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Coconut Drifter
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The basics of my new contract are simple enough. I can't spend cash to buy FX anymore - the mayor told me that that was a safety net to allow new supervillains to quickly build up a base supply of powers to work with, and is taken away as we improve so we can't literally melt down Fort Knox into superpowers. Incidentally, I was apparently supposed to rob a bank by now, but that opportunity is lost to me. I guess that's a thing every new villain does at some point. I could still do it just for the cash, though. Cash is always nice, even when it doesn't buy superpowers.
However, I still do have a means to get more FX. But now, I have to do it by negotiating "drawbacks" with the mayor, such as weaknesses, limits on power capability, and narrowing a power's focus. He gives me a couple examples of drawbacks I could take to get a few more FX:
-Instant Limit: Putting a limiter on how far I can teleport in a short amount of time. As he puts it, "do you really need to teleport halfway across the planet in the middle of a fight?" I'd get 1 FX back for every "level" of teleportation barred to me in a single minute of charging. Essentially, it would add a 1 minute charge time to all of my teleports above a certain attempted distance, which isn't too bad.
-Bane: I could take some sort of weakness that saps my powers. How many FX I get out of this seems to vary based on how strong the bane is, and how common it is. He says the upper limit I could get for this is 10 FX, for something common that completely paralyzes my powers. He offers "being submerged in water" as a reasonable example, although adds that it would make more sense if that Bane only took away my fire aura. Having Water negate my fire aura would be worth 3 FX.
-Weakness: Similar to Bane, but instead of weakening me, this would be something that hurts me more than usual. Much like Banes, these give a pretty meaty FX return, usually ranging from 3 FX for a rare attack type, and up to 10 FX for something more common.
I am not sure why I would take a Weakness or a Bane, but hey, I guess if it's thematic. I can propose any kind of drawback I can imagine, he says, but if it's boring he can veto it, or in his words, "mess with it until it's interesting." I don't know if I want to know what that means. In addition, this is apparently where my theme from my first contract matters. I can't buy drawbacks that don't fit with my "theme," as judged by Mayor Bloodwick. "A fire and rock guy like you can't be Weak to fire. That'd be weird and slightly suicidal. Are you suicidal? I hope so, suicidal villains can do awesome things."
Also my pay rate is significantly more variable, but I'll get at least $5000 per heist, to a maximum of $50,000 per heist. Later contracts will raise both of those price constraints. All in all, this seems like a really good deal, and I like being a supervillain. Since the alternative seems to be "stop being a supervillain and lose all your powers," I sign on the dotted line, and my new contract is now immediately in effect!
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