Turn 139
Continue sneaking around, and look for those prisoners
(4) You do like a box and get out of there, searching around for the prisoners mentioned in the briefing. While you do not find them, you do find a hastily scrawled map of the camp, probably belonging to some forgetful soldier who got tired of getting lost all the time. Good news is that now you know where to go to get to the holding cells, bad news is that you have to leave the building you are currently in to get there.
Contemplate the possibility of expanding my shapeshifting powers to the point that I can cause OTHERS to change form.
(5) A most interesting idea comes to you, what if you could use your powers to change the form of others? In truth you have never bothered to find out how your powers work, they just do, so it is quite possible that it is something that can be applied to others as well. Though there is an equally large chance that it will do nothing or actually damage the person you try to do it to, you won't know for sure until you try it on someone, and the other occupants of the car seem rather reluctant to be your test subjects.
Well, fighting is better than rotting in jail. I'll see what he has to say.
(6) You point your finger at him and flash a big smile, cheerfully saying “Sure, what' ya' got for me, Nick?”
This annoys him, probably because he is used to being addressed in a more respectful manner, but nonetheless he explains the nature of the agreement. “You fight for us, you fight for me, to bring down Magneto and your old team, and your sentence gets knocked down from...” he checks his papers, “fifteen consecutive life sentences, to ten years parole, after which you'll be a free man. So, are you interested, Jacobs?”
The Gang will set up base at the abandoned base, while I will set about recruiting people from the general area.
(4+1=5) You tell the gang to head out to the newly purchased military base, and in the meantime you'll try to get some more people to join the organization. Being used to living your life at a hundred miles per hour has made you somewhat impatient, so it seems only logical to you to head to the place where you can find the most people to address at once, which would probably be the town square. So you run there, find an old wooden box to stand on, and start spreading the word.
(3) People start to gather, quite a crowd forming around you within a few minutes, though most of them seem yet unconvinced of the greatness of this endeavor you are speaking of.
"*mutters* They said this place would be empty...*to the soldiers* Okay, the invisible woman's survival is highly classified, you are not to report this incident over open channels. We were sent here to recover some important evidence from this site, you will carry on with your allotted duties and ignore our presence. Now, if you'll excuse me I need to attend to this" *jumps down into sewer and runs away*
Attempt to confuse the soldiers with a new bluff in order to buy time, then escape.
(5) You speak your lie with such confidence that the soldiers can't help but be swayed,
(6) perhaps a bit too swayed. They are so convinced of the utter importance of your mission that they call in reinforcements to make sure that no one will be able to stop you from completing it.
(5) But you are no longer there, instead having taken your chance to slip down into an open manhole when no-one was looking, by the time they figure out what has happened you'll be far away.
I continue my construction.
(4+1+1=6) Satisfied that you've completed a place to store your villainous vehicles you keep working on making some more general rooms, to be used for whatever may be important at the time. The smaller rooms are much faster to complete, but something quite troublesome strikes you, excepting the metal you put aside earlier there is no more metal to build with. You'll have to find some more if you want to expand the fortress.
well if you cant beat them... hop on top of the tank, electrocute anyone that pops out, hop in and commandeer it
(5) You dexterously swing yourself onto the top of the tank's turret. The gunner, being somewhat of a stupid idiot, immediately pops his head out of the hatch to see if you're still there.
(1) Before he can react you lunge forward with your right hand to grab a hold of his face, then proceed to pump enormous amounts of energy into it.
(4-1-1=2) He screams as his skin starts to boil, the radio in his helmet sparkles and explodes, and soon the only movement coming from his body is the occasional spasm, death throes or an effect of pumping a lighting bolt straight into his brain, you're not quite sure. With some effort you manage to pull him out of the tank and dump him over the side, leaving an entrance for you to enter the tank through. And that you do, immediately letting loose with your powers on the driver and commander inside, where there is no room for them to dodge,
(5/5) unfortunately the electricity arcs into whatever metal is exposed inside, failing to hit them in sufficient amount to do much damage.
*Continue to intended destination to make the trade with Obadiah*
(5) No longer forced to keep a low profile you can afford to go faster, and with some help from Rebecca it doesn't take very long for you to reach the place where the trade is to take place, an abandoned warehouse a mile or so outside the city. Waiting there is a box truck with 'Marco's Deli' printed on the side, along with a half dozen thuggish fellows. One of them approaches you, a man who looks very much like a shaved gorilla wearing a cheap suit. He swings a massive meaty arm in the direction of the truck, “Your stuff's here. So, do you have what you promised Ironmonger.” His using Stane's alias is a clear hint that they don't fully trust you, but everything should be in order for the trade.
Uplink to Triolf's Satellite, hack into the missile grid and do 2 things:
A)Setup hidden commands that allow me to launch any type of missile targeted anywhere by telepathically sending signals to a satellite or via a computer.
B)Setup a 'Doomsday' command, upon acitvation it will launch missiles at the capitals of all major powers across the world.
(4) With a little bit more trial and error you manage to create an uplink to Triolf's old satellite. Then you try to hack into the missile defense network, figuring it should be easy.
(5) By pure dumb luck you get past the defenses, you're not even quite sure how you did it yourself. So you get to work on creating some hidden commands that will let you launch missiles indiscriminately with the press of a button, you briefly thought about some way to get your telepathy to work as a trigger before you realized that you don't have that power, and computers don't work that way in any case.
(2) Unfortunately getting past this problem on pure dumb luck isn't quite as easy, as you don't know the first thing about programming computers.
Find the nearest road and hitchhike to Grayson. If a prospective trucker gets reluctant after seeing my evil-looking robes and midnight-black skin, blow their head off with a fireball and commandeer the vehicle.
(1) You trudge through the cornfields to get to a road, luckily finding a rather large one just a few hundred yards away. There you stand, hoping that some car will pass by so you can get a lift to nearby Grayson and meet up with Cheetahr.
(3) At first nothing comes, and then nothing comes, but then, nothing comes. It seems you'll have to walk to Grayson.
Enemy Actions (Heroes/Hostiles)Missile Network Defenses, secure system
(2) Xen's intrusion has yet to be discovered, but it is just a matter of time.
Spread fear
(3) Iron Man zooms in seemingly from nowhere, heading for the site where the fortress used to stand. A quick assessment of the situation later and he has his targets set on Nitro, letting loose a pair of repulsor beams from his palms as he flies by,
(3+1=4) striking him with both,
(3-1=2) slamming him against the ground and knocking him out, but otherwise not doing much damage.
I am the God of War, hear me roar!
(1+2=3) Having to travel by foot Ares gets to the site later than Iron Man, and doesn't have a chance to launch an assault of his own before Zach ambushes him.
Allied/Neutral Actions (Villains/Civilians)Keep watch
(2) She hides behind the car instead, those guys are scary.
Wake up
(1) He really doesn't feel like it, instead falling deeper into unconsciousness.
Kill the Greek dude!
(3) He scurried away as soon as Iron Man appeared, a few centuries of battle experience telling him that more enemies would come. He was proven right when some weird human wearing antique armor shows up, not noticing him where he is hiding among the rubble, giving him the perfect chance to spring his trap.
(2+2=4) Unfortunately for him the 'Greek dude' easily sidesteps his attempted ambush.
Sneaky sneaky?
(6) The drone gets tired of waiting, instead putting the pedal to the metal and blasting off towards the military garage.
(6) It manages to get through the outer defenses, the people patrolling inside the fence, and even the tank, to get into the garage. Although in the process it pretty much alert the entire base. Thinking quickly it pops open a door and stands still, assuming that the humans won't realize that it had no driver.
Make sure the other guys are trustworthy
(3-1=2) He tries to open a one-way connection with the lead thug, but is too tired to do so right now.
...
(5) She wipes away her tears and asks the soldiers to bring her to their leader, she intends to help in the fight.
Go to base
(6) They jump on their bikes and drive off, hooting and hollering. The prospect of becoming a real organized crime syndicate is quite attractive to them, and they aren't afraid to show their liking of the direction Cheetahr is taking the gang in.
Environment: The darkness suddenly disappears.
Time: 10:15
LocationsThere is no sign of the fortress anymore.
A small underground fortress. There is a large entrance chamber, five smaller rooms and one vehicle bay. Ventilated.
Vehicles and other stuff:In space. It allows you to hack into almost any communications device. Connected to missile defense network.
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. One more 5 for bonus
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
Budding hacker: no bonus yet
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
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
Cold: no effect
Location: At the side of a road in Kentucky
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
Can change the form of others?
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.
Sneaky sneaky: 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
Unconscious: -1 to all physical actions
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
Location: Old fortress site
Location: Old fortress site
Tell me if you find any errors.