Turn 144
Wonder how that Captain-General still has a job, considering his not sending anyone to brief me. Practice using my fire abilities to propel and increase the power of my punches, theoretically giving me super-strength when hitting things.
(4) Having tired of just waiting there you decide to use your time to do something meaningful, such as creating a new and more efficient way of hurting people. Finding the idea of a rocket-propelled punch insanely awesome you decide to work on that. It takes a bit of work, but after a little while you figure out how to accomplish that, by simply launching a concentrated jet of fire backwards at the elbow and timing it correctly you can punch much harder, the only real limit being the strength of your own bones.
Finally someone comes to brief you, and you briefly consider yelling at him for taking so long, but ultimately decide that doing so would just waste even more time. He is quite brief, telling you that your mission will simply be to aid the SHIELD forces in combating the superhuman terrorists led by Magneto, and pointing out where you are to go first. Apparently there is some trouble regarding a giant robot here in New York that they need your help with.
Find an exit near the ocean, look for a beached whale.
(6) Trudging through sewage is beginning to get rather old, and you decide that if you were to find an exit near the ocean you could both get out of the waist-high sludge and perhaps find something to use for your experiments. So you start walking, overjoyed and quite surprised to find daylight after just a few minutes of further trudging through raw sewage. You run towards it, heedless of any possible danger that might be afoot. Suddenly you are falling, though you don't fall far, landing in a large pool of very disgusting liquid, you've found a sewage treatment plant. After crawling out of said pool of very disgusting liquid you find that at least you've found the ocean, though there seems to be a shortage of beached whales nearby.
Right, lets try that again. and this time knock them out if I can't pickpocket the key
(1) You try to sneak up to the man again, trying to steal the keys off of him. But you simply aren't sneaky enough, and he discovers your attempt. And this time your lies will probably not get you out of trouble.
(4) Luckily for you he decides to shoot at you instead of calling for backup. It might not seem very lucky, but being the target of one gunman is better than being the target of a dozen or so, simple math really. Still, that isn't much comfort when you are staring down the barrel of a loaded gun.
Go through those civilian forms I picked up a while back. About time I see what I've got to work with.
(5) You start shifting your form, going through the forms you picked up earlier to see what they are. As it turns out most of them are just regular people, boring pedestrians, but one seems different somehow, not in the way it looks, but in the way it feels. You think that the person you copied possessed some sort of special ability, but you haven't yet figured out what. It is quite hard to remember someone you barely paid attention to enough to call forth their power, which you didn't know they had.
At a cautious speed, move towards and into the base.
(6) You move at cautious speed in the direction of the base, for about fifty feet, then you feel that it takes too long and take off at full speed.
(4) Luckily you don't break the sound barrier, and for once you manage to not trip on some unfortunately placed pebble or loose cobblestone or something like that. Arriving at the base takes only a few seconds, and you are almost disappointed that you didn't have to deal with anything on the way there, you feel bored. After briefly thinking about running a few more laps around the town you settle on going inside instead,
(6+1+1=8) and immediately excitement finds you again, in the form of a bulldozer. If you were anyone else you would've been flattened, but being you getting out of the way isn't very hard, but now you find your damnable nemesis again; A pebble on the floor.
(2+1+1=4) With the help of your extreme speed you manage to balance yourself before you go flying into the nearest wall, which is very fortunate because at the speed you were moving you would likely have leveled the entire building.
isn't there one undamaged uniform on on of the dead guards? if so put it on, take ID no matter what. continue learning the tank controls, refer to the manual located in the storage locker
(4)There is one uniform that is mostly undamaged, aside from a few bits of the previous owner sticking to it. You can barely see them anyways, unless you look at it from a very specific angle, so it's good enough. Having found a new getup you go looking for the handbook you know is supposed to be there, in case the crew forgets how to drive the tank or something, and it seems only logical that it be located in the storage compartment.
(4) And there it is, lying in plain view, so you take it. As it turns out it is a bit more complicated than you thought though, while the text is easily understandable it will probably take some practice to actually learn what it says well enough to drive the tank.
*Have Rebecca attend to Mr. Roosts while I drive us back. Use an alternate route in (that is less likely to have a road-block on INBOUND traffic) to the city.*
(6) You tell Rebecca to check on Roosts and help him if possible, and then focus on getting back into the city. But you don't really feel like taking a detour, or spending half an hour trying to find a way that isn't being watched, so you decide to take the same route in you used to get out. As soon as the roadblock gets within view you step on the gas, quickly reaching the Humvee's top speed.
(5) The soldiers at the blockade scramble to get out of the way of the several tons of speeding car, and it easily smashes through the barricade erected to stop cars from doing that, probably rather shoddy workmanship. So now you're back in the city, but in hindsight it was rather stupid to smash through the roadblock like that. Oh well, you can't change the past, and hopefully the military will have something larger to focus on than you.
Let's try flying again.
(5+1=6) Seeing Cheetahr rush away at great speed, leaving behind a trail of blueberry jelly, you decide to find something else to do, something not related to jelly. Flying might be a good idea, swooshing around like some kind of superman. True, you could just use your magic to teleport, as you've done earlier, but flying is much cooler, only losers teleport or run. With a few simple spells you weave the magical energies around you into a forcefield covering you, and then direct force downward to form a magical one-man rocket, which in hindsight is probably the most awesome thing in the history of ever. The ground disappears fast as you fly skyward, you can see everything for miles around, and you just generally feel rather awesome right now. After flying around for a few minutes you decide to head back to the ground, which is when you realize that you never worked out a way to land.
(5) But you laugh in the face of adversity, and then stomp it into submission, and then sink it into a river. With a simple redirection of force you dampen your velocity enough to land with an awesome flip, impressing everyone nearby.
I move down the river west around the island of manhattan
(1+1+1=3) You start moving your little submarine, decidedly not a yellow one, down the river to get around the pesky island standing between you and your goal. The military seem to have quite a presence in the sea though, patrol boats passing by every minute or so, meaning that you have to move carefully to avoid detection. You have gotten about halfway to the western shore of the river.
(GM) Alert the Colossus to the location of the production facility
(3) Deciding that some backup could be useful in the taking of the production facility you head out in search of your huge robot companion, only to find nothing. That thing is seriously stealthy for such a large thing, you bet that it could sneak up behind someone without them noticing.
Enemy Actions (Heroes/Hostiles)Shoot that fraudulent fraud!
(5+1=6) He starts shooting at Luke with a submachine gun, unleashing a train of hot lead, destination: Brainsville.
(1+1=2) But he misses quite clearly, getting closer to hitting the main control console than hitting his intended target.
Allied/Neutral Actions (Villains/Civilians)Tend to Roosts
(3) She is quite stumped as to what she can do about a spontaneous blackout, so she just makes sure he doesn't swallow his own tongue or something like that.
Sneaky Sneaky
It's most likely doing something.
Wake up
(2) He doesn't want to.
Clean
(1) They nearly flatten their leader, and after getting yelled at for a few minutes they decide to just wait and see what he wants them to do.
Money, money, money...
(6) They still haven't quite figured out the concept of subtlety, they'll need some more practice, or a dictionary. Another store is smashed up, and another shopkeeper told that he'd better start paying Cheetahr or it'll happen again.
Environment:
Time: 10:40
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 and set up with electrical wiring.
An abandoned military base. Mostly unexplored.
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.
Large car, fits 8 people. +1 against piercing and slashing damage.
A battle tank. Exact condition unknown but presumed good.
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
Covered in blueberry jam: -1 to avoid getting eaten
Luke “Flash Point” Prowler: Nemesis
Chief of Police in Grayson: Bribed
Location: Kentucky, in his base
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 box truck and Humvee
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
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Sergei Dragovich: former associate, owes him a favor, dislikes you, and your little dog too.
Location: River
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.
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.
Can fly using magic
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: Town Square, Grayson
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
Novice rhetoric: +1 to convincing people of plausible things
Spiky bone club: +1 to enemy dodge roll, +1 piercing damage.
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
Superhuman hearing: +1 to listening rolls, -1 to dodge and damage against all sonic based attacks.
Location: Near sewage treatment plant, New York
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
Super punching: Can use his fire powers to add extra strength to punches, gives a +1 to damage, on a 6 has to roll against damage to self.
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
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.
Captain General: Mortal Enemy
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
Rather convincing: 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 a military base in Central Park
Can manipulate electricity: +1 to using powers at close range
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
Tank (owned)
US Army uniform
Tank instruction manual
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
Power inhibitor
Back pains: -1 to lifting heavy things
Unconscious: -1 to all physical actions
Location: Unknown
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself'
Location: Near military building
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
Cheetahr: Leader
Twelve bikers: members
Ten thugs of various backgrounds: members
Location: Kentucky, in the town of Grayson
Tell me if you find any errors.