Sentinel Level 3 Hazop PMC |
|
Political associations |
Few medium level merchants and politicians |
Residence |
Shark Company H.Q. |
Spouse |
None |
Children |
None |
Parents |
Unknown |
Relatives |
Suspected blood connection to a decent sized espionage ring |
Characteristics |
|
---|---|
Race |
Human |
Age |
24 |
Height |
5'7" |
Eyes |
Brown |
Hair |
Brown with silver streak |
Education and Occupation |
|
Occupation |
Private military contractor |
Known for |
Being a respectable contractor having morals on what is considered okay under his protection |
Sentinel Level 3 Hazop |
|
Combat stats |
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Strength: 3 |
Contn.: 5(2) |
Hybrid pseudostats |
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Might: 6 |
Power: 9 |
Noncombat skills |
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Interpers.: 4 |
Survival: 2 |
Other stats |
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HP: 30 |
Speed: 6 |
Size: 1 |
Race: Human |
Armor (e/m): 7/0 |
Fort. (e/m): 6/5 |
Biography[]
- "A one man army? Nah, need more than one man for an army."
- ―Sentinel
Sentinel (real name unknown) is a private military contractor and member of the mercenary band known as Shark Company. Born in the Central Confederation Worlds, he didn't appear on official government records until he started work as a PMC. He has a high success rate when it comes to solo ops, but his team operations have not had as much luck. He considers 13 to be his lucky number, and for good reason. He was the thirteenth member on a raid mission, but bad intelligence led him and two others into a trap, Sentinel becoming caught at ground-zero of a planted explosive. It is believed that his armor modifications and the Aegis shield technology that led to his survival. Recently he has been on the run due to an angry client, and has been pursued by bounty hunters on several occasions. Only his affiliation with Shark Company has kept him relatively protected from his pursuers. After rejoining with two other teammates from Shark Company, he has taken on a job helping rebels on New Memtroi deal with a private pharmaceutical corporation known as SPIRE, which is believed to actually be owned by a member of the Guild.
The client he angered was a rather influential political figure, this figure was caught for bribes from three separate criminal activity rings. The reason he was caught was due to Sentinel coming to get pay for his contract made with shark Company, when he arrived he caught the politician in the middle of the bribe exchange. After escaping relatively unscathed Sentinel reported him to Shark Company, who immediately had him pegged as a undesirable client. After word got around investigations led to the bribes being uncovered and linked to the three rings, they got let off of charges some how. This led to them interrogating and planning on capturing Sentinel to gain access to classified member only information on Shark Company and eliminating one of the causes of there political puppet's fall. Currently on the run Sentinel is caught between the three groups who have starting hunting him and each other.
He has been known to have a cold and analytic personality when it comes to making strategies and a pyromaniac finding even missiles coming towards him as fascinating. In ground combat he has a action reaction style with an ability to think on the fly with plans appearing in his head at random moments, his superiors are grateful for this trait and hate it. They enjoy having a field commander of sorts, but despise the fact that he will simply forge his own plans regardless of previous planning. Outside of combat he has a personality allowing him to blend into many groups. Though he tends to stick to areas away from people due to him having anxiousness wherever he goes. He has been described as friendly to allies and a neutral wait and see view of others. He also seems to be a strange person as a modification to his helmet allows the face plate to glow allowing the shark teeth to be visible like a cheshire cat grin.
Equipment[]
Light Armor Level 0 armor |
A suit of standard-issue light armor. Offers ample protection and supreme manueverability. |
Armor |
Troll's Glintite Gear Level 3 armor |
A set of armor made of a rare, grey-green metal that enhances its wearer's combat abilities. It has been augmented to automatically mend its wearer's wounds in combat. |
Armor ✦ Medium |
Armor: +9 evasion, +4 mitigation |
Enhancement: +3 Constitution |
Properties: +1 to all damage Regenerate 1 HP on the start of each of your turns |
Infelix 13s Heirloom |
Custom made, .45 precision pistols. Silencer and magnetic lock modifications have been added to this pair. Been with you since the raid incident and has fared better than all the weapons you have used before then. They have seen you through thick and thin and just seem to get stronger as you go. |
Weapon ✦ Two-handed, Powerful |
Assault rifle ' |
Standard issue to all Shark Company PMCs |
Weapon ✦ two-handed, powerful, clip 4, reload minor |
Abilities[]
Non-combat[]
Hazop PMC Utility |
You have been trained for operations in hazardous zones in enemy territory, including biological and radiation hazards. |
Passive |
Effect: You gain a +5 bonus to Survival rolls against environmental hazards. |
Background feature[]
Ground-zero ' |
Experience has led to having a almost supernatural ability to survive explosives |
passive |
adds plus 5 mitigation, but disables Aegis for an extra turn. |
Class features[]
Drone Class feature |
A Maelstrom MK4 drone |
Passive ✦ Drone |
You possess a flying drone, which you can deploy at the beginning of combat encounters as a free action. The drone has a flight speed of 8 and can hover, 8 evasion for all defenses (+1 evasion and mitigation per your armor's item level), 20 HP, and EMP vulnerability. |
Abilities with the "Drone" keyword are commands that you issue to your drone. |
Level 1[]
Aegis Rampart Utility |
The wall upon which the storm breaks. |
Recharge 5+ |
Effect: You create a blast 3 by 1 wall in front of you. The wall starts with 30 HP, 0 evasion, and 3 mitigation. While the wall remains in effect, it intercepts all enemy attacks that pass through it. When the wall's HP reaches 0, it is destroyed. |
Dead Man Standing Attack |
They told me I was a dead man, I gave them a chance to become dead men instead. |
Daily |
Effect: Until the end of your turn, attacking with your firearm counts as a free action. You may not reload during this time. |
Dash Utility |
Try to stop me. |
Recharge 5+ ✦ Movement |
Effect: You gain 2d4 temporary HP and can shift a number of tiles equal to your speed +2. |
Level 2[]
Point-Defense Drone Utility |
flavor text |
Encounter ✦ Drone, Zone |
Effect: Until the end of your next turn, foes who make firearm attacks within radius 5 of the drone are subjected to the following attack: Power vs. Reflex, Hit: Base Power true damage. |
Aegis-Phalanx ' |
Hold the line |
Passive |
Effect: Your Aegis Rampart may be specified with a different width. For every 2 tiles wider the shield is, it loses 5 maximum HP. |
Level 3[]
Catalyst ' |
Every one of them dropped means another is going with him. |
passive/standard |
Every enemy killed you gain a catalyst. Catalysts have a limit of 5 at a time. When activated catalyst grants +1 damage and mitigation boost for every catalyst activated. |
Urban/EVA training ' |
A special issue mag-gloves, boots, and orientation pack |
passive |
Allows wall climbing and EVA actions. Adds +5 to acrobatic rolls in Urban and EVA areas |
Level 4[]
Experimental Upgrades ' |
' |
passive |
Urban/EVA training, Dash, and Drone are upgraded. Urban/Eva allows for higher drops without damage and +2 speed for a turn after a kill. Dash now has +2 speed after a kill and allows for acrobatic boost of +2 outside of Urban/EVA zones. And drone can now use basic abilities such as Aegis and using a weapon |