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The Innovation Club

(The Innovation Club is an NPC faction, and with the exception of certain named individuals may be used by any roleplayer in their scenes.)   A secret (but also not so secret) club for the most gifted and, most importantly, most rich young minds of Port Atlantica. The Innovation Club is an aconglomeration of many of the city's most influential young men and women, with some of them excelling in areas of knowledge and mechanical sciences and others just having the money to pay for such advances. Shallow, vapid and with no peer pressure nor parental control or figures, The Innovation Club thinks the city is their playground and test lab, and they are happy to use its citizens and heroes as both test subjects, beta testers and clientele for their latest schemes.   Though ridiculous on a personal level, and rather careless in the way they plan their acts of villainy - with many outright promoting them in social media. - The Innovation Club can nonetheless be dangerous, with their usual antics involve things such as paying supervillains or mercenaries to test new hardware on local superheroes, selling dangerous and immoral products to the unsuspecting people of the District and city, and sometimes just causing problems with their personal power-armors for the fun of it and to brag on their podcasts. They, however, seem to almost always escape punishment through a combination of dumb luck and too much money to burn.  
Leader(s):
  • The Elite Membership (Upper ranks of the club)
  •  
    Elite Minions: (Street Level To Super Medium Weight)
  • Higher-level mercenaries armed with advanced, experimental weaponry or gadgets. >Occasionally, low or mid-ranked Supervillain on their payroll.
  • Members of the club using their own personal technology, such as mass-produced power-armors.
  •  
    Common Goons: (Street Level)
  • Bodyguards, personal security forces.
  • BUTLER Bots (BBs): Robots made to function and somewhat look like suited butlers that are nonetheless occasionally armed with weapons or combat directives. Main enforcers.
  • Type
    Illicit, Gang

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