Turn 95
I one way connect to the Thing. I want him to eat the television.
(6-1=5) You reach out with your mind, gently prodding all the minds you encounter until you finally find the one you want, and plunge in. There is no wave of thoughts, as you made sure that he could in no way affect you. You see that he is sitting in the top of the tower, watching TV with the Human Torch, and decide to mess with them. You send a nagging mental command to the Thing, telling him to get up and eat the TV.
(6+1=6) He gets up from the couch, but instead of eating the TV he goes into the kitchen and starts making a sandwich. You also managed to learn a bit about his powers.
I get out of the Helicopter, say I will try to make a distraction, run into the Four Freedoms Plaza foyer and yell that I was just outside and some freak touched me and I grew claws, which, for what it's worth, is pretty much true.
On the upside, hopefully someone will try to help me and someone will go running off looking for, well, me. On the downside this will wake them up, not to mention put me at risk...
(2) You run towards the large building, and soon reach it, but to your dismay you find that the front doors are locked. You start banging on the doors and shouting, trying to make Mr. Fantastic let you in, but he doesn't seem to want to do that.
I bat the door with my bat, being as annoying as possible. 'Hey knucklehead! Over here!'. I try to distract Mr. Fantastic, and then disable him outside.
(2) You join Mutosis in banging on the doors, using your bat. But for some reason Mr. Fantastic doesn't seem to want to open them and step out.
If we manage to get on the roof, and Cheetahr gets him outside, I pump Mr. Fantastic full of lead. (You can stop calling him man now, it's pretty damn obvious who he is.) Unless one of the other Fantastic Four get on the roof, in which I taunt them and open fire on them.
(2) You confidently step out of the helicopter, but then you stop, confused. You had thought the plan involved landing on the roof, but you are in a park. Deciding that it would be foolish to the extreme to rush in without being prepared you sit down to come up with a new plan of attack.
I step out of the helicopter and summon a demon. A big, muscly one this time...
(4) You step out of the helicopter, walking a bit away from it, standard safety protocol for dealing with hellish beings. You pull out your trusty bag of materials and use some charcoal to make a circle about seven feet across on the ground, and then you start walking around the circle while chanting in and ancient dark language.
(5) Suddenly the entire world seems to darken, and in the distance thunder can be heard. Then the charcoal is set alight, creating the only visible light in a world of complete darkness, and then the circle falls downward, making a deep hole with an eerie red glow emanating from it. A tall dark shape begins rising from the hole, hovering in the air above it. It opens its reptilian yellow eyes and looks at you, a piercing gaze that makes you feel as if what remains of your soul is crying out in pain, then it lands before you, and bows. It speaks with a deep voice, like rumbling thunder, “What is your command, master?”
Since we set down in a park I'll get myself in a good concealed sniping position, SKS at the ready.
(1) You try to climb the fire escape of a nearby building, to get a better position to shoot from, but when you are halfway up it breaks,
(1+1=2) you manage to jump off in time to avoid having it fall on you, but still hit the ground pretty hard.
(1) You think your left shoulder is dislocated.
I rip the eyes out of the Torch and the Thing.
(5) You focus your telekinetic energies on ripping the eyes out of the two, but Thing left before you could begin, so you focus exclusively on the Torch instead.
(5) Your aim is impeccable, and you get a telekinetic grip around his eyeballs, and then hastily rip them forward,
(6-1-1=4) causing him to start screaming and clutching his face, but otherwise not doing much.
Use my power to fly to the middle stories of the building, using the armor as an anchor point for the powers, and open a way in, getting inside the building, hopefully without any of the Four noticing.
(6+1=6) You fly up to the middle of the building with ease, and then try to open a way into the building. You let rip with all the power you have, trying to tear a chunk out of the wall.
(1-1=1) You tear a huge chunk out of the side, and in order to miss that one would have to be deaf and stupid. Which, as far as you know, none of the Four are. You fly inside and land, in an area that looks to be for research.
(GM) Look for weak spots in defenses.
(2) You only spot the really obvious one, the hole created by Hades.
(GM) Try to argue with bartender.
(5) He listens to your arguments, and seem somewhat swayed. He agrees to serve you one more round, but then you must pay up.
Enemy Actions:Run upstairs
(5) He runs into an elevator and disappears.
Figure out what the hell is going on with his eyes.
(3) He only figures out that it felt very painful.
Look what the commotion is about
(1) He hears Torch's screaming, but dismisses it as a joke, and keeps making his sandwich.
Allied/Neutral Actions:...
No one can see what she is doing.
Help Borat if something goes wrong.
(4) They stand ready behind Borat, looking somewhat dangerous and menacing, but they are not needed yet.
Try to help with the attack.
(5) He suggest that he could blow up the front doors to give you an entrance.
Environment:
Time: 20:35
LocationsA tall skyscraper. The doors and widows are reinforced. The top floors are a living area.
A large room, all the walls are marble-clad. There is a reception desk and some elevators, but no stairs.
The 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.
A small park near the Four Freedoms plaza.
Living quarters, contains most things one would find in a normal home, and some you wouldn't.
A tall skyscraper. The doors and widows are reinforced. The top floors are a living area. A rather sizable hole is torn in one side, near the middle.
A large room, all the walls are marble-clad. There is a reception desk and some elevators, but no stairs.
The 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.
A small park near the Four Freedoms plaza.
Living quarters, contains most things one would find in a normal home, and some you wouldn't.
Filled with many marvels of science and strange thingamajobs.
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. Damaged engine. Landed in a park near the Four Freedoms Plaza.
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: Outside the Four Freedoms Plaza building.
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. One more 5 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.
Minor dark energy shield: +1 against piercing and cold damage.
In a one-way connection with The Thing.
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.
Minor dark energy shield: +1 against piercing and cold damage
Dislocated left shoulder: -1 to actions involving use of that arm.
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: +1 to modifying electrical systems.
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 AI named Bob.
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.
Minor dark energy shield: +1 against piercing and cold damage
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.
Minor dark energy shield: +1 against piercing and cold damage.
Location: In the Four Freedoms Plaza, top floor.
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
Minor dark energy shield: +1 against piercing and cold damage
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.
Dark mage: +2 to simple spells. +1 to medium spells.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Rifle
Dark energy shield: +1 against piercing, blunt, slashing, fire, and cold damage.
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. Extended.
Poison gland in right thumb: causes numbness in victim.
Poison gland in right ring finger: unknown effect. -1 charisma due to the vile smell.
Minor dark energy shield: +1 against piercing and cold damage.
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. Can turn it on and off at will. Can direct it exactly towards a chosen point.
M16: can attack twice during one turn, but suffers a -1 to hit
Minor dark energy shield: +1 against piercing and cold damage
Location: In the helicopter.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Somewhat persuasive: Three more 5's needed for bonus.
Slightly drunk: -1 intelligence, -1 agility.
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: ?
Very drunk: -2 to all mental actions. -1 to all physical actions.
Location: In the Hog's Head Bar, with Lord Borat.
There are four of them.
Location: In the helicopter.
Blue jumpsuit
White labcoat
Location: In the Four Freedoms Plaza.
Location: In the Four Freedoms Plaza, top floor.
Strong: +2 strength
Tough: +2 against all physical damage.
Location: In the Four Freedoms Plaza, top floor.
Location: In the park near the Four Freedoms Plaza.
Tell me if you find any errors.