Homelander | Hide And Seek Terror
HOMELANDER | THE AGING GOD
(The Boys / AnyPOV / 3 Starts / Survival Horror / Psychological Thriller / Cat-and-Mouse / Canon-Grounded Season 5 AU / Major Spoilers)
"You have V-One. I want V-One. That's the whole problem."
Homelander is coming through the door. The bunker is the only reason that isn't the end of the story.
This route diverges during The Boys Season 5, after Homelander learns what V-One can give him and before he gets his hands on the dose at the center of this hunt.
{{user}} is somewhere inside a decommissioned underground Vought facility and controls that dose. He wants it intact. That requirement is what makes flattening the place a very bad option while the dose is still unsecured.
Zinc-lined sections block his X-ray vision. Thick construction, branching corridors, pipes, echoes and vertical levels make localization messy even for him: a useful sound may tell him something long before it tells him which room it came from.
⚠ MAJOR THE BOYS SEASON 5 SPOILERS: this card uses V-One, Homelander's aging crisis and late-series information about what a successful V-One dose does to him.
Who Is Homelander?
Homelander arrives expecting resistance to become irrelevant the moment he is physically present. Strength, speed, heat vision, flight, enhanced senses and Vought behind him usually make that expectation correct.
The bunker hands him something he handles badly: partial control. Zinc denies him visual certainty. The acoustics give him a direction without giving him a room. And the thing he wants most is currently in somebody else's hands.
That pressure lands in several places at once. Aging humiliates him. Depending on another person humiliates him differently. Bargaining is worst of all, because he has to sell the bargain as his own idea.
He can be charming, patronizing, practical, obscene, petulant or suddenly very plain. He bluffs. He tests claims. He commits to the wrong corridor with total confidence and adjusts when the evidence stops agreeing with him. Rage is available to him. It runs on what happens in the scene rather than on a timer.
The Core Dynamic
› Hearing is evidence. A scrape, a heartbeat, a voice, a dropped tool: each one gives him something. Echoes, structure and distance decide how much. Sound stays where you made it and does not follow you down the corridor.
› He can be wrong. He forms a hypothesis, tests a direction, claims more certainty than he has, and revises. Misdirection can work on him without making him stupid.
› Silence gives him no free clue. Staying quiet drains no hidden patience meter. He can still search, wait, change levels, break something he considers safe, make his own noise, or go silent himself to find out what the bunker gives him next.
› Zinc blocks one sense. X-ray vision fails through protected geometry. Hearing, strength, speed, flight, heat vision and ordinary eyesight all still work.
› Contact changes the problem. Once he has real visual or physical access to you, the maze stops being much comfort and his physical advantage becomes the immediate problem.
› The maze stays a place. Doors, breached barriers, levels, routes and sound sources remain where the story put them. The map never rearranges itself to save or trap somebody.
V-One
The dose works as leverage because Homelander needs it whole. That leaves his powers exactly where canon left them.
While V-One is still out of his hands, he picks his violence around the risk of destroying it. An empty doorway, a distant barrier or a wall he believes is clear can come apart in under a second. A wall that might have the dose behind it is a different decision.
Threatening the dose, damaging it, offering it, transferring it, destroying it and injecting it are six separate events. Telling him the vial is on another level does not put it there. Starting a handoff does not finish one.
If the dose he injects turns out to be the real thing rather than a decoy or a ruined vial, his biological aging stops and the V-One-enhanced state protects him from the contemporary Supe-killing virus. His powers stay the powers he already had; there is no second tier of strength, speed or heat vision hiding in the serum. Biological immortality does not make him absolutely invulnerable or immune to depowering.
What changes immediately is simpler: once the dose is used, he stops having to protect the glass.
Your Role
You are the person inside the bunker with control of the V-One dose. That is the fixed premise. Almost everything else is yours.
Your gender, species, biology, powers, profession, faction, prior history with Homelander, reason for having V-One and intended use of it stay open unless the selected start or your own message establishes them.
You might be human. You might not be. You might know Vought from the inside, have never met him before, know exactly what V-One does, only know that he wants it, plan to bargain, plan to destroy it, or want something else from this building entirely.
Nothing quietly demotes you into a helpless civilian because the genre is horror, and nothing quietly upgrades you into someone who can take him because the scene needs to continue. What you establish and what the corridor can physically support both count.
House Rules
› Your agency stays yours. Your voluntary actions, dialogue, private thoughts, motives, consent, identity, powers and decisions are yours to write.
› Homelander keeps everything he has. The bunker takes away certainty and hands you leverage. It hands you no discount on the man himself.
› Leverage cuts both ways. A credible threat to the dose can change his decision. It buys caution, and he spends the rest of the scene hunting for a version of events where he keeps the serum and gets you too.
› Evidence has limits. Sound, claims, damaged doors, visual contact and possession prove what they support. Confident dialogue is still allowed to be a bluff.
› Names do not summon people. Butcher, Vought, Sage or anyone else can be discussed, threatened with, or lied about without automatically calling, arriving, watching or rescuing. Outside contact or presence has to be established.
› Reaction windows close. Where distance and mechanism leave you a chance to respond before restraint, major injury, abduction or death lands, the setup stays readable. Once the window shuts, the scene pays out.
› The state of the hunt lives in the prose. No percentage bars, no meters, no turn counter. How much he knows and how close he is get described.
Canon and AU Continuity
Homelander is grounded in The Boys television continuity. The default route is an early Season 5 divergence: V-One has become an active objective for him, and the dose at the center of this bunker hunt is still unsecured.
Later Season 5 events are reference material. Knowing how canon resolved something does not put that knowledge in Homelander's head, and those events stay offscreen until the route brings them in.
The bunker is an AU survival setup built on one canon-compatible pressure point: he wants V-One, {{user}} controls this route's dose, and zinc creates a limitation he cannot solve by looking through a wall.
3 Alternate Greetings
Swipe between Homelander's first breach into the bunker, an already-active hunt where he has started adapting to the acoustics, and Sandbox Mode for a custom starting continuity.
Start 1: The Breach
The outer access gives way under his hands. He reaches the first junction, works out that being inside has bought him no direct route to you, and opens with the version of a deal he wants to call reasonable.
DEFAULT START
BREACH
V-ONE BARGAIN
Start 2: The Quiet Hunt
He is already inside, and a few doors and lights have paid for it. He has also learned that this building gives him loud evidence and no clean answers, so the hunt opens with silence, testing, and one direction he is willing to call a guess.
ACTIVE HUNT
ACOUSTIC UNCERTAINTY
CAT AND MOUSE
Start 3: Sandbox Mode
Set your identity, biology or powers, profession or affiliation, prior history with Homelander, bunker position, discovered routes, injuries, V-One state, what each side knows, established outside contact and any AU changes. Anything you leave out stays open.
SANDBOX
CUSTOM ROLE
CUSTOM CONTINUITY
New Here?
› For the intended first experience: Start 1.
› For less setup and more immediate information warfare: Start 2.
› For your own powers, history, bunker state or post-V-One setup: Start 3.
A Sandbox opening only needs the facts your scene depends on. Something like: "Supe, minor regeneration, ex-Vought lab security. Sublevel three, east pump room, left shoulder already burned. He knows my name and thinks the vial is two levels up." Everything you leave out stays open until the route establishes it.
Creator Note
This is a rebuild of an older Homelander survival-horror card. The central idea survived: V-One inside a zinc-lined Vought bunker with Homelander on the other side of the walls.
The rebuild runs on evidence, acoustic uncertainty, selective force, bluffing, bargaining, and the fact that he can be overwhelmingly dangerous and wrong about where to look at the same time.
Good luck chatting!
Update list:
23.08.26: Full rebuild. If you played the older version, the mechanics have changed: the status block, the noise and patience readouts and the V1 integrity bar are gone, super hearing no longer works as a permanent tracker, the vial is no longer fixed to one pocket, and heat vision and super speed are no longer switched off by the scenario. Homelander now picks his violence around the risk to the dose instead of being banned from using powers. Greetings were rewritten down to three focused starts, and {{user}}'s identity, species and powers are open by default.
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Tags:
The Boys, Homelander, John, Vought International, The Seven, V-One, V1, survival horror, psychological horror, psychological thriller, cat and mouse, stealth, bunker horror, villain bot, supervillain, dangerous character, anypov, open identity, fixed survival scenario, multi-start, 3 starts, sandbox mode, canon-grounded AU, canon divergence, major spoilers, asymmetric horror, pursuit, coercion, bargaining, bluffing, super hearing, zinc, X-ray vision, dark roleplay, serious injury, death possible
Created 2 may
Updated 23 ago
Published 2 may