Turn 146
"Damn it, do you not hear the chainsaw? Get somebody the fuck down there! I'm trying to help, for the love of God!"
(5) You wake up, not having been punched hard enough to knock you out for very long, and yell out that someone is using a chainsaw in the holding cells. One of the nearby soldiers is convinced enough to try to contact the guards there, only to get no reply. Moments later the alarms start blaring, and the same red-gloved hand that punched you moments earlier is extended to help you to your feet. At first your heart skips a beat, thinking that the costumed man is Captain America, one of your childhood heroes, but you quickly realize that he isn't, this man is U.S.Agent, somewhat of a knockoff in your opinion. The two of you run alongside the soldiers towards the holding cells, the sounds of a firefight coming closer and closer, leading you to believe that something bad is going on ahead. When you arrive at the scene it is absolute chaos; Bullets flying every which way, people being thrown through the air, fire, ice and lighting devastating the environment, but even with all this chaos you manage to make out writing on the wall, carved into the metal are the words 'Flash was here.' It seems that your former teammate had a hand in what is happening here.
This angers you, and you leap into the fray alongside U.S.Agent.
(4) You use your newly developed super-punch to smack one of the escapees right in the face,
(4-1=3) throwing him halfway across the room and making him rather unsteady.
(5) Another nearby villain is your next target,
(5) you tap him on the shoulder and then, when he swirls around to face you, sock him straight in the face with another super-punch.
(1-1-1-1=1) His head is pretty much vaporized, being splattered over a nearby wall, and a few bits hitting the ceiling as well.
(2) Unfortunately for you, this man had no superhuman powers. At least you probably impressed the others somewhat.
I will demonstrate how to properly run around fast by saving the City Gang from the stupidity of my colleagues. The Gang that is not currently drowning shall watch and attempt to imitate my perfect technique. The Gang that is shall try to stop drowning so much.
(5+1+2=6) Fast? They'll need to invent a new word to describe the speed you are moving at, any current term seems insufficient. You blast off towards the town square,
(5) moving so fast that you barely even disturb the air as you run. It doesn't take much effort to find your underlings, them being quite the odd bunch of misfits, and to save them you simply walk over the gelatinous substance and pull them out of it.
(5) Somehow they are not injured at all by you yanking them out of the jelly at super-speed and dumping them off at the base, one at a time. When you spot Lucien hovering over the jelly, seemingly trying to craft something out of it, you cannot help but feel the need for some good old-fashioned payback for his earlier jelly-shower. You put some distance between you and the town square, and then blast through the jelly at several times the speed of sound, sending it flying every which way and most certainly ruining whatever Lucien was doing. When all of this is done, after approximately 7.4 seconds, you return to the base to yell at the biker gang for not doing what you told them, only to fall unconscious as soon as you stop. Moving at such speed is quite taxing even for someone like you.
With that done with, I set the prisoners free, write "The Flash was here" on the wall for the hell of it, and leave.
(5) For some reason, which you can't quite figure out, there is a clearly labeled button for emergency release of the prisoners. Pressing said button isn't very hard, it doesn't even require a password or anything, and all of the cells slide open, the electrified iron bars being withdrawn to let the occupants out. And out they go, all at once and with quite a bit of shouting and pushing, everyone wanting to get out as fast as possible. Feeling that your work here is done with you carve some well-chosen words into a nearby wall to enrage your foes, and then simply disappear in a flash of light. A second later you are standing on top of one of the skyscrapers in Manhattan, from where you have a good view of most of the city.
Look for the van
(1) You turn the tank about and drive back towards where the fortress used to be, hoping to find your friends there. The streets are mostly deserted, with the exception of the occasional helicopter flying overhead, or the army patrols walking the streets. But your mostly peaceful drive is interrupted by a voice coming in over the radio, “Unit 4-4-76, you have deviated from your patrol route, please report, over.” They must have some kind of GPS mounted in the tank, there's no other way that they could have been tracking you. But you have larger problems than that right now, the way you see it you've got two choices; Tell a damn convincing lie, or run as fast and far as you can before someone shows up to kick your ass.
Ask Roosts if he can get in touch with Hades. Then see about fixing my injured leg.
(2) You ask Roosts to try to get in touch with Hades so you can get into the new fortress, which he seems to start working on, unless he just really felt like sitting down and closing his eyes for a little while. Having nothing else to do while waiting to be let in you start working on fixing your damaged leg. It doesn't work very well, since you're basically trying to heal flesh wounds by poking at them with your finger.
*Exit the van and scout/secure the area*
(5) You leave the Humvee to scout the immediate area, feeling that something is wrong, like someone or something is watching you. A quick glance around proves that if someone did want to secretly watch you they wouldn't have to try very hard to hide, seeing as how the entire neighborhood has been turned into rubble and ruins, providing a plethora of possible hiding places. This would provide a normal man with quite a lot of trouble, but you have a gut feeling of where this watcher is hidden, which is the same place you would have chosen. A half-collapsed building, giving a good view of most of the neighborhood and an excellent place to assault anyone coming up from the large pit. So you begin sneaking towards it, keeping low to use every ounce of cover available to you, it wouldn't do you much good to reveal that you've found the assassin and let him get enough time to escape. You reach the base of the building, and yet there is no indication that you've been spotted so you begin scaling the side of the wall. On the roof you find, as expected, someone watching your comrades, a man dressed in purple, several rifles within arms length of him. Hoping to end the battle before it has a chance to begin you grab a brick and sneak up on him, you don't want to kill him without making sure what his intentions are.
(5+1=6/1) He seems completely unaware of your presence as you carefully sneak across the roof towards him, not realizing that you're there until he gets a brick to the back of the head,
(5-1=4) but his head covering seems to absorb most of the impact. He quickly recovers and leaps at you.
Explode them with my TK then continue as planned.
(5+1=6) These annoying people have annoyed you quite enough now, so you reach out with your powers to deal with them, and in your anger you may have used a bit more power than was actually necessary.
(6) A large surge of telekinetic energy is released, like a hurricane of pure force exploding outwards, you as the eye of the storm. There is nowhere for them to run, nowhere to hide,
(4) and they go flying, most escaping with simple bruises, a couple of them hitting something with enough force to kill them.
(2) The building is not so lucky, however. Structural supports are damaged, load-bearing walls torn through, everything that was meant to support the building starting to fail.
(4) At first you consider trying to fix the situation somehow, but being rather drained from your earlier effort you decide to just get out of there before you're crushed. Mere seconds after you evacuate the building the roof starts falling in, the trapped guards being crushed like bugs. At least you got that small satisfaction.
Close the gate. Aargh. Then form the jelly into a giant man-shape.
(1) Realizing that leaving a portal into the nether realms open would be a very bad idea you get to work on closing it before doing anything else. But for some reason it seems to resist your attempts to close it. Your experience with dark magics tells you that it is quite possibly because you moved too much matter through it before it had stabilized, creating an imbalance in the ambient magical energies of the area. And until you restore this imbalance to its original order the portal won't close, but all you should have to do to restore it is to put back some of the evil blueberry jelly that you summoned through it. Shouldn't pose much of a problem, just gather it up and put it back, and be more careful next time you summon forth things from the nether realms. But Cheetahr then shows up, seemingly intent on ruining everything for you. He speeds through the jelly, scattering it all over town, and making your job that much harder. Hopefully you'll be able to somehow close the portal before anything bad comes through, because you don't feel like becoming lunch for some thing that should not be.
I get out of the water and move on towards a large junkyard in the slums, morphing the metal into the vague outline of a car and using my powers to move along at a good clip, hovering.
(4+1+1=6) The metal around you starts to change shape as you leave the water, taking the shape of a car. The plan is to simply sneak past any military patrols under the guise of being a normal citizen. The fake car isn't the most convincing, lacking things such as windows and tires that normal cars have, but at a glance it should pass for the real deal. So you get going, searching for a junkyard.
(4) You don't manage to locate a junkyard, but at least no military patrols seem to look carefully enough at you when you 'drive' past to get suspicious.
Develop an armoured tentacle, with pressure sensors, and a small, self-contained nervous bundle, that will automatically deflect objects that approach me from behind at dangerous speeds.
(5) Now that you are somewhat clean, though almost eaten by a monster fish, you decide to get back to work on improving yourself. Something to help you avoid getting backstabbed would be nice, you decide, and since you've always idolized Cthulu you decide that a tentacle should be involved also.
(3+1=4) First you shape the basic fleshy tentacle from your upper back, roughly the length of your arm, and then make it covered in a hard bone shell to protect it against damage. To make it useful you grow a primitive little brain near the base of it, tasked only with controlling the tentacle to protect you, and to give it some way to sense things approaching you grow a sort of ecolocation organ near the tip of the tentacle. You think it'll work great, but until someone actually attacks you from behind you won't know for sure.
...
You've just arrived in New York, having heard about the NATO, and how they do whatever they want whenever they want. And you too want this kind of freedom, so you decided to come here and join them, and now here you are. The only problem left now is how you're going to actually find them, seeing as how SHIELD seems to be having problems doing just that.
...
You look back, seeing the military base you just escaped from, thanks to some unknown man. While the others stayed behind to try to get revenge, though most likely they would get slaughtered, you ran from there, not wanting to end up in a cage again. Now nothing stands between you and this city, you feel like a kid in a proverbial candy store.
Enemy Actions (Heroes/Hostiles)Stop the prison break!
(3) They start shooting at the prisoners, using non-lethal rounds,
(3) and some of the prisoners fall over, knocked unconscious.
Apprehend the prisoners
(1+1+1=3) He does his best, but he can't seem to find any real openings against his current foe.
Kill Blarney to death!
(4) He leaps at Blarney, not having enough time to grab his guns,
(4+1=5) but Blarney easily sidesteps the attack and throws him to the ground.
Allied/Neutral Actions (Villains/Civilians)Wait
She doesn't see any way to be helpful here, so just sits there and waits for Blarney to get back.
...
Xen thinks it is close by, judging from the thunderous footsteps that shake the ground, but he still can't see it.
Contact Hades
(3) He tries, but for some reason can't locate Hades anywhere nearby.
Observe Cheetahr
(2) They can't really keep up with him, so they don't learn very much about being fast.
Stop drowning
(4) With some help from Cheetahr they manage to stop drowning so much.
Environment:
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
Unconscious
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: On a rooftop near the pit
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: West 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 against blessed energies, more easily affected by demonic possession.
Location: Outside collapsed 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.
Protective tentacle: +1 to dodge rolls, -1 to accuracy rolls for enemies attacking from behind.
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
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
Earth manipulation: +1 to using powers outside of combat
Location: Manhattan, New York City
Beastly physique: +1 strength, gets regeneration rolls every turn when injured.
Retractable claws
Location: Near Central Park
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.