Adventurers plops, ripe for the grabbing

Adventurers plops, ripe for the grabbing
#79
RE: Adventurers plops, ripe for the grabbing
They're like Perry Mason. They can almost magically smell a liar from a mile away and only defend people they believe are innocent.

The idea is that the main character is stuck in allll of the whodunnit shows at once, but still needs to get away with murder for some reason. I think I forgot to also mention the reclusive socially awkward supergeniusatsolvingthings and the two or three people with semi- and/or psuedo-mystical powers like talking to ghosts or pretending to read people's minds that can help them solve crimes too.

Killing all the crimesolvers is a valid plan if you can make it work, but it's also probably the hardest route to go because it makes it obvious what happened and a lot of these people are used to defending themselves. I guess you could try to assemble a team of various assorted recurring villains to work with you, but all of them are super mastermind double-crosser types and some of them are too insane to even be helpful in the first place.
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