And it is! One turn coming up!
Turn 141, with extra anchovies!
Go outside and help drone upgrade.
(6) Since you caused the computer to lock up there is very little you can do in here, so you argue that you might as well head outside and help the drone upgrade itself. Leaving behind the small massacre inside the communications central you walk out, only to face a large massacre. Bodies litter the ground, most of the base is literally torn apart, and there seems to be a tank flying towards you.
(1) The mere fact that thousands of pounds of steel is flyng towards you somewhat throws you off your game, and the barrel of the tank catches you straight in the chest,
(5-1=4) slamming you against the wall and knocking the wind out of you. Which is more than you can say about the now-demolished building you vacated just a few seconds ago. As you lie there on the ground, trying to get your breathing back to normal, you see something move in the distance. What you see very much makes you think that the drone doesn't need your help anymore, it is now an armor-plated colossus, some five stories tall, and it is absolutely demolishing the opposition, tearing through army patrols like a Hulk through butter. You guess that it assimilated a few tanks in the garage, or a battalion of them.
Wait for el Capitan to send in somebody to brief me. Wonder which of the many universes I am in.
(1) While waiting for the general-turned-captain to send someone to brief you on your new assignment you entertain yourself with philosophical questions of which universe you inhabit, since you are convinced that there are many. Despite a good few minutes of intense thought you don't really get a good answer to that question, only a bit of a headache from thinking too hard. And they haven't come to brief you yet either.
Keep watch to hopefully prevent anyone from ambushing us
(2) Assuming that some higher being will get bored of how slow the negotiations are going and send a party to ambush you any minute, a totally sensible and sane assumption, you get to watching the surroundings. That would be more useful if someone actually did show up to ambush you, which doesn't happen. Unless the ambushers are ninjas, in that case they could be sitting on top of your head without you noticing, and you would subsequently be screwed.
I take a chunk of my reserved metal and go through the side of the vehicle bay, sealing it behind me as I drill through the dirt, moving outside NYC before turning my progress upward and emerging, releveling the dirt I just came out of.
(2+1+1=4) The small amount of metal you kept for just such an occasion is taken and turned into a roughly drill-shaped cone, probably good enough for digging through the dirt. You create a hole in the side of the vehicle bay and start digging, sealing the hole behind you before starting up the digging for real.
(1) But digging completely in the dark, literally and figuratively, isn't very clever, you can't see where you are going. And you don't realize that something is wrong until you feel a drop of water fall on your forehead, soon followed by a small trickle.
(5) You quickly surround yourself with a shell of metal, just as the water fully breaks through the roof, flooding the small space around you. There should be enough air in the shell to keep you conscious for at least a little while.
I find and lobotomise one of those crocodiles that live in the sewers.
(4) Somewhat annoyed by your previous failure you decide to go back to experimenting on others, but this time you'll go for someone a little more easily controlled, an animal. Assuming that the old tales about crocodiles in the sewer system are true you go on the hunt for one of the cold-blooded killers.
(1) And you thought you'd found one, seeing something floating in the sewage. When you picked it up it turned out to be something quite a bit nastier though, and you hardly see what use that would be.
I promise riches to people who join my gang, or their time investment back.
(5+1=6) You aren't quite sure what you say yourself, you just know that it is pure, unadulterated awesome. 100% non-leaded premium awesome.
(2) But most of the crowd is made up of generic law-abiding citizens, with a job and all that boring stuff. This means that only the few people who are not generic and/or law-abiding offer to join you, which might be for the best anyways, since you have no use for cowards. The ten new recruits approach you as the rest of the crowd starts dispersing.
Bust out of the box, snap a guard's neck, then kill the rest of the guards without setting off too many alarms
(6) With a great roar you literally explode out of the box, cardboard shrapnel flying in every direction, and then leap at the closest guard.
(2) He turns to face you,
(3+1=4) and easily sidesteps your attempted neck-breaking assault. You get ready to rumble, assuming a pose that you feel is quite good for martial arts and just generally kicking ass and kung-fu fighting. That is when you remember what you overheard earlier, from those two special forces guys, they are here to guard the prisoners. Which means that the guy you are about to fight probably knows fifty different ways to kill you with his bare hands, and that is terrible.
offer the last guy a deal, he cooperates with me and i dont turn him into charcoal. arch electricity between my hands as i say it.
(2) You try to look scary as you arc electricity between your hands, to scare the last crewmember into submission. It would look very intimidating indeed, if the man in question didn't react by lunging at you and trying to punch you in the face.
Stand ominously in the shadows somewhere near Cheetahr.
(3) There aren't a lot of shadows in the middle of a town square at 10 am, so finding shadows proves a bit problematic. Despite your best efforts you don't look all that ominous standing in the shadows of a nearby hot-dog cart.
"Okay, okay. I'll open it up and my crew will all remove ourselves from the vehicle. I expect the same courtesy from you then. All our supplies out of the truck and next to it. We can place the keys on the ground and trade that way if it will make you feel better."
(Continue trading peacefully)
(2+1=3) The lead thug is apparently as stupid as he looks, and as distrustful as he is stupid. He doesn't accept that deal, assuming that it is part of some elaborate plan to rip him off. The situation could very quickly turn hostile if your bad luck keeps up.
Enemy Actions (Heroes/Hostiles)Falcon punch!
(3) The cramped quarters inside the tank doesn't make it easy to fight, and his attempt at punching Diakron in the face fails.
Perform speedy cranial surgery on Zach.
(1+2=3) He doesn't get close enough to attack the demon, but he manages to keep up.
Allied/Neutral Actions (Villains/Civilians)Try to help
(2) They still refuse to listen to a woman, still insisting that she go back to the kitchen.
Run, Zach, Run!
(2) He does his best to get away from the angry god chasing him, but he can't run fast enough.
Smash puny humans!
(1) For some reason it suddenly just stops in its tracks, standing perfectly still and showing no signs of even being aware of the outside world. Perhaps all that rapid upgrading left a few holes in the programming that it needs to patch up.
These are the things you are looking for
(3+1=4) He finally tires of the thuggish way of the lead thug, and decides to give him a push in the right direction.
(1) But the wave of rather idiotic thoughts that flows into his mind overwhelms him, and it is only by shutting down the connection that he manages to save his poor brain from withering.
Look around
(4) They start exploring the base to get a feel for the layout.
Environment:
Time: 10:25
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.
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: Flooded underground space
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
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself'
Location: Near military building
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
Telepath: able to make a two way connection with the minds of others, has to make a roll to prevent being affected by their thoughts. Can make a one way connection to others, but suffers a -1 to doing so, if already connected in a two way connection gains a +1 bonus. Can make others do simple actions when connected to them, target gets +1 to avoidance roll, can focus to give target -1 to avoidance roll. He can also use his powers to locate people, +1 to doing so, can locate people through someone he has connected with.
Can connect to several people in rapid succession to give them simple orders: targets get a +2 to avoidance roll for the orders, has to roll to prevent being affected by their thoughts.
Mental alarm clock: can wake self from unconsciousness.
Paralyzing gaze: can paralyze one person as long as he looks them in the eyes, -1 to doing so.
'Bulletproof the Avenging Limb', mutated left leg: +1 against piercing and slashing damage to left leg. +1 strength in left leg.
Minor skill in connecting to others over large distances.
Minor skill in mechanics: no bonus yet
A pair of black-tinted sunglasses: prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
GPS: +1 to travel actions.
Prototype emergency broadcast system
Power amplification armband: +1 to all power use
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
Tell me if you find any errors.