#legion outfits are so objectively stupid
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the hand that feeds
#fallout#fallout oc#fallout new vegas#fnv oc#oops! The Gang Hits The First Villain of the Story With the Blorbofication Beam#legion outfits are so objectively stupid#i had to give him pants i couldnt do it i couldnt give someone who scouts the desert no pants#this is why they lost everyone has infections and snakebites#god i cant wait for the rp timelines to converge so their shit gets rocked#ANYWAY REPOSTING WITH FIXED ARM AAAUGH
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betrayal! at the family dinner
in which Sirion is Miette
word count: 4204
Of all the things they’ve faced, the last Sirion expects to be a challenge is introducing Callebero to his parents. He probably should have known better. “You can’t be serious,” he signs. “He’s caused you enough strife over the years,” Malán insists. “He owes you this.” “He—what—strife?!” Sirion manages, repeating ‘strife’ in baffled emphasis.
Mamán frowns and looks to Malán. They’re all seated at the table, lunch forgotten between them. Only Malán is still eating; no doubt she doesn’t want to risk missing any clients at the shop. Mamán’s arms are crossed over her chest, fingers still stained purple from her latest batch of dye. “I’m with your malán,” she says as she turns back to Sirion. “If he thinks he’s good enough for you, he better not be too proud to visit us at home.” Sirion gawks at both of them, hands flat on the table. It’s rare enough for him to be speechless, but this time, he’s at a loss. “He’s the imperator princep!” he finally objects. This seems to do nothing to persuade them in any direction. Both turn matching flat stares his way, the same he always hated when he tried to get out of something as a kid. Now, he doesn’t feel the disappointment of his childhood but instead a baffled hopelessness. He can’t believe they’re serious. It’s a short ride back to the palace, and he spends it trying to come up with some way around this. He could just tell Callebero that both his parents died in a tragic accident. A wild horse escaped its owner and trampled them both in the street. It’s surely happened before. Probably. Any lie would be preferable to the embarrassment of telling Callebero that his parents refuse to come to the palace to meet him. He walks into the legion’s quarters and nearly immediately into Callebero himself. He barely restrains a groan. Callebero’s just swinging over the top rail of the training corral, and he grins as Jemma says something to him. As Sirion approaches, that grin turns to him and softens into a painfully affectionate smile. The dread Sirion had felt melts away in the face of it, and he smiles back reflexively. Callebero says something to Jemma before walking over to meet Sirion halfway. Strands of hair have escaped from his ponytail and cling to his forehead, and he swipes the sweat away with the back of his hand. It leaves the hairs smeared over his skin. “Hey,” he greets, a little breathless, “how are your parents?” The lies flit through his mind in a roll: trampled by a horse, mysteriously out of town for a prolonged period, moving to Soldato on short notice—and he wipes all of them away. There’s no use trying. “Good,” he answers with a smile. “Should you be out here?” Callebero shrugs, the same nonchalance he’s always worn when trying to get out of trouble. Sirion suppresses a reflexive smile even as he tries to keep a serious face. Callebero shouldn’t push himself—not so soon after nearly losing his remaining hand and life with it—but he knows he won’t really scold him. “Just testing my hand out,” Callebero says, flexing his left hand. The scars over his fingers are still bright and new, a fresh pink that’s stark against his skin. Sirion frowns a little at them, but he relents at Callebero’s cheerful grin. It’s hard to be the person to bring that smile down; it’s been too rare recently, outnumbered by the nightmares that wake him, shaking, in the middle of the night. “You have a minute?” Sirion asks. Callebero frowns but nods. “Of course,” he signs. “What’s wrong?” “Nothing,” Sirion answers, rolling his eyes. Callebero smiles, abashed. He always goes straight to concern, a reaction Sirion never would have guessed when they first met. “I’m just headed to the baths,” Callebero explains, “but I can wait.” “No,” Sirion says, shaking his head, “it’s not that important.” Callebero hums and nods in acknowledgment. He eyes Sirion for a moment as they cross back through the garden. A little burl of irrational frustration bubbles up in Sirion’s chest at the way Callebero has to lean a little to catch Sirion’s eye despite being three years younger. It’s familiar after this many years. “Your parents?” Callebero asks. Sirion sighs, giving up. “They’d like to invite you to dinner at our home,” he explains. Callebero snorts. “I’m guessing they phrased it a little differently,” he remarks. Sirion winces. He’s never been a good liar, but he’d thought he could manage this one. He raises his hands to apologize but Callebero shakes his head, smiling a little. “It’s sweet,” he says. “They’re protective of you.” “Too protective,” Sirion retorts. “You’re their baby,” Callebero points out. That earns him a flat stare. Sirion doesn’t need anyone else on his mamán’s side of that debate. He’s twenty-three, not two. Callebero just grins. “I’d be honored to join your family at their convenience,” he says, all diplomacy except for that stupid, cheeky grin. It comes together quickly after that; there aren’t many times when Callebero’s free enough to take dinner out on the edges of the capital, and so there aren’t many choices for Sirion’s parents to pick from. When the day comes, Sirion finds himself in the midst of an unexpected crisis. He’s been nervous all day, a low-level anxiety thrumming under his skin. He knows there isn’t any real reason to be worried, but it’s hard to stop. The people who matter most to him in the world are going to meet tonight—and what if it goes wrong? What if they don’t like each other? It nags at him all day. Even the ones that he knows are irrational still needle at him—whispers like, what if Callebero realizes that he doesn’t really want to be with someone from such common stock? It’s unfair to think it, but the anxiety writhes under his skin. “Is this too much?” Callebero asks. “I don’t want to be overdressed but I also don’t want to be disrespectful…” He says it to the interior of the chest, and Sirion leans back on their shared bed and watches. He’s used to Callebero’s anxiety over different things, but this is the first time he’s seen it over something like clothing. From where he’s sitting, Sirion can see the way his muscles are tensed under his scars, shoulders tight. Sirion frowns, canting his head. “Armor’s not appropriate,” Callebero mutters. He huffs and turns to Sirion. “It’s your family. What’s best?” Sirion shrugs. “I don’t know,” he says. “Something normal.” Callebero stares at him, shoulders dropping and expression edging towards abject despair. He turns back to the chest. It’s that moment that makes Sirion’s nerves disappear. He stands and walks over to wrap his arms around Callebero’s waist, loose enough that Callebero could move out of them. His hair’s still damp from the baths and his skin warm. He sinks back into Sirion’s hold, and Sirion presses a kiss to his neck. It sends a little thrill of delight up his spine, that he can do this now. It’s still so new. “They’ll love you,” he signs. “No matter what you wear. Though you’ll freeze if you wear only this towel.” Callebero snorts and Sirion grins. It’s true, he’s finally realized. No matter the tough front his parents put up, they’re doing it because they love him. By his guess, it’ll take all of two minutes for them to realize Callebero loves him just as much, and after that, they’ll be home free. Sirion nuzzles the back of his neck, loath to let go of Callebero now that his arms are around him. Callebero puts up with it for a few moments before turning over his shoulder to press a quick kiss to Sirion’s lips and gently disengage him. “I should get dressed then,” Callebero says by way of excuse. It doesn’t bother Sirion and he goes back to sitting on the bed contentedly. Callebero has never been the neediest when it comes to physical contact, and recently, he’s struggled between wanting it and being unable to stand it. Sirion is only bothered by it when Callebero himself is; he is happy to simply be together. Fortunately, it seems to have settled Callebero, and he selects an outfit shortly. It’s sleek and simple: black and silver with gold accents at the throat and wrists. Sirion watches with a little smile as Callebero gently tugs the amulet out from his collar, resettling it over his chest. It’s a small thing, and it shouldn’t mean much—but it gives him a little bloom of satisfaction to see. “Alright,” Callebero says, turning to him. “Ready?” “Of course,” Sirion signs, straightening up. He grins and Callebero gives him a shakier smile. They take a carriage most the way, Callebero’s one concession to Hayalen’s security concerns. It only seems to make him more nervous, though; he rubs his left thumb back and forth over the nearest scar on his hand till it’d shine if it were a ring. There’s nothing Sirion can say to assuage Callebero’s anxiety and taking his hand would likely only make him more fidgety, so he lets him be. The carriage pulls to a stop at the end of the street, too wide to squeeze between the buildings here. Once the doors are shut behind them, Sirion reaches out to interlace his fingers with Callebero’s. There’s an immediate shift as Callebero exhales and his shoulders loosen. Sirion gives his hand a little pulse and then starts them down the lane. It’s a quiet street. Most houses are lit only by a candle or two, and many are already fully dark. It’s a working street, one that rises early and sleeps early. Even Sirion’s parents are often abed by this hour. It’s only due to the gravitas of this dinner that they’re still up. Once at the door, Sirion gives Callebero’s hand one more squeeze before releasing it to rap at the door. It swings open a little too quickly, as if his mamán has been waiting on the other side. Only—it’s not Mamán. “Nía?” Sirion demands. His sister smiles, polite but a little stiff. “Good evening and welcome, Your Eminence. Sirion,” she greets with a slight bow. “Callebero is fine,” Callebero says. “It’s a pleasure to meet you—?” “Oh!” Nía startles a little, as if surprised that she forgot to introduce herself. “Abanía, Sirion’s elder sister.” Callebero’s smile is pure diplomacy as Nía leads them inside and begins the introductions. Sirion only barely stifles a groan once inside the common room; this was supposed to be a relaxed dinner with his parents and Callebero, and instead, his entire rabble of siblings is here. Nía looks back at him once, and he flips his hands over, palms spread. It’s faster than signing ‘What in the seven saints is everyone doing here?’ and carries the same message effectively. She jerks her head in a gesture at Callebero, eyebrows up. Sirion scowls. “Mamán?” She shrugs, but she’s grinning. Sirion scowls harder and flips a rude gesture towards her. She signs back, “Love you,” and bites back a laugh at Sirion’s expression. He’s tempted, then and there, to tug Callebero back out the door and to the palace. He’d accepted their parents’ absurd demand, but that hadn’t included dropping Callebero into the mess of their entire family. Preemptive mortification is already heating his cheeks. One of them is going to say something idiotic—something from which there will be no recovery. Worse, they’ll start a political debate and wind up trying to shame Callebero himself. They could have dinner some other time. Saints, Callebero is the imperator princep—Sirion could have him order his parents to the palace and they would have no choice to obey. Certainly that would be better than whatever absurdity is about to take place. But when he looks to Callebero, to pull him out of danger, Sirion finds him oddly content. He wears a small smile that’s more genuine than when he meets with courtiers, and there’s a hint of amusement in his eyes. Saints curse me, he thinks. They’re staying. They settle in at the table, on the same flat pillows they’ve used since he was a child. Callebero folds neatly into place at Sirion’s side, pulling his bad knee close with his hand to keep it from sticking out. Sirion’s lips twitch downwards a little. If he sits like that for all of dinner, his knee’s going to half-dead by the time they return to the palace. His siblings haven’t brought any of their children, for which Sirion isn’t sure he’s grateful. They’d offer a distraction, at least, and his siblings are all better behaved when their own children are watching. Now, they have free reign to be absolute heathens. “Welcome to our home, Your Eminence,” Mamán greets. “We are honored to have you.” “The honor is mine,” Callebero answers. “To be among Sirion’s family is a privilege, and moreso to be welcomed into your home.” It’s a good answer. Malán sits up a little, eyeing Callebero with something approaching approval, and Mamán actually gives a real, if miniscule, smile. Sirion turns to his curry and tries to will this dinner to hurry up. The sooner they leave, the fewer opportunities Elarion has to bring up the government’s treatment of farmers beyond the capital region and the fewer chances Lione has to bring up embarrassing stories of their childhood. And yet—somehow, impossibly, it doesn’t happen. His siblings are mostly quiet except for polite conversation. Nía is attentive and polite, and Elarion watches Callebero with wide eyes, as if they can’t quite believe the imperator princep sits among them. Saojin and Avaril set the table as quickly and silently as servants at a grand banquet. They are all disturbingly polite. Their good behavior should be a relief, and yet Sirion feels somehow betrayed. They’re miscreants, the lot of them. He can hardly visit for an hour before Lione is chiding him about the mismanagement of the state grain stores, and Avaril was ready to march up to the palace and slice Valyn’s throat herself when Sirion forfeited his captaincy. Watching them now, it’s as if his entire family has been replaced with perfectly poised and polite actors. He is deeply and nonsensically disgruntled. Partway through, Callebero slants his gaze toward him, that quiet check-in they’ve perfected on the battlefield and in the court, and Sirion leans in just enough that their arms press briefly together in reassurance. Appeased, a small smile curls Callebero’s lips, and he turns his attention fully to the rest of Sirion’s horrible, terrible, no-good family. Looking up, Sirion catches mamán’s gaze resting on them with such gentle warmth that his entire face heats up. He ducks his head, not sure how to respond to that knowing smile. By the end of the night, most of his tension has worn itself out. A thin string of bewilderment still runs between his ribs, but no one has said anything terribly outlandish or challenged Callebero to a duel over his honor, so. All in all, it’s better than he expected. “Sirion,” Malán says, standing, “join me?” He glances at Callebero, but the answering look is content and relaxed enough that he can’t think of an excuse to stay. Unfolding himself from the low table, Sirion follows Malán to the courtyard where the cool storage is tightly closed against the lingering warmth of the day. From one of the shelves against the back of the house, she pulls a basket and drops it into his hands. Lost, Sirion looks down at the basket and then back to where Malán has turned to the cold storage. “Malán?” he signs, drawing one hand free. “He is a polite young man,” she says, setting a swaddled bundle down in the bottom of the basket. Sirion hurries to readjust, pressing it to his chest with his left hand so his right remains free, “and he is clearly besotted with you.” Heat flushes Sirion’s face, leaves him stammering uselessly. His hand twitches around signs he doesn’t quite make, too startled and embarrassed to form words. “He has some work to do to make up for his past failings,” she continues, “but it doesn’t seem he’ll shy from the task.” The basket is now heavy with dense loaves wrapped in wax cloth and at least two whole dried fish. Malán pauses, frowning down at the berry bushes crowded along the low wall. Resisting the urge to groan, Sirion reaches out to tap her shoulder. “Malán,” he signs, “we live in the palace. There’s no shortage of food.” She harrumphs and closes the wooden door of the storage cell, slotting the wooden lock in place. “You miss your mamán’s cooking,” she replies, “and he is far too skinny. If our son runs the imperator princep ragged, what will the neighborhood say? You know Failleron is always looking for a reason to talk.” Briefly giving in, Sirion presses a knuckle into the center of his forehead. He doesn’t bother pointing out that Callebero has always been gangly and lean. He did come back from Capall thinner, after all, and there’s no stopping Malán when she’s decided to fuss. “It could be seen as an offense,” he tries, “implying the Soko house is too poor to afford a proper staff.” Malán arches her eyebrows and reaches out to tweak his ear in a way that makes him flinch and grimace, regretting the little jade studs he’s wearing. “My son lecturing me on propriety,” she scolds, and he dips his gaze apologetically. “I am looking after my son’s partner and welcoming him in our family.” He sighs and lets it go, recognizing defeat. There’s a strange warmth in his chest as they turn back to the house, an unfurling sense of pleasure and relief that he refuses to look at too closely because he’s still a little peeved about the deception. Still, when Malán pauses just shy of the door to smooth his hair back from his forehead where a few tendrils have slid free, he exhales and leans in to the touch. “—and the seeds are still held by the garrison supplier.” Sirion freezes, eyes flying open. Stepping through the door, he finds Elarion leaning forward against the table and Callebero canting his head to the side just-so. From a stranger’s perspective, his expression would seem disinterested, aloof: his brow is furrowed and lips thinned, gaze dropping briefly toward the table. After this many years, though, Sirion recognizes the expression as one of serious thought and attention. He nearly groans. They’d been so close to getting out of this. “The garrison should only be involved in distributing seeds and surplus in times of need,” Callebero says. “Any other restriction is an abuse of their authority.” Elarion tilts his head toward one shoulder, gaze slipping away from Callebero. He notices Sirion in the doorway and has the good grace to at least look a little sheepish. “Thank you for telling me,” Callebero says. “I’ll see that it is included in the ongoing review.” From here, Sirion can see the way Elarion’s eyes widen as his gaze snaps back to Callebero. A sense of smugness unfolds in his chest, as if he is somehow responsible for Callebero’s own personality. Walking fully into the room, he stops beside Callebero and rests his hand on his shoulder. Callebero looks up, gaze snagging briefly on the laden basket, and raises his eyebrows in question. Humming faintly, Callebero draws himself up to his feet with only a slight hitch. The rest of them hurry to stand as well. “Thank you for your hospitality,” Callebero says. “The privilege was ours, Your Emi—Callebero,” mamán says, correcting herself as she bows. “Please, there’s no need for that,” Callebero says, looking vaguely embarrassed. Mamán steals a glance at Sirion first, as if to check, but she straightens and walks them to the door. Behind them, Sirion can see Elarion slump back on his elbows with a bewildered look while Nía shares a look with Avaril and hides a grin poorly. Lione has leaned over to say something to Saojin that makes them grimace and shoot him a look of betrayal. “May the saints watch over you,” Mamán says at the door. She’s perfectly poised, dressed in her very best robes with her hair pinned back neatly with the teak pin Malán gave her years ago. Compared to Callebero’s robes or even Sirion’s, the fabric is simple and the layers few, but her bearing makes it seem insignificant. Mentally, Sirion makes a note to badger Nía into helping him sneak a new set of robes for both their parents before the next holiday; both Mamán and Malán would be mortified if he gifted them outright without an excuse, but it’s not as if he has much use for his wages. They’re quiet as they walk back down the darkened street toward the waiting carriage, each digesting the evening. There’s a slight hitch to Callebero’s gait, a stiffness from keeping his knee bent so sharply for too long. When he’s certain Mamán must have gone inside the house, Sirion squeezes Callebero’s hand and lifts his to sign. “I’m sorry,” he says, “I really didn’t realize they all would be there.” A breath huffs out of Callebero, and he shakes his head with a little grin. “It was nice,” he insists. Sirion narrows his eyes, but he can’t glimpse a hint of insincerity in Callebero’s voice or face. Something wobbles in his chest like a stone perched precariously atop a cairn. “You truly didn’t mind?” he asks after a moment, a little hesitant. Pausing, Callebero turns to him fully and cants his head. In the low light of the street, he is formed mostly in sketches of light: the moon whisking silver down his cheek and catching in his eye, the glow of a lamp in a neighbor’s window golden on the nape of his neck. A small smile curls the corners of his lips, but his eyes are soft as he reaches over to take Sirion’s hand. “It was nice,” he repeats, giving Sirion’s hand a squeeze. “They care about you so much and…” He hesitates, eyelashes flicking toward his cheeks as he looks down and away. That stone settles in Sirion’s chest, and he doesn’t press for more. He knows Callebero’s family is spread thin and far, that the person who should have been closest to him is the one responsible for the pale pink scars across his hand and the darker ones across his cheek and back and severed arm. Letting out a grudging huff, Sirion squeezes Callebero’s hands and draws them back along the road.
“They liked you,” he signs after a moment.
“Mm?” Callebero hums, looking to him with a small smile. Snorting, Sirion hefts the ridiculous basket on his arm. “It’s a sign of love,” he explains dryly, “pressing food on you.”
The smile curves into a grin as Callebero laughs at that. He doesn’t worry at his hand anymore and his shoulders have eased, growing relaxed with fatigue and contentment. It settles Sirion, washes away the last of his stress and worry as they near the carriage. “I’m afraid I’m too poor a cook to reciprocate,” Callebero remarks. Sirion snorts and shakes his head. Around the carriage, a few of the younger neighbors have gathered to ogle the fine horses and talk to the driver. He recognizes a few of them—children of his parents’ neighbors, enough younger than him that he never really got to know them—but they all grow wide-eyed at the sight of Callebero and him walking shoulder-to-shoulder. “If you let Elarion and Lione complain about the government, you’ll have more than made up for it,” Sirion signs as they climb in.
“Ah Elarion had some sincere points,” Callebero replies, stretching his legs out and reaching down to dig his thumb into the side of his knee. “They’re more than welcome to join Jisel and I. Perhaps they’d bring some fresh perspectives.” For a moment, Sirion imagines his idiot brothers crowded into Callebero’s study late at night. They’d both be too scared to say a word, gawking at the fine room and horrified by the way Jisel and Callebero needle and tease each other. He shakes his head and breathes out a laugh at the very thought. The carriage rattles into motion, and Sirion reaches out to take Callebero’s hand. He presses a kiss to the silvering scars across his fingers and looks up at him with a soft smile. “Thank you for coming with me tonight,” he signs, and Callebero’s expression turns sweet and open. “Of course,” he says. “I was glad to.” Humming faintly, Sirion tangles their fingers together and leans in so his shoulder presses into Callebero’s. In the morning, he’ll go back to being horrified that his siblings so gleefully conspired against him, but for right now, he settles against Callebero’s steady warmth with drowsy contentment unfurling in his chest. Maybe it isn’t the worst thing to be loved so fiercely.
#my writing#calsir#story: tcp#ch: callebero#ch: sirion#this is like 1.5 months after canon#someday i will understand aeridian family dynamics :')#but in my defense#it's not like callebero has any idea#given that he was raised extremely not with a normal family dynamic#ANYWAY#this is old but i wanted to wrap it up#so#did that instead of work#go me#good choices only#RIP
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I can be a handful, but that's why you have two hands.
basics —
FACECLAIM: Peter Gadiot FULL NAME: Michael Jon Carter NICKNAMES: Mikey ALIAS: Booster Gold BIRTHDATE: December 29th, 2442 BIRTHPLACE: Gotham City AGE: 35 HEIGHT: 6’5” HAIR COLOR: Blond EYE COLOR: Blue FAMILY: Jon Carter (father), Ellen Carter (mother, deceased), Michelle Carter (twin sister), Rip Hunter (son), Rani Carter (adopted daughter), Daniel Carter (21st century ancestor), Rose Levin (21st century ancestor), Skeets (robotic sidekick) AFFILIATIONS: Justice League, Time Masters OCCUPATION: Model / Socialite MBTI: ESFP SEXUALITY: Bisexual MARITAL STATUS: Divorced → Michael was married to an older woman named Gladys who was his sugar mama. Their marriage didn’t last long before he asked for a divorce. IDENTITY STATUS: Public RELIGIOUS BELIEFS: Atheist
powers / abilities —
LEGION FLIGHT RING: provides him with the ability of flight.
POWER SUIT: uses an advanced microcircuitry-powered all-purpose combat suit that allows him a wide range of options to use in combat.
ENHANCED DURABILITY: the suit is extremely durable and very lightweight. It’s able to withstand bullets without losing its integrity but getting shot will still hurt.
SUPERHUMAN STRENGTH: the microcircuitry woven into the mesh affords him a high measure of super-strength, enough to easily shift twenty tons - and a great deal more if he exerts himself.
FORCE FIELD GENERATION: the suit is capable of generating a force-field that was powerful enough to take a direct punch from doomsday and leave him intact.
TIME TRAVEL CIRCUITRY: time-travel circuitry is built into his suit, enabling him to travel through the time stream, both into the past and the future. the suit has also been been upgraded by rip hunter to enable michael to traverse chronal anomalies without any adverse effects.
GAUNTLETS: able to provide powerful energy blasts via blasters in the suit’s gauntlets. at the highest setting they can plow through two feet of concrete. they also allow him to create an absorbing field which acts similar to a tractor beam, in which he can grab hold of objects and move them about or hurdle them at foes.
VISOR DEVICES: his visor is outfitted with sensory amplification devices for auditory and visual. also has an hud for targeting and indentifying threats.
ENHANCED VISION: the visor can scan along the electromagnetic spectrum, provide infrared, ultraviolet, and x-ray vision.
ENHANCED HEARING: amplified to super human levels allowing him to hear sounds and frequencies no other human can hear.
HAND-TO-HAND COMBAT.
ATHLETICISM.
headcanons —
Four years ago back in his universe, Michael rescued a Daxamite child from the planet Daxam while Darkseid was invading it. Her parents were killed, and unfortunately witnessed the traumatic event. He took her back to Earth since she didn’t have any friends or family left after what Darkseid did done to her planet. The child quickly became attached to Michael, that much was obvious — even carrying around a teddy bear dressed up as him around the house. Michael adopted her shortly after, her new name now Rani Carter. She’s thirteen years old now in the present and has grown comfortable enough to call him dad. Now since she’s a Daxamite, that means she has powers similar to Kryptonians under a yellow sun. This surely keeps everything interesting for Booster.
Michael isn’t from this universe but is actually from an alternate timeline. Everything is the same for the most part except for one thing. His Ted Kord is dead because of what Maxwell Lord had done. It has been seven years since losing his best friend. This spiraled into him getting sole ownership of Kord Industries and taking on Jaime Reyes as a mentoree to respect his best friend’s wishes. How he ended up here will be explained in his biography at the end of this!
Normally Booster would always be clean-shaven but has grown a beard in recent years after falling into a deep depression. His daughter has never seen him without it. He does make sure to trim it when necessary but hasn’t thought about getting rid of the beard since this is just part of his look now.
personality traits —
- RECKLESS. Michael has a tendency to think with his heart sometimes and act on his own personal interests. He doesn’t care about being respected, being the greatest hero you’ve never heard of for a reason so this impacts his decisions in being impulsive or putting himself in a dangerous position.
- ECCENTRIC. Some might think of his sense of humor to be rather strange. He tends to laugh at the wrong times and not say the right thing when it’s important to be serious. He always thinks this makes him unique but it might be annoying instead to others.
+ AMIABLE. He’s always friendly and upbeat unless given a reason not to be. This has been harder since his his best friend died and Rip told him there was no way to go back and save him. He’s starting to slowly become his old self again with each day though. You wouldn’t know that meeting him since he keeps the lighthearted attitude when talking to a friend or a stranger. He’s an optimist despite the tragedy filling his past.
+ CONFIDENT. He’s charismatic and has confidence in his abilities. This isn’t only just applied to what he does as Booster Gold but also with his modeling career also. The charisma is applied to conversations too, no matter how stupid his ideas might be there’s no hesitation in throwing them out there to someone.
biography for the last seven years —
When the ban started here in this universe, Michael had still been in his own attending a funeral. His best friend was gone and this made him fall into a deep depression. They had two memorial services — one for the businessman everyone knew Ted to be and another for the hero he was. Booster ended up being the last person to arrive at the service and didn’t know what to say when it was his turn to speak in front of the rest of the Justice League. He didn’t believe in anything ever getting better after that but it was with the support of his sister that there was a glimmer of hope. It was hard, really hard. The hardest thing he ever did to not go back and try rewriting history.
His life has been busy since, putting most of his efforts toward either helping the rest of the Justice League or keeping history intact. It does him good having something to do, keeping his mind occupied on how empty the world seemed. It wasn’t until four years ago after adopting Rani that Michael started to experience what it felt to be happy again.
Now bringing it all to the present, a few weeks ago Michael was helping some other heroes fight a creature terrorizing New York. His daughter was a teenager now and recently was gifted one of Michelle’s old Goldstar uniforms for sentimental reasons. Rani wants to be her father’s sidekick but Michael couldn’t lost anyone else. He’s always firm with saying no. She appeared at the scene begging to help but just as they were bickering the creature bursted through a nearby building. Skeets informed them that it was coming right for them. Michael did the only thing any father would do — whatever it takes to protect his family.
He used his time travel technology in his suit to take them away from the destruction coming for them. He meant to only hop a few minutes into the future but something went wrong and they crash landed in a different universe. The not-so-glamorous landing busted the device so there’s no way of getting home but at least Rani and Skeets were okay. This was all he cared about at the end of the day. Maybe it could be possible to build a life here until figuring out a way to fix his suit but seems unlikely right now. Michael realized the Booster Gold of this universe hasn’t been around for a while but has a history of being a model too just like him. He uses this as an easy way to get some work while they’re here.
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Who needs a laugh, or some advice
Source: http://www.eviloverlord.com/lists/overlord.html
I highly recommend going to the site and checking out the ones that did not make the top 100 list.
Peter’s Evil Overlord List
My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones.
My ventilation ducts will be too small to crawl through.
My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon.
Shooting is not too good for my enemies.
The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
I will not gloat over my enemies' predicament before killing them.
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."
After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out.
I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such.
I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well.
I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat.
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal.
The hero is not entitled to a last kiss, a last cigarette, or any other form of last request.
I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation.
I will never utter the sentence "But before I kill you, there's just one thing I want to know."
When I employ people as advisors, I will occasionally listen to their advice.
I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time.
I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father.
Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly.
I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set.
No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head.
I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks.
I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.)
No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot.
No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber.
I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times.
My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble.
I will dress in bright and cheery colors, and so throw my enemies into confusion.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick.
I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by.
I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions.
I will not turn into a snake. It never helps.
I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X.
I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison.
If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant.
If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age.
If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army.
I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve.
Once my power is secure, I will destroy all those pesky time-travel devices.
When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around.
I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans.
I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance.
I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling.
If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor.
If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature.
I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge.
If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper.
My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks.
If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position.
I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about.
If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her.
I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary.
The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention.
My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner.
I will never build a sentient computer smarter than I am.
My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords.
If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them.
I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight.
Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage.
If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment.
My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system.
No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency.
I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again.
All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner.
If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no.
If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win.
When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk.
I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer.
I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical."
If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins.
If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw.
I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure.
If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him.
I will not have captives of one sex guarded by members of the opposite sex.
I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button."
I will make sure that my doomsday device is up to code and properly grounded.
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
I will not design my Main Control Room so that every workstation is facing away from the door.
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled.
If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution.
Any data file of crucial importance will be padded to 1.45Mb in size.
Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
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The Definitive Ranking of Villainous Pokémon Teams
With USUM just coming out and Team Rainbow Rocket being a thing, I thought I’d dig up a ranking I started a while ago!
7. Team Flare
Look, those outfits are snazzy. There’s no denying that. But… who the hell are these people? What’s their goal as a team of villains?
I mean, Lysandre talks about creating a more beautiful world because he thinks humanity is dumb. The qualifiers for what a more beautiful world exactly are is never made particularly clear, just that this involves the purging of everyone not in Team Flare. He gets a bit of backstory about having a genuine savior complex turned into radical disillusionment, but it doesn’t really cover how murky his goals are here. Like, what exactly is he objecting to about the ugliness of the world? Does he want to wipe out much of the world’s ecosystem with the laser beam of doom in their headquarters or just people? How does that work? And what is Team Flare?
I’m not sure at all what the organization of the rest of this team is. The grunt dialogue suggests getting in is quite expensive, and some of them seem pretty caught up in this whole beautiful world business. There’s suggestion Flare membership is kind of an issue of status. Much of both Lysandre’s and general dialogue about it do sort of resemble the dialogue from real world radical organizations, but the problem here is that radical ideologies tend to have a deeper surface rationale than what Team Flare’s deal is. They care about class elitism while also wanting to destroy what makes the world economy, and I don’t really know why these people would be more invested in genocide than, say, aggressively running a fashion line or a country club.
The problem for me probably boils down to how little depth this team is given. The grunts are just sort of there, admins are indistinguishable, and nobody has really any characterization except Lysandre and Malva, and even that’s pretty murky. Because of that, they fall flat as antagonists.
One thing I did like about them as villains: how Lysandre uses the Holo-Caster to spread his message. Having him pop up between videochatting your friends to monologue about purity and cleansing was genuinely disquieting. In this day and age, abruptly revealing that this world’s equivalent of a smartphone is actually a vehicle for ideological evil is intimidating and relevant.
Though, I gotta say, a Pokémon game is really not the place for Holocaust puns. Boo on that.
6. Team Aqua
These guys are the only ones to seriously rival Team Flare’s stupidity. To begin with, looking at the original games, the whole hook of “More water! Yay environments for Water Pokémon!” is really bizarre in the context of a villainous team on Hoenn. Hoenn is a goddamn island, and at that one that is already thoroughly integrated with the sea. Why there would be enough radical water lovers in this area to warrant any a whole group obsessed with expansionism is kind of beyond me.
I do like that how the remakes broadened both Aqua and Magma’s motives, but… remixed Team Aqua is still incredibly dumb. They’re a radical group in defense of wronged Pokémon, which is cool, but the answer is to destroy the world and restore it to another primordial state? What? I’m no expert in environmental science but I’m pretty sure something like that would, like, definitely wipe out most Pokémon, including the ones that live in the sea. A questionable goal for a group purportedly all about saving wronged Pokémon.
And what’s the long-term plan here for the rest of the group? Is this destruction of the world like a death pact for the members or what?
Archie is entertaining, but let’s be real, he’s also pretty lame. Going so far as to recruit a potentially suicidal eco-terrorist cult only to chicken out when a big whale starts to make it rain is kind of pathetic.
Things that win Team Aqua villain points: fleshed out and entertaining characters in Archie, Shelly, and Matt. Also, pirates are cool.
5. Team Galactic
I feel like Team Galactic started the trend in Pokémon games of there being apocalyptic stakes with the villains. A good Pokémon villainous team doesn’t really need to be world-destroying to work well as bad guys, as I’ll elaborate on below. That said, I would still put a big gap between Galactic and the bottom two teams, and I do generally like these guys.
Cyrus wants to create a new universe without pesky things like spirit or feelings. This makes enough sense for a villainous team in the context of Sinnoh, where a person can capture deities of space and time in Pokéballs. And I also quite like how the game contextualizes Cyrus as a villain of emotional abuse in his childhood- not to say this excuses him, but it adds a nice bit of depth.
Like the last two villainous teams, I have some questions about how exactly Cyrus’s goals translate to an ideology for an entire team of mooks, or, more importantly, how such a wet blanket of a leader convinced a legion of followers to run around Sinnoh in those embarrassing spacesuits. It’s never made super clear what the rest of Team Galactic is hoping to get out of the deal, but unlike Team Flare or Team Aqua, it’s easier to headcanon a large group of people being enticed by holding positions of power in a new world where, without any spirit, people and Pokémon might easily function as slaves.
Another thing I like: Cyrus’s eventual fate in the distortion world. No redemption, no dramatic downfall scene, just him eerily ranting about his ambitions as he wanders off into the netherworld. It’s creepy and sad, and fitting ending to his saga.
Overall, I don’t have strong feelings one way or the other about Team Galactic. It’s satisfactorily developed but comparatively not as interesting as other bad guys in this franchise.
Those team spacesuits, though. There’s no explanation for that.
4. Team Magma
Look, this team suffers from a lot of the issues that their counterparts do. Namely, the way Maxie and his team just kind of fuck off very quickly after awakening Groudon. It’s sort of ridiculous to go so far to advance your villainous team only to give up so quickly. But, other than that, Team Magma is so much better.
To be fair, in the original Gen III games, their motives are pretty thin. However, for the same reasons Team Aqua doesn’t make much sense, Team Magma does. Hoenn is a tropical island in the middle of the sea that demands travelling through the sea and jungle to get anywhere. Hell, I spend enough time facing Wingulls and Tentacools on water routes and I’m ready to sign up. Or take a Team Magma pamphlet, at least.
I kid, but that’s mostly why I like Magma’s expanded motives in the remakes so much. In a world that’s obsessed with accommodating Pokémon and keeping balance with the environment, a reactionary group obsessed with human expansionism makes for realistic bad guys. And expanding land for development at the cost of the ecosystem is exactly what a group like that in Hoenn would focus on. To be clear, none of this is to say that Team Magma is condonable, or that Pokémon’s pro-environmentalist message is somehow a bad thing- it’s just that in this context, Team Magma would be one of the most plausible villainous organizations to come up.
I also quite like Team Magma’s characters. Maxie is a cool customer and exactly the type of smug asshole you’d expect to present an environmentally-unfriendly development plan at the corporate meeting, and Tabitha and Courtney are quite amusing. Updated Courtney in particular is weirdly charming, and I kind of hope we see more of her. And even though I just whined about how easily Maxie turns around and changes his mind, I don’t really think a redemptive ending for them is necessarily a bad thing. Isn’t an ending like that what most of us are trying to get from the Maxies of the real world driving our planet to ruin?
Anyways, if Magma started looking into building eco-friendly bridges across those damn water routes, I’d totally take a pamphlet. Just saying.
3. Team Rocket/Neo Team Rocket
Team Rocket! The OG villainous team! And easily still the most iconic, over twenty years later now. They invented the Pokémon villainous team, and they surely deserve some props for that. That’s the whole reason Giovanni’s coming back as the leader of the super-villains, right? (I have some qualms about this, but more on that later)
Nostalgic factors aside, I think Team Rocket works quite well as an antagonistic force. I just praised Team Magma for being possibly the most realistic villainous team in the Pokémon world, but I really think that dubious honor should go to Rocket. These guys don’t want to end the world or build a new universe or anything like that; they see simple profit in Pokémon and are totally willing to go after that, whatever the cost. And with that, they’re able to function on a large scale and do terrible things.
Even without threatening the Pokémon world with apocalyptic aims, for my money they’re still demonstrably scarier than any other evil team in the series. Yes, Team Rocket will actually murder that Cubone’s mother, and they will mutilate those Slowpokes for profit, and they will mess up Magikarps with freaky radio wave experiments. For that reason, Rocket plots are more memorable than like anything else in the series.
And, like any evil organization worth its butter, they won’t fucking die. They’ll be reorganizing and spreading their tendrils to the underbelly of Johto and the Sevii Islands and now Alola. It’s totally plausible to me that a mafia with an eye for exploitative profit would have more lasting power than any of those other cults and become the villains of the Pokémon world.
They’re only at #3, though, and that’s because of one thing: Giovanni makes very little sense as a big bad boss.
I mean, he’s the shadowy kingpin of Kanto’s criminal underworld, and a gym leader? Isn’t a gym leader’s entire job to be a public official/stepping stone for up and coming trainers in the league? I’ve seen the meme of the one dude in Viridian City musing on the mystery of the gym leader while standing right next a sign that says “GYM LEADER: GIOVANNI”, but really, that’s actually, that’s a really strange problem for the team.
Because really, why would Giovanni think it’s a good idea to run a criminal syndicate from inside an establishment that literally asks for kids to come in and beat him, and then when it happens, be all like “Welp, that’s it for my criminal empire. Time to fuck off to the mountains.” It’s easily the most inexplicable downfall in the series.
I’m not sure why Neo Team Rocket in Johto wanted this guy back so desperately. And I know he’s leading Team Rainbow Rocket because he’s the most iconic legacy villain and all, but let’s be real, all those leaders probably could’ve picked someone more competent to be the evil superboss.
2. Team Plasma/Neo Team Plasma
If I were in the Pokémon world and didn’t have the luxury of a video game screen’s distance, I would probably have some serious moral qualms about the whole catching, training, and battling system. I mean, like, PETA’s response to the Pokémon franchise is over the top and unintentionally funny, but the ethics of how you train Pokémon the only way the games let you is a fair thing to consider. Would the Pokémon world be better off without gyms and Pokéballs, really?
That’s the main reason I like Team Plasma. Their premise is more ideologically compelling than any of the other teams. Because, really, in the first four generations there’s a lot talked up about bonding between Pokémon and trainers and how the two built up the world through cooperation, but there’s really not much to indicate that this exchange is demonstrably preferable to Pokémon whose best interests might not, you know, involve forcible abductions and battling until passing out. Having a villainous team like Team Plasma let the franchise address this question in a thoughtful way, and I dig it.
It also let the Team Plasma grunts be some of the most gloriously awful hypocrites in the franchise. I still remember how absolutely infuriating it was to have all these twerps show up and obstruct me with Pokémon battles while getting all self-righteous about how battling this way was wrong, and how much I hated them all even though they had a valid point. I dig that too. A mix like that can be an ideal recipe for a good antagonist.
What really sells me on Team Plasma, though, is the family drama backing it all. N is great every time he shows up, with all his cryptic dialogue and struggles to do right by the creatures he loves. Pokémon never really had an anti-villain before and he was perfect for games as much about moral ambiguity and balance as Black and White were. Having someone intimately connected to Pokémon and their needs (I remember the chills I got when you first go in his room and see all the scratched-up toys) makes him ideal to communicate the message that good trainer-Pokémon relationships are a healthy reciprocal exchange where a trainer ideally pays attention to the needs of their Pokémon. It’s a nice message.
N adding moral ambiguity to the game is great, but the drop of Ghetsis as the true mastermind is a good one too. The extent of Ghetsis’s manipulation of N was damn chilling, and silly robe or not, adding the personal touch cements him as one of the most solidly awful main bad guys in the series. Child abuse is sort of a running theme in this franchise, and I oddly appreciate much of the way it’s featured- I mean, I don’t like it, but it’s a literary appreciation. In the case of Black and White, framing an ethical struggle of how to do right by your Pokémon against someone brutally exploiting that struggle for the sake of a power grab was effective.
(as an aside, I didn’t much care for the reveal that N wasn’t Ghetsis’s biological son. I feel like the game sort of treated the reveal as a “Guess what? Ghetsis wasn’t your legitimate father all along!” which isn’t great, since whether or not a child has blood relationship to their caretaker doesn’t actually have any bearing on said caretaker’s impact and moral responsibility as a guardian, and pretending otherwise reinforces a harmful message that adoptive parents aren’t somehow “real” parents. Not super important but it’s just a little thing that bothers me)
Team Plasma’s second appearance is honestly less memorable to me than the first, but I dig the whole team evolution and split between Ghetsis’s power grabby followers and N’s good-hearted followers. It gives the saga of Team Plasma a legacy development we’ve really only seen otherwise with Neo Team Rocket in Johto, albeit with a more epic bent.
The big unanswered questions- how the hell did Team Plasma end up a weird religious monarchy? (And who the hell are Anthea and Concordia?) I feel like demanding more practical details of the running of all these evil organizations than a game for children is realistically going to give us is a running theme in this ranking, but I care about these things, dammit.
1. Team Skull/Aether Foundation
When I first made this ranking about a year ago, I gave first place to the Sun and Moon antagonists then too, but I wondered if it was recency bias speaking. But after a year of being less wrapped up in Gen VII than I was then, I can look back and say that these guys are the definitive #1 villainous Pokémon team. I make this announcement seriously and with perfect objectivity on the matter. No questioning or dissenting opinions will be tolerated in this house, silly nit.
I kid, of course. This is just an opinion-based list I wrote for my own amusement. But that said, I do think the antagonists this game gave us are easily a cut above everyone else on this list, just with what speaks to me.
Team Skull, to begin with, is everything. Everything from their designs to their dialogue to the way Alola treats them like a giant joke really feels like these guys were crafted with a lot of affection for them. They’re perfect for the Gen VII games because, like much else, it’s goofy and self-aware and just plain fun. I’ve seen footage of the grunt reacting in horror over you getting to say you don’t remember who they are several times now and it’s still hilarious.
But also like much of Gen VII in general, it swings back around with a surprising amount of depth. The more time you spend talking with grunts, you get more and more of the sense of a lost and displaced group of people turning with their comrades on a society that doesn’t have a place for them. A lot of this is framed around the failure in the Island Challenge, but really, it’s not hard to read more into all the possible reasons the Skull kids could have turned to crime than that, right? (and even if you just leave it at that, I do sort of wonder sometimes about how much value the Pokémon world puts on someone’s strength as a trainer. It seems like it might be a somewhat limiting way to run things, to say the least, but that’s a discussion for another day)
Anyways, Team Skull resonates with me for the same reasons that Magma and Rocket do- it’s a not inaccurate depiction of what kind of evil organizations would appear in a world that resembles our own. What many of the Skullsters describe reflects real life gang psychology remarkably well. The world doesn’t want you, because the normal standards (the Island Challenge) are too high, perhaps on top of not having food or money or being shut out socially for any number of bullshit reasons. But the gang has your back, and it’s gonna provide AND stand with you against the world. Hence the perpetuation of crime culture even when “better” life choices are there, and the emphasis on belonging and group loyalty. The way the story frames Team Skull along those lines gives you another totally plausible villainous group, but unlike Rocket or Magma, it does it in a way that frequently plays on your empathy.
Don’t get me wrong here, I definitely do not mean to paint Team Skull as a bunch of poor lil’ woobies who turned to crime because they had no agency to be better people. They’re still the villains here, after all. We see plenty in game of all the ways they’re earnestly terrible to Alolans, from generally being obnoxious punkasses who get in your way to vandalizing to stealing children’s pets to taking over Po Town. As funny as it is, I’m not totally sure why the denizens of Alola are as unconcerned with Team Skull as they are; taking over an entire goddamn town is nothing to sneeze at.
It’s just… surprisingly nuanced, is all. Team Skull can be a bunch of weenies, genuinely threatening, and have a kind of a tragic reality underneath it all at the same time. Walking through the barricaded ruins of Po Town, across all the belligerent patrollers or members just sitting in the rain, is eerie for more reasons than one.
Boss Guzma encapsulates all of it pretty well. He’ll gloriously ham things up every time he’s on screen, and he’ll bully anyone in his way, but the game also gives him some backstory and, eventually, room to express his standards and prove that he’s really not beyond redemption here. Because getting caught up in Lusamine’s sinister plots really always came down to wanting personal validation and what’s best for his Skull kids, more than a core desire to watch the world burn from Ultra Space. (I might just be a sucker for the Even Evil Has Standards trope, but even so)
I also love the moment where Plumeria decides to help you. It’s not a moment of redemption in the sense that she’s seen the light and decided to stop being a punk. Her MO doesn’t ever change at all; she fights you because she wants to protect her kids, and she comes to your side because she wants to protect her kids.
I love everything about Team Skull, but they’re only half the equation. Sun and Moon also gave us the Aether Foundation. Hoo boy.
Lusamine is my favorite main antagonist in the series. For my money, she’s easily the scariest. And not just because she fucking froze her favorite Pokémon in ice to admire them at her leisure forever. I mean holy fuck what was that and was anyone expecting a scene that horrifying in a game like this. But anyways… (shudders)
Lusamine is intimidating first because of the way she wraps herself in a veneer of civility and benevolence. I mean, it’s true that she gives off creepy vibes from the introduction, just like Lysandre, but the difference lies in just how much the Aether Foundation embodies the qualities of Pokémon Good Guys we know so well at this point. They want to protect the ecosystem and, for Lusamine, it comes from a place of love. But it takes a while to figure out just how messed up that understanding of love is.
Lusamine’s love bubble is about what she can control, and when what she loves deviates from her expectations, she reacts with physical and emotional violence. Because underneath it all, she’s an astonishingly selfish person who puts her loved ones in danger by association. She treats her love for vulnerable parties as a tactic to mold them into whatever she wants, even to horrifying ends (permafreezing Pokémon who probably loved and trusted their trainer), and treats love as a commodity that can be withheld as a punishment and an excuse for doing whatever she wants in retribution. She can take advantage of Team Skull, and more horrifically, Nebby and her children, and eventually end up at critical self-indulgence in Ultra Space because all the world has failed to meet her impossible standards for love and therefore deserves to be razed by her deadly interdimensional pet jellyfish.
I mentioned in the last entry how child abuse is something of a running theme in the Pokémon franchise, and Lusamine brings the most intimate and thoughtful depiction of it yet. It winds up with Gladion lost and caught up with criminals he doesn’t even like associating with and turns cold. Lillie ends up working very hard, by way of new positive social bonds, to overcome the complexes association with her mother forced into her. In the end, both get to symbolically save themselves and stand up to Lusamine’s abuse. It touched me in a place I would have never expected a series like Pokémon to reach.
Lusamine is the fucking worst, but… I appreciated how the games even gave her backstory and space for empathy, too. The lady had a hard deal herself, and after losing your partner that way, it’s understandable that someone would end up obsessed with control and selective about love. She’s still terrible, mind you, but it’s worth seeing where something like that is coming from. And also, I really appreciated that even when her kids are breaking free and standing up, how they still sort of love each other. I loved Lillie’s monologue on Exeggutor Island about how her mother wasn’t all bad all the time, and they have good memories. It’s a realistic outcome for abuse victims to think that way, really. Lusamine’s concept of love is horrifying and unconstructive, and the fact Lillie loves her isn’t going to stop her from resisting her mother’s mind games, and the mere existence of familial love between them isn’t going to come close to fixing just how much in the wrong Lusamine is, but it’s there. It’s more unexpected thoughtfulness it would have been easy not to include, and I’m very glad it’s there.
I also love how Lusamine, like N, addresses in a meta sense some of the moral quandaries the format of Pokémon lends itself to. Because yeah, realistically, the average player is going to be kind of similar to Lusamine- we see Pokémon as ideally under our control and as decorative collectibles to be frozen in the game file indefinitely when we don’t need them anymore. And just like Lusamine, our reaction to seeing a brand new interdimensional jellyfish of doom (or the like) is going to be “I’ve got to get that.” The value of an antagonist like Lusamine is to show how this way of playing Pokémon absolutely cannot be extended to your living, real life relationships.
If I have one criticism of the Skull/Aether coalition as bad guys, it’s probably that the rest of the Aether Foundation is rather opaque. One minute they’ll be serving the wholesome environmentalist mission, and the next they’ll be attacking you with evil grins under Lusamine’s orders. Exactly how much the members knew about and were chill with Lusamine’s secret agendas or how this was dealt with after her downfall was never something that was really addressed.
(Also, screw Wicke. That woman was clearly aware of both how Lusamine was abusing her kids and the shady things the foundation was up to, and why it was wrong, but she still supported it all by working as an Aether executive. I would have hoped you’d get to kick her oily butt like you do with Faba to teach her a lesson about passive complacency in evil activities, or at least see her get a verbal slap on the wrist, but apparently not)
Overall, though, I have a hard time nitpicking when the good parts are so thoughtful and meaningful to me. It’s with this that I’m proud to declare these the top baddies! Woo!
Anyways, that’s it for the definitive ranking! I had fun with this. Will Rainbow Rocket be more or less the sum of its parts? I can’t wait to find out!
#pokemon#lusamine#guzma#giovanni#cyrus#archie#maxie#holocaust reference//#genocide reference//#child abuse//
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Evil Overlord List
This Evil Overlord List is Copyright 1996-1997 by Peter Anspach. If you enjoy it, feel free to pass it along or post it anywhere. 1. My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones. 2. My ventilation ducts will be too small to crawl through. 3. My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon. 4. Shooting is not too good for my enemies. 5. The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness. 6. I will not gloat over my enemies' predicament before killing them. 7. When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No." 8. After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out. 9. I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such. 10. I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well. 11. I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat. 12. One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation. 13. All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal. 14. The hero is not entitled to a last kiss, a last cigarette, or any other form of last request. 15. I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation. 16. I will never utter the sentence "But before I kill you, there's just one thing I want to know." 17. When I employ people as advisors, I will occasionally listen to their advice. 18. I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time. 19. I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father. 20. Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly. 21. I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set. 22. No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head. 23. I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks. 24. I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.) 25. No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot. 26. No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber. 27. I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times. 28. My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble. 29. I will dress in bright and cheery colors, and so throw my enemies into confusion. 30. All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief. 31. All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick. 32. I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by. 33. I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions. 34. I will not turn into a snake. It never helps. 35. I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X. 36. I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison. 37. If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant. 38. If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age. 39. If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army. 40. I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve. 41. Once my power is secure, I will destroy all those pesky time-travel devices. 42. When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around. 43. I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans. 44. I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance. 45. I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling. 46. If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor. 47. If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature. 48. I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge. 49. If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper. 50. My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks. 51. If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position. 52. I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about. 53. If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her. 54. I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary. 55. The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention. 56. My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice. 57. Before employing any captured artifacts or machinery, I will carefully read the owner's manual. 58. If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner. 59. I will never build a sentient computer smarter than I am. 60. My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords. 61. If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them. 62. I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight. 63. Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals. 64. I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage. 65. If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment. 66. My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system. 67. No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency. 68. I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again. 69. All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild. 70. When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner. 71. If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no. 72. If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them. 73. I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win. 74. When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk. 75. I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time. 76. If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.) 77. If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer. 78. I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical." 79. If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins. 80. If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress. 81. If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw. 82. I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure. 83. If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him. 84. I will not have captives of one sex guarded by members of the opposite sex. 85. I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button." 86. I will make sure that my doomsday device is up to code and properly grounded. 87. My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them. 88. If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again. 89. After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him. 90. I will not design my Main Control Room so that every workstation is facing away from the door. 91. I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important. 92. If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.) 93. If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first. 94. When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value. 95. My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look. 96. My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa. 97. My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled. 98. If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution. 99. Any data file of crucial importance will be padded to 1.45Mb in size. 100. Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
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This Evil Overlord List is Copyright 1996-1997 by Peter Anspach. If you enjoy it, feel free to pass it along or post it anywhere, provided that (1) it is not altered in any way, and (2) this copyright notice is attached.
(From the User-Friendly Archives)
Attention all Evil Overlord List Aspirants: Contrary to popular belief, taking over the universe is not as easy as it would first appear. Due to the complexity of this task, Peter regrets that he is currently unable to give the list the attention it deserves. The list is therefore going on a temporary hiatus. This is a temporary condition. As soon as he is able to respond in a timely manner -- or until he becomes unquestioned lord and master of all things, whichever comes first -- the list will not be updated and no new suggestions will be considered. He would sincerely apologize for this inconvenience, were it in character for an Evil Overlord to do so.
Being an Evil Overlord seems to be a good career choice. It pays well, there are all sorts of perks and you can set your own hours. However every Evil Overlord I've read about in books or seen in movies invariably gets overthrown and destroyed in the end. I've noticed that no matter whether they are barbarian lords, deranged wizards, mad scientists or alien invaders, they always seem to make the same basic mistakes every single time. With that in mind, allow me to present...
The Top 100 Things I'd Do
If I Ever Became An Evil Overlord
My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones.
My ventilation ducts will be too small to crawl through.
My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon.
Shooting is not too good for my enemies.
The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
I will not gloat over my enemies' predicament before killing them.
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."
After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out.
I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such.
I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well.
I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat.
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal.
The hero is not entitled to a last kiss, a last cigarette, or any other form of last request.
I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation.
I will never utter the sentence "But before I kill you, there's just one thing I want to know."
When I employ people as advisors, I will occasionally listen to their advice.
I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time.
I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father.
Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly.
I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set.
No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head.
I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks.
I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.)
No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot.
No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber.
I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times.
My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble.
I will dress in bright and cheery colors, and so throw my enemies into confusion.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick.
I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by.
I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions.
I will not turn into a snake. It never helps.
I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X.
I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison.
If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant.
If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age.
If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army.
I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve.
Once my power is secure, I will destroy all those pesky time-travel devices.
When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around.
I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans.
I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance.
I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling.
If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor.
If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature.
I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge.
If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper.
My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks.
If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position.
I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about.
If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her.
I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary.
The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention.
My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner.
I will never build a sentient computer smarter than I am.
My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords.
If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them.
I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight.
Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage.
If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment.
My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system.
No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency.
I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again.
All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner.
If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no.
If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win.
When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk.
I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer.
I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical."
If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins.
If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw.
I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure.
If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him.
I will not have captives of one sex guarded by members of the opposite sex.
I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button."
I will make sure that my doomsday device is up to code and properly grounded.
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
I will not design my Main Control Room so that every workstation is facing away from the door.
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled.
If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution.
Any data file of crucial importance will be padded to 1.45Mb in size.
Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
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Evil Overlord Rules
Credit goes to http://www.eviloverlord.com/lists/overlord.html
My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones.
My ventilation ducts will be too small to crawl through.
My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon.
Shooting is not too good for my enemies.
The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
I will not gloat over my enemies' predicament before killing them.
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."
After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out.
I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such.
I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well.
I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat.
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal.
The hero is not entitled to a last kiss, a last cigarette, or any other form of last request.
I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation.
I will never utter the sentence "But before I kill you, there's just one thing I want to know."
When I employ people as advisors, I will occasionally listen to their advice.
I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time.
I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father.
Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly.
I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set.
No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head.
I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks.
I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.)
No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot.
No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber.
I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times.
My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble.
I will dress in bright and cheery colors, and so throw my enemies into confusion.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick.
I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by.
I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions.
I will not turn into a snake. It never helps.
I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X.
I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison.
If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant.
If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age.
If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army.
I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve.
Once my power is secure, I will destroy all those pesky time-travel devices.
When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around.
I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans.
I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance.
I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling.
If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor.
If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature.
I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge.
If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper.
My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks.
If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position.
I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about.
If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her.
I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary.
The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention.
My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner.
I will never build a sentient computer smarter than I am.
My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords.
If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them.
I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight.
Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage.
If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment.
My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system.
No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency.
I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again.
All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner.
If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no.
If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win.
When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk.
I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer.
I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical."
If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins.
If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw.
I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure.
If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him.
I will not have captives of one sex guarded by members of the opposite sex.
I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button."
I will make sure that my doomsday device is up to code and properly grounded.
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
I will not design my Main Control Room so that every workstation is facing away from the door.
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled.
If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution.
Any data file of crucial importance will be padded to 1.45Mb in size.
Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
I will not order my trusted lieutenant to kill the infant who is destined to overthrow me -- I'll do it myself.
I will not waste time making my enemy's death look like an accident -- I'm not accountable to anyone and my other enemies wouldn't believe it.
I will make it clear that I do know the meaning of the word "mercy"; I simply choose not show them any.
My undercover agents will not have tattoos identifying them as members of my organization, nor will they be required to wear military boots or adhere to any other dress codes.
I will design all doomsday machines myself. If I must hire a mad scientist to assist me, I will make sure that he is sufficiently twisted to never regret his evil ways and seek to undo the damage he's caused.
If my supreme command center comes under attack, I will immediately flee to safety in my prepared escape pod and direct the defenses from there. I will not wait until the troops break into my inner sanctum to attempt this.
Even though I don't really care because I plan on living forever, I will hire engineers who are able to build me a fortress sturdy enough that, if I am slain, it won't tumble to the ground for no good structural reason.
Any and all magic and/or technology that can miraculously resurrect a secondary character who has given up his/her life through self sacrifice will be outlawed and destroyed.
I will see to it that plucky young lads/lasses in strange clothes and with the accent of an outlander shall REGULARLY climb some monument in the main square of my capital and denounce me, claim to know the secret of my power, rally the masses to rebellion, etc. That way, the citizens will be jaded in case the real thing ever comes along.
I will not employ devious schemes that involve the hero's party getting into my inner sanctum before the trap is sprung.
I will offer oracles the choice of working exclusively for me or being executed.
I will not rely entirely upon "totally reliable" spells that can be neutralized by relatively inconspicuous talismans.
I will make the main entrance to my fortress standard-sized. While elaborate 60-foot high double-doors definitely impress the masses, they are hard to close quickly in an emergency.
I will never accept a challenge from the hero.
I will not engage an enemy single-handedly until all my soldiers are dead.
If I capture the hero's starship, I will keep it in the landing bay with the ramp down, only a few token guards on duty and a ton of explosives set to go off as soon as it clears the blast-range.
No matter how much I want revenge, I will never order an underling "Leave him. He's mine!"
If I have equipment which performs an important function, it will not be activated by a lever that someone could trigger by accidentally falling on when fatally wounded.
I will not attempt to kill the hero by placing a venomous creature in his room. It will just wind up accidentally killing one of my clumsy henchmen instead.
Since nothing is more irritating than a hero defeating you with basic math skills, all of my personal weapons will be modified to fire one more shot than the standard issue.
If I come into possession of an artifact which can only be used by the pure of heart, I will not attempt to use it regardless.
The gun turrets on my fortress will not rotate enough so that they may direct fire inward or at each other.
If I decide to hold a contest of skill open to the general public, contestants will be required to remove their hooded cloaks and shave their beards before entering.
Prior to kidnapping an older male scientist and forcing him to work for me, I will investigate his offspring and make sure that he has neither a beautiful but naive daughter who is willing to risk anything to get him back, nor an estranged son who works in the same field but had a falling-out with his father many years ago.
Should I actually decide to kill the hero in an elaborate escape-proof deathtrap room (water filling up, sand pouring down, walls converging, etc.) I will not leave him alone five-to-ten minutes prior to "imminent" death, but will instead (finding a vantage point or monitoring camera) stick around and enjoy watching my adversary's demise.
Rather than having only one secret escape pod, which the hero can easily spot and follow, I'll simultaneously launch a few dozen decoys to throw him off track.
Prison guards will have their own cantina featuring a wide variety of tasty treats that will deliver snacks to the guards while on duty. The guards will also be informed that accepting food or drink from any other source will result in execution.
I will not employ robots as agents of destruction if there is any possible way that they can be re-programmed or if their battery packs are externally mounted and easily removable.
Despite the delicious irony, I will not force two heroes to fight each other in the arena.
All members of my Legions of Terror will have professionally tailored uniforms. If the hero knocks a soldier unconscious and steals the uniform, the poor fit will give him away.
I will never place the key to a cell just out of a prisoner's reach.
Before appointing someone as my trusted lieutenant, I will conduct a thorough background investigation and security clearance.
If I find my beautiful consort with access to my fortress has been associating with the hero, I'll have her executed. It's regrettable, but new consorts are easier to get than new fortresses and maybe the next one will pay attention at the orientation meeting.
If I am escaping in a large truck and the hero is pursuing me in a small Italian sports car, I will not wait for the hero to pull up along side of me and try to force him off the road as he attempts to climb aboard. Instead I will slam on the brakes when he's directly behind me. (A rudimentary knowledge of physics can prove quite useful.)
My doomsday machine will have a highly-advanced technological device called a capacitor in case someone inconveniently pulls the plug at the last second. (If I have access to REALLY advanced technology, I will include a back-up device known as a battery.)
If I build a bomb, I will simply remember which wire to cut if it has to be deactivated and make every wire red.
Before spending available funds on giant gargoyles, gothic arches, or other cosmetically intimidating pieces of architecture, I will see if there are any valid military expenditures that could use the extra budget.
The passageways to and within my domain will be well-lit with fluorescent lighting. Regrettably, the spooky atmosphere will be lost, but my security patrols will be more effective.
If I'm sitting in my camp, hear a twig snap, start to investigate, then encounter a small woodland creature, I will send out some scouts anyway just to be on the safe side. (If they disappear into the foliage, I will not send out another patrol; I will break out the napalm.)
I will instruct my guards when checking a cell that appears empty to look for the chamber pot. If the chamber pot is still there, then the prisoner has escaped and they may enter and search for clues. If the chamber pot is not there, then either the prisoner is perched above the lintel waiting to strike them with it or else he decided to take it as a souvenir (in which case he is obviously deeply disturbed and poses no threat). Either way, there's no point in entering.
As an alternative to not having children, I will have lots of children. My sons will be too busy jockeying for position to ever be a real threat, and the daughters will all sabotage each other's attempts to win the hero.
If I have children and subsequently grandchildren, I will keep my three-year-old granddaughter near me at all times. When the hero enters to kill me, I will ask him to first explain to her why it is necessary to kill her beloved grandpa. When the hero launches into an explanation of morality way over her head, that will be her cue to pull the lever and send him into the pit of crocodiles. After all, small children like crocodiles almost as much as Evil Overlords and it's important to spend quality time with the grandkids.
If one of my daughters actually manages to win the hero and openly defies me, I will congratulate her on her choice, declare a national holiday to celebrate the wedding, and proclaim the hero my heir. This will probably be enough to break up the relationship. If not, at least I am assured that no hero will attack my Legions of Terror when they are holding a parade in his honor.
I will order my guards to stand in a line when they shoot at the hero so he cannot duck and have them accidentally shoot each other. Also, I will order some to aim above, below, and to the sides so he cannot jump out of the way.
My dungeon cell decor will not feature exposed pipes. While they add to the gloomy atmosphere, they are good conductors of vibrations and a lot of prisoners know Morse code.
If my surveillance reports any un-manned or seemingly innocent ships found where they are not supposed to be, they will be immediately vaporized instead of brought in for salvage.
I will classify my lieutenants in three categories: untrusted, trusted, and completely trusted. Promotion to the third category will be awarded posthumously.
Before ridiculing my enemies for wasting time on a device to stop me that couldn't possibly work, I will first acquire a copy of the schematics and make sure that in fact it couldn't possibly work.
Ropes supporting various fixtures will not be tied next to open windows or staircases, and chandeliers will be hung way at the top of the ceiling.
I will provide funding and research to develop tactical and strategic weapons covering a full range of needs so my choices are not limited to "hand to hand combat with swords" and "blow up the planet".
I will not set myself up as a god. That perilous position is reserved for my trusted lieutenant.
I will instruct my fashion designer that when it comes to accessorizing, second-chance body armor goes well with every outfit.
My Legions of Terror will be an equal-opportunity employer. Conversely, when it is prophesied that no man can defeat me, I will keep in mind the increasing number of non-traditional gender roles.
I will instruct my Legions of Terror in proper search techniques. In particular, if they are searching for escapees and someone shouts, "Quick! They went that way!", they must first ascertain the identity of this helpful informant before dashing off in hot pursuit.
If I know of any heroes in the land, I will not under any circumstance kill their mentors, teachers, and/or best friends.
If I have the hero and his party trapped, I will not wait until my Superweapon charges to finish them off if more conventional means are available.
Whenever plans are drawn up that include a time-table, I'll post-date the completion 3 days after it's actually scheduled to occur and not worry too much if they get stolen.
I will exchange the labels on my folder of top-secret plans and my folder of family recipes. Imagine the hero's surprise when he decodes the stolen plans and finds instructions for Grandma's Potato Salad.
If I burst into rebel headquarters and find it deserted except for an odd, blinking device, I will not walk up and investigate; I'll run like hell.
Before being accepted into my Legions of Terror, potential recruits will have to pass peripheral vision and hearing tests, and be able to recognize the sound of a pebble thrown to distract them.
I will occasionally vary my daily routine and not live my life in a rut. For example, I will not always take a swig of wine or ring a giant gong before finishing off my enemy.
If I steal something very important to the hero, I will not put it on public display.
When planning an expedition, I will choose a route for my forces that does not go through thick, leafy terrain conveniently located near the rebel camp.
I will hire one hopelessly stupid and incompetent lieutenant, but make sure that he is full of misinformation when I send him to capture the hero.
As an equal-opportunity employer, I will have several hearing-impaired body-guards. That way if I wish to speak confidentially with someone, I'll just turn my back so the guards can't read my lips instead of sending all of them out of the room.
If the rebels manage to trick me, I will make a note of what they did so that I do not keep falling for the same trick over and over again.
If I am recruiting to find someone to run my computer systems, and my choice is between the brilliant programmer who's head of the world's largest international technology conglomerate and an obnoxious 15-year-old dork who's trying to impress his dream girl, I'll take the brat and let the hero get stuck with the genius.
I will plan in advance what to do with each of my enemies if they are captured. That way, I will never have to order someone to be tied up while I decide his fate.
If I have massive computer systems, I will take at least as many precautions as a small business and include things such as virus-scans and firewalls.
I will be an equal-opportunity despot and make sure that terror and oppression is distributed fairly, not just against one particular group that will form the core of a rebellion.
I will not locate a base in a volcano, cave, or any other location where it would be ridiculously easy to bypass security by rapelling down from above.
I will allow guards to operate under a flexible work schedule. That way if one is feeling sleepy, he can call for a replacement, punch out, take a nap, and come back refreshed and alert to finish out his shift.
Although it would provide amusement, I will not confess to the hero's rival that I was the one who committed the heinous act for which he blames the hero.
If I am dangling over a precipice and the hero reaches his hand down to me, I will not attempt to pull him down with me. I will allow him to rescue me, thank him properly, then return to the safety of my fortress and order his execution.
I will have my fortress exorcized regularly. Although ghosts in the dungeon provide an appropriate atmosphere, they tend to provide valuable information once placated.
I will add indelible dye to the moat. It won't stop anyone from swimming across, but even dim-witted guards should be able to figure out when someone has entered in this fashion.
If a scientist with a beautiful and unmarried daughter refuses to work for me, I will not hold her hostage. Instead, I will offer to pay for her future wedding and her children's college tuition.
If I have the hero cornered and am about to finish him off and he says "Look out behind you!!" I will not laugh and say "You don't expect me to fall for that old trick, do you?" Instead I will take a step to the side and half turn. That way I can still keep my weapon trained on the hero, I can scan the area behind me, and if anything was heading for me it will now be heading for him.
I will not outsource core functions.
If I ever build a device to transfer the hero's energy into me, I will make sure it cannot operate in reverse.
I will decree that all hay be shipped in tightly-packed bales. Any wagonload of loose hay attempting to pass through a checkpoint will be set on fire.
I will not hold any sort of public celebration within my castle walls. Any event open to members of the public will be held down the road in the festival pavilion.
Before using any device which transfers energy directly into my body, I will install a surge suppressor.
I will hire a drama coach. The hero will think it must be a case of mistaken identity when confronted by my Minnesota accent (if everyone sounds American) or my Cornwall accent (if everyone sounds British).
If I capture an enemy known for escaping via ingenious and fantastic little gadgets, I will order a full cavity search and confiscate all personal items before throwing him in my dungeon.
I will not devise any scheme in which Part A consists of tricking the hero into unwittingly helping me and Part B consists of laughing at him then leaving him to his own devices.
I will not hold lavish banquets in the middle of a famine. The good PR among the guests doesn't make up for the bad PR among the masses.
I will funnel some of my ill-gotten gains into urban renewal projects. Although slums add a quaint and picturesque quality to any city, they too often contain unexpected allies for heroes.
I will never tell the hero "Yes I was the one who did it, but you'll never be able to prove it to that incompetent old fool." Chances are, that incompetant old fool is standing behind the curtain.
If my mad scientist/wizard tells me he has almost perfected my Superweapon but it still needs more testing, I will wait for him to complete the tests. No one ever conquered the world using a beta version.
I will not appoint a relative to my staff of advisors. Not only is nepotism the cause of most breakdowns in policy, but it also causes trouble with the EEOC.
If I appoint someone as my consort, I will not subsequently inform her that she is being replaced by a younger, more attractive woman.
If I am using the hero's girlfriend as a hostage and am holding her at the point of imminent death when confronting the hero, I will focus on her and not him. He won't try anything with his true love held hostage. On the other hand, the fact that she has been weak, slow-witted, naive and generally useless up to this point has no bearing on her actions at the moment of dramatic climax.
I will make several ludicrously erroneous maps to secret passages in my fortress and hire travellers to entrust them to aged hermits.
I will not use hostages as bait in a trap. Unless you're going to use them for negotiation or as human shields, there's no point in taking them.
I will hire an expert marksman to stand by the entrance to my fortress. His job will be to shoot anyone who rides up to challenge me.
I will explain to my Legions of Terror that guns are ranged weapons and swords are not. Anyone who attempts to throw a sword at the hero or club him with a gun will be summarily executed.
I will remember that any vulnerabilities I have are to be revealed strictly on a need-to-know basis. I will also remember that no one needs to know.
I will not make alliances with those more powerful than myself. Such a person would only double-cross me in my moment of glory. I will make alliances with those less powerful than myself. I will then double-cross them in their moment of glory.
During times of peace, my Legions of Terror will not be permitted to lie around drinking mead and eating roast boar. Instead they will be required to obey my dietician and my aerobics instructor.
All giant serpents acting as guardians in underground lakes will be fitted with sports goggles to prevent eye injuries.
All crones with the ability to prophesy will be given free facelifts, permanents, manicures, and Donna Karan wardrobes. That should pretty well destroy their credibility.
I will not employ an evil wizard if he has a sleazy mustache.
I will hire an entire squad of blind guards. Not only is this in keeping with my status as an equal opportunity employer, but it will come in handy when the hero becomes invisible or douses my only light source.
All repair work will be done by an in-house maintenance staff. Any alleged "repairmen" who show up at the fortress will be escorted to the dungeon.
When my Legions of Terror park their vehicle to do reconnaissance on foot, they will be instructed to employ The Club.
Employees will have conjugal visit trailers which they may use provided they call in a replacement and sign out on the timesheet. Given this, anyone caught making out in a closet while leaving their station unmonitored will be shot.
Members of my Legion of Terror will attend seminars on Sensitivity Training. It's good public relations for them to be kind and courteous to the general population when not actively engaged in sowing chaos and destruction.
I will not, under any circumstances, marry a woman I know to be a faithless, conniving, back-stabbing witch simply because I am absolutely desperate to perpetuate my family line. Of course, we can still date.
All guest-quarters will be bugged and monitored so that I can keep track of what the visitors I have for some reason allowed to roam about my fortress are actually plotting.
If my chief engineer displeases me, he will be shot, not imprisoned in the dungeon or beyond the traps he helped design.
I will not send out battalions composed wholly of robots or skeletons against heroes who have qualms about killing living beings.
I will not wear long, heavy cloaks. While they certainly make a bold fashion statement, they have an annoying tendency to get caught in doors or tripped over during an escape.
If a malignant being demands a sacrificial victim have a particular quality, I will check to make sure said victim has this quality immediately before the sacrifice and not rely on earlier results. (Especially if the quality is virginity and the victim is the hero's girlfriend.)
If I ever MUST put a digital timer on my doomsday device, I will buy one free from quantum mechanical anomalies. So many brands on the market keep perfectly good time while you're looking at them, but whenever you turn away for a couple minutes then turn back, you find that the countdown has progressed by only a few seconds.
If my Legions of Terror are defeated in a battle, I will quietly withdraw and regroup instead of launching a haphazard mission to assassinate the hero.
If I'm wearing the key to the hero's shackles around my neck and his former girlfriend now volunteers to become my mistress and we are all alone in my bedchamber on my bed and she offers me a goblet of wine, I will politely decline the offer.
I will not pick up a glowing ancient artifact and shout "Its power is now mine!!!" Instead I will grab some tongs, transfer it to a hazardous materials container, and transport it back to my lab for study.
I will be selective in the hiring of assassins. Anyone who attempts to strike down the hero the first instant his back is turned will not even be considered for the job.
Whatever my one vulnerability is, I will fake a different one. For example, ordering all mirrors removed from the palace, screaming and flinching whenever someone accidentally holds up a mirror, etc. In the climax when the hero whips out a mirror and thrusts it at my face, my reaction will be "Hmm...I think I need a shave."
My force-field generators will be located inside the shield they generate.
I reserve the right to execute any henchmen who appear to be a little too intelligent, powerful, or devious. However if I do so, I will not at some subsequent point shout "Why am I surrounded by these incompetent fools?!"
I will install a fire extinguisher in every room -- three, if the room contains vital equipment or volatile chemicals.
I will build machines which simply fail when overloaded, rather than wipe out all nearby henchmen in an explosion or worse yet set off a chain reaction. I will do this by using devices known as "surge protectors".
I will explain to my guards that most people have their eyes in the front of their heads and thus while searching for someone it makes little sense to draw a weapon and slowly back down the hallway.
I will have a staff of competent detectives handy. If I learn that someone in a certain village is plotting against me, I will have them find out who rather than wipe out the entire village in a preemptive strike.
I will never bait a trap with genuine bait.
If the hero claims he wishes to confess in public or to me personally, I will remind him that a notarized deposition will serve just as well.
If I have several diabolical schemes to destroy the hero, I will set all of them in motion at once rather than wait for them to fail and launch them successively.
I will not procrastinate regarding any ritual granting immortality.
Mythical guardians will be instructed to ask visitors name, purpose of visit, and whether they have an appointment instead of ancient riddles.
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Internet Throwback #1
One of my favorite things from the early days of the internet is the evil overlord list, and honestly it still really holds up. It’s a simple page made in 1996 and expanded in 1997.
First 100 under the cut
The Top 100 Things I'd Do
If I Ever Became An Evil Overlord
My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones.
My ventilation ducts will be too small to crawl through.
My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon.
Shooting is not too good for my enemies.
The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
I will not gloat over my enemies' predicament before killing them.
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."
After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out.
I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such.
I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well.
I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat.
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal.
The hero is not entitled to a last kiss, a last cigarette, or any other form of last request.
I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation.
I will never utter the sentence "But before I kill you, there's just one thing I want to know."
When I employ people as advisors, I will occasionally listen to their advice.
I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time.
I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father.
Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly.
I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set.
No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head.
I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks.
I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.)
No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot.
No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber.
I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times.
My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble.
I will dress in bright and cheery colors, and so throw my enemies into confusion.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick.
I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by.
I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions.
I will not turn into a snake. It never helps.
I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X.
I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison.
If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant.
If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age.
If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army.
I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve.
Once my power is secure, I will destroy all those pesky time-travel devices.
When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around.
I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans.
I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance.
I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling.
If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor.
If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature.
I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge.
If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper.
My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks.
If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position.
I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about.
If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her.
I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary.
The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention.
My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner.
I will never build a sentient computer smarter than I am.
My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords.
If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them.
I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight.
Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage.
If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment.
My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system.
No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency.
I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again.
All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner.
If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no.
If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win.
When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk.
I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer.
I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical."
If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins.
If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw.
I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure.
If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him.
I will not have captives of one sex guarded by members of the opposite sex.
I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button."
I will make sure that my doomsday device is up to code and properly grounded.
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
I will not design my Main Control Room so that every workstation is facing away from the door.
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled.
If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution.
Any data file of crucial importance will be padded to 1.45Mb in size.
Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
#Old School#the internet#Internet history#a series of old pop culture from the beginning of the digital age#evil overlord#evil overlord list
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What are your thoughts on Watch Dogs 3's feature of 'playing as any NPC?' I think its a stupid gimmick that will get old really fast, but I am fascinated by the technology by it. Can you give any insight?
Collecting and recruiting a team over the course of a game is a proven long-term engaging game mechanic. Many games have done so in the past, probably first brought to mainstream popularity by Pokemon. The only real spin on the collection/recruiting mechanic here is the procedural generation aspect - instead of having each character be authored by a person, the game shuffles and assigns a set of randomly-selected abilities and attributes from internal lists.
You may remember the Mother Base system in Metal Gear Solid 5. The Mother Base was basically a smaller scale version of Watch Dogs Legion - the player encounters the same sort of algorithmically-generated soldiers in the world, “recruits” them, trains them, and stations them at their Mother Base. Every enemy soldier is generated with a set of base-relevant stats and attributes, which the player can then observe and choose to “recruit”. A lot of players really liked the Mother Base system, which is why I think Watch Dogs: Legion will probably do pretty well.
When it comes to creating NPCs algorithmically, you typically have a set of different slots to define the NPC that must be filled in by the algorithm. Here are some examples of slots that must be filled:
Appearance
Base appearance
Voice set
Variations (outfit, hair color, voice modulation)
Combat activated abilities
Non-combat activated abilities
Passive combat stats/bonuses
Passive non-combat stats/bonuses
Each of these slots pulls from a list of individual packages that are usually each authored by the designers. Some of these packages are strongly constrained by each other. For example, one would expect that someone with Drone expertise (like they showed in the E3 demo) would have more drone-related abilities for combat, non-combat, and passives. Appearance is also a big one - you have to make sure that the base model, animation set, and voice set all make sense with each other, or we could end up with an elderly lady that speaks with a middle-aged man’s voice. We can also do things like assign these packages different weights (5% chance for this one, 10% chance for that one, etc.) when generating the NPCs so that some packages are rarer than others. Then it’s just a question of finding a spawn point or node for each NPC to appear and assembling all of the packages we have into a single NPC object. It’s similar to how a loot table works in MMOGs, but it determines the attributes of an NPC.
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The Top 100 Things I'd Do
If I Ever Became An Evil Overlord
My Legions of Terror will have helmets with clear plexiglass visors, not face-concealing ones.
My ventilation ducts will be too small to crawl through.
My noble half-brother whose throne I usurped will be killed, not kept anonymously imprisoned in a forgotten cell of my dungeon.
Shooting is not too good for my enemies.
The artifact which is the source of my power will not be kept on the Mountain of Despair beyond the River of Fire guarded by the Dragons of Eternity. It will be in my safe-deposit box. The same applies to the object which is my one weakness.
I will not gloat over my enemies' predicament before killing them.
When I've captured my adversary and he says, "Look, before you kill me, will you at least tell me what this is all about?" I'll say, "No." and shoot him. No, on second thought I'll shoot him then say "No."
After I kidnap the beautiful princess, we will be married immediately in a quiet civil ceremony, not a lavish spectacle in three weeks' time during which the final phase of my plan will be carried out.
I will not include a self-destruct mechanism unless absolutely necessary. If it is necessary, it will not be a large red button labelled "Danger: Do Not Push". The big red button marked "Do Not Push" will instead trigger a spray of bullets on anyone stupid enough to disregard it. Similarly, the ON/OFF switch will not clearly be labelled as such.
I will not interrogate my enemies in the inner sanctum -- a small hotel well outside my borders will work just as well.
I will be secure in my superiority. Therefore, I will feel no need to prove it by leaving clues in the form of riddles or leaving my weaker enemies alive to show they pose no threat.
One of my advisors will be an average five-year-old child. Any flaws in my plan that he is able to spot will be corrected before implementation.
All slain enemies will be cremated, or at least have several rounds of ammunition emptied into them, not left for dead at the bottom of the cliff. The announcement of their deaths, as well as any accompanying celebration, will be deferred until after the aforementioned disposal.
The hero is not entitled to a last kiss, a last cigarette, or any other form of last request.
I will never employ any device with a digital countdown. If I find that such a device is absolutely unavoidable, I will set it to activate when the counter reaches 117 and the hero is just putting his plan into operation.
I will never utter the sentence "But before I kill you, there's just one thing I want to know."
When I employ people as advisors, I will occasionally listen to their advice.
I will not have a son. Although his laughably under-planned attempt to usurp power would easily fail, it would provide a fatal distraction at a crucial point in time.
I will not have a daughter. She would be as beautiful as she was evil, but one look at the hero's rugged countenance and she'd betray her own father.
Despite its proven stress-relieving effect, I will not indulge in maniacal laughter. When so occupied, it's too easy to miss unexpected developments that a more attentive individual could adjust to accordingly.
I will hire a talented fashion designer to create original uniforms for my Legions of Terror, as opposed to some cheap knock-offs that make them look like Nazi stormtroopers, Roman footsoldiers, or savage Mongol hordes. All were eventually defeated and I want my troops to have a more positive mind-set.
No matter how tempted I am with the prospect of unlimited power, I will not consume any energy field bigger than my head.
I will keep a special cache of low-tech weapons and train my troops in their use. That way -- even if the heroes manage to neutralize my power generator and/or render the standard-issue energy weapons useless -- my troops will not be overrun by a handful of savages armed with spears and rocks.
I will maintain a realistic assessment of my strengths and weaknesses. Even though this takes some of the fun out of the job, at least I will never utter the line "No, this cannot be! I AM INVINCIBLE!!!" (After that, death is usually instantaneous.)
No matter how well it would perform, I will never construct any sort of machinery which is completely indestructible except for one small and virtually inaccessible vulnerable spot.
No matter how attractive certain members of the rebellion are, there is probably someone just as attractive who is not desperate to kill me. Therefore, I will think twice before ordering a prisoner sent to my bedchamber.
I will never build only one of anything important. All important systems will have redundant control panels and power supplies. For the same reason I will always carry at least two fully loaded weapons at all times.
My pet monster will be kept in a secure cage from which it cannot escape and into which I could not accidentally stumble.
I will dress in bright and cheery colors, and so throw my enemies into confusion.
All bumbling conjurers, clumsy squires, no-talent bards, and cowardly thieves in the land will be preemptively put to death. My foes will surely give up and abandon their quest if they have no source of comic relief.
All naive, busty tavern wenches in my realm will be replaced with surly, world-weary waitresses who will provide no unexpected reinforcement and/or romantic subplot for the hero or his sidekick.
I will not fly into a rage and kill a messenger who brings me bad news just to illustrate how evil I really am. Good messengers are hard to come by.
I won't require high-ranking female members of my organization to wear a stainless-steel bustier. Morale is better with a more casual dress-code. Similarly, outfits made entirely from black leather will be reserved for formal occasions.
I will not turn into a snake. It never helps.
I will not grow a goatee. In the old days they made you look diabolic. Now they just make you look like a disaffected member of Generation X.
I will not imprison members of the same party in the same cell block, let alone the same cell. If they are important prisoners, I will keep the only key to the cell door on my person instead of handing out copies to every bottom-rung guard in the prison.
If my trusted lieutenant tells me my Legions of Terror are losing a battle, I will believe him. After all, he's my trusted lieutenant.
If an enemy I have just killed has a younger sibling or offspring anywhere, I will find them and have them killed immediately, instead of waiting for them to grow up harboring feelings of vengeance towards me in my old age.
If I absolutely must ride into battle, I will certainly not ride at the forefront of my Legions of Terror, nor will I seek out my opposite number among his army.
I will be neither chivalrous nor sporting. If I have an unstoppable superweapon, I will use it as early and as often as possible instead of keeping it in reserve.
Once my power is secure, I will destroy all those pesky time-travel devices.
When I capture the hero, I will make sure I also get his dog, monkey, ferret, or whatever sickeningly cute little animal capable of untying ropes and filching keys happens to follow him around.
I will maintain a healthy amount of skepticism when I capture the beautiful rebel and she claims she is attracted to my power and good looks and will gladly betray her companions if I just let her in on my plans.
I will only employ bounty hunters who work for money. Those who work for the pleasure of the hunt tend to do dumb things like even the odds to give the other guy a sporting chance.
I will make sure I have a clear understanding of who is responsible for what in my organization. For example, if my general screws up I will not draw my weapon, point it at him, say "And here is the price for failure," then suddenly turn and kill some random underling.
If an advisor says to me "My liege, he is but one man. What can one man possibly do?", I will reply "This." and kill the advisor.
If I learn that a callow youth has begun a quest to destroy me, I will slay him while he is still a callow youth instead of waiting for him to mature.
I will treat any beast which I control through magic or technology with respect and kindness. Thus if the control is ever broken, it will not immediately come after me for revenge.
If I learn the whereabouts of the one artifact which can destroy me, I will not send all my troops out to seize it. Instead I will send them out to seize something else and quietly put a Want-Ad in the local paper.
My main computers will have their own special operating system that will be completely incompatible with standard IBM and Macintosh powerbooks.
If one of my dungeon guards begins expressing concern over the conditions in the beautiful princess' cell, I will immediately transfer him to a less people-oriented position.
I will hire a team of board-certified architects and surveyors to examine my castle and inform me of any secret passages and abandoned tunnels that I might not know about.
If the beautiful princess that I capture says "I'll never marry you! Never, do you hear me, NEVER!!!", I will say "Oh well" and kill her.
I will not strike a bargain with a demonic being then attempt to double-cross it simply because I feel like being contrary.
The deformed mutants and odd-ball psychotics will have their place in my Legions of Terror. However before I send them out on important covert missions that require tact and subtlety, I will first see if there is anyone else equally qualified who would attract less attention.
My Legions of Terror will be trained in basic marksmanship. Any who cannot learn to hit a man-sized target at 10 meters will be used for target practice.
Before employing any captured artifacts or machinery, I will carefully read the owner's manual.
If it becomes necessary to escape, I will never stop to pose dramatically and toss off a one-liner.
I will never build a sentient computer smarter than I am.
My five-year-old child advisor will also be asked to decipher any code I am thinking of using. If he breaks the code in under 30 seconds, it will not be used. Note: this also applies to passwords.
If my advisors ask "Why are you risking everything on such a mad scheme?", I will not proceed until I have a response that satisfies them.
I will design fortress hallways with no alcoves or protruding structural supports which intruders could use for cover in a firefight.
Bulk trash will be disposed of in incinerators, not compactors. And they will be kept hot, with none of that nonsense about flames going through accessible tunnels at predictable intervals.
I will see a competent psychiatrist and get cured of all extremely unusual phobias and bizarre compulsive habits which could prove to be a disadvantage.
If I must have computer systems with publically available terminals, the maps they display of my complex will have a room clearly marked as the Main Control Room. That room will be the Execution Chamber. The actual main control room will be marked as Sewage Overflow Containment.
My security keypad will actually be a fingerprint scanner. Anyone who watches someone press a sequence of buttons or dusts the pad for fingerprints then subsequently tries to enter by repeating that sequence will trigger the alarm system.
No matter how many shorts we have in the system, my guards will be instructed to treat every surveillance camera malfunction as a full-scale emergency.
I will spare someone who saved my life sometime in the past. This is only reasonable as it encourages others to do so. However, the offer is good one time only. If they want me to spare them again, they'd better save my life again.
All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild.
When my guards split up to search for intruders, they will always travel in groups of at least two. They will be trained so that if one of them disappears mysteriously while on patrol, the other will immediately initiate an alert and call for backup, instead of quizzically peering around a corner.
If I decide to test a lieutenant's loyalty and see if he/she should be made a trusted lieutenant, I will have a crack squad of marksmen standing by in case the answer is no.
If all the heroes are standing together around a strange device and begin to taunt me, I will pull out a conventional weapon instead of using my unstoppable superweapon on them.
I will not agree to let the heroes go free if they win a rigged contest, even though my advisors assure me it is impossible for them to win.
When I create a multimedia presentation of my plan designed so that my five-year-old advisor can easily understand the details, I will not label the disk "Project Overlord" and leave it lying on top of my desk.
I will instruct my Legions of Terror to attack the hero en masse, instead of standing around waiting while members break off and attack one or two at a time.
If the hero runs up to my roof, I will not run up after him and struggle with him in an attempt to push him over the edge. I will also not engage him at the edge of a cliff. (In the middle of a rope-bridge over a river of molten lava is not even worth considering.)
If I have a fit of temporary insanity and decide to give the hero the chance to reject a job as my trusted lieutentant, I will retain enough sanity to wait until my current trusted lieutenant is out of earshot before making the offer.
I will not tell my Legions of Terror "And he must be taken alive!" The command will be "And try to take him alive if it is reasonably practical."
If my doomsday device happens to come with a reverse switch, as soon as it has been employed it will be melted down and made into limited-edition commemorative coins.
If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
If I am fighting with the hero atop a moving platform, have disarmed him, and am about to finish him off and he glances behind me and drops flat, I too will drop flat instead of quizzically turning around to find out what he saw.
I will not shoot at any of my enemies if they are standing in front of the crucial support beam to a heavy, dangerous, unbalanced structure.
If I'm eating dinner with the hero, put poison in his goblet, then have to leave the table for any reason, I will order new drinks for both of us instead of trying to decide whether or not to switch with him.
I will not have captives of one sex guarded by members of the opposite sex.
I will not use any plan in which the final step is horribly complicated, e.g. "Align the 12 Stones of Power on the sacred altar then activate the medallion at the moment of total eclipse." Instead it will be more along the lines of "Push the button."
I will make sure that my doomsday device is up to code and properly grounded.
My vats of hazardous chemicals will be covered when not in use. Also, I will not construct walkways above them.
If a group of henchmen fail miserably at a task, I will not berate them for incompetence then send the same group out to try the task again.
After I captures the hero's superweapon, I will not immediately disband my legions and relax my guard because I believe whoever holds the weapon is unstoppable. After all, the hero held the weapon and I took it from him.
I will not design my Main Control Room so that every workstation is facing away from the door.
I will not ignore the messenger that stumbles in exhausted and obviously agitated until my personal grooming or current entertainment is finished. It might actually be important.
If I ever talk to the hero on the phone, I will not taunt him. Instead I will say this his dogged perseverance has given me new insight on the futility of my evil ways and that if he leaves me alone for a few months of quiet contemplation I will likely return to the path of righteousness. (Heroes are incredibly gullible in this regard.)
If I decide to hold a double execution of the hero and an underling who failed or betrayed me, I will see to it that the hero is scheduled to go first.
When arresting prisoners, my guards will not allow them to stop and grab a useless trinket of purely sentimental value.
My dungeon will have its own qualified medical staff complete with bodyguards. That way if a prisoner becomes sick and his cellmate tells the guard it's an emergency, the guard will fetch a trauma team instead of opening up the cell for a look.
My door mechanisms will be designed so that blasting the control panel on the outside seals the door and blasting the control panel on the inside opens the door, not vice versa.
My dungeon cells will not be furnished with objects that contain reflective surfaces or anything that can be unravelled.
If an attractive young couple enters my realm, I will carefully monitor their activities. If I find they are happy and affectionate, I will ignore them. However if circumstance have forced them together against their will and they spend all their time bickering and criticizing each other except during the intermittent occasions when they are saving each others' lives at which point there are hints of sexual tension, I will immediately order their execution.
Any data file of crucial importance will be padded to 1.45Mb in size.
Finally, to keep my subjects permanently locked in a mindless trance, I will provide each of them with free unlimited Internet access.
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How to be an ineffective villain
So, you want to be an evil villain? Great! Just follow this handy guide on how to achieve the status of villainy without actually being a legitimate threat! Let's get started!
First, you will need a cool name. No one hears of a "Bob The Villain". This name should be at least two syllables, include uncommon letters such as "v", "x", or "z", and be preceded by the title, "The Dark Lord"(or any other impressive term involving the word 'dark'). Go ahead! Give it a try!
Vargozth
Perfect! The next thing we need to do is to get a cool outfit. There is an unwritten rule that any villain worth his salt must not wear any clothing with an r, g, or b value over 50. No one will take you seriously unless you wear dark!
Once you have your color picked out, you need to decide what style your outfit will follow. You will generally either want spiky armor, a high-tech electronic suit with an MP3 player(for dramatic entrances) or the classic villain standby, hooded robes. The hood is vital, as it obscures your identity and gives you an aura of mystery and secrecy. Also, it hides your acne, and acne is a total intimidation killer.
Now that you have your outfit ready, you need an army! This army should ideally have an impressive name, like "Legions of Darkness", or "Army of Darkness", or "Forces of Darkness". There's so much variety to choose from!
After you decide on an impressive name for your Minions of Darkness, you will need to decide what it will consist of. Your first option should be Orcs or some other brutal, tough, evil, greedy, and phenomenally stupid creature, but if none are handy, normal people with cool armor will do. To recruit, post ads on the internet asking for teenagers and promise booze, partying, and cool outfits. It is a well known fact that teenagers are stupid, reckless, and have no morals whatsoever, so they're perfect for the job!
An army is ineffective without weapons, right? Let's get some! What type of weapon you should choose will depend on your army. For example, if you have orcs, you should choose swords, maces, and bows. If you have normal people, you should choose swords, maces, and bows. If you have futuristic normal people, you should choose laser swords, maces, and laser guns.
Of course, you need a weapon too! The specifications for a good villain's weapon are as follows:
1. Cool looking
2. That means spiky, red, glowing, or black.
3. You will want to use either a sword of some kind, or a mace.
3. Magic works well as a backup.
Let's be clear here: Your weapon is not going to actually be used. It is more of an intimidating prop for you to wave around. Under no circumstances should you attempt to actually attack anyone with it, as that will show them that your Scepter of Death is actually made of styrofoam. In the event that you cannot find anything useless but cool, you can settle for an actual weapon, but it should not be strong enough to actually do much damage. A wooden/plastic version is plenty strong enough as, again, you will not actually be using it.
Now for the fortress. You will want a place that is gloomy, desolate, and depressing, so an area like a volcano, a wasteland, or las vegas is perfect. When you design it, you will need to keep in mind this one important fact: It needs to be cool, not effective! An impenetrable broom cupboard will make you the laughingstock of the villain world, and you will be more likely to appear in cheesy comics than big budget, immensely popular, special-effects laden cheesy hollywood movies.
The simplest kind of Evil Fortress is the castle. This requires the entire thing to be made of dark colored brick(preferably the same color as your cool outfit), possess more spikes than is either necessary or effective, and big enough to be difficult to guard effectively. The more complicated option is a spaceship of some sort, which must either be able to destroy an entire planet, or at least look super cool. Preferably both.
Now that you have your army, your outfit, your name, your weapons, and your fortress, you need plans! Evil villains use plans to increase their power and bolster the plot. Yes, you can do both!
MINIONS
You will need to give your minions plenty of instructions, or you run the risk of them actually being effective and therefore having no one survive to tell of how cool and intimidating they are! First, they will need to be loyal. Unwaveringly loyal. So loyal, they will be willing to give their lives for you for no good reason. It goes without saying that this only applies to the bulk of your army, and you will have at least one trusted lieutenant who will not hesitate to stab you in the back and flee with your riches. Also, you will want a dreaded beast of some sort, one that is ludicrously violent, unbelievably vicious, and so blindingly stupid it has to be reminded to breathe. This beast should be kept locked up in a cage somewhere, and loosed once youe arch-nemesis is strong enough to defeat it without sustaining serious injury. Otherwise, it will boringly kill your enemies(and minions) right off the bat, and where's the fun in that?
Your minions will need to be trained in basic marksmanship. Specifically, they should be unable to hit the side of a barn even if they're inside it. When it comes to unimportant characters, it will not matter if they hit them or not, but they cannot be compentent enough to kill the protagonist. That's your job.
To demonstrate how evil you are, at some point you will need to kill off one of your minions either out of anger, or because they brought you bad news. This is to sow the seeds of discord within your ranks, increasing tension and allowing people to more easily penetrate your defenses.
STRATEGY
You need a strategy! A villain without a strategy is like a video game without DLC's; effective, popular, and cheap. Specifically, your strategy should be to instruct your minions to take The Chosen One(your nemesis) alive, thus giving them plenty of opportunity to escape. If no chosen ones are available, you can create one yourself by writing a prophecy(it must rhyme), finding someone who fits the description of The Chosen One, and causing them to hate you by attacking their village and killing their parents/love interest/bearded mentor/webkinz.
Any good villain has plans to be immortal. This immortality is achieved by either making a deal with some kind of demon, performing a magic ritual(preferably one involving moon phases, chanting, and sheep's blood), or by storing part of your soul in an easily identifiable object that is poorly guarded. It should go without saying that this plan must fail, but you will need to still believe you're too powerful to be stopped.
FINAL BATTLE
First off, you need to ensure there will be a final battle in the first place! It's no good preparing for the Ultimate Showdown and then having one side win in a boringly effective manner! We need excitement. And what better way to cause excitement than by deliberately delaying your plans to give the protagonist more time to learn effective abilities? Here's a breakdown of what you need:
WILL
Not willpower, i mean the kind of will that determines what happens when you die. It's no good dying and then having your minions appoint someone else to rule in your stead. You need to instruct your armies that, in the unlikely(nay, impossible) case of your untimely demise, they should abandon all reason, disband the entire force, and flee in panic and fear. This ensures that any conflict that results in your death will be The Final Battle. Also, you will need to ensure the good guys know it's The Final Battle, too. I recommend either giving them a deadline, posting notices on doors, or attacking them in full force/goading them into attacking you.
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