Turn 115
I learn how to easily use the mental link to accurately determine the location of minds nearby the linked individual.
(6+1=6) You sit down and plunge yourself into a trance, focusing solely on the input you are getting from the woman's mind, you see through her eyes, hear through her ears, essentially you are her. And now that you focus this hard you begin to be able to prod at the minds of those near her, gaining a good sense of their location compared to yours. You keep prodding at the minds of people near her, soon finding that it isn't all that hard, and then decide that you've practiced enough. This is when you make a rather worrying discovery, your mind seems to be stuck in control of her body, and you can't seem to dislodge yourself.
I run back to the fortress, and duck inside a public building, trying to stay hidden. If someone spots me and my M16, I practice my lying by saying that I am an agent of SHIELD.
If it fails, I make a tidal-wave of fire and destroy everything in front of me.
(1+1=2) You run in the direction you believe the fortress is in, but you seem to have lost your orientation, and can't find your way back there. Not wanting to be lost and alone in unknown territory you duck inside a small corner shop, trying to stay hidden behind the shelves,
(5) but the owner spots you, and your large weapon, quickly ducking behind the counter and pulling a pistol from under it, screaming at you to get down and drop the weapon.
You calmly turn to him, making sure not to touch the gun, and say, “Sir, I'm an operative of SHIELD, I have reason to believe that there are dangerous mutants around here. My job is to find them and take care of them, and it would be a lot easier if you'd cooperate.”
(6) He leaps over the counter, and snaps a sharp salute at you, “I want to help, those bastards have caused too much damage already, it's time someone took them down! I am John Richardson, I was a colonel back in 'Nam.”
Let's go see if there is anything valuable and expensive to steal. Like maybe from a museum or something.
(3) You decide to find a museum to steal something from it, because money is never a bad thing, and you can never have too much of it. There is only one small problem with your plan, you actually have no idea where you can find a museum. A bank then? Wall Street would probably be the place to find banks. The problem is that you don't know exactly where that is either, and teleporting around aimlessly can lead to rather unpleasant side effects, such as loss of limb or life.
Find a spot (preferably on a rooftop) to hide and observe the helicopters from. If they get close enough then use the EMP weapon on them.
(3) You jog around, looking for a building to climb onto, and it doesn't take all that long to find one. So you climb to the roof and sit down, waiting to see if any helicopter will get close enough for you to hit it with your EMP weapon. Though you might be too far from the fortress to be of much use, and you feel rather pointless just sitting there.
I make one last effort to complete the poisonous stabbing tentacle while still maintaining my distance.
(1+1=2) Your try to find the time to stop for long enough to complete your little project, but the creature chasing you does not seem to willing to stop for long enough to let you do that.
Screw the helicopters, I want to be able to wallrun and will practise doing so again.
(5) You ignore the sound of approaching helicopters, and instead continue trying to run on the walls. It does not work very well at first, only leading to you falling off again and again, but then comes the revelation, the consummation of all your hard work; You manage to run on the wall. After raising your arms to the skies for a few moments to yell out your victory for all the world to hear you get back to practicing, soon becoming rather good at it.
I order the drone to build another drone.
(4) You sternly tell the drone to construct a copy of itself, and it immediately replies, “Yes, meatbag-leader,” and gets to work.
*Claims and wears one of the PA-bracelets and enters the building. I'll refit myself in my armor and weapons and have Rebecca do the same.
If possible I'll practice dodging while she practices her throwing, using small rocks or what-not.*
"The bracelets apparently amplify special abilities, so if you want to try one on it's up to you. I've no idea what the effect will be like though."
(2) You put on one of the bracelets, but can feel no real difference, you feel lucky as always. So you go about gathering up your equipment, and then spend some time getting rocks thrown at you by Rebecca as you both try to train.
Exit, and tell Zach to get inside the front room of the fort. Draw a repulsive shield around fort.
(6+1=6) You tell your demonic servant to guard the gates, and he goes off to do so without question. Then you decide to improve the defenses somewhat, and go about drawing a line of infant's blood mixed with saltpeter around the perimeter of what used to be the junkyard, muttering an incantation as you do so. Once you've completed a full circle the line starts to glow, and you head inside to construct a power source for the shield. You take a ruby and carve some arcane symbols into it, and then encase it in glass, carving some arcane symbols into the glass as well. The ruby start to glow brightly, and you construct a pedestal to channel its power in the large central chamber. Immediately a swirling shield of shadow appears around the fortress, and some investigation reveals that it is in fact nearly impenetrable, from both directions.
I practice metal manipulation on some metal in one of the larger rooms.
(4+1+1=6) You enter one of the larger rooms and start to twist the metal aimlessly, but find this to be far to easy a task to even be stimulating. So you decide to make this your chambers, you did build the fortress after all, so it is only fair that you get a large room. You start shaping chairs and tables, a bed and some computer stations, and soon you have a lavishly furnished bedroom, or at least it would be if it wasn't all made from metal. To top it all off you create a scale replica of Michelangelo's David, but with your head. You actually managed to learn a bit about constructing things from metal from this.
Enemy Actions:Chase Mutosis
(5) She manages to catch up to her fleeing prey, and lunge at him,
(1) and he has his back turned and so doesn't see it coming.
(1-1-1+1=1) She latches onto his back with her chest-mouth, and starts chewing, causing massive damage to his torso,
(6) but he manages to detach himself from her maw, the skin under his clothes visibly crawling as his mutational powers subconsciously go to work on the damaged area,
(3) slowing the bleeding. He then starts running again, trying his best to gain some distance to her.
Allied/Neutral Actions:Put on armband, practice throwing
(5) She grabs an armband and puts it on, but it doesn't seem to do anything at all, so she puts it back again, and then starts training her throwing with Blarney, getting somewhat better at it.
Get ready
(5) He finds a good place from where he can fire upon the helicopters if they come close enough, and then wait with his big flabbergasting gun at the ready.
Guard the gates
(3) There isn't much to do there for the moment, so he mostly just sits there and looks at them.
Build another
(1) It flies around for a few minutes, gathering up a pathetically small pile of components, and then stares at them. After some more time it flies over to Xen, “I do not have schematics for myself, Meatbag-Leader. I cannot construct more of me without them.”
Environment:
(5) The sky is crowded as a myriad of helicopters fly over the town, landing all over the place. But so far they seem to have missed you.
Time: 04:35
b]Locations[/b]
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, 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 power source for the shield there. There is a bag with three power amplification devices lying outside of it. There is a shield that prevents all movement from outside to inside or vice versa, currently active.
A lvaishly furnished room, with chairs, tables, a bed, and several other furnishings. There is a scale replica of Michaelangelo's David here, but its face is that of Hades.
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.
Can run on walls
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.
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 locate people through someone he has connected with.
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
Purse, contents: keys, makeup, wallet
Minor dark energy shield: +1 against piercing and cold damage.
In a two-way connection with a woman
Stuck in the woman's body
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 1950 dollars in it.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT uniform. (In fortress)
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
Four basic medical kits: +1 to healing attempts
Power amplification armband: +1 to dodge and hit, +1 to luck rolls
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: Outside the fortress
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.
Carpenter of metal: no bonus yet
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 chainswords.
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 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.
Genetic composer: +1 to mutation rolls
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.
Tentacle on right shoulder
Dislocated right shoulder: -1 to actions requiring use of that arm
Badly damaged torso
Light bleeding from back
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
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.
Believed to be a SHIELD operative by John Richardson, owner of a small corner store in Queens.
Location: In a small corner store in Queens
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
15 Different civilians
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: On a rooftop near the fortress
Teleportation: Can teleport to any point within one mile. -1 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: one more 5 for bonus.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Location: Outside the fortress.
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.