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"I found myself wishing things were still the way they described them, that our work could still be called the Game." - Needle, 1987

 

 

The Veterans Club

There are always those who don't know quite what to do with themselves after retirement. They exist in every profession, even in that of costumed criminal. Oh, sure, they've been in and out of jail more times than you can remember. They never knew when they should quit, so they always pulled one job too many and got caught as a result. Their powers and tactics are not what one considers useful in this day and age, a time of energy blasts and high-powered vigilantes. They squirreled away enough money from all those bank heists for comfortable retirement communities and maybe put their kids through school. But now they are retired, and bored, looking for one last thrill.
    The Veterans Club is an organization of semi-successful retired costumed villains from the 30s, 40s, and 50s. Older gentlemen of cunning and skill, when all you needed was a mask, a few henchmen and a gimmick to get into the big time. Now they get together once or twice a year and talk about the old times, and make plans for jobs that they won't do, and mourn for the loss of the true heroes of old, the collapse of government and morality, and grump about the changes in world from when they were young.
    Sometimes, though, the plan is too good, and they need some extra cash for a condo payment or to pay for their grandkid's braces or any one of a number of things, and so they pull the costumes out and try their luck against the new generation. The Veterans Club never tries to kill anyone, or even goes so far as kidnapping. Instead they stick with theme-related robberies and the like, using aspects of their old themes and gimmicks around the new theme of age and time, stealing antiques or money from old people who are still famous. Sometimes the oldsters win, sometimes not. But it sure the hell is fun, and shows the new breed just what things were like in the old days!

The Lepidopterist
A scientist in the 1930s who discovered and developed pheremone research, Lepidopterist was able to summon and control hordes of butterflies and moths, and use pheromones on people around him, instilling fear, friendship, passion or terror. In 1937 he developed a chemical treatment to internalize these abilities. His son possesses the variant ability to summon insects of any type, and Lepidopterist hoped that he would carry on the legacy, but instead the fool went and joined some cult. Now the old man has to care for his son's ex-wife and two children, and those bills rack up.

Muse
An expert actor and orator who took his career to the next logical step—crime! A tragedian and master of disguise, he would send 'programs' to the police and heroes, holding obscure clues designed to misdirect them and daring them to get to him before 'the final curtain.' His henchmen were nine nubile young girls, which made life hard on the mores and morals of the heroes of the time, who could barely look on them without blushing, never mind hit them. He was eventually convicted of a morals charge and when released married one of his hench-girls, who turned into an old shrew with a strong lawyer, so he can't risk divorce or even fooling around.

Sphinx
Another of the great Clue Villains of the golden age, Sphinx performed cat-related crimes and dared the authorities to figure out his next move. He would occasionally act alone, and sometimes with a "pride" of henchmen. He possessed in his prime catlike strength and agility, but those have faded with time, though he is still stronger than you would expect. He also had a small stock of gadgets powered by advanced "Egyptian technology," varying from encounter to encounter. Since his retirement he was tracked down by a bastard daughter who has dedicated her life to keeping him straight, with more success than Sphinx would care to admit.

The Toy Man
The youngster of the Club, the Toy Man primarily battled the Great Hunt. His variant talent of making toys into real objects was just powerful enough to get the courts to come down hard on him, and not powerful enough to make him a real threat. The only benefit he has now is that the current toys on the market make him much more powerful now than he ever was. Still, the powers are an incredible drain on his system, and with his neurological cancer he can't make use of the powers as often or as broadly as he once did. The Toy Man just got out of jail last year, and is living with his sister and niece, acting as the wacky uncle while dreaming of one last score, one last shot at the big time.

Molly Irish
The only female member of the Veterans Club, Molly Irish was one of the few female villains of the 40s. Her main ability was the "luck of the Irish" which protected her in a lot of ways—whether this was low grade variance, natural phenomenal luck or just planning on her part is unknown. She was also stronger than she looked, and had a nasty temper that made her a formidable combatant. She also played up the vixen gimmick, being a classic redheaded Irish firebrand. She still has her looks, but an older, more refined version of them, and her hair is now silver. She was married three times, and has more money from inheritance than crime, but misses the thrill.

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Copyright © 1998 Brian Rogers