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T-1000

The T-1000

The T-1000 Advanced Prototype Terminator is the successor to Cyberdyne Systems Model 101. It, like its predecessor is designed to blend into the environment and kill someone. The first line of these machines were completed just days before the coming of the Rifts. Only 100 were made. Miraculously, they escaped the Great Cataclysm completely unharmed, and remained in the plant where they were completed. The scientists at Cyberdyne prior to the Coming of the Rifts had apparently discovered the secret of Mega-Damage, as the T-1000 terminators were. Most of the T-1000’s were sold to a Splugorth trader on Atlantis, and when he discovered that someone had sent the Model 101 back in time to attempt to stop the Great Cataclysm, he sent some T-1000’s back in time to stop them. They succeeded.

Since that time, the technology that was used to create the unique abilities of the T-1000 have been re-discovered, and production has recently began on a new line of T-1000’s. Old ones are currently available at some of the best Black Markets in the Megaverse, most notably the one in Phase World.

The T-1000 is made of a mimetic poly-alloy, which is liquid metal. This makes the T-1000 a shape-shifter. It is the only known man created shifter in the Megaverse. This ability is very helpful to the T-1000 in many ways. It can mimic things that it has touched, with some restrictions. The thing being mimicked must be of nearly equal size and the T-1000 can not mimic any complex machines, chemicals, or moving parts. This means that the T-1000 can not mimic any complex weapons. One thing that is commonly mimicked are sentient beings (most often human). While the T-1000 is in the form of another person, it also can mimic that person’s voice (essentially 100% in disguise). The body can also turn into sharp stabbing weapons and other things (climbing equipment, a crowbar, etc. Watch the movie for ideas). The transformation may be done with any part of the body (the words torpedo tits and shlong-saber seem much more real now).

There are three different forms that the T-1000 can take. One is liquid. While in this form, the T-1000 can ooze along the floor and through holes in the wall or under doors. The second form is a humanoid liquid form. While in this form, the T-1000 looks like a gender-less human that is made of shiny silver. The third form is the human form. The T-1000 has a standard human form that it normally reverts back to, and it can also mimic others.

Alignment: Technically none, because they have no real personality. But we'll call them diabolical, or whatever their masters are or program them to be.

Horror Factor: None normally. Between 5 and 8 if in the form of the person looking at it (GM Discrescion). Higher depending on actions (see below).

Size: 6 feet. Weight: 500 lbs.

Attributes: The T-1000 NPC does not have some attributes, because it has no brain. The ones that it does have are: IQ: 8, PS, 26 (supernatural), PP: 26, PE: 26 (supernatural), PB: 3D6*, Spd: 30.

*The PB of the T-1000 will change depending on who it mimics.

MDC: 1000

Combat: 7 attacks per melee, +10 to strike, shoot, parry, etc (pretty much everything), +10 to dodge.

Weapons: T-1000 are well versed in the use of almost any weapon. They can use almost any weapon that they pick up lethally. Terminators are typically equipped with a MD shotgun, pistol, rifle, or ranged weapon of some sort, a vibroblade, and something along the lines of a MD or SD Uzi. They also use laser scopes a lot.

Abilities:

1. Mimicry: The T-1000 can mimic any creature of relatively equal size (GM Discresion) that it has touched. This ability essentially gives the T-1000 the mimicry skill at 100%. The transformation takes 1D4 melee’s to complete.

2. Create Weapons: The T-1000 can create sharp stabbing weapons from any part of its body. Doing so takes one action. The weapons use whatever HTH skill the T-1000 has. They do 1D6 MDC starting at first level, and increase by 1D6 at levels 3, 5, 8, 10, 12, and 15.

3. Liquify: The T-1000 completely liquify its whole body or just parts of it. This takes one action for one body part, or a melee for the whole body. This has many practical appliacations: The T-1000 can ooze through opening in walls (such as a keyhole or under a door), and they can walk through fences and bars (a jail).

4. Special "Dodge": When the T-1000 is attacked, it is possible for it to maneuver its body in such a way that a hole opens for the attack to pass through. However, doing so quickly enough to dodge is very difficult, and when the T-1000 attempts this, it is at –10 to dodge. Also, if the T-1000 attempts this dodge and is still hit, it takes double damage. Performing this dodge in combat with someone who is not aware that the T-1000 is capable of it results in a Horror/Awe Factor of 12.

5. Resistant to Heat/Fire: For the first melee that the T-1000 is exposed to heat or fire, it will take no damage. Instead, it will lose whatever human covering it has on and revert back to the liquid humanoid form. In all subsequent melees, the T-1000 will only take half damage.

6: Special Damage w/ Cold: As the T-1000 is taking damage from cold/ice, it is also freezing. It will only take 50 points of damage from cold or ice before it is frozen. While it is frozen, the T-1000 can not move or speak (pretty much can’t do anything). The T-1000 will melt as fast or as slow as the GM wants it to. While it is frozen, if the T-1000 takes even 1 SDC point of damage, it will break apart into lots of smaller pieces.

7. Oozing, Part II: If a solid metal piece of the T-1000 is broken off, it will soon melt into liquid metal, and if the T-1000 gets close enough to it (GM discresion), the piece will be absorbed back into the main body. Also, if the T-1000 is broken (as described in ability 6), the pieces will slowly ooze back together (taking as long as the GM wants).

8. Damage: When the T-1000 takes damage, it makes holes in the false skin covering it, revealing the liquid metal. The T-1000 can use one action to heal one of the holes. Doing this also heals the damage that was recieved from that wound.

Example: John the T-1000 was just shot twice by Bob the Thug and Fred the Thug. John has two actions remaining this melee. One of the times that John got shot, he took 57 points of damage, and the other time he only took 43. For his first remaining action, John decides to heal one of his wounds. He (being rather stupid), heals the one that caused him 43 points of damage. The wound is no longer visible, and John just got back 43 MDC. For his final action this melee, John throws a big grenade ad Bob and Fred, blowing their guts all over the room. In the next melee, John may heal his remaining wound.

9. T-1000 don’t have to breath.

T-1000 RCC

As with the Terminator, I do not recommend allowing them to be used as PC’s (if you want to know why, go look at the Terminator. Its been updated as of T2), but it can be fun to come up with possibilities for what the liquid metal can do, so here it is:

Alignment: Technically none, because they have no real personality. But we'll call them diabolical, or whatever their masters are or program them to be.

Attributes: The T-1000 NPC does not have some attributes, because it has no brain. The ones that it does have are: IQ: 8, PS, 26 (supernatural), PP: 26, PE: 26 (supernatural), PB: 3D6*, Spd: 30.

*The PB of the T-1000 will change depending on who it mimics.

Horror Factor: None normally. Between 5 and 8 if in the form of the person looking at it (GM Discrescion). Higher depending on actions (see below).

Size: 6 feet. Weight: 500 lbs.

PPE: 0

MDC: 1000

Psionics/Magic: T-1000’s can not have psionic or magic abilities.

OCC Skills:

Speaks native language at 75%

Tracking (+20%)

Body Building & Weight Lifting

Streetwise (+20%)

Hand to Hand: Basic

OCC Related Skills: Select 8 other skills at level 1. Plus select two additional skills at level 3, one at level 6, one at level nine, and one at level 12.

Communications: Any

Domestic: None

Electrical: Basic Electronics only

Espionage: Any

Mechanical: Any (+5% to locksmith)

Medical: First Aid only

Military: Any (+10%)

Physical: Any

Pilot: Any (+5% to truck and motorcycle)

Pilot Related: Weapon Systems only

Rogue: All

Science: None

Technical: None

WP: Any

Wilderness: None

Secondary Skills: The T-1000 doesn't get any secondary skills, because it has no hobbies.

Standard Equipment: MDC rifle, MDC pistol, MDC knife, SDC rifle, SDC pistol, SDC knife, 1D4 ammo clips for whatever it applies to, possibly a vehicle (normally a motorcycle or semi-truck), clothes, things to blend in to the crowd.

Money: T-1000’s don't care about money and therefore don't start out with any.

Cybernetics: None. The T-1000 can not have cybernetics because they are made impossible by its shapeshifting abilities.

A note to GM’s: I have left a lot up to you on this. I feel that there is just too much that the T-1000 could do, and if I say that it can or can’t do this, I would be infringing on your power as :::evil GM grin::: GOD!!!

 

Now for the pics:

Heres an example of when a T-1000 is shot several times with a shotgun in the chest:

 

Heres an excellant example of what it looks like to shoot a T-1000 in the eye...with a shotgun

Now heres one of the T-1000 going through jail bars