AIM (ADVANCED IDEA MECHANICS) Villain Team

AIM (ADVANCED IDEA MECHANICS) Villain Team

AIM (ADVANCED IDEA MECHANICS) Villain Team AIM (Advanced Idea Mechanics) is a subversive organization dedicated to creating a worldwide technocracy – or rule by scientists. As far as the public at large is concerned, AIM is a legitimate munitions corporation with a sizable research and development department for advanced experimental technology, albeit one that has a shady reputation for questionable ethics. In fact, the United States government agency SHIELD is a known client of theirs (see SHIELD). Secretly, AIM is the number one supplier of advanced technology to the criminal element. A number of costumed villains have purchased technology from them. The most common piece of AIM-tech in use with the super-set is an advanced ballistic fabric which is often sold to government agencies and various costume shops, such as the one owned by Gladiator; it is estimated that the majority of superheroes and supervillains alike who don't wear uniforms made of the unstable molecules developed by Reed Richards have their uniforms made from AIM's ballistic fabric (see Gladiator; Mister Fantastic). Most supers are not aware their uniforms are made from AIM's ballistic fabric. By all reports, AIM was founded in the aftermath of World War II by Dr. Arnim Zola, a German scientist who became disillusioned with what he saw as the limited vision of the future entertained by the Nazi elite and willingly defected to the United States during the final year of the war (see Zola, Dr. Arnim). Zola started AIM with the idea of creating a super-intelligent ruling elite. At first, Zola recruited fellow German scientists, most of whom had originally worked with him with the Nazi Hydra science division (see HYDRA). Other scientists were soon recruited from Soviet work camps and American universities, where their own ideas were considered too radical and/or impractical. Most of AIM's projects netted the organization a good deal of money, legally and illegally, through patents and black market sales. Other projects were much more secretive. Several of these projects would have sparked an apocalypse, if it hadn't been for the timely intervention of espionage agents from various agencies worldwide. The most recent was a series of orbital seismic wave generators that would have caused earthquakes and volcanic eruptions all over the world; this attempt was thwarted by Nick Fury and Natasha Romanov, working for the CIA (see Black Widow; Fury, Nick). Unknown to the world, Dr. Zola is still the Head Scientist of AIM, due to having transferred his mind into a younger cloned body. However, the recently created being code-named MODOK has assumed control of a number of AIM's plants and secret bases; Zola rightly fears that MODOK is after his position (see MODOK). First Appearance: Game-Mechanic Details: AIM is the primary supplier of TL 9 and 10 weaponry and technology for not only governments and corporations, but also a number of other subversive organizations and villains – and the occasional anti-hero who doesn't question the ethics of who he's buying his guns from. The average TL of the equipment used by AIM's soldiers is TL 9 with some TL 10 equipment (particularly weaponry), with the occasional TL 11^ or even TL 12^ experimental device. As such, the TL of AIM's personnel is TL 9. The ballistic fabric used in the creation of the majority of superhuman uniforms is Reflex armor (Ultra-Tech, p. 172), tailored off the Reflex Suit (DR 12/4*, full body, including head). Typical AIM Soldier The common soldier employed by AIM is a well-trained 80 points mercenary equipped with AIM's own laser or Gauss weaponry ST: 11 [10] HP: 11 [0] Speed: 5.50 [0] and enhanced armor, commonly deployed in squads of four to six DX: 11 [20] Will: 10 [0] Move: 5 [0] men. Because AIM does not fully trust their own soldiers, the IQ: 10 [0] Per: 10 [0] soldiers are implanted with a cortex bomb at the base of the skull HT: 11 [10] FP: 11 [0] SM: 0 to ensure their loyalty. Dmg: 1d-1/1d+1 BL: 24 lbs. Dodge: 9 Parry: 10 DR: 18/7* Advanced Idea Mechanics, Inc. Mission Statement: AIM is dedicated to creating a worldwide Languages: English (Native) (Native Language) [0]. technocracy. To further this end, they produce advanced Cultural Familiarities: Western [0]. weapons, armor, and other technology for governments, Advantages: Combat Reflexes [15]; Fit [5]; High TL +1 [5]; military forces, and criminal/subversive organizations Military Rank 0 [0]. throughout the world, saving the best technology for Perks: Energizer [1]; Full Tank [1]; Off-Screen Reload [1]; On themselves while presenting themselves as a "legitimate" Alert [1]; Suit Familiarity (NBC Suit) [1]. corporation. Disadvantages: Duty (to AIM; Involuntary (Cortex Bomb)) (15) [-20]. Capabilities Skills: Beam Weapons/TL10 (Rifle) or Guns/TL10 (Rifle) (E) TL: 8/10 Members: 200,000 DX+2 [4] – 13; Boxing (A) DX+1 [4] – 12; Computer Wealth: Filthy Rich Operation/TL10 (E) IQ+0 [1] – 10; Driving/TL10 (Heavy Contacts: Scientific Skills-15 [10]; Invention Skills-18 [15]. Wheeled or Tracked) (A) DX+0 [2] – 11; Fast-Draw (Ammo) Member Traits: Gadgeteer [25 or 50]; High TL +1 (access to (E) DX+1 [1] – 12*; First Aid/TL10 (Human) (E) IQ+0 [1] – both skills and gear, +300%) [20] or +2 [40]; Secret 10; Gunner/TL10 (Beams or Machine Gun) (E) DX+1 [2] – (Subversive Org) (Imprisonment) [-20]. 12; Guns/TL10 (Grenade Launcher, Gyroc, or LAW) (E) Notable Resources: Undisclosed Locations [1]; Hidden DX+1 [2] – 12; Hiking (A) HT+0 [1] – 11; Knife (E) DX+1 Locations [5]. Manufacturing plants and warehouses across the [2] – 12; NBC Suit/TL10 (A) DX+0 [2] – 11; Savoir-Faire industrialized world, several of them under subsidiary names, (Military) (E) IQ+1 [2] – 11; Soldier/TL10 (A) IQ+0 [2] – 10; with hidden R&D centers along with underground bases for Swimming (E) HT+0 [1] – 11; Throwing (A) DX+0 [2] – 11. the subversive technology. Starting Spending Money: $4,000 (20% of Starting Wealth). Reaction-Time Modifier: +3. Other Traits (Not part of the package): Squad leaders would have Military Rank 1 [5]; higher ranking soldiers would have higher levels of Military Rank (see Appendix: Rank and Status Costs and Values Tables). Startup Cost: $1,254,240,000,000 Typical Equipment: Laser Pulse/Beam Carbine or Rifle (UT116, Resource Value: $6,271,200,000 UT118-9); Underbarrel EMGL, 25mm (UT141-2) or Patron Value: 25 points. Enemy Value: -30 points. Underbarrel Gyroc, 15mm (UT144-5); Small Vibro-Knife Ally and Dependent Value: AIM can provide combat troops, (B272, UT164); Reflex Tactical Vest (DR 18/7*; UT173) or scientists (mad and otherwise), and technicians in the 75 to Reflex Tacsuit (DR 20/10*; UT178); TL9 Combat Infantry 125 point range. Helmet (DR 18/12; UT180), w/ Hyperspectral Imaging Visor (×2 magnification, UT61), Small Radscanner (UT63), Social Attributes Memory Augmentation AR (UT56), and Visual Enhancement Type: Advocacy, Commercial, Criminal, Military, Research, AR (UT56). All provided by AIM. Secret. CR: 3 BOXING Loyalty: Good (13; +1) TL Weapon Damage Reach Parry Cost Weight ST Rank: Military Rank 0 to 4 [5/level] for soldiers; Merchant – Boxing 1d-1 cr C 10 – – 11 Rank 0 to 8 [2/level] for scientists, technicians, salesmen, and others in the company. DX Income Range: Comfortable to Multimillionaire 1. TL Weapon Damage Reach Parry Cost Weight ST Reputation: +3 as a provider of bleeding-edge technology, -2 – Kick 1d-1 cr C, 1 n/a – – 11 for rumors of unethical R&D practices. Very few people know about AIM's technocratic goals. Typical AIM Scientist These are the scientists and engineers employed by AIM to Notes come up with new and exciting technologies. Most of these AIM exists in a TL8 campaign world, while having access scientists were recruited through AIM's legitimate holdings; only to TL9 and 10 electronics, weapons, and armor as standard. a handful were recruited directly by the subversive faction. The Startup Cost is based on a TL8 cost. Disadvantages: Combat Paralysis [-15]; Obsession (Prove My 77 points Theories Right!) (9) [-15]; Pacifism (Reluctant Killer) [-5]; ST: 10 [0] HP: 10 [0] Speed: 5.00 [0] Secret (Subversive) (Imprisonment) [-20]; Workaholic [-5]. DX: 10 [0] Will: 10 [-10] Move: 5 [0] Quirks: Attentive [-1]. IQ: 12 [40] Per: 12 [0] Skills: Beam Weapons/TL10 (Pistol) or Guns/TL10 (Pistol), both HT: 10 [0] FP: 10 [0] SM: 0 DX+0 [1] – 10; one of Bioengineering/TL10 (any) or Pharmacy/TL10 (Synthetic), both IQ+0 [4] – 12, or Dmg: 1d-2/1d BL: 20 lbs. Engineer/TL10 (any) (H) IQ+2 [4] – 14*; Computer Dodge: 8 Parry: 8 DR: 12/4* Operation/TL10 (E) IQ+0 [1] – 12; Electronics Operation/TL10 (Scientific) (A) IQ+0 [2] – 12; Electronics Languages: English (Native) (Native Language) [0]. Operation/TL10 (Sensors) (A) IQ+0 [2] – 12; Cultural Familiarities: Western [0]. Mathematics/TL10 (Applied) (H) IQ+2 [1] – 14*†; Advantages: Gadgeteer [25]; High TL +1 [5]; Mathematical Physics/TL10 (VH) IQ+2 [2] – 14*†; Weird Science (VH) IQ- Ability 2 [20]; Merchant Rank 1 [2]; Natural Scientist 2 [20]; 1 [8] – 12. Wealth (Comfortable) [10]. Starting Spending Money: $8,000 (20% of Starting Wealth). Other Traits (Not part of the package): Scientists with more Languages: English (Native) (Native Language) [0]. seniority or who have come up with even more bleeding edge Cultural Familiarities: Western [0]. technology will often be given higher levels of Merchant Advantages: Artificer 2 [10]; High Manual Dexterity +2 [10]; Rank, up to level 5 (see Appendix: Rank and Status Tables).

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