| Evil Lair |
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The main feature of a typical evil lair is that it is secure. Examples include castles, dungeons, pits or fortresses of any description. Isolated volcanic islands are a favorite of the advanced evil geniuses, especially those with aspirations in Rocketry . Traps are a basic necessity, and range from ordinary lethal traps and at least one Death Trap (a torturous and needlessly complex device that causes a slow death that the hero will get strapped into instead of just being shot in the head, thus allowing a chance to escape and make a comeback). Pit traps and things that shoot out of walls are popular designs among the technologically impaired, while those more gifted in this area show more variety but also a considerable tendency towards using Laser s. Sharks with lasers attached to their heads are an especially effective detrrent to would-be do-gooders though they can also be hard on the hired help. Other common furnishings include but are not limited to a main control room with a great viewscreen and a digital countdown clock, an inner sanctum that may double as a meeting place with other heads of the underworld, fiendish laboratories that are crawling with crimes against nature if the villain has any inclinations towards Biochemistry , Monster / Mutant cages that invariably prove too flimsy in a real emergency, or hero attack and of course a spectacular Self-destruct system that can be wired to the villain himself as a Dead Man's Switch . Sentient and malevolent AI s are a bonus. Secrecy is optional, but plots tend to revolve around the Hero finding the lair as well as entering it. The job of the henchmen is then to engage the hero in single combat when one good rush would finish him off using their unique, and often useless specialities, while the minions work feverishly on the final stage of the evil plan and die a lot. SEE ALSO EXTERNAL |
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