Turn 96
For my action, if Nitro fails, I attempt to shoot a hole through the doors if they are glass, or a window if they aren't. If Nitro succeeded, I instead run in and fire a clip destroying everything valuable, shouting "How ya been, Richards?!" while chasing after him with Cheetahr.
(3) You back off from the doors and cover your ears in anticipation of the blast. Nitro walks up to the doors and promptly explodes, blasting them across the foyer. You rush in and start shooting wildly at everything in sight while screaming at Richards, who isn't anywhere to be seen and doesn't respond in any obvious way.
I stand back and let Nitro attempt to blow the doors. If he succeeds, I charge in shouting "Look at me!" I'll run up the stairs and cause as much chaos as possible on the way up.
If he dosen't succeed, I try to break down the door.
(1) You follow Reaper's example and back off from the doors, but unfortunately you didn't back off far enough,
(4+1=5) and only by virtue of your incredible speed did you escape unharmed. You dust yourself off and enter the building, but can see nothing of apparent interest.
I get some distance from the doors, look for an open window, climb to a window(open if possible), enter the building via said window, and scratch anyone I encounter with my right ring finger claw, the mystery toxin, and see what effect it has. Or as much of that as I have time for.
(6) You take a running leap while extending your claws, and grab onto the side of the building. You start climbing the side, looking for an entrance,
(1) but suddenly the window you are holding onto starts to crack, and you have to smash through it to avoid falling to your death.
(4) you suffer no damage from the pieces of razor sharp glass, despite falling flat on your stomach on them. You rise to your feet, and look up to see a rather surprised blond woman looking at you.
(4) You recognize her as The Invisible Woman. Having heard of her and what powers she has you decide to be proactive and attack before she has a chance to do the same to you,
(3) and rush her,
(4) but she erects some sort of forcefield, blocking your way.
I also wait for Nitro's door work then head inside,I also mentally probe around for the invisible woman.
(5) You walk trough the blasted doors, and stop to search for the Invisible Woman with you mental powers. It doesn't take too long, she stands out clearly among the many others in the area, she is on the fifth floor. While you searched for her you also discovered that Mutosis is very close to where she is.
I try again.
(3) You again try to rip the Torch's eyes out of his head,
(3) this time your aim is not as good as last time, but you still managed to hit your mark,
(6) he screams slightly louder, but overall it seems to just have made him angry.
I ask the demon to tell me about itself while we walk towards the front door.
(5) You question the demon about its abilities and other things you might find interesting while you walk towards the front doors of the Four Freedom Plaza. You find out a lot about it, including the fact that it is named Zachazatorzzzano, you decide to call him 'Zach' instead, it being easier to pronounce. He doesn't seem to mind very much, and you reach the foyer without incident.
I look around the lab for anything useful or weaponizable.
(1) You start searching for anything you could use as a weapon, but find Mr. Fantastic instead. He looks angry.
I'll try to pop my arm back in and head inside with the others assuming Nitro makes an opening.
(4) You pop your arm back into place, grunting slightly, and then run off to help your comrades. Most of them are gathered in the foyer, so you wait there to coordinate an attack with them.
(GM) Teleport in with Zieg.
(3) Two men suddenly appear outside the front doors, seemingly out of nowhere. One of them, wearing a black coat and a shirt that says 'Fastest Thing Alive', something that greatly upsets Cheetahr, steps towards you and speaks: “Hey, Magneto sent us to help,” he then looks at Triolf, “You're Triolf, right? Magneto said he needed your help. Take this, it'll lead you to him,” He throws Triolf a GPS, who runs off to see what Magneto wants.
My action is to go through my mind and look for any shapes that survived the time in SHIELD's prison.
(6) You greet the people Magneto sent you to help, and then resume focusing on trying to remember any of the forms you had before SHIELD got you. You remember one, then two, and then the appearance of everyone you saw during the prison break appear before your mind's eye,
(2) it is quite a lot to absorb, and you can only remember the first one. A muscled black man with gang tattoos and some scars on his face, and it sure looks more threatening than your normal form.
Enemy Actions:Attack Hades.
(2) He looks like he can't quite decide if he wants to attack or try to make Hades surrender instead.
Flame on!
(5) He loudly yells 'Flame on!' and almost sets the carpet on fire. He then starts looking around for whoever has been trying to attack him,
(3) and notices someone sitting outside the window.
Investigate
(1) He hears Torch yell in pain, and flame on, but he is still convinced that it is a joke, deciding to start eating his sandwich in the kitchen where he can have some peace and quiet.
Blast Mutosis with force bolt.
(3) She creates a small bolt of force and launches it towards Mutosis,
(2) but it misses, flying through the broken window behind him and killing a poor defenseless pigeon instead.
Allied/Neutral Actions:...
No one can see what she id doing.
Blow up doors.
(5) He walks up to the doors, and vaporises as a large explosion is released from his body, he reforms after a few minutes, and shakes his head, “That always gives me a headache.”
Wait for orders.
(1) It stands beside Lucien, waiting for him to tell it what to do.
Environment:
Time: 20:40
LocationsA tall skyscraper. The doors and widows are reinforced. The top floors are a living area. A rather sizable hole is torn in one side, near the middle.
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.
Filled with many marvels of science and strange thingamajobs.
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: In the Four Freedoms Plaza building, foyer.
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. He can also use his powers to locate people, +1 to doing so.
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.
In a one-way connection with The Thing.
Location: In the Four Freedoms Plaza, foyer.
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 Four Freedoms Plaza, foyer.
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 theFour Freedoms Plaza, science section.
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.
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.
Dark mage: +2 to simple spells. +1 to medium spells.
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 Four Freedoms Plaza, foyer.
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 Four Freedoms Plaza, fifth floor.
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
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: In the Four Freedoms Plaza, foyer.
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Location: Outside the Four Freedoms Plaza
Teleportation: Can teleport to any point within one mile. -2 to teleporting to places he cannot see.
Black leather coat
Khaki pants
Blue shirt that says “Fastest Thing Alive”
Pistol
Location: Outside the Four Freedoms Plaza
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: ?
Location: In the helicopter.
Blue jumpsuit
White labcoat
Location: In the Four Freedoms Plaza, science section.
Location: In the Four Freedoms Plaza, top floor.
Strong: +2 strength
Tough: +2 against all physical damage.
Location: In the Four Freedoms Plaza, top floor.
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
Location: In the Four Freedoms Plaza, foyer.
Can create forcefields, and launch them at people.
Can turn invisible.
Location: In the the Four Freedoms Plaza, fifth floor.
Tell me if you find any errors.