Turn 105
I'll search the tower and surrounding area for some suitable equipment. Maybe some sort of energy liquid or something.
(3) You run around like a madman, searching for something to give you a bit more energy. Despite searching the entire tower you find nothing, so you decide to search the surrounding buildings as well, and come upon a locked van, with a madly screaming Luke inside. You snicker slightly and leave him there as you head to a small corner shop, where you find Mutosis and the Invisible Woman. You decide to not ask why he dragged her unconscious body here, and instead get to looting the drink fridge of all the energy drink it contains.
"I'll deal with you later." Head back to the world of the fully-conscious and meet up with the others.
(2) Your words causes the demon to start laughing, “I am immortal, and you are not. Eventually I will have my revenge, and I am a very patient being, mortal.” You then leave your mind world, and reemerge into reality, to find Zach standing over you, staring at you quite uncomfortably. You get back on your feet, and start walking down the stairs toward the foyer, assuming that your companions will have done the same.
Ok... Corner store,camera,tower,broadcast!
(1) You decide to visit a nearby store in search of a camera, but when you try to get back into the stairwell you find that the door is locked. It must have locked when it slammed shut behind you as you entered this floor, which is a big problem considering that the elevators don't work, and you don't know how to fly.
Knock on wall in the hope someone will hear me.
(5) You spend a few minutes banging on the side of the van, screaming loudly in the hopes that someone will hear you. When no one seems to do that you decide to take action, and teleport outside, which proves very easy, because teleporting a few feet is a trivial task even when you can't see where you are going.
I walk down to ground level, and attempt to catapult myself with fire powers.
(1) You head down to the ground, and then focus on launching a stream of fire downwards to launch yourself into the air.
(4) At first it doesn't work, so you use more and more power, until you are suddenly launched into the air, tumbling head over heels.
(6) You decide that you don't much feel like smashing headfirst into the hard street, so you focus on flying higher, which you do, explosively so. You catapult yourself upwards like a missile, and when you get your powers under control again you are a mile or so above Manhattan.
I'd have to say keep searching the tower for things to loot
(1) You go back to the upper levels of the tower, looking for more useful things, but find mostly useless scientific junk, meant to aid Mr. Fantastic in his projects no doubt. But then you stumble on something quite interesting, a metal door labeled 'Command Center', which you simply must open. Inside you find a command center, quite unsurprisingly, which is full of computer screens and communications equipment, one of the screens catches your interest, and you approach it.
(5) It is an overview of the city, and along with a small dialog box it keeps track of all the city's law enforcement forces. You spot a line in the dialog box which reads 'Violence reported at Four Freedoms Plaza, officers dispatched', and mutter a curse under your breath before rushing back to the foyer to warn your friends.
I make sure everyone is out of the tower. If they are, I collapse all of the structural supports with my powers. If not, I help everyone out of the building.
(1+1=2) You look around to try and determine how many of you are still inside, but what with Luke and Cheetahr running all over the place, Mutosis having gone AWOL, Reaper flying around like a missile, and the rest mulling about somewhere you can't figure out where everyone is currently. You decide that it would be better to wait until you are sure rather than risk killing your comrades.
To the invisible woman: "You will find yourself quite incapacitated, but don't worry, I will fix you when I am finished, I just need to test some things first. I suggest that we hide, my companions seem to be quite excessively homicidal and I would prefer it if you survived. For now, it would be best if your were to sleep..."I give the invisible woman a dose of paralysis poison and then hide us in the back of the shop in a storage room.
(6) You again plunge your poison finger into her wound, and keep it there as you focus on pumping her full of the paralytic poison.
(4) The black tendrils spread even further over her skin, now covering most of her upper body, but she still looks at you with hate in her eyes. You idly wonder if the poison causes pain while you pump it into her, but decide that you don't really care, since you don't intend to be the target of it anyways.
*Pulls out and picks the others up as they emerge from the building.*
(Practicing driving this beast)
(6) You wait for the others to come out so you can pick them up, but after waiting a few minutes you decide that they are taking too long. You pull the car out and then aim it at the doors, then you slam the pedal to the metal, and almost fly towards the entrance. You pass through the blasted down doors, and stop with screeching tires inside the foyer, demolishing what little of it is still whole. You then start hammering the horn, trying to make them hurry up.
I practice bullet bending.
(1) You decide to practice your bullet bending, but then realize that you forgot to pick your gun up before leaving the SHIELD prison,
(3) so you decide to ask someone else to shoot at you, but can't find anyone.
Enemy Actions:Force blast Mutosis back into the stone age
(1) She violently tries to fire a bolt of force at him, but seeing as how she can't really move at all she fails miserably.
Allied/Neutral Actions:...
No more messages for now.
Wait
(1) He waits for the rest of the group to come along, but he stood in the wrong place at the wrong time, and a mad Blarney comes barreling towards him in a van,
and he has to leap out of the way to avoid becoming much flatter.
Follow Lucien
(5) He follows Lucien, that's it.
Environment:
Time: 21:20
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.
Ten cans of energy drink.
Luke “Flash Point” Prowler: Nemesis
Location: In the corner shop near the Four Freedoms Plaza.
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.
Novice driver: 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, foyer.
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.
Small telekinetic charge built up.
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.
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Location: In the Four Freedoms Plaza, stairwell.
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.
Metal foil wrapped around head
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. Two more 5's for increase.
M16: can attack twice during one turn, but suffers a -1 to hit
Minor dark energy shield: +1 against piercing and cold damage
Very tired: -1 all actions
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: One mile above Manhattan.
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Pistol
EMP weapon: can shut down or destroy electrical systems caught in the area of effect.
Has taken the form of The Thing.
Broken nose
Location: Inside the Four Freedoms Plaza, foyer.
Teleportation: Can teleport to any point within one mile. -2 to teleporting to places he cannot see. Autosuccess on teleporting a distance of no more than ten feet.
Black leather coat
Khaki pants
Blue shirt that says “Fastest Thing Alive”
Pistol
Laser pistol: Laser damage, +1 to hit
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: Mercy Hospital
Red and black jumpsuit
Big gun: unknown effect
Location: Outside the Four Freedoms Plaza.
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, stairwell.
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 upper body
Fused together leg joints: Can't use legs at all
Location: In a corner shop near the Four Freedoms Plaza
Tell me if you find any errors.