Turn 102
I'll attack the Thing again.
(6) You let forth a great battlecry, 'It's time for clobberin!' and charge Thing.
(6) But he gets out of your way, and your speed carries you straight into the wall,
(1) you think you may have broken your nose.
I laugh maniacally and fire a huge stream of fire at Thing, shouting "Here's a taste of what's coming after you die!"
Oh, and mention that I saw Reed get pulped on the way up the stairs
(4) You laugh mockingly, telling Thing that you saw Reed get killed as well. He screams with rage and is about to charge you, but then you finally manage to access the power you took from Torch, and fire flows from your hands. You yell another mockery at Thing before firing off a large blast of fire,
(1) which catches him completely by surprise,
(4-1+2=5) but doesn't do any harm at all to him.
I'll ask the figure who - or what- it is.
(2) You try to make it tell you who or what it is, but it simply laughs mockingly, “I am more than you can ever hope to become, mortal.” It hardly seems friendly, but it doesn't seem to want to attack you just yet either.
Shoot again.
(2) You fire another beam, but the large blast of fire launched by Reaper throws your aim off, and you end up hitting the wall.
I break off from the connection and search the tower for some sort of terminal on which I can connect to every television screen and monitor in the city.
(4) You terminate the connection you had with Thing and run through the building, searching for some sort of device that would allow you to carry out your plan,
(4) and you find something that might work, a prototype emergency broadcast system Reed had been working on.
I'll switch to my shotgun and start shooting The Thing with it.
(4) You pull out your shotgun and fire it at Thing,
(4+1=5) and hit him right in the face.
(2-1+2=3) The shot manages to damage one of his eyes, but other than that it has little effect.
I continue the onslaught of metal itty bitties! As fast as possible!
(5+1=6) You unleash another round of metal carnage on the Thing, surrounding him with a veritable tornado of sharp metal.
(3-1-1=1) There is little he can do to avoid it,
(6-1-1+1=5) but this time it fails to do any damage to him.
I pick up the invisible woman and head for an abandoned building, trying to avoid being spotted on the way.
(6) You pick her up, not getting any reaction from the unconscious woman, and head down to the lobby.
(5) You head outside, and see that there seems to be no people at all in the vicinity, how fortuitous. You even find a small corner shop that was unlocked and empty, and head inside.
Meh, I tear down a building other than this one with TK to train up my skillz.
(2) You focus every ounce of power you have on demolishing a nearby building, but no matter how hard you try it just won't happen. This greatly annoys you.
I'll pull out, parking the vehicle in front by the entrance and trying to be as inconspicuous as possible. I'll wait for others to come out.
(1) You try to pull out, but the car won't move. You sigh deeply and check the instruction manual, but can find nothing that is wrong. Slightly confused you check the dashboard, and see that it is out of fuel. You put your palm to your face and check the manual, apparently the car runs on hydrogen, and you don't know where you could find that.
Enemy Actions:Attack!
(2) He starts coughing from the dust kicked up by the metal cloud, and can't seem to compose himself enough to attack.
(1) He seems to be getting a bit sluggish, and the large amount of blood he has lost might have something to do with it.
Wake up
(4) She manages to regain consciousness, but not much else.
Allied/Neutral Actions:...
You still don't know what she is doing.
Blast-punch Thing into the next century!
(4) He runs at Thing,
(1) who is too busy coughing to dodge, and punches him squarely in the jaw, as his fist connects he lets out a blast of explosive energy,
(6-1-1=4) Thing staggers slightly, but seems otherwise fine.
Attack
(1) He slowly circles the Thing, looking for an opening. It turns out he should have looked more where he was going, as he suddenly falls into the hole in the floor,
(6) but he manages to grab onto the edge, and crawl back out of it.
Environment:
Time: 21:10
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
Contains what one would expect to find in a small grocery store.
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.
Prototype emergency broadcast system
Minor dark energy shield: +1 against piercing and cold damage.
Location: In the Four Freedoms Plaza.
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 a corner shop near Four Freedoms Plaza.
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.
Broken nose
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.
Damaged left eye: -1 to hit
Slight blood deficiency: -1 agility
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
Poisoned: Paralyzed face and neck
Location: In a corner shop near the Four Freedoms Plaza
Tell me if you find any errors.