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Mightybec

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AEGIS Agent

 

Player: NPC

 

Val Char Cost
15 STR 5
18 DEX 24
15 CON 10
13 BODY 6
11 INT 1
11 EGO 2
13 PRE 3
10 COM 0
4/14 PD 1
4/14 ED 1
4 SPD 12
6 REC 0
30 END 0
30 STUN 1
6" RUN02" SWIM03" LEAP0Characteristics Cost: 66

 

 

Cost Martial Arts Maneuver
Combat Training
4 1) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab One Limb; 2d6 NND
4 2) Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 3) Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
3 4) Martial Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5, Target Falls
5 5) Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, STR +4d6 Strike
Martial Arts Cost: 20

 

Cost Skill
Infiltrator Skill Set
3 1) Acting 12- [Notes: or Electronics]
3 2) Demolitions 11- [Notes: or Security Systems]
3 3) Disguise 11- [Notes: or Mechanics]
3 4) Shadowing 11- [Notes: or Computer Programming]
Technician Skill Set
0 1) Computer Programming (Custom Adder) 11- [Notes: or Shadowing]
0 2) Electronics (Custom Adder) 11- [Notes: or Acting]
0 3) Security Systems (Custom Adder) 11- [Notes: or Demolitions]
0 4) Mechanics (Custom Adder) 11- [Notes: or Disguise]
Transport Skill Options
3 1) Combat Driving 13- [Notes: or Combat Piloting]
0 2) Combat Piloting (Custom Adder) 13- [Notes: or Combat Driving]
Transport Knowledge
3 1) TF - Air Vehicles: Combat Aircraft, Helicopters, Large Planes, Small Planes [Notes: or Land Vehicles or Sea Vehicles]
-1 2) TF - Land Vehicles: Common Motorized Ground Vehicles, Custom Adder, Tracked Military Vehicles, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles [Notes: or Air Vehicles or Sea Vehicles]
0 3) TF - Sea Vehicles: Custom Adder, Jetskis, Large Motorized Boats, SCUBA, Small Motorized Boats [Notes: or Air Vehicles or Land Vehicles]
2 AK: Home Country 11-
3 Breakfall 13-
3 Climbing 13-
3 Deduction 11-
4 Language: Choice: Idiomatic, native accent
3 Paramedics 11-
3 Stealth 13-
3 Teamwork 13-
5 WF - AEGIS Weapons Systems: Common Melee Weapons, Small Arms, Vehicle Weapons
Skills Cost: 46

 

Cost Perk
5 Computer Link [Notes: Medusa:AEGIS's Computer Network]
7 Fringe Benefit (International Driver's License, International Police Powers, Passport)
Perks Cost: 12

 

Cost Talent
4 Guts [Notes: +5 PRE only to resist PRE attacks (-1/2)]
Talents Cost: 4

 

Cost Equipment END
Battle Helmet, all slots: OIF (-1/2) [Notes: Standar Helmet for AEGIS agents]
11 1) Communicator: High Range Radio Perception (Concealed (-5 to PER Roll)) (17 Active Points)
3 2) Night-sight: Nightvision (5 Active Points)
2 3) Range Finder: Absolute Range Sense (3 Active Points)
3 4) Rebreather: Life Support (Expanded Breathing) (5 Active Points)
3 5) Reflective Lenses: Flash Defense (5 points) (Sight Group) (5 Active Points)
4 6) Targeter: +3 with any single attack (6 Active Points) [Notes: Tied to Primary Weapon]
Battle Uniform, all slots: OIF (-1/2) [Notes: Standard Uniform for AEGIS agents]
25 1) Uniform: Armor (10 PD / 10 ED), Hardened (+1/4) (37 Active Points) (added to Secondary Value)
Melee Weapon, all slots: OAF (-1) [Notes: Each Agent carries ONE of the Following]
15 1) Brain Buster: Drain 3d6: Ego, 16 Charges (+0) (30 Active Points)
12 2) Power Gloves: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2) [Notes: 7d6 HTHA]
15 3) Sleep Gauntlets: Drain 3d6: STUN, 16 Charges (+0) (30 Active Points)
15 4) Stun Stick: Energy Blast 6d6 (vs. ED), 16 Charges (+0) (30 Active Points)
Ranged Weapon, all slots: OAF (-1) [Notes: Each Agent carries ONE of the Following]
30 1) Glue Gun: Entangle 2d6, 6 DEF, 16 Charges (+0), Area Of Effect (One Hex; +1/2) (60 Active Points)
30 2) Nova Gun: Flash 6d6 (Sight Group), 16 Charges (+0), Area Of Effect (7" Cone; +1) (60 Active Points)
30 3) Pulse Rifle: Energy Blast 8d6 (vs. PD), 16 Charges (+0), Armor Piercing x1 (+1/2) (60 Active Points)
30 4) SLAP Gun: Killing Attack - Ranged 2 1/2d6 (vs. PD), 16 Charges (+0), Autofire (3 shots; +1/4), +1 STUN Multiplier (+1/4) (60 Active Points)
Special Equipment [Notes: Each Agent carries ONE of the Following]
13 1) Flight Pack: Flight 10" (20 Active Points); OIF (-1/2) (uses Reserve END) 2
13 2) Impellor: Swimming 20" (20 Active Points); OIF (-1/2) (uses Reserve END) (not added to totals) 2
10 3) Smart Tools: Mind Control 4d6 (20 Active Points); Limited Power (Only functions against Machines; -1/2), OIF (-1/2) (uses Reserve END) 2
13 4) Sniper Suit: Invisibility to Sight Group (20 Active Points); OIF (-1/2) (uses Reserve END) 2
13 Power Packs: Endurance Reserve (40 END, 10 REC) Reserve: (14 Active Points); OIF (-1/2)
Equipment costs shown above are for reference only, and are not included in Total Cost.

 

Total Character Cost: 148

 

Val Disadvantages
15 Watched: AEGIS, More Powerful, 11- (Frequently), Watching, Extensive Non-Combat Influence
10 Hunted: d'Ordo Draconis, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
10 Hunted: Project: Pantheon, Less Powerful, 8- (Occasionally), Harshly Punish, Extensive Non-Combat Influence
15 Reputation: NATO Metahuman Police Force, Almost Always (14-)
5 Rivalry: UNICORN, Professional, Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry
20 Social Limitation: Subject to Orders, Very Frequently (14-), Major
0 Normal Characteristic Maxima: No Age Restriction

Disadvantage Points: 75

 

Base Points: 75

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

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Here's the typical Agent of RIVAL in usual pose.

attachment.php?s=&postid=9780

 

I should point out that picture is ~20 years old. :P

 

I'll have to dig out a character sheet, but they had just enough armor to not die from a superhero. (Maybe 12/12 total DEF) I think they had these disads:

2x STUN from Everything

Stays out when unconsious

 

They had an autofire weapon that could harm most heroes and I used a "gang" fire rule for them. For every doubling of agents, they got +2 OCV. So if 16 agents fired at one hero, they would have +8 OCV. I think if 32 agents fired at one, they had a decent chance of hitting somebody...

 

I usually would have a bag of M&Ms to represent the horde.

 

I think the most villianous thing was that the agents cost -20 points.

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US Marshals

 

I never really liked PRIMUS so I look around for a replacement. Examining the Department of Justice, I came across the US Marshals (http://www.usdoj.gov/marshals/). To me it just made sense that they would be assigned the task of looking after Paranormal criminal matters.

 

The Marshals are one of the olds law enforcement agencies in the US, with a very rich history. Plus, their current responsiblies such as Fugitive Investigations, Protecting the Courts, Prisoner Custody and Transportation, Witness Security, Asset Seizure, Special Operations and Programs, are very interest. Could see how many of those responsiblies would dovetailing the responsiblies concerning Paranormals.

 

So I came up with the idea for the US Marshal PALE (Paranormal Activities Law Enforcement) Teams.

 

 

S.A. Veira

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Re: Unicorn

 

Originally posted by Klytus

Ok, Mr. Vimes, Consider UNICORN stolen as well. I never did like the IPIL acronym I came up with, anyway.

 

On the other hand, I do like the IPIL acronym. Ipil-ipil is a native tree in the Philippines... Each tree is very useful, but many of them form quite effective barriers against strong, even typhoon winds.

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Like many of you, I stole and modified most of the agencies from published sources.

 

The primary group I did come up with was Paradigm. This was a conglomerate of political, social, and industry leaders who had existed over the centuries as a kind of "benevolent Star Chamber." They were dedicated to the "better world" concept, and had been created centuries ago by the immortal Taurus (From Zodiac Conspiracy) based on the following concept...

"The gods exist and they are fickle and treacherous, and mortals must strive and succeed without them." In the late 19th and into the 20th century, Paradigm began to take on the modern trappings of a truly global organization, and was dedicated to the advancement of all people, human & metahuman, working together toward the future.

 

They were introduced, gradually, to the PC heroes, as the people behind the funding of their bases and equipment. The folks on the cutting edge of technology, trying to keep it from getting out of hand and destroying the world.

 

One of their sub groups, the Jade Organization, was my "deus ex machina" to explain why super-tech hadn't drastically changed the world. The group was dedicated to destroying or controlling all the "wild inventions" and such that could possibly destabilize the world. This group kind of splintered from Paradigm, becoming more fanatical about their role, and slipping toward the dark side.

 

Paradigm, being vast and loosly organized, had lots of smaller off shoots, as well. One was a group of "best of the best agents" who were mercenary types, non-super powered for the most part, who did dirty deeds type work against metahumans who got out of control. They were called "The Jannissaries" and were my attempt at the players playing "agents in a super world" kind of game.

 

Paradigm has always been an interesting aspect of the RDU, since it is this large, hidden organization, which is actually beneficial to the world in many ways, but can clearly go wrong, or slip into the gray areas, very easily. It provided an alternate to UNTIL, which was the classic, government/UN affiliated SHIELD like organization. Both would oppose groups like VIPER and super villains, but in very different ways.

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Jormundiir. later changed to Operation Ragnarok.

 

Led by a Destroyer level mastervillian (low end 4e Destryoer) who patterned himself after Odin. Odin was a master geneticist and gadgeteer. He killed and stole from other criminal scientists, except Dr Brutalis who worked for him of his own free will to avoid death. Odin created the various gods of his Pantheon, Thor was the general and in charge of the heavy weapons troops, Balder led the standard troops, Loki the espionage branch, Hela the Assassins, Freya and Sif each controlled the Valkyrie - cybernetic and genetically enhanced femal warriors.

Giants were led by Surtur and Yimir and created using a refined Bruttaloid method.

The "Gods" were 500+ point characters where as the agents were 150 - 250 points , Valkyries 425, Giants were about 275. The characters never encountered Heimdal the head of internal security and his agents. Odin had a "throne" that was dubbed Yggridsyl. It was a cyberjacked global communications system and allowed him great knowledge. The jack was a cybernetic eye piece. I didn't get much actual use out of the organization, but man were they fun creating and plotting with.

I got the idea originally just as a VIPER wannabe. Then I read the Marvel 2099 arc with the New Asgardians. It was too cool not to steel. Especially Thor's Nuclear powered Hammer....

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On the "heroic" side is my Minutemen Organization. Basically a super powered arm for PRIMUS, they are divided into three (4) teams. (huh?)

The Red Team handles the Eastern US

the White Team is Westcoast

and the Blue team is International

Each team hand picked and led by a trio of Silver Avengers from a pool of Military created and specialy selected supers. The Red team is basically the "conservative" team the White team is the "liberal" team and the internatinal team spends most of its time fighting UN red tape.

The Minutemen Black team, unknown to everyone, including the whitehouse and the head of the Minutemen program, is led by Invictus and pretty much acts as a wetworks team and pushing the political agenda of Invictus and his Shadow Cabinet.

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Originally posted by Enforcer84

Jormundiir. later changed to Operation Ragnarok.

 

Led by a Destroyer level mastervillian (low end 4e Destryoer) who patterned himself after Odin. Odin was a master geneticist and gadgeteer. He killed and stole from other criminal scientists, except Dr Brutalis who worked for him of his own free will to avoid death. Odin created the various gods of his Pantheon, Thor was the general and in charge of the heavy weapons troops, Balder led the standard troops, Loki the espionage branch, Hela the Assassins, Freya and Sif each controlled the Valkyrie - cybernetic and genetically enhanced femal warriors.

Giants were led by Surtur and Yimir and created using a refined Bruttaloid method.

The "Gods" were 500+ point characters where as the agents were 150 - 250 points , Valkyries 425, Giants were about 275. The characters never encountered Heimdal the head of internal security and his agents. Odin had a "throne" that was dubbed Yggridsyl. It was a cyberjacked global communications system and allowed him great knowledge. The jack was a cybernetic eye piece. I didn't get much actual use out of the organization, but man were they fun creating and plotting with.

I got the idea originally just as a VIPER wannabe. Then I read the Marvel 2099 arc with the New Asgardians. It was too cool not to steel. Especially Thor's Nuclear powered Hammer....

 

That's a VERY good idea. My turn to steal...

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Originally posted by Enforcer84

On the "heroic" side is my Minutemen Organization. Basically a super powered arm for PRIMUS, they are divided into three (4) teams. (huh?)

The Red Team handles the Eastern US

the White Team is Westcoast

and the Blue team is International...

 

I had plans for something similar in my campaign world but as the French National team - Project Tricolor. The Red division were the Energy blasters and other attack minded heroes. The blue division were more defensive (primarily bricks) or had appropriate movement powers (speedsters, aquatic heroes etc). The white team were the mentalists, infiltrators, espionage based characters. Each mission would comprise of representatives from the different teams. There was also a black team of assassins.

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Another nasty addition to the Villainous Agent's arsenal: The HeroBuster Armor and BFG. Note the crapping construction of the equipment (14- activation). But it's good enough for such disposable minions.

 

 

Cost Equipment END
Herobuster Armor, all slots: OIF (-1/2), Activation Roll 14- (-1/2)
7 1) Ballistic Cloth: Physical Damage Reduction, Resistant, 25% (15 Active Points)
22 2) Ceramic Casing: Armor (20 PD / 10 ED) (45 Active Points) (added to Secondary Value)
17 3) Jet Boots: Flight 15" (Improved Noncombat Movement (x4)) (35 Active Points) 3
4 4) Smartlink for BFG: +3 with any three maneuvers or a tight group of attacks (9 Active Points)
1 5) Range Finder: Absolute Range Sense (3 Active Points)
18 BFG: Multipower, 45-point reserve, all slots: , 16 Charges (+0) (45 Active Points); OAF (-1), Activation Roll 14- (-1/2)
2u 1) Cutting Beam: Energy Blast 6d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points)
2u 2) Heavy Blaster: Killing Attack - Ranged 2d6 (vs. ED), Armor Piercing x1 (+1/2) (45 Active Points)
2u 3) Tanglefoot: Entangle 1d6, 8 DEF (45 Active Points)
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Homebrew Organizations

 

We started with the usual ones and these got taken apart by infighting etc.

 

Shatter replaced Viper/Cobra. The Cobra was murdered by the Avenger because Cobra killed his parents.

 

X-Terminate replaced Genocide and hunted down mutants.

 

The ITF (International Terrorist Federation) was a ploy by what remained of Viper to fool the heroes and Until etc into believing that they were gone. It could then rebuild and use a cell structutre to fool the heroes.

 

The Criminal Empire was a group dedicated to crime across the globe. Originally founded by Augustus, the organization held a coup against him and they went their own way. Augustus never forgave them.

 

The Chaos Corps backed up the supervillains who formed the group. Led by Mahoney Snark who masqueraded as Demon the armour wearing bad guy, other members included Thorn (egoist), Elasto (stretcher), Doppelganger who drained and then used peopl's powers (like Rogue), Carnage (Herculan's daughter), Poison (cf Pretty Poison from Villany Unbound), Foil (greatest swordsman in the world) and Blue Bottle who got the secret messages David Cronenburg put into his movies.

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Re: Homebrew Organizations

 

Originally posted by Mightybec

What organizations have you created from scratch, and what is its modivation, theme, and powers?

 

Mightybec

The main one I created was the Department of Metahuman Activity or DMA. The DMA was originally a branch of the War department during WWII and served as a liason between the Justice Society and the US military (the Justice Society was a "deputized" volunteer organization that had no official government sanction). After the war the DMA was moved to the Department of Justice where, during the ebb in metahuman activity between 1948 and 1959 it became largely a research organization. In 1959, when a new crop of meta-humans surfaced, DMA Director Clark Kent organized several meta-humans into the first official government super-hero team, the so-called Avengers.

 

The Avengers are still an active super-hero team, but are not the only ones. Currently, the DMA employs a handful of super-hero organizations. Some serve as law-enforcement teams like the Avengers or the Protectors (PC team). Other teams, such as the Defenders, serve as consultants.

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I also had sub-organizations dealing with metahumans, for most other Real Life agencies.

 

The FBI had the Special Bureau.

 

The CIA had the Cabinet.

 

The US Army had SPAD (I think this was in a supplement.)

 

The US Air Force utilized those armor suit guys from Techno-Enemies... or whatever that supplement was with Master Control.

 

Heck, even made up agencies like UNTIL had sub-agencies.

 

UNITE is the superhero branch of UNTIL, with a hero representing each of the UN member nations (if the country has one and wishes them to join. The US refuses to participate.)

 

There is also Project: Sanction... which is the wetworks/black ops division of UNTIL. The Darkhawks (stealth armor agents) are part of Project: Sanction.

 

These subgroups, I find, are great for giving the large, bland bureacracies a real personality.

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Originally posted by RDU Neil

I also had sub-organizations dealing with metahumans, for most other Real Life agencies.

 

The FBI had the Special Bureau.

 

The CIA had the Cabinet.

 

The US Army had SPAD (I think this was in a supplement.)

 

The US Air Force utilized those armor suit guys from Techno-Enemies... or whatever that supplement was with Master Control.

 

Heck, even made up agencies like UNTIL had sub-agencies.

 

UNITE is the superhero branch of UNTIL, with a hero representing each of the UN member nations (if the country has one and wishes them to join. The US refuses to participate.)

 

There is also Project: Sanction... which is the wetworks/black ops division of UNTIL. The Darkhawks (stealth armor agents) are part of Project: Sanction.

 

These subgroups, I find, are great for giving the large, bland bureacracies a real personality.

That's some good stuff! Makes plenty of sense and allows players a wide range of choice for the kind of game they want to play. It also allows GMs in the group a wide range of choice for the campaign they might want to run -- assuming a shared universe, of course.

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  • 4 weeks later...

I forgot these guys

 

I forgot about the Technarchy.

 

These fellows are brilliant scientists that are working with a number of powerful nations to put a cap on the level of technology the world employs.

Basically, they believe that they are the one's who should control the flow of advancement. They target heroes, villains and normals alike. They work in the shadows so much so that very few people even know of their existance.

 

The main council consisted of Time Master, Beamline, and a few other home made villains.

 

Dr Destroyer never noticed them since he didn't ever really try to market his technology, but they served as the main reason that all those supertech guys never brought about flying cars and such and that only a few nations had highly advanced agents.

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My Canadian Shield super-team is actually part of an agency; think the Champions mixed with PRIMUS. Or, for those who have Shelley Mactyre's PRIMUS supplement, the Prime Team. So the Canadian Shield is actually three groups; a super-team, a group of agent squadrons, and civilian support.

 

I've also created Manifest Destiny, led by Invictus; their goals should be fairly obvious. Supported by a group of ultra-patriotic American supers with 'questionable' motivations, they do things to destabilize the Canadian and Mexican governments and societies. In Canada, Borealis spend a lot of his time fighting them. Note that most of MD's missions are low-profile; they aren't a public group, since they would be illegal if the government knew about them.

 

Glen

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My Own Orgnizations (Long)

 

These are some organizations I use for my own M&M game, but I figured may be applicable for here... no Acronyms yet though...

 

Organizations of the Legacy Universe

 

Pantheon

 

“Perhaps the most infamous elite organization on the planet, Pantheon is a threat to world security. They are an organization of zealots, and supremacists. Their ideals are based on bigotry, and the oppression of those they feel inferior to themselves. What does Pantheon stand for, the same ideals that any terrorist organization stands for, terror. They inflict terror upon the baseline populace, and expect their demands to be heard. Their rhetoric is tired and old, and in the end pointless. They are evil miscreants and they will be rooted out and brought to justice for their crimes…â€

 

- Paragon at a Justice Elite press conference

 

“I don’t like Pantheon per se, but I think Razor, that is his name right, he is pretty cool. I mean anyone willing to screw with the Justice Elite has to have some balls right? Though I hear they want to destroy the world, or some crap. I just hope they destroy my school; I really hate my teachers. Razor is cool though, real tough, even if he is a bad guy, he is still cool in my book.â€

 

- Richard Dawson, Middle School student

 

Just what is, Pantheon? Pantheon is an elite organization, a group that espouses elite superiority to baselines. The core philosophy behind the Pantheon movement is that elites are the next step in evolution, and therefore are the superior species to baseline humanity. By that right, baseline justice and law do not apply to them, they are in effect above such things, and they see baselines as mere insects. Certainly the power distinction between humanity and an insect is quite distinct, even though insects outnumber humanity, humanity is the more dominant species. This is the same with humanity and elites, even though baselines are more numerous, elites are the dominant species of Earth. It is elites that will lead the way into the next century, not baselines, who will simply follow in the wake of the elites.

 

At the heart of Pantheon is the mysterious elite who goes by the name of Cardinal, styling herself as both a political and religious leader. Deeper into the Pantheon mythos, one finds a quasi Judeo-Christian belief system that espouses that elites are the chosen of God, and they shall inherit the Earth and usher in a time of prosperity and peace. But first there will be the Time of Chaos, the Long Night before baselines accept the superiority of elites. Cardinal has gathered around herself a loyal cadre of followers she calls her Acolytes, the most loyal and powerful of her followers, of which it is known that there may be as many as ten and as few as six. Information about Pantheon is still sketchy; outsiders have yet to pierce the inner veil that shrouds much of the inner circle. Cardinal has been at large since the group went public, back in 2006, with the defilement of the DC monuments.

 

The Acolytes form the ring of influence around Cardinal, they owe their allegiance to only Cardinal, and they do not always agree with each other, but try to do what is best for Pantheon for the movement so that they can attain their goal, which at the moment seems simply to defend elites from baseline exploitation, and to counter any baseline actions to curb or limit elite activity. Pantheon has clashed with Justice Elite, and several other baseline and elite agencies across the globe, on several occasions. Their general modus operandi for their exploits is that they attack baseline operations, agencies that support baseline exploitation of elites, and threats to the elite way of life. They are not above using violence and terror to forward their agenda, and see violence against baselines, as most baselines see violence against animals. A necessity at times, to solve a given problem, for the greater good of the elite species, in the end baselines are the inferior species and are therefore simply tools to be used and disposed of as needed.

 

Justice Elite

 

“There are three things you can count on in life, death, taxes, and the Justice Elite. Anything more then that is just fluff.â€

 

- Sarah Miller, Accountant at Vice World Banking

 

“Why do we exist? We exist for one purpose, to better our fellow man, and I want everyone to listen to those words, ‘fellow man’. We are all in this together, elite, baseline, we all live on this planet, and we will survive and die together, that is the fact of it. Why did I volunteer to serve my planet, I did it because I have a responsibility to use my gifts in a positive manner, not just for my own immediate benefit. Like they said in the Spiderman movie, remember that film? ‘With great power comes great responsibility.’ That is about as best as I can put it in a nutshell…â€

 

- Suzuki “Kensei†Kanaka during an interview on 60 Minutes

 

The cavalry, the good guys, the heroes that make people cry with their unrelenting heroism, the Justice Elite. Formed August 10th, 2006, after a distinct rise in anti-elite sentiment, the United Nations unveiled Justice Elite to a skeptical public. But the international team proved to be a great Public Relations boon, and was actually effective, and inspired many world governments to put together their own elite teams, along with private interests. It should be noted that this was in addition to the more secretive and often Black Ops styled elite teams already in existence at the time.

 

Justice Elite though, was instantly popular, featuring many of the more popular elites of the time. The initial roster consisted of Paragon, Kensei, Oracle, Dash, Raptor, and Dr. Stockov. Of the original roster, two members have been replaced over the intervening seven years. Dash was killed in action during a particular elite conflict in Belize with a drug cartel employing mercenary elites. Raptor retired, having been critically injured in a battle with Pantheon Acolyte, Razor in the fall of 2013. Atlas joined the team shortly after Dash’s death, and in early 2014 Redline joined Justice Elite, and has proven to be a rather popular choice with the general populace at large. Each of the team members is a celebrity in their own right, and the media, making them high profile individuals, often scrutinizes their every move.

 

Justice Elite though is more then a public relations coup; they are a United Nations sanctioned team for combating elite violence. That is their primary objective, and they serve to maintain peace throughout the world, especially areas that lack nationally sanctioned elite teams. But even Justice Elite cannot be everywhere, and the organization works with both the United Nations Defense Force, and member nations to quell the threat of elite violence. Though rivalries have cropped up over time between the Justice Elite and various nationally sanctioned elite teams, outright violence has to this point been avoided. Justice Elite also does many humanitarian projects and efforts; such as the terraforming of the Sahara Desert, assisting in the construction of the first human inhabited orbital expected to be completed in late 2015, and the massive international effort to rebuild Japan and the surrounding region after the Tokyo Quake of 2012. They act as ambassadors of the United Nations as well, and fulfill many different public roles, using their popularity to sway international opinion. Since the creation of Justice Elite, the United Nations influence and power has increased greatly, and it is a world power in and of itself. The UN Intervention of 2011, forced the United States to back down, and allow diplomatic negotiations resolve a nasty matter between the US and China, which ended in no bloodshed. Since that time, the United Nations has become a force to reckon with, and the United States has shown some resentment to the opposition it faced during the 2011 Negotiations, but so far relations have remained amicable. Though it should be noted that Justice Elite does not have law enforcement powers on United States soil, they must cooperate with local jurisdiction and authorities.

 

Currently Justice Elite is looking to expand, and the first step in that process is Justice Elite: Beta, a second tier team to deal with smaller threats, to free up more time for the main team to handle what needs to be handled. Justice Elite: Beta works on the same principles as the original team, but consists of fairly new elites who have yet to make their mark on the world. This move was done for two reasons, the first is to free up time for the main team, but also to bring fresh faces to the scene and expand the United Nations influence. Justice Elite: Beta is just the beginning, the eventual plan is to have Justice Elites in major regions of the world, each team international in makeup to express the United Nations view of a United Earth. This is a long scope plan, but is being tested with Justice Elite: Beta, if it works as planned, several Gifted Elite Institutes are planned to further educate elites on the proper usage of their abilities, to maintain the safety of themselves and those around them. These institutes would again serve a twofold purpose, to educate young elites, and to form a pool from which to recruit for future Justice Elite teams.

 

The general populace of the world recognizes Justice Elite as heroes, they work tirelessly to defend the weak, and work to better everyone’s lot in life. They are the good guys, the marketing, merchandising, and franchising of Justice Elite supports this. They make the news, they are the news, and everyone wants to know what they will do next. Justice Elite is simply a team of men and women gifted with abilities who are trying to do the right thing, despite the politics involved, they earnestly believe they are the good guys. Besides each of them makes an easy six-figure salary with several perks.

 

Brass Orchid Triad

 

“These guys make Pantheon, look like saints, I am just glad they seem to take out their aggression on everyone, and not just us, baselines…â€

 

-Tadaka Hikaru, Japanese Businessman

 

“I am a simple business man, I provide a service, and people pay for it. Perhaps if people were not so, hypocritical they would understand, that I am a true believer in capitalistic economics. Perhaps my methods are coarse, but in the end it is simply good business…â€

 

-Tao, during a court hearing

 

A ruthless criminal organization, many consider them heroes, locally, but many more have felt the swift sting of the Brass Orchid Triad. The Brass Orchid Triad, existed before the rise of the elites, but they were among the first to adopt the usage of elites and have risen to prominence in Hong Kong, and across Southeast Asia, and into the America’s. At the heart of the criminal syndicate is the sinister, and mysterious, Silver Hermit, it is known that the leader is an elite, but and is perhaps an omega class. His closest lieutenants run various operations across the globe, while the Silver Hermit seems content his simple Zen garden and bonsai plants he maintains at his residence in the hills outside of Hong Kong.

 

Silver Hermit though, is no fool, he just likes to keep his hands clean of any wrong-doing, and in fact his son runs the show, and most believe that the young man Johnny Chen is the fabled Silver Hermit. Johnny Chen is a canny baseline, and likes to be flashy with his money, and enjoys being a symbol of success. The syndicate is split into various groups working different regions all answerable to Johnny Chen, and ultimately the true Silver Hermit. The Boss of Hong Kong is Tao, a ruthless triad enforcer, who forced his way to the top, and now uses his elite abilities to keep a stranglehold on the crime in Hong Kong. He has many of the cops in his pocket, and nothing makes a move in the underworld without his knowledge. Recently Vanguard Secure Computing has begun to muscle on his turf, and he has found them to be much tougher then he originally acknowledged them to be. A turf war is brewing in Hong Kong, and the collateral damage is going to be incredible.

 

Tao though is an opportunist, and sees a chance to perhaps extend the influence of the Brass Orchid Triad into other circles, and has begun to court freelance mercenary elites, for more firepower so to speak. He wants to eventually shift some focus from a full crime syndicate to a more legitimate “Problem Solving Agency†though he knows some members of the group may not accept the change.

 

 

Vanguard Secure Computing (VSC)

 

“We don’t make computer software, user-friendly, we make it people-friendly.â€

 

-VSC Corporate Motto

 

“People ask me, if I like what I do? Of course I do, I am 18 years of age, and own one of the richest companies in the world, I date supermodels, and I get to have fun, what more could you want out of life then that? Microsoft? Thing of the past, sure they still sell their OS, but you compare their latest Windows creation against Vanguard and you will see that they have a ways to go.â€

 

-Vincent T. Vanguard, CEO of Vanguard Secure Computing

 

Sometimes good things happen to good people, but that wasn’t the case with the burnout genius Vincent T. Vanguard. A rising star at the age of 13, earned his bachelor’s at age 15, and had a doctorate in Computer Science by the age of 17, his powers had begun to manifest at age 16, and grew into their own by the advent of his 17th birthday. But there is a darker side to Vincent, a complex of superiority, he believes because of his intellect; he is the superior of just about anyone he meets, unless they can prove themselves the intellectually superior. Vincent is driven to succeed, and is a thrill seeker by nature, and has turned his attentions to not only making money, but as much money as possible in any venue h believes he can master. Which is any category, currently he wishes to corner the underground market in illegal cybernetic technology, and furthering studies into Artificial Intelligent systems.

 

Vincent continues to keep the front that VSC just wants to compete in the cutthroat business of producing Operating Software, but he has moved into producing Cybernetic enhancements and offers them to the highest bidder including a certain dictator of the Congo Protectorate. He is also busy trying to perfect an advanced AI for use with military applications, a totally artificial soldier with the power of a platoon and the loyalty that only a machine can possess. Vincent has created limited AI creations but has yet to make something that he is fully proud of, and would consider mass-producing.

 

Vincent though is not alone, his top cadre of scientists is similarly devoid of morals, and seek scientific advancement for the simple sake of science. But outside of the scientists, there is a ruthless shadow organization within VSC that furthers Vincent’s less then legal ends. Head by Linda Walsh, CEO of Company Security, she is a baseline, but a very ruthless, crafty baseline. She is wholly devoted to her work; she keeps her hands clean of any wrongdoing. She works through intermediaries and sometimes assassins. She employs several elites on a freelance basis, and well-trained baselines. She also deploys cybernetic enhanced enforcers to great effect, since they can easily pass for baselines, usually in retaliation to someone who crosses Vincent or VSC in general.

 

Linda is loyal to Vincent and works out of the company headquarters in San Francisco, and reports directly to Vincent. Linda is a cold-calculating woman though and not to be trifled with, though her record is quite clean, and she keeps VSC out of hot water by eliminating any threats to VSC both externally and internally. No one talks badly about VSC without her knowledge, no one. She is very good at making people disappear, or changing minds, depending on the need.

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  • 2 years later...

Re: Homebrew Organizations

 

This is a good thread and deserves a bump. :)

 

 

ARISE FROM THE BACK PAGES! ARISE! ARISE!!!!!!!!

 

Let's see, orgs of mine...

 

THRESHOLD - front organization set up by master villain in South America to destabilize the US. Persistent, but didn't always think things through. Most obvious example: one of PC's had a fire vulnerability, so they started bringing flamethrowers along. Unfortunately, the knockout gas that they also used was flammable...they'd toss gas grenades, open up with the flamethrowers, and....BOOM. Some of the fights were very short, and even more unfortunately the agents who saw what happened didn't make it back to report, so it took a while for tactics to change...:no:

 

ASGARD - super-scientist (Odin) working to take over. Basic agents (Berzerkers), power-armor agents (Thor and Valkyrie suits), giant robots (JOTUN), a few supers. Main difference was wide use of teleportation ("the Bifrost Effect"). Allowed them to have bases in widely scattered locations but combine for major operations, and frequently escape.

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Re: Homebrew Organizations

 

Here's my Homebrew supers organisations... None Whatsoever.

 

I hate them. They're all a bit too cheesy 60s Bond / Man from UNCLE. They seem pointless, anachronistic and to a great extent not in genre. Sure, supervillain groups exist but they are usually just the minions of a charismatic arch villain and not a group as such (i.e. Followers, not independent villains). And sure, there are a few groups on the side of the good guys (e.g. SHIELD), it makes more sense for a government to have a small team of supers supplementing existing military, intelligence and justice bodies than new, dedicated cheesy red-white-and-blue super orgs.

 

Rant off.

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Re: Homebrew Organizations

 

A Fiendish act of Thread Necromancy! Down, foul demons!

 

 

Okay...

 

The Infinitum. These are a group of demons (6, appropriately enough) whose power magnifies in proximity to one another. The reach their apex when all 6 enter the same dimension. Yet, they must obey the rules of summoning. This means they have to be drawn into this dimension. There are ceremonies, cultists, and because they must be "born" into this dimension, there's a cabal of women who have been their breeding ground...

 

The Materna. Centuries ago, the Infinitum began to collect strong women. This was because it would take the strongest women to birth their kind into this world. The game's major Time-Traveling "villain", Eldritch, encountered them in the dark ages, and gave them the secret of teleportation. By this means, they escaped as a group, and have fled the bloodhounds of the Infinitum for centuries. They still exist today, hidden in society, often underground, taking on new women when their numbers thin, whenever they spot someone they realize is a target for the Infinitum.

 

The Black Court. Hundreds of years ago, a pope was excommunicated, his place in history hidden by the Catholic Church. His minions still lurk the world, believing a pope cannot be removed from office, and that he is the one true word of god. They scheme for the day he returns from the grave, and meanwhile commit much intrigue and manipulation of governments.

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Re: Homebrew Organizations

 

The Verdict- an extreme vigilante group

  • Judge - A bad cop exposed: He was a Judge Dredd type character.
  • Jury - A skilled normal with 11 Duplicates.
  • Executioner - Grim Reaper appearance. Desolid was always on & his focus had 'affects real world.'

 

Other groups I created I can't recall the names (mostly hero groups), though I usually gathered already existing villains to create a new group.

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