Here it is, at long last:
Turn 147
I continue to look for a junkyard in the slums. It doesn't have to be big, just full enough to have enough stuff to cover a doorway.
(5) You hover around a bit in your dummy car, trying your best to not look suspicious while you search for a junkyard. After a short while you spot something that almost makes you drool, a feast to anyone looking for a large gathering of metal. Piled up in a parking lot is one of the largest piles of metal you've ever seen, probably many hundred tons. Your best guess is that it is a temporary storage place for all the rubble created by the recent chaos in the city, and most of that rubble contains large amounts of metal. This should be enough for your purposes, and then some.
locate and disable the GPS tracking device with help from my tank operators manual.
then Drive to the fortress and park this baby
(5) Conveniently enough the tracking device is mentioned in the manual, including where it is located. Armed with this information it is a simple matter of prying open a panel and rummaging through some wiring until you find it, and then ripping it out. According to the manual there is only one, so you toss it into a nearby building to confuse any potential search parties and then start driving towards the fortress. During the trip you don't encounter anything hostile, and once you're back at the thoroughly demolished neighborhood where the fortress used to be you find that your comrades are there too, most of them anyways. You pull up and park the huge tank next to the comparatively small car they arrived in, feeling very manly while doing so.
Get some of the medical supplies from Rebecca then try to fix up my leg again.
(6+1=6) You grab one of the bags of medical supplies from Rebecca and then start patching up your leg. Using every bit of medical know-how you have you manage to fix it up very well, returning it to near-perfect condition. Though you don't actually have all that much medical know-how so what you basically did was take everything in the bag and apply it to the injured areas in the way that felt most logical, and sitting amid the torn-open packages of various medical supplies you start to feel a little woozy. In hindsight it might have been a bad idea to use that many painkillers, though you must admit that you feel rather happy, at peace with the world.
Identify the closest superthreat, and punch it. Hard.
(2) Getting any idea of what is going on in the battle is quite hard, what with people, bullets and assorted parts of the interior flying every which way. Not having enough time to actually locate the closest person with superpowers you decide to just start punching people randomly, since many of the prisoners must be superhuman it is only a matter of time until you find one of them. The first punch manages to splatter the head of the target, spreading it out over most of the room. You've found a superhuman, it seems, because that doesn't kill him, his head simply rebuilds and he turns around to face you.
Hmm, do I still have that pic of a Senator in a compromising position? Figure out which one, find his phone number, and say I have dirt on him/her
(3) You pull out the picture of the elderly senator and the young buxom stripper, staring intently at it in an attempt to figure out which senator it is. Though such a task shouldn't be very hard you are constantly distracted by the young scantily-clad woman sharing the picture with him, and you simply can't figure out who he is. Though perhaps your not caring much about politics play into it as well, if only you had read the newspaper more often.
Find an aquarium or zoo with large animals.
(5) Again you feel the need to continue your experimentations, and experimentations should be done on the largest things available. Though the prospect of creating a race of mutated fat people is somewhat interesting you would rather create something else, something that can be easily controlled. And a nearby sign gives you an idea of what to use for raw materials, it seems that the Bronx Zoo is not far away, and you simply cannot say no to getting an army of mutated animals to do your bidding. You head in the direction the sign is pointing, soon arriving at the gates of the zoo, closed due to the current crisis. Such a small thing will not stop you, climbing over the walls is made ridiculously easy thanks to your claws, and once inside it is only a matter of choosing what to horribly mutate first.
Take advantage of my normal nap to turn it into a power nap, wherein I shall recover from all my injuries. The Gang shall remove the jelly from me and eat it, hopefully gaining extra-dimensional powers from this obviously magical food.
(4) Feeling rather bored, since you're asleep and all, you decide to start messing with your metabolism in an attempt to heal all of your injuries. What could go wrong, right? With a bit of effort you manage to bring your metabolic rate up to speed with the rest of you, which also means that the speed with which your injuries heal is increased. After a few seconds of this you are torn from your unconscious state by a new pain, the feeling of a severely empty stomach. Speeding up your metabolic rate like that really took a lot of energy, and you are quite thankful that it didn't run out of control, because then you might have died. Though more than anything you are wondering why the gang is scraping jelly from you and eating it.
I do a quick check of my belongings, my surroundings and then proceed to the place where there seems to be large amounts of chaos/destruction. Quietly and while out of sight, kill a civilian that's about my size on the way and take his clothes to blend in. Those claws of mine will come in handy...
(4) Taking a moment to stop and check your equipment you realize that you are in fact naked, which would really make blending in harder, so first of all you should try to get some clothes. After a minute or so of waiting in an alley a man who looks to be a little bigger than you comes walking past, so you lunge out and grab him, covering his mouth with one hand while dragging him back into the alley to prevent him from screaming. Instead of using your claws you snap his neck, since the disguise would be pretty much ruined if it was covered in blood, and then you steal his clothes and his wallet.
I start walking and feel the vibrations in the earth telling me there is a large hole with metal in it. i head to the place directly over it
(6+1=6) You came here with the intention of joining the newly formed band of villains, but to join them you first need to find them. It is common knowledge that nine out of ten supervillains have their hidden lairs underground, so the best bet would be to search for any large hollows in the ground and hope that there aren't too many supervillains in New York. You reach out with your powers, feeling the earth below you and beyond, every person, every car and every subway creates vibrations as they move, and these vibrations permeate everything. But a few miles away there is a place where no vibrations can be felt, a hole in the earth, probably where their hidden lair is. You let go of the power, not needing it anymore,
(6) and suddenly the ground under you moves, all the built up energy having nowhere to go. A crack forms in the street, people and cars crash into it, a ruptured gas pipe explodes into a large ball of fire. The normal city street was turned into a warzone in mere seconds. Such a large display is unlikely to go unnoticed, so you do the first thing that comes to mind in order to make yourself less likely to be suspected, you start running like a madman, screaming a little to make it more realistic.
Alright, get most of the jelly back through and close it up.
(2+1=3) With the use of your magic you manage to gather up all the jelly still covering the town square and put it back through the portal. While it isn't enough to close the portal it is sufficiently weakened that you can make it smaller, which makes the risk of something coming through smaller as well.
"What are you playing at? Who sent you? And what do you want here? These are the simple questions I have for you." *Smiles disarmingly*
"We need not be foes, unless of course you're specifically sent to kill ME..."
*Persuade the assassin to talk while trying to disable him/her, nonlethally*
(2+1=3) While you are quite the smooth talker this man seems to be a professional, and talking him down is unlikely to work. If only you knew his weakness, every person has one thing that is more important to them than anything else, and if you knew that you could probably use it against him to make him talk. Now what could be a hired killer's soft spot? Also, this guy must kind of suck, because you've been fighting him while distracted by your thoughts, or maybe you just rule. Probably the latter.
Find and assist the collosus.
(2) You take a moment to just listen, since looking for it hasn't worked so far and it isn't exactly the quiet type. Finally you are met by some success, getting a general direction to head in, and so you start flying towards where you think it is. After a little searching you spot it, though things are not going too well for it at the moment. It is dragging itself forward with its arms, its legs having been cut off at the knees, and several large gashes in its armor plating hints at a rather powerful adversary. Though who or what it has fought with isn't clear, since there are no obvious threats nearby, and part of you wants to get out of there before any show up.
Enemy Actions (Heroes/Hostiles)Fight fight fight
(2) They are having a hard time against the escapees, seeing as how many of the escaped villains have superpowers. Perhaps it wasn't very clever to stick them all in the same place after all?
Punch Punch Punch
(2+1=3) He is holding back so he doesn't kill anyone, and many of the escapees gang up on him, making things quite hard for him.
Kill kill kill
(3) He ignores Blarney's attempts at trying to make him stop fighting, instead pulling out a knife and trying to stab Blarney with it. He fails, but it is still rather rude.
Allied/Neutral Actions (Villains/Civilians)Help Zieg
(4) She looks rather concerned about Zieg after he fills himself up with painkillers, and proceeds to watch him closely to make sure he doesn't do anything stupid in his current state.
Find parts to repair self
(2) Unfortunately there is nothing nearby that could be used to repair the damage it has suffered, where are the tanks when you need them?
Search for Hades
(2+1=3) He decides not to, after the earlier incident.
Eat jelly
(5) They start removing the jelly from Cheetahr and stuffing their faces with it, somehow knowing that this is what he would want them to do. At first they just frown a little at the strange taste, blueberry with a distinct sting of evil, but soon one of them starts convulsing. One by one they drop to the floor, screaming in agony as something happens to them. Black tendrils spread under their skin, spreading out from their stomach. After a while the tendrils stop, having spread out over most of their bodies, and the gang slowly gets back to their feet. It is quite clear that something is fundamentally different about them now, they look rather demonic, and quite a bit stronger than before.
Om nom nom
(4) Seeing the effect the jelly had on the other guys they also try to do the same, but there isn't enough jelly left for it to have any effect on them.
Environment:
Time: 10:50
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.
Covered in blueberry jam: -1 to avoid getting eaten
Hungry: -1 speed
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: Bronx Zoo
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
Drugged: -1 agility, -1 to all mental actions, +1 against pain
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: Fortress site
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
Green jacket
Gray t-shirt
Jeans
Black shoes
Wallet containing several credit cards and 50 dollars
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
Cheetahr: Leader
Ten thugs of various backgrounds: members
Location: Kentucky, in the town of Grayson
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Have learned simple running techniques: improved running
Infested by demonic energies: +1 strength, -1 against white magic
There are seven of them
Location: Kentucky, in the town of Grayson
Tell me if you find any errors.