Turn 93
I suggest we form a plan, most likely involving landing on the top of the tower, and spend the rest of the time attempting to gain the ability to fine-tune my hearing, to hear only what I want to hear in a given situation.
(5) You spend some time learning how to direct your enhanced hearing in a given direction, or turning it off entirely when you don't need it. It works quite well you notice, and you practice using it to listen in on the Fantastic Four. They seem to all be in the tower, and only the Thing and the Human Torch are near the top floors at the moment.
I extend my claws(I figure that they might give me a chance to stop myself from falling when the helicopter blows up.) and grumble something about owing Magneto for breaking me out of prison but thinking that this looks like a bad idea while trying to grow a disabling poison gland on one of my claws, preferably one that makes people seem dead for a couple of days.
(5) You extend your climbing claws again, then you spend some time trying to create a poison gland in your right thumb.
(2) It takes you an hour, and the poison is not very potent, only causing a mild numbness in the victim, as evidenced by the test you managed to convince Nitro to help you with.
If people agree, I shall start a distraction at the reinforced doors, obviously trying to break into them or something. I'll act like a villains comic relief sidekick.
If not, I attempt to reunite myself with the team and continue with their general goal (killing dudes, stealing stuff, breaking doors)
(1) You decide to find the others, strength in numbers and all that jazz, and run off. You only make it a few dozen yards though, because some careless person has littered the street with bottles, and you trip on one of them.
(1) Through either fate or extreme bad luck your speed carries you through the air, and straight at the doors of the Fantastic Four HQ.
(6-1=5) Luckily they aren't locked, and you fly through them without suffering any damage, sliding to a stop in the large foyer. A man wearing a blue jumpsuit and a white labcoat runs up to you, “Hey, are you alright? Here let me help you,” he says, and gets you to your feet. “Who are you anyways? And how did you come flying in here?” he seems suspicious of you.
*Lands the chopper in a nearby park or open area (or warehouse roof if that's closer) and then promptly finds a parachute*
(1-1=1) You try to bring the chopper in for landing, but something goes horribly wrong and the helicopter starts spinning on its own, spiraling towards the ground. You try everything you can think of, but you just can't get it straightened out.
Unless somehow Blarney fails to land the chopper,I get out.
Irregardless of Blarney's results at landing,I shove a entire pack of Marlboros into my mouth.
(3) You wait for the helicopter to land, but in the meantime you pull out a pack of Marlboros, and shove them all in your mouth. You seem to have dropped your lighter though, and have to spend some time looking for it, but finally you find it, and get to light up the ridiculous amount of cigarettes currently occupying your mouth, you take one big drag on all of them, and sit down to enjoy the feeling.
Borat and his gang tries to sweet-talk the bartender to get free drinks. And if that doesn´t work they just run away.
(5) You do some real smooth talking, and backed up by your gang you manage to convince the bartender that you have enough money to pay for more drinks, and he continues serving them to you.
(3) The world starts turning slightly around you, but not severely enough to stop you from drinking more.
I'll just follow the group.
(1) You are thrown against a wall by the helicopter's violent maneuvering,
(6) you manage to summon forth your shadow shield before you hit the wall, and harmlessly bounce off it.
(6) The helicopter suffers no damage.
I see if I can tweak Bob's personality so that he is no longer a psychopath with a need to kill people with my powers.
(5) You manage to pry open the side of the helmet where the AI is housed, and do some modifications to it, returning Bob to his old cheery self. When you put it back on he speaks to you, “Oh, it is nice to finally be back! Though I feel like punching someone, which is quite odd, since I don't have any arms. Oh well, let the adventures continue!”
I start tearing down buildings with my TK.
(2) You don't come close to creating enough force to tear a building apart, though you do tear some roof tiles of a few buildings.
(GM) Help Blarney fly the helicopter.
(5) You see that Blarney has trouble maneuvering the helicopter, and throw him aside to fix it. With some fancy maneuvers you manage to stabilize it and prevent a probably fatal crash.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she is doing.
Go along with Borat's plan.
(5) They help Borat convince the bartender to let them keep drinking, and then keep drinking.
(1) They go straight for the vodka, and soon they look very much under the weather, like they are barely able to stand.
Follow the group.
(2) He helps Mutosis with an 'experiment', not knowing what it is, and has to spend an hour walking the numbness off. He'll probably think twice about helping Mutosis with something like that again.
Environment:
Time: 19:30
LocationsA tall skyscraper. The doors and widows are reinforced. The top floors are a living area.
A large room, all the walls are marble-clad. There is a reception desk and some elevators, but no stairs.
The air in the dimly lit room is thick with smoke from cigarettes and other things one may smoke, the bar itself is quite dirty. At the tables there are many people playing cards or drinking, or both, and all of them are wearing some combination of leather and jeans, the barkeep is a fat sweaty man wearing a dirty white tank top, greasy stains cover the front of it.
Vehicles and other stuff:In space. It allows you to hack into almost any communications device. Connected to a communications satellite.
A large armored shell around a large chassis.(+3 against piercing, slashing, bludgeoning and +1 against electricity.
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. Piloted by: Blarney
Status:
Super Speed: +1 to speed, +1 to dodge.
Double-Jumper: can do one extra jump in mid-air.
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
Somewhat rhetorical: no bonus yet.
A pair of reinforced running shoes.
500 dollars.
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.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Location: In the Four Freedoms Plaza building.
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
Amateur 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. A few more 5's for power increase.
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.
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.
Location: In the helicopter.
Lucky: +1 to hit, +1 to luck-based rolls.
Agile: +1 to agility-based actions. One more 5 to 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.
A set of throwing knives.
A plastic bag with 2650 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.
Rebecca Mayers: she is in love with him.
Location: In the helicopter.
Magnetism: Can manipulate and create magnetic forces.
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 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.
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. Makes the user roll against randomly attacking any non-ally in the vicinity.
Blueprints for antigravity generator: +2 to building it if the correct components are gathered.
400 pounds of sheet metal. (Left in junkyard)
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 chainsword.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Sergei Dragovich: former associate, owes him a favor, dislikes you.
Location: In the helicopter.
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.
Mediocre telekinetic: +1 to moving objects that are the size of a normal car or smaller.
Bullet bender: minor experience in curving bullets. One more 5 for bonus.
Twelve grenades of unknown effect.
Location: In the helicopter.
Bones in legs covered with metal: +1 against blunt damage to the legs.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Houdini-Wannabe: no bonus yet
Somewhat scary: one more 5 for bonus
Location: In the helicopter..
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: +1 against piercing, blunt, slashing, fire, and cold damage.
Dabbling magician: +1 to simple spells. One more 5 needed for skill upgrade.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Rifle
Moderate burns on face and chest.
Bruised
Location: In the helicopter.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
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.
Location: In the helicopter.
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.
M16: can attack twice during one turn, but suffers a -1 to hit
Location: In the helicopter.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Somewhat persuasive: More 5's needed for bonus.
Slightly drunk: -1 intelligence, -1 agility.
Location: In the Hog's Head Bar.
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.
M16: can attack twice during one round, but suffers a -1 to hit.
50 dollars
Desert Eagle: +1 piercing damage.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Severe chest injuries
Location: ?
Very drunk: -2 to all mental actions. -1 to all physical actions.
Location: In the Hog's Head Bar, with Lord Borat.
There are four of them.
Location: In the helicopter.
Blue jumpsuit
White labcoat
Location: In the Four Freedoms Plaza building.
Tell me if you find any errors.