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Summary about the mutant/superhuman/superpower detection and DNA analyzing abilities of the Sentinels

Their scanners are far more broad-spectrum than just 'human or mutant'. They actually function as ranged DNA and biological scanners and can detect things like Cap's augmentation and the enhanced nature of the likes of the Fantastic Four and Spiderman. The one incarnation of Master Mold Cyclops destroyed with the exploding oil refinery had decided on destroying the entire human race after realizing all humans were potentially mutants in some fashion.
Another Sentinel was shown detecting the hybrid Kree/Human nature of one teen girl when she herself thought she was purely human. Pretty much the only thing that they can't detect is magical potential or magic in use.
A mutant is anything that possesses traits or characteristics not possessed by the genetic material contributed by either parent. Someone like Hulkling isn't a mutant as he possesses traits inherited from his Skrull and Kree parents, whereas Franklin Richards is a mutant because none of his powers are possessed or inherited from his parents.
In the comics the definitions have been altered with what's considered 'baseline human', which is simply someone who possesses powers within a range defined as acceptable deviation for a member of the human race. Someone outside those definitions is considered a mutant and a defacto member of a new evolutionary offshoot, although genetics-wise one can't really classify them as a separate offshoot as they are in the comics.

Powers that can block the electromagnetic frequencies that the scanners work on can block them (and yes the Nightmares of Futures Past module series erred in listing things like Mental Invisibility as protection but they did the best that they could); so powers like

and with less efficiency (-2cs) Resistances to Energy wouldn't necessarily work though, as the scanner field isn't actually doing damage but analyzing the target. Plenty of resistant and Invulnerable characters have been detected; even Juggernaut's scannable to a degree.
Depending on the range of the power something that allowed you to directly control a Sentinel would allow you to make it ignore its sensors but probably couldn't prevent a group of them catching you. Mechanical shielding of various sorts also exist for those so inclined, and likely magical versions as well (like the spell Roma used to render the X-men temporarily undetectable by any scanner device, including most Sentinels).

UPB - Life Detection: The hero - in this case, the Sentinel - can detect the presence of life and identify the nature of that life. The hero can probe a specific target for more detailed physiological data on a red FEAT. A red FEAT allows the hero to locate a specific life form in the midst of a number of similar beings.
UPB - Power Detection: The hero can detect and identify superhuman Powers. He can also identify specific superhumans by their characteristic Powers (an Unearthly FEAT). The hero can identify the presence of previously invoked power when examining former targets of Power on a Good Intensity FEAT; identify a specific Power on a Remarkable Intensity FEAT; and identify the actual user of the Power on an Amazing Intensity FEAT, provided the hero knows of him.


Summarizing the above, the Sentinel needs a
-Green FEAT, to detect mutants/superhumans in his range
-Red FEAT, to completely analyze a mutant/superhuman and store her/his pattern for later use
-Red FEAT, to locate a specific individual in the midst of other mutants/superhumans if s/he doesn't actively use her/his powers
and it has to roll
-a Good Intensity FEAT to detect previously used powers
-a Remarkable Intensity FEAT to identify previously used powers
-an Amazing Intensity FEAT to identify an individual by the used powers


Baisc types of the Sentinels:







Notorious, unique Sentinels:




Sentinels Mark I

created by Dr. Bolivar Trask

In a television debate between Trask and Professor Charles Xavier, Trask revealed and then activated the Sentinels, who promptly decided that the best way to protect humanity was to rule over it themselves. The Sentinels kidnapped Xavier and brought him and Trask to the primary Sentinel, Master Mold, only for Xavier's students, the X-Men, to find them. When Trask realized the error in his ways and that not all mutants were a threat to the world at large, he aided the X-Men by sabotaging the machinery in the Sentinel base, destroying Master Mold and the Sentinels in the explosion, but he died in the process. However, numerous Sentinels and several Master Molds were built after the destruction of the original models.



F) Rm30
A) Gd10
S) In40
E) Mn75
R) Ex20
I) Pr4
P) Pr4

Health: 155 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark I Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: Rm material, Ex protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Gd airspeed (8 areas/round)
-Mutant Detection: Ty, able to scan all living beings within 4 areas and determine if they are human or mutant.
-Software Countermeasures: Ex, these Sentinels have Excellent protection against hacking attempts
Weapons Systems: The Mark I Sentinels are armed with the following weapons array:
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Rm Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.), up to 2 areas from the chest
-Stun Ray: Remarkable

Equipment:
None

Talents: None

Contacts: None


Sentinels Mark II

created by Larry Trask



F) In40
A) Ex20
S) Mn75
E) Un100
R) Ex20
I) Gd10
P) Ty6

Health: 235 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark II Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: In material, Rm protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Rm airspeed (15 areas/round)
-Mutant Detection: Ex, able to scan all living beings within 5 areas and determine if they are human or mutant.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information.
-Remote Control: Mark II sentinels can be operated via remote control. This requires special cybernetic helmet, -1CS to all FASE abilities if the control is in use. Mutants have been proven unable to use the helmet.
-Self-repair: Excellent as long as 50 health points remain, if they have enough components these Sentinels could regain 20 points of Health in every turn
-Software Countermeasures: Rm, these Sentinels have Remarkable protection against hacking attempts
Weapons Systems: The Mark II Sentinels are armed with the following weapons array:
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Am Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the palms
-Gas Jets: In hands, capable of Remarkable gas generation
-Stun Ray: Remarkable
-Nemesis: Can adapt to defend against any attack up to Unearthly rank. Requires one round to study power to come up with defense. Info is relayed to ALL other Sentinels for future use

Equipment:
None

Talents: None

Contacts: None

Notes: Unlike their predecessors, the Mark II Sentinels were programmed to protect mankind, no matter the cost. Although they could kill mutants, they could never damage or kill a human.


Sentinels Mark III

created by Stephen Lang for Project: Armageddon

After the death of Lawrence Trask, the property of plans for the Sentinels fell to the government of the United States. Dr. Stephen Lang became the head of a federal research – Project: Armageddon – about mutants, trying to discover how mutations could provide superhuman powers. However, unbeknownst to his employers, Lang was an anti-mutant bigot who used his position to obtain access to the notes and designs of Larry Trask and Bolivar Trask, his father and creator of the original Mk I Sentinels.
The Mk III Sentinels were unfortunately inferior to the previous ones because Lang worked with only incomplete notes from the Trasks and because the secret of his activities stopped him from hiring enough experts. He also made them less intelligent than the previous Sentinels to stop any possible rebellion.



F) Ex20
A) Gd10
S) In40
E) Am50
R) Pr4
I) Pr4
P) Pr4

Health: 120 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark III Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: Ex material, Ex protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Atmo-sphere: Create an Incredible life support bubble capable of holding 6 people
-Flight: Gd airspeed (8 areas/round)
-Mutant Detection: Ex, able to scan all living beings within 5 areas and determine if they are human or mutant.
-Remote Control: Mark III sentinels can be operated via remote control. This requires special cybernetic helmet, -1CS to all FASE abilities when active
-Self-repair: Excellent as long as 60 health points remain, every 10 points needs 30 minutes
-Software Countermeasures: Ex, these Sentinels have Excellent protection against hacking attempts
Weapons Systems: The Mark III Sentinels are armed with the following weapons array:
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Rm Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the palms
-Gas Jets: In hands, capable of Remarkable gas generation
-Stun Ray: Remarkable

Equipment:
None

Talents: None

Contacts: None


Sentinels Mark IV

created by Sebastian Shaw for Project: Wideawake

After the second Brotherhood of Evil Mutants tried to assassinate Senator Robert Kelly while he was performing a public research on the possible threat of superhuman beings and mutants, the President's Cabinet authorized secret and illegal Project Wideawake to research and, if needed, capture any superhuman mutant that the Project management could consider a threat to national security. The Project's head was Henry Gyrich, answering only to the President, with Senator Kelly himself as an special consultant.
The government contacted industrial tycoon Sebastian Shaw, ignoring that Shaw was a evil mutant himself, to build the new breed of Sentinels. Shaw Industries is authorized by the government to build top-secret Sentinels to be used in Project Awakening.
Shaw produced three models: Mark IV Sentinels, Mark V Sentinels and Mark VI Sentinels. None of these models proved to be as formidable as the Mark II and Mark III Sentinels. The models were constantly being modified and improved. Shaw secretly used Sentinels to attack his own enemies, the X-Men, but the government was unaware of this.



F) Ex20
A) Ex20
S) Am50
E) Mn75
R) Ty6
I) Ty6
P) Ty6

Health: 165 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark IV Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: In protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Ex airspeed (10 areas/round)
-Life Detection: Rm, able to scan all living beings within 7 areas and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information. At the discretion of the government or Sebastian Shaw, the data may be analyzed to provide a Sentinel with special weaponry against a particular mutant. It will take one week after collection of data to make the modifications.
-Self-repair: Excellent as long as 20% health points remain, every 10 points needs 30 minutes
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Software Countermeasures: In, these Sentinels have Incredible protection against hacking attempts
Weapons Systems: The Mark IV Sentinels are armed with the following weapons array:
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Energy Beam: In Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the eyes or palms
-Gas Jets: Emit gas from the hands (usually knockout) of Rm potency, fired up to 2 areas away.

Limitation:
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves.

Equipment:
None

Talents: None

Contacts: None


Sentinels Mark V

created by Sebastian Shaw for Project: Wideawake



F) Ex20
A) Ex20
S) Am50
E) Mn75
R) Ty6
I) Ty6
P) Pr4

Health: 165 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark V Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: Rm material, Rm protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Ex airspeed (10 areas/round)
-Life Detection: Am, able to scan all living beings within 1 mile and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information. At the discretion of the government or Sebastian Shaw, the data may be analyzed to provide a Sentinel with special weaponry against a particular mutant. It will take one week after collection of data to make the modifications, then the specially built Sentinel will have the Nemesis powerset at Mn rank against its target.
--Adaptation: While fighting an analyzed mutant these Sentinels can alter their build, re-directing matter and energy from useless systems to others, like Shrinking one Rank and adding up +1cs to their Strength and Armor at the same time, or discarding a weapon system for another at the same rank. These changes take 1-2 turns depending on their extent.
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Self-repair: Excellent as long as 20% health points remain, every 10 points needs 30 minutes
-Software Countermeasures: In, these Sentinels have Incredible protection against hacking attempts
Weapons Systems: The Mark V Sentinels are armed with the following weapons array:
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Cold Beams: Liquid nitrogen spray from eyes. Endurance FEAT against stun, stun results in being sheathed in ice, Good material strength
-Energy Beam: In Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the chest
-Gas Jets: Emit gas from the hands (usually knockout) of Rm potency, fired up to 2 areas away.

Limitation:
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves.

Equipment:
None

Talents: None

Contacts: None




Sentinels Mark VI

created by Shaw Industries for Project: Wideawake



F) Ex20
A) Ex20
S) Am50
E) Mn75
R) Ty6
I) Ty6
P) Pr4

Health: 165 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Mark VI Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: Rm material, Rm protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Ex airspeed (10 areas/round)
-Life Detection: Mn, able to scan all living beings within 2 mile and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information. At the discretion of the government or Sebastian Shaw, the data may be analyzed to provide a Sentinel with special weaponry against a particular mutant. It will take one week after collection of data to make the modifications, then the specially built Sentinel will have the Nemesis powerset at Un rank against its target.
--Adaptation: While fighting an analyzed mutant these Sentinels can alter their build, re-directing matter and energy from useless systems to others, like Shrinking one Rank and adding up +1cs to their Strength and Armor at the same time, or discarding a weapon system for another at the same rank. These changes take 1-2 turns depending on their extent.
-Invisibility - Physical: Gd, liquid crystal implants provided this model with invisibility to naked eye and radar.
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Self-repair: Excellent as long as 20% health points remain, every 10 points needs 30 minutes
-Software Countermeasures: In, these Sentinels have Incredible protection against hacking attempts
Weapons Systems: The Mark VI Sentinels are armed with the following weapons array:
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: In Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the chest
-Gas Jets: Emit gas from the hands (usually knockout) of Rm potency, fired up to 2 areas away.

Limitation:
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves.

Equipment:
None

Talents: None

Contacts: None




Sentinels Mark VII

created by Shaw Industries

** remote controlled


Sentinels Mark M

brought from an alternate future by Trevor Fitzroy



F) In40
A) Ex20
S) Am50
E) Mn75
R) Ex20
I) Gd10
P) Ty6

Health: 185 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: These Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: Rm material, Rm protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Flight: Ex airspeed (10 areas/round)
-Life Detection: Un, able to scan all living beings within 10 mile and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information. All mutants of the 20th and 21th century are known.
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Self-repair: Excellent as long as 20% health points remain, every 10 points needs 30 minutes
-Software Countermeasures: In, these Sentinels have Incredible protection against hacking attempts
Weapons Systems: The Mark VI Sentinels are armed with the following weapons array:
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Am Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the palms or eyes
-Gas Jets: Emit gas from the hands (usually knockout) of Rm potency, fired up to 2 areas away.

Equipment:
None

Talents: None

Contacts: None




Prime Sentinels

created by Bastion for Operation: Zero Tolerance

The Prime Sentinels were created when Bastion initiated the Operation: Zero Tolerance program. These Sentinels were actually humans who had been fitted with cybernetic nanotech implants which, upon activation, transformed the humans into armored beings with powerful weapons systems. These altered humans set up as sleeper agents, unaware of their natures until a signal from the Operation: Zero Tolerance base activated their programming.



F) Rm30
A) Rm30
S) Am50
E) Un100
R) Ex20
I) Ex20
P) Gd10

Health: 210 Karma: 50
Resources: N/A Pop: 0

Known Powers:
Bionic Enhancements: Unlike the other Sentinels, a Prime Sentinel is human enhanced by robotics, gaining the following abilities from their mechanical parts:
-Body Armor: Incredible protection from physical and energy damage
-Immunity to Poison, Disease and Gas
-Self-Sustenance: Prime Sentinels do not need to breathe
-Combat Sense: Rm, they have combat computers, which allow them to compensate for surprising events (say, the arrival of police cars) faster than normal humans
-Flight: Ex airspeed (10 areas/round)
-Invulnerability to Psionic Attacks: Prime Sentinels has Class 1000 resistance to attacks that directly affect the mind. It is possible for a telepath to contact the human consciousness hoever this requires an Unearthly Intuition FEAT check. Additionally if the telepath gains control of the human consciousness an Unearthly Intuition FEAT is required every round to maintain control
-Learning Program: This allows the Sentinel to gain a +2CS against an opponent in all FEATs after fighting that opponent for 3 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 3 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.
-Life Detection: Un, able to scan all living beings within 10 areas and determine if they are human or mutant or something else.
-Power Dampening: Ex, their systems make them able to dampen or disrupt the powers of mutants within 4 areas, effectively lowering their abilities by Rank Number and causing their Fighting ability to drop by -1cs
-Regeneration: Prime sentinels has a self-repair ability enabling them to regain 10 Health per round. If the Prime Sentinel's health falls below 10%, this power fails to operate
-Shape-Change: A Prime Sential is able to transform eaily between it's human and mechanical form. It takes 1 round for the transformation to be complete
-Software Countermeasures: Am, these Sentinels have Amazing protection against hacking attempts
Weapons Systems: The Prime Sentinels are armed with the following weapons array:
-Energy Beam: Am, a Prime Sentinel can fire individual blasts of energy of Amazing intensity. They can also spread from their fingers to cover an 1 area with energy for Incredible damage.

Equipment:
None

Talents: None

Contacts: None


Omega Prime Sentinels

created by Bastion for Operation: Zero Tolerance

The Prime Sentinels were created when Bastion initiated the Operation: Zero Tolerance program. These Sentinels were actually humans who had been fitted with cybernetic nanotech implants which, upon activation, transformed the humans into armored beings with powerful weapons systems. These altered humans set up as sleeper agents, unaware of their natures until a signal from the Operation: Zero Tolerance base activated their programming. Their programming may use the natural personality of the host to lull unsuspecting targets into conversation, at which point they dampen their powers and kill them. Omega Prime Sentinels, like Karima Shapandar, are equipped with some level of electromagnetic powers, but these were apparently prototypes, as their designs are clunkier than other Prime Sentinels.



F) Rm30
A) Rm30
S) In40
E) Un100
R) Ex20
I) Ex20
P) Gd10

Health: 200 Karma: 50
Resources: N/A Pop: 0

Known Powers:
Bionic Enhancements: Unlike the other Sentinels, a Prime Sentinel is human enhanced by robotics, gaining the following abilities from their mechanical parts:
-Body Armor: Incredible protection from physical and energy damage
-Immunity to Poison, Disease and Gas
-Self-Sustenance: Prime Sentinels do not need to breathe
-Combat Sense: Rm, they have combat computers, which allow them to compensate for surprising events (say, the arrival of police cars) faster than normal humans
-Flight: Ex airspeed (10 areas/round)
-Invulnerability to Psionic Attacks: Prime Sentinels has Class 1000 resistance to attacks that directly affect the mind. It is possible for a telepath to contact the human consciousness hoever this requires an Unearthly Intuition FEAT check. Additionally if the telepath gains control of the human consciousness an Unearthly Intuition FEAT is required every round to maintain control
-Learning Program: This allows the Sentinel to gain a +2CS against an opponent in all FEATs after fighting that opponent for 3 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 3 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.
-Life Detection: Un, able to scan all living beings within 10 areas and determine if they are human or mutant or something else.
-Power Dampening: Ex, their systems make them able to dampen or disrupt the powers of mutants within 4 areas, effectively lowering their abilities by Rank Number and causing their Fighting ability to drop by -1cs
-Regeneration: Prime sentinels has a self-repair ability enabling them to regain 10 Health per round. If the Prime Sentinel's health falls below 10%, this power fails to operate
-Shape-Change: A Prime Sential is able to transform eaily between it's human and mechanical form. It takes 1 round for the transformation to be complete
-Software Countermeasures: Am, these Sentinels have Amazing protection against hacking attempts
Weapons Systems: The Prime Sentinels are armed with the following weapons array:
-Energy Beam: Mn, an Omega Prime Sentinel can fire 2 individual blasts of energy of Amazing intensity or can spread from their fingers to cover an 1 area with energy for In damage.
-Energy Knives: In material, Rm Edge
-Rail Gun: Rm Shooting, 5 area

Equipment:
None

Talents: None

Contacts: None


Alpha (Hunter-Killer) Sentinels

Days of Future Past



F) Am50
A) In40
S) Am50
E) Sh-X150
R) Ex20
I) Gd10
P) Gd10

Health: 290 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Hunter-Killer Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: In material, In protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Electrical Insulation: Excellent
-Flight: Rm airspeed (15 areas/round)
-Life Detection: Un, able to scan all living beings within 10 miles and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information.
-Self-repair: Remarkable as long as 20% health points remain, every 10 points needs 30 minutes
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Software Countermeasures: Mn, these Sentinels have Monstrous protection against hacking attempts
Weapons Systems: The Alpha Sentinels are armed with the following weapons array:
-Energy Beam: Am Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the eyes
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Darts: 10 steel javelin darts in trunk, 3 areas, Excellent damage against Remarkable materials or less

Equipment:
None

Talents: None

Contacts: None


Executive Sentinels

Days of Future Past



F) Am50
A) In40
S) Am50
E) Sh-X150
R) Rm30
I) Ex20
P) Gd10

Health: 290 Karma: N/A
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Hunter-Killer Sentinels were built in humanoid form, standing 20 feet tall. Their very bodies give them the following power stunts:
-Body Armor: In material, In protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): In, +2cs to be hit
-Electrical Insulation: Remarkable
-Flight: Rm airspeed (15 areas/round)
-Life Detection: Un, able to scan all living beings within 10 miles and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information.
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Software Countermeasures: Mn, these Sentinels have Monstrous protection against hacking attempts
Weapons Systems: The Executive Sentinels are armed with the following weapons array:
-Energy Beam: Am Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the chest or palms (-1cs)
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Darts: 10 steel javelin darts in trunk, 3 areas, Excellent damage against Remarkable materials or less
-Encephalo-scan: Can read target's brainwaves and determine if they are telling the truth. Red Psyche roll required or the Sentinel will know there is a lie

Equipment:
None

Talents: Computers, Electronics, Engineering, Genetics

Contacts: None


Master Mold

created by Dr. Bolivar Trask

Master Mold was created by Bolivar Trask to build an army of MK I Sentinels to control the mutant population.



F) Rm30
A) Ex20
S) Mn75
E) Un100
R) Rm30
I) Gd10
P) Pr4

Health: 225 Karma: 44
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: Master Mold was built in humanoid form, usually standing 30 feet tall. His very body gives him the following power stunts:
-Body Armor: Rm material, Rm protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth: In, +2cs to be hit when grown
-Atmo-sphere: Create an Incredible life support bubble capable of holding 6 people
-Brain Module: The Master Mold’s major memory circuits are in a small module made of Unearthly strength material. This brain module is able to regenerate a new body from nearby metal with Monstrous ability. The brain module can also cause Incredible energy damage to anyone touching it.
-Communicate with Cybernetics: Rm
-Flight: Ex airspeed (10 areas/round)
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information.
-Mind control: Master Mold has the Amazing ability to dominate the mind of another individual
-Mutant Detection: Un, able to scan all living beings within 10 miles and determine if they are human or mutant.
-Self-repair: Excellent, if he has enough components Master Mold can regain 10 points of Health in every 30 minutes
-Software Countermeasures: Am, Master Mold has Amazing protection against hacking attempts
Weapons Systems: Master Mold is armed with the following weapons array:
-Catch-Web Cables: Rm material fired from wrists, 2 area range
-Cold Beams: Am, Liquid nitrogen spray from eyes. Endurance FEAT against stun, stun results in being sheathed in ice, Good material strength
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Am Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the palms
-Gas Jets: In hands, capable of Remarkable gas generation
-Nemesis: Can adapt to defend against any attack up to Unearthly rank. Requires one round to study power to come up with defense. Info is relayed to ALL other Sentinels for future use
-Sleep-inducing Beacon: Capable of flight at Amazing speeds, this weapon can induce Amazing intensity sleep with a 2 area range with high frequency sounds
-Stun Ray: Remarkable
-Tracking missiles: These weapons can fly at Amazing speeds. They are constructed of an Excellent alloy and have Incredible control. When attacking, they seek out a target with their Remarkable tracking arrays and engage it with Amazing energy beams

Talents: Electronics, Robotics, Repair/Tinkering

Equipment:
-Mobile Flying Base: Master Mold’s flying headquarters has Excellent Control, a Shift-Z body, and can attain Monstrous Speeds. It provides its occupants with Amazing protecting and radiates Remarkable intensity light.
-Servitors: The Master Mold has created hordes of an artificial lifeforms to serve him. They have the following characteristics:

Contacts: None



The Tri-Sentinel

created by Loki during Acts of Vengeance



F) Un100
A) Mn75
S) SH-X150
E) SH-Y200
R) Ex20
I) Ex20
P) Ex20

Health: 525 Karma: 60
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: The Tri-Sentinel was merged from the Mark IV - Mark V and Mark VI Sentintels' humanoid form, standing 60 feet tall, having 3 face and 6 arms. Their very bodies give them the following power stunts:
-Body Armor: The Tri-Sentinel is made of Rm strength material. This has been enchanted to provide Mn protection vs. Physical and Energy attacks.
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Growth (Permanent): Am, and as such those attacking the Tri-Sentinel have a + 3cs chance of hitting.
-Flight: Ex airspeed (10 areas/round)
-Life Detection: Mn, able to scan all living beings within 2 mile and determine if they are human or mutant or something else.
-Learning Program: +1cs against an opponent after 3 rounds of analysis. This data can be stored for future use against the same opponent, and any Sentinel of the same series can access the information. At the discretion of the government or Sebastian Shaw, the data may be analyzed to provide a Sentinel with special weaponry against a particular mutant. It will take one week after collection of data to make the modifications.
-Invisibility - Physical: Gd, liquid crystal implants provided this model with invisibility to naked eye and radar.
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Self-repair: Amazing as long as 20% health points remain, it regains 50 points of Health in every turn if proper materials available, 30 without these
-Software Countermeasures: In, these Sentinels have Incredible protection against hacking attempts
Weapons Systems: The Tri-Sentinel is armed with the following weapons array:
-Cold Beams: Am intensity cold, mounted in the eyes, 2 area range
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Remarkable strength inorganic matter
-Energy Beam: Un Energy or Force, 20 area range, may make 6 different attacks and can be unleashed at once, from the eyes or palms
-Energy Shield: Un protection vs. all Energy attacks. Only one can be created at a time.
-Gas Jets: In intensity knock-out or poison gas, 3 area range
-Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with Sh-Z ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS.
-Multiple Attacks: The six-armed Sentinel can make up to 3 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.

Limitation:
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.

Equipment:
None

Talents: None

Contacts: None




Nimrod

Days of Future Past



F) Am50
A) Am50
S) Am50
E) Sh-X150
R) Rm30
I) Rm30
P) Gd10

Health: 300 Karma: 70
Resources: N/A Pop: 0

Known Powers:
Robotic Construct: Nimrod is the ultimate alpha sentinel who were built in humanoid form. His very bodies give him the following power stunts:
-Body Armor: Am material, Am protection vs. Physical and Energy
-Immune to Disease, Gas and Psionic attacks
-Self-Sustenance: Doesn’t need to eat, sleep or breathe, can survive in the vacuum of space
-Electrical Insulation: Incredible
-Flight: Rm airspeed (15 areas/round)
-Life Detection: Class 1000, able to scan all living beings within 100 miles and determine if they are human or mutant or something else.
-Learning Program: Nimrod has a special learning program built into his internal computers which gives him a +1CS to hit after 2 rounds of studying an opponent in combat. Nimrod can also generate and develop specialized weapons and defenses from his own body to counter specific powers, but this takes time (usually about 24 hours). Generally speaking, no power stunt will work against Nimrod in more than one encounter (as long as sufficient time has passed between encounters for Nimrod to prepare a special attack or defense).
-Searchlight: Their eyes can illuminate a 2-area volume up to 5 areas away
-Self-repair: Remarkable as long as 10% health points remain, every 15 points needs 30 minutes to restore, for every 20 points Healing one of his powers drop -2cs
-Shapechange: Nimrod can change his physiognomy to appear human. He is vulnerable in this form and does not have any of his powers, although his Health and Karma are unaffected. He can transform into combat mode instantaneously.
-Software Countermeasures: Un, these Sentinels have Monstrous protection against hacking attempts
-Superhuman Being Index: Nimrod has an internal database of most terrestrial superhuman beings from his alternate timeline (as well as those he has encountered in the mainstream timeline), particularly mutants. All mutants known, living or dead, in the 21st century are in this database. As such, Nimrod is highly likely to be fully aware of the powers, abilities, talents, etc. of any superhumanly powerful being he may encounter, and will have devised appropriate attack and defense modes for each such being (see Learning Program, below). On occasion, Nimrod's database will be in error due to differences between his alternate timeline and the mainstream (5% chance).
-Teleportation: Nimrod will teleport away when any encounter turns against him. He can transport himself upto 5 mile away. The process takes 1 turn, and reduces all of his powers by -2CS for 1 turn.
Weapons Systems: Nimrod is armed with the following weapons array:
-Disintegrator Beam: 2 areas, in 1 round can disintegrate one cubic yard of Incredible strength inorganic matter
-Energy Beam: Mn Energy or Force (including Plasma Beam, Electron Beam, Heat Rays, etc.) from the eyes, palms or chest
-Force Field: Nimrod can encase himself in a force field of Unearthly intensity. He cannot attack while the force field is engaged.
-Shockweb: In, Nimrod can create an invisible energy web roughly one area in diameter. Anyone touching the web must make an Endurance FEAT roll against Incredible intensity stunning effect. Failure means the person is stunned for 1-10 turns. The web is an Amazing material and is unaffected by gravity and can be created anywhere within 3 areas of Nimrod. Once created, the web lasts until Nimrod moves more than 3 areas away from it, he disengages it, or is rendered unconscious. The shockweb can be safely bypassed by objects or being six inches or smaller. The web is often use to capture flying opponents and prevent opponents from escaping
-Sonic Beam: Mn, Nimrod can fire a beam of high pitched, high frequency sound that has upto Monstrous intensity and a range of 3 areas. This beam is extremely painful to most living beings. Anyone struck by the beam must make an Endurance FEAT roll. A White result means the character is stunned for 1-10 turns; a Green result means Fighting, Agility and Intuition FEATs are at -3 CS; a Yellow result means Fighting, Agility, and Intuition FEATs are at -2CS; and a Red result means Fighting, Agility and Intuition FEATs are at -1 CS. Characters whose Endurance is equal to the current intensity of the beam treat White results as Green; characters whose Endurance is higher than the current intensity of the beam treat White and Green results as Yellow. The sonic beam has no effect on opponents who are deaf. Conversely, characters who are hyper-sensitive to sound (e.g., Daredevil, Wolverine, the Black Panther, etc.,) suffer a -1 or -2CS on their Endurance FEAT rolls. The sonic beam may be used in conjunction with the synapse dislocuter with no penalty to Nimrod. It is unaffected by body armor or force fields.
-Synapse Disrupter: Un, Nimrod can fire an Unearthly intensity beam of pulsed electromagnetic energy that interferes with the flow of neurons in most organic beings. Anyone struck by the disrupter must make a Psyche FEAT roll against the intensity of the synapse disrupter. Failure means the target is stunned for 10 turns. The synapse disrupter is unaffected by body armor but cannot penetrate force fields. It does not affect inorganic beings. It has a range of 3 areas.
-Tractor/Pressor Beam: Nimrod can fire tractor/pressor beams which exert Monstrous strength up to 5 areas distant. These beams are used to pull or push an opponent, or hold an opponent or object in place. Note that these beams cannot cause any damage by itself. A Strength FEAT roll is required to break free of the beam's power.

Equipment:
None

Talents: None

Contacts: None