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Many of you are wondering, why am I writing this? It is for those of us out there who are cut from a different moral cloth than is the normal of the Omniverse. We are the ones who prefer to reign, and not the heroic types that infest the Omniverse. To better help perspective villains I have written this guide in villainy to list some helpful do's and don'ts as it were for the people to read. However that is what I shall post up here for next week. For now, here is the introduction.
The Villain's Hand Book - Essential Guide to Criminal Activity in the Omniverse
By the Quarterback of Chaos, Wild Card
Published by the Quarterback of Chaos
Written by the Quarterback of Chaos. All rights reserved.
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Chapter 1: Guide to Basic Criminal Conduct
In this chapter we will discuss the below.
- Criminal Conduct
- How to make successful evil schemes
So you want to be a villain. Very well, we'll begin with the details you need to learn how to be a villain. First and foremost, the role of the villain is that to push heroes to excel, and challenge you. As a villain, you must also have a scheme of your own that you work to, a dark dream that you work to carry out. As a criminal it is recommended that you not go after the family of the heroic types. Inspiring Vengeance in the heroic types is not a wise decision, and will lead into future difficulties for you later on.
Now, as I promised I will tell you about evil schemes. Evil schemes should not be overly complicated, and require multiple variables. They should be kept simple such as pushing a button, rather than say using arcane rituals to destroy your opponents. In addition your schemes should not have you battle heroes who have "super strength" or similar powers at their disposal. You must also not plot schemes that make you ally with villains who possess more power than you otherwise would have.
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Chapter 2: Costumes Make the Villain
Now, many of you are wondering about this chapter. Why does a villain need a costume? A costume serves two purposes for any self respecting villain out there. It first and foremost establishes an identity that is more terrifying than your normal one. People wouldn't quake in fear at say the name "Martin Richards" but would at say "Lord Dominator" or "Wild Card." As a result of this having a costume helps you to be a better villain because it can cause you to appear to be more menacing to your adversaries. Costumes also make you look better than you otherwise would. For a villain the costume options are endless, so long as you find one that has a theme to it. In any case, the costume of a villain should be one that reflects their inner nature. Some prefer costumes of a more fabric feel, but I personally believe you couldn't go wrong with armor.
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Chapter 3: Names
Names are a crucial part of the identity of every villain, and likewise every hero. Heroes and villains don't go around as "Mr.Smith" or "Alex Johnson" or identities that could put their families, or any friends they have at any kind of level of risk. As a result of this, having a codename is mandatory for any serious villains because it helps to strike fear into the hearts of your enemies. Ones like "Lord Dominator" or "Wild Card" or "Black Wing" are just some examples that I have provided for this chapter.
AN: If you use Wild Card, I will hunt you down as that is mine. Now back to the chapter.
Codenames help to identify the villain, but they also help to provide a degree of anonymity. In the next chapter we will discuss the value of a criminal reputation, and include a quiz perhaps.
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04-09-2017, 03:20 PM
(This post was last modified: 04-09-2017, 03:54 PM by Jack Darby.)
Chapter 4: Reputation
A reputation is a useful thing to have for a villain. For it both provides you protection, but also significance to your enemies. Like for example if you were up against a popular Superhero you would need a reputation of being a master criminal to be a "serious' threat to such an individual. Reputation provides you benefits in that your opponents might quiver in fear at your mere arrival, if your reputation is bad enough. Of course a reputation is not without it's downsides, as well. One of these is that should any of the heroes be cold-blooded enough to murder you you will likely end up dead, or banished. The first isn't a problem because you will revive of course, but the second could be harder to deal with. It is wise therefore to keep your reputation high enough to make some nervous about you, but low enough so that no one will consider banishing you. I have decided to forego the quiz, and will post the next chapter when I have time. The next chapter will feature an article on the various types of heroes that you might be likely to encounter, for any aspiring villain.
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04-09-2017, 03:37 PM
(This post was last modified: 04-09-2017, 03:55 PM by Jack Darby.)
Chapter 5: Heroes, a Definitive Guide to the Types out there Part 1:
Alright. So in the last chapter I promised you I would discuss the various heroes that you are likely to encounter within the Omniverse. Well not the heroes, so much as the types of hero. This is part one of the chapter, I shall upload parts two and three in a bit. I hope you find the information of this chapter informative. And remember, to you villains out there? Live Evilly, and may the heroes that fight against you not know the word, or definition of "peace" because of how cruel you are to them.
1. The Bruiser: Bruisers are heroes who are reliant on their fists, and little else. They are willing to punch, kick and bite. They are typically the ones most likely to have anger issues. When confronting one of these heroes, it is advised to not engage in melee combat against them. Furthermore they are known to be brash, and hot headed rushing towards you with the intent to clobber you without any real plan. Shooting such heroes is a tactic that more often than not will work, unless their power level is higher than yours. Traps are another method that could work to take down a bruiser. One of my favorites if I ever encountered a bruiser is likely to be putting an explosive in their path, so that when they run towards me they die in an explosion.
2. The Swordsman: The Swordsman is a classification of hero who prefers the use of blades against you in combat. These are masterfully skilled when it comes to blades, and can perform powerful attacks with the blades that they possess. They like the Bruiser focus solely on melee combat. A good way to avoid getting stabbed or sliced and diced is to snipe them from a distance, and attack from a fair distance so they can't get close enough to use their swords. One of the best ways to deal with a swordsman if you cannot avoid melee combat is to fight with a weapon that is made to counter the particular blade type that they are accustom to wielding against you when it comes to combat.
3. The Gunman: The Gunman is a type of hero that I personally agree with in terms of weaponry, although I don't agree with their heroism. They are known to use blasters or guns against you when it comes down to combat. Their tactic is one that is used against the Bruiser or Swordsman, shooting at you. To take one of these down, getting in close is the priority. For unless they have a sword or hidden blade their chances of winning against you go down, because they will be unable to wield weapons against you at a close range, unless they say had a hand gun.
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Chapter 5 Part Two: Heroes Continued
This part of the chapter goes into some of the details on the Fighting styles you are likely to encounter. They are detailed below and have been put in italics, so you can easily see them apart from this pretext.
Aggressive Melee: Aggressive Melee fighters typically fight like berserkers, or use heavy swords against their opponents. They will attack relentlessly, and with a fury that you cannot easily handle on your own. Their style is one that involves hammering their opponent with savage attacks to ensure the defenses of their enemy breaks, and then finish them off. A good counter fighting style would be to set traps beforehand, especially ones with explosives for your opponent. Shooting them would also work, or stabbing them from behind. Above all else, when fighting one remember not to get sword to sword with them, because chances are they are stronger than you.
Defensive Melee: Defensive Melee are ones who usually limit themselves to a single sword, but fight defensively. They will protect themselves, and try to parry your attacks. A good counter-measure is the aforementioned traps, but you can get into close combat with these if you have the power to surpass them in terms of physical strength.
More will be discussed in part 3.
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Author's Note: In order to not put heroes at too much of a disadvantage to the point where it would be boring, I'm skipping straight to the next bit of information that I had planned, rather than list the Archetypes or detail them any further.
Traps and You: A Guide to how not to fall prey to some of the tactics heroes use to defeat you easily.
- Under no circumstance is the hero allowed a last request of any variety: When a hero makes a last request after you have captured him, it is likely because he has something planned. Like for example if he were a pyromancer and requested a cigarette, or something. Or say he was a Hydromancer, and requested a bottle of water. Giving a hero coffee is a bad idea, as it could be used as a weapon by being splashed into your face which will burn. While I have never personally experienced this, the idea is mentally painful. You should also not allow the hero to retrieve anything that could potentially be used as a weapon of any sort against you.
- Pets: Should the hero have a pet, you should go out of your way to capture it. Why? A pet can do a lot of damage if the hero has trained it right. It can chew through wires that control the cell the hero is in, it can pilfer the keys from wherever you have hidden them, it can spy on your enemies, it can torture you by crawling up your clothes and biting you in certain areas. Bottom line, if the hero does have a pet when you capture him you should execute the pet immediately. There is no telling what it could do if you don't do so and prevent it from bothering you.
- Guards: When a hero is being guarded, make sure to guard him with a mix of both genders so that if the hero manages to charm one he cannot charm the other into aiding him in an escape attempt.
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Traps and You Continued:
- Under No Circumstance Leave the Room: In order to prevent the hero from pulling off a daring escape at the last possible second and you being completely clueless as to how a hero managed to pull something like that off you should ideally stay in the room, or at least view the death trap from a safe distance outside the room. This will allow you to further modify the trap you used if the hero manages to pull himself out of the trap that you used the first time in an attempt to eliminate him. Trust me. Traps are better when you set them up so you can view them from outside.
- Security Systems: When using a security system in a prison make sure that blasting the panel inside the cell releases the door and blasting the panel outside the cell seals the door to the exit. This way the hero can't escape unless they know about that, which they will likely not.
- Never Make Self Aware AI in charge of Prisoners: If you have prisoners and they have been trapped this one is self-explanatory. It's due to an experience I had in life.
- Never Leave the Key in the Trap: Simply put, don't leave the key in the trap. This would make it far too easy for the hero to escape.
- Don't add an Off Switch: Don't add an off switch to the trap directly, instead carry the off switch on your person in case you should fall into the trap because of the hero or a hero. This way you could survive the trap.
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