Turn 122
Returns, yells at Louis for being a dumbass and broadcasting our location for all the world to see; Assess situation, move to battlements. From there, I use my powers to quickly crush all the small fry, helicopters and all, using their own metal & weapons to rip them apart. I then use these metal pieces to form a hail of small, blindingly fast spikes, attacking the three heroes with a hail of metal shards. I then attempt to rip Iron Man's armor apart and kill him with it.
(6+1+1=6) You give Louis a smack on the back of the head, calling him a grade A dumbass. Then you get to work on tearing down all the choppers from the sky, tensing up your entire body as you put every ounce of power you possess to work on it,
(6) a massive torrent of magnetism being unleashed from your body, so large as to affect the entire neighborhood.
(4-1
03/3-1=2/1-1=1) Somehow only a few helicopters are torn apart, but the fortress gets a sizable chunk torn out of it, and then the magnetic forces reaches the other buildings in the area, tearing them apart like cardboard, sending a maelstrom of debris smacking into everything in the immediate area.
(...) The helicopters seem to be out of luck, getting caught by a steel roof from a nearby building,
(2-1-1=1) and violently exploding upon impact. Roosts dives for cover, rather unnecessarily as the massive shield zaps everything getting into contact with it. Blarney prepares for another dance with death, but is similarly behind the protective shield, not having to move at all to avoid getting hit. No such luck for Xen though, who gets struck in the stomach by a football-sized chunk of metal when he strayed too close to the doors in his search for the enemy,
(3-1=2) he gets visibly winded by the blow, but luckily it doesn't seem to do any great deal of harm. Lucien summons forth a shadow shield around himself and Zach in an impressive display of pointlessness, as they are similarly protected by the large shield. Reaper had followed Xen close to the door to deliver a snarky comment and attack, which proved unwise when he too was struck by a piece of metal,
(3-1=2) getting knocked to the ground and his shoulder broken. Zieg was even more unlucky, being struck in the head,
(6-1-1=4) but somehow managing to avoid a broken skull, emerging from it with an inconsequential bump on his forehead. Nitro freaked out at seeing the metal flying around, forgetting the shield like the rest, and disappeared in a puff of fire and smoke, using his powers to turn into a small explosion. Alea leaps down onto the ground, just in time to avoid being decapitated by a sharp sliver of metal, although she was standing in the tentacle field, and so gets grabbed. Iron Man flies rapidly upwards, getting above the range of the flying debris, and somehow his armor was not affected by the magnetic surge. Spider Man seemingly sensed that something bad was about to happen, and got to safety. Quicksilver simply yawns and dodges everything flying towards him with frightening ease. Bullseye gets slammed to the ground by a washing machine,
(3-1=2) hitting the ground with quite a lot of force, and getting a minor head injury.
(5-1=4) A woman can briefly be seen as she clambers out of a window and gets to safety, moments before the entire building is torn to pieces behind her.
(6-1=5/6-1=5/3-1=2) Somehow the van and the chevrolet, both still parked out in the open, remain unharmed by the whole ordeal, though both are stranded in the middle of piles of debris, likely making it hard to move them. The shield briefly flickers back to its old shadowy self, the strain of all the impacts nearly tearing the enhancements out of it.
(3) After this massive release of energy you fall to your knees, feeling very much like taking a rest, but deciding that such luxuries cannot be afforded right now, and so soldier on.
I throw a grenade at spiderman, I then throw a few grenades into the air above the superheroes and shoot them, whilst in the air, with my pistol.
(2) You are about to throw a grenade to lock the enemies in place, to make it easy to slaughter them, when a piece of metal comes out of nowhere and knocks you back. You feel as if you've been tackled by a quarterback, but at least it doesn't feel like anything popped inside of you.
I walk outside and say "About time you showed up." with a sneer on my face. I launch as powerful a blast of fire as I can and send it at Spidey. Just for the heck of it, try to shape it into the face of MJ.
(3+1=4) You walk outside and deliver your comment, but then Hades gets the bright idea of turning everything metal in the vicinity into a potentially lethal missile and you are struck hard in the shoulder. The feeling of your left shoulder fracturing is not pleasant, but you decide to ignore it, and get back to your feet with an angry grunt. You then fire up those firepowers and prepare to engage the enemy, namely your old comrades. Quickly turning around you send out a wave of flame towards Xen,
(3-1=2) who is so surprised by your treachery that he has no chance of protecting himself,
(2) and the flames further damage his already burnt body. Unfortunately no one else was close enough to be affected, so you quickly fly towards the Avengers, deciding that it would be incredibly stupid to remain surrounded near the fortress.
Alea will somehow manage to seduce Bullseye while I take command of Quicksilver's mind.
(5+1=6) You tell Alea to seduce Bullseye, but she gets distracted on the way, ending up tied down in the tentacle field. After getting back off the ground you decide to try to take control of Quicksilver's mind, and so reach out to try to make a connection,
(1) but as it turns out this was a very bad idea, as it would seem his thoughts move just as fast as the rest of him, and even a brief glimpse of them confused you, forcing you to shut down the connection before something bad happened.
If Quicksilver is somehow stunned or incapacitated, I'll start beating down on him with my bat. If not, I shall challenge him to a contest of who can run the fastest. The winner gets to choose the weapons and location of our duel.
(1) You run back towards the fortress, but just as you near it the buildings around you somehow seem to explode, debris getting sent towards you with great force,
(6+1+1=6) and you react instinctively to the threat, doing the first thing that comes to mind, which is to run really, really fast away from the danger. You don't even really know how long you ran, but after a while you stop, and smack yourself on the head for your stupid reaction, you could just dodge the danger without running away, but still what's done is done, and there is no way to undo it. A strange look comes over your face as you look around, utterly confused, you are standing in a field of corn, the city nowhere to be seen. Though what you do see nearby is a large sign saying 'Welcome to Kentucky', and then you fall down, your legs too tired to carry your weight any more.
I rebuild Sue's head, but not being the type to waste an opportunity, I will try to make it better, with re-enforcing bands around the skull and adjustable facial bones to allow her to change her appearance.
(3) Now that your enemy is securely tied up and unable to attack you get to work on doing more
improvements,
(1+1=2) but even with a lot of trying you can't seem to adjust her face to anything other than a variation of what it currently is. You kick a nearby wall in frustration, quite annoyed at this lack of progress.
Fire my EMP weapon at the helicopters. If any of the heroes get through the shield then open fire on them with my pistol.
(1) You are too busy getting hit in the head by chunks of metal to attack the helicopters, and when you finally get a chance to do so you notice that someone beat you to destroying them.
Head onto the battlements with Zach.
(5) You get onto the battlements and, upon seeing the large amount of debris approaching you erect a shadow shield around yourself and Zach, not sure what effect the large electrical shield would have on metal. Once that is over with you prepare for the coming battle, getting ready to unleash magical destruction on the enemy.
*Thank Alea and flash her my award winning smile before obscuring myself in the junkyard to find a good sniping position. I'll focus on taking out Bullseye.*
(1+1=2) You thank the demoness and flash her a smile, she smiles back and saunters off, and you try to sneak out the back. But before you can get out Hades unleashes a wave of destruction, and you dive for cover, by pure luck somehow ending up jumping into the fortress, which wasn't actually necessary, but you wanted cover so you got it. After getting up you go out through the back door, heading out into what used to be a familiar place, but finding that the recent event has changed it very much.
(GM) Try to wake up and be useful.
(3) You are too happy being asleep to wake up right now, or perhaps you are unconscious, it is hard to tell.
Enemy Actions:Give Mutosis the evil eye
(3) She sits there, barely managing to convey that she is feeling very hateful towards him.
...
(6) No more SHIELD assets show up, they probably argue that the Avengers can handle the situation on their own.
Attack Hades
(3) He circles around the shield a few times, trying to hit Hades with an energy beam from the outside,
(1) but failing spectacularly, barely hitting the shield.
Apprehend Alea
(1) Seeing someone leave the enemy fortress he rushes forward, intent on catching her. But the same tentacles that caught her also try to catch him,
(1) and even with all his speed he can't get out, since it is very hard to move fast if you can barely move at all.
Help Quicksilver
(6) Seeing his ally in trouble he shoots a string of web at him and forcibly pulls him out of the tentacle field,
(4) luckily not injuring him in the process.
Attack Blarney
(2) He is too busy worrying about the washing machine that just struck him to notice Blarney sneaking out.
Allied/Neutral Actions:Find some pills
(2) She still has no luck finding any pills, or any other medical supplies for that matter.
Pull himself together
(3) He remains a dense cloud of gas.
Protect Lucien
(4) He decides that the most important thing is to keep his master safe, so he doesn't move to engage the enemy.
Grand theft auto
(5) It manages to locate a car without an alarm, and get into it. After hotwiring the vehicle and driving it into a nearby alley it starts looking it over, seeing which parts can be used to build copies of itself.
Get free
(4) She manages to get away from the grasp of the tentacles after a bit of work.
Environment:
Time: 08:50
LocationsPreviously a junkyard, now a large fortress, with 42 rooms, surrounded by tendrils of pure darkness that tries to grab anything moving through them, -1 to moving through tendrils. 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 two 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. Shield imbued with magical lighting, anyone making contact with it must make a roll to dodge or take +2 electrical damage. There is an emergency exit into the sewers, and escape tunnels that go alongside the sewers.
A lavishly 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.
A small room full of pipes, located in the sewers.
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
A bank vault torn from its resting place by Luke. It contains 250 pounds of gold, and fifty secure storage boxes. It is currently outside the fortress.
Status:
Super Speed: +2 to speed, +1 to dodge, can attack however many times he want during a turn, but suffers a -1 to hit for every attack after the second.
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
One fired bullet
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Minor damage to left arm
Tired: -1 to physical actions
Luke “Flash Point” Prowler: Nemesis
Location: Kentucky
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: Inside 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
Basic Healing skills: +1 to healing simple external wounds
A set of throwing knives.
A plastic bag with 1750 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
Three 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
Rebecca Mayers: she is in love with him.
Location: Outside the fortress
Magnetism: Can manipulate and create magnetic forces. One more 5 for power increase.
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.
Power amplification armband: +1 to power use
Map of tunnel network: +1 to moving through escape tunnels
Minor dark energy shield: +1 against piercing and cold damage
Tired: -1 to 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: 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: +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
Bad burns on entire body: -1 to physical actions
Damaged tentacles: no effect
Broken left arm: no effect
Medium damage to eyes: -2 accuracy
In a lot of pain: -1 to physical actions, -1 to mental actions
Winded: -1 to physical activities
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.
Invisibility spell: can turn one object invisible for a period of five minutes, giving -3 to all accuracy and spot rolls against this object.
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 small maintenance room, 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.
Dislocated left shoulder: -1 to using that arm
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
Novice marksman: one more 5 for bonus
Novice New Yorker: +1 to traveling to well-known landmark
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 the battlements of 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 encased in chunk of wall: Can't use left arm
Unconscious: -2 to all power use
Location: Inside the fortress
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
Gaseous form: can't do anything until he reassembles
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: 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
Paralyzed: -4 to all physical actions.
Right arm grown around pipe: has to break pipe to move, cannot use right arm.
[spoiler=Relations:]
Location: In a small maintenance room, sewers
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself
Location: New York
Black mist covering her privates
Location: Outside the fortress
Iron Man armor: grants flight, can fire concussion blasts, protective.
Location: Near the fortress
Location: Near the fortress
Dizzy: -1 to physical actions
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Near the fortress
Tell me if you find any errors.