Turn 111
In any case, I move the pieces of my project into the fortress, putting them in a construction hangar.
(6-1+1=6) You retrieve the chassis for your project, which somehow survived the metal hurricane without a scratch, almost as if a higher power forgot that it was there. But when you try to get it into the fortress you hit a problem, the doors are slightly too small, so instead you tear open the wall and bring it in that way. It is now safely stored inside the fortress, and you even remember to patch up the wall after you're done.
I leave my M16 inside the fortress and then head to the nearest hospital and check in at the emergency room.
(6) You toss the M16 through the doors, trusting that no one will steal your gun, and then start walking towards the nearest hospital.
(4) You briefly consider using your new powers to fly there, but soon realize that it would be very unwise to do so. So you keep walking until you get a rather bright idea, you call for an ambulance, claiming to have fallen down and injured your hand.
(6) It seems they misunderstood your description, and thought it was a real emergency, because a few minutes later an ambulance comes flying down the road with a blaring siren and flashing lights. The paramedics don't even stop to listen to your protests, simply forcing you down onto a stretcher and putting you in the back of the ambulance. Soon you have arrived at the hospital, being rushed through the corridors like you were about to die, all the while screaming at the nurses and doctors that you've just broken your hand. Finally they get the idea, but get mad at you for lying to the operator. They bandage your hand to stabilize it, but then demand that you give them your insurance information. Which is bad since you are an escaped criminal.
Find the car paint that Blarney wanted, and get some other stuff we might need
(6) You get a shopping cart and run to the paint section, finding several different colors of car paint, and taking most of them. You then you start putting some construction tools and materials into it as well, including some sheets of metal, some wooden planks, some nails and screws, a hammer, some paintbrushes, and a very big heavy-duty chainsaw. All this costs exactly 500 dollars, and you wonder whether you should pay or just steal it, because you're evil.
I head inside with Zach and look around.
(5) You are quite impressed by the work Hades did, as it is a very large fortress. After doing some quick surveying you find an empty room which really speaks to you, it is just the perfect place to set up an arcane laboratory, and you get to work. Summoning up what you think you might need, including things such as ancient tomes, workbenches, perpetual gloom, and a wide array of arcane materials you soon have a fully equipped place to research your arcane arts.
I start work on some construction drones.
(2+1=3) You manage to assemble the crude base for a construction drone from what few scraps of metal were left behind by Hades, but lacking the proper knowledge of robotics and electronics you can't make it move, or anything at all really. Still, you should be able to attach those things easily enough to create a fully functional robotic builder.
I'll look for useful materials/tools.
(4) Well, Luke's got that pretty much covered, as evidenced by the huge pile of stuff he has in his shopping cart. But you follow after him to remove any useless stuff you find, and put in what useful stuff you find. Though he is adamant about buying that big fekkin' chainsaw.
I close down this unusual connection and go observe xen's work,hopefully getting to know something about robotics/construction/whatever other hoohaa is involved in making a construction drone.
(4) After closing down the very unpleasant connection you sit down next to Xen as he tries to build a construction drone, and watching him work you learn some basic mechanics.
I'll look for a place in the fortress that would be suited best to me. Or atleast I claim the top bunk if there aren't individual rooms for each villain.
(4) There are quite a lot of rooms, many of them empty, but some of them have some crude metal furniture, and you select one of these to call your own. You also found a large central chamber that is currently empty and would work somewhat well as a running track.
I get a good distance away and maintain it. While trying to grow an attacking tentacle with an injecting spike from my left shoulder and mount the paralysis poison in it. If that works I will try to hit the invisible woman with it.
(1) You slip on sewage while trying to escape,
(4) but you get back to your feet and keep running, getting a bit of distance between you and her.
*Leaving the obvious weaponry and armor behind in the surprisingly newly constructed fortress I'll go head to the hospital, walking somewhat further than last time to clear the area around the junkyard properly*
(1) You leave the things that make you stand out quite obviously against the everyday man at the fortress, and then walk away, looking for a taxi. But alas there are none to be found, and you have to walk, only getting about a quarter of the way there.
Enemy Actions:Attack Mutosis
(1) She is too busy trying to keep up with him to manage an attack.
Allied/Neutral Actions:...
She is probably still waiting.
Examine fortress
(3) He walks around and marvels at the large building, but doesn't seem to notice much out of the ordinary.
Follow Lucien
(3) He walks behind Lucien, keeping careful watch in all directions.
Environment:
Time: 00:35
LocationsA 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. There is an arcane laboratory set up in one of the rooms, gives a +1 to arcane research done in it. There is a large central chamber.
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. Currently inside the fortress.
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. Barely any paint left on it. Currently parked outside the fortress.
A vintage car. Parked outside the fortress. Broken window
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.
Minor skill in mechanics: no bonus yet
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: 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. (In fortress)
SWAT uniform. (In fortress)
MP5: can attack twice during one round, but suffers a -1 to hit. (In fortress)
SKS rifle: +1 to hit at long ranges. (In fortress)
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: New York.
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 the fortress.
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
Base for a construction drone
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: In the fortress, arcane laboratory
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 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 (Left at fortress)
Minor dark energy shield: +1 against piercing and cold damage
Broken right hand
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: Hospital
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: 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
Lots of construction material
A very large heavy-duty chainsaw: -1 to hit, +2 to damage, can ignore +1 of enemy armor
Chevrolet keys
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 fortress
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 fortress, arcane laboratory
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 the sewers
Tell me if you find any errors.