Some people call him Dr. Hammer. Some call him Mr. Hammer. Those with a flair for the melodramatic call him “The Hammer”. Others simply call him Hammer, much the way people call Madonna or Sting a single name.

Hammer appears to be a fit and competent middle aged man. His skin shows that he has been in the sun, wind, and other elements for a good portion of his life. His sandy blond hair is beginning to be streaked with grey, as is his beard. His flinty eyes peek out from under his bushy brows. His hands are not as rough as one would expect for someone dealing with construction and the outside world. He dresses fairly normally, either in suits or things appropriate for construction, as appropriate.

Hammer started his career as a fairly typical Science Villain – the standard cycle of stealing resources to create more science tools, to acquire more resources, and back and forth, until he can achieve his end goal. He had moderate success in those early years, while thwarted at every turn he was never captured. He was “recruited” (kidnapped) by The Master Villain, The Harbringer. He and his fellow recruits had time to hang out with each other between crazed project they were making. After talking to them for a while, he realized he was different from most of them. Most super genius are involve with control of the world, or dominate X, or have enough money and power they can do Y research uninterrupted. They spoke of it with such a zeal that made him reassess his own reasons for being a Science Villain. He enjoyed the planning, preparation, the logistics, and the lifestyle of a Science Villain, rather than The Big Plan or matching yourself against Science Heroes. He liked the challenges, but not the end goal.

After The Harbringer was brought down (and he himself used a little secret escape vehicle he had prepped for such an occasion), he began to apply his genius towards solving the incidental problems for others, the things he liked: the technical and civil engineering issues that took time away from most Science Villains. He liked setting up he logistics to keep a secret lair secret. No matter the challenge, building volcanic lairs, the logistics for a hidden lair under the town hall, underwater labs and submarine hangers, robotic hangers hidden around the city, he became those in “The Lifestyle’s Go-To-Guy” for projects. He became The Hammer, the builder to the Science Masters. He provides Lairs and bases to Villains, Organizations, and the occasional Hero. Some pay him in cash, some in trade, and sometimes you get a discount because the project interests him.

He controls some very impressive building technology, like some Thunderbird class vehicles to dig, build, and move (though he has smaller units). His “Wrenches” are the workers that help him realize his vision. They are synthetic humanoids (carefully disguised to prevent offending anyone’s sensibilities). that he bartered a lair project for the technology to create them. They are one more avenue to keep his projects untraceable, as there is no “human trail”. He has also moved the technology of building into the super range.

Hamdasvetz is his real name, Hiram Hamdasvetz. No one actually knows that at this point. He lives in one of the most stylish (though not lavish) lairs ever created. It has even had a real photo-spread in an architectural digest of note (to be published upon his demise). He will continue on work until he can no longer feasibly work. (Of course, there have been some great advanced in life extension and clone reproductions).

Campaign Uses:
This Science Villain (the proper name for a super villain without the super powers) explains a couple of problems in a comic styled campaign. This is also easily ported over to espionage, secret action games, cyberpunk, and near future sci-fi campaigns.

1) While players might never have contact with him, they can know about him and service. They might even tap him to build their own bases.
2) He explains how many of those secret lairs get built. There is an entire specialty field of knowledge that your average super villain (or even Science Villain) won’t have. The Villain can do their plotting while their “super contractor” does the building to their needs. (There might be others whos perform this role as well. He is a Named Version of this quiet role.)
3) Villains should be stealing building supplies before they are going to be doing any grand scheme. He explains why they aren’t. Beyond handling the logistics of getting those materials to the location in an untraceable way (after all, a secret base that people know where it is problematic), he sets up the obtaining and transporting basics (food, water, power, and air) in untraceable (or unassociated ways).
4) He is not a bad guy, he just has a very special clientele – like a special weapons dealer, a robot wranger, and so on. He will work for anyone who wants a very special building. He normally works in the Fringe, but he could be hired to do a “special building” for normal clients (corporations, governments, and so on).
5) I like using him in “cut scenes”, where the players get to hear him explain some cool features of this new lair to the Villain. This cut scene give the players out of character clues as to who is The Villain and features of the Lair that might be fun to use later when they assault the lair.

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