Sentinel
Hell awaits; a battlefield of torment in fire and plasm. All that stands between the grip of that grim torturous death and life is you. Armored war machine, templar of the Good and the Light, right? The engineer may tap into the electronic universe. The soldier may wield his rifle in the name of “good” but you stand in their defense. Only you.
So guide these fools, sentinel. Take up your cause and bring your friends back alive.
Vae victis, right?
The Sentinel uses a combination of technology and biotic powers to maximize personal defense. An anchor on the battlefield, the Sentinel can take a beating and come out smiling.
Primary Stat: Cool +2
Class Move – Tech Armor: When you go into battle, you strengthen your armor with special holographic layers. Roll +Sharp. On a 10+, gain +2-shield, on a 7-9, gain +1-shield. This bonus lasts the entire battle, and refreshing your shield will include the bonus. At any time during the battle you may purge the excess energy. Select one character within close range per bonus shield and inflict 2-harm to them. This ends the move for the rest of the battle. Not compatible with Barrier or Fortification.
Take the Suggested Class Move and +1 Move from the Tech Moves or Biotic Moves lists, or take +2 moves from the class lists and forgo the suggested class move.
Starting Equipment:
Your load is 8+Hard
- M-4 Shuriken submachine gun (2-harm close autofire reload loud 1-weight)
- M-5 Phalanx Heavy Pistol (2-harm close loud 1-weight)
- Medium Combat Armor with shield generator (2-armor, 2-shields 4-weight)
- Logic Arrest Omni-tool
- L3 Implants