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: Telepathic Ministry Agent

Postby marcoasalazarm » Sat Aug 18, 2012 8:05 pm

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.


Well, Proxies or not, it would be interesting to see other Kinetics (electro, Bio, etc).
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
marcoasalazarm
Hero
Hero
 
Posts: 1645
Joined: Fri May 07, 2004 4:19 pm
Location: San Jose, Costa Rica.

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

Postby HustlerOne » Sun Aug 19, 2012 11:44 am

marcoasalazarm wrote:
Well, Proxies or not, it would be interesting to see other Kinetics (electro, Bio, etc).


I'll see what I can do. Right now I'm focused on finishing Aliens. Do you want any other particular Psi order in mind? There was an unofficial sourcebook for the mysterious QuantaKinetics. They were pretty interesting.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

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

Postby HustlerOne » Sun Aug 19, 2012 11:46 am

Colonial Marine Equipment


Notes: The Colonial marines are also given other equipment to help improve performance in the field. Just like their weapons their equipment is replicable with today's technology. Not all of the equipment seen here is standard and must be specifically requested to acquire one.


"Hicks: We're all in strung out shape but stay frosty and alert, we can't afford to let one of those bastards in here."

Blow Torch: Damage 1 linked to Weaken Toughness 1 (2)


Notes: The Blowtorch is used to seal tight steel doors.


"Dietrich: Aside from malnutrition, she doesn't seem to be physically hurt. [about Newt's health]"

FirstAid Kit: +2 to Treatment skill (1)


Notes: The first aid kit is normally only assigned to the Team's field medic like Corporal Dietrich. Though other soldiers can request one if needed.


Image

M-10 Pattern Ballistic Armor: Protection 4 (4)


Notes: This is the standard armor of a colonial marine. It protects the soldier from all ballistic and melee weaponry. It consists of a ballistic vest with greaves for the limbs. It provides very limited protection against acid damage.


"Gorman: Drake, check your camera. There seems to be a malfunction.
[Drake smacks the camera against a nearby support. The picture clears]
Gorman: That's better."

M-10 Helmet: Feature 3 (Biomonitor, VideoCamera), Senses 2 (Commlink, Infravision) (5)


Notes: The M-10 Helmet is used to protect the heads of soldiers. It also provides vital info about the soldier and his immediate surroundings. It is linked to a network to inform officers within a APC of the current situation of a marine.


Image
"Hudson: [reading a motion detector] I got signals. I got readings, in front and behind.
Frost: Where, man? I don't see anything.
Hicks: He's right. There's nothin' back here.
Hudson: Look, I'm telling ya, there's somethin' movin' and it ain't us! Tracker's off scale, man. They're all around us, man."

Motion Tracker: Senses 4 (Accurate, Ranged Detect Motion 2) (4)


Notes: The motion tracker can detect anything that moves within a 24 meter range and 180 degrees in front of the holder. It does have a few drawbacks. It does not detect movement behind the holder nor can it identify it's targets. It also does not tell at what height the target is. It has a distinctive beeping sound indicating contact with a moving target.


Image


Shoulder Lamp: Equivalent to Flashlight (1)


Notes: The shoulder lamp provides illumination in dark places.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

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

Postby marcoasalazarm » Sun Aug 19, 2012 1:14 pm

HustlerOne wrote:
marcoasalazarm wrote:
Well, Proxies or not, it would be interesting to see other Kinetics (electro, Bio, etc).


I'll see what I can do. Right now I'm focused on finishing Aliens. Do you want any other particular Psi order in mind? There was an unofficial sourcebook for the mysterious QuantaKinetics. They were pretty interesting.

Don't have an order in mind right now. Sorry.

BTW, there did you saw the Quantakinetics book?
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
marcoasalazarm
Hero
Hero
 
Posts: 1645
Joined: Fri May 07, 2004 4:19 pm
Location: San Jose, Costa Rica.

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

Postby HustlerOne » Sun Aug 19, 2012 2:17 pm

marcoasalazarm wrote: BTW, there did you saw the Quantakinetics book?


It's called India Underground. It's downloadable at the Trinity fansite at RPG Post. It's not official but it's a good read if your interested in the Quantakinetics.

Two things stand out in the book. The first is that a few of the Quantakinetics survived other Psi Order's purge of the order (much like the Jedi Knights).

The second is that the Quantakinetics secretly developed a technique to temporarily cure the Aberrant Syndrome. Who know's in time they could have developed a more permanent way to shut down Nova's if given more time to research it. Too bad Aeon and the other Psi Orders kill them on sight since they treat them like any other Aberrant. :cry:

Hey what else would you expect from a genocidal Aeon? You can tell that Aeon hasn't changed much since the Aberant Era. Hmmm...Maybe I should stat out the Quantakinetics after all. I always did love the Jedi Knights!
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

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

Postby HustlerOne » Mon Aug 20, 2012 11:15 am

Image
"Ripley: Get away from her, you *bitch!*"


PL: 7

Caterpillar P-5000 PowerLoader: (15), Removable -4

Cutting Torch: Damage 1 linked to Weaken Toughness 1 (2),

Hydraulic Claws: Strength based Damage 4 (4),

Large: Growth 4 (Flat: Innate, Flaw: Permanent) (9),

Powerlift: Enhanced Strength 4 (Flaw: Limited to Lifting) (4)


Notes: The powerloader is a civilian exosuit used for cargo loading.
It can carry up to 4000kg of cargo with its claw like arms. The powerloader
eventually replaced the larger forklifts used in today's businesses. It was
used to offload supplies for the colonial marines. It is also used for
construction with the inclusion of a blowtorch.

It is not meant for combat and has no armor to speak of. It does have a roll
cage to protect the wearer from falls though. It is also quite bulky and
ungraceful. Ripley was trained in the use of one. She also used one to battle
the Xenomorph Queen.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

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

Postby marcoasalazarm » Mon Aug 20, 2012 12:02 pm

HustlerOne wrote:
marcoasalazarm wrote: BTW, there did you saw the Quantakinetics book?


It's called India Underground. It's downloadable at the Trinity fansite at RPG Post. It's not official but it's a good read if your interested in the Quantakinetics.

Two things stand out in the book. The first is that a few of the Quantakinetics survived other Psi Order's purge of the order (much like the Jedi Knights).

The second is that the Quantakinetics secretly developed a technique to temporarily cure the Aberrant Syndrome. Who know's in time they could have developed a more permanent way to shut down Nova's if given more time to research it. Too bad Aeon and the other Psi Orders kill them on sight since they treat them like any other Aberrant. :cry:

Hey what else would you expect from a genocidal Aeon? You can tell that Aeon hasn't changed much since the Aberant Era. Hmmm...Maybe I should stat out the Quantakinetics after all. I always did love the Jedi Knights!


Thanks for the link, man. And awesome stuff.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
marcoasalazarm
Hero
Hero
 
Posts: 1645
Joined: Fri May 07, 2004 4:19 pm
Location: San Jose, Costa Rica.

Re: The Forge [3E] Aliens

Postby HustlerOne » Tue Aug 21, 2012 11:38 am

Image
"Ripley: You know, Burke, I don't know which species is worse. You don't see them screwing each other over for a goddamn percentage."


Corporate Executive - aka Carter Burke

PL: 3

Abilities: Str: 0, Sta: 0, Agl: 0, Dex: 0, Fgt: 0, Int: 1, Awe: 1, Pre: 3


Powers: None


Advantages: Benefit 1 (Weyland Yutani Corporate Executive), Connected,

Equipment 1


Equipment: Varies

Optional: 5 equipment points left over.


Skills: Deception 4 (+7), Expertise: Business 4 (+5), Insight 2 (+3), Perception 2 (+3),

Persuasion 4 (+7), Sleight of hand 2 (+2), Stealth 2 (+2), Technology 4 (+5)


Offense: Initiative: 0, Unarmed: 0 (Damage 0)


Defense: Dodge: 0, Parry: 0, Fortitude: 0, Toughness: 0, Will: 6


Abilities: 10, Powers: -, Advantages: 3, Skills: 12, Defense: 5 = Total: 30


Complications: Greedy: Will do anything to get money.

Selfish: Only cares about himself.


Notes: The sleazy scumbag himself. Carter Burke represents every greedy businessman willing to sell out his fellow man for a buck. It was him that sent the Hadley's Hope colonists to their deaths by not informing them of the xenomorph threat. He was also responsible for putting the inexperienced Lieutenant Gorman in charge of the Colonial Marines in order to have an easier time controlling or killing them. Burke even planned to get Newt and Ripley impregnated by a FaceHugger to get a Xenomorph sample through customs.

Burke at first appears to be a friendly confidant concerned for the well being of others. In reality, he is a ambitious, deceptive, greedy, and manipulative coward. I made this build just so I can have
the satisfaction of seeing him (and others like him) get killed. I have to say that he might actually be the true villain of the movie. At least the Xenomorph queen was justified in wanting revenge on Ripley for killing her eggs.

Here's some funny trivia. Burke survived the attack on the remaining survivors only to be cocooned by a Drone in a deleted scene. Ripley was strangely merciful and killed him before a chestburster came out of him. These stats can be used for any Weyland-Yutani Corporate Employee. Although there could be other Corporations.
Last edited by HustlerOne on Wed Jan 09, 2013 1:32 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: Corporate Executive - Carter Burke

Postby marcoasalazarm » Tue Aug 21, 2012 7:36 pm

Perfect stats for a villainous sleazebag.
Bad guy looks at small pistol by PC. Bad guy makes pistol with fingers.
Bad guy-¿"Bang"?.
PC shakes head gravely.
PC (quiet voice)-"Boom".
PC pulls trigger.
Bad guy gets vaporized.
marcoasalazarm
Hero
Hero
 
Posts: 1645
Joined: Fri May 07, 2004 4:19 pm
Location: San Jose, Costa Rica.

Re: The Forge [3E] Aliens: Corporate Executive - Carter Burke

Postby Aerlwyn » Wed Aug 22, 2012 5:40 am

Ive never wanted to space a person so much til i saw Carter Burke, think hes kind of glad the aliens got to him first instead of the marines.
User avatar
Aerlwyn
Paragon
Paragon
 
Posts: 3145
Joined: Mon Sep 12, 2011 10:16 am

Re: The Forge [3E] Aliens

Postby HustlerOne » Wed Aug 22, 2012 11:16 am

Image
"Newt: We'd better get back, 'cause it'll be dark soon, and they mostly come at night... mostly."


Name: Daigotai Tractor, Size: Huge (2),

Strength: 9 (1), Speed: 6 (6), Defense: 6 (10), Toughness: 9 (0), Cost: 28


Features: (2) Living Space, Tow Cable


Powers: Limited Lifesupport: Immunity 5 (Cold, Disease, Poison,

Radiation, Suffocation) (5),

Suspended Wheels: Movement 1 (Sure-footed) (2)


Weapons: None


Notes: The Daigotai Tractor was a civilian vehicle used for exploration and
personal transport. It is a tough vehicle that can travel offroad in rugged terrain.
A small cabin allows the passengers to live uncomfortably in the wilds for a short
period of time. A Tow cable allows the pulling of cargo or a Trailer behind it. The
Tow cable is also useful for traversing small cliffs.

The tractor was designed for Acheron's harsh environment. The Daigotai Tractor was
used primarily by the colonists of Hadley's Hope. Newt's parents used one to investigate
a nearby alien signal on Acheron. A few of the tractors are probably still on Acheron.
It is presumed that other colonies have a few as well.

It can carry 1 crewmember and 4 passengers.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: Hadley's Hope HQ

Postby HustlerOne » Wed Aug 22, 2012 11:18 am

Image
"Burke: This is a multi-million dollar installation, okay? He can't make that kind of decision, he's just a grunt!
[to Hicks]"


Name: Hadley's Hope, Size: Awesome (6), Toughness: 18 (6),

Features: (9) Communications, Computer, Garage, Hangar, Infirmary,

Laboratory, Living Space, Power System, Security System 1


Powers: None


Final Cost: 21

Notes: Hadley's Hope is the setting of the Aliens film. It was named after the founder of the colony. Burke was the one who convinced the colonists to settle the moon called Acheron LV-426 so as to secretly acquire Xenomorph samples.

The colony itself is divided into sections. The Ops section monitors and controls the colony. Their was living quarters for over one hundred and fifty colonists. A Medical section contained a infirmary to help heal injured colonists. It was hastily converted into a lab when the Xenomorph creatures were first encountered.

The moon was terraformed with the help of a atmosphere processor. The Atmosphere processor provided a breathable atmosphere for the moon. It was powered by a Fusion Reactor. It was located quite some distance from the main colony facilities. A long access tunnel underground connects the Atmosphere processor to the colony itself.

Their are probably other similar colonies on other worlds. It could be also used for Archeological and Research facilities used by the Weyland-Yutani corporation.
Last edited by HustlerOne on Sun Aug 26, 2012 12:42 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: Hadley's Hope HQ

Postby HustlerOne » Wed Aug 22, 2012 11:35 am

You know I just realized how interesting it would be to roleplay the doomed colonists of Hadley's Hope.
Imagine being the first to investigate the alien ship containing Xenomorph eggs along with Newt's parents. I believe Newt's father may have been one of the first victims of a facehugger. Newt's mother may have been one of the scientists who studied the two or three facehuggers in the medical bay.

A lone chestburster must have gotten away to quickly become a Xenomorph Drone. Then have a few of the colonists mysteriously vanish one by one. People are too afraid to believe anything is wrong until it is too late. The colonists make a desperate last stand with makeshift barricades and civilian weapons. Finally, the Xenomorphs come back in force and the rest is history.

The main goal of the players would be to protect Newt (possibly other survivors) and probably die tragically while doing so.
Last edited by HustlerOne on Wed Jan 09, 2013 1:32 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 » Thu Aug 23, 2012 11:03 am

Image
"Hudson: How? The transmitter was on the APC. It's wasted!"


Name: M577 Armoured Personnel Carrier, Size: Huge (2),

Strength: 10 (2), Speed: 6 (6), Defense: 6 (10), Toughness: 12 (3), Cost: 113


Features: None


Powers: Chaff/Flare Decoy: Nullify (Missiles) 5 (Extras: Area, Flaw: Unreliable) (5),

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

Light Armor: Impervious Toughness 4 (4),

Sensors: Senses 11 (Accurate Ranged Detect Motion 2, Accurate, Extended 2, Radio [radar],

Extended Sight 2, Infravision, Ultravision)(11),

Smoke Dispenser: Concealment Attack 2 (Normal Vision, Extras: Cloud) (6)


Weapons: Automatic Light Mortar: Burst Area Ranged Damage 5 (Flat: Indirect) (16),

20mm Gatling Cannons: Ranged Damage 6 (Extras: Multiattack) (18),

20mw Phased Plasma Cannons: Ranged Damage 10 (Flat: Improved Critical) (21)


Notes: The M577 Armoured Personnel Carrier is the only ground vehicle in use by
the colonial marines. Tanks are far too heavy to be deployed by a dropship. This APC was
made as light as possible for space transport. It is used to transport and provide fire
support to a colonial marine platoon. The APC is connected to every member of a squad
to monitor and coordinate their actions.

It is lightly armored and armed. Weaponry consists mostly of antipersonnel weapons.
Although not shown in the films it is armed with a energy weapon using Plasma. Chaff and
a smoke dispenser provides further defense. In a emergency it could conceivably be dropped
from a dropship by parachute.

Ripley drove one to save the few colonial marine survivors of a failed "rescue" attempt of
the Acheron colonists located at the atmosphere processor.

It can carry 2 crewmembers and 12 passengers.
User avatar
HustlerOne
Fanatic
Fanatic
 
Posts: 941
Joined: Wed Jan 06, 2010 1:39 pm

Re: The Forge [3E] Aliens: M577 APC, Alice Exosuit

Postby HustlerOne » Thu Aug 23, 2012 11:07 am

Image
"Hudson: I'm ready, man, check it out. I am the ultimate badass! State of the badass art! You do NOT wanna screw with me. Check it out! Hey Ripley, don't worry. Me and my squad of ultimate badasses will protect you! Check it out! Independently targeting particle beam phalanx. Vwap! Fry half a city with this puppy. We got tactical smart missiles, phase-plasma pulse rifles, RPGs, we got sonic electronic ball breakers! We got nukes, we got knives, sharp sticks...


PL: 10

"Alice" Exosuit: (90), Removable -23

Armor: Protection 4 (Extras: 8 Impervious) (12),

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

Fast: Speed 2 (8mph) (2),

Fireproof: Immunity 5 (Fire Damage) (5),

Jumper: Leaping 1 (15ft) (1),

Large: Growth 4 (Flat: Innate, Flaw: Permanent) (9),

Left Arm Hardpoints - Laser Cannon: Ranged Damage 10 (Flat: Accurate) (21),

Alternate Effect - FlameThrower: Line Damage 6 (1),


Right Arm Hardpoints - Rocket Launchers: Ranged Damage 10 (Extras: Burst 7) (27),

Alternate Effect - Twinlinked Miniguns: Ranged Damage 7 (Extras: Multiattack) (1),


Sensors: Senses 8 (Accurate, Ranged Detect Motion 2, Accurate, Extended 1, Radio

[Radar], Infravision, Ultravision) (8),

Servos: Enhanced Strength 2 (4),

Targeting Computer: Enhanced Ranged Attack 3 (3)


Notes: The Alice Exosuit is the military version of the Civilian powerloader used by Ripley.
Armor and various weapon hardpoints were bolted on to the frame. A few improvements were also added in such as being fireproof. The Alice was also quite fast compared to its civilian counterpart. It's basically a one man tank capable of laying waste to whole entire platoons of aliens and men.

It's only real weakness was that it was not designed to protect against Xenomorph Acid. Nor was a life support system included due probably to cost. The suit is manufactured and utilized by the Weyland-Yutani corporation. Although it does sell it to the colonial marines, mercenaries, and even rival corporations.

The Alice Exosuit only makes an appearance in the Aliens versus Predators games.
Last edited by HustlerOne on Mon Feb 25, 2013 12:15 pm, edited 2 times 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: dwellerofthedeep and 10 guests