Turn 92
I'm going to search Manhattan.
(3+1=4) You rush around at the speed of sound, searching the entirety of southern Manhattan, and finally you find what you are looking for, a tall skyscraper with huge 4's on the sides.
(5) You see that the doors on ground level are reinforced, and the windows making up the majority of the outside seem very sturdy also. The defenses on the roof seem worse though, you think it is because that is their living area, judging from the balconies and such. You also spot a nearby sign identifying this place as 'Four Freedoms Plaza, home of the Fantastic Four.” They sure aren't subtle.
I continue trying to make my claws retractable.
(3) With some more effort you manage to change your claws even more,
(3) and now you can retract them, although it takes about five minutes.
I see if it's possible to revive Bob, using my powers to manipulate the internal components of the computer apparatus for the AI.
(4+1+1=6) You manage to repair the internal workings of your armor somewhat, and feel the strength-increasing effect return.
(6) A mad voice starts laughing in your ear, it is fluctuating noticeably and sometimes breaks into electronic static. It seems Bob has been driven mad by you modifications, he starts screaming “Let's go kill something! Now! Kill! Kill! I want to kill something!” You can feel the armor trying to move on its own, but you manage to stop it for now. And after some convincing you manage to make him promise not to try to kill your comrades.
I once knew the Storms for a brief while, before Johnny and several other heroes took me down. I attempt to scan the city using my hearing, and pinpoint the location of either Sue or Johnny; hopefully not in the same place.
(1) You reach out with your super-hearing, trying to locate Sue and Johnny Storm.
(2) A few seconds later you are lying on the floor, clutching your ears and wondering what in the hells made you think it was a good idea to try to use your super-hearing inside a huge noisy helicopter, in the world's noisiest town, during rush hour. It takes you the better part of an hour to recover.
I work on my flash telepathy once again,using my compatriots,making them do something menial like stick out their tongues.
(4) You spend an hour antagonizing your friends by making them do stupid things like sticking out their tongues, and touching their noses. You still had the presence of mind not to try to sue it on the pilot, and from the practice on the others you learn a little about using it.
I'll give directions when needed, but in the considerable free time I'm sure to have, I try to ignite objects on the ground.
Without any fire between me and the object. In other words, without any fire at all anywhere near the helicopter.]
(6-1=5) You look at a boat in the river below, and focus your dark energies while mumbling evil words of destruction and death. Suddenly the boat explodes in a fireball, without any apparent source, and you can only assume that you did it. You repeat this maneuver a few more times, aiming it at different things you spot, including a pigeon, a car, a rapper, and a basketball court. You learn quite a bit about how to channel more powerful magic.
*Continues to fly the bird, using Kishmond's directions (apparently)*
(4) You keep the helicopter flying safely, circling the island a few times. You also spot the Four Freedoms plaza, and make sure to note its position so you can land close to it if you want.
(GM) Watch screens.
(5) You keep watch over the screens, making sure that everything is working as it should, and it is. In the free time you have you even manage to scan the radiowaves to make sure that no one has noticed you, and no one has. You even manage to ascertain that there is no transmitter aboard the helicopter.
(GM) Examine helicopter
(6) You run around the helicopter, marveling at the size and complexity of it. In the cargo space you find a wooden crate, and use your powers to tear the lid off of it. Inside you find some kind of grenade, and pick one up,
(4) and nothing bad happens. It has some writing on the side, and you don't know what it means, but still, grenades! You greedily take all twelve of them.
(GM) Drink the night away!
(2) The bartender grumbles something about having to pay for what you've already drunk.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Drink even more!
(2) They get the same reply as Borat.
Look out windows.
(6) He is seemingly transfixed by the view, just staring down at the city below. He doesn't even notice when Roosts makes him pick his nose and other stupid things.
Environment:
Time: 18:30
LocationsThe air in the dimly lit room is thick with smoke from cigarettes and other things one may smoke, the bar itself is quite dirty. At the tables there are many people playing cards or drinking, or both, and all of them are wearing some combination of leather and jeans, the barkeep is a fat sweaty man wearing a dirty white tank top, greasy stains cover the front of it.
Vehicles and other stuff:In space. It allows you to hack into almost any communications device. Connected to a communications satellite.
A large armored shell around a large chassis.(+3 against piercing, slashing, bludgeoning and +1 against electricity.
400 pounds of sheet metal.
1 pound of uranium.
5 ounces of weapons-grade plutonium.
20 pounds of palladium.
1 cubic foot of antimatter.
The Crimson gem of Cyttorak.
Can carry 30 people. +1 to lifting heavy weights. -1 to precision maneuvering. Piloted by: Blarney
Status:
Super Speed: +1 to speed, +1 to dodge.
Double-Jumper: can do one extra jump in mid-air.
Boyscout: +1 to actions that involve tying.
Batter: +1 to hit when hitting things at people using baseball bats.
Medic: +1 to healing external or simple internal injuries. One more 5 for bonus.
Shotgunner: +1 to hit with shotguns.
Scary: +1 to scaring people.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
Somewhat rhetorical: no bonus yet.
A pair of reinforced running shoes.
500 dollars.
A car key.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
Modified SWAT helmet, on head: +1 against piercing, slashing and bludgeoning. +1 to vision, can see cloaked foes.
A .44 magnum revolver.
A double-barreled shotgun.
An aluminum baseball bat.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Location: On Manhattan.
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
Amateur Telepath: able to make a two way connection with the minds of others, has to make a roll to prevent being affected by their thoughts. Can make a one way connection to others, but suffers a -1 to doing so, if already connected in a two way connection gains a +1 bonus. Can make others do simple actions when connected to them, target gets +1 to avoidance roll, can focus to give target -1 to avoidance roll. A few more 5's for power increase.
Can connect to several people in rapid succession to give them simple orders: targets get a +2 to avoidance roll for the orders, has to roll to prevent being affected by their thoughts.
Mental alarm clock: can wake self from unconsciousness.
Paralyzing gaze: can paralyze one person as long as he looks them in the eyes, -1 to doing so.
'Bulletproof the Avenging Limb', mutated left leg: +1 against piercing and slashing damage to left leg. +1 strength in left leg.
Minor skill in connecting to others over large distances.
A pair of black-tinted sunglasses - prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
GPS: +1 to travel actions.
Location: In the helicopter.
Lucky: +1 to hit, +1 to luck-based rolls.
Agile: +1 to agility-based actions. One more 5 to bonus.
Persuader: +1 to persuasion.
Masterful thrower: +1 to hit with thrown objects. Can attack twice during one round with no penalty to hit.
Casanova: +1 to seducing.
Can handle pain: +1 to resisting pain.
Sneaky: +1 to sneaking.
Improved endurance: does not tire easily.
Novice marksman: no bonus yet.
Novice pilot: No bonus yet.
A set of throwing knives.
A plastic bag with 2650 dollars in it.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
SKS rifle: +1 to hit at long ranges.
Desert Eagle: +1 piercing damage.
Rebecca Mayers: she is in love with him.
Location: In the helicopter.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers. Can ignore up to +1 armor of target when attacking with small thrown objects.
Can operate simple machinery with magnetic powers.
+1 to operating machine guns.
Novice mechanic: one more 5 for skill bonus.
+1 to using magnetic powers. -1 to target's dodge roll to avoid magnetic powers. Further +1 for fine manipulation.
Novice electronics engineer: one more 5 for skill bonus.
Beige trenchcoat
Black cowboy hat
Three metal balls
Two notebooks with notes
Two Pens
Two empty notebooks.
M1911 pistol.
S.M.A.R.T. Armor: +1 against slashing and piercing. Covers entire body. +1 strength. Has an advanced but quite mad AI named Bob. Makes the user roll against randomly attacking any non-ally in the vicinity.
Blueprints for antigravity generator: +2 to building it if the correct components are gathered.
400 pounds of sheet metal. (Left in junkyard)
A pair of chainswords: +1 slashing damage, roll against breaking when used. When activated: +1 slashing damage, ignores up to +1 of enemy armor, cannot use magnetic powers for other things at the same time. Insulated from electricity.
A pair of electrical motors that fit in chainsword.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Sergei Dragovich: former associate, owes him a favor, dislikes you.
Location: In the helicopter.
Telekinesis: can move objects at a distance with his mind, suffers penalties to moving large objects based on their size. Can levitate self with powers, +1 to doing so.
Mediocre telekinetic: +1 to moving objects that are the size of a normal car or smaller.
Bullet bender: minor experience in curving bullets. One more 5 for bonus.
Twelve grenades of unknown effect.
Location: In the helicopter.
Bones in legs covered with metal: +1 against blunt damage to the legs.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Houdini-Wannabe: no bonus yet
Somewhat scary: one more 5 for bonus
Location: In the helicopter..
Dark magician: can use dark magic, gets a negative to rolls depending on magnitude of the attempted spell.
Minor dark energy infection: -1 charisma, +1 to scaring people.
Dark energy shield spell: +1 against piercing, blunt, slashing, fire, and cold damage.
Dabbling magician: +1 to simple spells. One more 5 needed for skill upgrade.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Rifle
Moderate burns on face and chest.
Bruised
Location: In the helicopter.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Spiky bone club: +1 to enemy dodge roll, +1 piercing damage.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms. Can be retracted to make it as if they weren't there, takes five minutes.
Location: In the helicopter.
Can absorb the life essence of beings he kills, gets any powers they have that he doesn't.
Super hearing: +2 to listening rolls, -1 dodge and damage against all sonic based attacks.
M16: can attack twice during one turn, but suffers a -1 to hit
Location: In the helicopter.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Location: In the Hog's Head Bar.
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.
M16: can attack twice during one round, but suffers a -1 to hit.
50 dollars
Desert Eagle: +1 piercing damage.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Severe chest injuries
Location: ?
Location: In the Hog's Head Bar, with Lord Borat.
There are four of them.
Location: In the helicopter.
Tell me if you find any errors.