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Things go well enough for a while, then another mastermind comes a'courting....

 

 

Scientific Headquarters Realizing International Power (SHRIMP)

One of the truly great international criminal conspiracies, SHRIMP is a myth, a legend—well, a joke. Firmly ensconced at the bottom rung of scientific conspiracies, it first appeared in the Prohibition era, and has reformed at least once in every era since then.
    SHRIMP always starts small—personal power for its head members, minor crimes to keep the funds flowing in, tech that is just about cutting edge but below real variant technology. Things go well enough for a while, then another mastermind needing nameless goons to act as muscle and scientists in white lab coats to look impressive in his secret headquarters comes a' courting. He makes promises about the grand plan he has, about the domination of the state, the country, the world, about how those who follow him now will be at his right hand in the new order.
    Every time they fall for it. EVERY STINKING TIME. Of course, sooner or later the whole plan goes awry, and the members of SHRIMP are thrown between the mastermind and the avenging heroes, trapped in the secret lab when the scuttling charges go off, sent up the river as accessories while the mastermind escapes into the night. The survivors pick themselves up, dust themselves off and start over, sure that they can get it right on their own this time. Makes you think they're cursed, really.
    The actual members of SHRIMP deserve no individual mention or accolades here; they are a group of above-average thugs and scientists with delusions of grandeur. They are mooks with fancy guns, silly uniforms and blinking clipboard-communicators who fall before the heroes as they invade the base. They're all the same. Instead we'll focus on their enforcement arm, as well as the people who have used and abused them over the years.

Stryke
This is the variant enforcement arm of SHRIMP, a rotating group of Alpha and Beta level variants and costumed adventurers who are the agency's "power base" in variant conflicts. Their membership changes with each incarnation, as most of the members know better than to rejoin after the first go-around. The current Stryke membership is Core, Frigia, Menagerie and Airborne, but there is an impressive array of alumni.

The Mecha-Mole
One of the great technological breakthroughs of SHRIMP, this is a large underground transport system capable of impressive speeds (75 mph). The main Mecha-mole is the size of tractor-trailer truck, while the smallest one is the size of a VW van. This is actually pretty impressive, except SHRIMP thugs tend to take it on joyrides to steal Doritos from local convenience stores. There are rumors of an aquatic version.

Nicky "Steel Man" Stenelli
A powerful gangster of the Prohibition era, he was the first to recruit SHRIMP, looking for a means to analyze the technology used by Stingray and Captain Tomorrow. He ended up being their greatest invention, when they replaced parts of his charred skin with durable flexi-metal, following his disfigurement in battle with Stingray. Eventually a team-up of Stingray and Tomorrow destroyed SHRIMP HQ, but Stenelli escaped.

Mobius
The second mastermind in charge of SHRIMP, the aging Mobius used them as a power base in the end of the Prohibition and the Depression era in his battles with Captain Tomorrow and other variant defenders. SHRIMP was captured when Mobius disappeared before the last battle with an amalgamation of heroes, since his backwards time travel meant he hadn't arrived to defend them yet. Mobius briefly led them again during the Cold War era.

The Cold War and National Hero Eras
These were a real red letter period for SHRIMP: they were used by nearly two dozen different variant masterminds, including a sentient cat who wanted to conquer New Jersey. They had more partners than a collegiate nymphomaniac. No one is sure what they did during the Quiet Years, but they certainly didn't take over the world.

Hamptington and Veljohnson
Mad scientists extrordinaire, they controlled SHRIMP in the early and mid '80s. They used the scientists to do the grunt work on their more innovative technology; they pioneered the mecha-mole and other giant robots. Still, when they led SHRIMP into a battle with the variant criminal Baron Mind, they committed suicide rather than face the purges that would follow Baron Mind's usurpation of power.

The Firstborn
After Hamptingon and VelJohnson's deaths, Baron Mind took control of SHRIMP, purging the ranks of the incompetent and disloyal and swearing to turn the organization into a force to be reckoned with. Yeah yeah, been there, done that. He actually used them as pawns in the more complicated schemes he and his fellow Firstborn have concerning conquering the world through time travel, and has no intention of taking SHRIMP along for the ride.

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Copyright © 1998 Brian Rogers