Turn 130
Rebuild Torso into hideable Maw.
(4) Having had very much no success at trying to do a lot at once you decide to try to have more success by doing one thing at a time, and you must admit that you are a bit jealous of the Invisible Woman's ability to swallow people whole. You want to do that too, and so get to work on rebuilding your torso into a similar maw,
(3+1=4) and after a bit of time with bones snapping loudly and flesh twisting horribly like some dark spawn of the elder gods your work is done. Your stomach is now a gaping mouth, lined with teeth, and if you estimate correctly you should be able to swallow up an entire human in one bite. And by simply folding a flap of skin over it it becomes very hard to spot.
Take a break and try to improve my powers.
(5) You decide that you've earned a small breather, and sit down to figure out how you could improve your powers. There seems to be no obvious ways, you can already turn into a basically perfect copy of anyone you have met, sans any powers they may have. If only you could replicate their powers too, then you'd be able to kill people like that damn traitor Reaper, goddamn backstabber. Just thinking of him makes a fiery rage light within you, and suddenly a fiery rage bursts forth from you as well, which surprises you very much. It disappears as fast as it appeared, but it seems that when you focused on Reaper, and more specifically how you feel when near him, you can copy his powers. This requires further investigation.
"Bye, Spidey. Tell the wife I said hi."
Get in the car, and wonder aloud if these injuries will be treated at some point. Also ask to borrow some money to pay off a hospital debt.
(1) You bid farewell to the friendly neighborhood spiderman and get in the waiting transport vehicle. Once the others are seated, the leader of the group sitting the furthest from you, you decide to ask them if you can expect to get any medical treatment anytime soon, to which they reply that you'll have to wait until you reach the detention facility. Deciding that you might as well ask them for some money while you are asking for stuff you inquire as to the possibility of getting a small loan to pay off a hospital debt. This makes them angry, and the leader grunts something about this being a military operation, not some damn bank. You suspect that you might have lost some of their respect, appearing to be some sort of freeloading good-for-nothing.
Grab a spare power up belt if there are any laying about.
Focus on making the construction bot obey me using my powers to short out its processing capabilities used for independent thought.
(1) You spot a bag on the ground, with two shiny things inside, and being a huge fan of shiny things you walk over to it and reach down to pick one up. The next second you stumble backwards as someone appears right in front of you, only to disappear a second later along with one of the shinies. Not wanting anyone to snatch away the last one as well you leap towards it, but misjudge the distance and land face-down in the mud.
Tell Zach to go help load the van and focus on strengthening and stabilizing the shell.
(6+1-1=6) You tell your hellish bodyguard to help load the van, and then get to work on making improvements to the shadowy orb thing. Through some creative application of magic you manage to seal the cracks, the metaphysical equivalent of duct-taping something, and with a few more incantations you manage to solidify the outer shell completely. It should now hold whether you focus on it or not, but you get the odd sensation that the power within the shield is growing exponentially, meaning that once you let it loose it will be let loose with a bang, real or proverbial.
Grab one of those power up belt or whatever, then use the new power to teleport the rest of the vault content to a pocket dimention
(3) You quickly teleport the few feet needed to get to the bag with the power amplification devices, not wanting to actually use your legs unless absolutely necessary. Grabbing one of the two is easy enough, and after dealing with the odd sensation of being somewhat all over the place the moments after putting it on you go back to the vault. You grab onto the cold metal of the vault with both hands, assuming that this will help with your next action.
(1+1=2) With a groan you try to shift the entirety of space encompassing you and the vault into a separate dimension, which doesn't work at all. At least you didn't fail in a spectacular, and possibly lethal, manner.
I cut the chin from the biker's body, and hold it up to my chin in an attempt to communicate with it.
(4) You reach down and, like a hunter taking a trophy, cut off the dead biker's massive chin. The gang gives you a few odd looks as you then pick up the chin and hold it to your own in an attempt to communicate with it, and they are probably assuming that you're insane. But their jaws drop as the severed chin starts growing onto your own, replacing your own rather unimpressive chin with this bastion of masculinity. You get the feeling that it is pleased with you at the moment.
Satisfied with the apparent death of Bullseye, I move the chassis and the blueprints to an area clear of the fortress and proceed to dismantle the fortress into a pile of metal. I then proceed to dig deep under New York, using metal as shielding as I create a passage to an area below the sewers, traveling about 50 meters under sewer level before stopping and moving back up the shaft to find a map to the next nearest junkyard.
(5+1+1=6) Looking down at the probably dead Bullseye encased in metal you decide to take a few moments and laugh evilly, which tickles your evil-gland just right. After having laughed at the death of the foolish hero you get to work on more serious matters, which will probably be quite destructive, so you come to the conclusion that you should first move your earlier project to avoid causing any damage to it, which would just be horrible. The 'wall' blocking your way is easily disposed of, the small amount of metal still there easily being moved to give you a door through which you can extract the chassis from the fortress. You move it a small distance away and put the blueprints in it, assuming that they'll be safer there, and then get back to the fortress to start on your plan for relocating it to a place less likely to be assaulted by silly do-gooders. With some concentration the metal starts to shift under your care, getting crushed together in a manner very similar to a tin can. It never occurred to you to actually warn your companions that you intended to dismantle the fortress,
(3) but they are lucky enough to get out of the way in time. You then get to work on the second, and probably more destructive, phase of your plan, to dig deep under the city. The large ball of metal molds together into a shapeless blob, from which you force long tentacles of metal into the ground. The tentacles tear through pipes and wires, and the material they dig is quite forcibly ejected from the top of the blob by a conveyor-belt you set up within it.
(2) A gas pipe is ruptured by the digging, causing the gas within to ignite and explode violently, which shakes everyone up a bit. Finally you have reached a depth you are pleased with, and shape the blob into walls to prevent the hole from collapsing in on itself.
*Study the maps of the city I have so I can learn how to navigate better here.*
(2) The extremely loud digging being carried out by Hades is a tad bit too distracting to let you really study. You would ask him to cut it out, but he is flying above the dig site and so is out of your reach. Sometimes you wish you had a more impressive superpower than luck, but one has to play the hand one is given.
(GM) Help the others load the van
(6) Armed with the realization that you could just use your powers to load the gold into the van you get to work with a vengeance, moving gold like nobody's business.
(2) A few angry shouts come from people who have to dodge out of the way of flying bars of gold, but you ignore them, for they do not understand your methods.
Enemy Actions (Heroes/Hostiles)...
(5) Thanks to the pretty much empty streets it doesn't take very long to reach the place they were headed for, a temporary camp set up right in the middle of central park. The soldiers and the general person dismount, and somewhat forcibly drag Reaper to a medical tent.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(4) She tries her best to help him with his studies, but there really isn't much she can do.
Gold... *Drool*
(1) He decides to pocket a bar of gold for later use, but too late does he realize that his suit does not have pockets, which leads to him ramming a bar of metal right into his privates.
(2) He falls over in a fetal position, having to take a few minutes to even be able to stand again.
Help get everything into the van
(3) He helps as best as he can, but his effectiveness is severely limited by the fact that he has to dodge bars of gold tossed around by Xen.
Build shit
(1) It doesn't move, trying to figure out a way to not leave its stuff unguarded while still building and gathering more stuff to build with.
Stand guard
(5) Realizing that no one else seems to be keeping watch at all he hides in a pile of rubble and starts doing psychic sweeps of the area, like a human radar station.
Stretch
(3-1=2) She tries and fails to get control over her motor functions back completely.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:30
LocationsThere is no sign of the fortress anymore. There is a deep pit here, the walls of which is covered in metal. There is a bag with one power amplification device here.
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. Currently parked outside the fortress. There is 200 pounds of gold in the back of the van.
A vintage car. Parked outside the fortress. Badly damaged, doesn't work.
A bank vault torn from its resting place by Luke. It contains 50 pounds of gold, and fifty secure storage boxes, 25 of which have been opened. It is currently outside the fortress and open.
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
Symbiotic super-chin: +1 to persuasion rolls
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
Knife
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Minor damage to left arm
Luke “Flash Point” Prowler: Nemesis
Location: Kentucky
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
Two basic medical kits: +1 to healing attempts
Power amplification armband: +1 to dodge and hit, +1 to luck rolls
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: one more 5 for bonus
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
Infected by dark energy: -2 damage against blessed energies, more easily affected by demonic possession.
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
1 superdense orb of pure darkness: effects unknown, humming, surrounded by shell that will break if he stops focusing on it.
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
Light bleeding from back
Pheromone gland: no effect
Large maw on torso: can swallow human-sized target whole, can be hidden
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. +1 to using fire powers.
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
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
Punctured lung: -1 stamina
Broken right knee: -2 to using that leg.
Damaged left eye: -1 accuracy
Missing right earlobe
Damaged nose
Light bleeding.
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: Medical tent
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Mimic: Can copy the powers of empowered beings he has met. -1 to doing so
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
Diakron
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
Broken nose
Light burns all over body: no effect
Damaged left leg: -1 to actions involving use of that leg
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
40 pieces of jewelry, mostly gold.
Power amplification device: +1 to all power use
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Location: Near the pit
Can manipulate electricity
Computer disc with unknown content
Location: Outside 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: Outside fortress
Red and black jumpsuit
Big gun: unknown effect
Location: 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
Light burns on back: no effect
Location: Battlements
Can create forcefields, and launch them at people.
Can turn invisible.
Can detect electrical currents
Upper torso turned into a gaping maw: can swallow human sized targets whole. Can hide it at will.
Tentacles: +1 to grappling
Lightly paralyzed: -1 to all physical actions.[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: Queens
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: Near the pit.
Tell me if you find any errors.