Turn 97
Well there isn't much for me to do, is there? I guess I'll nab something important looking.
(1) You look for something important, but everything even remotely important looking has been destroyed when someone shot the place up. One of the others looks angrily your way before running off.
I'll shift into the scary black man shape then wait to see what the plan is.
(4) You grow an inch or so, and your skin turns a dark brown, tattoos crawl over your body as if they were alive before assuming their final positions, and your hair recedes into your scalp. You also develop more muscles, but for some reason you don't feel any stronger. After this little transformation, which luckily happened in front of the rest so you won't have to explain anything to them, you follow a few people who run up the stairs.
I shout "Miss me, Reed?" as I spot Mr. Fantastic. Suddenly, I remember one of my powers from back before the wipe: I could fire pulses of electricity. I shoot at Reed with my rifle in one hand, while desperately trying to recall my powers of electricity and fire a blast with my other.
(1) You once again search for Mr.Fantastic, and you are now pretty sure he isn't in the foyer. You then try to get back one of the powers you had before ending up in the SHIELD prison, shooting electricity from your hands, but it simply isn't there anymore.
I two way connect to the Invisible Woman and convince her to simply go invisible and stand still,with the reasoning that the attacker will think she fled and will go chase after.
(2) You try to connect with her, but you can't. You try several times, but each time you face only failure. Then you realize that you are still connected to the Thing, and that may be why you are failing.
"And once again an innocent animal dies because your being reckless, it's no wonder you have so many enemies." I try to smash through the forcefield with my somewhat disturbing club and then poison The Invisible Woman with my right-hand claws.
(4) You mock her,
(4) but she doesn't seem to care, it was just a pigeon. You then suddenly leap at her with a primal scream,
(3) and she can't react in time to stop you from hitting her,
(5) but your claws aren't exactly made for hurting people, so the glancing blow didn't pierce her skin.
I cast energy shield on Zach and look around the foyer for elevators or stairs.
(5+1=6) You focus for a moment, and manage to cast a fully powered energy shield on your demonic servant. The both of you then enter an elevator, and you press a random button,
(1) the elevator starts going up, but after going up for a minute or so it suddenly stops. You hammer the buttons a bit but it won't move.
I rush off in search of Mr. Fantastic, so I can kill him, muttering under my breath about Luke's shirt.
(5) You look angrily at the newcomer, muttering vile things best forgotten, before rushing off like you were shot out of a cannon. You blast up a staircase at a hundred feet a second, before you spot a door that is slightly ajar, as if it had been opened recently. You peek through it and spot Hades and Mr. Fantastic, fighting.
I'll head up with the others. MP5 at the ready.
(5) You jog after Cheetahr, moving considerably slower, but keeping better watch, making sure that anyone who even thought of jumping you would get a facefull of hot lead. You reach the fifth floor, and can hear two people fighting beyond the door, one sounds like a woman.
I try again.
(1) You are just about to try again when a blast of fire comes flying your way,
(4) you quickly leap sideways just in time to avoid the fire.
I rip large chunks of metal from the walls of the building, and encase Mr. Fantastic with them, making a perfect visage of the poor soul on the outside of his cold prison.
(3+1=4) The walls here are metal plated, probably to shield the rest of the building from accidents, so you have plenty of material to work with. With a few quick motions of your hands a large amount of metal flies towards Mr. Fantastic,
(2) he wasn't counting on that, and has no chance to get out of the way,
(3) and you quickly encase him in crushed together metal plates. You then decide to shape the metal plates into his likeness, to mock him,
(5+1+1=6) you detach all the useless material, and use the rest to form a skin-tight fit over him, creating a very accurate rendition of his face as well.
Enemy Actions:Break out
(3) Even he isn't fantastic enough to get out of that, it seems.
Attack Xen!
(1) He is just about to fire even more fire at Xen when the thing throws a chair at him, telling him to stop fooling around,
(5) he simply incinerates the chair without moving, and screams that the Thing is a stupid idiot, and that he should come help!
Om nom nom.
(6) He puts the entire sandwhich in his mouth and goes out into the kitchen to see what Torch is screaming about, and he soon spots Xen. He is so surprised by finding an intruder on the top floor that he chokes on the mouthful of sandwich, and starts coughing.
Fight Mutosis
(2) She tries to keep her distance, but doesn't launch any attacks.
Allied/Neutral Actions:...
She is probably doing something, but you don't know what.
Help
(6) He waits to see what everyone is doing.
Help Lucien
(5) He follows Lucien into the elevator.
Environment:
Time: 20:45
LocationsA 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. One more 5 for bonus.
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: In the Four Freedoms Plaza building, science section.
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. He can also use his powers to locate people, +1 to doing so.
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 Four Freedoms Plaza, foyer.
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
Rebecca Mayers: she is in love with him.
Location: In the Four Freedoms Plaza, fifth floor.
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 theFour Freedoms Plaza, science section.
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.
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 Four Freedoms Plaza, elevator.
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 Four Freedoms Plaza, fifth floor.
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
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: In the Four Freedoms Plaza, foyer.
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Has taken the form of Scary Black Man.
Location: Inside the Four Freedoms Plaza, fifth floor.
Teleportation: Can teleport to any point within one mile. -2 to teleporting to places he cannot see.
Black leather coat
Khaki pants
Blue shirt that says “Fastest Thing Alive”
Pistol
Location: Outside the Four Freedoms Plaza
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 helicopter.
Blue jumpsuit
White labcoat
Location: In the Four Freedoms Plaza, science section.
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.
Strong: +1 strength
Agile: +1 agility
Claws: +1 damage when fighting unarmed
Good at hand-to-hand combat: -1 to enemy dodge when fighting unarmed
Dark energy shield: +1 against piercing, slashing, blunt, fire and cold damage.
Location: In the Four Freedoms Plaza, elevator.
Can create forcefields, and launch them at people.
Can turn invisible.
Location: In the the Four Freedoms Plaza, fifth floor.
Tell me if you find any errors.