Turn 131
I will give the gang a manly speech on how now is the time to seize control of Kentucky. I hope to better learn the strengths and weaknesses of the gang.
(1+1=2) You try to give a rousing speech to rally the troops, so to speak, and if possible also learn what they are good at. It doesn't turn out nearly as well as you had hoped, only producing some half-hearted cheers from your new gang, and you don't exactly learn anything new about them either.
I find a map of the city and locate the positions of all the junkyards in the city and make corridors to the areas under each of them and retrieve the materials from each of them, pulling them into a central area offset by about a mile from a spot under a junkyard other than the one that we initially used as the site for our fortress. I then seal the entrances of all the junkyards except the one that we stationed the fortress in.
(2+1+1=4) You manage to find a map of the city lying in a pile of debris, and give it a quick look to determine where the closest junkyard other than the one you are currently at is. As it turns out, it isn't all that far away, so you fly back down into the hole to excavate a tunnel to it. You use the metal to dig out the tunnel in much the same fashion that you dug the hole, and it doesn't take you long to reach what should be directly underneath the junkyard outlined on the map. By reaching out with your powers you find that there is indeed a large amount of metal above, and start pulling it down into the ground. Once you've gathered all the metal that is to be found in that particular junkyard you get to work on digging again.
I help my drone.
(4) You briefly spotted your construction drone ear the fortress, and run off after it. You find it in a car, with a computer, and ask it if it needs any help. It tells you to get more stuff for it to build with, so you shrug and break into a nearby house to find some materials.
(3) You find a TV and haul it out through the window, the drone can probably do something with it.
I recount the story of being freed from prison, asked by Magneto to kill the FF, saving the Invisible Woman, and hiding down here. I warn her that I don't know what happened to the others.
Let's call it a attempt at solidarity.
I will try to combine the failed pheromone gland and leaky poison gland into a working pheromone gland that doesn't leak.
(6) You tell the Invisible Woman of your exciting adventures, which only makes her look worried, probably because you told her that you and a group of others were sent to kill her and the rest of the Fantastic Four, and she has no idea if the others are okay or not. Not realizing that you've basically just told her that her husband and brother may both be dead you get to work on making something useful of the various rather useless parts that are stuck to you.
(4+1=5) The pheromone gland merges with the poison gland, which stops dripping the foul liquid. It is now a fully functional pheromone gland that can be used to produce various kinds of pheromones.
I tell them that I haven't brushed up on law, and I'm curious; what exactly is the minimum sentence for my transgression? Oh, and tell them they'd best take off my power augmenter, should I for some reason want to escape.
(6) Your plan of gaining their trust by telling them about the power augmenter didn't work as intended, because as soon as you mentioned it the medic come to tend to your wounds rushed out again. Acting like you were a malicious bomb just waiting to go off they send in the bomb squad to remove the device, which takes a few minutes due to the extreme carefulness they work with. At least you manage to find out the minimum sentence for your crimes, and find out that you are facing up to a life sentence for murder of the second degree.
Conduct Further Investigation into new power-copying power
(5) With a bit more practice you manage to get slightly better at copying the powers of others. The trick seems to be to use your feelings for them to manifest their powers, so the hardest part is actually figuring out exactly how you feel about a particular person, because it seems to need to be very exact for the power to manifest.
Pocket the orb, then practice levitating.
(1+1+1=3) You put the orb in one of the many pockets of your robes, deciding to save it for when it is needed, and then decide to practice some levitation. Shaping the magical energies around you is easy, but it is harder to figure out how to do so in a way that will let you fly while not smacking you headfirst into the pavement. After a bit of experimentation you manage to produce an effect similar to a jump jet, though actually trying to move at all makes you very nearly fall over.
*throws away power belt* "Bah! Stupid thing. My father always told me 'never take the easy way out. Hard work will get you farther than cheap gimmicks' He kept saying that until he drank himself to death."
Put the rest of my gold in the van. then open the rest of the storage boxes and put those in the van. And get that CD back, and hold on to that until I can find someone who's competent enough to actually use it.
(2) You don't need that goddamn power belt doohickey, that's the sissy way out. You wonder for a moment if maybe you should move the gold by hand, to demonstrate how awesome and ruggedly manly you are, but seeing that new guy run past with your CD interrupts your thoughts. That CD is yours, dammit, and you'll be damned if some new guy is going to hold onto it, so you teleport in front of him and try to grab the CD, which he doesn't want. The two of you look very much like a pair of small children bickering over a toy.
take one of the power belt, if Luke tries to take my CD then channel electricity into him
(1) You are on your way to get one of the power belts that everyone else seems to be wearing when Luke appears in front of you and tries to grab the CD, which is totally unfair since you called no giving backsies. Not wanting to let him have it, and him being obviously unwilling to let you have it, you decide to shock him, because that's the logical thing to do. Though the fact that you were holding the CD at the time didn't occur to you until you channeled a few thousand volts into it,
(4) somehow not instantly frying it. You actions only make Luke work harder to get it away from you.
"I propose that we use Hades' contact Obadiah to see if he's willing to fence the goods for a fee and set us up accounts, individually. We can't spend gold bars, after all."
*I'll do the contacting if no one else wants to and can drive the vehicle to any exchange point needed.*
(Oh, and tell him the exo-suit is working well still, though there was some sort of glich a while ago with it.)
(1) You try to be a voice of reason, which fails spectacularly since no one seems to want to listen to you at the moment. Deciding to take matters into your own hands you move towards Hades to ask him for Obadiah's contact information, only to see him fly down into the hole he dug. This angers you, so you try to take out your frustrations on an innocent piece of concrete just lying on the ground, but you slip when you try to kick it. It feels like you've run out of luck.
Enemy Actions (Heroes/Hostiles)...
They carry Reaper's power amplification device out of the medical tent as if it was a bomb.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(1) She would, but he knocks her over when he trips.
Try to figure out what is going on
(1) He looks quite confused as to why everyone is running around like headless chickens.
Help load van
(1+1=2) He gets tired of hauling gold and decides to guard his master some more.
Build stuff
(1+1=2) It informs Xen that it needs more stuff to be able to build anything meaningful, and orders him to bring it more parts.
Practice paralyzing stare
(3) He can't find anyone willing to help him with that.
Walk around.
(4-1=3) She finally manages to get rid of the last of the paralytic poison, but she still feels a bit stiff.
Give Cheetahr a leather leader jacket
(2) They quickly strip the dead ex-leader of his leather jacket and give it to Cheetahr, insisting that he wear it and telling him that it is a rule that not even the leader is above.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:35
LocationsThere is no sign of the fortress anymore. There is a deep pit here, the walls of which is covered in metal.
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.
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 New York: +1 to moving to general area of city
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: Tunnels
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: Queens
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.
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: can produce different pheromones
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
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: Outside Avengers HQ
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. One more 5 for bonus
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: Inside the fortress
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[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: Inside the fortress.
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Location: Kentucky
Tell me if you find any errors