Turn 101
I tell Nitro not to fire that gun, as it could destroy what little is left of the building's structural integrity. I then fire a massive pillar of fire into the back of Ben's skull. During this, I shout "Flame on!" just to see how much more pissed he can become.
(1) You look thing in the eyes, and using your best Torch imitation voice you yell 'Flame On!' to see how much more pissed off the Thing can get. The answer is: Very.
(2) He catches you in the side with a mighty sweep of his arm,
(2) and you are tossed across the room, feeling very out of breath.
I search the science rooms for useful components, ie lasers, motors, anything to build a mobile base and TK it outside.
(6) You run around, throwing the debris around in search of something that might have survived the mayhem caused by Hades.
(3) You find some wiring, but not much else.
I use my newly found lazpistol on the Thing.
(3) You point the pistol at Thing, and pull the trigger,
(4+1=5) the red laser beam strikes him right between the eyes,
(4-1=3) burning his skin slightly, but it wasn't enough to kill him.
I attack The Thing with all I've got, sacrificing personal safety for maximum damage.
(2) You are momentarily confused by the fact that there are two Things here, but then you just pick one and attack! After beating the Thing over the head a few times with your bat he starts screaming that he's on your side. You stop, and realize that it must be Zieg. You sure feel silly now.
Attack The Thing!!
(2) You try, but the fact that a really fast person is hitting your head with a baseball bat stops you. You manage to convince Cheetahr that you are actually on his side, but it takes a few minutes as he is skeptical of you being a friend when you look like a foe.
Again... I attempt to bog down The Thing with his own sorrow.
(3) You use your mind powers to recite some sorrowful poetry about Johnny's death, bombarding Thing with sad music and pictures of Johnny while doing so,
(3+1=4) but Thing doesn't like your poetry, and gets back to fighting.
"Why can a plan never just work! Sorry Xen, but I really don't have time to add the brain at the moment, but you should be able to figure them out." I try to stop the invisible woman's bleeding and add some paralysis poison while I am at it.
(1) You take a piece of cloth and try to bandage her wounds, but your hands slips on all the blood,
(1) plunging your right hand right into her chest,
(6) but she seems to be unaffected by the poison. The same cannot be said for the fact that a hand was just plunged into her chest,
(2) and she is barely hanging onto life.
I'll take the time to figure out the controls and look for manuals or onboard computer assistance. We do need a way out of here after all.
(5) You find a manual, written by Mr. Fantastic himself, it is five pages long. Apparently most things are automated, and you basically only need to steer. You quickly work out how things work, and also read about the 'special' functions of the car. It has a spike deployer for dealing with pursuing cars, a grappling hook, and a cannon that fires an adhesive to stop people.
I stand back and probe my mind for the source of that thing.
(5) You sit down for a moment, managing to shut out the commotion around you and reach deep into your mind. You float around in your mind in search of the source of the strange anger that has tried to overtake you. You find that your mind is a rather weird place, a swirling mass of darkness, with small islands of thought and memory. But one of these islands seem out of place, it burns with malicious light in the vast darkness of your mind, and you feel drawn to it. It is a chunk of ashen earth, masses of flame shooting up from the ground. You are shocked when you see someone else step from within one of the fires, a tall figure with jet black skin, horns and a tail. You are almost certain that it is the cause of the anger.
I pulverize the Thing by rapidly shooting small chunks of metal through his body at lightning speeds!
(5+1=6) You focus on making every small piece of metal in the vicinity shoot into the Thing,
(1+1+1=3) your aim is not the best however, and you only hit him because of the sheer amount of metal flying at him,
(3-1-1+1=2) the metal tears through him, not even his hard skin being enough to stop it. He doesn't seem to have been fatally wounded though, but he's still bleeding rather heavily.
(4) Somehow no one else is caught in the veritable rain of metal.
Enemy Actions:Reduce Reaper to his base components.
(2) He is too busy bleeding to attack Reaper right now.
Try to avoid dying.
(6) She manages to somehow stabilize her condition, and is no longer in any immediate danger of dying.
Allied/Neutral Actions:...
No one can see what she is doing.
To fire the gun or not fire the gun, that is the question.
(2) He decides to heed the advice and not fire off that thing again.
Rip and tear some guts.
(5+1=6) He again leaps at Thing,
(3) who manages to get out of his way.
Environment:
Time: 21:05
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. It is getting rather unstable (-1 to all damage rolls)
A large room, all the walls are marble-clad. There is a reception desk and some elevators, but no stairs.
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. There is a hole in the floor.
Completely trashed. There's a hole in the ceiling
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.
Armored van: +2 against slashing, piercing, bludgeoning and fire damage. It has a spike deployer for dealing with pursuing cars, a grappling hook, and a cannon that fires an adhesive to stop people.
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.
Luke “Flash Point” Prowler: Nemesis
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, top floor.
Lucky: +1 to hit, +1 to luck-based rolls.
Agile: +1 to agility-based actions. One more 5 for 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.
Keys to FF4-mobile
Minor dark energy shield: +1 against piercing and cold damage
Rebecca Mayers: she is in love with him.
Location: In the Four Freedoms Plaza, parking lot.
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, top floor.
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.
11 adhesive grenades: releases a sticky goo upon explosion
100 feet of electrical wire
Minor dark energy shield: +1 against piercing and cold damage.
Tentacle legs: +1 kick damage. +1 to attack rolls involving grappling of target. -1 charisma.
Location: In the Four Freedoms Plaza, science section.
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, top floor. Is currently walking his mind, standing on an island of burned earth along with a strange dark figure.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Novice geneticist: One more 5 for bonus.
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: causes paralysis of affected areas. -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.
Can create and control fire, can also use this to fly.
M16: can attack twice during one turn, but suffers a -1 to hit
Minor dark energy shield: +1 against piercing and cold damage
Winded: -1 physical actions
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: In the Four Freedoms Plaza, top floor.
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Has taken the form of The Thing, and is stuck in it.
Location: Inside the Four Freedoms Plaza, top 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
Laser pistol: Laser damage, +1 to hit
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: ?
Red and black jumpsuit
Big gun: unknown effect
Location: In the Four Freedoms Plaza, secret safe.
Strong: +2 strength
Tough: +2 against all physical damage.
Medium bleeding
Lacerations and puncture wounds all over body.
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, top floor.
Can create forcefields, and launch them at people.
Can turn invisible.
Badly damaged left shin: -2 to actions involving use of that leg.
Smashed face: -1 to charisma
Unknown amount of damage to head
Unconscious
Poisoned: Paralyzed face and neck
Location: In the the Four Freedoms Plaza, fifth floor.
Tell me if you find any errors.