Turn 148
"Ooh, I like you. You haven't died yet. Let's fix that."
Find a tazer somewhere and zap this guy till he's unconscious. If this somehow works, begin the arduous process of irreversibly melting him.
(1) You jump away from your adversary, looking around for something nonlethal to fight him with. Nearby, on the body of a fallen guard, is a tazer so you quickly dash towards it.
(6) But as you get close to your objective you see something in the corner of your eye, quickly leaping back and blasting a stream of fire from your hands to propel yourself out of harm's way. A massive blast of water hits where you had been moments before, obliterating the body of the guard and his gun, and would likely have done the same to you had you not managed to get out of the way.
Get out of the Humvee, find some small chunks of rubble, shift into the Unknown Man, practice throwing energy-charged rubble at a target.
(2+1-1=2) You get out of the car and start looking around for some small chunks of rubble, and seeing as how you're standing in some you just reach down and scoop up a handful. Though your attempts to change into the form of the unknown guy with superpowers fail, most likely due to the effect of the drugs you stuffed into yourself a few minutes ago.
Hide the body of the dead guy and proceed to look in junkyards for evil villians. Don't forget to wear the clothes before I leave the alley though.
(5) The body is easily disposed of by throwing it in a dumpster, you're certain no one will find it there, and you must say that the man's clothes look better on your own dashing self. Once that is taken care of you head for a nearby junkyard where supposedly a bunch of supervillains recently fought the Avengers, a good place to start your search for allies. It doesn't take long to get there, but there is no sign of the junkyard or the surrounding neighborhoods anymore, everything having been destroyed. Still there are some human scents present, so you start looking around.
Find myself a pawnshop to sell some of that jewelery, then explore the city for something to do.
(2) You decide to find a pawnshop, arguing that cash would be more useful than jewelry, but you don't actually know where to find one. Randomly teleporting around in an attempt to find one would most likely not give any results, so you don't have much choice other than walk the streets of the city in search of such a place.
Find stuff to eat
(4) One of the city gang people had luckily looted some power bars when they threatened one of the local shopkeepers, and you hungrily wolf them all down while at the same time giving the gang new orders. The bars taste like cardboard mashed together with apple cores, but at least you're not hungry anymore.
Use paralysis poison to disable a crocodile and then turn it into living armour for myself.
(4) As you walk the park an idea enters your mind as you spot the crocodile enclosure, a suit of living armor, as hard as the scales of the fearsome reptilians and with all their sharp teeth and bad demeanor. One of the crocodiles is currently lazing on the shore of their small pond, and if there are any others they are nowhere to be seen, so you jump over the fence and dive at it.
(1-2) Your paralytic poison is pumped into the lumbering beast through the tentacle on your shoulder, and it only takes a few seconds for it to stop trashing about in a wild attempt to tear you apart. Once it is still you get to work,
(5+1=6) the beast twisting and turning as every part of it is rearranged into something wearable. It only takes a few minutes for you to complete the suit of armor, plates of dense bone cover the front, hard scales cover the back and the tail is still attached. The head is now the helmet of your new suit of armor, vicious teeth still able to tear into any target you choose with several tons of force. It takes a bit of work to get on, but once it is on it fits snugly over you, not impeding your movements much at all.
I use my power to gather up a good deal of the metal and shove it underground into a concentrated location near the underground fortress. Additionally, I grab an old junker car and hop into that instead of my manufactured disguise.
(6+1+1=6) You discard the fake car, instead opting to use a partially crushed car that you straighten out with your powers. Then you draw out all the metal nearby and gather it into a large ball around your new car before starting to drill downward. You are fairly certain that you drilled through a subway tunnel or two on your way there, but soon you are near the new fortress where you put all of the metal.
*Disable the assassin (if possible) and bring him down to Mr. Roosts for him to 'work on' so he can get the information from him.*
(3) You try your best to smash his face in,
(5) but luck is not everything in a fight and he easily avoids your attacks.
find a computer, install it into the base and boot it up
(5) Lying amid the rubble you find a mostly unharmed laptop computer, which should cover your computer related needs for now. You quickly grab it and climb down into the large pit, eventually finding your way into the fortress. Not really sure how you are going to actually install the thing you just put it on one of the pedestals for now.
Make decent sized bubble shield around myself for air. Fly high, high, high into the air. Look for New York City.
(5) You make a shielding bubble around yourself and then take off into the sky. Higher and higher you go, until you have reached the very edge of space. From this height it is quite easy to locate New York, and it should be a rather simple matter to go there as well.
I try to make some sort of rock vehicle only I can drive and get to the place I found with powers (above it)
(5+1=6) You gather up some rock and shape it into a viable vehicle, useless to anyone who doesn't have the ability to control the earthen element. And then you drive off with you massive vehicle, crushing anything that gets in your way, heading for the location you found earlier. It turns out to be a large field of rubble, though you have a feeling that there is more to it than first meets the eye and decide to investigate further.
I bring the collosus to the lair.
(6+1-3=4) Lifting the colossus is quite possibly the hardest thing you've ever had to do, moving the massively heavy robot takes almost everything you've got. Still, with a bit of effort it is possible to guide the giant robot to the site of the new fortress. You put it down in the middle of the field of rubble, taking great care not to crush anyone or anything below.
...
You stand atop one of the building in Manhattan, looking out over the city below. What nefarious plots you are plotting is only known to you, but is surely is not anything good for the average law-abiding citizen of New York.
Enemy Actions (Heroes/Hostiles)Fight!
(3) The fight is still very even between the two sides.
Kick ass!
(3+1=4) He strikes at some of the nearby foes,
(2-1=1) sending them sprawling to the floor.
(3-1=2) Most of them stay down.
Knock Blarney out
(6) He tries to tackle Blarney,
(5+1=6) who easily dodges out of the way, leaving the assassin to fall on his face, vulnerable to counterattack.
Allied/Neutral Actions (Villains/Civilians)Wait
She doesn't quite know what to do right now, not being quite used to this whole villain thing yet. Is she supposed to make up a plan to take over the world or something?
Try to repair self
(1) There are no useful parts around here either.
Rest
(3) He sits on his ass doing nothing, though claims to be resting up a bit after his recent efforts.
Train speed
(3) They are a bit faster now due to their increased strength, but not greatly so. The training seems to have very little effect.
Organize crime
(3) They start walking back to town, not quite reaching it yet.
Environment:
Time: 10:55
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.
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.
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
Car: does not work (owned)
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: Underground, near fortress
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: Fortress site
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.
Living suit of armor: +1 against piercing, slashing and blunt damage. Tail gives +1 to swimming rolls, head gives +1 piercing damage when biting.
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 as himself 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
Earth manipulation: +1 to using powers outside of combat
Location: Fortress site
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: Fortress site
Can turn into a spectral being, when in spectral form he cannot be affected by or affect the physical world.
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: Fortress site
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.