to disease and gas attacks. Survive in vacuum indefinitely. Immune to all psionic attacks. Flight: 30 Mutant Detection: Can scan all living being in 10 miles and determine if they are mutants or humans Body Armor: 40 material, 40 protection vs. physical and energy Energy Beam: Can fire a variety of energy beams from hands or eyes( plasma, electron, heat, etc.) 6 areas doing 50 damage. Learning Program: Special learning program gives them a +1CS to hit after 2 rounds of study, information is relayed to all other Sentinels for use, but only of same model type. Specialized weapons can be created but takes a week to assemble and mount to Sentinels. All mutants living or dead in the 21st century are known Electrical Insulation: 30 Darts: 10 steel javelin darts in trunk, 3 areas, 20 damage against 30 materials or less. Encephalo-scan: Can read target's brainwaves and determine if they are telling the truth. Red Psyche roll required or sentinel will know there is a lie. TALENTS Engineering, Genetics, Computers, Electronics

omega series-In an alternate time-line where Phoenix lived and Senator Kelly died, the Sentinel program developed the Omega series, fully sentient creatures, which then took over the United States, killing off most of its super-powered individuals. Omega Sentinels that killed specific costumed heroes were granted the right to paint themselves to resemble that hero's costume. These Omegas are the Sentinel forces of an alternate future, and may also reflect the potential for the current series in our own world.


Nimrod

F 50 health 300 A 50 karma 70 S 50 resources 40 E 150 popularity 10 R 30 I 30 P 10 POWERS Body Armor: 50 Disintergrator: 40 Energy Beam: 75, eyes, hands, chest, 4 areas. Known beams- radiation, light, lasers, magnetism, heat Force Field Generation: 40 Hypersensitive Senses: Cl 1000, sight, hearing, and radio links. Does not suffer extra damage from sensory attacks. Neural Manipulator: Contact- roll vs. END or be stunned for 1-10 turns. If Nimrod grabs them a red FEAT is required until let go or unconscious. Power Negation: Temporarily negates all powers within 1 area, red FEAT to keep powers. Self-repair: 10 with 10% of health. 15 points per 1/2 hour. For each 20 points repaired it lowers at least one power -2CS. Shapechange: appear human Shockweb: 30, 2 areas away, 50 material strength. Requires a 30 FEAT to create e and last for 1 turn. Teleportaion: 2 (5 miles) Tractor Beam: 75 telekinetic beam, repel or attract. Propels 1 area per rank above 10, no damage.

nimrod-A mutant-hunter from the future, Nimrod returned to this time in pursuit of Rachel Summers, the second Phoenix. After establishing himself as a "hero" in this time, he fought the X-Men and other mutants before merging his consciousness with Master Mold, and being swept into the Siege Perilous with Rogue. His present status is unknown.



Prime Sentinels


(created by Doctor Prospero)

F Ex(20)
A Ex(20)
S In(40)
E Un(100)
R Ex(20)
I Ex(20)
P Gd(10)
Health: 180 Karma: 50
Resources: In Popularity: N/A

KNOWN POWERS
Robotic Construction: Unlike the other Sentinels the Prime Sentinels are humans enhanced by robotics, they still gain the following abilities from their robotic form:
·Immunity to poison, disease, and gas.
·Invulnerability to mental attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.). But when a telepath probes deeper he may be able to reach the human conciousness underneath. The telepath must make an IN power FEAT every round he tries to control the human mind.
·Prime Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Prime Sentinels are made of IN strength material. This provides them with IN protection against physical and energy attacks.
·Self-Repair Mechanisms: The Prime Sentinels are self-regenerating, allowing them to regain 10 Health per round, provided that they have at least 10% Health remaining. Once the Prime Sentinel's health falls below 10%, this power fails to operate.
Weapons Systems:
·Variable Energy Beams: The Prime Sentinel's plasma beams, electron beams, and heat rays can inflict either energy or force damage at the MN level, with a range of three areas. The Prime sentinel can also fire two blasts of AM intensity, or even fire an spread from their fingers for In damage to the entire area.
·Shapechange: limited shapechange into their human forms and back, this takes 1 round. A Mn Intuition FEAT is required to spot a disquised Sentinel.
Mutant Detection: The Prime Sentinels can scan all living beings within seven areas and determine if they are human or mutant.
Flight: EX air speed.
Learning Program: This allows the Sentinel to gain a +2CS against an opponent in all FEATs after fighting that opponent for three rounds. Further, the information is relayed back to central computers, such that other Sentinels are aware of it and gain that ability in future battles. After these three rounds a sentinel can negate the opponent mutant powers with Un ability. Specific Weapon systems of up to Mn level can be installed to fight previously encountered opponents.
Note: Before the Prime Sentinel is activated the human host can be conditioned in such a way that they don't even know they're a sentinel. This is called a Sleeper unit. Bastion can activate these Sleeper units from the Hulkbuster Base.
TALENTS: None
GROUPS: O.Z.T.
IN BRIEF: The Prime Sentinels are created by Bastion to be the main force of his O.Z.T. army. These sentinels are revealed to be recruited humans who are promised a better life or who are selected because their anti-mutant sentiment. They are then rebuilt more a robot than a human being. Bastion can completely control these Sentinels since they have been completely brainwashed. There are until now only 2 cases known where the human mind managed to overcome this conditioning. The main danger of these new Sentinels comes from the fact that they could be any human, since they are completely undetectable until activated.

X-sentinels

F Ex(20)
A Gd(10)
S In(40)
E Am(50)
R Pr(4)
I Fe(2)
P Fe(2)
Health: 120 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The X-Sentinels are robots, and as such have a number of special abilities:
·Immunity to poison, disease, and gas.
·Invulnerability to mental attacks such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
·The X-Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·The X-Sentinels are made of RM strength material. This provides them with EX protection against physical and energy attacks.
·Sentinels at this stage do not generate or spend Karma.
Special Modifications: The X-Sentinels were designed to resemble Professor X, the original X-Men, and Havok and Polaris. In addition to all of the abilities of the Sentinel Mark II, the X-Sentinels sound and act like the X-Men they were imitating. In addition, each of the X-Sentinels has been modified to allow it to "play its part":
·Cyclops: IN strength force beam.
·Professor X: IN strength force beam.
·Marvel Girl: IN strength tractor beam.
·Iceman: IN strength ice projection.
·Beast: No modification.
·Angel: Flight, GD speed.
·Havok: IN strength force beam.
·Polaris: IN strength magnetic beam.
TALENTS: None.
GROUPS: Steven Lang's Mark III Sentinels.
IN BRIEF: The X-Sentinels were robots built with Sentinel technology by Lang to confuse and defeat the X-Men. His plan went well until Wolverine penetrated the disguise and ripped the Marvel Girl robot to shreds.

MASTER MOLD

F Rm(30)
A Ex(20)
S Mn(75)
E Un(100)
R Rm(30)
I Gd(10)
P Pr(4)
Health: 225 Karma: 44 Resources: In Popularity: -10

KNOWN POWERS
Robotic Construction: Master Mold is a robot, and as such has a number of special abilities:
·Immunity to poison, disease, and gas.
·Invulnerability to mental attacks such as mind control and mind reading (telepathic force bolts and other such attacks function normally).
·Master Mold does not need to breathe, and as such is unharmed by the effects of outer space and being underwater.
·When fully assembled, Master Mold is 30' tall, and as such those attacking him have a +2CS chance of hitting.
·Master Mold is made of RM strength material. This provides EX protection against physical and energy attacks.
·Master Mold can repair himself, using available technology and materials, with the equivalent of 20 Health regained per round, until reduced to 10 Health or less. At less than 10 Health, this power no longer functions.
Weapons Systems: Master Mold has in the past created a number of weapons systems, including:
·Hunter Missiles: A specialized seek-and-destroy missile. Has AM speed, IN control, and is made of EX material strength alloy. The hunter missiles have RM tracking ability and once having located a target, will attempt to destroy it with AM strength energy beams.
·Beacon Probe: Similar to the Hunter Missiles, the Beacon probe can induce sleep with AM intensity in two areas.
·Energy Beams: RM strength force or energy rays.
·Gas Jets: Usually located in the palms, fire knockout gas up to two areas with RM potency.
·Stun Ray: RM intensity, three area range.
·Disintegrator Ray: RM strength disintegration against inorganic material, two area range.
Mutant Detection: UN ability to sense individuals with mutant DNA at a range of several hundred miles.
Flight: EX air speed.
Mind Control: AM ability.
Brain Module: Master Mold's central consciousness resides within a "brain module," of which there are a number scattered throughout the world. Destruction of Master Mold in one form (with that brain module) does not fully destroy Master Mold. The brain module is made of UN strength material, and can regenerate a new body with MN ability. As a protective measure, the brain module can inflict IN energy damage to anyone touching it.
Creations: Master Mold has in the past created a number of non-Sentinel creations to aid in his plans. They include:

·Servitors: Artificial lifeforms with the following abilities:
F. A. S. E. R. I. P
GD GD TY GD PR PR PR
10 10 6 10 4 4 4
Health: 36 Karma: 12
The Servitors have GD body armor, and are equipped with jet packs (TY air speed) and blasters (GD energy damage, two area range).

·Conscience: The downloaded personality of Stephen Lang:
F. A. S. E. R. I. P
EX EX IN MN RM GD PR
20 20 40 75 30 10 4
Health: 155 Karma: 44
Like Master Mold, Conscience has the advantages of Robotic Construction (though Conscience lacks regenerative powers). He has EX body armor, and can fire IN strength Energy or Force beams.

·Mobile Flying Base: A flying HQ with EX control, Shift Z body, MN speed, and AM protection. This base radiated RM intensity light as well.
·Retribution Virus: Created by Moira MacTaggart (who was under the control of Master Mold at the time), this virus was designed to kill all super-human mutants, but would also kill 90% of normal humanity with the genetic potential for mutation. The disease causes -1CS in all abilities per hour, with death occurring when all abilities are at Sh0 and an Endurance FEAT is failed. A vaccine for this virus was created by Moira, and all existing versions of it were either cured or destroyed.
TALENTS: Since he is programmed with Stephen Lang's engrams, Master Mold has Electronics, Robotics, and Repair/Tinkering talents.
GROUPS: Former leader of the Mark III Sentinels, now independent.
IN BRIEF: This is the current version of Master Mold, who has been rebuilt a number of times in his long career. The original Master Mold was designed to oversee production of the earlier (Task) Sentinels, and was destroyed when Trask blew up himself and the Sentinel Base. Master Mold was rebuilt by Stephen Lang, who placed his own personality within Master Mold. This version was destroyed by Iceman, Angel, and the Hulk, but the various "brain modules" fell to Earth, awaiting activation. Since that time Master Mold has appeared in a number of different forms, built of available materials, and fighting the X-Men, Cyclops, and Power Pack. Most recently, Master Mold linked with the mutant-hunter of the future, Nimrod, and they and the X-Man Rogue entered the Siege Perilous together. Whether this will prevent the activation of other brain modules is currently unknown.

DL 4 Zan's Char. Gen.