Here it is, a bit later than I planned, but the holidays and some issues with my computer have kept me rather busy these last few days. Anyways, enjoy:
Turn 135
When we get to military base I suggest we split up, I'll go inside and disable their defences whilst the drone takes on the tank.
(6) You exit the sentient car and take a moment to survey the temporary military base set up in front of you, coming to the conclusion that the tank is probably the greatest threat, so that should be left to the huge robot-transforming-car-thing. You suggest to the drone that it should take on the tank, while you go inside to get rid of the defenses. Then you start running, before it can reply.
(4) Despite not taking much time to use stealth you are not spotted as you rush into the metal shed labeled 'Communications', though you hear at least a dozen voices in the next room.
I mention that I saw the Fantastic Four get killed, excluding Sue. She may still be alive. I go on to ask that I can keep what powers I have; not for need of them, but in that case if my former allies showed themselves I could be of use; if required of course. I then ask if Bullseye ever showed back up at the HQ.
(4) They seem to not be surprised by your news of the Fantastic Four's demise, telling you that they've already investigated the site that used to be the Four Freedoms Plaza, but they are happy to hear that at least Sue may be alive. They tell you that you may keep the powers you've gathered so far, since there would be little use in taking them from you at the moment. But when you ask about Bullseye they inform you that the Avengers are a completely separate organization, and that they have heard nothing about their recent operations.
I head towards the FF Plaza and attempt to heal myself on the way.
(4) You start walking, the Invisible Woman lightly tapping you on the shoulder every thirty seconds or so to let you know that she's still following. Not wanting to waste any time you decide to multitask and heal yourself while you walk.
(2+1=3) The small trickle of blood stops, and your shoulder pops back into place, which is quite the relief. From your limited experience of this area you guess that you are about five minutes away from the Plaza.
Keep a lookout for anyone trying to follow us while trying to learn the forms of people we pass...keep the more useful ones
(3) You do your best to keep an eye out for any pursuers, or people who may come in handy later. But unfortunately there are no people out at the moment, due to the curfew. At least there are no pursuers either, which is good, since pursuers would probably try to blow you up or something.
I continue my previous action and seal off the shafts leading to the surface, preferrably using the metal lining to put the dirt back into place and seal it as if nothing had happened to the dirt there.
(1+1+1=3) You fly to one of the shafts you made earlier, and start manipulating the metal to put the dirt back into its original place, making sure that no one will be any the wiser to your hidden base of operations. Though your perfectionist streak shows itself, and you spend a further four minutes making sure that it is absolutely perfect, just as it was before you did anything to it.
Channel power from the alternator, store it for later use.... anyone have a pair of leather gloves per chance?
(6) You come up with the truly ingenious plan of taking power from the car's alternator to give yourself a boost, which only leaves the problem of getting to said alternator, which is mounted in a moving car. Not one to give up so easily you roll down the window and climb out, then clamber along the side of the moving car until you reach the hood, which cannot be opened from the outside. So for lack of other courses of action you move as close as possible to the windshield and yell at Blarney to open it for you, which he refuses to do, instead starting to yell at you to get out of the way.
The Gang and I set off to the real estate agency to find the best HQ for organised crime to be organised at.
(5) You and the gang head out in search of a real estate agency, which doesn't take a long time to find since it is just a block away from the police station. Then you enter and, despite your rather thuggish appearance and the gang of hoodlums following you, immediately an employee arrives to help you, beckoning you into his office. You start explaining what you are looking for, though carefully avoid such words as 'organized' and 'crime', instead telling him that you are looking for a location where you can base your office, for a small business that you hope will grow. His first question is how much money you have to spend, to which you can only reply with 'very little.' He smiles at you and says that it shouldn't pose a problem, after all, more business can only be good for Grayson. He tells you that it would be easier to find something good for you if you gave a more detailed description of what you want.
Tell Zach to be on the lookout for intruders and practice teleporting back and forth.
(6+1+1=6)You tell your hellish servant to be vigilant, and then get to work on a method of faster locomotion, inspired by a certain member of your little group, though you did something similar before he showed up. Not one to get entangled in an internal debate about who was first, because you totally was, you instead get to work on finding a way to teleport. Recalling what you did earlier isn't all that hard, so you just manipulate some magical energies to bend the space-time continuum a little, blinking out of existence, or rather into another plane of it. Briefly you get the sensation of floating in a vast sea of nothingness,
(1) it is peaceful, for a while. Then the whole thing starts spinning faster than a Hulk in the Green Goblins armory, which produces in you a mix of nausea and childish excitement, but mostly nausea. With a deafening explosion you are thrown through the web of blackness, briefly shattering the very fabric of space and time, and quite possibly your eardrums as well. Though you have worse problems than that to worry about, as you are heading right towards a white colored wall at considerable speed,
(1) and your intended small teleportation must have been a lot bigger than you wanted, because you can't even summon up the energy to stop yourself right now,
(3-1+1=3) and when you hit it you suffer a mild concussion, probably saved from a fractured skull by the shadow shield. The world quite blurry from the impact, which makes it hard to determine anything about your surroundings, but you manage to figure out that the room is mostly white.
*Continue driving carefully, so as to avoid detection. Go to exchange location and make trade.*
(1) You do your best to drive carefully, but then one of the passengers gets the bright idea to clamber onto the hood of the car, blocking your view. In spite of your attempts to safely bring the car into a secluded alleyway where you can violently remove the annoyance from your windshield you encounter a patrol, which is to say that you hit the back of a tank. And that's terrible.
Attempt to heal myself
(3) Your attempts at healing your injuries are mostly hindered by Blarney's rather bad driving.
Enemy Actions (Heroes/Hostiles)Love the smell of napalm in the morning
(4) A squadron of ten helicopters come flying in above the site where the fortress used to be, five of them are transport helicopters and five of them are gunships. That can't be good.
Oh no he didn't just scratch the paint on my goddamn tank!
(1) Despite the fact that a curfew is in effect, an unmarked black van just collided with his tank, and he is quite close to where the enemy HQ was reported to be the driver of the tank doesn't make the connection that the van and the enemy are the same people. Instead he starts yelling expletives over the loudspeakers mounted on the roof.
Allied/Neutral Actions (Villains/Civilians)Hide
(6) As soon as she spots the tank she scoots down to the floor, impossible to see unless you are actually inside the car. Unfortunately she is not all that athletic, and she gets stuck there.
Freak out, start shooting
(1) He is divided between his two natural reactions to the fact that ten military helicopters just arrived, but eventually get to freaking out. For several minutes he just runs around in circles, yelling loudly.
Hide
(3) His reaction to the arrival of enemy forces is slightly more logical, to hide and wait for his master to return. So he does his best to bury himself under the rubble without actually burying himself under the rubble, managing to produce a small foxhole in which to shelter.
Wait
(3) It decides that it really doesn't want to engage a tank in combat, and so remains where it is, watching and waiting.
Make tank go away
(1) In a bout of panic he delves into the mind of the tank driver, intending to make him start driving again. But instead he accidentally pissed him off even further, turning what was mild annoyance into flaming rage.
Follow Mutosis
(2) After about four minutes of walking she loses sight of him.
Look awesome
(1) They look less awesome and more like middle-aged men who are acting like a bunch of teenage hoodlums.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:55
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 metal shell with structural supports. 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.
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
Chief of Police in Grayson: Bribed
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: In the van
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: In military base, Communications central
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. Two more 5's needed for bonus.
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.
Mild concussion: -1 agility
Location: ???
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
Pheromone gland: can produce different pheromones
Large maw on torso: can swallow human-sized target whole, can be hidden
Altered appearance: cannot be recognized by sight alone
Location: Alley
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: Military base in Central Park
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: In the van
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: In the van
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: In the van
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: Near the large hole
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
Invisible: +2 to sneaking, cannot be seen
Location: Alley
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: Near military base
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: In the van.
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Location: Kentucky, in the town of Grayson
Probably quite adept at driving tanks
Location: New York, near the van
Tell me if you find any errors.