Turn 145
I teach The Gang the fastest method of transportation ever. Running places really fast.
(4) “You just move your legs kinda like this... See? No, not like that! Like this! Stretch out, plant the heel first and roll forward, a single fluid motion. Yes, much better! Excellent! Then you push off hard when you have rolled all the way to your toes and repeat it all again.”
The gang does their best to become faster, and they learn some simple running techniques. They certainly won't be able to keep up with you, but they should be able to keep up with much slower people, like Prowler. It seems kind of pointless though, since they will probably be riding their bikes most of the time anyways, but you can never run fast enough.
practice driving the tank, if anyone wonders what i'm doing tell them that the supervillians damaged my tank in the recent battle and im giving it a shakedown.
(4) With the help of the manual and a bit of trial and error you manage to get a basic grasp of the controls of the tank. Granted, in doing so you almost crush a couple of cars, and stop inches short of plowing through the wall of a nearby building. Now that you've gotten your armored steed you have but to choose where to go first.
Teleport behind the guard, then break out that chainsaw I have been lugging around this whole time and use it to bifurcate the guard
(4) You pull the large chainsaw from your back, not questioning how you've managed to not notice that you've been carrying it for so long, and then teleport away, making a sound that would best be described as 'bamf.' The guard has just enough time to look surprised before you appear again behind him, revving the heavy-duty chainsaw and brandishing it in a very mad fashion.
(2+1=3) He reacts fast, trying to turn to get a bearing on you with his rifle, but your swing is faster, and you connect with his torso.
(6-2=4) The chainsaw tears through his kevlar armor and slightly into his chest, but he's still able to keep fighting.
"Shit, man, I hear gunfire in the base. Coming from... *insert location here*!"
Apologize profusely to the messenger that I'm about to run through a SHIELD base unattended and chase down Luke. I love super hearing.
If I make it to him, punch him in the gut, super-ly.
*Alternatively, if I don't hear him at all, follow the guard's directions, either leaving to go find this robot, or following him to where he wants me to go.*
(1) Out of nowhere you yell out “Shit, man! I hear gunfire in the base! Coming from the holding cells!” and run off in the direction you think the holding cells are. Unfortunately for you they don't believe you, and quite a bunch of people start chasing you. As you run someone gets in front of you, and the last thing you see before everything turns black is a red-gloved fist heading straight for your face. The question is, what took more damage here: your face or your credibility? At least you're still alive, though the comatose dream you're having of Bea Arthur in a bikini certainly makes you wish you weren't.
Try to focus my thoughts on learning the secrets of this specially powered form by shifting into the form and meditating
(5+1=6) You close your eyes and shut out everything else, focusing fully on learning the secret power of this newly discovered form. Carefully recalling the man who holds them, how he looked and acted during the brief period of time you observed him. Long brown hair, a long coat, unshaven somewhat foreign-looking face, a self-confident, almost cocky, swagger. As you recall more and more about him the necessary parts for mimicking his powers begin to build.
(3) And then you finally put the last piece into place, his powers rushing through you. Then you open your eyes to discover your teammates looking somewhat worried, and upon looking down you realize why; The notebook sticking out of your pocket is glowing brightly, and your immediate reaction is to grab it and chuck it out through the window. A wise decision, it explodes just seconds after you throw it, blowing a large hole in the road behind you.
Hover about 3 stories in the air, fly somewhere with room, and start summoning jelly. Don't stop.
(3+2+1=6) After having successfully flown once you feel ready to resume your plan to drown the world in jelly, they will taste sweet blueberry vengeance! But to do that you'll have to start somewhere, and a cursory glance around reveals that the town square you are currently at does have more than enough room for what you've got planned. So you fly into the air, far enough to make sure that no jelly gets into your clothes, and then get to work on piercing the veil separating this world from the dark realms below. A hole is punched in the fabric of reality, and people, being rather stupid in general, start gathering to see what you are doing. Then erupts a fountain of jelly from this hole in reality, spewing several tons of jelly at the shocked people below before they can get away. They are swept away on a wave of jelly, like a tasty blueberry tidal wave. Though the fact that the hole in reality seems to be expanding is somewhat worrying, maybe you should do something about that?
Use the ocean to wash off the sewerage, try not to get eaten by any fish.
(1) Being thoroughly drowned in the nastiest sludge you have ever encountered you decide that the first order of business should be to wash yourself, and conveniently there is a large body of water nearby. Without further thought you jump in and start splashing around and scrubbing to get all of the grime off of you. The water near New York is not the cleanest in the world, so it doesn't get it all out, but at least the worst of the smell is gone. As you prepare to climb out of the water you feel a sharp stabbing pain in your left leg,
(4) and you manage to get a hold of the nearby ladder just in time to avoid getting dragged under by the huge fish that seemingly came from nowhere. It tugs on your leg for a few moments, trying to shake you loose, before giving up and swimming away. You waste no time in getting the hell out of the water, wondering what kind of monster-fish you encountered here.
I continues down ze rivar westward. We is trying to get to the west edge of the city to escape inland, obviously...
(2+1+1=4) For some reason you start pronouncing things in a stereotypical German fashion, stating to yourself that you will move westward down 'ze rivar.' And that you do, dodging military patrol boats like a pro, and getting undetected to the opposite end. A bit like the German U-boat captains operating in the wolfpacks of the second world war. Maybe speaking German somehow makes you better at operating underwater vehicles?
*Return cautiously to the site of the Fortress and hope that Hades can let us in*
"Lock and Load folks! We're in a warzone now!"
(Have Rebecca secure Roosts and prep weapons.)
(4) Your companions seem to take little interest in your telling them to prepare, and Zieg almost manages to blow up the car. Not the greatest start ever, but at least the military seems to have lost track of you for now. Having no one following you means that you reach the former site of the fortress without incident, though now there is a much larger problem to deal with: How are you going to get down to whatever Hades is working on down the hole? He has no means with which you can contact him, not even Facebook, so you can't ask him to fly up here and help you get down. Things are not going very well for you right now.
Make production facility start producing huminoid robots about twice the size of a normal person, with lasers build into hands and rockets in feet. Transfer control of Triolf's satalite to giant robot.
(6) Somehow that fifty foot tall hunk of metal still remains hidden from you, which means that you really suck at finding things, so you get to work on making the factory you discovered do what you want it to do. And what you want it to do is produce kick-ass robots with which you intend to take over the world. Without further planning or even considering the fact that the factory might be guarded you fly in through a window and land on the floor, looking around for something that looks like it might control this place.
(2) Unfortunately for you the room you landed in is not as devoid of protection as one might think, and the twenty or so heavily armed security guards might have something to say about your plans.
Enemy Actions (Heroes/Hostiles)Kick unholy amounts of ass!
(1) Before Luke can move out of the way he puts a gun right in his face, and it seems that our intrepid intruder will meet his end here. Then the guard falls over, quite dead from the injuries caused by a goddamn chainsaw sawing halfway through his torso.
Shoot the intruder!
(3) They start shooting, apparently thinking that any damage done to the factory are less of a concern than potentially letting this evil guy get his hands on it.
(1+1=2) But in classical minion fashion they manage to basically only do damage to the surroundings, not a single bullet hitting Xen.
Allied/Neutral Actions (Villains/Civilians)Lock and load
(1) She crawls down onto the floor of the Humvee and hides, scared out of her mind by all of this.
...
That bastard is freakishly sneaky for something the size of an apartment building.
Wake up
(4) He shakes his head and then opens his eyes, quite confused as to what is going on. At least he's awake now.
Learn how to run fast
(2+1=3) They learn how to run a bit faster, but lacking any superpowers or meaningful amount of training they will likely not get too much out of it.
Holy shit! Jelly!
(2) They bravely try to avoid drowning in the ridiculous amount of jelly flooding through the streets of Grayson, but it is a losing battle, and they will likely die if no one intervenes to help them.
Environment: Blarney gets the distinct feeling that someone is watching them, but when he looks around he can't find anyone.
Time: 10:45
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.
A factory used to produce electrical systems for the US-army.
Formerly a peaceful town square in a small town, now a jelly-drenched madhouse.
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 Humvee
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 adHumveeced 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: West bank of the 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: Near production facility
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 adHumveeced 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
Missing right earlobe
Unconscious
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, +1 to scaring rich white people
The Thing, gives +2 strength and +2 against physical damage
Cheetahr, +1 speed
Mr. Roosts, gives telepathy
Blarney, easier success on luck rolls
Jim “Hades” Ferse, can manipulate metal
Xen, gives telekinesis
Lucien, gives simple black magic
Mutosis, gives ability to mutate biological matter
Luke “Flash Point” Prowler, gives ability to teleport
Little boy, no special abilities
13 Different civilians, no special abilities
Soldier, no special abilities
Diakron, gives ability to produce and manipulate electricity
Unknown man, gives ability to charge items with energy to make them explode, further details unknown
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
Broken nose
Light burns all over body: no effect
Damaged left leg: -1 to actions involving use of that leg
Location: In the Humvee
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
Broken ribs: -1 stamina
Location: In a military base in Central Park
Can manipulate electricity: +1 to using powers at close range
Basic tank-driving: can operate armored vehicles
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 Humvee
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
Location: In the Humvee.
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Bikers have learned simple running techniques: improved running
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.