Turn 98
I run in search of any of the Fantastic Four, shooting two bursts at the first one I run across.
(1) You are just about to go up the stairs when you slip on the wet floor,
(1) you hit your head on the warning sign that says 'Warning, wet floor'.
(3-1=2) You get a mild concussion, and spend a few minutes on the floor, looking at the swirling colors.
I attempt to teleport to the 5th floor.
(5-2=3) You focus on getting to the fifth floor, putting all your being into it, seeing yourself standing there in your mind. Soundlessly, and without any lights or other obvious signs of you doing anything, you seem to get sucked out of reality. You reappear a few seconds later, standing next to Mutosis.
I'll draw my pistol and go through the door, ready to shoot if I get a clear shot.
(3) You draw your gun and push the door open, you immediately see a woman fighting Mutosis,
(3) and after a few minutes you get a chance to shoot her in the leg when she is distracted by Mutosis.
(4) The bullet strikes its target,
(1) and she falls to her knees with a surprised yell as the bullet tears into her unprotected skin.
I make the thing think zen is just a random friend of The Human Torch and go get a drink to wash that sandwich down.
(3) You focus on trying to implant an image in Thing's mind of Torch and Xen at a party, drinking heavily and singing together, and then focus on making him really thirsty.
(2+1=3) He does stop, seemingly unsure if Xen is a friend or foe, and you feel that he would want to drink something, but first he must make sure that Xen is not an enemy.
I will try to poison The Invisible Woman with the mystery poison again.
(4) When Zieg manages to shoot her in the leg you leap at her, trying to take advantage of her vulnerable state,
(5-1=4) but she can still create forcefields, and manages to create one to block you.
I'll go find The Thing and start shooting him with my shotgun.
(5) You rush upwards, remembering being told that Thing was there, and after about one second you reach the door that leads to the living area. You open it, and spot your target, and with your trademark speed you run up to his face, and take aim,
(1+1=2) but your movement was too fast, and the swarm of lead flew into the roof.
*Enters the door quietly and tries to cap the woman (who I'm assuming is the Invisible woman) in the back of the head.*
(1) You start opening the door, but and errant forceblast from the Invisible Woman slams it closed before you get through.
(6) You jumped out of the way, right into the wall next to you,
(5) but nothing is hurt except for your pride.
I add metal to Mr Fantastic's casing while spiking the metal of the casing inward to deal damage to the pinned Mr Fantastic.
(5+1=6) You add metal to the statue of Mr. Fantastic, you add
a lot of metal to it. Every metal object in the room that was not nailed down fly into the rapidly growing mass of metal, and even some things that were nailed down. You then focus on piercing the poor prisoner with the metal surrounding him,
(1-1=1) you think you hear a scream as the metal slowly forms spikes that push inwards, and a trickle of blood flows from the cracks in the mass of metal. The trickle soon turns into a small torrent. You look around to see that you have basically destroyed everything in the room, and any useful item is sure to be broken now.
I hold the torch still with Tk, activate a grenade and use TK to ram it down his throat.
(6+1=6) You try to use your powers to make sure that the Torch cannot launch another attack at you,
(2) he tries to escape the invisible force seeking to grab him, but he can't. You then pull out a grenade, pull the pin and try to force it down his throat,
(5) you manage to hit him straight in the mouth, and start pushing it down.
(2-1-1=1) A bulge can be seen moving downwards on his neck as it forces its way down his throat, and then it explodes, sending some sort of strange goo flying out his nose and mouth.
(2) The goo starts to solidify, and he struggles to breathe, trying to get air through the thick goo that most likely has sought its way down into his lungs.
"Zach, would you kindly open that door?"
(4) You tell Zach to open the door, and he goes to it.
Enemy Actions:Break free
(4) No sign of whether he is alive or not can be seen.
Attack Xen
(2) He is too busy trying to breathe,
(4-2=2) he looks to be knocking on heaven's door, he will probably die within a few minutes.
RAGE!
(3+2=5) Seeing Torch get attacked like that he decides to take revenge on the man who might have killed his friend. He grabs the nearby couch and hurls it with great force at Xen,
(3) who can't get completely out of the way in time,
(1-1=1) the couch smashes through the window in front of him with great force, catching him in the legs and breaking them with a sickening crack.
(5) Through either divine intervention or pure luck Xen is not knocked off his small platform.
Attack Mutosis
(5) She manages to focus through the pain and launch another blast at Mutosis,
(1) but it misses by about a mile, harmlessly striking the wall.
Allied/Neutral Actions:...
No one can see what she does.
Look for weapon
(2) He decides to look for a normal weapon, to be able to attack enemies without leveling half a city block. But there are none to be found.
Kindly open the door.
(4+1=5) He tears the doors down with frightening ease. Then he looks out to see what is the closes floor, grabs Lucien, and climbs to it. They emerge into a rather ruined room that contains rubble, a hunk of metal, and Hades.
Environment:
Time: 20:50
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.
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, living quarters.
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 adhesive grenades: releases a sticky goo upon explosion
Minor dark energy shield: +1 against piercing and cold damage.
Broken legs: -2 to all actions involving use of legs.
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, science section.
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
Minor concussion: -1 agility
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: In the Four Freedoms Plaza, fifth floor
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.
Massive damage to internal organs: -2 survival rolls
Cannot breathe: Must get air within 2 turn or die.
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, science section.
Can create forcefields, and launch them at people.
Can turn invisible.
Badly damaged left shin: -2 to actions involving use of that leg.
Medium bleeding
Location: In the the Four Freedoms Plaza, fifth floor.
Tell me of you find any errors.