Turn 138
Look at the guards curiously.
"What? I need something to keep myself busy. Anyways, I'm curious; I have no intention of getting out, but what is exactly stopping anyone from getting in?"
(5) Your explanation of why you broke into song gets a few approving nods from the guards, they know a lot about boredom and for that reason also the methods one can use to keep it away for a while. But when you pose your second question they stare at each other in uncomfortable silence for a few seconds before seemingly arriving at the same conclusion: Very little. And since you are here it is quite plausible that your old teammates will want to sneak in to get revenge, and that would be terrible. One of the guards run off, probably to alert the base commander to the fact that a step up in security would be in order. Meanwhile the general from earlier comes back, locking eyes with you for a few moments, as if he is trying to see how trustworthy you are, before making a simple announcement, “The Director wants to speak with you.” Whether you want to speak with him or not is seemingly irrelevant as you are basically forced to come along at gunpoint, only granted the small courtesy of not having the gun barrel literally jabbed at your back. You soon arrive at a room and they tell you to take a seat in front of a large screen. As soon as you sit down the screen turns on, showing the face of a man. You recognize the man as Nicholas Fury, though last you heard he wasn't the director of SHIELD, and he also seems to recognize you. He removes the cigar stuck between his lips, blowing out a cloud of smoke before speaking, “Jacobs, long time no see. How would you like to knock some time off your sentence?”
Continue sneaking around, and if possible eavesdrop on that meeting.
(5) You think box, you breathe box, you feel box, you are the box, a silent assassin, a ninja of ninjas, a dude hiding under a cardboard box. Anyways, you follow the two soldiers, only stopping once to avoid detection when you hear someone open a door behind you. Once the people exiting the room moved on you did the same, soon finding your way to the door leading to the room where the meeting that the two soldiers were speaking about is to be held, and you're in luck, because it is just about to begin.
“Gentlemen,” you hear a voice say, from the sounds of it a man slightly older than middle age, “this is the situation as of this moment.” You hear a click, probably a button for a projector, “This area was reportedly a base of operations for the enemy. However, it seems to have been recently abandoned and dismantled, only a small enemy presence left behind. Forces are currently engaging the enemy there and the situation should be well within their capacity.” You hear another click, “So we are to focus on the main objective, capturing or killing the terrorist known only as Magneto, our sources indicate he is the leader of this whole plot. Metal weapons are useless against him so you will all be issued a newly developed assault rifle made entirely from non-metallic compounds, complete with ammunition of the same material. If you come into contact with him hit him hard and hit him fast, a single bullet to the head should be enough to kill him, but if he has time to launch a counterattack then... well, let's just say that you won't be debriefing.” Another click is heard, small murmurs coming from inside the room but quickly dying down when the man resumes speaking. “This man, if you can truly call him that, is Cain Marko, alias 'The Juggernaut.' A name well-chosen, unfortunately. He is reportedly one of Magneto's top men, acting as both a right-hand man and bodyguard. I'm going to be frank here gentlemen, we have nothing in our arsenal that can do anything else than momentarily slow him down. If you come into contact with him you should immediately retreat, dropping as many SG-12 adhesive grenades as you can while doing so, which should hopefully slow him down enough for you to get away. Do not under any circumstances attempt to engage Marko in direct combat, you will not succeed.
There are some reports that Magneto has a second lieutenant, reportedly a woman. Identity unknown, powers unknown.
You main mission will be to locate and eliminate Magneto, and to act as security for the temporary detainment facility here until the prisoners can be moved to a secure location out-of-state.
That will be all, gentlemen, you are dismissed. Now go and do your duty.”
A response in the form of a loud shout is heard from everyone in the room, “Hooah, sir!”
I sign everything in one of The Gang's name. The Gang will assist me in signing everything. If I notice any clause that gives away my soul or similar negative aspects, I sign as Luke "Smelly and Stupid" Prowler.
(6) You start signing the papers at a rapid pace, signing everything under the name of Pete 'Pokerface' Smith, one of the members of your little gang. You find no negative clauses such as signing off your soul or firstborn son, which is good, it'd be a shame if Pokerface ended up in hell or something. After you have finished signing the papers you hand them over to the realtor, who smiles and hands you a large bundle of keys before shaking your hand and wishing you luck with your business. The first payment is expected at the end of the month, and weighs in at a hefty 20.000 dollars.
Wait to see what the plan is for getting through the roadblock and help however I can.
(1) You spot the roadblock and get to work on figuring out a plan, and once you realize that Blarney intends to bluff his way through you switch to the soldier form. Obviously they will not find that suspicious, since you are just a soldier and all, just hangin' out, following orders and stuff.
I continue my inconspicuous construction. I think I'll flesh out some areas for vehicle storage and such, and put some metal aside for an entrance tunnel gate.
(5+1+1=6) You take a small pause to figure out how a Roman would construct a garage, deciding to just go with a large room in the same style as the others. So you get to work on making your garage in which to store all the villainous vehicles you will no doubt accrue. Metal is shifted, pillars formed, some places for statues hollowed out in the walls. The end result is quite a fine vehicle storage place, and you feel like you are getting better at this whole metal-shaping thing.
"Aah, soldiers! Why are there soldiers? What happened? Some friends took me here, but we had a disagreement, and when I came back everyone was gone. Can I get out of here?"
Try to bluff my way out, preferably by abstracting everything beyond recognition, but outright lying if need be...
(2) The fact that you just walked onto the scene along with the Invisible Woman, in plain view of the soldiers, your story is not believed. Again guns are pointed in your general direction and a more stern demand that you tell them who you are and what you are really doing here is uttered.
Find a working terminal and use it to set up a link to the drone and base's milatry data storage, open the doors to the garage and tell the drone to go in and upgrade with the army vehicles.
(4) With a bit of trial-and-error you manage to establish a link to the Drone, and through this link you upload everything you can find about the military base you are currently at. Once you've got the garage doors open you signal for it to get to work, hoping that it will actually listen to you.
See if I can use a scrying bowl to find out where my allies are.
(5+1=6) You use magic to blast a small bowl in the ground and scorch it solid, then you summon up a liquid that seems to flow out of nowhere to fill the bowl. Once it is done you sprinkle some bone dust over the liquid while mumbling words of ancient magic, the surface quickly changing from a mirror of the sky to a gray mist. You lean in closer, telling the bowl to show you your friends, and it does, every single one of them at once, which is quite confusing.
(5) But through the barrage of images you manage to pick out Cheetahr, who is inside a building apparently housing the premiere real estate agency in Grayson, Kentucky. You notice that he is signing papers, and now you've got somewhere to head to as well.
*Try to persuade the guards that we're transporting a top secret SWAT project out of the city to a nearby facility.*
(5) You casually drive up to the roadblock, not very surprised to be stopped. When soldiers approach the van to find out who you are and what you are doing trying to leave the city you explain to them that you are transporting a top secret SWAT project out of the city, to keep it safe from the super-terrorists running about. You speak very convincingly,
(2) but they still aren't convinced. Among other things the lead officer asks why there is a soldier and some civilians sitting in the van if it is a SWAT project, and also since when SWAT has secret projects. Then he gets a strange look in his eye and simply waves you along. Not wanting to waste this opportunity you just drive through the roadblock and out of the city as fast as you dare without looking suspicious.
make a mini emp to disable the tank
(1) You try to create an electromagnetic pulse to disable the computers that make the tank tick, letting it loose in close proximity to the tanks turret. The problem is that the tank isn't affected at all, probably having shielded electronics.
Enemy Actions (Heroes/Hostiles)Shoot him!
(6) Still not being able to directly hit the enemy clinging to the side of his tank the commander comes up with a radical idea, and orders the gunner to aim at a wall right next to the large vehicle. Then the main cannon roars, a millisecond before the high explosive shell impacts the wall and explodes,
(3/2) the blast mostly misses Diakron, who was largely sheltered by the tank, but the tank get struck by quite a lot of the force, being largely unable to dodge anything at all.
(4/1+2=3) What little debris and concussive force struck Diakron did no damage at all, and the tank is quite sturdy and so takes little more than superficial damage.
Kill the demon!
(3) They start firing at Zach's general surroundings,
(3) only hitting with a couple of rounds,
(2+1=3) though doing no damage other than destroying his protective shield.
Allied/Neutral Actions (Villains/Civilians)Hide
(5) She manages to twist a little so she simultaneously gets unstuck and better hidden from view from the outside.
Plasma bolt at SHIELD soldiers
(5) Showing a bit more restraint than last time he carefully takes aim and then unleashes a single bluish bolt of incredibly hot plasma at the enemy soldiers.
(5) They had focused on the demon and gathered up into a tighter group to better be able to defend themselves, so most of them were caught in the radius of the plasma.
(2-2-1-1=1) Most of them immediately cease to exist as anything more than loose clouds base particles, some further from the center of the effect simply explode like fleshy balloons as all the matter in their bodies is rapidly heated to extreme temperature. Suffice to say that they aren't alive anymore.
Keep ripping and tearing their guts
(6+1=6) In his eager attempts to quite literally tear the enemy soldiers new ones he got a bit too close to the bolt of exploding plasma,
(3+1=4) only barely managing to leap away before he gets vaporised along with them.
Sneak into military base
(3) Seeing a patrol of soldiers pass by just as it was about to move it decides to wait a while longer.
'Persuade' the soldiers at the roadblock to let them through
(5) He connects with the officer who approached the car, immediately starting to bombard him with orders to let the van through.
(6) Feeding the officer's own thoughts back to him in a loop to add to the confusion.
(5) And the officer does as he is told, waving the van through absent-mindedly.
Look around
(3) She looks very heartbroken as she looks at the ruins of what used to be the Plaza, not even noticing Mutosis' further troubles with the soldiers.
Help Cheetahr with the papers
(2) They thought about it, but decided that they'd better not even try. Especially since not all of them are even literate.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 10:10
LocationsThere is no sign of the fortress anymore.
A rough outline of a fortress, the entrance hall is completed. There are two rooms. 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.
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)
Key ring with large amount of keys: Allows access to old military base near Greyson, Kentucky.
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: one more 5 for bonus
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
9 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.
Location: Corn field
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
Cardboard box
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Broken ribs: -1 stamina
Hiding under cardboard box
Location: In a military base in Central Park
Can manipulate electricity
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
Location: New York
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
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: FF-Plaza
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
Tell me if you find any errors.