A free form RPG focusing around an original universe filled with Superhuman beings, featuring teams, elements, and characters all made from the ground up.
 
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» Meeting the Neighbours (Open)
Sentinel Base Gamma EmptySeptember 25th 2016, 2:00 pm by DivingDart

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Sentinel Base Gamma EmptySeptember 13th 2016, 4:11 pm by Izzy

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Sentinel Base Gamma EmptySeptember 7th 2016, 5:33 pm by Railyn

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Sentinel Base Gamma EmptyAugust 30th 2016, 11:40 pm by Izzy

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Sentinel Base Gamma EmptyAugust 29th 2016, 6:44 pm by Bloo

» Enchanting (Izzy)
Sentinel Base Gamma EmptyAugust 29th 2016, 2:46 pm by Acrimonious

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Sentinel Base Gamma EmptyAugust 27th 2016, 1:02 am by Izzy

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Sentinel Base Gamma

 
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Entry Point

The front door. If you're looking to get their attention, you could always knock. I'm sure none of the old government defenses are operational.
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Mission Briefing Room

This was where the Sentinels would go to be briefed on missions. Currently it has been reworked to tap into police frequencies and alarms throughout the city. Additionally there's a massive TV with a couch, as well as a meeting table with several dozen chairs for the Sentinels to meet at.
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Common Room

This is where you can commonly find the team during whatever downtime they get. Pool tables, arcade machines, TVs and game consoles, the works.
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Living Quarters

A massive hallways with doors on either side of it. Each door leads to the personal, and likely customized, living quarters of a team member and bears a dry erase board with the occupant's name written on it.
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Danger Room

Rigorous and custom training courses are a necessity for a team like Project Sentinel. This was the best they could do on short notice. It's not perfect, but the turrets, laser fences, and training dummies tend to get the job done.
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Infirmary

War never changes. War is hell. You tend to get hurt in hell. So this was opened on about Day 3.
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Basement

This is where the Sentinels store most of their things. I'm sure someone could re-purpose it, but it'd take a while.
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