Turn 150
I flare up my fire powers for good measure, and start intimidating the prisoners back into their cells. Super-punch anyone that resists.
(2+1=3) Flames erupt from your body, writhing around you almost as if they had a mind of their own. The remaining guards quickly gather behind you, levelling their weapons at the prisoners and cocking them quite menacingly. "Get back in your cells or burn," you say to the prisoners, the fire swirling around you getting more intense for a moment. Facing down a human inferno and a dozen high-powered rifles aimed at their faces the villainous bunch finally surrender, and soon they are all securely back in their cells where they belong. Now that the threat is over you drop the flames and take a look around, several guards are dead or injured, along with several prisoners, and for some reason USAgent is striking a rather ridiculous pose in the middle of the room. Considering some of the moves you saw him pull during the fight you decide to not comment on it.
Exit the building and look for a weaponry or outdoor sporting store, though a culinary shop might also work.
(5) Your current ability to kill, maim or otherwise inflict harm on people is quite limited, so you decide to find some weapons, and other than staplers and scissors there isn't much to find where you currently are. So you start falling through the floors, pitying the fools who must use stairs on a regular basis, until you reach the ground floor. Then begins the much harder task of actually finding a place where you could conceivably find useful weapons that don't already have owners willing to use them on you. After only a few minutes of searching you find a pawnshop, and if the cliché is right all pawnshops have some guns they are willing to sell to people who need them, not that you plan on paying for anything. Locks are of no use against you and withing seconds you are inside, searching the place for some useful armaments. The owner of the shop had a very illegal fully automatic Soviet rifle stashed in the back, along with a couple of grenades. You claim these items and consider what to do next.
Keep searching for higher meaning or enlightenment or something...
(4-2=2) No matter how much you search your mind you cannot find anything you didn't already know, which makes sense when you think of it logically. But this is your mind, here you are god, and nothing shall stand in the way of your search, nothing! You put all of your imagination into creating a single book, a book that shall reveal the secrets of the universe to you, and let you change it to your will. After what feels like eons it is finished, the very air you believe yourself to be breating seems energized by its mere existence, and with trembling hands you reach out and open it. There is nothing written in it, all the pages are perfectly blank. It seems that you need a better imagination.
*Shakes his head and goes to collect the assassin while getting the others together. Tries to find some way to contact Hades*
"Rebecca, let's get these wounded taken care of!"
(2) Rebecca quickly runs off to follow your orders, and you are left to try to lug the unconscious man through the field of debris all by yuorself. Moving through the rubble would be hard even if you didn't have to carry all that dead weight, and it takes you almost five minutes to get him over to where you parked the car. But the others seem far too busy to gather around and get some sort of coherent plan together, instead running around doing their own thing.
Teleport back to where the old base use to be
(5+1-1=5) You decide to return to where the fortress used to be, assuming that the others will still be hanging around there, and so teleport away, producing a flash of light and a very distinct sound. Partly due to luck and partly due to skill you appear at the very point you wanted to go to, or you think you did, the whole area is a bit of a mess so it is hard to tell. But this is the place where the fortress was, and the others are still milling about.
I start falling, waiting until the last moment until I jump once, stopping me completely to then fall lightly onto the ground.
(4) You don't worry too much about your current predicament, being quite confident that you can handle it just fine. The plan is a rather simple one, and you execute it perfectly, falling towards the ground and then jumping once in mid-air once you are a few feet above it, landing at a safe speed. Stopping abruptly when you jumped in the air did hurt a little, but as everyone knows the only dangerous part of falling from great height is hitting the ground itself, so anything that stops you will prevent any serious injury.
I find and disable a large animal.
(4) The zoo is meant to be easy to navigate, being a tourist trap and all, so finding your way to a large animal isn't very hard, you just follow the signs. In no time at all you are looking into the enclosure of the zoo's most famous resident, the elephant Mr. Stompy. You ignore the signs that tell you to stay away from the fence and climb over. The elephant simply stands in the middle of the enclosure, seemingly unsure of what to make of you, and employing some cleverness you try to walk up to it as calmly as possible to not upset it.
(4) The elephant just looks at you, not thinking you are a threat. It will soon regret that assumption, as you put your hands on the massive pachyderm's side to do your thing.
(4+1=5) The animal starts trumpeting in terror and pain as the bones in its legs grow together, making it unable to walk, and the nerves in its trunk are severed, rendering the otherwise dangerously powerful limb into a useless appendage. The elephant is now completely incapable of attacking you and you can work on it in relative safety.
Plug up the holes as best as possible and shout for help, not to mention that I want to work for these criminals.
(3) You start tearing up the green jacket to get something to stop the bloodflow with, but this is only moderately successfull.
(5) Fortunately for you it proves unnecessary, your improved healing factor repairs the damage within a few minutes, making you as good as new. Now that you are no longer in mortal danger you get up from the ground and resume looking for the criminals that are supposed to be here, so you can tell them that you want to work for them.
start downloading all the tools a hacker will need
(3) You establish a connection to the internet quite easily and then get to work on downloading some basic hacking tools. Unfortunatly you don't actually know anything about hacking into secure systems, so you're pretty much limited to using a popular search engine to search for such things. At first it seems that you've succeeded, finding the 'Awesome Hackertools 2.5' program within a few minutes of searching, but upon downloading it the computer gives off a virus alert and suggests that you remove the file. You will probably need to go about this some other way.
I'll continue my previous action, constructing an elevator to the surface, building it to emerge inside the lowest floor of an abandoned parking garage, making sure that it doesn't collapse any of the supports in this action. The elevator should preferably have the capacity to move vehicles in and out of the vehicle bay, and should be hooked up to the outer door of the vehicle bay. If I have time, I'll also smooth over the junkyard and other damaged facilities so that they look as they were before.
(1+1+1=3) Building an elevator is quite a complicated procedure, with many moving parts, so you take a while to figure out how you're going to attack the problem, and how to create all the necessary parts for building it. It will be quite hard, but you think you've figured out a way to do it. You are just about to start working when troubling tremors emanate throughout the underground fortress and the cavern it is located in, and you decide to ensure that no damage is done to the existing structures before starting work on something new, and so lock all the exterior surfaces of the fortress in place with your magnetic powers so they cannot be damaged and will protect the interior.
Try again to produce some small drones, help them repair the Colossus.
(4) You start searching for anything that can be used to create robotic drones, but pickings are slim in the rubble. The few things you manage to scrounge up are enough to create the mechanics for a single basketball-sized drone, and adding a power source and computing unit to it would allow it to move and do other things.
(1) There is little time to examine the collossus, but you doubt that it would be possible to repair it with what you've got on hand at the moment. Your quick examination does not reveal anything else about the current state of the giant metal man.
make a small statute out of stones and give it to the man in the rubble as an appology. ask to join team.
(5+1=6) That didn't exactly go as you had hoped, it went in a rather opposite direction actually, harming the people you wanted to join. And it seems that you almost killed one of them as well, so apologizing would be a good idea. It occurs to you that you could create a small statuette to give to him, everyone likes being given stuff, to smooth things over. So once again you start gathering up energy, feeling the earth and stone around you as if it were extensions of your own body, and you start shaping the stone into the shape of a man.
(6) But such a small thing will certainly not be enough, it must be bigger! So you put even more energy into it, the gorund starting to shake below you once again. But this time you manage to control the energy enough to pour it all into the statue, putting every ounce of your will into making this rocky rendition of a man. With great effort you push the energy away once you are done, falling to your knees and looking upon your creation, a statue made out of solid stone, ten feet tall and so lifelike that it almost seems to be looking back at you. It takes a few moments before you realize that it is actually looking back at you with eyes that hold life.
(6) Then it moves, turning around and scanning the surroundings, and then lumbering off when it spots the man you injured. But rather than attack him it seems to wait for him to give it an order, your intention when creating it was to give it to the man and that intention must have stuck to it when it awoke.
Fly back to New York, land on top of a skyscraper, try to find out where the action is.
(5) Not wanting to remain in this little town any longer you set your sights on New York again, flying with unnatural speed towards the metropolis. It doesn't take nearly as long as it should have to reach the city, you must have somehow subconsciously used magic to bring you there faster, not that you're complaining. Once you're there you land on top of a tall building to scout out where interesting things might be going on, and from your place atop the tall building you have a surprisingly good view of most of the city. Something seems to be happening in Central Park, a lot of military activity is going on there, and from several places in the city plumes of smoke float into the air. Faint sounds of gunfire and explosions can be heard coming from various parts of the town, but you don't think your comrades would be able to cause trouble over such a wide area, so you surmise that there are others at work as well.
Enemy Actions (Heroes/Hostiles)Establish order
(5) They manage to bring the situation under control, putting all the living criminals back in their cells.
Strike a menacing pose
(2)He tries to strike a pose to inspire fear in his foes, but mostly looks ridiculous.
Wake up
(5) He wakes up and quickly examines his current situation. When he notices that no one is looking he quickly gets to his feet and starts to run.
Allied/Neutral Actions (Villains/Civilians)Help the wounded
(1) She proves quite useless, only managing to get some cuts on her hands as she tries climbing over some rubble.
Help himself
(3) The giant creation comes to the conclusion that there aren't enough parts around for him to repair himself with.
Scan area for further hostiles
(6+1+1-1=6) He suddenly starts shaking, a seizure gripping his body as he accidentally opens himself up to the entire city's populace at once. Quite a few of them are thinking hostile thoughts about villains in general.
Train
(2) They keep at it, but don't accomplish much.
Do crime
(1) They enter a store, intent on stealing all the money kept there. But upon actually presenting their demand that the cashier hand over all the money or die the alarm is triggered by the beleaugered businessman via a hidden button, and the group decides to run away.
(4) Fortunately for them the cops fail to show up in time to apprehend them.
Environment: The stone golem stands at attention near Feralas, at first freaking him out a little, but when he tells it to do something it fails to comply, nor give any indication that it actually heard him at all.
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: Near the Humvee
Magnetism: Can manipulate and create magnetic forces. One more 5 for power increase.
Railgun-Man: +1 to hit with small objects thrown with powers. Can ignore up to +1 armor of target when attacking with small thrown objects. Can attack twice per turn, but suffers -1 to accuracy.
Can operate simple machinery with magnetic powers.
+1 to operating machine guns.
Novice mechanic: one more 5 for skill bonus.
+1 to using magnetic powers. -1 to target's dodge roll to avoid magnetic powers. Further +1 for fine manipulation.
Novice electronics engineer: +1 to modifying electrical systems.
Carpenter of metal: one more 5 for bonus
Beige trenchcoat
Black cowboy hat
Three metal balls
Two notebooks with notes
Two Pens
Two empty notebooks.
M1911 pistol.
S.M.A.R.T. Armor: +1 against slashing and piercing. Covers entire body. +1 strength. Has an 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.
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 holy damage, 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 hit, +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. +1 to teleporting to familiar locations.
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: Debris field
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
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.
Normal clothes
AK47: +1 piercing damage, can attack twice in one turn with a -1 to accuracy.
Fragmentation grenade (2): +1 piercing damage, +1 slashing damage
Location: Pawn Shop
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
Minor cuts on hands
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
Made from rock: +1 strength, +1 against physical damage
Stonemind: immune to psychic attack
Deaf: cannot hear anything
Location: Debris field
Tell me if you find any errors.