Turn 123
I tell the Avengers that it would be best to pull back, for the moment, as we are heavily outnumbered. I then sheath myself in fire, like the Torch did and use my good arm to re-create the fire dragon. This time I tell it to engulf the fortress and all of my former comrades, though if it cannot then Lucien and his demon are the primary targets.
(4+1=5) You fly up to Iron Man, remembering that he is the commander of the Avengers, and tell him that retreating would be a good idea, because then you can return in greater numbers. It is hard to say what his reaction is, since his face is covered and he doesn't say anything, but you think he will at least take it into consideration, in the meantime you intend to attack your old companions though. Fire starts burning on every square inch of your body, and with your healthy arm you form a similar fire dragon to the one that you created before, but this one is headed straight for the fortress.
(3) You would have to be a bumbling idiot to miss such a large target, but the shield is still in the way, so you pour more power into it, trying to force your attack through it,
(2) and after a bit of work the shield falters, the lightning enchantment being destroyed, and leaving the fortress open to your attack.
(3-1=2) The fiery apparition starts coiling around the fortress before exploding into a fireball, causing quite a bit of damage to the fortress.
(...) Most of the nefarious association's members manage to get out of the way of the fire, but Xen gets engulfed by it,
(3-1=2) his flesh getting partially burnt off, revealing the bone beneath, Lucien cannot get out of the way in time either,
(3-1+1=3) but thanks to his shield he gets away with a few singed hairs.
Fine, if her head isn't going to co-operate then I will need to try something else. I build a backup brain and pseudo-skull near Sue's stomach, and try to calm her down.
(6) You are still quite angered by your recent failure, so when you get to work on making another brain for her you put a little too much power into it,
(3) and she starts screaming and trashing about as a large lump grows on her stomach. After you are done she just sits there for a while, and then looks at you confusedly, like she doesn't know who you are, but then she gets angry again and tries to catch you, and then she again looks confused. You suspect that you may have accidentally made her schizophrenic.
I overload Reaper's mind with non-sense and mental feedback.
(5+1=6) You are quite angered by Reaper's betrayal, and so decide to target him with a mental attack of epic magnitude, by channeling the combined thoughts of all the group's members right into his mind. First you establish a two way connection to him,
(4) and push aside the stream of thoughts from his traitorous mind. You then reach out to connect the entire group to you, trying to channel all of their thoughts into his mind,
(4) even though a literal storm surge of thought flood your mind you manage to keep them at bay, and then you unleash them into the connection you have with Reaper.
(4-1=3) But despite lacking experience in such matters he somehow manages to keep mostly calm, seemingly just getting a little confused.
Wake up
(1) A nagging voice in the back of your head tells you to wake up, but you are too busy with dreams of wealth and power to care about it at the moment.
I rip the iron in the blood of every enemy present out of their bodies. The end.
(2+1+1-1=3) You focus on all the foes, trying as hard as you can to rip the iron out of their blood,
(...) Reaper is too busy trying to fight off the mental assault to get out of your magnetic field,
(3-1=2) but even so he manages to keep enough iron in his body to prevent negative effects, your powers still cannot affect Iron Man, and you suspect that he has added an anti-magnetic defense to his armor, Spider man is too nimble to be fully caught by your attack,
(4) and the few parts of him that were still in its way aren't adversely affected, Quicksilver is just too fast to be fully caught by your attack, and Bullseye is wise enough to hide when he sees you preparing something.
Shoot Reaper!
(3) You fire off a few shots towards Reaper,
(6) striking his already damaged shoulder,
(5) but not doing any damage. He must be outside the effective lethal range of your rifle.
Fire my pistol at the traitorous Reaper
(4) You aim your gun carefully, and slowly squeeze the trigger just like you taught yourself, letting a bullet fly up towards him,
(2) but your bullet sails past him, narrowly missing.
I'll search for a town, and try to find a store that sells maps.
(1) You run into the corn field, for some reason thinking that cutting through it will be the fastest way to a town, but the tall corn is blocking your view and making you lose your sense of direction, so you just end up going in circles.
I throw a grenade at Reaper, if this doesnt work I use TK to merge his atoms into the ground.
(6-1-1=4) You manage to summon up all your strength to throw a grenade towards Reaper, and even use a bit of telekinesis to speed it up,
(2-2=1) but you miss widely, and the grenade sails away out of view.
(4) Despite your horrendous injuries you still manage to keep conscious and standing.
*Blades appear from out of nowhere and he throws them at Reaper (or Bullseye barring unforseen other stuff happening), taking cover in a pile of rubble and using the diversion to hide.*
(3) You pull out a knife and try to hit Reaper with it,
(4+1=5) and it flies true, striking him in the chest,
(2-1=1) and puncturing one of his lungs.
Enemy Actions:Try to regain her senses
(4) She spends some time trying to figure out what is going on, realizing that there is something wrong with her mind.
Attack Hades
(6) The glowing blue circle on his chest lights up brightly,
(2) but the energy beam fired from it just strikes the shield.
Knock out Blarney
(4) Seeing one of his enemies stray outside their protective shield he decides to attack,
(6-2+1=5) but Blarney just manages to get out of his way, and quickly scrambles to the other side of the tentacle field.
Ensnare Hades
(3) He shoots some web towards Hades,
(1) but it falls short of his intended target, landing harmlessly on the ground.
Shoot Hades
(5) He grabs a nearby glass splinter and throws it at Hades with great force,
(2+3=5) hitting him in the left shoulder,
(3-2=1) and slicing clean through both his armor and his flesh, severing the tendon and muscle and making his left arm nearly useless.
Allied/Neutral Actions:Buy meds
She finally manages to find a pharmacy, and goes inside to purchase medicine for the money she has, though the clerk seems a bit suspicious about her large purchase.
Reform body
(3) He still can't quite pull himself together.
Protect the master
(6) Seeing Reaper harm his master enrages him, and he leaps down from the wall and runs to the half-buried Chevrolet, and then proceeds to try and throw it at Reaper.
(1)But it only goes about ten feet into the air, and then crashes down again, right towards him,
(6) so he punches it with all his might,
(1) which crushes the front of it, and destroys the engine. It didn't land on him at least.
Get more stuff
(3) It needs to get some computers and other electronics to build more copies of itself, so it goes off on a rather unsuccessful hunt for such things.
Hide
(6) She isn't exactly a warrior, so she decides to hide until things cool down a little, and rush into the fortress.
Environment:
Time: 08:55
[
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. There is an emergency exit into the sewers, and escape tunnels that go alongside the sewers. The fortress is badly damaged.
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.
In two-way connection with Reaper.
In two-way connection with rest of group.
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
Damaged left shoulder: -1 to using left arm
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
10 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
Very bad burns on entire body: -1 to physical actions, has to make survival roll each turn
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
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Location: Battlements
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.
Broken left shoulder: -2 to using that arm
Confused by Roost's mental assault: -1 to mental actions
Punctured lung: -1 stamina
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.
Location: Near the 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
Two bags of assorted medical supplies
In love with Blarney: -3 to all rolls that would be directly harmful to him
Location: Queens
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: Battlements
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.
Schizophrenic: roll against confusion each turn[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: Inside the fortress
Iron Man armor: grants flight, can fire concussion blasts, protective.
Location: Near the fortress
Location: Near the fortress
Minor head injury: -1 agility
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Near the fortress
Tell me if you find any errors.