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Author Topic: SUPERVILLAIN: Turn #3, the mystery hero  (Read 3573 times)

stabbymcstabstab

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Re: SUPERVILLAIN: Not a good guy anymore!
« Reply #15 on: August 06, 2011, 09:29:29 am »

Pratice our mind control! in her then the cops.
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Weirdsound

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Re: SUPERVILLAIN: Not a good guy anymore!
« Reply #16 on: August 06, 2011, 10:26:58 am »

Pratice our mind control! in her then the cops.

Nah, go to the local hooverville and practice on some bums.
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mr. macduggan

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Re: SUPERVILLAIN: Not a good guy anymore!
« Reply #17 on: August 06, 2011, 10:00:07 pm »

Pratice our mind control! in her then the cops.

Nah, go to the local hooverville and practice on some bums.
The way to improving your mind control skills is to attack the strong-minded people. A random bum would probably have a defense score of 1, or maybe 2 if he is sober. A full enemy superhero with psychic powers would have a defense score of 6, meaning you have to tie or exceed a 6 on your roll to beat him. The road to improvement is defeating more powerful minds than a bum. However, time control improves with use, and intuition improves when you act upon what you intuit from the world around you.
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peglegpengeuin

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Re: SUPERVILLAIN: Not a good guy anymore!
« Reply #18 on: August 06, 2011, 10:25:01 pm »

Then let's act upon this one. The guy with powers in here scares me. Let's ask if anyone brought in a lost wallet, and then leave. Then we... uh... I have no good idea. We could try the terrorist plot, but I'm not sure we're ready for it. If possible, concentrate our intuition on the guy with powers so we can figure him out.
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mr. macduggan

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #19 on: August 06, 2011, 10:57:38 pm »

TURN #3:
You need to fool the secretary into believing you lost a wallet. You get a overshot safe roll with a plus one modifier for this job.
ACTION ROLL: 6
You convince the secretary that you are looking for your lost wallet. She buys your story completely, and you take one more look around the place before you leave, fully using your powers of intuition.


INTUITION ROLL:3
You gather from your intuition that this powerful being is a "good guy"

INVENTORY:
Spoiler (click to show/hide)
« Last Edit: August 06, 2011, 11:00:24 pm by mr. macduggan »
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mr. macduggan

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #20 on: August 09, 2011, 09:30:10 pm »

Shameless bump  :-[
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rutsber

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #21 on: August 09, 2011, 10:08:26 pm »

The CIA wasn't established until 1947. Sorry to ruin it but I thought that too.  :'(
Source:https://www.cia.gov/about-cia/history-of-the-cia/index.html Seems credible.
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mr. macduggan

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #22 on: August 10, 2011, 03:48:27 pm »

Welp, this is probably the last time I will bump this. If it doesn't achieve any more interest, then I will just let it die.
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Firelordsky

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #23 on: August 10, 2011, 04:04:06 pm »

lets try the terrorist plot
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peglegpengeuin

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #24 on: August 10, 2011, 04:21:59 pm »

Better yet, let's start something that the super zero'll have to get involved in so we can learn more about him. Perhaps runaway train that needs super-stopping? Could set it up to happen when he's near it. Perhaps mind control the maintenance workers or the train operator to get this done?
« Last Edit: August 10, 2011, 04:41:09 pm by peglegpengeuin »
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jetex1911

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #25 on: August 10, 2011, 06:23:56 pm »

What if we mind controlled one of the officers to start a shooting? We just have to stop him, and we could be thought of as a hero. even if we get beaten to it by the hero in here, we could still figure out who it is!
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peglegpengeuin

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #26 on: August 10, 2011, 06:34:28 pm »

What if we mind controlled one of the officers to start a shooting? We just have to stop him, and we could be thought of as a hero. even if we get beaten to it by the hero in here, we could still figure out who it is!

Bad idea - that's incredibly suspicious. If we want reputation, we could set up a public suicide and "talk" the person down. If we're going to test a hero, we want to have lots of people around us.
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mr. macduggan

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #27 on: August 10, 2011, 11:09:01 pm »

These are all good plans. However, the pressing matter is what the short-term actions of the manipulator are, on his way to execute his main plan. What exactly is step one?
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rutsber

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #28 on: August 10, 2011, 11:11:31 pm »

Just go and see what's going on in the city.
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mr. macduggan

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Re: SUPERVILLAIN: Turn #3, the mystery hero
« Reply #29 on: August 10, 2011, 11:17:43 pm »

All Right.
Discovery roll: 4
The Manipulator discovers that a rather large skyscraper is in the process of being built at the moment. Many men are hired to work on its construction. Also, a large gang war between two villains has been cleaned up by a mysterious hero with the ability to manipulate physics.
Both villains have been put away for life in the prison. Additionally, there are rumors that the subway system is picking up a system of fauna of its own, and a small set of bandits make camp down in the damp tunnels.


Intuition Roll: 5
The Manipulator realizes that the man building the skyscraper has bigger plans than simply to create an office building. It involves a radio tower at the top of the building.
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