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Tri-Sentinel

Tri-Sentinel

F) Sh-X150
A) Mn75
S) Sh-Y200
E) Sh-Z500
R) Ex20
I) Ex20
P) Ex20

Health: 925 Karma: 60
Resources: N/A Pop: N/A

Known Powers:
Robotic Construction: The Tri-Sentinel is a robot, and as such has a number of special abilities:
-Immunity to Poison, Disease and Gas
-Invulnerability to Mental Attacks, such as mind control and mind reading (Telepathic force bolts and other such attacks function normally.)
-Self-Sustenance: Tri-Sentinel does not need to breathe, and as such is unharmed by the effects of outer space. Immersion in water may inflict Rm damage (End FEAT to avoid).
-When fully assembled, the Tri-Sentinel is 50' tall, and as such those attacking the Tri-Sentinel have a + 3CS chance of hitting.
-Body Armor: The Tri-Sentinel is made of Rm strength material. This has been enchanted to provide Mn protection vs. Physical and Energy attacks.
Weapons Systems: The Tri-Sentinel packs the following abilities:
-Multiple Attacks: The six-armed Sentinel can make up to 3 attacks per round, or grapple up to six separate man-sized targets. If grappling, a target of similar size, the Tri-Sentinel is +3 on its attacks.
-Energy Bolts: Un Energy or Force, 20 area range, may make 6 different attacks and can be unleashed at once.
-Catch-Web Cables: Mn entanglement, 1 area range.
-Gas Jets: In intensity knock-out or poison gas, 3 area range.
-Cold Beams: Am intensity cold, mounted in the eyes, 2 area range.
Defense Systems: The Tri-Sentinel's defense systems include:
-Multi-Directional Sensors: The Tri-Sentinel's three-faced head allows it to see in all directions, on all frequencies, with Sh-Z ability. Attempts to surprise or blindside the Tri-Sentinel are at -4CS.
-Energy Shield: Un protection vs. all Energy attacks. Only one can be created at a time.
Safety Lock: Shaw industries has installed a safety device in the controlling logic of the original model Sentinels which carried over into the Tri-Sentinel. This safety device opens a loop in their logic-circuits indicating that the Sentinels themselves are mutants, so they will destroy themselves. For the original Sentinels, this will be effective, but the Tri-Sentinel is only immobilized for 1-10 rounds until it overrides the logic.

Equipment:
None

Talents: None

Contacts: None