Terminator IV T-3000, The Apo-Hypothesis

Finally, we have the T-3000 – arguably either the “Ultimate” Terminator or not really a Terminator at all.

The T-3000 is the result of infecting a human with “machine phase matter” (apparently some type of nanotech), which turns them into a improved version of the T-1000 with all their skills and memories intact. Unfortunately for Skynet, up until the transformation of John Connor all such attempts simply drove the subjects insane and killed them without creating a functional Terminator, making the attempts a waste of time.

Wait, what? You’re killing them anyway, and absorbing their memories into a computer system. Why should their sanity – or even their deaths (which are coming in moments anyway) matter? And what makes John Connor unique? Sure, he’s well-trained – but didn’t he pass that on to most of his followers? Isn’t he physically and neurologically just another human? Why waste time on something that’s been repeatedly determined not to work? Isn’t Skynet a computer?

Anyway, at the end, the T-3000 is destroyed by a prototype time machine – it being strongly implied that few other sources of magnetic fields are powerful enough, although there is some evidence that enough hits with specialized weapons could wear it down eventually.

Overall, a T-3000 acts a lot like the T-1000, but…

  • It is supposed to be stronger than the earlier model Terminators.

OK. Another bonus to Strength. There’s no problem there. After all, the latest model is generally supposed to be the strongest.

  • It can easily withstand vast amounts of damage (it can’t be infinite; energy attacks and bullets and such will destroy a few of its nanites each time, but that’s like trying to kill a human with a tiny needle. It’s going to take a lot of poking). Still, “tougher” is pretty much the Terminator theme, so the latest model is generally really tough. There’s no problem there.

So… more hit points, maybe boost the T-1000 resistance to damage a bit but make it vulnerable to attacks with magnetic properties.

  • It’s really fast.

OK; throw in Personal Haste in it’s innate enchantments. Kill some of the self-repair functions (which make no sense for it) to help make room.

  • It’s actually relatively hard to hit, since it phases through some attacks.

So it has a higher AC. Fair enough again; it IS the big boss Terminator. Buy some more AC.

  • It can use it’s magnetic field to walk up metal walls and such.

Well… OK. Given the lack of strain on the walls from this, this is probably actually purchased as really limited flight, but it still makes some sense. It could even be expanded to non-metal walls, given that a T-3000 can easily stick anchors out of its feet.

  • It can enlarge it’s “muscles”, and thus strength, in combat.

That doesn’t make a lot of sense. It’s not like those “muscles” have any bones to pull against or actually do anything; it’s supposed to be moving and holding it’s shape because of a magnetic field that it generates. Wouldn’t it’s “strength” be limited by that field, not by it’s non-existent “muscles”? And why doesn’t that magnetic field attract magnetic materials when it doesn’t want to?

  • It can turn into a mist, and – in that form – move through solid matter (or at least through another Terminator).

Wait, what? It’s supposed to be made of nanomachines the size of human cells. If those moved through matter… they’d turn it into a swiss cheese of microscopic holes, destroying any older-model Terminator (and pretty much anything else solid) that it moved through.

Yet that didn’t happen. And THAT is flatly silly. Sure, it IS possible to make matter pass through other matter, but the kind of forces that involves are not going to leave nanites and electronics intact. They’re not going to leave ANYTHING intact in a considerable radius.

Magnets. How do they even work?

Well… it’s not anything like THAT.

OK; looking at what this actually seems to do… It allowed the T-3000 to stand instantly (a quick turn doesn’t matter in d20, which has no facing) and to step “through” Pops – which either briefly “stunned” him or was shown in slow motion. Judging by the other shots of this ability in use… it was probably shown in slow motion so the audience could see the neat special effect. Far more importantly… it was never used when it would actually have done something, such as getting aboard that bus. Maybe the power demand was too high to use it often?

Anyway, I’m going to assume that John Connor knew a martial art with “Instant Stand” in it and just had a nifty new special effect for it. A short range, very limited use, teleport effect may be in order too.

Overall, d20 is very appropriate for this particular template, because, while the T-1000 was physically absurd, you had to know some physics and engineering to know why. The T-3000 blatantly jumps straight into fantasy. It’s super-fast, super-strong, can only be injured by specific means, can turn to mist and reform even if you chop pieces off, it falls apart into dust when destroyed, recovers incredibly quickly from most attacks, starts “burning” and dissolving into “smoke” when exposed to it’s weakness, and is made by transforming a living human into a monster – or more precisely, by possessing a fresh corpse (even if most of the the attempted conversions fail). On the weakness side… It has trouble with areas with strong magnetic fields, can be held back by powerful magnets, has minor troubles with electrical shocks (which also generate strong magnetic fields), and suffers some (if also relatively minor) injuries from weapons with magnetic properties.

Doesn’t that sound pretty familiar? The Terminator was basically a modern version of a Golem, To quote Kyle Reese in the first movie… “Listen, and understand. That Terminator is out there. It can’t be bargained with. It can’t be reasoned with. It doesn’t feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead.”

That’s a classical golem right there.

But the T-3000 has had a villain upgrade to Vampire, substituting (or adding) “magnets!” for “holy!” on it’s list of vulnerabilities. After all… if you shoved a supermagnetic metal pole through it, wouldn’t it be incapacitated until something pulled it out?

Not too surprisingly, this modern rendition of Dracula versus Frankenstein (complete with Frankenstein protecting the girl) winds up like it did in 1971: Dracula rips apart Frankenstein, but is then destroyed by exposure to his weakness. Of course, Frankenstein – being a good guy from the beginning this time around – winds up being thrown into a tank of magic mad scientist goop that puts him back together, while there are the inevitable hints at a Return of Dracula.

So for our T-3000 Acquired Template…

  • Attribute Modifiers: Str +8, Dex +4, Int +2, Wis -4, Cha -6 (30 CP Attribute Shift, 24 CP Purchase)
  • Immunity to Mind-Affecting Effects (charms, compulsions, phantasms, patterns, and morale effects of level seven or below, with a +8 bonus to saves against higher-level effects, does not work against ECM, Hacking, Computer Viruses, and other electronically-based effects (24 CP).
  • DR 6/- and 12/magnetic weapons (12 CP).
  • Energy Resistance 12, Reduced to 6 versus Electromagnetic Attacks (12 CP).
  • Celerity with Additional Movement Mode (Flight), Specialized /only to allow walking up walls and such (9 CP).
  • No Constitution (0 CP).
  • +80 Hit Points (48 CP, purchased as Immunity to Damage (Very Common, Severe, Legendary, Corrupted for Reduced Cost, Specialized for Increased Effect: / provides only two-thirds the usual protection, the protection is degraded by incoming damage in a one-to-one ratio, and can only be restored by repairing it as if it was hit point damage.
  • Adds (Str Mod x 1.5) to AC as a Natural Armor Bonus, although this is not cumulative with external armor bonuses; only the best bonus applies (12 CP).
  • +2 in each save category (18 CP).
  • Low-Light Vision (6 CP)
  • 60′ Darkvision (6 CP)
  • +5 BAB (30 CP).
  • Expertise (Power Attack version) (6 CP)
  • Innate Enchantment (12 CP) (up to 11,500 GP Value)
    • Advanced Military Programming: +3 Competence Bonus to Heal, Intimidate, Perception, and Knowledge (History, the Military and Weapons in particular) (1400 GP).
    • Anklet of Translocation (1400 GP). This covers the occasional “flash step” maneuver.
    • Hat of Disguise x.8 (no longer usable if the unit has taken 20 or more points of actual damage, 1440 GP)
    • Iron Strike: The user’s hands are treated as +2 Hand Axes (1400 GP). Note that this can look like a wide variety of weapons, but the default of +2 to Attacks and 1d6+2+Str Mod damage works well enough for most things.
    • Large and Heavy: Enlarge Person: Only to be considered Large for the purpose of breaking doors and other objects, grappling, and carrying things (x.5) (700 GP).
    • Lightspeed Computation: Boost Armor: Reduced Defense VII (+0 AC, -14 DC), Segmented III (+6 DC, no non-proficiency penalty), Max Dex +4 (-), Speed +10, +4 Str, +2 Reflex Saves (Net purchase DC 10 = 120 Credits or 6 GP). (This is a very cheap trick, but so be it).
    • Nanite Structure: Enhance Structure: +2d6 + 2 x Str Mod Temporary HP to a construct, x.7 no more than half of each rounds buffer is effective against any one attack, use makes it obvious that the user is not human (980 GP).
    • Personal Haste (2000 GP): +30′ Movement, +1 attack when making a full attack.
    • Weapons Catalog: Masters Touch, x.7 Weapons Only (1400 GP).
    • Secondary Equipment: Advanced Smartphone (10 GP), GPS (20 GP), Radio Scanner (10 GP), Lock Release Gun (10 GP), Rangefinding Binoculars (25 GP), Compass (2 CP), Flash Goggles (25 GP), HUD (3 GP), Military Transceiver (20 GP), Vocalizer (Voice Imitation, 50 GP), Power Backpack (5 GP), Multipurpose Tool (4 GP), Remote Surveillance Module (20 GP). High Frequency Sword (25 GP), Grenade Launcher (100 GP), Grapnel Gun (20 GP), Dual, Katanas (20 GP), Chain Saw (12.5 GP). Net total: 380 GP.
      • Net Total: 11,106 GP. There’s room enough for a few conventional gadgets if you wish – perhaps some surveillance and electronic scanning gear?
  • Accursed: Whenever a T-3000 takes extra damage from a critical hit they must make a DC 15 Fortitude save to avoid being stunned for 1 round. If the save is successful, the T-3000 is still staggered for 1 round. They remain immune to other sources of the stunned condition (-3 CP)

That’s 246 CP – a rather high-value template, up in +8 ECL territory. Fairly obviously, some major limitations are in order – and they’re going to have to be pretty serious to justify bringing that +8 ECL modifier down to something reasonable.

So what are those limitations?

Honestly, we can’t be sure. The one example we’ve seen was unique – and we weren’t given all that much information on it at all, much less a breakdown on what made it unique, or what carried over from the original person, or what it’s precise limits were. Worse, what little we got was strictly within a science-fantasy framework with no magic, psionics, or other odd methods of bending reality. Ergo, it’s going to be mix and match; take four of the Major Limitations and three of the Minor Limitations and consider the entire template Specialized – reducing it’s cost to 123 Points, a +4 ECL Acquired Template.

Major Limitations:

  • A T-3000 cannot ever truly heal; it’s nanites are the unique products of the conversion of a specific persons cells, and are irreplaceable, Otherwise, why can’t it absorb more people? And why would some conversions fail? It will require a Wish, Miracle, or some highly-specialized effect to repair any actual damage it suffers.
  • A T-3000 is effectively undead, and is powered by negative energy (it certainly has no apparent technological source of enough energy to maintain and manipulate it’s own massive magnetic field). As such, it can be damaged by holy energies, blasted with positive energy, manipulated by certain negative energy techniques, cannot be Raised or Resurrected, and is automatically evil and implacably hostile to normal life, even if freewilled. As an undead, it can infect others – but it apparently needs their cooperation to do so.
  • A T-3000 can be effectively paralyzed by a strong magnetic field and may take damage from such exposure depending on the strength of the field and GM fiat. It can also be affected by electronic jamming. Treat these as “holy” effects against the Undead.
  • A T-3000 takes 1 ½ times damage from effects with the Acid, Electricity, or Light descriptors. Like it or not, those will destroy nanites much more effectively than bullets and such.
  • A T-3000 cannot purchase magical progressions, mana, active spellcasting, psionic powers, witchery, or similar abilities. They may still take Innate Enchantments and Inherent Spells, but only to represent various pieces of built-in equipment. Of course, NPC units don’t need to worry about purchasing new abilities.

Minor Limitations:

  • A T-3000 cannot purchase abilities that represent briefly pushing past normal limits, including Hysteria, Berserker, and similar abilities, without game master approval to use them to simulate an appropriate subsystem.
  • A T-3000 cannot purchase the Leadership or Companion abilities and always suffers a -6 penalty on it’s social skill checks.
  • A T-3000 is easily detectable electronically or by other Terminators – even far more primitive models. It’s readings are simply nothing like a humans.
  • A T-3000 conversion must be paid for on the spot; the transformed creature must drop enough abilities – normally psychic, supernatural, biological, or otherwise uniquely “living being” traits – to pay for it’s new template on the spot. If it has insufficient resources to do so, it dies.

John Connor (at level five pretty much at the level cap for “badass normals”), presumably had lots of luck, a reality-editing effect, leadership, the equivalent of precognitive tactical insights, and some sort of immunity to paradox to sacrifice – effectively burning off four levels to survive picking up the T-3000 Template. Of course, his reality-editing, paradox-immune, death throes were enough to create a temporal nexus and really mess up the timeline.

Now at roughly CR 9, the T-3000 was a deadly danger to Pops/Guardian (A CR 5 T-850 model with two or three levels) and two well-prepared and trained elite humans (Level 3 to 4, and so CR 5 to 6).


5 Responses

  1. This is great, thanks for posting it!

    I’ll admit, the idea of the T-800 vs. the T-3000 being a thematic retelling of Frankenstein vs. Dracula hadn’t occurred to me, but it makes perfect sense. I suppose that would mean that Skynet was Satan, but I suspect that’s overextending the allegory. Still, I find that to somewhat ease the “style” issue of having super-science entities in a fantasy setting (Clarke’s Third Law, and all).

    At the risk of being overly pedantic, I’ll note that a 246 CP template is +7 ECL (+8 ECL would be at least 256), and halving that takes it down to just barely +3. Of course, that’s something of a non-issue, since a base racial build of at least 5 CP or more (such as humans) will bump that up to +4 ECL anyway.

    Still, thanks for writing these; they’re a lot of fun.

    • Well, I’m glad that you have enjoyed the Terminators! And while “Skynet as Satan” might be pushing it, looking at that mid-credits ending scene… I’m not entirely sure that it isn’t exactly what the movie was going for.

      You’re quite right on the points there. I was pretty much assuming that anyone who wanted to take the template as a block (instead of just using convenient parts of it for an Eclipse build) was almost certainly going to be stacking it on top of a Pathfinder race – and so would wind up at +4 even if they never added up the points on whatever race they were using.

      Do let me know if there’s something else you’d like to see covered; I can’t guarantee that I will of course, but the odds are fairly good!

      • Well, there are quite a few requests that I’d like to make; the hard part is figuring out which of them I’d like to see the most. That said, there’s one that does spring to mind: in honor of her fighting Twilight Sparkle in the next Death Battle, I’m curious to see what DC Comics’ Raven would look like with Eclipse stats.

      • Now that ones a bit tricky! I’m familiar with Raven from the original New Teen Titans run, but looking at the Wiki’s… it looks like since then there’s been Crisis on Infinite Earths (1986), Zero Hour (1994), The Kingdom (1999), Infinite Crisis (2006), Final Crisis (2007), 52 (2007), Flashpoint (2011), Convergence (2015), and Rebirth (2016) – every one apparently rebooting at least some of the characters and changing their abilities around. There have also been several different animated versions – all of them essentially alternate-world versions of the same character. Similarly, her power level has varied wildly – and, unlike Warpath, her alternate versions are essentially separate characters with inconsistent histories.

        I can make A Raven – probably slanted towards the early version (where a lot of the wikis strongly imply she hit her peak as a character anyway) – but it will just be one more in a small army of “Ravens” from differing continuities. Still, why not?

      • And her we go… her general background and ability list is HERE, and her Eclipse build is next up HERE.

        Although that took a great deal longer to get done than I meant it to. Oh well, I shall continue trying to get caught up.

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