Turn 142
I leave my new friends to go about and extort money from stores while I check out the new place.
(2) You tell your newly gathered followers to go out and spread the word that you will prevent bad things from happening to shops and their owners, for a nominal fee. Then you turn to leave when suddenly some sort of goo strikes you in the face, blinding you and causing you to trip on a loose cobblestone. As soon as you hit the ground you feel more of the goo being smeared over you, and you start violently trying to get it off and strike whoever is putting it on you when you suddenly realize that it is jelly, blueberry flavored jelly. This makes no sense whatsoever, and now you are not only angry because whoever threw it at you threw it at you, but also because they didn't include peanut butter.
*Grits teeth and complies with the dim-witted hechman in order to finish this whole trade thing.*
(3) It seems that the only way to get this trade over with is to shut up and let the stupid thugs do their thing, so that is what you do. The lead thug slowly opens the doors to the back of the van, slowly makes sure that nothing fishy is hidden inside, and then slowly begins to count the gold. After a few minutes he seems sufficiently pleased with the amount of gold. He asks for the keys to the van, holding out the keys to the truck in exchange.
Generally help the Collosus and suggest that we set up a facility to produce a robotic army.
(4) You start running towards the colossus, your attempt to catch up to it made much easier by the fact that it has stopped. Though for obvious reasons of distance between your mouth and whatever it uses as ears communication is slightly more difficult, and it takes you a few tries to get its attention. It bows down low to get closer to you, making you feel somewhat small and insignificant, and you present your plan to set up a facility to produce a robotic army. The colossus seems to at least consider it before getting back to generally crushing everything in its path to wherever it is going, and you decide to help it fight off the army.
(1) But your attempted attacks miss completely, only killing an innocent payphone.
put.......... JELLY on this hot god
(3) You are awestruck by Cheetahr's performance, you feel like the apostles must have felt when they first listened to Jesus, he is like a literal god. So you decide to put jelly on him, for some reason that only your rather twisted mind can fathom. With a simple motion some jelly is summoned forth from the netherworld, blueberry jelly, which you then scoop into your arms and charge at Cheetahr with. After wrestling him to the ground you start summoning forth more, smearing it all over him. For some reason he seems quite angry.
Wait for briefing, while reading the Batman comic I've kept on my person.
(3) You pull out a comic book about a completely ordinary man, who is a multi-billionaire businessman by day and a bat-themed vigilante by night. Where you've hidden it so long you're not quite sure, but you still enjoy the gritty and realistic portrayal of the life of the normal vigilante immensely. But you are forced to shift your attention to something far less entertaining when a soldier enters the room with a small stack of papers for you to sign, which you'll have to do before they'll tell you anything. With no other choice you get to work, each flourish with the pen putting a signature on a paper, ink flowing like blood and soaking into the surface at the dotted lines.
Continue watching the surroundings, hoping these negotiations will end soon so we can get out of here.
(3) Finally the thugs seem to trust you enough to start with the actual trade, which means that you should be able to get out of there soon enough. And there are no signs of hostile incursions, which doesn't necessarily mean that there are none. Your suspicion that there are ninjas hiding in the shadows only grows stronger.
Eradicate him!
(5) The man's audacity in trying to sucker-punch you while you negotiated with him infuriates you greatly, and you decide that there must be vengeance. Electricity starts to crackle from your closed fist as you draw it back, within mere seconds the force contained within has built to the level of a lighting bolt, ready to be unleashed at the man.
(1) The speed of the punch is such that it is impossible for him to dodge it, and it strikes him straight in the face like the hammer of Thor.
(2-1-1=1) For a moment the world seems to disappear in a bright flash of white, when the light recedes there is no sign of the man, not even a single speck of dust remaining of him.
Lie to the guards that I was actually sent by some (made up) organization to test them. Then tell them for the second part of the test that they need to head for the barracks to grab a package that I hid.
Or if that doesn't work, just shoot them.
(4) Without missing a beat you crack a wide smile and drop out of your ready pose, “I'm agent Flash of SHIELD. I was sent here to test your readiness and you passed with flying colors. Great job everyone!”
(5) The man in front of you stops, looking somewhat confused for a few moments. Then he smiles back at you, apparently having bought into the ruse, and shouting something to his comrades about who is the greater soldier, though using words that are somewhat more vulgar. You go on to explain that the second part of the readiness test is to locate a package hidden somewhere among the barracks, they have ten minutes and it is shaped like the black boxes you find in airplanes, which means that it is actually orange. Most of them run off to do that, only one or two staying behind to guard the prisoners. You are the man now, dog.
I will attempt to enhance my hearing.
(6) Somewhat annoyed by your ongoing failures in locating any subjects to experiment on you decide to try to enhance yourself, and what better to start with than something that will also help you locate test subjects in the future, hearing?
(3+1=4) You focus really hard on your ear, trying to see its internal structure so you can change it. At first not much seems to happen, but then you notice that the drops of water falling from the roof are growing louder and louder. The sweet taste of success is made all the much sweeter by breaking a long string of failures, and you take a few moments to just listen to the loud dripping noises.
Anyways, I drill upwards in my sealed container, aiming for the sewers, since any air is better than no air. (And the sewers are made of metal, so I can aim!)
(5+1+1=6) Being trapped in a small underground space with little available air isn't exactly what you would call fun, so you head upwards, aiming for a collection of metal above your head that you assume is the sewers. So when you instead emerge into the waters of the river you are justifiably surprised, somehow you must have lost your way when digging underground and ended up too close to the bottom. And the mass of metal must be a ship on the surface above. Not wanting to tip everyone off to your location you sneak your hastily assembled transport closer to the surface and extend a tube above the water to breathe through, giving you all the time in the world to plan your next move.
Enemy Actions (Heroes/Hostiles)Kill the demon
(2+2=4) A dumpster makes excellent impromptu ammunition to stop the demon with,
(1+1=2) and Zach is unable to dodge it as he does not see it in time.
(1) The heavy container of refuse strikes him hard, fracturing several ribs and breaking both his legs, making a getaway all but impossible. The god of war unceremoniously walks up to him and severs his head with a single blow from the axe, the demon's corpse turning to dust a few seconds later.
Allied/Neutral Actions (Villains/Civilians)Keep quiet
(3) She just stands there, staring at the thugs.
Destroy
(5) It is just as destructive as one would expect a five story tall robot made from tanks to be, apparently having dealt with whatever issue plagued it a few minutes previous.
(4) The military seems to lack anything to take it down with, instead opting for a tactical retreat. It seems rather disappointed about not getting to smash anything.
Do nothing
(…) He does nothing, just standing there and waiting for the deal to be done with.
Clean up
(2) They really should get started on cleaning out the various debris littering the base, but they don't feel like it right now.
Extort
(6) The run off to the nearest store, smash the crap out of it, and then imply that if the owner doesn't want that to happen again then he should probably pay Cheetahr for protection. As subtle as a sledgehammer to the groin they are.
Environment:
Time: 10:30
LocationsThere is no sign of the fortress anymore.
A small underground fortress. There is a large entrance chamber, five smaller rooms and one vehicle bay. Ventilated and set up with electrical wiring.
An abandoned military base. Mostly unexplored.
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: River
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.
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
Superhuman hearing: +1 to listening rolls, -1 to dodge and damage against all sonic based attacks.
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
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
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Broken ribs: -1 stamina
Location: In a military base in Central Park
Can manipulate electricity: +1 to using powers at close range
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
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
Cheetahr: Leader
Twelve bikers: members
Ten thugs of various backgrounds: members
Location: Kentucky, in the town of Grayson
Tell me if you find any errors.