Turn 140
"Wow, didn't know sentences went that high. You've got a deal, Director; but to be honest I won't be as much help as I could be until I get this arm fixed."
(6) For a moment he just stares, a moment more and his face starts to turn red with rage, and even you, a superhuman, feel uncomfortable under his gaze. Then he speaks, his voice like daggers of ice laced with murderous intent, forged in the frigid basement of hell, “Tell me, captain, why this man has been in our custody for nearly an hour and has yet to receive any proper medical attention.”
The man who looks like a general squirms a bit, “I – that is to say we – didn't know if you wanted us to restore a possible threat to full health. And, no disrespect intended Director Fury, Sir, but I'm a General. Sir.”
“Not anymore,
captain, now get this man some medical attention before I demote you to scrubbing latrines in Alaska. Jacobs, you'll be briefed on your task shortly.”
The screen turns off and the general-turned-captain trembles for a few moments, then starts yelling at his men to get, a direct quote, 'the fucking freak' back to the infirmary. He is quite obviously pissed off beyond belief at you, which would have been worse had he still been a general, but you will fear no lowly captain. They bring you to the sickbay and start working on your arm, setting it back in place, the experimental nanobots do the rest.
Using the map as a sort of visual guide, teleport to the holding cells.
(6-1=5) You stare at the map for a few more seconds, imprinting the exact location of the holding cells in your mind. A small silent prayer is mumbled that whoever drew the map was good at it, and then you teleport away in flash of light. At first you see only darkness, then you realize that you holding your hands over your head and remove them, through the small slit in the box you survey the room you have appeared in, and unless you are seriously mistaken it is some kind of temporary prison. Everywhere you look you can see people, most wearing some sort of armor or costume, imprisoned behind bars that crackle lightly with energy.
Turn around and burn the entire field to ashes. Wait for someone to arrive.
(4+1=5) You roar with rage at the insolence of the people who did not arrive when you needed a ride, flame bursts forth from your hands, exploding outwards akin to a reflection of the roaring rage within you. But just as you are about to incinerate the field you get a better idea, and simply toss a small fireball into it. It catches fire, a plume of smoke rising towards the sky for all to see. It only takes a minute or so for the familiar sound of sirens to be heard, and you get to work on the second part of your cunning ruse. From the netherworld you summon up an icy blast of energy and get to work on putting out the fire. When the firemen arrive in their trucks they see only a man helping them put out the fire, and when you ask they are more than happy to give you a ride back into town, for helping them put out the fire. So now you've reached Grayson, and have only to find Cheetahr.
"Bystanders, civilians, lend me your ears!"
I make a speech in the attempt of converting the citizenry to my gang.
(3+1=4) You keep speaking of the great greatness of what you are trying to accomplish,
(1) but they don't seem very impressed, a few of them leave, and one of the remaining people throws a bottle towards you and yells 'Go back to Russia, you damn commie!' Although the man who accused you of being a commie is clearly a stupid redneck you realize that in order to sway these people you'll have to change your approach. And then forcibly remove the stupid redneck's spleen with a rusty knife.
I set up the wiring for the building using my powers to move the copper wiring and set up the insulation from the plastics in the leftover nonmetals from the junkyard, also trying to make sure that all the wires that come out of the walls are appropriately configured for the attaching of outlets.
(4+1+1=6) Electrical wiring starts to snake its way through the walls under your watchful guidance, poking out everywhere you feel needs an outlet. It isn't actually all that much work, since you only have a few rooms to do, but you will still need to find something to actually connect to those electrical outlets. Such stress!
Try to learn the form of at least one of the thugs
(3) You stare very intently at one of the thugs, trying to commit everything about his appearance to memory. It takes you a few minutes to realize it, but the guy you chose looks almost exactly like the scary black man form, almost as if the world was populated mostly by unimportant copies, extras if you will, who have no other task than to make the significant people look interesting. At least he looks a little freaked out by your staring at him, that counts for something righ?
Mutosis attempts to develop a second respiratory system for breathing underwater, and heads towards the outflow, hoping to find it unguarded...
(2) A vision comes to you, of yourself blasting forth under the water like a fighter jet, an underwater fighter jet, breathing water as a mere mortal would air. That seems really cool so you get to work on mutating a pair of gills, throwing yourself into the muck when you think you're done. Almost immediately you shoot out again, coughing and sputtering, it appears that you only managed to create a pair of skinflaps on your throat, not actual gills. And you also attempted to try them out in raw sewage, which is just nasty. You never really wanted to be some sort of aqua-man anyways, what kind of lame power is that?
KILL! the tank MUST be mine!
(5) You go all Mohammad Ali on their faces, if Ali could punch with the force of a bolt of lighting, that is.
(3/2) The one furthest from you manage to scurry away from your fists of fury, but his friend is not so lucky, getting hit squarely over the jaw.
(3-1=2) He doesn't die, but most of his brain if fried, so he's pretty much a vegetable, also his jaw is broken and he's knocked out by the punch.
*Hops out of the vehicle and gives a crooked sort of grin.*
"We've brought what we promised the ... Ironmonger. The gold is in the back, here are the keys. Let's make the trade."
(2) “No so fast,” the lead thug says to you, “I wasn't born yesterday. Slowly open the back of the van, I don't want no ambush.” He doesn't seem to trust you.
Try again, ask the drone if he can spare some help (He is probably multicore so he can hack and build at same time).
(1) You try to repeat your earlier success, but your pretty much total lack of any real skill complicates matters as you just start hitting keys at random and hoping for the best. The best doesn't happen, what does happen is that the screen gets covered in large red letters that read 'Emergency Shutdown Initiated.' The computer is now completely unresponsive.
Enemy Actions (Heroes/Hostiles)Fight!
(3) The remaining crewman does not intend to go down without a fight, trying to get at Diakron to strangle him,
(5) but Diakron just replies with a swift kick to the face,
(4) and he is forced to leap back to avoid it.
Arrest Nitro
(5) He places something on Nitro's head, slaps on some high-tech handcuffs and the flies off with him.
Slay the fiend
(4+2=6) Ares is quite angered by Zach's attempt to ambush him, letting forth an incomprehensible battlecry before charging like a herd of steel-tipped elephants.
(6+1-4=3) Zach only just manages to jump to the side enough to avoid getting split down the middle, but his arm is still in the path of the angry god's weapon.
(5-2=3) A few fingers get cut off, but judging by how deep the axe dug into the ground he got off easy.
Allied/Neutral Actions (Villains/Civilians)Try to convince thugs of Blarney's trustworthiness
(4) She emerges from her hiding place to deliver a speech on how great Blarney is,
(1) but the lead thug tells her to go back to the kitchen and let the men deal with business.
Look at the pretty colors
(1) He is still out cold as Iron Man flies off with him.
Tactical retreat
(5) One does not survive for hundreds of years in hell itself if one is an idiot, so Zach is quite aware that this is a fight he cannot win. Seeing as how facing down a real live god will likely lead to him getting various parts of his body lopped off he decides to remove himself from the battle, which is to say that he's going to run away. And he's surprisingly good at it, probably reaching at least forty miles per hour.
Assimilate
(6+1=6) ...
Try to make thugs trust him
(2) He momentarily thinks about using his powers to implant thoughts into the minds of the thugs, but thinks better of it, not wanting to blow it in case he fails.
Set up shop
(4) They start exploring the newly aquired base.
Environment: Xen hears an explosion coming from somewhere outside, and the ground shakes slightly a few times, akin to a small earthquake.
Time: 10:20
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.
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.
Can carry 30 people. +1 to lifting heavy weights. -1 to precision maneuvering. Damaged engine. Landed in a park near the Four Freedoms Plaza.
Armored van: +2 against slashing, piercing, bludgeoning and fire damage. It has a spike deployer for dealing with pursuing cars, a grappling hook, and a cannon that fires an adhesive to stop people. Currently parked outside the fortress. There is 200 pounds of gold in the back of the van.
A vintage car. Parked outside the fortress. Badly damaged, doesn't work.
A bank vault torn from its resting place by Luke. It contains fifty secure storage boxes, all of which have been opened. It is currently outside the fortress and open.
A chopper-style motorcycle. Black.
Status:
Super Speed: +2 to speed, +1 to dodge, can attack however many times he want during a turn, but suffers a -1 to hit for every attack after the second.
Double-Jumper: can do one extra jump in mid-air.
Can run on walls
Symbiotic super-chin: +1 to persuasion rolls
Boyscout: +1 to actions that involve tying.
Batter: +1 to hit when hitting things at people using baseball bats.
Medic: +1 to healing external or simple internal injuries. One more 5 for bonus.
Shotgunner: +1 to hit with shotguns.
Scary: +1 to scaring people.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
Rhetoric novice: +1 to convincing people of plausible things. One more 5 for bonus
A pair of reinforced running shoes.
A car key.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
Modified SWAT helmet, on head: +1 against piercing, slashing and bludgeoning. +1 to vision, can see cloaked foes.
A .44 magnum revolver.
A double-barreled shotgun.
An aluminum baseball bat.
A power amplification armband: +1 to speed, +1 to dodge
One fired bullet
Knife
Leather Jacket
Chopper (Owned)
Key ring with large amount of keys: Allows access to old military base near Greyson, Kentucky.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Minor damage to left arm
Luke “Flash Point” Prowler: Nemesis
Chief of Police in Grayson: Bribed
Location: Kentucky, in the town of Grayson
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 FF4-mobile
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: In the van
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: Tunnels
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 damage against blessed energies, more easily affected by demonic possession.
Heavy bleeding from torso.
Location: In military base, Communications central
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.
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: At the side of a road in Kentucky
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.
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
Location: Sewers
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
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
The Thing
Cheetahr
Mr. Roosts
Blarney
Jim “Hades” Ferse
Xen
Lucien
Mutosis
Luke “Flash Point” Prowler
Little boy
14 Different civilians
Soldier
Diakron
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
Notebook filled with names
Broken nose
Light burns all over body: no effect
Damaged left leg: -1 to actions involving use of that leg
Location: In the van
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
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
Cardboard box
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Broken ribs: -1 stamina
Hiding under cardboard box
Location: In a military base in Central Park
Can manipulate electricity
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
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 van
Red and black jumpsuit
Power inhibitor
Back pains: -1 to lifting heavy things
Unconscious: -1 to all physical actions
Location: Unknown
Strong: +1 strength
Agile: +1 agility
Claws: +1 damage when fighting unarmed
Good at hand-to-hand combat: -1 to enemy dodge when fighting unarmed
Missing two fingers on left hand
Location: Near the large hole
Can transform into a car
+1 strength in humanoid form
+1 speed in car form
+1 against piercing, slashing and blunt damage
-1 against electrical damage
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself'
Currently in robot form
Location: In military base
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
Minor dark energy shield: +1 against piercing and cold damage.
Location: In the van.
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Location: Kentucky, in the town of Grayson
Probably quite adept at driving tanks
Location: New York
Location: Old fortress site
Location: Old fortress site
Tell me if you find any errors.