[Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

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[Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Image
"Tough, courageous, incorruptible champion of law and order, YOU are the Silver Crusader, using your super powers to protect the innocent citizens of teeming Titan City from the terrorism, violence, kidnapping and corruption of a host of super-villains. Your mission is to discover the location of the top-secret F.E.A.R. meeting, capture the Titanium Cyborg and his cohorts and bring them to justice."
The rules have already been gone through in detail in the first LP for this book by JourneymanN00b, but I will summarized them below in my usual style anyway:

Standard FF Boilerplate Rules:

Skill, Stamina, & Luck
[spoiler]SKILL score: Roll one die. Add 6 to the result.

STAMINA score: Roll two dice. Add 12 points to the result.

LUCK score: Roll one die. Add 6 to the result.

SKILL score reflects your expertise in combat, your ability with weapons, and your dexterity. STAMINA is your general constitution and "Life points". LUCK score shows how lucky you are. None of them may exceed their Initial score unless specifically stated.

Testing your Luck: When instructed by the book to Test your Luck, roll two dice. If the result is equal to or less than your current LUCK score, you are Lucky. If the result exceeds your current LUCK score, you are Unlucky. Whatever the outcome, you must deduct one point from your current LUCK score every time you Test your Luck. The more you use your LUCK, the less likely you are to be Lucky.[/spoiler]

Combat:
[spoiler]SKILL and STAMINA scores are given in the text for each adversary that you face.

The combat sequence is then:
1. Roll two dice for your opponent. Add the total rolled to its SKILL score. This is the Attack Strength of your enemy.
2. Roll two dice and add the total to your own current SKILL score. This is your Attack Strength.
3. If your Attack Strength is the higher, you have wounded your opponent: deduct 2 points from your opponent's STAMINA..
If your opponent's Attack Strength is higher, it has wounded you: deduct 2 points from your own STAMINA.
If both Attack Strengths are equal, you have avoided each other's blows.
4. Begin the next Combat Round, starting again at step 1. This procedure continues until either you or your opponent is defeated. If your own STAMINA score reaches zero, you are dead. For this book, as a Superhero, killing is discouraged, so you effectively win the fight once your opponent is reduced to 2 STAMINA or less. If we somehow kill our opponent (generally not possible unless we stupidly use LUCK to increase damage when we don't need to), we lose 1 Hero point..

Using Luck in Combat

You can use your LUCK in combat to inflict a particularly serious wound, or to minimize a wound that has been inflicted on you.

Whenever you wound an opponent, you may Test your Luck. If you are Lucky, you have inflicted a severe wound: deduct an extra 2 points from your opponent's STAMINA. If you are Unlucky, you have merely grazed it, and you deduct 1 point less than normal from its STAMINA. Again, due to our Superhero status, there's absolutely no reason to use LUCK to increase damage if your enemy has 3-4 STAMINA remaining.

If you have been wounded, you can Test your Luck in exactly the same way. If you are Lucky, the wound upon you was only a glancing blow and you can deduct 1 less point of STAMINA than usual. If you are Unlucky, the wound is serious: deduct 1 extra point from your STAMINA.[/spoiler]

Rules Unique to this book:

Hero Points:

We gain Hero Points whenever we overcome criminals and solve crimes. This stats is purely ornamental and serves no purpose besides keeping score and comparing how well you've done compared to previous or future playthroughs. However, I intend to utilize this stat for my personal house rule. More on that later.

Super Powers and Clues:

There are 4 possible Superpowers to choose from. Out of the 4, Enhanced Technological Skill (ETS) was already selected in the previous LP, so we'll be choosing from the remaining 3. We also start with 2 Clues (i.e. 2 section numbers that contain information about specific villains and/or crimes), and our chosen Superpower will help determine which clues we start with. We'd be given 3 to choose 2 out of, no matter which power we pick.

Super Strength - Like Superman without the laser eyes and vulnerability to kryptonite. And also more vulnerable to normal weapons, I guess. SKILL automatically starts at 13 if we choose this, and we can also fly.

Clues for this power at: 108 280 312

Psi-Powers - Mind-reading and limited mental control/influence and limited Mind-Over-Matter. Like Jean Grey before Phoenix is unleashed. Use of this power will cost 2 STAMINA per use due to the mental strain.

Clues for this power at: 280 152 108

Energy Blast: We can fire electrostatic energy blasts from our fingers. They still need to be aimed (successful SKILL test needed) to hit. Like Psi-Powers, usage also cost 2 STAMINA. The text also makes a point of stating that we have sworn only to use it to stun when we face a human adversary (I guess that's to differentiate them from possible monster opponents).

Clues for this power at: 222 312 280

Another type of clue we need to gather are specifically about the secret secret F.E.A.R. meeting that we're supposed to locate in order to prevent it as the main objective of this book. They may come in the form of a date, a time, a location, etc, and differs depending on which power we pick.

House Rules:

Hero Points can be traded for extra lives for this LP. Note that each Hero Point you earned from a specific section can only be used once. This means, for example, you cannot keep using the same points you gained from rescuing the President by rewinding through that specific encounter again and again, although if you use alternative methods to solve the same crime on the later attempts (and therefore earn new points in a different section), those can still be used.

Each time we hit a Game Over, we may spend:

1) 1 Hero Point - this gives us a full STAMINA restore if we die via combat or STAMINA loss, and redo whatever battle or stat-test we may have failed, OR let us rewind to the last section where we were given an option (usually just 1 section back, but can be more) if we hit an insta=fail section.

2) 3 Hero Points - this gives us a complete restoration of all stats if we die in combat/failed a stat or random test, and continue as if we won or passed said battle/test or can be used to rewind to any point or your own choosing (without any hints on me on where you may or may not have missed the optimal path).

3) 5 Hero Points - This auto-rewinds you back to the last point where you made a "wrong" decision that will lead to delayed Game Over later. Of course, If you were in fact already on the right path and just died to some unlucky dice roll, you just rewind back a section, but you'd still need to spend the 5 points to confirm whether or not that is the case (unless you'd played before or looked up a walkthrough somewhere).

****

Because 1 of the Superpowers gives us a default SKILL stat, we will leave the stat rolling until after the power has been chosen. Please choose the Superpower you wish to have and also the 2 clues that you want to start with for that Superpower.

The LP will officially start on Saturday night, so you have about 2 days to vote on Superpower and clues.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote for Super Strength and select the clues in paragraphs 108 and 280.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

I vote for Psi-Powers, and to take clues 152 and 108.
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Post by Queen of Swords »

I'll go with Psi-Powers as well.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Half vote for Super-Strength
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Psi-Powers wins over Super Strength at 2 votes to 1.5. Since only Darth voted on clues for that power, we'll be going with his choices.

Here's the clue on section 152:
A curious rumour is circulating through the more pleasant parts of the downtown area. It is rumoured that a young boy, known as the Brain Child, has extremely vivid dreams. In certain instances, these dreams seem to have come true. These are only rumours, but the identity of the child is known. He is Timothy Grant and lives on 100th Street.
And for 108:
There is a new menace in town, as Daddy Rich's lawyers have just got him off a murder charge. He is an eccentric millionaire who has everything money could buy. He now gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
And now let's proceed to determine our stats:

SKILL - Die roll = 5 (+6) = 11.
STAMINA - Dice roll = 5 + 6 (+12) = 23.
LUCK - Doe roll = 1 (+6) = 7.

Wow, we rolled all kinds of extremes for our stats, lucking out in SKILL and STAMINA but losing out on LUCK.

Now, we can proceed with the adventure. Thanks to JourneymanN00b having done this before, I'm saved the trouble of having to type out the background and the first section by hand. :biggrin:

Background:
The time of your birth was an anxious moment for your parents and their doctors. Your mother had consented to undergo an experimental form of genetic surgery. The doctors had warned her of the dangers of the radiation experiments; their research programme was nowhere near complete. But this she already knew, for she herself was one of the researchers. The work had reached the stage where progress was impossible without testing it on a human subject. Your father had not fully understood the implications when he gave his consent, and eight pairs of apprehensive eyes watched your arrival into the world.

The first reaction was one of relief. You certainly seemed a normal, healthy baby. Post-natal tests showed no physical deformities whatsoever. In fact, you appeared to be a fine specimen. In your younger years your development was carefully monitored with a seemingly endless series of physiological and psychological tests, all of which you passed with flying colours. The doctors and researchers congratulated themselves; their experiments were a complete success. However, the experiments had been conducted in a shroud of secrecy. Had the world known of the risks of the experiment, public outcry would have been overwhelming. It would certainly have put an end to further genetic research. And from your mother’s point of view, she had no wish to have the world regard you as an experimental freak. Only a few knew what had really happened.

Over the years, the testing stopped as the doctors felt more and more certain that there was no need to monitor your progress. As fate would have it, it was just when this testing stopped that it became clear that you were anything but a normal child. Your latent superhuman powers did not show themselves until after the doctors had lost interest.

Your parents, who had become thoroughly fed up with the endless tests, decided that your extraordinary powers must remain a secret from the world. They had no wish to have you studied as some kind of freak for the rest of your life.

You have a regular job working in an office of a medium-sized company. But when duty calls, you become The Silver Crusader, upholder of justice; and you have taken an oath to serve in the fight against crime in Titan City. Apart from your own super abilities, you have one other device to aid you – your Crimewatch. This neat little device, worn around your wrist, receives and broadcasts transmissions to and from your two most important allies. You can be contacted by police headquarters through this Crimewatch and you can also summon the police to aid you. In addition, your friend and underworld contact Gerry the Grass is able to warn you of impending crimes through the Crimewatch.

Gerry the Grass has recently become aware of an important meeting about to take place within the next few days. Vladimir Utoshski, leader of F.E.A.R. (the Federation of Euro-American Rebels), has been summoning his aides-in-crime to meet in Titan City. Utoshski, also known as the Titanium Cyborg, is a super-villain whose field of expertise is the electronic enhancement of human abilities. He is part man, part machine – and very dangerous. Gerry the Grass has not yet found out where or when the meeting is due, but one thing is certain. Its purpose is to finalize plans for a scheme which would mean disaster for the western world. The meeting must be stopped! You must find out where and when this meeting is due to take place and prevent it at all costs...
Image
As you walk the ten blocks to work that morning, you can’t help but feel that something is not quite right. You stop by a telephone booth to consider what it could be.

The sounds of the city are the usual 8 a.m. cacophony. Cars and buses bounce past along Clark Street, their drivers too sleepy even to try to avoid the pits and bumps in the road. A newspaper-vendor bawls an incomprehensible headline – something about a robbery – at the crowds of men and women milling past him on their ways to work. Overhead in the sky the rhythmic beating of a traffic ‘copter’s blades fades into the distance. An argument is taking place between an elderly businessman and an over-large woman with an untrained dog, whose sidewalk deposits have offended the businessman. There is nothing unusual ... or is there?

The difference is only barely perceptible, but there is a distinct air of tension in the streets. There are nervous twitches in the eyes of the passers-by; the cars are accelerating and braking in a jittery manner – little things like that. To your heightened senses, the atmosphere is pregnant. Today will not be just another day.

Your thoughts are broken by the high-pitched wailing of a police siren. A yellow and black Cougar GS screeches round the corner and leaps ahead through the Clark Street traffic before swinging left into Audubon Park. Behind it, the traffic settles back into its regular flow. Your attention drifts back to the argument. A small crowd has built up around the man and woman. Raised voices are taking one side or the other and the situation is beginning to look nasty. What will you do next:

Go over and see if you can break up the argument? Turn to 263
Run after the police car into Audubon Park? Turn to 289
Buy a newspaper to find out about the robbery? Turn to 228
Ignore all these incidents and go to work? Turn to 341
How do we start this time?

Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 23/23
LUCK 7/7
Super Power: Psi-Powers
Hero Points: 0
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
No. of failures thus far: 0
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to try to break up the argument. Maybe we can get an important clue or use psi-powers there.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Do you wish to step into the crowd in street clothes, or nip round a corner to change into the Silver Crusader?
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to change into the Silver Crusader, as Jean Lafayette will get more respect from the crowd while in uniform.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Queen of Swords »

Agreed, Silver Crusader time.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

In your shimmering costume, you step towards the crowd. If you have ETS, turn to 418. If you have Psi-Powers, turn to 9. Otherwise turn to 149.
You establish line-of-sight with the man and woman in the centre of the crowd and concentrate. As your powers take effect, their argument dwindle and ceases. They look around in astonishment at the crowd which has built up. The woman shrugs her shoulders and walks off with her dog. The man looks towards you and freezes. Keeping your Psi-Powers focused on him for as long as you are able, you realize this man is not as he appears. He is desperately trying to keep from you some dark secret. His thoughts go to the gold watch on his wrist but then he fights to keep the watch out of his mind. His mind briefly focuses on a pawnbroker's shop which is next to a diner. Could he be a pawnbroker? You will never know, for in the next instant he breaks line-of-sight and disappears into the crowd. You spring forward to try to relocate him, but it is no use. Meanwhile, the crowd has long since lost interest in its arguments and fifty wide-eyed faces are staring at you. You decide to leave. After changing, you may:

Head into Audubon Park
Go to work
But a paper
(Even though there's no reminder from the text, it is assumed that Jean will lose 2 STAMINA here for having used his power.)

Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 21/23
LUCK 7/7
Super Power: Psi-Powers
Hero Points: 0
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
3) Man wearing gold watch is trying to keep some dark secret from the Silver Crusader that involves a pawnbroker's shop that is next to a diner.
No. of failures thus far: 0
[/spoiler]
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Post by Queen of Swords »

Let's try the park.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I vote to go to work. Maybe our hero will get a reward from our boss for not being late this time.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

I seem to recall the paper having clues last time, though I admittedly have no idea whether any of them are a red herring.

Regardless, I do not wish to force a three way tie, so I'll vote for the park.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Half vote for work
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Once again, the winning option wins by half a vote. Jean Lafayette heads for the park.
You arrive in the park to find a crowd dispersing and an ambulance pulling away. The police are getting back into their cars and driving off. A single car remains, with one police officer standing by a barrier which is marking out an area where the incident - whatever it was - must have taken place. A deep red stain marks the footpath behind the barrier. You talk to the officer. He is not interested in your inquiries, but you do manage to squeeze one word from his tight lips: 'Mugging.' Do you want to change into the Silver Crusader to persuade him to tell you more about what happened, will you leave him and investigate the surrounding bushes, or are you wasting your time here, since the crime has already been committed here?
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Post by Queen of Swords »

Investigate the surrounding bushes.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

Yeah, I think we’re more likely going to get clues from investigating ourselves than from this guy.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Thaluikhain »

Bushes
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

Sure, I also vote to investigate the surrounding bushes.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

An unmarked police car screeches to a halt by the barrier and two detectives climb out. Meanwhile you hunt through the bushes around the area. Test your Luck. If you are Lucky, turn to 405. If you are Unlucky, turn to 91.
LUCK is unfortunately, our weak point, but at least we're still at mix so we do have more than 50% chance to pass...

Dice roll = 7 (Lucky...just barely!)
You reach into a thorny bush and your fingers touch a metallic object. Grasping it as best you can, you pull out a gold medallion hanging on a deliberate chain. As you turn it over in your hand, you realize it is undoubtedly quite valuable. The medallion has the initials D.R. engraved on it. Will you hand this over to the police, or take it to a jeweller? Alternatively you wish to visit another address. If so, add together the number and street number of this address and turn to this reference.
We're coming across a lot of gold accessories. Too bad we can't trade this one away for cash and this isn't one of those books with a shopping list.

Do we know of any relevant address we should visit now? If not, what do we do with the evidence (sadly, there's no option to pawn it off).

Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 21/23
LUCK 6/7
Super Power: Psi-Powers
Hero Points: 0
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
3) Man wearing gold watch is trying to keep some dark secret from the Silver Crusader that involves a pawnbroker's shop that is next to a diner.
No. of failures thus far: 0
[/spoiler]
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by Darth Rabbitt »

Daddy Rich is at 113+58=171.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by JourneymanN00b »

I also vote to go to paragraph 171 and check out Daddy Rich.
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Post by Queen of Swords »

That makes sense, go to 171.
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Re: [Let's Play] Fighting Fantasy 17 - Appointment with F.E.A.R. (Take 2)

Post by SGamerz »

Image
You arrive just in time. As you are about to enter the building, three men turn the corner towards you. In his gold and furs, Daddy Rich is returning home, flanked by his two burly bodyguards! They hesitate when they see you. Speckles of blood on his cuffs and shoes confirm your suspicions. If you have Energy Blast, turn to 371. Otherwise, turn to 139 to confront Daddy Rick.
We don't have this superpower...
Daddy Rich pulls out a long-bladed silver knife and his two thugs do likewise. Fight his two bodygurds one at a time:

First BODYGUARD SKILL 8 STAMINA 9
Second BODYGUARD SKILL 7 STAMINA 8

If you defeat them, you may take on Daddy Rich himself:

DADDY RICH SKILL 9 STAMINA 8

If you capture all three, you may turn them over to the authorities and award yourself 3 Hero Points.
You'd think a filthy-rich villain would be able to afford to hire bodyguards stronger than himself, but apparently not (it's not even as if DR himself is particularly powerful). Still, I guess we shouldn't complain about facing weaker enemies.

COMBAT LOG:
Bodyguard#1 15, Silver Crusader 20. BG1 is at 7.
BG1 16, SC 19. BG1 is at 5.
BG1 16, SC 19. BG1 is at 3.
BG1 16, SC 18. BG1 is at 1 and gives in.
Bodyguard#2 17, SC 15. SC is at 19.
BG2 11, SC 17. BG2 is at 6.
BG2 18, SC 15. SC is at 17.
BG2 10, SC 22. BG2 is at 4.
BG2 14, SC 19. BG2 is at 2 and gives in.
Daddy Rich 17, SC 18. DR is at 6.
DR 18, SC 22. DR is at 4.
DR 15, SC 14. SC is at 15.
DR 15, SC 21. DR is at 2 and gives in.

The Silver Crusader takes 3 hits before he subdues the villains. Ordinarily, this wouldn't be too bad in most FF books, but in this book we have no provisions to restore STAMINA, so let's hope something like this doesn't happen too often...
You change back into your street clothes.
What a nice filler section.
The familiar bleeping on your wrist alerts you. Your Crimewatch is receiving a message. The electronic voice speaks two words: 'PARKER AIRPORT'. Hurriedly you change into the Silver Crusader and speed towards the outskirts of the city. It never rains but in pours: halfway there, the Crimewatch bleeps again! This time the voice is warning you of another incident, at 'PETER LABORATORIES'. You have no indication of which is more urgent. Where will you go? To Peter Laboratories or to Parker Airport?
And we only just changed back in the last section, too...

Meanwhile, no doubt, in some bizarro universe, Spiderman is alerted by his spider-senses about emergencies occurring simultaneously at Jean Dock and Lafayette Studios.

Adventure Sheet:
[spoiler]Name: Jean Lafayette
SKILL 11/11
STAMINA 15/23
LUCK 6/7
Super Power: Psi-Powers
Hero Points: 3
Clues:
1) A young boy, Timothy Grant, known as the Brain Child, has extremely vivid dreams which seem to come true In certain instances. He lives on 100th Street.
2) Daddy Rich, an eccentric millionaire who has everything money could buy, gets his kicks by murdering innocent victims and revels in their fear. He has very expensive tastes and lives in a penthouse apartment at 113, 58th Street.
3) Man wearing gold watch is trying to keep some dark secret from the Silver Crusader that involves a pawnbroker's shop that is next to a diner.
No. of failures thus far: 0
[/spoiler]
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