Sentinel: Misc

  
  
  

Memory-beta

Up to date as of February 02, 2010

Memory Beta, the wiki for licensed Star Trek content.

For other uses, see Sentinel (disambiguation).

A Sentinel was a civilian officer within Romulan society who were members of the Royal Civil Attaché and wore the Imperial Court uniform.

They served as the personal protectors and assistants to the Emperor and Empress. They were roughly the equivalent of a Centurion, however, did not possess a military ranking structure as the Romulan people long ago realized the problems that could arise from such a system.

Iavo held the title of Sentinel. (TNG novel: Red Sector)


This article uses material from the "Sentinel" article on the Memory-beta wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010
(Redirected to Alan Scott (New Earth) article)

From DC Database

Character Template Character Template
Current Alias

Aliases
White King, Sentinel, GL, Lantern, Master of Light

Identity

Alignment


Relatives
Harlequin (Molly Mayne-Scott) (wife), Thorn (Rose Canton) (first wife, deceased), Todd Rice (Obsidian, son), Jennie-Lynn Hayden (Jade, daughter, deceased)

Universe

Base Of Operations

Characteristics
Gender

Height
5' 11"

Weight
190 lbs (86 kg)

Eyes
Blue, (Only One)

Hair

Unusual Features
Alan appears much younger than his actual age. Recently, Alan suffered a grave injury resulting in the loss of his left eye

Status
Citizenship

Marital Status

Occupation
Adventurer, Board of Birectors of Scott Communications, President and Owner of Gotham Broadcasting Company, Former Engineer; Former Radio Programming Director

Origin
Origin
Alan came across the Starheart and was thus imbued with its great mystical powers as stated by prophecy.

Place of Birth


Original Publisher
All-American Publications

First appearance

Image:Quote1.png And I shall shed my light over dark evil, for the dark things cannot stand the light. The light of … THE GREEN LANTERN! Image:Quote2.png
-- Alan Scott

Contents

History

Origins

Unlike others who bear the name "Green Lantern," Alan Scott's power does not come from the Guardians of the Universe, but from the Starheart, an magical entity once imprisoned by the Guardians. The Starheart found its way to Earth where, in 1939, in the shape of a lantern, it saved Alan from a train wreck. At the lantern's mental direction, Alan fashioned a ring from it that allowed him to tap the Starheart's great power.[3] Perhaps influenced subconsciously by the Starheart's history, Alan adopted the identity of Green Lantern (the name of the great Corps administered by the Guardians).

Alan Scott

Justice Society of America

Alan was a founding member of the Justice Society and was instrumental in many wartime battles. After the war, as a broadcast executive in the late forties, Alan Scott had a flirtatious relationship with the costumed villainess the Harlequin (who unbeknownst to Alan, was secretly his secretary, Molly Maynne). Molly even admitted that her career as a "criminal" was just a ruse to get close to Green Lantern. The Harlequin eventually turned over a new leaf, becoming an undercover agent for the FBI. She left Alan's life without confessing her true identity or her real feelings.

Marriage

Alan subsequently met and quickly married a young woman named Alyx Florin. He was unaware that she was actually Rose Canton (a.k.a. The Thorn), a schizophrenic but reformed enemy of the Flash. Alyx disappeared on their wedding night, starting a fire that led Alan to believe she had died. In fact, she survived and discovered that she was pregnant with twins. The children were born in Milwaukee, Wisconsin and raised separately by adoptive families as Jennifer-Lynn Hayden and Todd Rice. Alyx was taken to the Amazons' Reformation Island.

Jennie-Lynn and Todd, who developed superhuman powers as a result of their father's connection to the mystic Starheart, did not meet until adolescence, and set out to uncover the identities of their real parents. They adopted the costumed identities of Jade and Obsidian and confronted Alan about their parentage. And truly, Alan had no clue. Also during this time, he renewed his acquaintance with Molly and discovered her past as the Harlequin; the pair finally gave in to their longtime attraction. But Rose Canton also resurfaced. Just before her death, she revealed the circumstances of Jennie and Todd's births. Alan and Molly were married, but soon separated by the JSA's banishment to Limbo. They were reunited two years later when the Justice Society returned to Earth.

Starheart

At one point in recent years the Starheart made Alan appear much younger, and he took the new name and costume, Sentinel.[4] He encountered a mysterious new Harlequin (IV), who may have been a manifestation of the Starheart, which became malevolent. The Starheart was apparently destroyed and Alan's powers were diminished and he returned to his original uniform. Jade also lost her powers during this incident.

When the Justice Society reformed, Alan was there as always to anchor the team. One of their first major cases pitted Sentinel against his son, Obsidian, who had been seduced by dark forces. Alan was forced to beat Todd into retreat. It soon became obvious (and was confirmed by Dr. Mid-Nite) that Alan had become the living embodiment of the Starheart. Any changes to his age or powers are merely psychosomatic. Obsidian returned in alliance with Mordru and Eclipso. This time, Alan set things right and banished Todd's dark powers, perhaps for good. After this, Alan reclaimed the name Green Lantern. Todd was taken into D.E.O. custody and vowed to atone for his actions. The recent events involving his son have made Alan somewhat overbearing and overprotective of the JSA's other "children."

Infinite Crisis

During the great Crisis created by Alexander Luthor and Superboy-Prime, Alan and Jade followed Donna Troy into space to investigate a cosmic rift. When Luthor was defeated, the rift began collapsing and Jennie-Lynn was caught in one of the shock waves. Alan was on Thanagar when she lost her life. He learned afterwards that as she died, she returned the power once given to her by Kyle Rayner. Thus in a way, she continues to live on within Rayner.

When the rift collapsed for good, Alan and the remaining heroes were sent reeling through space and time. He and several others reemerged a week later on Earth. Alan was among the lucky ones, having only lost an eye. Alan then somehow gained Adam's right eye and lost his left eye completely.

His missing eye was later replaced by a portion of his daughter Jade's mystic green energy. After being put into a comatose state during an attack by the Gentleman Ghost, Jade appeared to him, told him goodbye and granted him another portion of her green energy. His missing eye is currently replaced by a green glowing orb that, due to its mystical origins and connection to Jade, allows him to track astral and mystical energy forms such as ghosts.

The JSA had also become a spectre of its former self, and its members became disillusioned about the team's effectiveness. This was underscored by the advent of Lex Luthor's Everyman technology, which awarded powers to a girl who adopted Jade's codename. Alan had to restrain Obsidian from accosting the girl.

Checkmate

Soon Alan was approached by the spy organization Checkmate, which was reorganizing under U.N. control. They invited Alan to become their White King, which he accepted. His time with Checkmate was brief.

Scott soon found himself in a moral conflict with Checkmate's Black Knight Sasha Bordeaux over the violent nature of Checkmate, particularly after Bordeaux and her team slaughtered dozens of Kobra operatives during a raid on a facility. Bordeaux contended that the ends justified the means, while Scott adhered to the principle that heroes should not kill unless absolutely necessary; Bordeaux responded to this by suggesting that Scott should resign. Concurrent with this internal conflict, Scott and "White Queen" Amanda Waller attempted to keep the organization from being discontinued by political forces.

Another JSA member, Mr. Terrific, succeeded him in the post.

Meanwhile, Alan was urged by the Justice League to re-establish the JSA as an organization that cares for the legacy of its heroes. When his time with Checkmate came to an end, Alan resumed an active role in the JSA.

Powers and Abilities

Powers

Starheart Empowerment: Alan controls the mystical power of the Starheart, an ancient artifact created by the Guardians of the Universe to contain the predominate amount of magic they had gathered in the universe. After the destruction of his ring by Extant, the long-term proximity to the energy has left him able to direct the green flame and its attendant constructs by sheer willpower alone. Green Lantern has extensive energy manipulation powers able to effect the entire spectrum including gravity, radiation, heat, light. Creating Solid objects allows him to make Simple weapons, entrapments devices, common geometric shapes, gigantic hands and simple containers. It has been discovered that Alan's body is composed entirely of green flame.

  • Eternal Youth: The artifacts mystical properties also imbue Scott with seemingly eternal youth. His appearance of aging is only a magical manifestation of his will.
  • Flight
  • Phasing: through solid matter (described as the ability to “move through the 4th dimension”
  • Hypnotize
  • Blinding Light
  • Energy Blasts: He can project energy blasts as fields of concussive force, flame, water or even ice.
  • Heat Beams: able to melt down metal.
  • Stun Beams
  • Invisibility
  • Danger Detection: Sense and reveal dangerous objects by causing them to glow
  • Energy Constructs: ability to focus his will and create solid objects such as giant hands, walls and etc.
    • Increased Strength: increase his strength and striking power by directing the construct into a weapon form. Alan tends to utilize archaic weaponry as his force modifier.
  • Electromagnetic Scanning: Alan is able to detect most normal electromagnetic phenomena are within an Amazing range, including radio, television, infrared and ultraviolet.
  • Power Duplication: He can use the power of the Starheart to duplicate the powers of other beings for short times, this allows him to keep up with the Flash, or have the lifting strength of Hippolyta.
  • Spell Modification: He has the power to modify spells since the Starheart and its attendant energies are magical in nature.
  • Force-Fields
  • Energy Sheath: He seemed to have a relatively permanent personal force-field that protected him from bullets and the like (described as an “invulnerability to metal”). This life sustaining aura protects him from harm. He can generate a field of life sustaining atmosphere and protection from harmful radiation, even if he is unconscious.
  • Telepathy: Occasionally to read minds or playback events
  • Starheart Sight: allows him to track astral and mystical energy forms such as ghosts.
  • Teleportation: on occasion but it seem to be energy intensive or otherwise difficult or he would use them more often.

    Abilities

Engineering: engineer excelling in Repair/Tinkering

Expert Martial Artist

Businessman

Strength level

Class 100+; while using constructs created by the ring Alan is effectively able to lift/move tremendous weights far heavier than 100 tons with little effort. Without the ring Alan possesses the normal strength of a man his age,height and build who enages in regular exercise making him capable of press lifting at least his own weight.

Weaknesses

Wood Flaw: The energy is ineffective against wood. Items made of wood cannot be lifted or broken by energy from the ring nor can barriers of emerald energy stop projectiles crafted from wood. By extension, things made of plant-matter could potentially disrupt his power and were not affected by the ring's power as much as other substances were (so if he fired a blast at, say, a giant mutant Venus fly trap, the blast wouldn't be quite as effective if he'd fired the exact same beam at a human being or a brick wall). Apparently, this vulnerability to wood was because the green flame was an incarnation of “green, growing things” and thus could not be turned against them.

Paraphernalia

Equipment

  • Starheart Power Ring: Alan has formed a ring which acts as a focus for his powers.

Transportation

Flight, Teleportation

Weapons

  • Starheart Lantern: nigh-indestructible, acted as energy source for his powers, the lantern was capable of absorbing energy as well and could be made invisible. currently depowered as its power has been internalized by Alan, mainly a keepsake now.

Oath

“And I shall shed my light over dark evil, for the dark things cannot stand the light. The light of … THE GREEN LANTERN!”

Notes

  • Although this character was originally introduced during DC's Earth-Two era of publication, their existence following the events of the 1985-86 limited series Crisis on Infinite Earths remains intact. However, some elements of the character's Pre-Crisis history may have been altered or removed for Post-Crisis New Earth continuity, and should be considered apocryphal.
  • The character of Green Lantern was created by graphic artist, Martin Nodell, under the pen name Mart Dellon.
  • In the original, Golden Age version of Scott, the Starheart was from the Universe of Earth-One. Since the Crisis on Infinite Earths eliminated the Original Multiverse, it now comes from the same universe as he.
  • One piece of retroactive continuity fills out Scott's early history: All-Star Squadron Annual #3 states that the JSA fought a being named Ian Karkull who imbued them with energy that retarded their aging, allowing Scott and many others (as well as their spouses) to remain active into the late 20th century without infirmity. The events of that incident also lead to his taking a leave of absence from the JSA, explaining why the character vanished from the roster for a time.
  • The Justice Guild character Green Guardsman from the Justice League episode "Legends" was modeled after Alan Scott, with his power ring's weakness being aluminum.

Trivia

  • Alan Scott is left-handed (possibly shown as right-handed in Kingdom Come).
  • The original name for Alan Scott was Alan Ladd. This was intended to be a play on the name Aladdin, and not a reference to Silver Screen actor, Alan Ladd.

Origin Stories

Related Articles

See Also

Recommended Reading

Links and References

  • Green Lantern at Wikipedia
  • Green Lantern biography page
  • Green Lantern biography page at GL Corps
  • Green Lantern biography page at the Unofficial Guide to the DC Universe
  • Oath-a-palooza "What Were They Thinking"'s look at the development of the Green Lantern Oath.

Footnotes

Category:Married Characters
Green Lantern
Main Characters Alan Scott (Original Green Lantern) | Hal Jordan (Modern Age) | John Stewart | Guy Gardner | Kyle Rayner | Jade
Supporting Carol Ferris | Kilowog | Katma Tui | Ganthet | Sinestro | Green Lantern Corps | Guardians of the Universe
Miscellanea Green Lantern Publication History | Coast City | Oa | Green Lantern Ring | Starheart | Emotional Electromagnetic Spectrum
People Martin Nodell | Bill Finger | John Broome | Gil Kane | Dennis O'Neill | Neal Adams | Steve Englehart | Joe Staton | Ron Marz | Geoff Johns | Dave Gibbons | Ethan Van Sciver | Ivan Reis
Comics All-American Comics | Showcase | Green Lantern Vol 1 | Green Lantern Vol 2 | Green Lantern Vol 3 | Green Lantern Vol 4 | Tales of the Green Lantern Corps Vol 1 | Green Lantern Corps Vol 1 | Green Lantern Corps Vol 2
Storylines Emerald Dawn | Emerald Twilight | Rebirth | Recharge | Sinestro Corps War | Blackest Night
Animated Super-Friends | Justice League
This box: view  talk  edit 

Justice Society of America member
This character is or was a primary member of the Justice Society of America in any of its various incarnations. This template will categorize articles that include it into the "Justice Society of America members" category.


This article uses material from the "Alan Scott (New Earth)" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Sentinel may refer to:


This article uses material from the "Sentinel" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Brotherhood of Steel ranks article)

From The Vault

Ranks in the Midwestern Brotherhood

As a military-born organization, the Brotherhood of Steel uses ranks to distinguish its various members. The different localized splinter factions occasionally use ranking system which differ to some extent from that of the original Brotherhood.

Contents

Ranking systems

West Coast

Military Civilian
  • Journeyman Knight
  • Senior Knight
  • Junior Paladin
  • Paladin
  • Senior Paladin
  • Head Paladin/Head Knight
  • Elder
  • Initiate
  • Senior Initiate
  • Apprentice
  • Journeyman Scribe
  • Senior Scribe
  • Head Scribe

Initiates are trainees who are expected to perform well enough in the training process to be promoted to Senior Initiates, and later to Apprentices. After proving themselves, Apprentices are promoted to Journeyman Knights or Scribes. The next rank is Senior Knight/Scribe, and finally the leader of each of these orders is the Head Knight and Head Scribe.

Scribes are responsible for copying the ancient technologies, maintaining the current technology and even experimenting with new weapons and other useful devices. Scribes rarely leave the safety of the BoS bunkers, but they are sometimes called into the field to examine a piece of technology or perform a task beyond the skills of the Brotherhood soldiers.

Knights are responsible for manufacturing the weapons and other pieces of technology, although they also take part in combat activities. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of the Brotherhood military. Paladins are in charge of all security and outside activities. The Paladin ranks are Junior Paladin, Paladin, Senior Paladin, and Head Paladin. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Paladins who survive to their later years become Elders, and they number among the Brotherhood ruling council. The leader of the council and the Brotherhood itself is the High Elder, usually descended from the Maxson family.

Capital Wasteland

Military Civilian
  • Initiate
  • Squire
  • Knight
  • Knight Sergeant
  • Knight Captain
  • Paladin
  • Star Paladin
  • Sentinel
  • Elder
  • Scribe
  • Proctor
  • Head Scribe

The Capital Wasteland detachment utilizes a slightly different system than the original Brotherhood out west, for instance, the Paladins are not a separate caste but a rank. In this splinter faction, the Head Paladin is instead titled "Star Paladin" and granted special permission to pursue their own missions.

Midwest

Military Civilian
  • Initiate Initiate
  • Senior Initiate Senior Initiate
  • Squire Squire
  • Senior Squire Senior Squire
  • JuniorKnight Junior Knight
  • Knight Knight
  • Senior Knight Senior Knight
  • Knight Commander Knight Commander
  • Junior Paladin Junior Paladin
  • Paladin Paladin
  • Paladin Commander Paladin Commander
  • Paladin Lord Paladin Lord
  • General General
  • Elder
  • Civilian
  • Scribe
The following is based on Fallout Tactics and some details might contradict canon.

The Midwestern Brotherhood of Steel has a rank system that differs from the original Brotherhood ranks. In the Midwest, the Scribes act as both scientists and engineers, taking the place of both Western Scribes and Knights. Midwestern Knights are just a military rank lower in the hierarchy than Paladins (even lower one being Squire) and are not allowed to use Power Armors. The Inquisitors are the Brotherhood's law enforcement and intelligence.

End of information based on Fallout Tactics.

Texas

Military Civilian
  • Initiate
  • Squire
  • Knight
  • Paladin
  • Elder
  • Scribe
  • High Scribe
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

The ranks of the Texas Brotherhood of Steel differ slightly from the original Brotherhood ranks. The rank of Knights are just a military rank lower in the hierarchy than Paladin and Scribes remain in the main base and are rarely on the ground.

End of information based on Fallout: Brotherhood of Steel.

Military ranks by name

Elder

The Elders form the Brotherhood's ruling council. Individual Elders are occasionally leaders of localized splinter factions of the Brotherhood.

General

Generals control all of the Brotherhoods military. They report to the High Elder and the Elder Council and will only make a move if its approved by them. They obtained the title of General by showing outstanding performance in military tactics and combat, they help decide the titles of the most promising recruits from Initiates and Squires all the way up to the Head Paladin and Head Knight.

Head Knight

The Head Knight is responsible for dealing with which knights should be sent on missions, to defend bases or to secure areas of interest and to report all incidents envolving the knights to the Generals,Elders or High Elder depending on the severity of the situation. The Head Knights also are apart of meetings with the High Elder,Elders, Head Scribe,Generals and Head Paladin like Knight Commanders and Knight Captains in the MidWestern and Capital Wasteland Divisions of the Brotherhood of Steel.

Head Paladin

The Head Paladin is responsible for dealing with the paladins in the same way the Head Knight does but the Head Paladin chooses which paladins should lead each knight squad and which areas would be good for a new base of operations. The Head Paladin has meetings with the High Elder, Elders, Head Scribe, Generals and Head Knight and both the Head Knight and Head Paladin Report to the High Elder and Generals no one else. The Head Paladin and Knight don't tend to go out into the field of battle they only enter battle when there is an extremely hard foe like a Super Mutant Army, The Enclave or The Calculators Robot Army.When they do enter a battle it is almost certain that they will have a huge army protecting them and will very rarley be seen on the front line, they normally sit back with the Generals and give stratigical orders to the soldiers.

High Elder

The High Elder is the leader of the entire Brotherhood of Steel and the other Elders. Since all other known High Elders came from the Maxson family, it has been speculated that Rhombus was descended from Roger Maxson as well. There were most likely some High Elders between Rhombus and Jeremy Maxson.

Known High Elders:

Initiate

Initiate is one of the lowest ranks in the Brotherhood of Steel's rank system. The precise definition of the rank appears to vary between the regional chapters.

The West Coast division uses the term to indicate a mere trainee as having been initiated into the Brotherhood, whereas the other two reserve that title until the recruit has completed initial training. The most plausible explanation lies in the fact that the West Coast division is significantly more insular than the others; the bulk of its new recruits are the offspring of existing members, and only rarely are outsiders accepted into the organization. By contrast, circumstances have forced the other two divisions to actively recruit from among the local population.

Both the West Coast and Midwestern divisions divide the rank into "buck" Initiate and Senior Initiate. It is not known whether the East Coast division follows this practice.

In the West Coast division, Initiate is the base rank of one who has only just been accepted into the Brotherhood as a trainee. After completing initial training, Initiates are slated to become either Scribes or Knights, and are promoted to Apprentice in the appropriate branch. Intiates on the West Coast were also not allowed to leave the Lost Hills Bunker and experience field combat they would have to rank up to Squire before they could actually fight without having a barrier between the bullets.

Unlike in the other BoS divisions, East Coast Initiates may even be issued power armor if their assignment merits it (as in the case of the ill-fated Initiate Reddin of the Lyons' Pride). They also were sent out into the field of battle to experience fighting the mutants for real, because of the low numbers of soldiers each Intiate must pull their own and to get them use to fighting this extraordinary enemy.

The following is based on Fallout Tactics and some details might contradict canon.

In the Midwestern division, Initiates are members who have completed initial training (and are thus one step above recruits), and the lowest rank that can be assigned to combat duty. Initiates may advance to the rank of Squire.

End of information based on Fallout Tactics.
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

In the Texas division, Initiates are members which are accepted and must prove themselves on the field. He receives a basic training in use of weapons and fight. He left immediately the main base shortly after the training, for a mission to prove their value and increase their rank over their prowess.

End of information based on Fallout: Brotherhood of Steel.

Journeyman Knight

Not much is known about this rank only that it is higher than Initiate.

Junior Knight

Not much is known about this rank only that it is higher than Journeyman Knight.

Junior Paladin

Knight

Knights are responsible for manufacturing the weapons and other pieces of technology. After many years of service and experience, the best Knights are promoted to Paladins - the pinnacle of the Brotherhood military. The next rank is Senior Knight, and finally the leader the order is the Head Knight. As all Paladins are also Knights, the Head Paladin is usually also the Head Knight. Knights wear mostly Power Armor. The large gear in the Brotherhood of Steel symbol represents the Knights.

In the Capital Wasteland Brotherhood of Steel and Midwestern Brotherhood of Steel, "Knight" is a strictly military rank and the Scribes are the ones responsible for manufacturing technology there.

Knight Captain

Knight Captain is a rank used by the Capital Wasteland Brotherhood of Steel. In Fallout 3, there are four known members of the brotherhood who have achieved this rank, which are Knight Captain Dusk, Gallows and Colvin from Lyons' Pride as well as Knight Captain Durga.

Knight Commander

Knight commanders control groups of knights in the brotherhood and group up inside the A ring to discuss battle plans and such at a round table area. They must report to the Head paladin.

Knight Sergeant

Knight Sergeant is a rank used by the Capital Wasteland Brotherhood of Steel, denoting a position above Knight and below Knight Captain.

Paladin

Insignia of the Western Paladin Caste.

Paladins are a class of members of the Brotherhood of Steel. They are likened to the Scribes and Knights of the Brotherhood as being on the same level, but with a different purpose. They are the protectors of the Brotherhood, fighting and protecting its interests across the wasteland, equipped with Power Armor and an array of lethal weapons.

As mentioned in Chris Avellone's Fallout Bible 8, "the scribes develop technology, the knights build it, and the paladins use it."

Contrary to the original Brotherhood, Owyn Lyons has changed the rank system - Paladins are no longer a separate caste, but a rank (albeit a high one) instead.

Paladin Commander

Paladin Commanders control squads of paladins and group together in the A ring to discuss battle plans, they must also report directly to the Head Paladin.

Paladin Lord

Paladin Lords are paladins which lead special operations outside of the army they report only to the High Elder and Head Paladin their operations are sometimes kept secret from the Generals because they can go against brotherhood military regulations. They are given specially selected squads that will follow the Paladin Lords without question and are forbidden to talk about their missions to other members of the brotherhood.

Senior Initiate

Senior Iniates are Intiates which have completed basic training and move on to more advanced training.

Senior Knight

Senior Knights are Knights which show promise to move up to be Paladins, Knight Commanders or Knight Captains. They are very well respected amoung the other Knights.

Senior Paladin

Senior Paladins are Paladins which show promise to become Paladin Commanders, Paladin Lords or Sentinels. They are very well respected among other Paladins and Knights, and can increase the morale of soldiers greatly.

Senior Squire

Senior Squires are Squires which are ready to become Knights and are taught all the requirements and oaths to be a Knight of the BoS.

Sentinel

Sentinel is a rank used by the Capital Wasteland Brotherhood of Steel, ranking between Paladin and Elder. The only member of the Brotherhood to have achieved this rank at the time of Fallout 3 is Sarah Lyons, who leads the Lyons' Pride elite unit.

Squire

The only Capital Wasteland Brotherhood of Steel member of this rank in 2277 is Arthur Maxson, which would imply that the rank is reserved for children and is lower than Initiate. It is possible that this rank is used similarly in the original Lost Hills Brotherhood. Squire was originally a title which ranked above Intiates and were to receive training out in the field unlike the Intiates.

The following is based on Fallout Tactics and some details might contradict canon.

In the Midwestern Brotherhood of Steel, Squires are one step above Initiates and are the least experienced and trained of the Brotherhood active military.

End of information based on Fallout Tactics.

Star Paladin

Star Paladin is a rank held in the Capital Wasteland Brotherhood of Steel. It is ranked below Sentinel, but above Paladin. A follower called Star Paladin Cross is presumed to be the only holder of this rank in Fallout 3.

Civilian ranks by name

Head Scribe

The Head Scribe is the highest ranking civilian class of the BoS. The Head Scribe is responsible for choosing which Scribes work on which project and which scribes should be apart of each order. The Head Scribe also chooses the High Scribes or Proctors of each order and must also oversee each project each order is working on. The Head Scribe is a very intelligent person and has master all the orders Sword, Shield and Quill and may also take on a project of his/her own like Head Scribe Rothchild with the LibertyPrime Project. The Head Scribe is one of the people who must attend the meetings with the High Elder, Elder Council, Generals, Head Paladin and Head Knight. The Head Scribe Reports to the High Elder and Elder Council only.

High Scribe

The High Scribes are the Proctors of the Orders. There are three High Scribes one of the Sword, Shield and Quill they oversee and approve of each project that the Scribes in their order are working on and assign the right Scribes to the right project. Each High Scribe must report to the Head Scribe on each project and to get approval to go ahead with a new project. The High Scribes will work on their own projects these are often completed very quickly because the High Scribes will prioritise them and get all the Senior Scribes working on their project. In somecases the High Scribes have been called to meetings with the High Elder and the Elder Council; The Capital Wasteland BoS tend to have there three High scribes (Peabody, Jameson and Bowditch) in every meeting with Elder Lyons.

Journeyman Scribe

Journeyman Scribes are Scribes in training they are often taken in by one of the Senior scribes and made apprenticeses they are then taught to be full Scribes. If they are not apprenticed by a Senior Scribe they are often chosen to work on projects that are very insignificant. Journeyman Scribes start off in no order but will either pick which order to go in themselves or their master will choose for them.

Scribe

Scribes are tasked with creating and keeping records of the technology used by the Brotherhood. The attitude of many scribes in the Brotherhood can be described as techno-centric, while a great number study history and culture the majority of scribes focus their studies on subjects related to the acquisition, repair or creation of technology.

Senior Scribe

Senior Scribes are some of the most advanced Scribes they are always chosen for the most important projects and are the next in line to become proctors of orders when the old proctor retires or dies. They often taken on the most promising Journeyman Scribes to be their apprentices and choose what order they should be in (normally its the order the Senior Scribe is in) they will teach their apprentices everything they know and will continue to teach them until they are near to become Senior Scribes themselves. On rare ocassions the Senior Scribe will rank up to Head Scribe and their Apprentice will rank up to High Scribe when this occurs the apprentice will be given special treatment and the Elders usally separate the two to stop the bond the two have to make things fairer for the other High Scribes.


This article uses material from the "Brotherhood of Steel ranks" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

See also: Defend.

Sentinel is a defensive ability in the series. While similar to Defend, it gains a unique property in Final Fantasy XI.

Contents

Appearances

Final Fantasy X

Sentinel is found near the end of Auron's section of the Sphere Grid. It is an improved version of Guard, with the user taking a defensive stance, thus receiving less damage from the attack.

Final Fantasy X-2

Sentinel is available on the Warrior Dressphere, costing 20 AP. The user remains immobile until their ATB bar refills and all physical attacks cause only 1 HP damage, but full damage is still taken from magic.

Final Fantasy XI

Sentinel is available to Paladins. The ability becomes available at 30. The ability is usable once every 5 minutes and will last a total of 30 seconds after activated. When this ability is activated the user receives a 90% damage reduction. This steadily decays to 40% damage reduction at the end of the duration.

Sentinel also creates an amount of enmity that is comparable to Provoke, the Warrior Job ability. While this is true, Paladins would rarely if ever exclusively use an ability like Sentinel to generate hate, even though they are a tank. They would still rely upon their subjob, Warrior, for enmity-generating abilities.


This article uses material from the "Sentinel" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

GTA

Up to date as of February 09, 2010

From Grand Theft Wiki

For the other use of Sentinal see Kuruma.
A Sentinel in GTA III (Rear quarter view).

The Sentinel is a luxury sedan introduced in Grand Theft Auto III. Originally appearing as a four-door car, the Sentinel assumes the design of a two-door coupe in Grand Theft Auto IV.

To date, the Sentinel has appeared in the following games:

Contents

Description

GTA III — GTA Vice City Stories

Design

The Sentinel resembles a 1996-2003 BMW 5 Series sedan (specifically the 528i) in GTA III and GTA Liberty City Stories. In GTA Vice City and GTA Vice City Stories, it resembles a BMW 7 Series E23, and in GTA San Andreas, it resembles a BMW 7 Series E32. The GTA Advance rendition doesn't appear to have a clear source of inspiration for its design, but retains its slender 4-door sedan. While the car isn't generally associated with any gang, the GTA Advance rendition is an exception, serving a gang car for an unspecified mafia in the game, taking over the role of the Mafia Sentinel, the mafia variant of the Sentinel.

Prior to the release of GTA III, the Sentinel was named the "Beamer", a common misspelling of the "Bimmer" nickname for BMW cars. A car of this name was previously featured in Grand Theft Auto 2, and was also based on a BMW. Meanwhile, a "Sentinal" was also in the process of development, appearing as a modern, rounded car that would go on to become the Kuruma. Both beta cars can be found in the Capital Autos website.

Performance

With a V6 engine in all its appearances between GTA III and GTA Vice City Stories, the Sentinel has a good top speed and acceleration. The car handles well, with good drifting properties, although its rear-drive layout sometimes leads to oversteer and tailspins; these problems are more apparent in the GTA San Andreas rendition, due to its different weight distribution and softer suspension. In GTA San Andreas, the Sentinel's top speed of 163km/h makes it the second fastest four-door car in the game.

GTA IV

Design

A Sentinel in GTA IV (Rear quarter view).

The Sentinel in GTA IV is manufactured by Übermacht and is modeled after the BMW 3 Series E46 coupe, most likely the 2001-2006 M3, considering the bumper design. The tail lights seem to be inspired by the older E36 3 Series.

Also visible are miniscule STD badges in front of the doors, near the sideskirts and front wheel wells. STD stands for "Sentinel Tuning Division", likely a play on Subaru's STi marque and BMW's in-house tuning division, BMW M, but also a reference to the acronym for "sexually transmitted disease".

Performance

Being a modern sports coupe, the GTA IV Sentinel reaches a top speed of 192mph - not far from the fastest vehicles in the game. It has above-average acceleration, reaching 60mph in 6.5 seconds, and reaching its top speed fairly quickly as well. The Sentinel's suspension is rather soft, and it tends to roll when going around tight bends at high speed; the rear of the car also tends to bounce about when traveling on uneven roads. Its handling is above average, but at high speeds it loses a lot of grip and easily spins out of control due to the lack of weight in the rear. But if controlled right, its speed and grip can be combined to produce almost-professional like drifts that can be used to slide into sharp turns and back alleyways to evade the police without difficulty. Nonetheless, it is arguably the best choice in the Modern category in multiplayer racing.

Crash deformation at higher speeds is high (quarter panels of the car may look to be "glitched" into the wheel wells if hit hard enough), and it isn't hard with this car to make the wheels jam in crashes, but the car can withstand a surprising amount of frontal impacts without failing.

Modifications (GTA San Andreas)

  • Color (exterior)
  • Exhaust (four varieties)
  • Spoilers (four varieties)
  • Wheels (ten varieties)
  • Nitro (all)
  • Bass Boost
  • Hydraulics

Prominent appearances in missions

The unique black Sentinel from "Hit The Courier", GTA Vice City.

In GTA Vice City, a unique black Sentinel is the target's getaway vehicle in the mission "Hit The Courier". The player can obtain the car by diligently killing the driver of the car as soon as she enters it, but must not exit the car and close its door until they enter a garage or complete the mission, as the car will lock itself again.

In GTA San Andreas, Sentinels are used as cover in the mission Green Sabre, when the GSF members, CJ and Sweet must resist the onslaught of the Ballas under the Mulholland Intersection. It is also driven in the mission "Mountain Cloud Boys", to aid Wu Zi Mu in a series of drive-by shootings against enemy gang members. Kent Paul is seen driving a dark blue Sentinel to the airport in the GTA San Andreas mission Saint Mark's Bistro; a unique grey Sentinel can also be seen in the court yard of Marco's Bistro during this mission.

Variants

  • Mafia Sentinel, a gang variant of the Sentinel from GTA III, also known as the Leone Sentinel in GTA Liberty City Stories.
  • Sentinel XS, a sportier variant of the Sentinel, comparable to the Mafia Sentinel.

Trivia

Locations

Sentinels are generally found throughout the business districts of all the cities; some can be seen driving in the suburbs and wealthy parts of town as well.

GTA III

GTA Vice City

  • In the mission Hit The Courier, the main target is driving a unique black Sentinel. Its doors are locked, however the player can snipe the driver to obtain it.
  • Can always be found at Sunshine Autos, whether the player owns the business or not.

GTA San Andreas

GTA Liberty City Stories

GTA Vice City Stories

GTA IV

See also

  • Oracle, GTA IV's continuation of the Sentinel's previous four-door BMW luxury sedan style.

This article uses material from the "Sentinel" article on the GTA wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

4.73
(41 votes)
Sentinel
General Information
Aprox. Size 2.48 metres (8.1 ft)[1]
Purpose Combat and Defense
Strength Moderate
First Seen September 21 2552
Weaponry
Primary Sentinel Beam
Weaponry Strength Moderate
Defense Energy Shields
[Source]


Sentinels are ancient, Forerunner-constructed robots. They possess limited Artificial Intelligence, and are programmed to suppress Flood outbreaks and protect Forerunner technologies.

Contents

Introduction

Built contemporaneously with the construction of the Halo Array, Sentinels were utilized as all-purpose workers and guards on Forerunner stations. Following the construction of the Halo Installations, Sentinels were reconfigured to be the first line of defense against Flood outbreaks and other external intruders. The mechanical nature of the Sentinels make them ideal combat units against an enemy that could convert conventional biological infantry into biomass - by deploying the Sentinels en mass, the Forerunners could battle the parasite without contributing to its numbers. Controlled by their own basic AI functions, as well as their Installation's Monitor, Sentinels patrol the Halo rings tirelessly and attack as their protocol demands.[2]

When not in combat Sentinels serve as basic repair, maintenance and security drones for Forerunner installations and facilities where Flood samples are kept, working in conjunction with Constructors and Enforcers to ensure that the facility remains in working order. Sentinels are viewed by the Covenant as "Holy Warriors of the Sacred Rings,"[3] machines meant to be worshiped and respected by all who believe in the path.

Design

Sentinels are grayish white in color and have two arm like appendages with two grapple fixtures at the end of each arm and a central "head," curved undercarriage containing an offensive Sentinel Beam. The form of a Sentinel may differ depending on the situation of their Installation. Their powerful offensive beam weapons and defensive energy shield make them very effective in combat against intruders or foreign objects that present themselves as threats. Their smaller lasers are used for both repairing damaged Forerunner constructs, and self-repair should the Sentinel be damaged in combat.[2] Sentinel's are propelled by both an anti-gravity unit located on the undercarriage and small engines on the back of the unit, they are capable of traveling at high speeds but cannot sustain long range travel.

Sentinel's are created at Sentinel Production Facilities, these are massive floating platforms that are located on every Halo Installation. These Facilities produce all types of Sentinels when facing either a Flood outbreak or an external threat to a Halo Installation or Construct. These massive assembly lines at maximum performance can produce Sentinels at a very fast rate to either supplement existing Forerunner defenses or to replace those destroyed for whatever reason. Sentinel Production Facilities are not limited to just the Halo Installations, Production Facilities are located on every Forerunner Construct that relies on Sentinels for guarding, although these facilities are different in appearance and may be either ground or mobile based platforms.

Combat

The Forerunners refer the Sentinels as "our very basic countermeasures," and are the first automated defense systems to assist a situation and generate a proper response protocol. While Sentinels are strong enough to handle a situation they are, however, more of a supplement rather then a reliable combat system. The Sentinels weapons system are limited and not as powerful as some of the other Forerunner weapons employed against the Flood, and can only hold them at bay for a limited amount of time.

Because of their limited A.I, they are only able to handle situations on a basic scale, which makes them vulnerable to strategic Flood attacks. Because of their limited intelligence they are not often able to perform evasive maneuvers when facing imminent attack and are usually destroyed. In large overwhelming numbers Sentinels are more than capable of handling a situation for a certain time until more permanent measures can be applied.

The Sentinels energy shield is the primary defense mechanism, once taken down the Sentinel is susceptible to any type of small arms fire. When the Sentinel has been damaged beyond repair the Sentinel explodes violently and releases a powerful EMP blast. This EMP blast is a strategic last resort, as the EMP blast will disable any nearby electronics, including any weapons the enemy may be using.

Variants

Different variants of the Sentinel have been utilized for different combat roles from and can vary from construct to construct; the following is a list of all known variants of the Sentinel.

Sentinel Major

Sentinel Majors are larger, more powerful Sentinel models used for heavy combat situations. They provide backup for Enforcers in the event of a massive Flood outbreak or attacks on the Halo Installations.

Enforcer

Essentially heavy Sentinels, Enforcers are equipped with a variety of offensive and defensive weaponry, including Heavy Needlers Missile Projectiles, Sentinel Beams, and duel Energy Shields covering both their top and bottom halves. They are designed to handle major Flood outbreaks but are also capable of defending their Halo Installation from external threats.

Onyx Sentinel

Onyx Sentinels both guard and make up the Shield World of Onyx. Onyx Sentinels are far more formidable opponents for a variety of reasons.

Super Sentinel

Considerably larger than normal Sentinels, Super Sentinels fill the same role of combating outside threats.

Protector Sentinel

Roughly similar in appearance to regular Sentinels, Protector Sentinels occupy varying roles from healing or shielding other units to offensive capabilities similar to other sentinels.

Strato-Sentinel

Strato-sentinels are massive machines, used to construct large-scale installations including the Halo Array.

Unidentified Sentinel Variant

The largest Sentinel variant seen to date, this Sentinel variant is able to level entire cities with its weaponry.

Appearances

First appearing in Halo: Combat Evolved, the Sentinels play a important part in aiding the Master Chief through the Library as he attempts to recover the Activation Index. Once learning of Halo's true purpose the Sentinels become an enemy to the Chief as he attempts to destroy Halo.

In Halo 2, Sentinels, at one point, operated automated facilities, such as Threshold's Gas Mine, for "untold centuries". Evidence of this remains; some Sentinels have been seen repairing Covenant vessels as the Arbiter enters the main hangar with the Seraph fighter, a Sentinel fires a green beam at the Seraph -- the same beam as the ones used by Constructors in Sacred Icon.

Sentinels in Halo 3 are also seen on the Ark and aids the Chief as he makes his way towards the cartographer After the death of 343 Guilty Spark the Sentinels once again become an enemy. A different variant of Sentinels have also been seen on Onyx; and serve as a shield to protect anything without proper clearance from getting near the Shield World.

In Halo Wars, Sentinels serve as backup units; once the player controls a Sentinel Factory, Sentinels will start following the player's orders until the shop is destroyed or captured by the enemy. However thier are no Guardian Sentinals that can be made in the factory.

Trivia

  • In Ghosts of Onyx, an Onyx Sentinel approaches Ash, one of Kurt's Spartan-IIIs, and attempts to communicate with him, first in Latin, then in English. Later in the book, Dr. Halsey confirms that this drone was a Sentinel, therefore proving that the Sentinels of Onyx have a slightly more advanced AI than those of any other Installations (besides Monitors).
  • There is a lone Needler Sentinel found on the level Quarantine Zone. It fires sporadic Needler rounds and drops a Needler when destroyed. The Sentinel is non-canonical and is a development leftover.
  • Chris Hughes created a crablike machine with many animating parts that gave the Sentinel life and character.[verification needed]
  • On certain levels in Halo 3, it is possible to 'surf' on Sentinels, by standing on the furthest possible point from the front of the Sentinel. This is easiest on The Ark, at the point where the light bridge must be opened for the Scorpions and Warthogs. The Sentinel will, eventually, hover over the edge, holding you up 50% of the time. Remaining on top of the Sentinel allows you to reach inaccessible locations.
  • The Bubble Shield, created by the ONI, shares many similarities to that of the shielding technology of the Sentinel, especially that of the model used at Onyx.
  • Sentinels share both similar design and functions to that of the P'fhor Defense Drones from the Marathon (Video Game Series). In addition, they share the same weaknesses of being unable to withstand Shotgun and Plasma Pistol/Fusion Pistol fire.

Gallery

Sources

  1. Halo.Bungie.Org: Scale Comparison
  2. 2.0 2.1 Halo Encyclopedia, Chapter 8, page 226/227
  3. Halo 2 level The Arbiter

This article uses material from the "Sentinel" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Marvel Database

Up to date as of February 09, 2010

From Marvel Database

This is the Sentinel disambiguation page.

A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes

Disambig Template Help


This article uses material from the "Sentinel" article on the Marvel Database wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

Sentinel could refer to one of four starships:

Sentinel could refer to the class of shuttle in Imperial service:

Sentinel could refer to a vehicle:

Sentinel could refer to a Jedi class:

  • a type of Jedi class introduced in Star Wars: Knights of the Old Republic, see: Jedi Sentinel.

Sentinel can be the name of stations

Sentinel could also refer to an elite Imperial bodyguard:

Sentinel could also refer to a guardian of a location or object.

Sentinel could be a lightsaber:

Sentinel could also refer to a Deep Space Manufacturing Facility, see:

Sentinel could be a droid:


This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.



This article uses material from the "Sentinel" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Transformers

Up to date as of February 05, 2010
(Redirected to Sentinel (disambiguation) article)

From Teletraan I: The Transformers Wiki

The term Sentinel can refer to several different things:

This is a disambiguation page: a list of articles associated with the same title. If an internal link referred you to this page, you may wish to change the link to point directly to the intended article.

This article uses material from the "Sentinel (disambiguation)" article on the Transformers wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







Got something to say? Make a comment.
Your name
Your email address
Message