Sentinel-Pattern Defensive Robot

House Grimshaw has its own unique robotic pattern, the Sentinel. These hulking brutes stand taller than most humans by at least a few inches, and tend to be very broad, with impressive, decorative flourishes that make them seem even larger. This requires them to turn sideways to shuffle through most doors, but it also creates an imposing profile that serves the robot’s intended purpose well.

House Grimshaw built Sentinels to guard their aristocracy and to act as riot and crowd control, and to assist with law enforcement. Sentinels have considerable strength and programming in submission techniques and improvisational combat techniques. While constrained by the standard safety protocols from killing their targets, they’re more than capable of using non-lethal force to force a target to submit, or to protect their master.

Given the size and potential danger posed by the Sentinel, house Grimshaw has designed them with additional safeties. Typical of most Grimshaw robots, they use an ergokinetic switchboard, which makes it easier for other Ergokinetics to detect them and to “connect” with them, allowing them to be more easily controlled, or damaged, via ergokinetic abilities. Most Sentinels are also non-volitional. They represent “dumb muscle” that exist to follow the commands of their masters to the letter, and no more; these robots have no personalities, no unique quirks or traits. Some members of House Grimshaw upgrade their Sentinels to be proper, volitional robots; see Awoken Sentinel for more.

Grimshaw Sentinel-Pattern Robot Template

125 points
Cost: $110,000
Weight: 300 lbs
Power Requirement: 2D/week

Attributes: ST 20 [0]; DX 10 [0]; IQ 8 [-40]; HT 12 [0].

Secondary Traits: Dmg 2d-1/3d+2; BL 80 lbs; HP 20* [0]; Basic Speed 5.50 [0]; Basic Move 6 [0]; Will 10 [10]; Per 12 [20]; FP NA [0]; SM 0 [0]

Advantages: Grimshaw Sentinel-Pattern Chassis [210]; Single-Minded [5]

Disadvantages: Psi-Wars Non-Volitional AI [-67]; Standard ARC Safeguard Programming [-41].

Skills: Body Language (A) Per [2]-12; Brawling (E) DX+2 [4]-12; Law (Alliance Criminal) (H) IQ+1 [8]-9; Observation (A) Per [2]-12; Savoir-Faire (Servant) (E) IQ+2 [4]-10; Wrestling (A) DX+2 [8]-12

Sentinel Traits

Grimshaw Sentinel-Pattern Robotic Chassis

210 points

Traits: ST +10 [50]; HT +2 [20]

Secondary Traits: Basic Move +1 [5]

Advantages: Absolute Direction [5]; Ambidexterity [5]; Appearance (Attractive, Impressive +0%) [4] Doesn’t Breathe [20]; DR 80 (Cannot Wear Armor -40%) [48]*; High Pain Threshold [10]; Machine [25]; Penetrating Voice [1]; Protected Hearing [5]; Protected Vision [5]; Reduced Consumption 3 [6]; Sealed [15] Telecommunication (Comm System, 100 mile range, Burst +30%, Secure +20%) [18]*; Vacuum Support [5].

Perks: Accessories (Personal Computer) [1]

Disadvantages: Affected by Magnetism [-1]; Bulky Frame [-1]; Electrical [-20], Maintenance (one person, monthly) [-2]; Psionic Susceptibility 4 (Electrokinesis only; -66%) [-4]; Restricted Diet (Very Common, power cells [-10]

Sentinel Upgrades

Awoken Sentinel

75 points
Software Upgrade
Cost: $5000

While most Grimshaw find a “dumb” Sentinel to be acceptable as bodyguards or “attack bots,” some Grimshaw prefer to program their Sentinel with a fully functional, volitional mind. This tends to greatly improve their ability to act as good servants and their ability to function within the law. These “awoken sentinels” have the same sort of personality programming as most ARC robots, which makes them more personable as well.

Sentinels that fail to undergo regular neural pruning tend to awaken on their own (in fact, a standard Sentinel will typically “Awaken” before acquiring any other traits; awakening tends to be the gateway to additional experience, skills or weird quirks). The personalities they develop tend to be similar to ARC personality programming, as the basic seeds of those personalities already reside within their neural nets, though without direct programming, what personality manifests is a gamble (one notorious Daijin returned from ten years of interstellar service to find his Sentinel had developed a Tender personality and a great love of flower arranging). Note that the Sentinel’s computer complexity limits them to IQ 10 (or 12 thanks to their Neural Net); that means that after acquiring this upgrade, a Sentinel can still improve their IQ further.

The GM may require this upgrade for any PC Sentinels.

Attributes: IQ +2 [40]

Secondary Traits: Will -2 [-10]; Perception -2 [-10].

Advantages: Replace Psi-Wars Non-Volitional AI [-67] with Psi-Wars Volitional AI [-27] for 40 points; Unfazeable [15].

Features: Choose one ARC Personality package [0]

Diamondoid Armor

9 points
Chassis Upgrade
Cost: $40,000

Grimshaw nobles with money to burn sometimes use a superior chassis for their Sentinels. This Chassis consists of a heavier, diamondoid structure and armor, improving their DR to 100 (halved against crushing damage!) and eliminating their vulnerability to magnetic fields. It also makes them more impressive: they gain a +3 to all Reaction Rolls rather than a +1. Such designs tend to be one-of-a-kind, and Grimshaw rarely commission standard Sentinels with a Diamondoid chassis, but instead an Awoken Sentinel.

Advantages: Replace Appearance (Attractive) with Appearance (Beautiful, Off-the-Shelf -50% [6] for 2 points; replace DR 80 (Cannot Wear Armor -40%) [48]* with DR 50 (Can’t wear Armor -40%; Does not apply to Crushing -10%) [24] + DR 50 (Can’t wear Armor -40%) [30] for 6 points; Remove “Affected by Magnetic Fields” for 1 point.

Suppression Programming

10 points
Software Upgrade
Cost: $5000

Sentinels serve House Grimshaw as bodyguards and in crowd-control or anti-riot roles. They have large, intimidating builds, impressive designs, and great physical strength. Many Sentinels come with additional programming that take advantage of these traits to intimidate others with their sheer presence and thus prevent conflict from even occurring.
Awoken Sentinels tend to develop these traits on their own, and needn’t pay a dollar cost for the traits if acquired after character creation.

Secondary Traits: Will +1 [5];

Perks: Fearsome Stare [1]

Skills: Intimidation (A) Will+1 [4]-12.

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