Mutants & Masterminds
HQ    ABOUT M&M    SUPER-VISION    GIMMICK'S GADGETS    M&M SUPERLINK    ATOMIC THINK TANK    M&M SHOP
Saving the world, one d20 roll at a time

The Forge [3E] DC: AquaMaria, Madelyn Spaulding, Omnifarious

Please, tell us about your character! This section is custom-made just for your heroes (or villains) to hang out in and strut their stuff.

Moderators: The Mod Squad, The Justice League, M&M Line Developer

Re: The Forge [3E] Trinity

Postby HustlerOne » Fri Aug 03, 2012 10:40 am

Image
"A Pulsar VARG being attacked from behind by another VARG."


Name: Pulsar Tactical VARG, Size: Huge (2), Strength: 9 (1), Speed: 5 (5),

Defense: 6 (10), Toughness: 9 (0), Cost: 135



Features: (1) NVR Control System


Powers: Armor: Impervious Protection 9 (9),

Communicator: Communications 2 (Radio, Flat: Subtle 1)(9),

Life Support: Immunity 10 (LifeSupport) (10),

Sensors: Senses 7 (Ranged Detect Quantum 2, Accurate Extended Radio [radar],

Infravision, Ultravision)(7)


Optional: L-B FlameWing Flight System: -2 Defense for both models. (-2), Total Cost (+5),

Choose one model:

Alpha Jump Pack: Leaping 7 (720 feet) (7) or

Omega Flight Pack: Flight 7 (188 mph, Flaw: Limited - Cannot Leave planetary atmosphere.) (7)


Weapon Mount: One Infantry Weapon. (Bought with Equipment points.)


Weapons: Light Pulsed Plasma Cannon: Ranged Damage 8 (Extras: Multiattack, Flat: Improved Critical) (25),

Missile Pod with Smart Missiles: Ranged Damage 11 (Extras: Burst 8, Flat: Homing 6) (36),

Particle Cannon: Ranged Damage 10 (20)


Notes: The Pulsar is the standard VARG of the Fascist Federated States of America. VARG stands for Vacuum Assault and Reconnaissance Gear. The Pulsar is of the Tactical class. The tactical VARGs are of the medium weight category. They have a good blend of armor, firepower, and speed.

The VARG's were created as a counter to the out of control Novas late in the Aberrant War. Unfortunately, they were created too late to affect the outcome of the first Aberrant war. With a Varg a normal human stands a chance of going up against a True Aberrant. VARG pilots must still rely on squad tactics and numbers to take down a True Aberrant. A VARG can easily take out a whole squad of the weaker Sub-Aberrants though.

Weapons consist of a mix of energy and missile weapons. The particle cannon designed against True Aberrants and Tanks is on the right shoulder. The Missile pod launches smart missiles for flying targets and is located on the other shoulder. A light pulsed plasma cannon meant for infantry, sub-aberrants, and vehicles is placed on the right hip. A optional weapons mount on the left hip allows any infantry weapon to be bolted on to the VARG.

A VARG is controlled by thought through a neural link with the NVR (Neural Virtual Reality) system. A
jumppack can be worn on the back allowing rocket assisted jumps. A flight pack even allows full flight. A VARG cannot leave a planet by itself. It can however perform a orbital drop from space.

Most of the Psion orders have access to VARGs for security purposes. Even corporations can afford
a few like the Aeon Trinity. However most are in the hands of various governments. The Pulsar is
manufactured by the Federated States of America. The Federated States of America is a paranoid
militaristic country ruled by corporations covertly hostile to Psions.
Last edited by HustlerOne on Wed Jan 09, 2013 1:28 pm, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Trinity

Postby HustlerOne » Tue Aug 07, 2012 12:06 pm

Image


Telepathic Ministry Agent

PL: 6

Abilities: Str: 0, Sta: 0, Agl: 1, Dex: 1, Fgt: 1, Int: 2, Awe: 1, Pre: 2


Powers: Attunement: Senses 2 (Extended Mental Awareness) (2),

Telepathic Aptitude - MindScan: Communications 2 (Mental, Flat: Rapid, Subtle) (10)

Choose at least three Alternate Effects from the following Modes list.
Up to eighteen Alternate Effects can be added. Three can be added from
another Psychic Aptitude's mode list.


Code: Select all
Telepathic Modes

Empathy - Detect Emotion: Mind Reading 5 (Flaw: Limited to Emotions),

Empathic Polarization: Enhance Awareness 5 or Weaken Awareness 5,

Emotional Fortress: Immunity 5 (Emotion Effects),

Muse: Burst Affliction 5 (Resisted by Will, Entranced, Compelled, Controlled - Loyalty),

Mind Bomb: Ranged Affliction 5 (Resisted by will, Dazed, Stunned, Incapacitated)


Mindshare - Babel Effect: Comprehend 3 (Languages),

Pilfer Thoughts: Mind Reading 5,

MindSpeak: Senses 1 (Communication Link),

Brainjack: Burst Affliction 5 (Resisted by Will, Impaired, Disabled, Unaware),

Mental Projection: Illusion 1 (All)


Psychbending - Willfinder: Senses 2 (Ranged Detect Telepathic Influence),

Willcontrol: Ranged Affliction 5 (Resisted by will, Dazed, Compelled, Controlled),

MindShield: Enhanced Will 5 (Extras: 5 Impervious),

MindWarp: Ranged Affliction 5 (Resisted by will, Dazed, Stunned, Transformed, Flaw: Limited to Memories only),

MindStorm: Perception Range Damage 3 (Resisted by will, Flaw: Distracting)


Advantages: Defensive Roll 1, Equipment 3, Teamwork


Equipment: Laser Pistol: Ranged Damage 5 (Flat: Accurate 1) (11),

Undercover Shirt: Protection 2 (Flaw: Limited to ballistics, Flat: Subtle) (2)


2 Equipment points left over.


Skills: Deception 4 (+6), Expertise: Behavioral Sciences 3 (+5),

Expertise: Civics 2 (+4), Expertise: Agent 4 (+6), Insight 2 (+3), Intimidation 2 (+4),

Investigation 6 (+8), Persuasion 4 (+6), Ranged Combat (Psychic powers) 3 (+4)


Offense: Initiative: +1, Unarmed: +1 (Damage 0), Laser Pistol: +3 (Damage 5),

Psychic Powers: +4 (Affliction 5)


Defense: Dodge: 3, Parry: 3, Fortitude: 3, Toughness: 0/2*/3**, Will: 2

* With Defensive Roll
** With Armor


Abilities: 16, Powers: 15, Advantages: 5, Skills: 15, Defense: 12 = Total: 60


Complications: Backlash: High levels of Death and Destruction can cause a Incapacitated affect on a Psion.

Responsibility: Has a responsibility to serve their PSI order.


Notes: The Ministry is a government agent that works for the Chinese government. They act as a kind of secret police and spy agency for China. Their agents have Telepathic powers that can affect the mind. With Telepathy they can read and control men's thoughts. A ministry agent is widely feared and unsanctioned us of their powers is strictly regulated.

Ministry agents are not combatants like their Legionnaire cousins. They are foremost investigators used to root out Aberrant infiltration of human society. They do have a few powers that allows them to defend themselves if necessary. However on the whole they remain close at home away from the war against the Aberrants. The Ministry also has their own proxy who has full mastery of the Telepathic aptitude at PL: 8 with all Modes at Rank eight.
Last edited by HustlerOne on Wed Jan 09, 2013 1:28 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Trinity

Postby JoshuaDunlow » Tue Aug 07, 2012 8:58 pm

HustlerOne wrote:Image


Telepathic Ministry Agent

PL: 6

Abilities: Str: 0, Sta: 0, Agl: 1, Dex: 1, Fgt: 1, Int: 2, Awe: 1, Pre: 2


Powers: Attunement: Senses 2 (Extended Mental Awareness) (2),

Telepathic Aptitude - MindScan: Communications 2 (Mental, Flat: Rapid, Subtle) (10)

Choose at least three Alternate Effects from the following Modes list.
Up to eighteen Alternate Effects can be added. Three can be added from
another Psychic Aptitude's mode list.


Code: Select all
Telepathic Modes

Empathy - Detect Emotion: Mind Reading 5 (Flaw: Limited to Emotions),

Empathic Polarization: Enhance Awareness 5 or Weaken Awareness 5,

Emotional Fortress: Immunity 5 (Emotion Effects),

Muse: Burst Affliction 5 (Resisted by Will, Entranced, Compelled, Controlled - Loyalty),

Mind Bomb: Ranged Affliction 5 (Resisted by will, Dazed, Stunned, Incapacitated)


Mindshare - Babel Effect: Comprehend 3 (Languages),

Pilfer Thoughts: Mind Reading 5,

MindSpeak: Senses 1 (Communication Link),

Brainjack: Burst Affliction 5 (Resisted by Will, Impaired, Disabled, Unaware),

Mental Projection: Illusion 1 (All)


Psychbending - Willfinder: Senses 2 (Ranged Detect Telepathic Influence),

Willcontrol: Ranged Affliction 5 (Resisted by will, Dazed, Compelled, Controlled),

MindShield: Enhanced Will 5 (Extras: 5 Impervious),

MindWarp: Ranged Affliction 5 (Resisted by will, Dazed, Stunned, Transformed, Flaw: Limited to Memories only),

MindStorm: Perception Range Damage 3 (Resisted by will, Flaw: Distracting)


Advantages: Defensive Roll 1, Equipment 3, Teamwork


Equipment: Laser Pistol: Ranged Damage 5 (Flat: Accurate 1) (11),

Undercover Shirt: Protection 2 (Flaw: Limited to ballistics, Flat: Subtle) (2)


2 Equipment points left over.


Skills: Deception 4 (+6), Expertise: Behavioral Sciences 3 (+5),

Expertise: Civics 2 (+4), Expertise: Agent 4 (+6), Insight 2 (+3), Intimidation 2 (+4),

Investigation 6 (+8), Persuasion 4 (+6), Ranged Combat (Psychic powers) 3 (+4)


Offense: Initiative: +1, Unarmed: +1 (Damage 0), Laser Pistol: +3 (Damage 5),

Psychic Powers: +4 (Affliction 5)


Defense: Dodge: 3, Parry: 3, Fortitude: 3, Toughness: 0/2*/3**, Will: 2

* With Defensive Roll
** With Armor


Abilities: 16, Powers: 15, Advantages: 5, Skills: 15, Defense: 12 = Total: 60


Complications: Backlash: High levels of Death and Destruction can cause a Incapacitated affect on a Psion.

Responsibility: Has a responsibility to serve their PSI order.


Notes: The Ministry is a government agent that works for the Chinese government. They act as a kind of secret police and spy agency for China. Their agents have Telepathic powers that can affect the mind. With
Telepathy they can read and control men's thoughts. A ministry agent is widely feared and unsanctioned us
of their powers is strictly regulated.

Ministry agents are not combatants like their Legionnaire cousins. They are foremost investigators used to root out Aberrant infiltration of human society. They do have a few powers that allows them to defend themselves if necessary. However on the whole they remain close at home away from the war against the Aberrants. The Ministry also has their own proxy who has full mastery of the Telepathic aptitude at PL: 8 with all Modes at Rank eight.


I find it quite fitting that you used Bester from B5 for the picture of this build. lol
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: The Forge [3E] Trinity: Telepathic Ministry Agent

Postby HustlerOne » Thu Aug 09, 2012 11:26 am

Alfred Bester was awesome in Babylon 5. 8) He was a believable psychic supremacist who genuinely cared about his "oppressed people". Unlike Mal who did absolutely nothing of worth for his fellow Novas. Bester was actually smart enough to stop a normal human conspiracy that was using a addictive drug to enslave his people.

Really, Bester was just smarter, likeable, and tragic than Mal ever was. I really should build him up someday.

I'm done with the Aeon universe unless there's a request for anyone in particular. I was thinking of doing the seven psychic Proxies. Unfortunately, I don't know much about them.
Last edited by HustlerOne on Wed Jan 09, 2013 1:29 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Trinity: Telepathic Ministry Agent

Postby JoshuaDunlow » Thu Aug 09, 2012 11:34 am

HustlerOne wrote:Alfred Bester was awesome in Babylon 5. 8) He was a believable psychic supremacist who genuinely cared
about his "oppressed people". Unlike Mal who did absolutely nothing of worth for his fellow Novas. Bester was actually smart enough to stop a normal human conspiracy that was using a addictive drug to enslave his people.

Really, Bester was just smarter, likeable, and tragic than Mal ever was. I really should build him up someday.

I'm done with the Aeon universe unless there's a request for anyone in particular. I was thinking of doing the
seven psychic Proxies. Unfortunately, I don't know much about them.


Al was the bad guy you learned to love, that much as sure. And actually it wasn't a drug, that the blips created. Psi-core created the drug, to try and create a stable artificial telepath. (if we are talking about "dust"). I did quite a few B5 builds in 2E, just never got around to many of the psychic characters, though I probably should. And they ALL need to be updated to 3E. Well if your running out of ideas, do something you ARE familiar with; maybe a favorite TV show . :)
User avatar
JoshuaDunlow
Harbinger of Doom
Harbinger of Doom
 
Posts: 7022
Joined: Sun Apr 11, 2004 8:19 am
Location: Spokane, Washington

Re: The Forge [3E] Trinity: Telepathic Ministry Agent

Postby HustlerOne » Thu Aug 09, 2012 12:00 pm

JoshuaDunlow wrote:
HustlerOne wrote:Alfred Bester was awesome in Babylon 5. 8) He was a believable psychic supremacist who genuinely cared
about his "oppressed people". Unlike Mal who did absolutely nothing of worth for his fellow Novas. Bester was actually smart enough to stop a normal human conspiracy that was using a addictive drug to enslave his people.

Really, Bester was just smarter, likeable, and tragic than Mal ever was. I really should build him up someday.

I'm done with the Aeon universe unless there's a request for anyone in particular. I was thinking of doing the seven psychic Proxies. Unfortunately, I don't know much about them.


Al was the bad guy you learned to love, that much as sure. And actually it wasn't a drug, that the blips created. Psi-core created the drug, to try and create a stable artificial telepath. (if we are talking about "dust"). I did quite a few B5 builds in 2E, just never got around to many of the psychic characters, though I probably should. And they ALL need to be updated to 3E. Well if your running out of ideas, do something you ARE familiar with; maybe a favorite TV show . :)


Your right it wasn't a drug but a Virus. That megacorporation had the only cure and even then the cure had to be taken every week or so. Basically, it was a really evil way to control (IE enslave) psychics. Kind of what Aeon did to the Novas...

Bester stopped it by brainwashing Garibaldi to infiltrate the corporation and destroy it from within. Bester felt like he was always pulling off a Xanatos gambit whenever he appeared on the show. You can't help but hate and like the guy at the same time.

It's funny that Mal never did anything to stop Aeon's conspiracy at all. You would think that someone trying to enslave or kill your people would at least bother you. Instead he seemed to be oblivious to what was happening to the world he created like Andrew Ryan from Bioshock.


I also remember your Babylon 5 work JD. Good stuff for 2E. I especially liked that you did the Babylon 5 space station.

I actually have all of the EarthForce ships statted out but I never got around to converting any of the alien ships for some strange reason. I really should get around to them one day.
Last edited by HustlerOne on Wed Jan 09, 2013 1:29 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens

Postby HustlerOne » Fri Aug 17, 2012 10:36 am

Image
"Ripley: These people are here to protect you. They're soldiers.
Newt: It won't make any difference."


Colonial Marine - aka private Hudson

PL: 6

Abilities: Str: 2, Sta: 2, Agl: 1, Dex: 1, Fgt: 4, Int: 0, Awe: 0, Pre: 0


Powers: None


Advantages: Equipment 11, Teamwork


Equipment: Check upcoming equipment list for stats.

A colonial marine has the following at a minimum:

BlowTorch (2),

Combat Knife (2),

M-10 Armor (4),

M-10 Helmet (5),

M-11 Pulse Rifle (16),

V-P70 Automatic Pistol (6),

Shoulder Lamp (1)


Optional: 19 equipment points left over.

Varies on parameters of current mission.


Skills: Athletics 4 (+6), Close Combat: Knives 2 (+6), Expertise: Soldier 4 (+4),

Expertise: Tactics 4 (+4), Intimidation 4 (+4), Perception 4 (+4), Ranged Combat: Guns 4 (+5),

Technology 2 (+2), Treatment 2 (+2), Vehicles 2 (+3)


Offense: Initiative: +1, Unarmed: +4 (Damage 2), Knife: +6 (Damage 1 ),

Pulse Rifle: +5 (Damage 5)

Defense: Dodge: 6, Parry: 6, Fortitude: 6, Toughness: 2/6*, Will: 1

* With Armor

Abilities: 20, Powers: 0, Advantages: 12, Skills: 16, Defense: 12 = Total: 60


Complications: None


Notes: This is a basic marine private of the united states colonial marine corps.
They are the future iteration of the current U.S marines corps but adapted for space travel
to other planets. The colonial marines are called to fight anywhere, anyone, and at anytime.
They are the first and last to go in any situation.

The basic colonial marines are seemingly outmatched by both the predators and xenomorphs
(physically anyway). Thankfully, the marines are well equipped compared to their alien
counterparts.They also have each other and can fight effectively together as a team. The colonial marines are generally portrayed as the good guys in the films and games (at least compared to employees from the Weyland-Yutani corporation).

There are thirty power points leftover for customization. Specialists such as Combat Techs (Technology), Dropship pilots (Pilot), and Field medics (Treatment) have higher skill ranks in their respective profession. Higher ranked marines gain multiple ranks of the benefit advantage. These stats can be used to represent the various individual marines seen in the Aliens film.
Last edited by HustlerOne on Wed Jan 09, 2013 1:30 pm, edited 2 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: Colonial Marine

Postby HustlerOne » Fri Aug 17, 2012 11:04 am

I just updated my index to include my next big conversion projects. I have to say that I loved the earlier Aliens, Predator, and Terminator films of the eighties. So expect a lot of conversions from those films.

Aliens 3 and Terminator 3 were God awful sequels that I would like to forget ever existed.

I'm kind of neutral about the Aliens versus predator films. I liked the cool Aliens versus predator fights but didn't care too much for their plots. The same goes for Alien Resurrection (though I am a huge fan of Joss Whedon and Winona Ryder) and Terminator: Salvation (It was better than Terminator 3. Anything is better than Terminator 3).

I did love the recent Predators sequel taking place on the jungle planet. It had the feel of the original while putting forth a few good twists.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: Colonial Marine

Postby Arkrite » Fri Aug 17, 2012 11:11 am

You know, I managed to read a copy of what claimed to be Joss Whedon's original script for Resurrection and it was actually very good.
Sadly what got put into the movie appears to be a version rewritten by somebody else.

But I have to agree with you, it's best to pretend that Terminator 3 never happened. :~P
User avatar
Arkrite
Cosmic Entity
Cosmic Entity
 
Posts: 9077
Joined: Thu Oct 19, 2006 5:02 pm
Location: The Frozen North

Re: The Forge [3E] Aliens: Colonial Marine

Postby HustlerOne » Fri Aug 17, 2012 11:18 am

Arkrite wrote:You know, I managed to read a copy of what claimed to be Joss Whedon's original script for Resurrection and it was actually very good.
Sadly what got put into the movie appears to be a version rewritten by somebody else.

But I have to agree with you, it's best to pretend that Terminator 3 never happened. :~P


There was another version of Aliens Resurrection? Anything interesting about the original script that you read. It always felt odd that Whedon wrote what came out as Aliens Resurrection. Aliens 3 was far worse since killing Newt really invalidated everything Ripley did in Aliens.
Last edited by HustlerOne on Wed Jan 09, 2013 1:30 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: Colonial Marine

Postby Arkrite » Fri Aug 17, 2012 11:28 am

Ending was different.
Ship crashed onto earth and Riply ended up chasing down that last alien in some form of harvesting farm equipment (which involved many large blades), getting it horribly trapped in the mechanisim and then lighting the whole thing on fire.

Cute sequence of it cutting to night, the surviving heros around a campfire as the threshing machine still burns in the background talking about "what's next".

I'll have to see if I can find it again.
User avatar
Arkrite
Cosmic Entity
Cosmic Entity
 
Posts: 9077
Joined: Thu Oct 19, 2006 5:02 pm
Location: The Frozen North

Re: The Forge [3E] Aliens: Colonial Marine

Postby catsi563 » Sat Aug 18, 2012 1:01 pm

Alfred Bester was awesome in Babylon 5. He was a believable psychic supremacist who genuinely cared
about his "oppressed people". Unlike Mal who did absolutely nothing of worth for his fellow Novas


It's funny that Mal never did anything to stop Aeon's conspiracy at all. You would think that someone trying
to enslave or kill your people would at least bother you. Instead he seemed to be oblivious to what was happening to the world he created like Andrew Ryan from Bioshock


Id actualy argue the opposite. the Idea I got about Mal was that he himself was evolving and his entire ideal was as stated in the manifesto. that each Nova was an island/entity/nation unto itself/ let them be and or do as they will to their concience/or lack their of. the true Ayn randian/nietchien ideal.

In his idea the aeon proteus conspiracy would simply be a part of the darwinian ideal. Any nova strong enough and smart enough to suss it out could fight it if they chose to, or do like he did and just ignore it. after all does a human try and figure out a conspiracy of chimpanzees?

Basically I think Mals thought was let them grow on their own. In his mindset if he Mal had to actually step in and show his true powers like some god then he had failed in his ideals, if he had to step up and actualy tell people how to behave and act and what to do about Proteus then again he would have failed since the Null Manifestos entire point was to be your own Nova in your own way.

The only time he really steps out of that mold was the Bahrain facility event where he basically schools Caestus Pax in front of the whole world make shim look like a complete chump, and frees the prisoners so they can in his mind live their own lives again.
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

The Litterbox

http://www.fanfiction.net/~catsi563
User avatar
catsi563
Overlord
Overlord
 
Posts: 4738
Joined: Thu Jul 21, 2005 7:57 pm
Location: The dark side of the Moon

Re: The Forge [3E] Aliens: Colonial Marine

Postby HustlerOne » Sat Aug 18, 2012 2:55 pm

Id actualy argue the opposite. the Idea I got about Mal was that he himself was evolving and his entire ideal was as stated in the manifesto. that each Nova was an island/entity/nation unto itself/ let them be and or do as they will to their concience/or lack their of. the true Ayn randian/nietchien ideal.


"Mal sure didn't evolve much. Physically, Yes in terms of power. Mentally, No in terms of wisdom. Mal sure did contradict himself. He wanted to evolve to perfection but also wanted true equals at the same time.

The problem was that no one could ever become his equal. His best bet was to either wait for other Nova's to catch up to his level or power down so he could relate more with them. He did neither and so made me suspect that all he really cares about is getting more power. Remember not everyone can be king so what happens when Mal finally has someone that's at his level? I doubt he could handle it as I get the feeling that he always felt like a big fish in a small pond.

Considering that Aberrant turned out like Rapture but on a more global scale says a lot about Ayn Rand, Nietzsche, Mal, and human nature. Both Rapture and the world of Aberrant ended up nearly destroyed by a bunch of crazed mutants addicted to more power. Most humans are by default selfish greedy beings. Randomly giving them godlike power is a really bad idea. Trusting them to do the right thing based on their conscience alone is folly. My philosophy classmates figured out early on that it's better to cheat when no one is watching."

In his idea the aeon proteus conspiracy would simply be a part of the darwinian ideal. Any nova strong enough and smart enough to suss it out could fight it if they chose to, or do like he did and just ignore it. after all does a human try and figure out a conspiracy of chimpanzees?


"Of course Mal can ignore it since he thinks it doesn't affect him (Well it does due to it being one of the reasons leading to the Aberrant War). Mal only plays by his own lack of rules when it suits him. When someone like Director Thetis of Project Proteus tries to twist his own darwinian ideal against him then Mal clamps down hard like any would be tyrant would. Hence one of his reasons for the attack on Bahrain.

As for the rest of the Nova's most really weren't even smart enough to figure it out until it was too late (IE they were sterilized). That conspiracy felt more like it was developed by either a desperate Aeon or a Mad plot by an evil version of Max Mercer himself. For a bunch of chimpanzees they did quite well then if Canon is to be believed. The vast majority of Novas wound up being sterilized or even dead.

The only ones with Nova children were Amoral Mercenaries (The Devries agency), Crazed Nova Supremacists (The Teragen), and a secret Black Ops program (Project Proteus). That's because all of them were plotting to be the next superpower. Not exactly something to build a civilization out of huh. After all you can't possibly trust normal people, patriotic soldiers, and even the moral members of Team Tomorrow to raise children now can you."


Basically I think Mals thought was let them grow on their own. In his mindset if he Mal had to actually step in and show his true powers like some god then he had failed in his ideals, if he had to step up and actualy tell people how to behave and act and what to do about Proteus then again he would have failed since the Null Manifestos entire point was to be your own Nova in your own way.


"Andrew Ryan had the same problem believing that the free market (he called it the great chain) would correct itself. Ryan like Mal thought that his people were better than normal humanity and would work things out for themselves. The conclusion is that they were both wrong. Humans lied, cheated, stole, and killed one another for more power. There were no real laws or anything to stop splicers or aberrants from going out of control."

The only time he really steps out of that mold was the Bahrain facility event where he basically schools Caestus Pax in front of the whole world make shim look like a complete chump, and frees the prisoners so they can in his mind live their own lives again.


"That was Mal simply showing off. It even says so in the book that it was about showmanship."
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E]

Postby HustlerOne » Sat Aug 18, 2012 3:11 pm

Divis Mal really ended up being Andrew Ryan philosophically. Both believed that only the best deserved to live in the world. Fontaine proved otherwise showing that someone had to clean the toilets. Everyone one wants to be a king. No one wants to be the common worker that actually maintains Mal or Ryan's perfect society.

You know you could make the case that Max Mercer was also Andrew Ryan as well. At least in terms of their actions. Both had companies that pretty much controlled everything. Both had secret prisons they could use to imprison and experiment on people that was against their rule. Finally both sold products that were addicting and reeks of hypocrisy when it comes to free will.

By the way Aeon wasn't the only ones guilty of sterilization and genocide. Mal was just as guilty if not more so. Remember that for every Nova created means one less potential psion or daredevil. Eventually the other inspired would be made extinct since everyone will be forced into becoming a Nova.

Max like Mal trusted his followers too much. Both Mal and Max are really two sides of the same coin. Both ended being responsible for the Aberrant war. Too bad there wasn't a third more balanced path.

It's a shame we never saw the balance regained with the return of the inspired. Personally, I would love to see Mal be depowered by a psychic much like Alfred Bester at the end. It would be poetic justice that a psychic ended up curing the Aberrant syndrome once and for all.
Last edited by HustlerOne on Wed Jan 09, 2013 1:30 pm, edited 4 times in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: Colonial Marine

Postby HustlerOne » Sat Aug 18, 2012 3:14 pm

Colonial Marine Weapons


Notes: The Colonial marines arsenal is not that different from conventional weapons used by the modern military today. There is some slight improvements such as lighter materials and the use of caseless ammunition. In gameplay terms this really doesn't make much of a difference. In fact all of the weapons seen here are perfectly possible with today's technology.


"Gorman: [referring to the knife game] I thought you never missed, Bishop."

Combat Knife: Damage 1 (Flat: Improved Critical ) (2)


Notes: Colonial Marines are said to be skilled with knives of all kinds. Bishop plays a unique knife game involving the hand of a fellow colonial marine "volunteer".


Image
"Hicks: I like to keep this handy... for close encounters."

M-37 "Stakeout" Shotgun: Ranged Damage 5 (Flat: Accurate, Flaw: Limited to rank 3 against armor) (10)


Notes: This shotgun was a backup weapon for Corporal Hicks. A colonial marine can request the use of one if expecting combat in closequarters. It's especially useful for Spaceship hallways and other fragile areas.


Image
"Hicks: I wanna introduce you to a personal friend of mine. This is an M41A pulse rifle. Ten millimeter with over-and-under thirty millimeter pump action grenade launcher."

M-41 Pulse Rifle - Assault Rifle: Ranged Damage 5 (Extras: Multiattack) (15)

Alternate Effect - Grenade Launcher: Burst Area Ranged Damage 5 (1)


Notes: The pulse rifle is the standard main weapon of a Colonial Marine. It can fire armor piercing caseless bullets. It has a integrated grenade launcher under the assault rifle.


Image
"Vasquez: LET'S ROCK!"

M-56 Smartgun: Ranged Damage 7 (Extras: Multiattack, Flat: Accurate, Quirk - Must wear M-10

Armor and Helmet to carry it and recieve accurate bonus) (21)


Notes: The favored weapon of Vasquez. The smartgun is a heavy machinegun used for squad support. It requires a special harness that comes with the M-10 Ballistic vest just to carry it. Also the accuracy advantage is unavailable if the shooter does not have the M-10 Helmet linked to it. It's called a smartgun because the gun is linked to a special targeting computer embedded within the M-10 helmet.


Image
"Frost: What do you expect us to use man, harsh language?
Gorman: Flame units only. I want rifles slung."

M-240 Flameunit: Line Damage 6 (12)


Notes: This flamethrower is used only for tight quarters such as bunkers, tunnels, and urban areas. It is dangerous to use due to the volatile nature of the fuel used.


Image


V-P70 Automatic Pistol: Ranged Damage 3 (6)


Notes: The V-P70 is the standard sidearm assigned to everyone who belongs to the colonial marines.
Last edited by HustlerOne on Wed Jan 09, 2013 1:31 pm, edited 1 time in total.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

PreviousNext

Return to Roll Call

Who is online

Users browsing this forum: No registered users and 7 guests