(Created by kronos182)
CORELINE EQUIPMENT SHEET:
ITEM: THE SENTINEL SPHERES.
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The Sentinel Spheres are the signature weapons and mechanical minions of the entity known as "The Tall Man", from the "Phantasm" sci-fi/horror movie series and respective dimensions. Encounters with The Tall Man occurred during the 23 Hours and many times afterwards, some ending well and some ending... badly.
Even so, many of the Sentinel Spheres have been destroyed in battle and no lack of people have picked up these remains and tried to dig into the secrets of the Tall Man's gadgetry. A clear example of so-called "Clarketech", there are still some details of this gadgetry that remain a mystery -and there some details that, needs be said, are a clear representation of the Spheres' origins as devices for the horror film industry.
People have not been lacking in inventiveness, though, and after finding a way to replace some of these issues, replicas of the Sentinel Sphere (although slightly less versatile than The Tall Man's) are now available to the public, with a large number of additional functions and looks, with a large number of them bought by aficionados.
The statistics below are of an archetypical basic "Sentinel Sphere", namely the McGrady/Slavicsek SS-1 (or "Scrimm"-Class) Sentinel Drone, developed by McGrady/Slavicsek, Inc. of Renton, Washington.
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Able to float about silently and quite quickly, making them difficult to track. Armed with several blades, drills and a laser, making each sphere deadly, even more-so when used in swarms. They are fitted with a fairly simple AI, and come with a remote control system for setting target parameters. They can be upgraded with a psionic transceiver for nearly uninterrupted communications with the controller.
The Sentinels have a flight ceiling of 200 feet. The onboard laser can recharge 1 spent shot every 5 minutes of not using the laser.
Sentinel Sphere
CR: 1
Size: Tiny
Hit Points: 7 (1/4d10 +5)
Init: +2
Speed: 40 Fly (good)
Defense: 21 (+5 armour +4 dex +2 size) +1 Dodge
Hardness:
BAB/Grp: 0/+2
Attack: +2 melee Blade (1d4 piercing), or +2 melee spinning blades (2d4 slashing, 19-20x2), or +6 ranged laser (2d8 fire, 40 ft, 50 box)
FS/Reach: 2 1/2 ft/ 0 ft
Special Attacks: Imbed, Drill, Buzzing Drone
Special Qualities: Darkvision 60 ft, robot traits,
Saves: Fort +0, Reflex +4, Will +0
Abilities: Str 11, Dex 18, Con , Int , Wis 10, Cha
Skills: Hide +8 (size), Listen +4, Move Silently +8, Search +4, Spot +4
Feats: Flyby Attack, Point Blank Shot, Dodge, Precise Shot
Frame: Armature
Locomotion: Graviton Lens
Manipulators: None
Armour: Alumisteel
Superstructure:
Sensors: Class III
Skill Software: Listen +4, Move Silently +4, Search +4, Spot +4
Feat Software: Flyby Attack, Point Blank Shot, Dodge, Precise Shot
Accessories: Targeting System, Strength Upgrade, Weapon mounts x3, blade, laser, spinning blades, Feat Net, Skill Net, Dex Upgrade, AV Recorder, AV Transceiver, Psionic Uplink
PDC: 21
Targeting System: Based on mech based targeting systems to aid the robot in its attacks. Grants +2 to attack rolls.
Imbed - If the Sentinel Sphere takes a full action to charge a target with its blade and succeeds to hit, it imbeds the blade into the target and initiates a grapple for free, using it's Dex modifier instead of Str, and ignores the -8 penalty for its tiny size. If it wins the grapple check, it is imbedded and any action the imbedded target takes while imbedded suffers 1d4 points of damage.
Drill - Once the Sentinel Sphere is grappling a target, it can use its spinning blades to drill into the target, it automatically deals 2d4 points of slashing damage every round until it is not grappled, or the target is destroyed. While the Sentinel is drilling, the target suffers a cumulative -1 penalty to attack, Defense and skill checks. The target also suffers an additional cumulative 1 point of wounding each round the Sentinel drills. Each round the Sentinel drills, also increases its bonus to oppose a grapple check increases by +1 as it digs deeper into the target.
Buzzing Drone - As a free action, the Sentinel Sphere can spin its spinning blades in a manner that emits an eerie, and haunting buzzing sound that can unsettle most creatures. This buzzing is both audio and subsonic, resonating with many materials, making it difficult to track. The Sentinel uses this to great effect, especially within halls and tunnels. All creatures within 60 feet of the Sentinel Sphere must make a Will save DC 16 or be Shakened for 1d4 rounds.
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NEW GEAR:
Controller
This device is essentially a touch screen tablet that has a 5 mile range direct wireless link to up to 10 Sentinel Spheres. It can display what a Sentinel Sphere sees through its sensors, up to two can be viewed at once. A simple interface allows the user to designate targets or friendlies the Sentinels view or via uploaded by memory card or picture taken with the controller's onboard camera. If the Sentinels encounter a situation not programmed, a query is transmitted, if no answer given within a few minutes, the Sentinel will ignore the situation unless it is threatened, then will defend itself.
Weight: 2 lbs
PDC 16
Psionic Uplink
This device is designed to look like a set of headphones that wrap around the back of the head. They only work with someone who has psionic powers, tapping into those powers to allow a form of telepathic link to the Sentinels that allows instantaneous and hands free communications between the controller and the Sentinels over a range of 10 miles, but only 5 Sentinels can be controlled this way. If the Sentinels are kept within 50 feet of the controller, the controller gains a +1 to Initiative, Spot, Search and Reflex save as the Sentinels give the controller greater awareness of their surroundings.
Weight: 1 lb
PDC 18