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WIP: European Union of Evil


Enforcer84

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Else Earth's Answer to Eurostar. the EUoE is a fairly large group of powerful European villains, led by the Night Shrike and they seem to be out for world or at least underworld domination. 

 

They function like a well-oiled machine and for the most part lack a crazy psycho element that leads to a lot of needless destruction and loss of life. 

 

So fare my team is:

 

  • Night Shrike (UK) - Control Freak Batman Wannabe. A criminal mastermind and analytical genius with genetically modified physical perfection and practical combat training and experience. He has a "Utility Belt" VPP to allow him to make things very hard on those he's prepared for.
  • Vohneva Mits' (FirePower) вогнева міць (Ukraine) a European Mercenary (Heavy Weapons turned Sniper) who was given a light powered armor suit to coerce him to join. He's something of a glass cannon big attack but the least potent defenses of the main fighters.
  • Äikesetormi (Lightning Storm) (Estonia) Long range specialist #2, Äikesetormi was a criminal supplier and point of contact for underworld dealers who got caught in the crossfire between Russian criminals and European Union Heroes. Her hiding place turned out to be a well-disguised but poorly protected tanker of a bioelectric goo, that was hoped to become a renewable energy source for criminal endeavors. (Help them stay off the grid). She was transformed into a (literal) powerhouse and became a super villain. 
  • Dame Erobringen (Lady Conquest)(Norway) one of the New Asgardian Gods, her patronage is something of a mystery - known to be a frost giant and an asgardian but not who or even which was mother or father. What is known is that she's one of the strongest beings on the planet (Top 3 women) and she's a pretty good-natured party animal for a villain. 
  • Tireisias - (Greece) a mentalist of uncertain power (ie I've not really worked on him yet) mostly provides team with Mental Defenses and does crowd control. He is a mystery to me...
  • Fantôme (France) Density modifying infiltration specialist and love interest for Night Shrike (at least she's interested in Night Shrike) naturalized metahuman who was taken to the role and training swimmingly. She carries knives as weapons mostly for intimidation. 
  • Dziki Łów (Wild Hunt) (Poland) - a Werelion mercenary/hunter. Much older than he looks, has ties to the Divine Right but doesn't seem to be a member. Secondary Melee to Victory above. This guy is an old school, pulp style great white hunter - he has a bunch of AK's and knowledge about the hidden lands of the Else Earth Earth. 
  • Kemer (Turkey) Naturalized metahuman with teleportation powers. Used his powers for profit as a journalist, getting to the stories and in and out of warzones before he could be killed. Snapped during an expose on middle eastern child trafficking story. Kemer is a passionate man, his powers aren't destructive enough for him and he dispairs being "the guy stuck in the van while the action is happening." He has worked tirelessly to transform into a combat worthy member of the team. 

 

 

Looking for good ideas for names.

By and large the group is professional and gets along well. They have a main base in the UK and safe houses throughout Europe and one in Africa. 

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For the Greek mentalist, perhaps you could do something with Tireisias, the mythic prophet. The unique legends surrounding him suggest several paths you might take the character down.

 

Your Norwegian's strength suggests being fathered by Magni, son of Thor and even stronger than his father (and with his brother, a fated survivor of Ragnarok). You might name her one of the Norwegian variants given on this linked page for the real name Thordis.

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A little more info on the Team. 

 

For the most part the "Evil" moniker in the name is something an an inside joke. While these guys are thieves and cause massive amounts of damage when their goals require it, they aren't about collecting body counts (Kemer possibly excluded there) and their goals are more far reaching and they don't consider themselves to be working against society's best interest (well perhaps against the establishment's interests)

 

The opinions of others around the world differ. 

 

They have an interesting relationship with the Divine Right, they know about  and have been approached about joining - however from the Divine Right's perspective, they already have a future monarch of the UK and for his part, Night Shrike isn't sure he wants to conquer any part of the world. And while he admires their resources, hands off approach and decentralized authority, it's still an authority and in his eyes that's his job. 

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Night Shrike

 

Val   Char   Cost    Roll     Notes

  25    STR      15      14-      Lift 800.0kg; 5d6 [2]

  25    DEX     30      14-      OCV:  10/DCV:  10

  25    CON     15      14-

  25    INT      15      14-      PER Roll 14-

  25    EGO     15      14-      ECV:  3 - 10

  25    PRE      15      14-      PRE Attack:  5d6

 

  10    OCV     35     

  10    DCV     35     

   3     OMCV  0      

  10    DMCV 21     

   6     SPD      40                  Phases:  2, 4, 6, 8, 10, 12

 

  12    PD        10                  Total:  12 PD (0 rPD)

  12    ED        10                  Total:  12 ED (0 rED)

  15    REC     11

  50    END      6

  20    BODY  10

  50    STUN   15      Total Characteristic Cost:  298

 

Movement:    Running:  18m/36m

                         Flight:  24m/48m

                         Leaping:  8m/48m/16m/56m

                         Swimming:  4m/8m

                         Swinging:  40m/160m

 

Cost   Powers                                                                                   END

20      Line-bracer:  Multipower, 30-point reserve,  (30 Active Points); all slots OIF (-½)     

1f       1)  Bola-Line:  Entangle 3d6, 3 PD/3 ED (30 Active Points); 1 Recoverable Charge (-1 ¼), Lockout (-½), OIF (-½), Limited Range (30m; -¼)                                                  [1 rc]

2f       2)  Swingline I:  Swinging 40m, x4 Noncombat (25 Active Points); OIF (-½)              2

1f       3)  Swingline II:  Leaping +40m (8m/48m forward, 4m/24m upward) (20 Active Points); Only To Carry User Upward (-½), OIF (-½), no Noncombat movement (-¼)                      2

1f       4)  Swingline III:  +5 with Climbing (10 Active Points); OIF (-½)  

1f       5)  Winch:  Telekinesis (20 STR) (30 Active Points); Only To Pull Objects Towards User (-½), OIF (-½), Limited Range (30; -¼), Affects Whole Object (-¼)                                       3

55      Utility Belt:  Variable Power Pool (Gadget Pool), 40 base + 60 control cost,  (70 Active Points); OIF (-½), Powers can only be changed at lab (-½)                                                                

0         1) Bolas:  Entangle 4d6, 4 PD/4 ED, Entangle And Character Both Take Damage (+¼) (50 Active Points); OAF (-1), 2 Recoverable Charges (-1), Range Based On Strength (-¼) Real Cost: 15     [2 rc]

0         2) Retractable Staff:  (Total: 22 Active Cost, 18 Real Cost) Hand-To-Hand Attack +4d6 (20 Active Points); Hand-To-Hand Attack (-¼) (Real Cost: 16) plus Reach +2m (2 Active Points) (Real Cost: 2) Real Cost: 18        3

0         3) Signal Flare Gun:  Sight Group Images, +/-4 to PER Rolls, Area Of Effect (16m Radius; +¾) (38 Active Points); OAF (-1), Set Effect (signal flare of define appearance; -1), 1 Continuing Charge lasting 1 Minute (-1) Real Cost: 9  [1 cc]

0         4) Technology Skills - Miniature Toolkit:  +2 with Technology Skills (8 Active Points); IAF (-½) Real Cost: 5  

0         5) Throwing Blades:  Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR), Range Based On STR (+¼), Autofire (5 shots; +½) (17 Active Points); OAF (-1), 10 Charges (-¼) Real Cost: 7     [10]

           Augmented Skeleton                                                                  

8         1)  Alloyed Knuckles:  HA +2d6 (10 Active Points); Hand-To-Hand Attack (-¼)      1

4         2)  Bone Lacing (Heavier):  Knockback Resistance -4m   0

3         3)  Bone Lacing (Increased Sturdiness):  Resistant Protection (1 PD/1 ED) 0

18      4)  Bone Lacing (Unbreakable Bones):  Resistant Protection (30 PD/30 ED) (90 Active Points); Only To Protect Against Breaking Bones (-3), Only Works Against BODY Damage (-1)      0

           Costume                                                                                        

24      1)  Armored Costume:  Resistant Protection (12 PD/12 ED) (36 Active Points); OIF (-½)          0

12      2)  Camouflage Suit:  Sight Group Images, +/-6 to PER Rolls (28 Active Points); No Range (-½), Set Effect (only to camouflage wearer; -½), IIF (-¼)                                            3

7         3)  Cling-Boots:  Clinging (normal STR) (10 Active Points); OIF (-½)           0

5         4)  Environmental Suit:  Life Support  (Safe in High Pressure; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum) (7 Active Points); OIF (-½)                     0

           Cowl, all slots OIF (-½)                                                               

5         1)  Audial Dampers:  Hearing Group Flash Defense (8 points) (8 Active Points); OIF (-½)       0

3         2)  Augmented Light Goggles:  Nightvision (5 Active Points); OIF (-½)        0

17      3)  Broadcast Tracking:  Detect Source Of Radio Transmissions 9- (Radio Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees) (25 Active Points); OIF (-½)         0

7         4)  Communications:  High Range Radio Perception (Radio Group), +3 to PER Roll (15 Active Points); Sense Affected As Sight Group, Hearing Group, and Radio Group (-½), OIF (-½)        0

5         5)  Mindshield:  Mental Defense (8 points total) (8 Active Points); OIF (-½)               0

5         6)  Polarized Lenses:  Sight Group Flash Defense (8 points) (8 Active Points); OIF (-½)           0

7         7)  Thermal Optics w/Heat Tracing:  Infrared Perception (Sight Group), Tracking (10 Active Points); OIF (-½)  0

           Genetic Modification                                                                  

7         1)  Acrobat:  Leaping +4m (8m/48m forward, 4m/24m upward) (Accurate)              1

2         2)  Hyper Efficient Metabolism:  Life Support  (Eating: Character only has to eat once per week; Sleeping: Character only has to sleep 8 hours per week)                                        0

5         3)  Immune to Disease:  Life Support  (Immunity: All terrestrial diseases)    0

2         4)  Rapid Healing:  Regeneration (1 BODY per Week)      0

4         5)  Resistant to Aging:  Life Support  (Longevity: 1600 Years)      0

6         6)  Sprinter:  Running +6m (18m total)                                 1

5         7)  Toxin Resistant:  Life Support  (Immunity: All terrestrial poisons)           0

           The Night Wings                                                                          

7         1)  Glider Cape:  Flight 24m (24 Active Points); OAF (-1), Gliding (-1), Costs Endurance (-½) 2

6         2)  Silhouette-Distorting Cape:  +3 DCV (15 Active Points); OAF (-1), Requires A Roll (11- roll; -½)   

           Krav Maga

           Maneuver        OCV   DCV    Notes

8         +2 HTH Damage Class(es)

4         Block                +2      +2      Block, Abort

4         Choke Hold     -2       +0      Grab One Limb; 3d6 NND

4         Disarm              -1       +1      Disarm; 45 STR to Disarm roll

4         Dodge                --       +5      Dodge, Affects All Attacks, Abort

4         Escape              +0      +0      50 STR vs. Grabs

3         Grab                  -1       -1      Grab Two Limbs, 45 STR for holding on

5         Kick                   -2       +1      11d6 Strike

4         Low Kick/Knee Strike/Punch +0           +2           9d6 Strike

3         Throw               +0      +1      7d6 +v/10, Target Falls

1         Weapon Element:  Blades

1         Weapon Element:  Clubs

 

           Perks

6         Mastermind:  Positive Reputation:  Keen Criminal Intellect (A large group) 14-, +2/+2d6

35      Network of Plants and Agents:  Follower

10      Not in it for the Money:  Money:  Wealthy

30      Private Base:  Vehicles & Bases

15      Team Base Contribution:  Vehicles & Bases

40      Vehicle Fleet:  Vehicles & Bases

3         Well-Connected

3         1)  Contact:  Los Angeles Police Commissioner (Contact has access to major institutions, Contact has useful Skills or resources, Good relationship with Contact) (4 Active Points) 8-

5         2)  Contact:  Senator Elizabeth Cray (D) Rhode Island (Contact has access to major institutions, Contact has useful Skills or resources, Very Good relationship with Contact) (6 Active Points) 11-

4         3)  Contact:  Senator Jake Percy ® Texas (Contact has access to major institutions, Contact has significant Contacts of his own, Contact is slavishly loyal to character, Contact limited by identity) (5 Active Points) 8-

8         4)  Contact:  The ARMORY (Contact has useful Skills or resources), Organization Contact (x3) (9 Active Points) 11-

5         5)  Contact:  The Black Market (Contact has useful Skills or resources, Contact limited by identity), Organization Contact (x3) (6 Active Points) 11-

 

           Talents

6         Combat Mastery:  Lightning Reflexes (+6 DEX to act first with All Actions)

3         Math Prodigy:  Lightning Calculator

2         Parkour:  Environmental Movement (no penalties on rootops, narrow and enclosed spaces)

4         Quick Study:  Speed Reading (x10)

3         Smouldering Intensity:  +1/+1d6 Striking Appearance (vs. all characters)

 

           Skills

20      +2 with All Combat

3         Breakfall 14-

3         Bribery 14-

5         Bureaucratics 15-

3         Charm 14-

7         Combat Piloting 16-

7         Computer Programming 16-

3         Concealment 14-

5         Conversation 15-

3         Criminology 14-

3         Cryptography 14-

9         Deduction 17-

3         Electronics 14-

5         Forensic Medicine 15-

3         Forgery 14-

5         Interrogation 15-

5         Inventor 15-

3         Jack of All Trades

1         1)  PS: Doctor     (2 Active Points) 11-

1         2)  PS: Scientist    (2 Active Points) 11-

1         3)  PS: Security Specialist (2 Active Points) 11-

3         Lockpicking 14-

3         Mechanics 14-

3         Oratory 14-

6         Penalty Skill Levels:  +2 vs. Range Modifier     with All Weapons

3         Persuasion 14-

3         Scholar

2         1)  KS: European Superteams (3 Active Points) 14-

1         2)  KS: Genetically Engineered Creatures (2 Active Points) 11-

1         3)  KS: Krav Maga (2 Active Points) 11-

2         4)  KS: Narcotics (3 Active Points) 12-

2         5)  KS: Phobias (3 Active Points) 14-

1         6)  KS: The Iron Crusade (2 Active Points) 11-

3         7)  KS: The Law (4 Active Points) 13-

2         8)  KS: The Metahuman World (3 Active Points) 14-

2         9)  KS: The Scientific World (3 Active Points) 14-

1         10)  KS: the ARMORY (2 Active Points) 11-

3         Scientist

2         1)  SS:  Anatomy     12- (3 Active Points)

2         2)  SS:  Biochemistry    14- (3 Active Points)

3         3)  SS:  Genetics     15- (4 Active Points)

2         4)  SS:  Medicine    12- (3 Active Points)

1         5)  SS:  Neurology    11- (2 Active Points)

2         6)  SS:  Pharmacology/Toxicology     12- (3 Active Points)

3         7)  SS:  Psychology     15- (4 Active Points)

2         8)  SS:  Sociology    14- (3 Active Points)

3         Security Systems 14-

3         Shadowing 14-

3         Sleight Of Hand 14-

3         Stealth 14-

5         Streetwise 15-

3         Systems Operation 14-

3         Tactics 14-

4         WF:  Common Melee Weapons, Small Arms

 

Total Powers & Skill Cost:  665

Total Cost:  963

 

400+ Matching Complications

20      Hunted:  Department of Metahuman Affairs Infrequently (Mo Pow; NCI; Harshly Punish)

25      Hunted:  Iron Crusade Frequently (Mo Pow; NCI; Harshly Punish)

15      Psychological Complication:  Control Freak (Common; Strong)

15      Social Complication:  Secret Identity Frequently, Major

563    Experience Points

 

Total Complications Points:  963

 

Background/History:  Dr Wayne Thomasson was one of the UK's finest young minds as well as a top athlete. A fierce drive to control his own destiny drove him  - he refuesed to be bullied physically or intellectually He came to the United States to study at university and found himself recruited by the Iron Crusade. The Crusade offered him a life free of bureauctracy and free reign of his research. They lied. Oh they didn't mind if he broke the law, but they wanted his results to further their aims. Dr Thomasson took matters into his own hands and fled back to Europe.

 

Setting up a lab of his own, he perfected a genetically tailored steroid that made him a physical marvel. Then he began his training in the arts of combat and crime. No longer would he work at the yolk of another master. He would be the master. Night Shrike's first appearance was a daring daytime raid of a Paradigm Corp. Research facility. His first defeat as Night Shrike came at the hands of the UK team the Underground - but he managed to elude capture.

 

Realizing he needed backup, Night Shrike began recruiting for the Union of Evil.

 

Often considered the opposite number to the Legion of Justice's Lockdown, Night Shrike's name alone is enough to cause trepidation in the hearts of law-enforcement everywhere. The Iron-handed leader of the Union of Evil, he is not only a mastermind and peerless combatant, but leads one of the most potent forces of evil in the world. It is the Union's playground of Europe that keeps them from being the top Villain Group in the US. A violent and occasionally deadly rivalry with the Lords of the Wasteland exists.

 

Personality/Motivation:  Dr. Thomasson is an intense, brilliant man with aneed to control his life to an absur level. he brucks no challenges of his leadership and deals harshly wtih anyone who upsets his plans.

 

Quote:  "This is the part where you fall down."

 

Powers/Tactics:  If he gets a chance to study his foes, Night Shrike will pack his utility belt with approriate gadgets. He disdains surprises and rages at things out of his control. Beyond that, he's a skilled athlete and fighter and uses his weapons more often to warn than to harm. He doesn't mind killing but he doesn't relish it.

 

Campaign Use:  Evil Batman.

 

Appearance:  Dr. Wayne Thomasson has smouldering good looks, an athletic build, and exquisite taste in fashion. Though nearly fifty, he's in phenomenal condition and looks barely older than 35. He has closely cropped blond hair and blue eyes. The Night Shrike wears a black and red costume with a dark red cape. On his chest is a golden shrike image. His belt is gold as well.

 

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