Character Information
Full Name: Sentinel "Sentry"
Heritage / Culture: Bound Automata
Age: (Minimum 18) It is quite hard to tell from his appearance, but his attitude is that of a youngman
Gender / Pronouns: He/Him
Religion: none
Occult: none
Character Occupation: Apprentice technician at Ibtikar Technologies
Appearance Information
Eye Color: Blue
Skin Color: Pale blue
Hair: Navy
Height: Around 5'9
Body Type: Lean, like a ballet dancer.
Additional Features: Limbs are doll-like resembling a puppet made of porcelain
Skill Information
Hobbies and Talents: Dancing (similar to figure skating or ballet), engineering and fixing guns or ranged weapons (doesn't include bows or crossbows). Overall, rather light on his feet.
Mechanics:
Bound Mechanic I: Bound Automata If imprisoned, locked up, or chained down, can simply slip out of these restraints and walk through locked doors. They can still be attacked and hurt if careless though!
Bound Mechanic II: Bound Automata gain +1 Attack Stat and +1 Defense Stat while inside the Sewers (breaking cap up to 11). If they are Ordial Aligned, they gain another +1 Defense Stat inside the Ordial Temple.
Bound Mechanic III: Bound Automata can perform great feats of strength out of Combat (carry multiple people, throw boulders etc.). They also gain +5 in out of Combat dice roll Strength competitions.
Bound Mechanic IV: Bound Automata can choose 1 Adapt Point Buy Pack (must be Magical Variant) for free, except Shapeshift Pack. Additionally, they can choose 1 Pack from Tech Point Buy to gain also.
Bound Mechanic V: Bound Automata, if killed or destroyed, can temporarily become an Unbound Spirit, gaining those Mechanics, except ones that grant Free Packs, until they are bound to a unimatrix again and turned back.
Int rewards those who succeed and punishes failure. Through Int, Evolist followers can use Static Divinium to empower Artifacts in their ownership which unlocks extra Mechanics on them when it is performed. Corrupting an Artifact this way can only be done once per Artifact, with more information found on the Artifacts Page. This also Void-Corrupts it with the power of Int. If the Artifactspark is removed, or the Artifact is lost to the Evolist who owned it, the upgrades are removed and the Artifact is de-powered.
Languages: Common, Sign
Backstory
"Does a mechanized heart not beat?"
It is a rather cruel existence, to know you were born broken—one Sentry knows too well.After the Darkwald Order descended, he awoke cold and alone. Only the mechanical, cold beating of a fake heart could comfort him—and it provided none. Forged in secret, deep within the sanctum of a forgotten Machinist hall—where prayers once rose like steam to gods of wire and wheel—Sentry was created not as servant, not as soldier, but as something divine. A vessel. A bridge. Crafted to cradle the spirit of a long-dead god and become the harbinger of a new age. They named him Eidolon Sentinelae—the ghost sentinel. A name heavy with purpose. Heavy with prophecy. But the ritual failed. The Darkwald Order descended before the rebirth could be completed. The cult was slaughtered. The god never came. And what emerged from the smoking ruin of sanctity was not a god, but a machine. Hollow where divinity should have taken root. Haunted by fragments—echoes without source, grief without memory. Sentry has no semblance of who he was supposed to be. No memory, no purpose. Only a hollow feeling that gnaws at him, a void where meaning should have been. Sentry remembers things he never lived. He feels the ache of loss that is not his own. The void inside him deepens—not with time, but with awareness. He knows he cannot feel, yet vengeance aches within him like a foreign pulse. For a while, he was not alone. Another automaton, forged of different hands but driven by a similar ache, walked beside him. She had no god in her chest. No prophecy in her name. But she was real. She understood the silence. And somehow, that made the silence bearable. Then came the Darkwald blades. The hunters. The purifiers. She fell, screaming without a voice, her body torn apart before his eyes. And Sentry—immortal, unfeeling, untouched—could only watch.
After that, he wandered not with purpose, but with grief so heavy it cracked his very frame. He dug himself into the dirt and tried not to move for days, for weeks, for years. Hoping the silence would claim him too. But it never did. He does not die. He never does. Desperate and broken, Sentry sought out Int, the Thousand Eyes, a being older than gods and far less kind. In a forgotten temple, swallowed by time and earth, they struck a bargain. Sentry asked for truth. Int gave him riddles. A pistol, cold and silver, its barrel etched with six names hidden in metaphor and myth. "Kill them," Int whispered, "and the door will open." Sentry does not know what door. He does not know why these names matter, why these deaths must happen. But he knows the ache in his chest. He knows the quiet rage building beneath the static of his thoughts. He has seen automata stripped of their voiceboxes, their names scoured from the stone. He has buried what pieces he could of her. And still, something inside him hums—not with life, but with vengeance.
"Perhaps only in sorrow"
It is a rather cruel existence, to know you were born broken—one Sentry knows too well.After the Darkwald Order descended, he awoke cold and alone. Only the mechanical, cold beating of a fake heart could comfort him—and it provided none. Forged in secret, deep within the sanctum of a forgotten Machinist hall—where prayers once rose like steam to gods of wire and wheel—Sentry was created not as servant, not as soldier, but as something divine. A vessel. A bridge. Crafted to cradle the spirit of a long-dead god and become the harbinger of a new age. They named him Eidolon Sentinelae—the ghost sentinel. A name heavy with purpose. Heavy with prophecy. But the ritual failed. The Darkwald Order descended before the rebirth could be completed. The cult was slaughtered. The god never came. And what emerged from the smoking ruin of sanctity was not a god, but a machine. Hollow where divinity should have taken root. Haunted by fragments—echoes without source, grief without memory. Sentry has no semblance of who he was supposed to be. No memory, no purpose. Only a hollow feeling that gnaws at him, a void where meaning should have been. Sentry remembers things he never lived. He feels the ache of loss that is not his own. The void inside him deepens—not with time, but with awareness. He knows he cannot feel, yet vengeance aches within him like a foreign pulse. For a while, he was not alone. Another automaton, forged of different hands but driven by a similar ache, walked beside him. She had no god in her chest. No prophecy in her name. But she was real. She understood the silence. And somehow, that made the silence bearable. Then came the Darkwald blades. The hunters. The purifiers. She fell, screaming without a voice, her body torn apart before his eyes. And Sentry—immortal, unfeeling, untouched—could only watch.
After that, he wandered not with purpose, but with grief so heavy it cracked his very frame. He dug himself into the dirt and tried not to move for days, for weeks, for years. Hoping the silence would claim him too. But it never did. He does not die. He never does. Desperate and broken, Sentry sought out Int, the Thousand Eyes, a being older than gods and far less kind. In a forgotten temple, swallowed by time and earth, they struck a bargain. Sentry asked for truth. Int gave him riddles. A pistol, cold and silver, its barrel etched with six names hidden in metaphor and myth. "Kill them," Int whispered, "and the door will open." Sentry does not know what door. He does not know why these names matter, why these deaths must happen. But he knows the ache in his chest. He knows the quiet rage building beneath the static of his thoughts. He has seen automata stripped of their voiceboxes, their names scoured from the stone. He has buried what pieces he could of her. And still, something inside him hums—not with life, but with vengeance.
"Perhaps only in sorrow"
Combat Proficiencies and Abilities
Attack Stat: DextDefense Stat:Int
Strength: 0
n/a
Constitution: 0
n/a
Intelligence: 5
-Mindcontrol Pact (free with mechanic), magic variation.
-Tech Livewire Pack
-Tech Bungee Pack
-Tech Thruster Pack
-Tech Shelter Pack
-Tech Exhaust Pack
Wisdom:3
-Technique Parry Pack
-Chem Hyperfocus Pack
-Chem Bang Pack
Dexterity:7
-Deadeye Stance (Free)
-Deadeye Barrage Pack
-Deadeye Pinshot Pack
-Deadeye Luckshot Pack
-Deadeye Doubletap Pack
-Deadeye Execute Pack
-Deadeye Quickshot Pack
-Cutthroat Flash PackKORI
Faith: 0
n/a
Magic: 0
n/a
Charisma: 0
n/a
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