I Perform CPR on the thread
(5) The thread comes back to life.
Turn 149
investigate further/ rumage through the jusnk with my powers looking for stuff
(6+1=6)
You look around a little, not finding anything of interest. Though it is only logical that most things would have been buried under all of this rubble if there ever was anything of interest here, and besides that you did sense the large hollow in the earth to be right below here. So you reach out with your powers, digging around in it with the same ease that a child digs through the sand in a sandbox.
(5) A momentary lapse in concentration as you examine one of your finds is all it takes for your power to surge, flattening rubble in a twenty foot radius around you into a solid block of stone, level with your feet. It doesn't seem like anything bad came of it though, but in the future it might pay to be a little bit more careful when using your powers around places you don't want to see destroyed. Hopefully the probable resident villains won't see this as an attempt to attack them.
insert disc and see whats on it finally. use my own powers to protect everything from power surges
(2) You start the computer and insert the disk, eager to see what secrets may be contained on the small plastic thing. After a little while the computer has finished reading the disk, and a prompt appears on screen,
Enter Password:, which you weren't really expecting. Your computer hacking skills aren't exactly up to par for this kind of thing, so getting past the protection might be a problem, but the fact that someone bothered to put a password on the disk and locking it in a bank vault probably means that it contains something valuable.
Copy a strategy I used back at the junkyard, and make two clones of fire. Proceed to kick ass in triplicate.
(4+1=5)
This moist guy is really becoming quite the pain in the backside, so you decide to whip out the proverbial large guns. In this case that whole fire clone thing you tried before, because everyone knows that fire beats water. Fire wreaths your entire form in the blink of an eye and soon you are joined by two equally fiery figures sprung forth from the very flames that cover you. In perfect unison you attack, your clones launching streams of fire at the target while you try to flank him and strike from behind.
(6/4) They both hit him hard,
(5+2/1+1) at first having very little effect but soon burning away most of his protective sheath of water. His human flesh starts to sizzle, and he panics, turning fully to a watery form, as you had expected. This is when you choose to strike, blasting at full speed towards him.
(1) He was quite distracted by your clones and had no chance to dodge,
(3-1-1=1) the impact splatters his watery form into tiny droplets. Normally this would be a small inconvenience for him, only forcing him to take a few seconds to pull himself together, but when your two clones are pouring on the heat the droplets are vaporized in mere seconds. A blue bolt of energy flies out of where he used to be, striking you in the chest and sending you sprawling to the floor. The two fiery clones disappear as you no longer focus on maintaining them, and you feel a little moist.
Using TK I fasion about 10 small flying drones out of the elctrical wire and atoms of metal in the rubble. Program them to be under the command of the Collossus.
(6+1+1=6)
Seeing the sad state that the Colossus is in you decide that it could probably use some backup in the future, something that can handle things too small for the Colossus itself to get a grip on. A squadron of smaller attack-drones would certainly work well in that regard, so you pull out the wiring you picked up earlier and look around for the other necessary materials. The rubble is filled with metal, rebar and such, and scrap metal stuffed with some wiring should be enough to create fully functional robots, or so you've been led to believe. You reach out with your powers, trying to encompass the entire field of rubble and tear the metal out of it. It takes every ounce of your willpower to control your telekinetic power, and should anything happen to distract you things could easily go very badly. Unfortunately something resembling a miniature earthquake strikes nearby, distracting you just enough for your powers to slip from your control.
(1) And in a fraction of a second the fecal matter hits the mechanical air circulation device, and it hits hard. The entire field of rubble explodes upward with great force, debris being turned into shrapnel.
(2) Before you can react you are struck in the head by a piece of concrete,
(1) and you are immediately knocked unconscious, which at least makes you unaware of the pain from your cracked skull.
(1) Having fallen asleep Zieg is unable to do anything to protect himself,
(2-1=1) and if he wakes up he is going to be very glad that he stuffed himself full of painkillers.
(6) Terrahex avoids the barrage by steering away all the rubble that goes flying towards him with his powers, but this is quite tiring.
(1) Feralas was busy climbing over the rubble, and has no chance to dodge.
(1-1=1) Several pieces of rebar sticking out of the rubble spear him, and most of his bones are broken by chunks of concrete flying upward. If he didn't have a healing factor he'd almost certainly die, and even with it things are looking rather uncertain.
(5) The car was luckily not thrown into the air, and as it was parked in a mostly rubble-free area it doesn't get hit very hard.
(4) The huge metal creature is heavy enough that the rubble it is lying on can't move much, so it doesn't have to dodge.
(1) Roosts certainly picked the wrong moment to look out the window, and is hit hard in the head by a piece of rubble,
(3-1=2) which knocks him out cold and gives him a rather bad concussion.
Go spectral and see what the building is for. If the coast is clear and there are no security systems, return to human form.
(2) You switch to your spectral form and slide through the floor, which is technically the roof. There is no sign of any people here, probably due to the curfew which is still in effect, and you can't spot any security systems either. It looks just like a normal office building though, filled with nothing of any particular interest.
Take a nap, let the drugs work themselves out of my body.
(1) You lie down on the surprisingly comfortable rubble and drift off to sleep. Your dreams are filled with strange and frightening images of otherworldly beasts and Rosie O'Donnel in lingerie, but you fear not, for your spirit guide, the robot-unicorn Gregory, will protect you. Together you travel through the constantly shifting dreamscape, in search of some higher meaning or enlightenment or something.
Fly a bit higher and make a portal exit. Not active until I make a corresponding entrance.
(5+1=6) Even though you are already several miles above the ground you don't feel like it is enough and fly even higher. After a few more minutes of flying upwards you are finally satisfied with the altitude and get to work on your next project; An exit portal ready to be connected to whatever entrance you later create so you can quickly move anything from anywhere to the edge of the atmosphere. You start weaving the magical energies to create a portal, which is quite quickly and easily done. But with no entrance attached to it it seems to constantly shift and fluctuate, and you aren't quite sure what would happen to anything sent through it.
I use my powers to fix any damage caused by the new acquisition, and use some of the new metal to build an elevator system leading to a different junkyard in the slums.
(6+1+1=6) You start repairing everything you ruined on your way to the fortress, doing a pretty good job, probably good enough to hold for a little while anyways. Once that is done you head back to the fortress and get to work on constructing an elevator system with all the metal you gathered.
(6) But just as you are about to get to work a small earthquake shakes the cavern, knocking loose some rocks, and you react instinctively by pushing upward with the metal you were working with.
(5) Despite the large amount of metal moving upward you manage to stop it in time to avoid doing any further damage, and with a few quick patches you stop any further rockfalls so you can finally get to work.
Find a petting zoo and learn to use my powers through my armour.
(5) Everything in the zoo is conveniently marked with signs, so finding your way to the petting zoo takes only a few minutes. Once there you find a wealth of materials to use for your experiments, cute, furry materials. Most of them are tiny little things like rabbits and ducks, but there is also a pony there, and a horse, even if small, could be very useful to experiment on. So you approach the thing and place your hands on it, trying to use your powers on it through your new armor. At first it doesn't work at all, but then you get an idea. You grow spikes from the palms of your hands which shoot up between the armor plates, allowing you to have contact with the target even when wearing the armor. Now you place your hands on the horse again, and this time you find it much easier to use your powers,
(1+1=2) but you think a bit too big for such a small horse and only end up with a twisted mass of bones and meat.
Cheetahr: Learn to triple, quadruple, pentuple, etc. jump, allowing me to fly by jumping a lot.
(6) You don't feel that being able to jump one extra time in mid-air is good enough, so you try to figure out how to use your double-jumping skills to keep in the air indefinitely, in other words to fly. So you head outside and start jumping. At first you don't manage to do more than your standard double-jump, but after a few minutes you manage to jump one more time, and then another and another. You are keeping yourself in the air using only your feet, furiously jumping higher and higher. Essentially you are now flying, but the problem is that you've managed to get about fifty feet into the air and you are beginning to get tired.
Do some street magic for the lulz, while continuing to look for a pawn shop.
(2) While walking around looking for a pawn shop you decide to stop for a little while and do street magic, just for laughs. You quickly locate a viable audience and get to work, announcing that you will perform some real magic for them. They don't exactly seem excited but you go ahead anyways, grabbing an empty tin can and muttering some gibberish before teleporting it away in a small flash of light and declaring that you've made it disappear with your magic. The small group of homeless people just stare at you, clearly unimpressed. Philistines, they don't understand true art anyways.
Smells like humans eh? Investigate these smells, they might be the people I'm looking for!
(1) You start climbing over the rubble towards where you think the smells are coming from, and at first you seem to be making progress, you can make out some voices. But suddenly the rubble beneath you explodes upwards, and you are left a broken heap on the ground.
(2) Your regeneration is slow to kick in, and has yet to do anything useful.
*Take advantage of the momentary lapse on the assassin's part and disable him with a swift blow to the back of the head.*
(6) As soon as the assassin falls down you charge at him, aiming a powerful blow at his head.
(6) But with a quick leap he gets out of your way. Unfortunately for him he didn't have time to check where he was going to jump to, and leaps right off the roof.
(2) You hear a crack as he hits the ground, and when you look over the side you see him lying unconscious on the ground, looking to be quite badly injured.
Enemy Actions (Heroes/Hostiles)Fight!
(3) The two sides are quite evenly matched.
Kick Ass!
(5) He starts knocking people out left and right, kicking copious amounts of ass.
Wake up
(2) He is still lying there, bleeding slightly from the head.
Allied/Neutral Actions (Villains/Civilians)Hide
She is quite thoroughly freaked out and hides in the car.
Try to repair legs
(1+1=2) It tries to find something to repair its legs with, but everything useful was blown out of range. Having legs would be useful for getting close enough to reach them.
Wake up
(1) He has suffered some quite major head trauma, and won't be waking up for a while.
Keep at it
(3) They still aren't learning anything new.
Crime Time
(4) They get to town and start planning how they are going to organize this whole thing.
Environment:
Time: 11:00
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. There is a laptop here.
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 also use the same technique to fly short distances, this is tiring and has a -1 to doing it.
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.
Unconscious
Cracked skull
Heavy bleeding
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
Exit portal above Grayson (Owned): Possibly unstable
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
Location: Stratosphere, above 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.
Spikes on hands: allows use of power through armor
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.
Water-based power, the extent of which is unknown.
Flyer: +1 to using powers to fly.
Somewhat persuasive: no bonus yet
M16: can attack twice during one turn, but suffers a -1 to hit
Knows many people from his earlier career as a superhero. Including the now deceased Fantastic Four.
Mistaken as the son of wealthy businessman Justin Hammer by the staff at Mercy Hospital.
Captain General: Mortal Enemy
Location: Military base in Central Park
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Mimic: Can copy the powers of empowered beings he has met. -1 to doing so. One more 5 for bonus
Can change the form of others?
Scary Black man, +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
Heavily Drugged: -1 agility, -2 to all mental actions, +1 against pain
Heavy bleeding
Bruised and battered
Location: Debris field
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: Manhattan
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: +1 slashing damage
Green jacket
Gray t-shirt
Jeans
Black shoes
Wallet containing several credit cards and 50 dollars
Broken bones: -1 to all movement
Several puncture wounds all over body: -1 to survival rolls
Heavy bleeding
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
Unconscious
Concussion: -1 mental, -1 agility
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.