Turn 133
I attempt to grow Electroreceptors in my arms and help the Invisible Woman.
(2) You sit down and try to grow some electroreceptors in your arms, but then the Invisible Woman tells you that she is leaving to search for the rest of the Fantastic Four. You don't want to let her get away just yet so you jog after her, leaving no time to mutate yourself.
I kill the guy with the gun by splitting his molecules into their component atoms, then go to the drone and propose that we find a military base to aquire weapons to upgrade him.
(1+1+1=3) You create a small charge of telekinetic energy and quickly unleash it on the man with the shotgun,
(2) but your recent injuries have thrown off your aim, and it slams into the wall instead, tearing a hole straight through it. You manage to get out of there before the man can fire at you again and head to the construction bot turned robot-car-transforming thing. You suggest that the two of you go out in search of a military base to get some better weapons for the bot, and it agrees that it is a good idea, turning back into its car form and popping open the door for you.
Wake up
(4) Despite the pain coming from having leapt head-first into a pile of hard metal bars you shake off the blackness and get to your feet. You then sit down to rest for a few minutes and get rid of the rather splitting headache caused by said violent contact between your head and a pile of metal.
Go grab the notebook Luke discarded and look through it to see if I can discover why it was locked in a bank vault
(5) You pick up the notebook and flip through it. The cover has been ripped off, so there is no indication who owned it previously, and it is just filled with page after page of names. Fifteen pages full. You suspect that it might be a death list of some kind, people someone wants dead. A sort of death note-book if you will. You pocket it because there might be some use for it later, if you find the guy who wrote it.
I ask the same guy from before if he's ever played Modern Warfare 2, and what he thought of the overdone player deaths obviously used for worn-out shock value.
(6) You pose your question,
(5) and the guy goes on a minute-long tirade about how right you are about the game. You think you've made a friend, and he tells the medic to use the good stuff, though they don't tell you what 'the good stuff' is. The medic produces a metal box with a code lock, and withdraws a syringe filled with a strange liquid. Despite your protests he pushes the syringe into you and empties the contents, and it doesn't take long for your wounds to start healing. They explain to you that it was experimental medicinal nanobots.
I grab the register from him and take out roughly half the money, then give it back, leave the store and head for the nearest police station.
(6) You grab the cash register and throw it against the floor, breaking it. Then you scoop up roughly half of the money contained within and leave the store, telling your gang to follow. You mount up on your bikes and head out to find the police station for the next part of your plan. It isn't very hard to find it, since it is meant to be easily found by people who needs the help of the police, so you pull up outside of it. Though the fact that a gang of bikers just stopped outside isn't likely to have been missed, especially since most of the gang has bikes that could not even be considered silent when turned off.
I continue my previous action after launching the useless duplicate device at Prowler.
(4+1+1=6) You pop out of the hole to shoot the armband at Prowler,
(4+1=5) hitting him right in the chest.
(3-1-1=1) A rather resounding crack is heard as his ribs fracture under the force of the blow, and you quickly fly back down into the hole to avoid any retribution. After returning to your underground supply of metal you get to work on creating some ventilation shafts. It isn't all that hard, and you do your best to place them so that they aren't very visible from the surface, though if someone is specifically searching for them they will probably find them.
*Contact Obadiah as per previous directives*
*I'll also offer him the FF4 mobile in exchange for a military grade Humvee and supplies. (First aid, maps, charts, 4 laptops w/ sattelite uplink, etc., perhaps some weapons) If he needs a little sweetening on the deal we can toss in a little bit of the gold perhaps in the exchange.*
(4) You call Obadiah, getting straight through to him after mentioning being a friend of Hades, and present your offer. He cannot turn down a chance to get his hands on some of Reed Richard's technology and so tells you that you've got a deal, and gives you coordinates for where you can pick up your stuff. They are outside of New York City, apparently not even he is willing to try to smuggle weapons through the city right now.
if luke fails to wake up, give him a little shock to help him.
finish loading any remaining equipment we may have laying around then get in the van.
(2) Luke wakes up just fine without your help, though Hades does his best to knock him out again. Seeing as how pretty much everything seems to be in the van already you also get in, calling dibs on one of the proper seats, since some people will have to ride in the back.
Never mind levitating. Recast shadow shield on Zach and I and look through any open safeboxes.
(4+1=5) You easily recast the shadow shield on yourself and Zach, managing to create a fully powered one for both of you, and then head to the security boxes to see if there is anything Luke might have missed.
(3) But he seems to have already looked through all of them.
Enemy Actions (Heroes/Hostiles)Question Reaper
(1) The general-type man returns, cigar still lit, and sits down in front of Reaper. He then starts asking questions, though fails to ask any question that would actually be useful. At least he knows Reaper's name now, though he could just have checked the records to find that.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(5) She makes sure to memorize the location where the exchange is to take place, in case Blarney forgets.
Roll around on ground, then get in the car
(1) He rolls around on the ground for five minutes, screaming about his back being broken.
Protect Lucien
(6) There really isn't much to protect Lucien against.
Wait for Xen to get in
(…) It does nothing.
Wait
(…) He waits for the others to get ready so they can all get going.
Search for exit from sewers
(6) She runs through the sewage, Mutosis doing his best to keep up with her, and soon finds a ladder leading up to a manhole. Not wanting to waste any time she uses a forcefield to blast the manhole cover upwards, possibly knocking a low-flying satellite out of orbit, and then quickly climbs up.
Prepare for war
(6) They start loudly shouting and taunting the cops, probably assuming that Cheetahr intends to kill all the cops anyways.
Environment: It is dark as night over New York, thanks to Lucien's curse. Reaper can faintly hear the sounds of a few helicopters flying overhead, and his best guess is that they are headed towards the fortress.
Time: 09:45
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.
A network of tunnels dug out under the sewers, with a large chamber in the middle. Ventilated.
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.
[Spoiler=Components]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.
[/quote]
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)
200 dollars
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.
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
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
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
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: 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.
Rapid healing due to nanobots: +1 to healing and survival rolls
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
Missing right earlobe
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
Notebook filled with names
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
Broken ribs: -1 stamina
Location: Inside the fortress
Can manipulate electricity
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
Location: In the van
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
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
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: New York
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 car 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.