Clash of the Titans
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: Creation :

- Creation
- Skills
- Callings
- Affects & Difficulties
- Hinderances
- Resources/Popularity
- Fear
- Careers
- Ultimate Talents
- Ultimate Powers
- Ultimate Powers (2)
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: Powers :

- A - D
- E - K
- L - P
- Q - Z
- Martial Arts
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- Terrigen Mist


: Items :

- Armour
- Equipment
- Inhibitors
- Vehicles
- Weapons


: Affiliates :

- AbD
- The Asylum

Sentinels
Sentinels
Prime Sentinel
Fighting Remarkable
Agility Remarkable
Strength Amazing
Endurance Unearthly
Reason Excellent
Intuition Excellent
Psyche Good
Health 210
Karma 50
Resources Not Applicable
Popularity Not Applicable

Powers

  • Bionic Enhancements: Unlike the other Sentinels, a Prime Sentinel is human enhanced by robotics, gaining the following abilities from their mechanical parts:
    • Immunity to Poison, Disease and Gas
    • Self-Sustenance: Prime Sentinels do not need to breathe.
    • Body Armor: Incredible protection from physical and energy damage
    • 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.
    • Energy Beams: A Prime sentinel can fire individual blasts of energy of Amazing intensity. The can also spread from their fingers to cover an 1 area with energy for Incredible damage.
    • 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.
    • Mutant Detection: The Prime Sentinels have an Incredbile ranked ability to scan all living beings within 10 areas and determine if they are human or mutant.
    • Flight: A Prime Sentinel is able to fly attaining a maximum of Excellent airspeed
    • 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. Addtionally if the telepath gains control of the human consciousness an Unearthly Intuition FEAT is required every round to maintain control.

Talents
None

Contacts
Bastion, Operation: Zero Tolerance

History



Copyright 2006/7
Template Designed by Quickness. Modifications & Content added by Calix & Danse
All Rights Reserved.
: Timeline :

- 1990's
- 2000 Onwards


: X-Men :

- History
- The Grounds
- First Floor
- Second Floor & Attic - Basements
- Danger Room
- Hanger Complex
- Cerebro
- Security
- Muir Island


: Avengers :

- History
- Charter
- By-Laws

- Buildings

- Grounds and Main Floor
- Second Floor
- Third Floor
- Basements
- Compound
- Identicards
- Vehicles


: Fantastic 4 :

- Headquarters
- Four Freedom Plaza
- Vehicles


: Factions & Places :

- Factions
- Brotherhood
- Generation X
- The New Mutants
- S.H.I.E.L.D
- X-Factor
- X-Force
- X.S.E
- Hellfire
- Green Lantern Corps
- HYDRA
- Alpha Flight
- Asgardians
- Captain America
- Defenders
- Eternals
- Excalibur
- Imperial Guard
- Knights Pendragon
- Mutant Liberation Front
- Reavers
- Savage Land Races
- Serpent Society
- Star Jammers
- Thunderbolts
- Winter Guard
- Young Avengers

- Places

- The Batcave
- Arkham Asylum
- The Daily Bugle
- Doc Strange's Sanctum
- The Vault
- Wundagore
- Genosha
- Castle Doom
- Madripoor