Turn 117
Look for possible places to steal from.
(1) You teleport back to the roof, looking around for some place that looks to contain a lot of valuable stuff, and your eyes are drawn to the eyes of wall street, those are sure to have more valuables than even you could hope to move. With a smile you teleport towards them, intending to appear inside one of them.
(1+1-1=1) You find yourself standing in a large marble room, desks and counters spread throughout it, and only illuminated by the faint lights that point to the emergency exits. Your smile gets wider as you spot the large steel door that leads to the vault, and you try to walk towards it, only to find that you can't, your arm is caught on something. Looking down at it the smile is instantly erased from your lips, your lower arm is stuck inside of the wall,
(3) but at least it feels mostly intact, which is a bleak consolation, because your arm is stuck inside the freaking wall!
For my action I'll try amplifying earth's innate energy to move rocks and stuff outside the shield while standing inside it.
(1+1+1=3) You focus on manipulating the energy present in the earth itself, to move and bend it to your will. Though it does work you don't manage to do all that much with it, just throw around small balls of dirt, and create small molehills all over the former junkyard. It seems that your dark magic is slightly at odds with the earth magic you are trying to manipulate, which is probably why it isn't doing all that much. Reaper approaches you with a suggestion, that you create doors in the shield, so you have possible escape routes if SHIELD attacks, and you get to work doing that instead,
(3+1=4) and you quickly manage to create a few entryways into the bubble. Reaper commends you on a job well done and walks off.
I exit the fortress and travel a good distance away, perhaps five miles or so, and begin deconstructing and reconstructing buildings into stronger, more artistic shapes, still functional for their original purposes.
(2+1=3) You exit through the newly created door, noting that it automatically opens when you approach, and then fly up into the air. Purposefully keeping low as to avoid detection you manage to slip past the SHIELD troops patrolling the streets, though you have a few close calls. When you feel you have flown sufficiently far to not draw attention to the HQ you land, cracking your knuckles and turning to a small group of nearby buildings. You start twisting their metal frames, brick and mortal falling from them in cascades, and soon the old blocky buildings have been turned into perfect wave-shaped abodes, including environmentally friendly air conditioning; The walls have all fallen down, and you see a lot of very confused people get out of bed, dumbfounded as to what happened.
Ask Lucien to get to work on making a couple doors in his field. If SHIELD finds this place, they may break through, and we'll need an escape route.
(5) You ask Lucien if he could build a few doors in the shield, in case you have to evacuate in a hurry, and he manages to rather quickly put up a pair of doors, one on each side of the shield. Pleased that there is now a way out of the fortress without you having to ask Lucien to open a door each time you thank him for his cooperation, and commend his craftsmanship. You then walk deeper into the fortress, not doing all that much other than familiarize yourself with the interior layout. The winding corridors are quite confusing at first, but through some methodical study you manage to map out enough to give you a decisive advantage over any potential attackers.
Get into the fortress and find a quiet spot to try and remember the form of that soldier.
(4+1=5) You walk into the fortress, though the others at first try to stop you until you tell them who you are, shapeshifting isn't always all that great. Finding a quiet place to sit down you focus hard on the thought of the soldier you met earlier, trying to remember every feature on his face, every square inch of his being. After a bit of work you try shifting into your newly acquired form, looking into a slightly reflexive surface to see how you look, and deciding that you look exactly like him, so much like him that you decide that it would be prudent to not keep this form for now, lest your comrades mistake you for the enemy and gun you down.
*Continue to practice dodging/agility with Rebecca*
*Greet the newcomer (Since Rebecca and I are about as normal as it gets around here) and tell him we've enlisted as well.*
(2) You spot the newcomer Reaper was talking about, and approach him, smiling broadly and shaking his hand while introducing yourself and Rebecca, and telling him how great it is to have him on board. After a few minutes of chatting with him you get back to practicing with her, and her throwing is decidedly better now,
(1+1+1+1=4) one throw is actually good enough that it almost strikes you right in the face, though it seems to be more luck than skill on your part that it missed.
I poison the invisible woman with my new tentacle and try to get behind her.
(5) You stop, turning suddenly to face down the beast that has been chasing you for the last few hours, you new arm tentacle whipping dangerously behind you, and as soon as she gets close enough you lash out with it towards her.
(2-1=1) The strike is fast and true, like a spear it strikes her straight in the stomach,
(5-1-1=3) piercing her flesh and spraying the vile venom into her body.
(6) Though she doesn't seem to be feeling the effects just yet, possibly from adrenaline rush, unfortunately for her this will only spread the poison faster, and once the adrenaline wears off she'll be feeling the effects all at once.
I ask somebody to fire at me from a distance, so I can then parry the bullet using my super speed.
(1) You walk around the fortress, asking people to shoot at you, though at first it seems that everybody is too busy with whatever they are doing. Then you hear someone yell behind you, 'Heads up!', and whirl around in time to see Nitro firing off a bright blue plasma bolt at you.
(1+1+1=3) The bolt of plasma travels faster than an ordinary bullet, and you only just manage to get out of the way, getting some singed hairs on the back of your head, though you fared better than the molten metal that used to be a wall. After getting up and yelling at Nitro for a few seconds you move away, trying to find someone else to help you, someone who isn't insane.
Return myself to my own freaking body already!
(3+1=4) With great effort you manage to break the connection with the woman's mind, finding yourself lying on the ground, staring up at a sky bearing the first signs of dawn. Your first reaction is that your 'friends' are assholes, leaving you lying in the cold mud like that for several hours, your second reaction is that it is nice to have the ol' trouser titan back.
I wake up and practice bullet bending.
(6+1+1=6) You wake up, pain flaring up in your mind as you move your burnt and battered body,
(3) you open your eyes, only to find that everything is dim and blurry, no matter how much you try to focus your eyes. You drag yourself up to your many feet with great effort, only to fall over again almost immediately, instead having to levitate to keep upright. You can barely see the outline of the large fortress a bit away, and fly towards it. Through the blur of pain in your mind you decide to train some bullet bending, and reach for your belt, only to remember that you never picked up your gun again after being imprisoned. Then you see a blurry figure run by, gun in hand, and snatch away his weapon with a wave of your hand, he leaps behind cover, though you don't actually care, instead getting to work on bending some bullets. Even though you can barely remain conscious due to the pain you somehow manage to bend bullets perfectly, even managing to curve one to make several circles around yourself before flying into the ground.
(2) But the effort of using your powers while simultaneously having to levitate yourself and try to avoid getting overwhelmed by pain becomes too much, and you fall unconscious again.
Enemy Actions:Attack
(6) In a frenzy she flies at Mutosis, trying to smash him with her own tentacles,
(4) but he rolls to the side, completely bypassing her attack.
(6) Her attack can only have further spread the poison through her system, but the adrenaline is still counteracting its effects.
...
(4) A tank comes rumbling around the street corner near Hades, and it levels its gun at him, as does the twenty or so soldiers accompanying it. They demand his immediate surrender.
Allied/Neutral Actions:Practice with Blarney
(5) She seems to have finally gotten it, her throwing becoming decidedly more lethal, she even manages to come close to hitting Blarney.
Serve and Protect
(3) After getting yelled at by Cheetahr he returns to the battlements, mumbling about ungrateful people and not appreciating his attempts to help.
Guard Lucien
(3) He stands around near Lucien, only looking slightly interested in what is going on around him.
Scan self
(5) It keeps hovering where it is, not doing anything apparent. But after a while its robotic voice speaks, “Self-diagnostic complete.”
Investigate the large explosion
(4) He rushes out of the fortress, running from cover to cover towards the place where he suspects an enemy tried to attack. About halfway there his gun is ripped away from him by Xen, and he dives behind cover to avoid this monstrosity, leaving the more powerful people to deal with it while he finds out what the hell actually happened over there.
Environment:
Time: 06:35
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, there are two doors in the shield
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.
A power amplification armband: +1 to speed, +1 to dodge
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
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 1950 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
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: Somewhere in Queens
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: +1 accuracy with firearms
Understands mechanics: no bonus yet.
Atomic manipulator: 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
Pistol
Tentacle legs: +1 kick damage. +1 to attack rolls involving grappling of target. -1 charisma
Medium burns on front of body
Damaged tentacles: -1 to all normal movement actions
Broken left arm: -1 to all actions with that arm
Damaged eyes: -1 accuracy, -1 to all vision rolls
Pain: -1 physical actions
Unconscious
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, with poison gland: causes paralysis of the affected areas, +1 to hit in melee
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
Familiar with the interior layout of the fortress: +1 to moving to a place inside the fortress, +1 to sneaking inside the fortress.
Knows many people from his earlier career as a superhero. Including the now deceased 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: Fortress
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered. One more 5 for power increase.
Scary Black man
The Thing
Cheetahr
Mr. Roosts
Blarney
Jim “Hades” Ferse
Xen
Lucien
Mutosis
Luke “Flash Point” Prowler
Little boy
14 Different civilians
Soldier
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. -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
Map: +1 to traveling to a general area of the city
Minor damage to leg
Unknown damage to left arm
Left arm stuck in wall: Can't move away until he gets free
Location: Inside a bank on Wall Street
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Tosser: +1 to hit when throwing
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: On the battlements
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
Poisoned: Effects suppressed by adrenaline rush, currently poison has spread through her upper body.
Location: In the sewers
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself
Location: Outside the fortress
Ex-soldier: +1 to hit with firearms
Thinks the group is actually SHIELD agents working undercover
Location: Near the fortress
Tell me if you find any errors.