Types of Evil
As you embark upon your journey of evil, it is important to understand what type of evil you are and the types of other evil beings you will meet.
Here's a quick rundown:
The Henchman
The henchman is driven by primary motivations, such as greed, status, sex, and an enjoyment of violence. They lack either drive, focus, or the intelligence to aspire to greater heights of evil. You will commonly encounter henchmen. Pay them well, and use them for what they are worth. Don't leave them in charge of vital projects or prisoners.
The Scientist
The Scientist is interested in the pursuit of knowledge for knowledge's sake, and welcomes the opportunity to conduct their research. Some will not realize the military applications of their research, some are chomping at the bit to see people destroyed. The latter are known as Mad Scientists. Beware of them. Carefully monitor your scientists, and be prepared to pull them out of their labs at a moment's notice.
The Burner
Made famous by Heath Ledger's Joker, this type of villain enjoys destruction for destruction's sake. Perhaps they have come to the realization that life is futile. Perhaps they enjoy the various colors of material and flesh burning. In the end, their motivation doesn't matter. They have accepted the fact that everything dies, including themselves, and are determined to enjoy the ride. You cannot negotiate or reason with these individuals. Avoid or eliminate them at all costs.
The Shield
The Shield's primary motivation is to protect themselves and what they love. They have drawn a very clear circle about what and who are important to them, and consider everyone and everything else to be disposable. You can rely on these people if you can ingratiate yourself into their circle, and you can provide a sense of security for them, or for who and what they care about. Their essential concern is loyalty, and as long as you are loyal to them they will be loyal to you. Acquire as many shields as possible, and be careful to take good care of them. Be warned, however, that betraying a shield will prove to be fatal.
The Hungry
The Hungry are motivated by an insatiable desire to acquire power and status. They can be manipulated by their greed, but they will eventually desire more than you can provide. Be wary of the hungry. Use them to meet your goals, and then dispose of them in the most efficient way possible.
The Corrupter
The Corrupter has embraced their evil, and specializes in seducing and luring others into darkness and malfeasance. Their motivations vary from the principle of misery loving company to the perverse pleasure of watching something pure being twisted. Corrupters make valuable allies, as long as you can satisfy their appetites. They are quite useful in ruining enemies with scandals, and overseeing hordes of downfallen rabble.
The Crusader
The Crusader believes they are doing a service for the greater good, or a higher power. They, like the burner, cannot be negotiated with. They believe that the ends justify the means, and will pursue their goal like a rabid pit bull. It is important to note that crusaders often think that they are the good guy. If you can manipulate people into becoming crusaders, you will have a brutally focused, and highly disposable force. If crusaders target you, they must be swiftly eliminated.
The Architect
The Architect is attempting to build a better world. They frequently believe that destruction or suffering on a massive scale will either cull the weak from humanity, or bring out the best in humanity. They, like the crusader, are motivated by the greater good, or a calling from a higher power. As long as your goals coincide, they can be relied upon. When they discover that you have divergent goals they will seek to eliminate you, and will often have several contingency plans in place to ensure success. Beware of architects, and understand that you are playing a deadly game of chess against a grand master. It is best to preemptively eliminate architects unless it is entirely unavoidable.
The Mastermind
The mastermind is cold and calculating. They're motivations are varied, but generally center around the acquisition of wealth and power in order to steer events in a desired direction. They do not necessarily believe in a greater good, and are not primarily motivated by the acquisition of wealth and power for its own sake. Wealth and power are a means to an end for masterminds. They share similar traits to Architects, and Shields, but without moral or emotional constraints. Cold logic is their guiding principle. Masterminds can be predictable, and obvious, but are able to execute dastardly plans in the open because people are generally unwilling to believe others who look like them can be so cold. Masterminds are not to be trusted, nor allied with. If you encounter a mastermind unmasked, he or she has already decided that you can be trusted and used, or they are about to eliminate you.
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