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6 yrs ago
Current Space: The final frontier. The womb: The first frontier. Somewhere between those two: the ocean.
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6 yrs ago
Lost? Confused? Lacking direction? Need to find a purpose in your life?
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Archetype(s) - Wonder Woman, Thor, Captain America, The Spirit of ’76

Name - Thomas Hale

Alias - The Sentinel

Age - 39

Powers/Skills/Equipment -

• The Spear of the Sentinel - An ancient spear bound to a mysterious spirit of liberty and resistance. Thomas can command the weapon through sheer force of will, causing it to fly, strike, return to his hand, or hover nearby. The spear is capable of piercing armor, vehicles, and many superhuman defenses.

• Spear Flight - The Sentinel does not fly naturally. Instead, the spear carries him through the air at tremendous speeds, allowing him to pursue aircraft, cross great distances, and engage enemies in aerial combat.

• Enhanced Strength - Strong enough to lift automobiles, tear open steel doors, bend iron bars, and battle superhuman opponents.

• Enhanced Durability - Bullets can wound him but rarely stop him. He can survive falls, explosions, and impacts that would kill an ordinary man.

• Enhanced Vitality - Tires slowly, recovers quickly, and possesses remarkable resistance to illness and injury.

• Veteran Soldier - Experienced in leadership, battlefield tactics, marksmanship, and hand-to-hand combat from service during the Great War.

Weaknesses -

• Separation from the Spear - Without the spear, Thomas loses his flight and much of his combat effectiveness.

• Not Invincible - Heavy artillery, sustained machine-gun fire, explosives, and powerful superhumans can injure or kill him.

• Bound by Ideals - The spirit chose him because of his character. Acts of cruelty, cowardice, or betrayal weaken his connection to the spear.

• Self-Sacrificing - Thomas has a habit of placing himself in danger to protect others.

Personality -

Steadfast. Courageous. Humble. Compassionate. Resolute.

Experience -

The Sentinel has operated for nearly two years, first appearing in late 1936.

Appearance -

Thomas Hale stands over six feet tall with a broad-shouldered soldier’s build. His dark hair has begun to grey at the temples, a reminder of both age and hardship. A scar runs across one cheek from his service during the Great War.

His costume resembles a ceremonial military uniform rather than a traditional superhero outfit. A dark blue tunic trimmed in silver, white gloves, tall boots, and a crimson-lined cape accompany an eagle insignia upon his chest. His ancient spear is rarely far from his hand.

BRIEF Bio -

Thomas Hale believed he had already fought his war.

A veteran of the Great War, he returned home carrying scars both visible and invisible. He built a quiet life for himself and hoped the world had learned the cost of hatred and tyranny.

The world had not.

In 1936, while traveling through the Appalachian Mountains, Thomas discovered an ancient relic hidden within the ruins of a forgotten settlement. The artifact was a spear unlike any weapon known to history.

When Thomas touched it, something awakened.

The spirit within the spear had watched humanity for centuries, choosing champions during history’s darkest hours. Revolutionaries, liberators, and defenders had carried the weapon before him.

Now it had chosen Thomas.

Granted extraordinary power and burdened with immense responsibility, he became The Sentinel.

As threats gather across the Atlantic and dark forces stir both abroad and at home, The Sentinel has once again answered the call to stand against tyranny.

Potential Storylines -

• Legacy of the Spear - Discovering the identities and histories of previous Sentinels throughout the centuries.

• The Gathering Storm - Realizing another world war is approaching and struggling with the fear that humanity has learned nothing from the last.

• The Laughing Skull - Confronting hatred and evil within America itself.

• The Worthy Successor - Questioning why the spirit chose him and whether he truly deserves its power.

• The Silverwing War - Becoming the natural enemy of Nazi aerial forces and superhuman pilots.

• The First Heroes - Helping establish one of the world’s first organized superhero teams.

Additional Notes -

Thomas does not consider himself a celebrity, a symbol, or even a superhero. He views himself as a soldier entrusted with a sacred duty.

The public sees a flying champion carrying a legendary spear through the skies.

Thomas sees only another war that must be stopped.
Thinking of a self proclaimed monster hunter. Probably with some supernatural heritage. Maybe Blade style or Devil May Cry but toned down to be less fantastical and crazy.

Or a Westman Chemical experiment/security operative.
This seems interesting. Might have a couple character ideas in mind.
A werewolf drawn to spiritual places of power who arrives in town.
A demon who has been masquerading as a local priest/preacher for some time.
Or something to do with Fae/Changlings.
How much tabletop/dice mechanics are you planning on using?
A couple of questions.
Is magic a secret?
Do we need to keep magic hidden from the general public or is it something that’s generally known about?
Are the Mandela and Roverios families the only ones with magic?
I’m considering pulling Speed Demon and replacing them with an Aquaman or something else. Got too many ideas floating around.
No, not Vader!
The bar was half-lit by flickering durasteel panels and the tired hum of recycled air. The place smelled like spilled alcohol, overheated wiring, and the faint metallic tang of ozone drifting in from the landing pads outside. Underneath it all was the stale odor of too many bodies in too little space, sweat and cheap disinfectant fighting for dominance.

A handful of pilots, smugglers, and wreck-runners filled the room, nursing credits and bad decisions in equal measure. No one paid much attention when the door hissed open. A man stepped in. Rhett Calder. He didn’t look like a hero. He looked tired.

A civilian-cut armorweave suit in dark charcoal hung off him like something that had learned his shape over time. The fabric was scuffed at the seams, marked with old wear that hadn’t quite faded out. Shoulder-length dark hair fell loose around his face, just long enough to slip forward when he moved. Stubble shadowed his jaw, more from neglect than intention.

Dark sunglasses hid his eyes. If someone looked close enough, they might notice they didn’t quite match. A souvenir from a cartel boss after a job went bad a few years ago.

He crossed the room without hurry, boots quiet against the floor. No swagger. No attempt to command space. Just steady movement and an awareness that never switched off. He took a stool at the bar, keeping one shoulder angled slightly toward the room, and ordered in a low, flat voice.

“Something hard to take the edge off.”

He paid immediately.

The glass arrived warm from the bar’s ambient heat, the sharp scent of alcohol cutting through the heavier smells in the air. Calder didn’t lift it right away. He let it sit while he watched.

He dint watch people or faces. Not really. He was observing. Cataloging. Not intentionally, but more out of habit. Watching who shifted their weight. He leaned across a table to avoid being overheard. Who was carrying a blaster on their hip.

Calder felt the weight of his own RSKF-44 resting on his hip through the fabric of his jacket. A gentle reminder that even here he wasn’t safe.

He took a slow sip. The burn settled in his chest.

For now, he was just another body in a crowded cantina on a world that had learned to survive without optimism. A man passing time, breathing recycled air, listening to distant engines vibrate through the walls.
Name: Rhett Calder

Species: Human

Age: Late 30s

Appearance:
Rhett Calder looks like a man who does not heal cleanly. He has shoulder-length dark hair, usually worn loose and tied back only when a situation turns serious. His face is marked by constant stubble or a short beard, kept more through neglect than intent. He wears dark sunglasses almost at all times, concealing a mechanical prosthetic eye beneath.

His clothing is civilian and understated. A dark, tailored armorweave suit that looks closer to heavy cotton than armour, worn and scuffed from use. He carries himself with a subtle stiffness, favouring old injuries, and moves with the economy of someone who has learned exactly how much pain he can function through.

Equipment:
RSK-44 blaster pistol
Vibroknife, concealed for close-quarters use
Tailored armorweave suit, civilian cut and blaster resistant but not heavy armour
Mechanical prosthetic eye providing low-light assistance and depth correction only
Dark sunglasses to conceal the prosthetic and obscure eye movement
A small black hair tie kept in his jacket pocket

Abilities (For Force Users):
Not applicable. Rhett Calder is not Force-sensitive.

Skills:
Close-quarters combat using Teräs Käsi principles applied pragmatically rather than ceremonially
Close-range blaster fighting and weapon transitions
Hand-to-hand grappling and joint manipulation
Situational awareness and threat assessment
Intimidation through presence rather than theatrics
Urban survival and familiarity with criminal spaces
Able to continue functioning while injured, though at clear physical cost

Weaknesses:
Not Force-sensitive and vulnerable to overwhelming Force abilities
Takes hits he should avoid and pushes through injuries rather than disengaging
Old wounds reduce stamina in prolonged engagements
Alcohol as a coping mechanism, controlled but present
Not a planner or commander, performs better reacting than leading
Deep self-loathing limits self-preservation instincts
Will abandon or violently end contracts if personal lines are crossed

History:
Rhett Calder was born into slavery. His mother was owned, and he was sold shortly after birth into criminal hands. He was raised as labour and muscle, trained from a young age to be useful rather than valued. Violence became a skill before it became a choice.

As an adult, Calder worked security and enforcement for smuggling operations connected to local crime syndicates. One early job revealed its true cargo to be slaves. Calder executed his employer on the spot, freed those he could, and walked away from syndicate work. The incident barely registered beyond a few circles. Syndicate bosses die frequently, and the galaxy is large.

Since then, Calder has survived as a mercenary and bounty hunter without illusions about morality. He does not seek redemption or crusades and understands one man cannot fix the galaxy. Instead, he draws lines he will not cross. Slavery and the exploitation or harm of children are absolute boundaries. If a job crosses them, it stops being a job.

Now semi-retired on Tregallon, Calder keeps a low profile and takes occasional work to survive. When the situation surrounding Banshee Down unfolds, neutrality becomes harder to maintain. Calder does not see himself as a hero or a good man. He sees himself as the result of cruelty and refuses to allow others to be shaped the same way, even if it costs him.
Interested.
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