Turn 94
I notify the group of The Torch and Thing's locations, and suggest an alternate route: The bluff. The only thing we'd be known for is fighting some SHIELD and killing the Punisher, and since I once knew the heroes I might be able to convince them that we mean no harm.
OH, and I spend time trying to practice my convincing lying skills.
(3) You tell the others of your plan, and the location of The Human Torch and The Thing. You then spend some time trying to convince your comrades that you are in fact the illegitimate son of Captain America, but they are not buying it.
I try to grow a disabling poison gland on one of my claws(right ring finger), preferably one that makes people seem dead for a couple of days.
(6) You focus on mutating a finger on your right hand, but again it doesn't work right away so you pour more power into it,
(5) you see the skin of your finger turn a greenish purple, and you can feel something growing within it. You extend the claw to see what has happened, and a vile green liquid starts dripping from it, it smells somewhat like rotting flesh. You try to convince Nitro to help you test it, but he refuses, so you are forced to just assume that it worked like you wanted.
"I don't know. I was just walking around like normal, I tripped over something and woke up later with all this stuff, and the ability to be really fast. I came here to see if any of the Fantastic Four could explain what happened to me."
I'll try to bluff my way into a meeting with one or two of the Fantastic Four inside the building.
(1) You do your best to convince the man that you just woke up like this, and came to get help. But he obviously doesn't believe you.
I follow along with whatever plan is agreed upon for the strike against the Four.
(6) You decide to just go along with whatever plan the group has come up with, but you can't quite remember what it was. After a bit of consideration you think you remember, a direct assault on the Fantastic Four HQ, and decide to take you all there, since Blarney and Triolf seem to have trouble flying the helicopter.
(6+1=6) You extend your arms, and the helicopter suddenly stops in mid air, the metal shifting dangerously, and then fly it towards the Four Freedoms Plaza at breakneck speed. You put it down in a small park not far from the building. The shifting of the metal seems to have damaged the engine.
I make a TK shield that covers me but nothing else, I then jump out the heli and ignite the air around me and fly into the top floor of the tower, pretending to be The Human Torch.
(4) You create a telekinetic shield around yourself, and leap from the helicopter, flying towards the top floor of the Four Freedoms Plaza. You try to ignite the air around you, but you don't manage to do so. Still, you reach the top floor of the building without incident, and land on a balcony,
(3) you can see one man and one thing sitting in a couch and watching TV, but they seems to not have seen you yet. You recognize them as the Human Torch and the Thing.
I look all over the helicopter for parachutes.
(1) You run around looking for a parachute, but the helicopter suddenly stops,
(4) you fly through the air, but manage to land with a roll and avoid injury. You go to a window to see what happened, and see that the helicopter is flying very fast sideways, towards the Fantastic Four HQ.
I'll cast shield on myself and try to cast it on everyone else as well.
(4) You cast the shadow shield on yourself, and then go around the helicopter to cast it on your comrades as well. It works somewhat, but the shields covering them looks weaker than yours, probably because it is the first time you tried using it on someone else.
We'll land this thing so people can get out and get ready to assault the building. Since no one else has come up with a better plan I'm still intending to go ahead with our little distraction.
(1) You try to help Triolf land the helicopter, but whatever you do you can't control it, someone else must be doing something to take control away from you. You don't approve of this of course, and try pushing every button possible to see if that gives back control of the helicopter to you.
(2) It doesn't, but you manage to dump a fuel tank.
(GM) Land helicopter
(1) You don't fare any better than Blarney in taking control of the helicopter, but at least you had the presence of mind to not start pressing buttons wildly, instead you try prying open the control panel to try to reroute something,
(4) but you fail.
(GM) Get drunk.
(2) The bartender is starting to get tired of you and your little gang, he firmly tells you that you won't get any more alcohol unless you pay for what you've already drunk, and that's final.
Enemy Actions:No enemies present.
Allied/Neutral Actions:...
No one can see what she is doing.
Drink!
(2) They don't get any more alcohol either.
Go with the flow.
(2) He sits around, feeling slightly useless.
Force Cheetahr to leave
(6) Suddenly his arms extend in an impossible way, trying to grab Cheetahr,
(2+1=3) and he gets a hold of Cheetahr's left leg. He then opens the front doors, throws Cheetahr outside, and locks the doors.
Environment:
Time: 20:30
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.
A small park near the Four Freedoms plaza.
Living quarters, contains most things one would find in a normal home, and some you wouldn't.
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. Damaged engine. Landed in a park near the Four Freedoms Plaza.
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: Outside 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.
Minor dark energy shield: +1 against piercing and cold damage.
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.
Minor dark energy shield: +1 against piercing and cold 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.
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.
Minor dark energy shield: +1 against piercing and cold damage
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.
Minor dark energy shield: +1 against piercing and cold damage.
Location: In the Four Freedoms Plaza, top floor.
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
Minor dark energy shield: +1 against piercing and cold damage
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
Dark energy shield: +1 against piercing, blunt, slashing, fire, and cold damage.
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.
Poison gland in right ring finger: unknown effect. -1 charisma due to the vile smell.
Minor dark energy shield: +1 against piercing and cold damage.
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
Minor dark energy shield: +1 against piercing and cold damage
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, reception.
Location: In the Four Freedoms Plaza, top floor.
Location: In the Four Freedoms Plaza, top floor.
Tell me if you find any errors. Also, the next turn might be a combat turn, depending on what some people choose to do. Plan your actions accordingly.