After a an oddly fortuitous encounter, Frank Grey finds himself suddenly working as a low-level henchman for one of Kenton City's rising arch-villains. Frank is thrust into a world of intrigue and excessive violence, where promotion is a matter of survival rather than skill. On his second mission the newly-made henchman receives a fatal wound, but does not die as he should; a fact which raises som
After a an oddly fortuitous encounter, Frank Grey finds himself suddenly working as a low-level henchman for one of Kenton City's rising arch-villains. Frank is thrust into a world of intrigue and excessive violence, where promotion is a matter of survival rather than skill. On his second mission the newly-made henchman receives a fatal wound, but does not die as he should; a fact which raises som
After a an oddly fortuitous encounter, Frank Grey finds himself suddenly working as a low-level henchman for one of Kenton City's rising arch-villains. Frank is thrust into a world of intrigue and excessive violence, where promotion is a matter of survival rather than skill. On his second mission the newly-made henchman receives a fatal wound, but does not die as he should; a fact which raises som
Frank (now Operative 13) begins his training in the villainous arts, while The White Avenger faces public criticism over his handling of his previous day's melee. Forced to seek solace by battling evil on the city streets, the Avenger comes face to face with Brawler--a brutish anti-hero who warns of coming strife.
Rumors are spreading that a mystical device, said to curtail the ultra-human curse, has been found in Gargantua's tomb. New Kenton's top villains and heroes converge in the underground catacombs and battle it out to win the prize. Caught up in the madness, Frank (now Operative 13) just tries to survive but ends up getting more than he bargained for.