top of page
Crimwave Emblem-CHATGPT1-small.jpg

Master Malefactor

Crimwave Emblem-CHATGPT1-small.jpg
The Professional's Last EscapeDon "Major Deej" Finger
00:00 / 03:15
MoneytalksAD/DC
00:00 / 03:46

Info

Info

REAL NAME: 

IDENTITY: 

AFFILIATION: 

 

REGISTERED?: 

​RELATIVE AGE: 

MARITAL STATUS: 

Martin Callus

Secret

United States (now non-citizen)/Villain

No

mid 40s

Single

ALIAS(ES): 

 

 

CURRENT TEAM: 

FIRST APPEARANCE: 

APPEARANCE DATE: 

CREATED BY: 

CREATION DATE: 

The Professional, Maestro Malhechor, hundreds of other CIA/villain aliases 

Crimewave

N/A

N/A

Don "Major Deej" Finger

1978; updated: 1983; redone: 6 Jan 2007

RELATIONS:

Elizabeth (Liz) Ortega (lover, mother of Martin's only child; deceased)

Manuel Ortega (adopted son)

Aria Ortega (adopted daughter)

Martin (Junior) Ortega (son)

BackToTopButton.png

History

History

Martin Callus was once one of the most capable covert operatives ever produced by the Central Intelligence Agency. Within classified circles, he earned the title “The Professional” because of his near-superhuman ability to penetrate hardened facilities, bypass human and electronic security systems, enter restricted zones, acquire impossible targets, and disappear before anyone knew he had been there.

​

Callus had no powers. He did not need them.

​

He was a planner, infiltrator, thief, escape artist, assassin, linguist, disguise expert, systems specialist, and tactical ghost. If a location was supposed to be impossible to enter, Callus was the man the CIA sent to prove otherwise.

​

That ended in 2004.

​

During a covert CIA operation in Guatemala, an unexpected earthquake triggered the alarm systems of the target facility Callus had infiltrated. His extraction collapsed. He was captured, detained, tortured, and nearly killed over a two-year period. Several fellow agents considered rescue options, but CIA leadership ultimately chose to disavow him, purge his official existence, and leave him to die rather than risk exposure of the operation.

​

Callus understood the rules of the game. He knew disavowal was possible. What broke him was not simply that the CIA abandoned him, but that no one came once, no warning was sent, and no loyalty was shown after years of loyal service.

​

The torture left permanent damage. Severe head trauma, especially to the frontal lobe, altered his personality, decision-making, impulse control, and moral boundaries. He survived, but the man who escaped Guatemala was not the same man who had entered it.

​

After two years in captivity, Callus finally broke free. Pursued through jungle terrain by armed guards, he survived through luck, instinct, and refusal to die. He fell into a hidden cavern vent, moved through nearly two miles of underground darkness, and eventually emerged across the Mexican border near Tapachula.

​

There, broken in body and mind, Callus was taken in by Elizabeth “Liz” Ortega, a destitute woman surviving on the margins with her two street-smart children, Manuel and Aria. Liz helped him recover. Callus helped pull her family out of poverty. Over time, they became lovers, though neither believed in marriage. Together they had one son, Martin Ortega, later called Martin Junior.

​

For a brief period, Callus almost had a life.

​

It was not honest, but it was warm. He stole from the rich, provided for Liz and the children, and began rebuilding himself through obsessive practice. He trained Manuel and Aria as scouts and support assets, turning the family into a highly effective theft crew. Under multiple aliases, Callus became a local legend — a master thief who could strike wealthy targets, evade police, and leave no clear identity behind.

That success drew attention.

​

INTERPOL investigators entered the region. Rival criminals became angry. One of Callus’ major thefts brought the wrath of Señor Alvarez of the Alvarez Crime Family of Panama. Alvarez sent his feared enforcer, Mucho Muerto, to find Callus, kill him, and recover the stolen money and diamonds.

​

During a frantic escape through town and toward a black market CANIS vessel off the coast, Callus, Liz, and the children almost escaped. Mucho Muerto fired a final sniper shot meant for Callus.

​

The round killed Liz instead.

​

Callus and the children survived, but Liz was gone. She was later buried at sea from the CANIS ship. Her death permanently changed Callus. The one person who had found him when he was ruined, loved him when he was dangerous, and gave him something resembling a family was taken because of his criminal life.

​

From that point forward, Callus understood that operating alone was no longer viable. He needed a protected base, a criminal infrastructure, and a place where his children could survive.

​

Rather than leave Mexico, Callus hid in Mexico City during the long reconstruction following the 2000 Soltan Invasion. Billions in rebuilding money, damaged institutions, weakened police systems, and corrupt contractors created a perfect environment for a master thief. Callus began stealing money, equipment, materials, and technology from reconstruction efforts, criminal rivals, and high-value private targets.

​

It was during this era that he adopted the trade name Maestro Malhechor, later translated and feared internationally as Master Malefactor.

​

His greatest opposition in Mexico City became the heroic detective and crime-fighter Aguila de Mexico, a Zorro-like Mexican superhero whose investigative skill made him the perfect foil to Callus. Again and again, Aguila came close. Again and again, Master Malefactor escaped.

​

During this crime spree, Callus acquired a neurotech exoskeleton and integrated it into his costume. After stealing its plans, support equipment, and design data — and eliminating the engineers who created it — he spent a year mastering and modifying the suit. Eventually, he became not only its operator but its primary designer and field engineer. Martin Junior began learning the suit’s technology as well, while Manuel and Aria continued to support operations through scouting, planning, procurement, and job-site preparation.

​

Then the CIA discovered he was alive.

​

His former partner, Wallace “Wally” Wentworth, had since become an assistant director within the CIA’s international crime unit. Wally had been part of Callus’ failed Guatemala extraction chain and had fled rather than risk capture himself. Callus had always known Wally was unreliable, but he never forgave him.

​

The CIA ordered Wally to bring Callus in alive if possible — dead if convenient. The goal was not justice. It was containment. The CIA needed to finalize the erasure of Martin Callus and ensure the Guatemala operation could never be traced back to them.

​

Over the next several years, Master Malefactor found himself hunted by Aguila de Mexico, other Mexican superheroes, INTERPOL, Mexican authorities, the CIA, and Wally Wentworth. The conflict escalated when Callus’ children were wounded during escapes. Callus responded with cold, exacting cruelty: for each wound inflicted on his family, he inflicted a matching wound on the family of those hunting him. When Manuel was shot, Wally’s wife was later shot in the same place.

​

Both survived.

​

The message was received.

​

Eventually, Callus realized he was being maneuvered into a position where he could not hide forever. He needed a place where superheroes, police, and intelligence services would hesitate to enter.

​

That place was Talaxaca.

​

Talaxaca was the protected stronghold of Crimewave, ruled by the Central American criminal kingpin known as Crimemaster. Entering Crimewave territory was dangerous. Bringing federal forces, superheroes, or outside intelligence operations into Talaxaca could mean a gruesome death not only for Callus, but for his children and remaining crew.

​

So Callus took the only gamble left.

​

He requested an audience with Crimemaster.

​

Escorted under heavy Crimewave guard, Callus was brought to Crimemaster’s estate outside Talaxaca. His children and crew were held as leverage to prove he had no immediate duplicity in mind. Over dinner, Callus made his offer: ten years of service from himself, his children, and his crew in exchange for Crimewave protection, sanctuary, and status within the organization.

​

As collateral, Callus offered intelligence on the CIA, Aguila de Mexico, and Mexican superheroes. Crimemaster immediately recognized the value of this intelligence — especially to parties with the demeanor of a “Scorpion.”

​

Two days later, Crimemaster invited Callus, his children, and his crew to dinner. There, he praised Callus’ usefulness but identified one “wrinkle.” One member of Callus’ crew, Antonio, had once belonged to Death’s Hand and had killed several Purple Gang members during the Night of Purple Death.

​

Crimemaster executed Antonio at the dinner table.

​

Then he asked Callus if he had any issue with what had just happened to a man who had once betrayed Talaxaca and Crimewave.

​

Callus said no.

​

A blood contract was brought forward. Callus, his children, and his remaining crew signed themselves into ten years of absolute servitude to Crimemaster and Crimewave, under penalty of a slow and painful death should any of them betray the agreement — even if Crimemaster or Crimewave appeared destroyed.

​

The protection was real. So was the ownership.

​

Since joining Crimewave, Master Malefactor has become one of the organization’s most valuable assets. He now operates in a purple, black, and gray Crimewave-aligned version of his suit rather than his older black, gold, and blue configuration. His children and crew live comfortably in and around Talaxaca. Aria has married a local man, Marco Mañas, and given Callus his first grandson, Alejandro.

​

Yet the comfort is not freedom.

​

Master Malefactor remains hunted by INTERPOL, the CIA, Mexican authorities, and numerous international agencies. However, any direct attempt to capture or kill him now risks provoking Crimewave, forcing most agencies to seek top-level authorization before acting. Thus far, those requests have been denied, delayed, buried, or quietly discouraged.

​

In the criminal world, Master Malefactor is considered one of the top ten thieves alive. He is the man other syndicates wish they could hire, especially the Gold Syndicate, which repeatedly seeks access to him for major gold thefts. Crimewave has what others want: the Professional, the Maestro, the thief who can steal the unstealable.

​

Martin Callus appears content when working. Theft gives him purpose. Planning gives him control. Execution gives him identity. But those close enough to observe him see the sadness beneath the mastery.

​

He is not free.

​

His family is safe because he serves Crimewave. His children live because he signed Crimemaster’s contract. His legend grows because his cage is useful.

​

Master Malefactor intends to survive the full ten years, protect his family, build his reputation, and quietly hide enough wealth for the day when Crimewave’s protection becomes Crimewave’s noose.

​

BackToTopButton.png

Powers

Powers

Power Origin: Normal

​

He has no powers.

BackToTopButton.png

Equipment

Equipment

Master Malefactor owns or has access to hundreds of specialized tools, weapons, gadgets, and infiltration devices. His standard field loadout centers around the Malefactor Type III Suit, a customized technoneural exoskeleton and stealth-infiltration platform.

​

Malefactor Type III Suit

The Malefactor Type III Suit is a purple, black, and gray Crimewave-aligned armored infiltration suit incorporating protective layers, neural-response exoskeletal systems, stealth technology, sensor integration, emergency escape systems, and tactical weapons.

​

Protective Layering

The suit provides:

  • Good protection against physical damage

  • Good protection against temperature extremes

  • Good protection against energy attacks

  • Good protection against toxic/toxin exposure

  • Remarkable psychic protection

  • Incredible radiation protection

  • Amazing EMP and magnetic protection

​

Technoneural Exoskeleton

The suit’s exoskeleton is controlled through a neural thought-interface housed in the helmet. The helmet must be worn and operational for the exoskeleton to function.

​

The exoskeleton is powered by ten suit power packs, each providing four hours of amplified operation to specific suit regions. When serialized together, the full system can provide up to forty hours of amplified operations.

​

Enhancements include:

  • +1 Fighting level, maximum Remarkable

  • +2 Agility levels, maximum Remarkable

  • +1 Strength level, maximum Excellent

  • +2 Endurance levels, maximum Incredible

​

Helmet / Visor

The helmet provides:

  • Required neural interface for suit control

  • Same protection as the suit’s protective layering

  • Full communications integration

  • International computer network link

  • Crimewave network access

  • HUD visual data feed

  • Incoming video, data, and sensor feed display

  • Remarkable flash protection

  • Night vision

  • Thermal vision

  • X-ray vision

  • Infrared vision

  • Unreliable ultraviolet vision, functional approximately half the time

  • 4K video camera and transceiver

  • Audio filtering

  • Excellent sonic/hearing protection

  • 30-minute oxygen supply

​

Its communications systems can access pirated cellular towers, satellites, hacked radio frequencies, police bandwidths, military channels, and other compromised networks.

​

Gloves

The gloves provide:

  • Same protection as the suit’s protective layering

  • Remote control interface for drones, mines, bombs, sensors, cameras, and other electronic devices

  • Electronic scrambler preventing tagging or lock-on within a shifting 200–400 yard radius

  • Retractable Incredible material spike in right glove

  • Left-glove taser launcher with Excellent electrical charge and 10-yard range

  • One-shot emergency energy blaster in each glove

​

Boots

The boots provide:

  • Same protection as the suit’s protective layering

  • Rocket flight up to 600 mph for 10 minutes

  • Maximum range of 60 miles

  • Maximum altitude of 10,000 feet before additional oxygen is required

  • Ability to carry 250 lbs. of additional weight without performance loss

  • Speed/range reduced by 20% for each additional 100 lbs.

  • Magnetic soles with Excellent clamping/walking strength

  • Sound-dampening soles for quiet movement across most smooth or fair surfaces

​

Bandoleer

The bandoleer contains 20 Remarkable-protected storage containers that can be customized by mission. Default items include:

  • Flares

  • Two-day food and water ration

  • Emergency manual/solar communications device

  • Survival kit

  • Emergency beacon

  • Caltrops

  • Mines

  • Explosive shuriken

  • Holographic Master Malefactor decoy emitters

  • Flash-bangs

  • Smoke grenades

  • Distracting Audio Devices

  • Knockout gas grenades

  • Silver-oxide dust packets for scrambling targeting and scans

​

Backpack

The backpack is a Remarkable material strength tactical system containing:

 

Stealth Field Generator
Creates a chameleon field interacting with the suit’s protective layers, providing Remarkable stealth for Master Malefactor and carried gear for up to one hour before recharge.

 

Force Field Generator
Provides an additional Good level of protection against physical, energy, radiation, electrical, magnetic, toxic/toxin, temperature, and psychic attacks. Charge lasts 30 seconds.

 

Gun Turret Drone
Portable Remarkable material strength gun turret with two energy blasters, Good energy damage, Excellent tracking sensors, hover/flight capacity, and a self-destruct implosion system.

 

Emergency Teleport Pack
A one-shot emergency teleport system that attenuates to the nearest mediporter within 100 miles, usually in a hospital. Once used, the backpack and attached systems fuse and destroy themselves, preventing salvage or reverse engineering.

 

Inflatable Storage Bag Cylinders
Two compact cylinders that expand into Good strength zippered storage bags with up to 15 square feet of storage each.

 

Belt

The belt contains 18 Remarkable material strength containers. Default contents include:

  • RMG magazines

  • Rappelling cable / grappler / launcher with 400 feet of Remarkable material cable

  • Flashlight

  • Handheld sensor with Good readings up to 100 feet

  • Acid packs capable of eating through up to Spectacular material, 1 inch thick, in 10–14 seconds

  • C4 plastique explosives

  • C4 detonators, timers, and fuses

  • Rebreathers

  • Electrical zappers

  • Fire capsules

  • Web grenades

  • Personal storage

​

Weapons

Tactical Rapid-Fire Machine Guns / RMGs

Master Malefactor normally carries two RMGs.

  • Remarkable material strength

  • Good shooting damage in a 15-degree arc per burst

  • 4 bursts per magazine

  • 200-yard range

  • Scope provides +1 accuracy/agility when used

  • Red laser spotter provides +1 accuracy/agility when used

​

Knives

  • Two knives

  • Amazing material strength

  • Razor-sharp edge

  • Serrated back

  • Stored in boot and glove compartments

​

Garrote

  • Remarkable material wire and handles

  • Hidden in a secret suit pouch

BackToTopButton.png

Talents

Talents
  • Professional / Criminal Talents

    • Central Intelligence Agency — Professional

    • Crimewave — Professional

    • Guatemala Prisons — Proficient

    • Theft / Burglary — Professional

    • Black Market — Professional

    • Security / Access Control Systems — Professional

    • Stealth — Professional

    • Street Life — Professional

    • Finances — Professional

    • Business — Professional

    • Psychology — Proficient

  • Combat / Field Talents

    • Law Enforcement — Proficient

    • Communications — Proficient

    • Melee Weapons — Professional

    • Thrown Weapons — Professional

    • Rifle / Handgun Marksmanship — Professional

    • Rifles / Handguns — Professional

    • Explosives — Professional

    • Traps / Triggering Devices — Professional

    • Acrobatics — Professional

    • Parkour — Professional

    • Climbing / Rappelling — Professional

    • Special Operations — Proficient

​

  • Martial Arts Talents

    • Martial Arts: Fighting — Professional

    • Martial Arts: Slam / Stun — Proficient

    • Martial Arts: Evade / Dodge — Professional

    • Martial Arts: + Initiative — Professional

​

  • Technical / Cultural Talents

    • Computers / Networking — Proficient

    • Art — Professional

    • Mexican History / Lore — Professional

    • Aztec History / Lore — Professional

    • Mayan History / Lore — Professional

​

  • Languages

    • English — Master

    • Spanish — Professional

    • Ten Spanish variants — Proficient

    • Portuguese — Professional

    • Russian / Cyrillic — Professional

    • French — Professional

    • German — Proficient

    • Arabic — Professional

    • Chinese — Professional

    • Japanese — Proficient

    • Philippine / Tagalog — Proficient

BackToTopButton.png

MDUverse Info: Character was originally "The Professional", made in 1978. He was part of Death Legion originally.  In January 2007, the character was re-created using the MMORPG, City of Heroes, however, the name "The Professional" was taken in the game.  As such, "Master Malefactor" was used as a name instead. The character was later brought into Crimewave rather than Death Legion (more 'theft' related group than Death Legion).

bottom of page