“Villains”, especially in *Masks*, are not always pursuing *eeeevil*. The core book talks about this, I’ve talked about it already, but I want to underline it here. *Masks* villains need reasons for what they’re doing, and those reasons should have at least a hair more complexity than “because eeeevil!” even if those reasons still don’t leave room for negotiation. No one cares about a Snidely Whiplash villain, one who just does evil to be bad.
If you look at recent Marvel Cinematic Universe stuff (“Phase Three” as I write this), they’ve been trying to do a lot of this, with mixed success. You want your villains to have reasons, and you want them ideally to be reasons the players and characters can understand, maybe even engage with, but you do also want their actions to be *wrong*. You have a chance, in *Masks*, to break out of the recurring conservatism of superhero stories, their tendency to view the *status quo* as good and worthy of preserving at all costs.
The best villains, though, go one step further. The best villains push precisely on the emotional soft spots of the characters. The best villains have reasons that leave the heroes feeling like they are *in this picture* and they *do not like it*. What’s really great is when the villain’s reasons make some of the team feel like maybe the villain has kind of a point and others in the group feel like they have to stop that villain at all costs. A villain acting as a wedge issue gives you a chance to have a good villain, have a good fight, *and* spotlight a relationship dynamic. It’s a delight!
As one final note here, if you have any of the Delinquent, the Reformed, or the Scion—or in some cases, also, the Doomed—in your team, they might have a particularly close and complex relationship with some villains. Be prepared for them to align more strongly for *or* against any villain, and have fun with that!