For the 15th century English Bishop of Norwich, see Thomas Jane (Bishop of Norwich).
Thomas Jane
Jane attending the 2007 Comic Con to promote The Mist
Born
Thomas Elliott February 22, 1969 (1969-02-22)(age 39) Baltimore, Maryland, U.S.
Spouse(s)
Patricia Arquette
Official website
Thomas Jane (born February 22, 1969) is an American actor, known for his roles in the 1999 film Deep Blue Sea, the 2004 film The Punisher and the 2007 Stephen King adaption The Mist.
Contents
[hide]
1Biography
1.1Early life
1.2Career
1.3Personal life
2Filmography
3Awards and nominations
4References
5External links
Major Mitch - Hunter Biography -Thomas Jane
Major Mitch Hunter -Early life - Thomas Jane
Jane was born Thomas Elliott III in Baltimore, Maryland, the son of Cynthia, an antiques dealer, and Michael Elliott, a biogenetic engineer.[1][2] In 1987, he graduated from Thomas Sprigg Wootton High School in Montgomery County, Maryland.
Mutant Chronicles is an independent sci-fi action film directed by Simon Hunter and starring Thomas Jane and Ron Perlman. The film has been released throughout Europe in an unfinished form, but has yet to be released in the U.S.
Mutant Chronicles
Directed by
Simon Hunter
Produced by
Edward R. Pressman Tim Dennison
Written by
Philip Eisner Stuart Hazeldine
Starring
Thomas Jane Ron Perlman Devon Aoki Benno Fürmann Sean Pertwee John Malkovich Anna Walton Pras Michel Curtis Walker Luis Echegaray Tom Wu Steve Toussaint Christopher Adamson
Music by
Richard Wells
Cinematography
Geoff Boyle
Editing by
Sean Barton Alison Lewis
Release date(s)
October 10, 2008 (UK)
Country
United States
Language
English
Official website•IMDb•Allmovie
Cast
Thomas Jane as Sgt. 'Mitch' Hunter
Ron Perlman as Brother Samuel
Devon Aoki as Cpl. Valerie Duval
Benno Fürmann as Lt. Maximillian von Steiner
Sean Pertwee as Capt. Nathan Rooker
John Malkovich as Constantine
Anna Walton as Severian
Pras Michel as Capt. Michaels
Shauna Macdonald as Adelaide
Luis Echegaray as Cpl. Jesus 'El Jesus' de Barrera
Tom Wu as Cpl. Juba Kim Wu
Steve Toussaint as Capt. John MacGuire
Curtis Walker as Big Boy
Nicholas Ball as Plutocrat
Roger Ashton-Griffiths as Science Monk
Andrew Mackay as Science Monk's Assistant
Christopher Adamson as Hodge
Georgina Berriman as Grace
Georgina Bryce as Dorothy
Jack Finney as Peter
Alfred Mather as Messenger Boy
Alex Revan as Imperial Tracker
Justin Rodgers Hall as NecroMutant (uncredited)
Christopher Fosh as Capital Soldier/Gunner (uncredited)
What is it we fight for? Our cities? Our cities filled to the brim with opportunism, indifference and greed? I know I won�t miss them. Do we fight for our faith in the Light? A force that feeds us with one hand and slays us with the other? A force whose henchmen, the ever so self-righteous Brotherhood, believes that only fire can cure this world? I seek the cure in another place. Is it the Megacorporations we fight for? The five great cannibal giants that shackle us to the grind of this world and whip us into submission by means of bureaucracy and manipulation? No, I have chosen not to fight for humanity. I will fight for me. I have chosen the path of heresy. Ilian heard my prayer and accepted my pledge.
When humanity has fallen and Symmetry is all there is, we heretics shall be kings and queens in an eternal existence that will reduce mankind�s time in this universe into a grain of dust in a frozen hourglass. Are we evil? Is heresy really heresy? I ask you what freedom you have now. You cannot as much as breathe without having to ask your boss for permission. You know what happened to my boss? He sits in his office still. He has been staring at the same paper for almost a year now. He is not quite dead, he is just a drone. One might say he is busy feeding the abyss now, for his work will never be done. Somewhere in the last fragments of what is left of his mind he screams for help. Well, so did I and Ilian came to save me.
The Symmetry is a constructing force that is far past the trial and error state of our existence. It is perfection. If we oppose it we will inevitably be destroyed and reconstructed against our will. But if we join we are given the choice to decide over our own destiny; a destiny that will last forever. So I ask you: What is it you fight for? - Natasha Kincaid, heretic
Technology has advanced. Man had built towers of steel and glass that hid the sun from the streets of his cities. He had concurred diseases and almost outwitted death. He had built great Thinking Engines to run his empire for him. He had reached to the stars, and left Earth is abandoned and lost. But he reached too far, and finally succumbed to his hubris.
A tablet found on Pluto, the outermost boundary of our solar system had released The Dark Legion into our world, and man shuddered in fear. Cities became crowded death traps, not engineering marvels. Science became a method of inventing bigger and better killing machines, not a method for improving life. People become each others enemies, not friends.
But against The Darkness, a sparkle of Light was lit in the minds, hearts, and souls of the chosen few. Theirs is the mission of taking the battle to the Darkness, of reclaiming the world for mankind. Theirs is the mission to return light to a world without light. Theirs is the mission to return faith to a world without faith. Theirs is the mission to return hope to a world without hope.
Some dry statistics
Mutant Chronicles starts out as a class based system, but drops this concept almost immediately after the initial character creation. When creating a character, the player must choose an archetype, which will effect his initial Basic Capabilities (characteristics), his Social Standing and grant him special bonuses/limitations. However, after the initial character creation the character may use the Hero Points (experience) it gained however the player sees fit, regardless of the character's archetype. The two exceptions of this rule are Brotherhood and Dark Legion characters who progress in their (un)holy paths by level. A character is described by six Basic Capabilities - strength, physique, coordination, intelligence, mental strength and personality, and by its social standing that may be more important than all of the former capabilities put together, like in any cyberpunk campaign setting. The character creation system relies on lots of die rolls and a large element of randomness. Not only do the players roll their basic capabilities, but they also roll on event tables to determine the events that have shaped their characters history. To the best of my knowledge, no other system puts this amount of randomness into the character creation. It is an interesting concept and can be excellent for mind storming, but it can also be somewhat disturbing for players who make up complicated background stories before sitting down to write up their characters. Mutant Chronicles is designed to be an action-packed and flowing system. The basic consideration in the system is speed and gameflow, although it does try to make considerations of reality. Altogether, it is quite a playable system, balancing these two considerations neatly.
The Powers to Be
The world of Mutant Chronicles is divided into eight major powers who control the world. In most cases, it is quite obvious which real world powers the game refers too. Mankind is basically divided into five major Megacorporations - Capitol (which is obviously a metaphor for the USA), Imperial (the British Empire, in its days of glory), Bauhaus (classic Europe), Mishima (the far east, especially Japan) and Cybertronic (today's so-called citizens of the global village). To handle negotiation and treaties between the Megacorporations and to coordinate the struggle against The Dark Legion, The Cartel (an obvious metaphor to today's UN) was founded. It is made up of representatives from all the Megacorporations and from the Brotherhood, but lacks any real power. The Brotherhood is the organized religion of the world of Mutant Chronicles. It was founded to do battle against The Darkness, and so it does. However, it is not certain how many innocents have fallen pray to its Inquisition, and how many more have died because the technology that could have saved them was destroyed or was never researched under the Brotherhood's Edicts. The Darkness is a force of pure darkness and evil, awoken by man's hubris. It not only infests the thoughts and hearts of men, slowly corrupting them, but it also physically manifests as the Dark Legion and mounts attacks on humanity's strongholds.
Religion, Heresy and Internal Contradictions
Mutant Chronicles is a game of contradictions. On the one hand, it is a cyberpunk game, a genre devoted to the lack of cause, to the disillusion about concepts like "good" and "evil" and to the concentration on the individual. On the other hand, it is a heroic game of the struggle between Light and Darkness and of the players taking the slightest spark into the midst of darkness. By reading various source books and novels, or even by paying attention to different chapters in the same book, it seems as though the game designers haven't quite made up their minds on what exactly they want their game to be. A dark cyberpunk campaign, with demons added on for extra flavoring? A heroic battle between Light and Darkness with guns and flame-throwers instead of swords and shields? Something in the middle? Personally, after reading the rulebook, I wasn't quite sure if the descriptions of The Brotherhood were a ploy to convert players to Christianity, an ironic saying about organized religions in general, or a bit of both. On the one hand, this void leaves the GM with a lot of space to improvise and to give the campaign his own personal taste. On the other hand, it leaves him somewhat confused by a game that gives him contradicting signs. They could have done better if they had stuck to one idea, and left players who didn't like to find a game better suiting them.
Final Words
Mutant Chronicles is a weird system and campaign setting. It started out with a burst, not only as an RPG, but also as a CCG (Doomtrooper), a board-game (Warzone) and a series of novels (In Lunacy, Frenzy and Dementia). However, it had quickly died out and the company that produced it (Target Games) no longer exists, to the best of my knowledge. And it isn't hard to see why. Mutant Chronicles is a complicated game, full of internal contradictions. It isn't quite a cyberpunk game, yet it isn't really a heroic game. It is too simple to be realistic, yet too complicated to be completely rule-indifferent. It is definitely not a game for your average gamer. However, if this review intrigued you, and if you enjoy throwing everything except the kitchen sink into a campaign just to see what comes out, Mutant Chronicles might just be the game for you.
As noted, Target Games no longer exists. However, if you wish to learn more, you can visit The Unofficial Mutant Chronicles RPG Website.
Mutant Chronicles - the RPG - will take you to a massive setting with endless ways to play. Select the heroic game with epic and world changing events or delve into the dirty and personal game of horror. Choose the setting of a war torn and multifaceted Mars, the inhospitable and steaming jungles of Venus or why not join the reconquista to recolonize Dark Eden, the long lost cradle of mankind? There are multiple fractions to choose from, all with unique characteristics and professions:
Bauhaus
Bauhaus is an aristocratic corporation who is run by proud noble families. Blood, heritage and tradition are the foundations of Bauhaus. It is a strict hierarchical society who is dominated by military customs. Bauhaus products are of the utmost quality which makes them more expensive but also more exclusive. The untamed planet Venus is Bauhaus central domain.
Capitol
Capitol is the largest of the megacorporations and has its head office in the mega city San Dorado on Mars. Its business empire dominates all markets. The reason for this is aggression and adaptability. Capitol floods the world with their corporate propaganda to pound its message of consumption into every person in the solar system. It also boasts the largest army of humanity.
Imperial
Imperial is a feudal corporation officially ruled by Her Serenity the Queen. The corporation consists of hundreds of clans that are spread out all over the solar system. Their method of business is highly controversial and the term �piracy� is not uncommon in describing Imperials economic strategies.
Mishima
Mishima is the fastest growing megacorporation of all. It is soon rivaling Capitol for the top slot in the business league. Even though its products are everywhere to be found no one truly knows who runs this megacorporation. All that is known is that a mysterious network known as the Tongs rule Mishima. It is not even sure that the traditional home of Mishima, Mercury, is the seat of the Tong council known as the Shang Stratum.
Sundiata
Sundiata is the smallest of the megacorporation but it has a huge advantage in their advanced technology. The origins of Sundiatas so-called bordertech is highly disputed and considering the corporations history of catastrophic events caused by high-tech experiments, it is not a bad idea to stay wary of this new technology. The Brotherhood is especially critical of Sundiata and there is no love lost between the two.
The Brotherhood
The Brotherhood is the keeper of the one true faith of humanity: The Light. Against the onslaught of the Symmetry there is no weapon more powerful than the savage force of the Light harnessed by a mystical ability known as the Art. The Brotherhood is a vast and dogmatic institution hell-bent on saving humanity with fire and blood.
The Cartel
The Cartel is the huge organization that tries to lessen the friction between the corporations to prevent another disastrous Corporate War. The last war never had a winner and only came to halt due to depletion of all warring fractions so a lot of grudges remain unsolved. The Cartels diplomats desperately try and maintain the peace but all is not as it seems. The Cartel itself has ambitions that go beyond being mere stabilization politics. It too senses power within reach and does not hesitate to grab it if the opportunity is given.
Freelancers
There have always been small freelance firms leading a risky existence outside of the gigantic corporate bodies of the Big Five. However, after the Second Corporate Wars the megacorporations was forced to sell large portions of their corporations to be able to stay economically afloat. These spawned a massive increase of freelance businesses that are more or less tied to the Big Five. They come in all shapes and sizes but have one thing in common: The fear of being swallowed by the megacorporations who now wants back what was once theirs. The only thing that stands between them and a hostile takeover is the Cartel, but the Cartel can�t be everywhere.
The Symmetry
Where it came from is highly disputed. How long this utterly alien force been tormenting mankind is also unknown. According to the Brotherhood this menace is as old as humanity itself. In any case; the Symmetry is mankinds deadliest enemy. The five apostles of the Symmetry have but one goal and that is to nullify human existence. The Dark Legion of the apostles Algeroth and Demnogonis wreak havoc upon the battlefields. In cities and settlements the lurking horrors of Semai and Muawijeh attacks mankind from within. All is overseen by Ilian, the Mistress of the Void; the leader of the apostles.
Heretics
They are the traitors of mankind. Heretics are individuals who have chosen to go against humanity in the conflict with the Symmetry and doing so have become very powerful. Some wanted power; some did it out of pure hate for humanity. No matter what the reasons was they stand against a humanity that has nothing but sheer hate for them. They are not tools of the Symmetry but its allies in the war against mankind.
Enter the Era of Desperation - no matter how you play it - war is coming!
NEWS
Mutant Chronicles article in SpielXPress Read more! >>>
Updates on December 2nd
Turn of the COG Read it! >>>
Spark and the Flame Part Six Read it! >>>
-------------------- Turn of the COG Mutant Chronicles development blog Read it! >>>
The Spark and the Flame The ongoing sequel about Moira Belyakova Read it! >>>
The gasmines of the Venusian Ossetia region. These highly valuable mines are owned and controlled by the Bauhaus affiliate Ossetia.
The Brotherhood inquisitors are highly the respected sentinels of light and purity. They are the last bastion of hope in this world of turmoil and decay. At least according to their own rethorics...
Famed Mishiman biologist Samadhi Khampa's last photograph. During an expedition to study the growth of cavern mushrooms Khampa found what is believed to have been a Demnogonis re-evoluted Venus Flytrap. It held both beauty and danger which Khampa experienced the hard way. His photograph lives on (as a warning example on the hazards with field excursions).
Janissaries from the Sundiata are feared and admired all through the solar system for their versatility and ability to adapt to even the most emission infested areas. Their equipment and armour are impressive to some and seen as heretic by others. None the less, they nearly always gets the job done.
A King of Razides from an Algeroth emission is probably the last thing anyone wants to meet. No matter if you're heavily armed with strike teams on standby or just out on a stroll through the wrong place at the same time, these are -not- friendly. They possess the symbiotic ability to command lesser razides to get them to act as one body. Something not even all human generals has learned to master yet.
Three pieces of modern fire arms from the arsenals of the Megacorporations. From top to bottom
"Assault Rifle III Flogger", called "Arfie" by the Imperial soldiers "AG-17 Panzerknacker" Bauhaus "Lyon & Atkinson Plasma Carbine" The Cartel
The Mishiman scientists and engineers are highly respected for their skills in modern technology; from underground excavators to submarines and enormous air ventilators.
The Imperial are a proud corporation where the clans are an important factor. Different clans control different positions in society, from high to low.
The Imperial corporation has some of the most cunning and hard working bureaucrats in the world. These analytic paragraph soldiers knows exactly how and when to strike on the market.
As the enviroment gets corrupted by a Demnogonis manifestation the world as we know it twists and turns in pain as it is submerged by new life forms. The clash between worlds can create never before seen shapes and colours.
The Bauhausian society rests on the shoulders of a long tradition of nobility. The hierarchies are important as they reflect the grace and cultural awareness of the upper classes.
If there's one place in the solar system where you don't want to get homeless and loose your money then it's Luna City. This hectic mega city is home to all of the worst scoundrels, thieves, murderers, businessmen, war heroes and politicians. Your visit to Luna City may very well be your last.
As with all societies with distinct classes there is bound to be a certain amount of unrest. The Chain movement is the radical part of the lower classes of Bauhaus. They see themselves as freedom fighters but needless to say are regarded as terrorists by the rulers.
Perfect Quality 100% Not a Cinema Copy Movie format : AVI Cinema Release date : 10th October 2008 Theme : Horror, Action
What you get :
Mutant Chronicles Movie : 701 MB Case : 1.60 MB Disc cover : 451 “The Mutant Chronicles” starring Thomas Jane, John Malkovich, Devon Aoki, Ron Perlman and Luis Echegaray is loosely based on the RPG, the story is set 400 years into the future (23rd or 24th century), where nearly everything is powered by steam, and mankind has exhausted Earth’s natural resources. Four corporations have taken over the world in which they are constantly at war with one another, the Bauhaus, the Mishima, the Capitol and the Imperial Corporations.KB
The crunch collectible card games are continuing to feel may have contributed to Fantasy Flight’s recent decision to make its Mutant Chronicles CMG non-random. Having already changed their significant CCG lines to “living card games” (read: non-random sets), making the same sort of move for Mutant Chronicles could be an excellent preemptive move for FFG to avoid becoming part of the seemingly-inevitable CMG crunch - which some say is already upon us. Makes me wonder if the supposed “packaging problems” the company had just after GTS were really problems, or a product launch being thrown into a sharp turn before heading down a new path. (FFG announcement copied below)