Sentinels United HQ

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Sentinels United has a Headquarters building located in Galaxy City, while their younger counterparts the Young Sentinels have a Crashpad in Atlas Park. Sentinels United HQ can be physically accessed in Galaxy City, or via one of the many base teleporters found scattered around Paragon.








Contents

Reception

The reception area acts as a buffer between the public and the remainder of the team. Generally, the safeties on the entry portal restrict entry to Sentinels and their registered allies. However, by contacting the reception desk it is possible to visit the Sentinel HQ without being a member or ally. Safety scans in the entry and the portal itself will ensure that unregistered explosive and dangers do not get through to the Sentinel HQ without prior approval.

The front desk is manned 24/7 by either a member of the team, or the automated receptionist. Activity in the entryway is recorded 24/7 by a closed circuit camera that records both visual and infrared wavelengths.



Medbay

Sentinels HQ contains a fully equipped medical facility complete with medi-porter, an autodoc capable of stabilizing after even the worst of injuries or placing the patient in stasis if necessary, and two recovery rooms.






Portal room and Briefing/Movie Center

Along the east and south walls of this room are the teleporters that provide access to most of Paragon City. The north wall is a museum of (mostly replica) pieces from the Freedom Phalanx. Dominating the center of the room is the stadium seating used for briefings or the occasional movie night.













Tech Workshop and Living Areas

The technology and salvage workshop equipment (including inventions and the vault) are located along this hall. This area also contains the living areas, complete with fully stocked kitchen (with walk-in refrigerator and almost perpetually stocked with fresh baked cookies), media center with large screen TV and gaming unit, living quarters, and the library.

((Historical note on the library: For those base editing aficionados, this library is believed to be "the original" multi-tier library before the trick of "magic desks" was discovered. We created it by pure accident and it was our asking on the base building forums "does anyone know how we did this" that eventually led to the discovery of how to create "magic desks" fairly reliably))















Mystic Nook

Built on the convergence of several ley-lines and shielded thrice over, the mystic nook is a place to study or experiment with mystic energies, or to simply soak in the Power that gathers there.













Mystical Energy Center

Mystics in the Sentinels worked with techs and mystics of Hero Corps to tap into the mystical energy coursing through the base in the ley-lines that converge there and transmute that energy into something that can power the entire base. Also included in this room are a library of works related to the mystic world, a meditation center, storage for one-use mystic charms (inspirations), and a cooling pool to ensure the ley tap doesn't overheat. (Besides, it just looks cool, and is safe for swimming in as well). This room is also heavily shielded with both mystic and technological shields.











Mystic Workshop

This room is primarily for the storage of and experimentation with mystic materials. There is also a quiet study on the second floor (which often doubles as the office for the resident psychologist). Being situated a little farther from the ley-line convergence, this room is quieter than the mystic nook and typically exudes a feeling of peace.













Dojo

Display weapons and posters line the walls of the workout room. The floor in the majority of the room is slightly lowered and padded, to provide a safe place for workout. Simple weights can be found in the cabinets along the east wall of the dojo, with benches along the opposite wall. Lined in the ceiling, walls, and floor are a complex array of holo-emitters that allow for the creation of programmable solid-light constructs. Pre-programmed constructs include workout equipment and test dummies, but the room has even been used to house the wayward collection of tribble-cats when the base was invaded, showing the versatility of the dojo when needed.

Viewing chairs and a locker room (complete with showers and lockers) finish out the room.



Hazard Portals and Containment Center

Most of the city zones deemed "hazard zones" can be reached from the two teleporters here. Also located here, and guarded by teleporter-jamming, DNA-scanning, and mystical shields, are the two containment chambers, used for confining criminals requiring interrogation prior to transfer to the Zig.

The plants along the southern hall disguise a series of scanners and cameras to record who comes and goes from the next room.
















Meeting Chamber

The table in this chamber is used for group meetings to invite discussion. With proper clearance, the table also provides the ability to tap into the city and base resources to display desired data on the screens overhead. By default, the screens display security images of the reception hall, images around Paragon, and the local news.












High Security: Council Chamber, Armory, Ouroborus Link

Access to this chamber is limited to a select number of Sentinels, namely the Council, those accompanying the Council, or on a limited authorized use-by-use basis (specifically for the Ouroborus link). Unauthorized personnel attempting to enter this chamber will come up against a solid force-field. Those who find a way past the force field will, in the case of Sentinels and Young Sentinels, be teleported back into the meeting chamber, in the case of authorized guests back to the entry portal, or in the case of unauthorized guests, directly to the containment chambers.

Sentinels and allies can sign in to obtain access to the Ouroborus crystal on a per-use basis. Detailed logs are kept of who accesses the Ouroborus crystal, and access granted to the Ouroborus does not provide access to the other features of the room.

The lower floor of the room contains the fully-stocked armory (minus quantum weapons). This room is shielded with both technological and mystic shields strong enough to contain the detonation of every weapon inside the room.

The second floor of the room is the Council Chamber. A DNA scanner records who enters and leaves the chamber. The painting at the top of the stairs can slide back into the wall to reveal a series of tactical monitors.

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