Nevar!
Turn 113
I'll claim a room in the fortress and collect my reward from the bag.
(2) You enter an empty room and loudly exclaim, “This is mine!” Which doesn't seem to incite any reaction from the people who heard it, which is to say no one. Satisfied with this you head outside and go to the bag on the ground, looking inside to find ten armband-like devices. You grab one and put it on, immediately feeling a massive surge of energy move from it into your body, causing you to involuntarily shift into the scary black man form. After it calms down you shift back, sweat beading on your forehead.
I walk back to the fortress and notice the bag. After collecting whatever my reward was, I head inside to see if there's a room to suit physical training, particularly martial arts.
(3) You walk back towards the fortress, it taking only fifty minutes to get there because you find a shortcut, and when you arrive you find a sports bag lying on the ground. After asking the others what's in it, and finding out that it is some sort of power enhancement devices, you greedily dive into it and pick one out, slapping it on your wrist. Immediately you explode into fire, a blaze that runs out of your control as the energy already inside of you is amplified greatly, and it takes you a while to get it back under control. You can only say one thing, “Woah.”
"Who the **** broke the window!? Who ****ing did this?! Cheetahr, if this is your fault I'll **** your **** so bad you won't even ****ing know where up is! I'll [long line of swear words and death threats]!!!"
Calm self down with some hand to hand fighting practice
(2) You go into a raging rant about someone having broken your car, and start punching random pieces of junk. While this is great for anger management it is not quite so good for practice, so you only really learn how to punch random crap.
I grab myself one of the devices and test it out by connecting to the 'woman'(remember her? huh? Yeah,I still have plans for her)
(4) You snatch up one of the devices, and zone out completely after putting it on, as if you are floating around in a great sea of minds. Thirty minutes later you snap out of it, not quite sure what happened, but determined to find out if these things are as good as you think. A woman you met in a seedy back alley some time ago springs to mind, and you reach out in search of her,
(5+1=6) quickly finding her and smashing into her mind with surprising strength, this extra power will probably take some getting used to.
(6) Her thoughts spring back like a coiled spring at you,
(6+1=6) but you brush it aside with frightening ease.
Taking the advice of one of my fellow villains, I shall try to learn how to run on walls.
(1+1=2) You try to run on the walls of the large circular room, but only keep falling off after a few seconds. It seems like you need to think this through more before you can properly execute it, and sit down to try and come up with a way to do it.
I continue with my previous action...
(2) You keep trudging through the sludge, which is getting slightly deeper now. It is slow going, and you can't focus on your mutational powers while doing it, but at least you don't have to drag yourself through it with your arms. You almost feel sorry for the pursuing creature, almost.
I'll tell Zach to patrol the battlements while I go outside and put on a power amp. Then I'll try to fire off 2 fireballs at once in different (not anywhere near our teammates) directions.
(6) You give him his orders and go outside to put on one of the power amplification armbands. The effect is immediate, your eyes briefly lighting up with arcane energy as the machine does its thing. To test out just how much stronger your powers are you decide to launch two fireballs into the air, in different directions, just to make it a bit harder. You easily create two balls of fire in your open palms, and then point your hands to the sky as if to shoot down the moon before firing them off. The two fireballs were stronger than you had intended,
(2) and as the old saying goes, 'All that goes up must come down', which they do, right in the middle of Manhattan,
(1) smashing into a pair of buildings and setting them on fire.
I put on a power amp then go and nab me a computer, practicising making people explode along the way.
(6) You snap on one of the armbands, feeling a rush of energy that is released like an explosion from your body,
(3) but thankfully it doesn't harm anyone, only causing a few stumbles and angry mumbles. You then set off to find a computer to aid with the creation of your construction drone. Assuming that if you search the nearby houses you will find some computers you fly off. And your guess was right, after tearing down a wall and doing your best impression of the Kool-Aid man, albeit leaving behind a few more exploded people, you find two computers, which you bring back to the fortress.
*Continues to jog to the hospital*
*Greets Rebecca warmly and get us a cab to her place. Make her comfortable so she can continue to recover from her injuries.*
*Then catch the cab back to 'near' the junkyard and return.*
(1) You finally reach the hospital, and find Rebecca waiting for you outside. She spots you and comes running, throwing herself into your arms and crying happily while yelling something you can't quite make out. After a few minutes of being forcibly bear-hugged you manage to calm her down a bit, and start looking for a taxi to get her back to her place. But for some reason there seems to be no taxis outside this hospital, no matter how much you look.
I help the guy making the construction bots by using my powers to build a computer board, wiring it so that it knows how to build a lot of things.
(6+1+1+1=6) You see Xen come flying back with two computers, and offer to help him build something useful out of them. He thanks you and gives them to you, probably assuming that you would know more of such things than him. And so you get to work, disassembling the two computers into their base parts and starting to put them back together to fit your purpose. The time flies by, and you almost seem lost in some sort of trance, focusing entirely on the work at hand. Without even looking up you make the drone zoom over to you with a flick of a wrist, and start mounting electronics on it. But even when this is done you don't seem satisfied, and with a few more motions a few radios and TVs come flying through the air, and you quickly add them to your construction. Once you are done building you shake yourself out of the trance-like state, not quite sure what just happened, and then turn on the drone. The lights on the front of the now quite large construction drone flicker a few times, and then light up a steady red as it hovers into the air.
4 It seems to be observing you, and then it speaks with a malicious metallic voice, “Greetings, meatbags.” Then it goes back to observing you.
Enemy Actions:Chase Mutosis
(3) As it turns out, having to drag your way through sewage is not very pleasant, and she doesn't manage to catch up even with Mutosis slowing down.
Allied/Neutral Actions:Find a cab
(1) She has no more luck finding one than Blarney.
Patrol the battlements
(4) He helps Zach patrol the outer perimeter of the fortress, Big Freaking Gun in hand.
Patrol the battlements
(4) He does as he was told, and starts patrolling the battlements.
...
It hovers where it is, not doing overly much. It just looks around a bit, looking as if it's searching for something, and after a few minutes it speaks again, "Meatbags, where can I find internet access?"
Environment:
Time: 02:35
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, with 42 rooms. 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, gives attackers a -2 to hitting people attacking from behind them. 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. There is a bag with ten power amplification devices lying outside of it.
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
Power amplification armband: +1 to all power use
Minor dark energy shield: +1 against piercing and cold damage.
In a two-way connection with a woman
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: Mercy Hospital.
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
Power amplification armband: +1 to all power use
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
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.
Can curse the ground: unknown effect.
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
Power amplification armbands: +1 to all power use
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.
Small and weak tentacle on left shoulder
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.
Somewhat persuasive: no bonus yet
M16: can attack twice during one turn, but suffers a -1 to hit (Left at fortress)
Power amplification armband: +1 to all power use
Minor dark energy shield: +1 against piercing and cold damage
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Mistaken as the son of wealthy businessman Justin Hammer by the staff at Mercy Hospital.
Location: Outside the fortress
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.
Power amplification armband: +1 to all power use
Location: Outside the fortress
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
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: Fortress
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 his room 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
Location: Outside the fortress
Tell me if you find any errors.