Turn 108
I shift into a one-way connection and search Rebecca's mind for her true intents. Why does she say 'she fooled us into thinking she was brainwashed',What is she doing right now,and what happened during the time between when we lost her and now?
(4-1+1=4) You change the nature of the connection so you can poke around in her mind without her being able to do the same to you, and then start searching for the answers to your questions. You see blurry images of Blarney carrying her a few blocks away from the old HQ, and then paramedics arriving, then she apparently fell unconscious. She later woke up in hospital, a police officer waiting to question her, and she lied to him, claiming that she had been brainwashed by you. In truth she is loyal to your cause, or at the very least she thinks she is. Then you look to see what she is doing now, and see her sitting on a bench outside Mercy Hospital, waiting to be picked up.
I'll find a semi quite spot to continue meditating on my powers.
(2) You exit the van and find a quiet spot to sit down, but despite much trying you simply don't get any new revelations.
I turn off all powers to look as human as I can, and walk to the nearest clothing store, where I shall purchase a hooded black trenchcoat. If this fails, I attempt to charm the cashier into letting me know if there's any favors I could do for the coat.
(2) You shut down the flames surrounding you, and then walk out of the junkyard to search for a clothing store, soon finding one. Unfortunately it closed at 21:00, so you can't purchase anything at this time. The sign states that it opens at 08:00 again.
I take the foil off my head and try to fix my paralysis poison so that it doesn't leak and smell all the time.
(2) You remove the tin foil hat, realizing that it made you look like a conspiracy theorist afraid of alien mind control beams, and then sit down to work on improving your poison finger. But you can't focus properly with the Invisible Woman lying there screaming angrily.
I rest until satisfied.!
(6) You sleep for five more minutes, slipping into a deeper sleep. You dream of flying among pink clouds, punching flying unicorns in the face, the dreams of a true villain.
I'll train my rhetoric by trying to convince people that Luke is actually quite slow and his teleporting does not count as speed.
(5) You tell the other people in the car that Luke is actually not fast at all, because he doesn't move, he just appears in another place. When Luke tries to retort you completely smash apart his arguments, seemingly convincing at the very least Nitro and Zach that Luke is slower than you. It proved to be some good rhetorical training, and you believe that you've found out how to better persuade people to think like you do.
I'll practice improving my shield spell.
(3) You can't think of any way to improve it, at least not with so little time to think.
I continue work on building mech legs.
(5) With your improved powers it proves easier than before to build mech legs, and you complete the rest of the one you were working on, gaining a better understanding of mechanics in the process.
I try some slight of hand.
(4) In an attempt to distract people from Cheetahr's arguments you pull out your 25 cent coin, and say that you will make it disappear with your magic! You start waving it around, and then cover it with your other hand while dropping it down your sleeve, revealing your now empty hand. It doesn't exactly seem to make the others think of you as a master magician, but they acknowledge that it was somewhat impressive.
*I'll take the time to familiarize myself with the junkyard and the surrounding areas, looking for routes of escape and entry, as well as useful things nearby like convenience stores, phones, etc.*
(1) You walk around in the junkyard, but your carelessness causes you to bump into a precariously placed pile of metal, which falls towards you!
(1+1=2) You can't get out of the way in time, and a piece of metal strikes you in the chest,
(2+1+1=4) but the combined protective qualities of the shadow shield and the kevlar vest turns away the sharp end of it, leaving you unharmed.
Enemy Actions:Heal self
(4) With some creative use of forcefields she manages to close up all of her open wounds, and holds them like so, waiting for them to heal.
Allied/Neutral Actions:...
Mr. Roosts sees her sitting on the bench, waiting.
Listen to radio
(1) He takes one look at the dashboard, and gives up.
Scout area
(2) He looks around the area, but doesn't find anything of interest.
Environment: The distant sound of sirens can be heard all throughout the city.
Time: 21:35
LocationsA room, 10x10 meters large, housing a large amount of pipes and some tools for the maintenance of them
A large amount of junk gathered in one place, located in Queens. There is one mech leg here.
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. Right side has suffered cosmetic damage. Currently parked in the junkyard.
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
Rhetoric novice: +1 to convincing people of plausible things.
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 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.
In a two-way connection with Rebecca
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 junkyard.
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
Deeply asleep: -1 to physical actions
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. +1 to using powers.
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.
Understands mechanics: no bonus yet.
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: gives +1 against piercing, blunt, slashing, fire, and cold damage when active.
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 maintenance room in the sewers.
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. One more 5 for increase.
Flyer: +1 to using powers 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
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: Junkyard
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered. Two more 5's for power increase.
Scary Black man
The Thing
Cheetahr
Mr. Roosts
Blarney
Jim “Hades” Ferse
Xen
Lucien
Mutosis
Luke “Flash Point” Prowler
Pistol
EMP weapon: can shut down or destroy electrical systems caught in the area of effect.
Location: Junkyard
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. Can teleport small objects in his vicinity.
Dexterous fingers: one more 5 for bonus.
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 maintenance room in the sewers
Turns will now go back to being one hour long.
Tell me if you find any errors.