Turn 132
After grabbing the power belt Luke discarded, I continue the previous action by absorbing one additional junkyard into my underground mass of metal, then begin building a system of clean air ventilation shafts that exit into the ventilation system of the subways in four to six places where they should be virtually undetectable. IE: not visible protrusions, in places where air shouldn't circulate much, etc.
(3+1+1=5) You briefly fly back to the pit to grab another power amplification armband, but as soon as you emerge someone slams into you from behind. After a brief moment of preparing to impale the person responsible on a piece of metal you realize that it is Blarney, who asks you for Obadiah's contact information. Asking him to let go first you show him the appropriate page of your notebook and snatch up one of the armbands lying nearby, only to be disappointed when you find that it does nothing more than the first one already did. To quell your disappointment somewhat you instead fly back down into the pit and use a bit of metal to construct an impromptu drill, with which you dig a path to under a second junkyard and repeat the metal stealing process. You move this additional metal back to what you already had, and now you have quite a lot of it.
"Thank you. I... I... I have no idea who i am, but for some reason Diakron keeps coming to me... i think that might be my name."
Grab power belt and put the CD in one of the Security boxes to stop it from getting crushed, be VERY VERY gentle with it!
(4) After Luke gives you permission to keep the CD, on the condition that you are very careful with it, you grab the previously quite elusive shiny thing. As soon as you put it on a surge of electricity moves through you,
(3) a few sparks flying off to nearby pieces of metal but luckily not harming anyone. Realizing that the CD is quite vulnerable and the world is quite harsh you decide that you must take measures to protect it, and seeing as how theres a large bank vault nearby you head there, since bank vaults are known for being quite secure. Ignoring the shiny gold lying there you instead pull out one of the broken open security boxes and place the CD in it, giving it some much needed protection against whatever the world may throw at it.
I catch a rat and give it a pheromone gland that makes a traceable scent if it consumes alot of vitamin c.
(2) You inform the Invisible Woman that you are going to catch a rat, to which she responds with a raised eyebrow, and then trudge out into the sewers. As it turns out the view of sewers as rat infested is not particularly accurate, or else the rats simply don't like this part of the sewer network. Feeling somewhat defeated you return to the pipe-filled room.
"OK, you can keep it, just don't break it, alright. There could be some valuable information on that. And you know what, I don't think we've properly been introduced. I'm Luke Prowler, fastest thing alive"
Open the rest of the storage boxes, and transport the rest of the gold into the van
(6) You give Diakron permission to keep the CD, as long as he doesn't break it, and then get to work on zapping open the rest of the secure storage boxes in the vault.
(5) you find some more jewelry, some bonds, a black notebook with a few dozen pages of names written in it, a picture of a senator and a stripper in a situation that is most certainly not family friendly, and one rubber ducky, yellow with sunglasses. You discard the notebook and rubber duck as useless but keep the goodies, already plotting how you may use the picture to blackmail the hell out of the senator. You then leap into the pile of gold still left in the vault in a manner similar to how a child might leap into a pile of leaves.
(1) Unfortunately gold is quite a lot harder than leaves, and you are knocked unconscious by the impact.
Hmm. I need these guys on my side if I'm ever going to get out of here. I ask the nearest guy who looks in charge if there's any information they could use, while he still has the chance to ask.
(3) You spot a person who looks like he might be important standing nearby, and call him over with a small yell. You aren't exactly good at military ranks, but you think he is some sort of minor officer, so you ask him if there is anything they would want to know from you. He replies that he is not authorized to interrogate you and that someone who is will soon come to question you. Then he goes back to standing around and doing pretty much nothing at all. At least the medic is back and has begun to treat your more life-threatening injuries.
See if assuming an empowered form makes it any easier to mimic their powers by shifting into the form of The Thing and trying to manifest his powers.
(1+1=2) You try to assume the form of the Thing to see if assuming the form of someone makes it easier to copy their powers, but you just can't seem to get it to work. You even try shouting the Thing's catchphrase to get into the proper mindset, but it is apparently not clobberin' time.
I put on my leather jacket and set off with the gang towards the nearest city, looking for some shops to extract protection money from.
(5) You put on the leather jacket offered to you, which makes you look 45% more awesome, and then leap onto your chopper and tell the gang to follow you. Cruising down the road for a little while you soon reach a rather pleasant little town, Grayson. You decide that it is time to begin your career as a motorcycle gang leader and stop in front of a small convenience store, your gang pulling up around you. You walk purposefully through the door, squinting slightly to show that you are serious, and then look around, finding exactly the kind of things one might find in a small convenience store. Still looking awesome with your manly jaw and leather jacket you approach the elderly cashier, and ask him if he has any
insurance. He looks confused for a moment and then replies that he does actually have insurance and that you can either buy something or go away. A slight laugh escapes from your lips as you casually push a stand of chewing gum to the floor, telling him that he'll probably need your insurance, available for a cheap price.
(5) He obviously gets the hint, and looks quite scared as he opens the register and asks how much that would be.
I help the drone more, but on the condition that I can be the leader of its future drone empire.
(1) You offer to help the drone some more, but only if you get to be the leader of the future robotic overlords. It is quiet for a few seconds and then tells you that this is acceptable, so you move out to try to find more things for it to use as construction materials. You try to fly in through the same window you broke before, but this time the owner of the apartment is awake, and not very keen on the idea of letting you have his stuff. This wouldn't be such a large problem if not for the fact that he also has a shotgun, aimed at you.
(6) There really is no way for someone with even a minor sense of coordination to miss at this range,
(1) and the swarm of metallic pellets tear into your gut. There is quite a bit of blood flowing onto the hardwood floor.
Continue to practice.
(1) Your levitation is somewhat acceptable, but it would be much more useful if you could actually move around as opposed to just floating up a bit to reach things on the top shelf. Of course there is a small problem, the fact that you are basically balancing on a small disc of magic held up by blasting more magic downwards, so when you try to move it tips and flies towards a nearby wall.
(6) You have just enough time to do something to avoid getting smashed into the wall, and you decide that the most logical thing would be to make the wall not be in your way anymore rather than moving yourself to avoid it. So you use your magic to twist the space-time continuum a little, causing the wall to suddenly be fifty feet to the left of where it originally was. Of course the problem is that now there is a house lacking one wall, and houses sort of need wall to stay properly upright.
(6) You keep working on your somewhat twisted sense of logic, and teleport the entire house fifty feet left.
(3) Luckily the only thing there was another house, and nobody you care about was in it at the time, so if anyone died in the ensuing collapse of the two buildings you don't care.
*Practice dodging and agility until such a time as I can get Obi's contact info from Hades*
"Look, Luke... you want the gold so much? Take care of it yourself, but get it out of My vehicle if we're gonna be like that. Otherwise, your share can be the 10% finders bonus plus whatever an even distribution of the remainder is to those that are in our group. Keep in mind all that is after expenses to liquidate."
(6) You stretch a bit before starting to train dodging with Rebecca, which is when you see Hades fly out of his hole in the ground. Deciding that there is no time to loose you take a running leap at him, grabbing onto him and dragging him to the ground. After being lucky enough to not be immediately impaled on a large piece of metal for sneak attacking him you manage to convince him to show you his notes on Obadiah, so now you should be able to contact him when you want to. You let go of Hades and move back to Rebecca, telling her to throw stuff at you so you can practice getting out of the way of it.
(2+1+1=4) She starts throwing small pieces of concrete at you, and you manage to get out of the way of them quite easily. Though you don't actually learn all that much from it.
Enemy Actions (Heroes/Hostiles)Heal Reaper.
(2+1=3) The medic starts tending to Reaper's wounds, but isn't really getting anywhere yet.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(3) She starts throwing things at Blarney, but she doesn't really seem to be too into it, which makes the whole thing rather pointless.
Move the gold
(6) He starts lugging gold like nobody's business, moving all of the gold that was left inside the vault and putting it in the back of the van. Though carrying that much gold isn't good for your back, and he gets a serious case of 'Oh god! My back!'
Protect master!
(1) He sees that Lucien is headed straight for a wall, and leaps towards the house to protect him. Though he hadn't actually planned for the house to disappear, and so is not prepared when it does,
(6+1=6) and has to twists his body in ways that seem impossible in order to land safely on his feet.
Build stuff
(6+1=6) It thinks for a few more seconds after Xen flies off, and then hears a gunshot. It really wouldn't do to get destroyed by some idiot toting a gun, and besides that it really isn't a fan of sharing power, so it decides that instead of building more of itself it will upgrade the already existing version. It flies into a frenzy of cutting and welding, moving at speeds that seem impossible for such a shoddily constructed thing, but it cares not for measly logic, it is a machine on a mission. Soon it is done, there is no sign of its original form, the TV, or the computer, but the car seems to still be there, though there is something quite different about it. Exactly what is different is revealed when it starts twisting out of shape, arms and legs appearing, a head soon following. Now the car is a humanoid robot, some ten feet tall. The drone carefully flexes its new hands and feet, running a full diagnostic of its new form.
Get in the van
(4) He climbs into the waiting vehicle, obviously wanting to get out of here before the fecal matter hits the oxygen redistribution unit.
Move around
(4) She starts walking circles around the small room to work out the last of the numbness from her limbs.
Look intimidating
(4) They crack their knuckles, spin knives around their fingers, or otherwise does things that imply that physical violence will ensure if they don't get their way.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:40
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 fifty secure storage boxes, all of which have been opened. It is currently outside the fortress and open.
A chopper-style motorcycle. Black.
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
Leather Jacket
Chopper (Owned)
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, in the town of Grayson
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.
Two power amplification armbands: +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
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.
Heavy bleeding from torso.
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 armband: +1 to all power use
1 superdense orb of pure darkness: effects unknown, humming, surrounded by shell
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
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
70 pieces of jewelry, mostly gold.
Power amplification device: +1 to all power use
One revealing picture of a senator and a stripper
Five bonds
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Unconscious
Location: Inside the fortress
Can manipulate electricity
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
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
Back pains: -1 to lifting heavy things
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
Location: In a small maintenance room, sewers
Can transform into a car
+1 strength in humanoid form
+1 speed in car form
+1 against piercing, slashing and blunt damage
-1 against electrical damage
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself'
Currently in humanoid form
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, in the town of Grayson
Tell me if you find any errors.