Turn 106
Scared out of my blasted mind now, I attempt to land back by the tower. If I survive, I get to the van. I tell him to be ready to drive at any time, because if the X-Men or the Avengers show up we'll be ten kinds of fucked.
(3) You fly around in circles for a few moments, trying to think of a way to reach the ground without becoming a stain on it. You really don't want to to just turn off the propulsion, because that would be very stupid, and flying straight down would probably be a rather bad idea as well, at least until you know a bit more about how to fly. So you start spiraling downwards, slowly getting closer to the ground, and since you are essentially not moving around very much you probably won't get lost either. You estimate that you are at about four thousand feet now.
I get into the car with Blarney, and investigate the ingredients of the energy drinks to see what effects they will have on me.
(6) You blast into the car, and were it any weaker you would surely have torn the door right off, but it isn't weak, it's a strong car, so you get into it without causing any damage to it. You then read on the back of a can of energy drink to figure out exactly what is in it,
Taurine, B-Group vitamins, glucuronolactone, caffeine, sucrose, glucose..
(6) If you remember High-School chemistry, that would give you increased endurance, increased concentration and reaction speed, and faster metabolism. Though all those things are already supercharged in you, so you cannot be sure exactly what it will do. When you look closer at the can you spot a line written in much smaller script, right at the bottom of the ingredient list, 'May contain trace amounts of cocaine.'
I think the time has come to get into the van after I shift back to my normal form.
(2) You are too upset to transform back into your normal form, but luckily the van was built to house the Thing, and there's a seat that fits you just right. Comfy.
Walk to the foyer. I've had enough for today.
(5) You decide to walk to the foyer, and do so without incident, you even find a quarter on the ground on your way there. You then get into the car, quite content.
I kick this impeding door down with Bulletproof the Avenging Limb! Then I go get in the van because there is just no time.
(6+1=6) You kick the door as hard as you can, which turns out is quite hard, because the door flies off its hinges and slams into the opposite wall with the force of a freight train.
(6-1-1=4) And the force is enough to make the door actually fly through the wall, and out of the building altogether,
(6) it smashes through the windows on the building next to the Four Freedoms Plaza,
(1) and hits it for massive damage!
(3) The building next door starts falling over, the door apparently having taken out a vital support, but luckily it falls over in the opposite direction, and only some smaller pieces of rubble crashes near the Plaza. After staring in absolute disbelief at this for a few minutes you run as fast as you can down to the car and leap in.
I get all the cash from the shop's cash register and carry the invisible woman into the sewers/subway/etc via the back of the shop and the adjoining alleyways, making sure to carry her so that she can't see me. Once there I will look for some abandoned room somewhere.
(2) You move to get some cash from the register, but a rumbling sound, similar to an earthquake, interrupts you. When you head outside you see a building slowly falling over, fortunately not towards you, and can only assume that your friends had something to do with it. You run back inside and start dragging the Invisible Woman towards the back door, wanting to get the hell out of dodge as soon as you can, because there is no chance in hell anyone missed that.
But for now I'll just get into the van.
(2) You are heading down the stairs, when a door suddenly flies out of its place, and nearly hits you. You stare in awe as you see the door smash right through a door and somehow take down a building next door, and forget to get down to the van. Luckily Zach is there to shake you out of it, and basically drags you down to the van.
*I'll wait till everyone is in the van before taking off, headed toward the junkyard where the 'project' of Hades is.*
(4) You wait until everyone except Hades has gotten into the van, he tells you to drive a block or so away, because he has something planned. Knowing how plans in this group tends to work you slam the pedal down, and drive
two blocks away.
I get in the van, whilst I'm going there I grab someone with my tenticles, then start practicng temperature manipulatin via adjusting the vibration of atoms via TK.
(6) You start flying towards the foyer, looking for someone to grab with your tentacles, but only finding Hades, who manages to persuade you to get in the car as quick as possible by telling you of his plan. It is quite uncomfortable for someone with your
unique bodily configuration to sit in the car, but you'll simply have to live with that. Once you are in the car you decide to practice some temperature manipulation, and try to completely stop the atoms in the air of the back seat,
(3) but it only works somewhat, making it colder in the back. This makes you slightly disappointed, but the sense that something is about to get destroyed in an impressive manner makes you happier.
Once everyone is in the van, I destroy the FF building by ripping out its structural supports in a violent manner, then proceeding to enter the van and speed it along if need be!
(4+1=5) You wait until Blarney has pulled away, and then get to work, quickly locating the bearing girders and focusing on tearing them to pieces.
(2-1=1) The badly damaged building does not offer much resistance, the girders bending and breaking like twigs under the violent care of your powers, and within seconds the walls start to show cracks as they are forced to try and hold up a load they were never built for. You quickly zip out of there, only escaping moments before the entire foyer is crushed as the building collapses downwards.
(2) Then the building starts to fall slightly to the side, at another building,
(5) which proves the stronger, “only” having a few outer rooms torn away. The Four Freedoms Plaza, the once proud headquarters of a great quartet of heroes, then falls in on itself, becoming little more than a pile of rubble. You hurry off in the direction you saw Blarney drive, and get in the car as soon as you have found it.
Enemy Actions:Kill Mutosis
(3) She wants to so badly, but she just can't.
Allied/Neutral Actions:...
No more messages for you! At least not now.
Get in the car!
(6) He runs over and leaps into the car.
Help Lucien get to car
(2+1=3) He helps with getting him get to the car.
Environment: Half a city block is pretty much destroyed by the rubble, looking more like a war zone than central New York, and in the distance the loud wailing of a hundred sirens can be heard.
Time: 21:25
LocationsA thoroughly destroyed pile of rubble.
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. Parked two blocks away from 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.
Ten cans of energy drink.
Luke “Flash Point” Prowler: Nemesis
Location: In the FF4-Mobile.
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 FF4-mobile.
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 FF4-Mobile.
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 FF4-Mobile
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 FF4-Mobile.
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
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: Four thousand feet 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: In the FF4-Mobile
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
25 cents
Location: In the FF-4 Mobile
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: In the FF4-Mobile.
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 FF4-Mobile.
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.