Turn 110
I will continue practicing martial arts, moving from potential punching bag to punching bag, hoping to find the perfect one.
(1) You find a car exhaust sticking out of a pile of rubble, and decide that it looks rather similar to a punching bag, so it might work well as such. After doing a few punches in the air to warm up you smash your fist as hard as you can into it,
(1) and with a resounding crunching noise the bones in your hand break against the hard metal.
Well, first I'm going to move the car to somewhere safe. Then I should get some money from Blarney. If we're really going to hide here, we should at least visit the local Home Depot
(1) You try to back the car up, but reverse right into a precariously stacked pile of metal, which falls straight towards you,
(2) and you try to get out of the way of the falling metal by madly leaping out of the car.
(2/5) Which proves to be a stupid move, as the car was missed entirely, unlike you. A large piece of metal falls on your leg, trapping it and doing some damage.
I get back to the junkyard and search for building materials.
(6) You decide to try to run over the water again,
(2+1=3) which actually works quite well, for a few dozen feet, then you sink like a stone. But even when you can't run you are still the fastest person alive, and swim towards the opposite shore at world-record speed, reaching it within a few minutes. Once you are back there you start running around in search of building materials, and find that the junkyard contains a lot of potentially useful stuff, but you'd have to reshape it to do anything useful.
I continue work on 5 more mech legs using TK.
(1+1=2) You can't find any metal you think is strong enough to build a mech with, despite much searching.
I'll give Luke 500 bucks and ask him to get some automotive paint to repaint the FF4 van we have. It's a nice ride but it need new cover paint.
Then I'll hop a cab over to the hospital to pick up Rebecca, we can go to her place for the night. At least she probably has a bed and couch.
(1) You give Luke 500 dollars, asking him to get some car paint, and then head out to the road to look for a cab. You stand there for many minutes, but it seems that people don't want to stop to pick up a heavily armed SWAT officer, because as soon as any taxi gets close enough to properly see you they pull away again.
I'll go along to help Luke.
(5) You pull him out from under the metal trapping him, deciding not to ask why he's lying there, and then walk out of the junkyard with him in search of the closest DIY store. After a bit of walking you find one, 'Harrys Hardware, Open 24/7 for your convenience.' You enter it to find a store that contains most things one would need when doing it yourself.
I construct a large and secure building with wiring for internet and electricity running through it from the materials in the yard, cannibalizing anything on hand.
(5+1=6) You levitate into the air above the junkyard, extending your arms as a torrent of metal starts spinning around you, and soon most of the junkyard is airborne, like a tornado of sharp metal pieces.
(6) Soon surrounding buildings start collapsing as the magnetic vortex expands, sucking everything made of metal into orbit around you,
(1) most likely killing hundreds of people who were sleeping inside those same buildings, and also threatening your team.
(3+1=4/5/5/6/5/1/3/4+1=5) Cheetahr becomes little more than a blur as he dodges the flying metal that is moving in slow motion to him, Roosts lies on the ground and is not hit at all, you are in the literal eye of the storm and is not hit, Xen uses his telekinesis to blast away anything that comes flying towards him, Lucien focuses his magic to strengthen his shadow shield enough that it keeps him safe, Reaper is too distracted by the pain coming from his broken hand, and can't move in time to avoid the large piece of metal flying towards him,
(5-1=4) but it only knocks him down without causing much more that some bruises, Nitro is struck by a few small pieces, but not large enough to do any substantial damage, and Zach dexterously dodges around any piece that comes near him. When things calm down you land on the ground, exhausted, and find that you constructed a veritable fortress, of impressive dimensions.
(6/4) You spot the van, which got some serious scratches but otherwise seems fine, and a Chevrolet, which is in better condition than the van, having just suffered a broken window.
"Don't worry, I can fix that" Try to calm down the invisible woman while fixing my paralysis poison gland so it doesn't leak all the time
(1) You attempt to parley with the screaming freak of nature that you created, but she seems intent on chewing your face off, and you instead decide to book it, slamming shut the door behind you as you try to think of what to do next.
Find somewhere secluded and visit my demon prisoner.
(3) You are too shaken up by the fact that an entire junkyard just flew into the air and assembled itself into a fortress, and give up on trying to calm yourself.
I wake myself up,and lay there massaging my temples to try and deal with this little catastrophe.
(3) You wake up, wondering idly what the hell is going on as you massage your head to try and get rid of the headache. You remember clearly that you were in a junkyard, but now you find yourself waking up in front of a of fortress of doom, or somesuch.
Enemy Actions:Chew Mutosis' face off
(4) She keeps screaming, and crawls over and tries to knock the door down to get at her target,
smashing it down with startling ease.
(1) Mutosis had no chance of knowing what was about to happen, and goes flying with the door,
(2) dislocating his shoulder as he hits the wall.
Allied/Neutral Actions:...
No more word from her.
Look around
(3) He stares in disbelief at the suddenly appeared fortress in front of him.
Wait
(1) He hides under an old couch, preparing an ambush, thinking that the flying cloud of metal was an attack on your group.
Environment: All is quiet, for now...
Time: 23:35
A room, 10x10 meters large, housing a large amount of pipes and some tools for the maintenance of them
Previously a junkyard, now a large fortress. The only way in is through a pair of heavy doors, and it has battlements that let the people inside fire at potential invaders from relative safety.
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.
A vintage car. 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: Outside the fortress
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 three-way connection with Rebecca
Mentally drained: -2 to all mental actions
Location: Outside the fortress.
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 2150 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
Knows the junkyard like his own pocket: +1 to moving around the junkyard, +1 to sneaking Outside the fortress
Rebecca Mayers: she is in love with him.
Location: Close to 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 attack twice per turn, but suffers -1 to accuracy.
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
Exhausted: -1 power use
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: Outside the fortress.
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: Outside the fortress.
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.
Dislocated right shoulder: -1 to actions requiring use of that arm
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
Broken right hand: -2 to actions with that hand
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.
Chevrolet keys
Location: Harry's Hardware store
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
500 dollars and 25 cents
Location: Harry's Hardware store
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: Outside the fortress.
Can create forcefields, and launch them at people.
Can turn invisible.
Fused together leg joints: Can't use legs at all
Sharp teeth: +1 piercing damage when biting.
Upper torso turned into a gaping maw: can swallow human sized targets whole
Tentacles: +1 to grappling
Ugly as fuck: Autofail any charisma action
Location: In a maintenance room in the sewers
Tell me if you find any errors.