Sentinels

(Past and Present)


Sentinels are mutant-hunting robots manufactured by a variety of firms, but with one common purpose--the discovery, pursuit, capture, and/or elimination of mutants.

SENTINELS

Prime Sentinels

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 thei 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.

MARK I

F Rm(30)
A Gd(10)
S In(40)
E Mn(75)
R Ex(20)
I Pr(4)
P Pr(4)
Health:155 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The 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).
·Mark I Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Sentinels are 10' tall. Those attacking a Mark I have a +1CS chance of hitting.
·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.
Weapons Systems: The Mark I's have a variety of weapons-systems, fired from their chest-plates. These include:
·Variable Energy Beams: The Mark I's plasma beams, electron beams, and heat rays can inflict either energy or force damage at the RM level, with a range of two areas.
·Stun Ray: The Mark I's chest-plate also packs a stun-ray of RM intensity and three area range.
·Disintegrator Ray: The Mark I's have a chest-mounted disintegrator of RM intensity against inorganic matter.
-Mutant Detection: The Mark I can scan all living beings within four areas and determine if they are human or mutant.
Flight: GD air speed.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: 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

(Neo-Sentinels)
F In(40)
A Ex(20)
S Mn(75)
E Un(100)
R Ex(20)
I Gd(10)
P Ty(6)
Health: 235 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The 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.)
·Mark II Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Mark II Sentinels are 20' tall. Those attacking a Mark II have a + 2CS chance of hitting.
·Mark II Sentinels are made of IN strength material. This provides them with IN protection against physical and energy attacks.
·Self-Repair Mechanisms: The Mark II's have phenomenal self-repair mechanisms, allowing them to regain 25 Health per round, provided that they have at least 50 Health remaining. Once the Mark II's health falls below 50, this power fails to operate.
·Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Mark II's have a variety of weapons-systems, fired from their chest-plates. These include:
·Variable Energy Beams: Mark II's have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the AM level, with a six area range. These weapons are mounted in the chest-plates and palms.
·Gas Jets: Mounted in the palms, these jets emit knockout gas of RM intensity up to two areas away.
Adaptability: The greatest power of the Mark II's is to analyze an attack form and create methods by which that attack can be neutralized, these methods created by its own self-repair mechanisms. In this fashion the Mark II can gain abilities it did not have originally. These defenses operate at the intensity of the attack, +1CS, up to the UN rank, and include such en- hancements as:
·Steel tendrils and nets for stopping dexterous opponents.
·Vibration attacks against opponents using sonic powers.
·Fire attacks against ice-based foes.
·Ice or water-based attacks against fire-using opponents.
It is up to the Judge to determine specific defense according to the nature of the attack. These defenses will always be mechanical in nature (as opposed to psionic or magical). Information gained from one attack is relayed to other Sentinels, along with information on whether the attack was successful or not.
Mutant Detection: The Mark II can scan all living beings within six areas and determine if they are human or mutant.
Flight: RM air speed.
LIMITATION: Stronger limitations are placed on the Mark II's to prevent a repeat of the Mark I's apparent rebellion. The Mark II's are "hard-wired" not to harm normal human beings, only mutants.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: 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 II, NUMBER TWO

Number Two was the leader of the Mark II Sentinels following the revelation that Larry Trask was a mutant. In their flight around the sun, Number Two was itself mutated, giving it several new powers:

KNOWN POWERS
Space Warp: Number Two can generate a teleporting space warp with UN ability, crossing continental distances (thousands of miles) at will
. Removed Limitation: Number Two had its hard-wired limitation against harming humanity removed, and can attack them as it wishes.
IN BRIEF: The mutated Number Two returned to Earth with the surviving Sentinels, and began a program to create solar flares and thereby sterilize humanity (no more new humans, therefore no more new mutants). Its plot was foiled by the Avengers. Number Two was destroyed by his surviving Sentinel followers, who realized that Number Two was a mutant and carried out their own programming to destroy it.

MARK III

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

KNOWN POWERS
Robotic Construction: The 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).
·Mark III Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Mark III Sentinels are 20' tall. Those attacking a Mark III have a + 2CS chance of hitting.
·Mark III Sentinels are made of RM strength material. This provides them with EX protection against physical and energy attacks.
·Self-Repair Mechanisms: The Mark Ill's have modest self-repair mechanisms, allowing them to regain five Health per round, provided that they have at least 50 Health remaining. Once Health drops below 50, this power fails to operate.
·Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Mark Ill's have a variety of weapons-systems, fired from their hands and chest units. These include:
·Variable Energy Beams: Mark Ill's have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at RM level, with a two area range. These are mounted in the chest and palms.
·Gas Jets: Mounted in the palms, these jets emit knockout gas of RM intensity up to two areas away.
·Grappling Cables: Issuing from the palms, these cables are of AM material strength and grab targets with IN ability.
·Atmos-Spheres: A modification for life in space, the Mark Ill's can generate a protective life-support bubble for up to six individuals. The bubbles have IN material strength.
Mutant Detection: The Mark III can scan all living beings within five areas and determine if they are human or m mutant.
Flight: GD air speed.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: 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.

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.

MARK IV

F Ex(20)
A Ex(20)
S Am(50)
E Mn(75)
R Ty(6)
I Ty(6)
P Pr(4)
Health: 165 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The 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).
·Mark IV Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Mark IV Sentinels are 20' tall. Those attacking a Mark IV have a + 2CS chance of hitting.
·Mark IV Sentinels are made of RM strength material. This provides them with RM protection against physical and energy attacks.
·Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Mark IV's have a variety of weapons-systems, fired from their hands or eyes. These include:
·Variable Energy Beams: Mark IV's have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the IN level of ability, with a two area range. These are mounted in both the hands and eyes.
·Gas Jets: Mounted in the palms, these jets emit knockout gas of RM intensity up to two areas away.
·Grappling Cables: Issuing from the wrists, these cables are of RM material strength and grab targets with AM ability.
·Searchlights: Mounted in the eyes, these lights can illuminate a two-area volume up to five areas away. At full force, they have RM intensity.
Mutant Detection: The Mark IV can scan all living beings within seven areas and determine if they are human or mutant.
Flight: EX air speed.
Learning Program: A more controlled variant of the adaptation programs of the Mark II's, this allows the Sentinel to gain a +1CS 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 Mark IV's are aware of it and gain that ability in future battles. By researching the gathered data, the scientists at Shaw industries can manufacture specific countermeasures which can be installed in modified Mark IV's (removing some other weapon system) for attacking that particular mutant. Modification takes about a week, and can produce mechanical countermeasures of no greater than MN strength.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: 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

F Ex(20)
A Ex(20)
S Am(50)
E Un(100)
R Gd(10)
I Ty(6)
P Pr(4)
Health: 190 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The 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).
·Mark V Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater. ·Mark V Sentinels are 20' tall. Those attacking A Mark V have a + 2CS chance of hitting.
·Mark V Sentinels are made of RM strength material. This provides them with RM protection against physical and energy attacks.
·Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Mark V's have a variety of weapons-systems, fired from their hands or eyes. These include:
·Variable Energy Beams: Mark V's have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the AM level of ability, with a two area range. These are mounted in the hands and eyes.
·Gas Jets: Mounted in the palms, these jets emit knockout gas of RM intensity up to two areas away.
·Grappling Cables: Issuing from the wrists, these cables are of RM material strength and grab targets with AM ability.
·Cold Beams: Jets of liquid nitrogen of IN stunning cold, mounted in the eyes. The nitrogen also encases the target in a sheath of GD material strength ice.
Mutant Detection: The Mark V can scan all living beings within one mile and determine if they are human or mutant.
Flight: EX air speed.
Learning Program: This program allows the Sentinel to gain a +1CS 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 Mark V's are aware of it and gain the CS in future battles. By researching the gathered data, the scientists at Shaw industries can manufacture specific countermeasures which can be installed in modified Mark V's (removing some other weapon system) for attacking that particular mutant. Modification takes about a week, and can produce mechanical countermeasures of no greater than MN strength.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: A second-generation built along the lines of the Mark IV, the Mark V represents a modest improvement over the previous model.

MARK VI

F Rm(30)
A Ex(20)
S Am(50)
E ShX(150)
R Gd(10)
I Gd(10)
P Pr(4)
Health: 250 Karma: N/A
Resources: N/A Popularity: N/A

KNOWN POWERS
Robotic Construction: The 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.)
·Mark VI Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Mark VI Sentinels are 20' tall. Those attacking a Mark VI have a + 2CS chance of hitting.
·Mark VI Sentinels are made of RM strength material. This provides them with RM protection against physical and energy attacks.
·Sentinels at this stage do not generate or spend Karma.
Weapons Systems: The Mark VI's have a variety of weapons-systems, fired from their hands or eyes. These include:
·Variable Energy Beams: Mark VI's have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage at the IN level of ability, with a two area range. These were mounted in both the hands and eyes.
·Gas Jets: Mounted in the palms, these jets emit knockout gas of RM intensity up to two areas away.
·Grappling Cables: Issuing from the wrists, these cables are of RM material strength and grab targets with AM ability.
Mutant Detection: The Mark VI can scan all living beings within two miles and determine if a mutant is within that area and using its mutant abilities.
Flight: EX air speed.
Learning Program: This program allows the Sentinel to gain a +1CS 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 Mark VI's are aware of it and gain the CS in future battles. By researching the gathered data, the scientists at Shaw industries can manufacture specific countermeasures which can be installed in modified Mark VI's (removing some other weapon system) for attacking that particular mutant. Modification takes about a week, and can produce mechanical countermeasures of no greater than MN strength.
Invisibility: EX rank against normal vision and radar. Achieved by camouflaging liquid crystal implants and stealth ECM technology.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: Another modification of the Mark IV frame, this one up-gunned to handle heavy-weight opponents. Several new systems were incorporated into this design as experiments, and whether they are retained in future Sentinel designs remains to be seen. None of the Sentinels produced by Shaw Industries have matched the Lang Mark II's, but, on the other hand, none have yet rebelled against their programming and attempted to take over the world.

OMEGA-SERIES

F Am(50)
A In(40)
S Am(50)
E ShX(150)
R Ex(20)
I Gd(10)
P Gd(10)
Health: 290 Karma: 40
Resources: N/A Popularity: -90

KNOWN POWERS
Robotic Construction: The 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).
·Omega Sentinels do not need to breathe, and as such are unharmed by the effects of outer space and being underwater.
·Omega Sentinels are 20' tall. Those attacking an Omega have a +2CS chance of hitting.
·Omega Sentinels are made of IN strength material. This provides them with IN protection against physical and energy attacks.
·The construction of the Omega Sentinels gives them EX protection from electrical attacks.
·The Omega Sentinels have achieved sentience, and as such may spend Karma on their FEATs.
Weapons Systems: The Omega Hunter-Killers have a variety of weapons-systems, fired from their wrists. These include:
·Variable Energy Beams: Omegas have plasma beams, electron beams, and heat rays with which they can inflict either energy or force damage of AM intensity, at a range of six areas. These were mounted in the hands.
·Darts: The Omega series Sentinels also carry ten javelin-sized steel darts in their trunks. These darts can be thrown up to three areas away, in flicting RM edged weapon damage.
Mutant Detection: The Omegas can scan all living beings within 10 miles and determine if a mutant is within that area and using its mutant abilities.
Flight: RM air speed.
Learning Program: This program allows the Sentinel to gain a +2CS against an opponent in all FEATs after fighting that opponent for two rounds. Further, the information is relayed back to central computers, such that other Mark Vl's are aware of it and gain the CS in future battles. Master files exist for all "known" mutants on earth. By researching the gathered data, the Sentinels can manufacture specific countermeasures which can be installed in modified Omegas (removing some other weapon system) for attacking that particular mutant. Modification takes about a day, and can produce mechanical countermeasures of no greater than UN strength.
TALENTS: None.
GROUPS: Sentinels.
IN BRIEF: 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.

OMEGA-EXECUTIVE TYPE

The Executive-Type Omega Sentinel is (will be?) a variant on the Hunter-Killer, and is identical to the Hunter-Killer, with the following modifications:
KNOWN POWERS
Mutant Detection: 100-mile range if linked to main computers, detecting all mutants in the area, whether they are using their mutant powers or not.
Encephalo-Scan: A primitive telepathic device, used as a lie detector. Functions with EX ability (Psyche FEAT to fool).
IN BRIEF: The Executive types are a variant of the Hunter-Killers, built for specific managerial and organizational tasks.

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.

NIMROD

F Am(50)
A Am(50)
S Am(50)
E ShX(150)
R Rm(30)
I Rm(30)
P Gd(10)
Health: 300 Karma: 70
Resources: In Popularity: 10

KNOWN POWERS
Robotic Construction: Immunity to poison, gas, and mental attacks.
Body Armor: IN protection from physical and energy attacks. His body itself is RM material strength.
Disintegrator: IN rank, one area range.
Energy Beam: MN intensity, four area range. Specific energies manipulated include radiation, light, laser, magnetism, and heat.
Force Field Generation: IN protection.
Hypersensitive Senses: CL 1000 sight, hearing, and radio links. Sensory attacks do not inflict additional damage.
Mutant Detection: CL 1000.
Neural Manipulation: On touch, stun with AM ability for 1-10 turns if the target fails an Endurance FEAT.
Tractor Beam: MN telekinetic power to repel or attract a target.
Shockweb: RM intensity energy field, with equivalent of AM material strength and RM Stunning ability. Can be created up to two areas away.
Power Negation: Negate all mental or psionic powers within one area, with MN ability. Those of lesser power ability must make a Psyche FEAT to use their powers.
Self-Repair: GD ability, providing that 10 percent of Health is intact. Regains 10 points each half hour. While under repair, all other abilities are - 2CS.
Teleportation: Five mile range, IN ability.
Shapechange: Nimrod can shapechange himself to appear human with AM ability. It is unknown if he can mimic specific forms.
TALENTS: None known or needed.
GROUPS: None.
IN BRIEF: 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.

TRI-SENTINEL

F ShX(150)
A Mn(75)
S ShY(200)
E ShZ(500)
R Ex(20)
I Ex(20)
P Ex(20)
Health: 925 Karma: 60
Resources: NA Popularity: NA

KNOWN POWERS
Robotic Construction: The Tri-Sentinel 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.)
·Tri-Sentinel does not need to breathe, and as such is unharmed by the effects of outer space. Immersion in water may inflict RM damage (Endurance FEAT to avoid).
·When fully assembled, the Tri-Sentinel is 50' tall, and as such those attacking the Tri-Sentinel have a + 3CS chance of hitting.
·The Tri-Sentinel is made of RM strength material. This has been enchanted to provide MN protection against physical and energy attacks.
Weapons Systems: The Tri-Sentinel packs the following abilities:
·Multiple Attacks: The six-armed Sentinel can make up to three attacks per round, or grapple up to six separate man-sized targets. If grappling a target of similar size, the Tri-Sentinel is +3 on its attacks.
·Energy Bolts: Up to six energy or force bolts of 20 area range and UN damage can be unleashed at once.
·Catch-Web cables shot from the palms entangle with MN strength, one area range.
·Gas Jets of IN intensity knock-out or poison gas, three area range.
·Cold Beams of AM intensity cold, mounted in the eyes, two area range.
Defense Systems: The Tri-Sentinel's defense systems include:
·Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with ShZ ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS.
·Energy Shield. UN protection against all energy attacks. Only one can be created at a time.
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels which carried over into the Tri-Sentinel. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves. For the original Sentinels, this will be effective, but the Tri-Sentinel is only immobilized for 1-10 rounds until it overrides the logic.
TALENTS: None.
GROUPS: None.
IN BRIEF: The Tri-Sentinel is a combination of three Shaw Sentinel prototypes, fused and increased in power by the magic of Loki as a "last gift" following his Acts of Vengeance. The Tri-Sentinel attacked a local nuclear reactor, with intentions of cracking the containment vessel and irradiating most of the Eastern Seaboard. The Tri-Sentinel was defeated by Spider-Man wielding the powers of Captain Universe, whose powers he had been given specifically for this purpose. The Tri-Sentinel was disintegrated and Spider-Man returned to his non-cosmic state.
O.Z.T. Main
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