Turn 100
I get out my pistol and shoot two bullets point blank into The Things head.
(1) You pull out your pistol and put it to the Thing's head, and then pull the trigger. It clicks, you must've gotten a bad bullet.
(2+1=3) You only just manage to avoid a sudden left hook from the Thing.
I'll head for the top floor and if the Thing is still alive I'll try to learn to take on his form.
(6) You run up to the top floor and kick down the door leading from the stairwell into the living quarters, you immediately spot the Thing and get an idea. You stare intently at him, trying to change your shape, and you can feel yourself growing taller, and your skin taking on a rubbery quality as it emulates the look of the Thing. The result is quite convincing, but it also feels strange somehow, and after a bit of experimentation you realize that you are stuck in this form!
I say to Ben "I'm sorry, but doing this will save lives. I'm in a better position to help than you'll ever be."
I then fire a stream of fire from each hand at him.
(2) You deliver your line, and then point both your hands at him and focus on unleashing a surge of fire to cook him alive. You manage to produce a small puff of fire, but it doesn't even reach him, it seems that this whole fire manipulating thing is harder than Torch made it seem.
I grin nastily and let out a chuckle of morbid satisfaction. Zach and I head up the staircase and listen for sounds of battle.
(6) You let forth a truly horrific laughter at the fate Mr. Fantastic has suffered,
(2) and you can feel something moving within your mind, that same feeling that overtook you when you attacked the guard back in the prison, but it soon disappears. You tell Zach to follow you and then head to the top floor, through the kicked-down door you can see your friends fighting the Thing.
I fly to where mutosis is an ask him to do something about these legs. Preferebly something cool like inverse knee joints (like birds) or racheting spring loaded legs (like fleas) so I can kick people really hard.
(5) You jump down the side of the building and use your powers to glide around it, looking for Mutosis. You spot him through the large tear in the wall left by Hades, and fly in. You hover over to him, not wanting to damage your legs further, and ask him to help you 'fix' them. You are quite convincing, and he agrees to help you, even though he thinks this might not be the best time to do it.
I hit the invisible woman with another dose of poison.
If Xen makes it I offer to help but suggest that this might not be the best time...
(2) You are distracted by Xen, who asks you to fix his legs. You agree, thinking that Invisible Woman isn't likely to go anywhere fast, and get to work.
(6) At first Xen chuckles slightly from the tickling feeling in his legs, then he stops as it starts getting slightly uncomfortable, and then he starts screaming in pain as it becomes downright torturous. His broken legs twist and bend, reshaping themselves under your direction, and eventually you step back to look at your handiwork. His legs are not legs anymore, but rather a writhing mass of fleshy tentacles, bony spikes protruding from the tips of them.
After the verification of Mr. Fantastic's death, I use the heap of bloody metal as a shield as I crash through floors to the floor on which the Thing resides.
(3+1=4) You tear away the metal from the sludge that was previously Mr. Fantastic and shape it into a pointed shield above your head. You then try to fly upwards, through the floor above,
(1) and tear through the building like it was paper. You soon smash into the living area, and take a few moments to take in the scene before you.
(1) You feel the building sway slightly, and faint creaking sounds can be heard throughout it.
I enhance the mental imagery of The Thing to the point where he isn't even aware of his surroundings,even as everyone attacks him.
(2) You try to bombard the Thing's mind with mental imagery, but he is too focused on the task of pummeling your friends for you to affect him.
*Bending down over the invisible womans prone figure I'll whisper in her ear.*
"It's better this way."
Then I'll finish her off with one of my throwing daggers before heading down outside to comandeer a get-away vehicle.
(3) You whisper into her ear, getting no response from the unconscious woman, and then try to stab her in the heart with one of your throwing daggers.
(3) It sinks into her chest, but you miss the heart, and she is still breathing. You are slightly angered by this and head down to the foyer to find a getaway vehicle,
(5+1=6) and you find an armored van, with a large '4' painted on the side. Probably something built by Reed. You get in, and rummage for the keys, and holy shit! They are right there. You then stop an look at the inside, quite confused at the jetfighter-like controls, you can't even find where the key is supposed to go.
I search for some kind of weapon, then head up to top level.
(4) You look around a bit,
(5) and find some kind of laser pistol in a small locker. You grab it and take the stairs to the top, no need to rub it in people's faces that you are most definitely the fastest person in the world, even though it is completely true. You arrive at the battle up top in time to see Thing charge Reaper.
Enemy Actions:Thing angry! Thing smash puny man!
(4+2=6) Seeing Reaper fire a small bout of flame at him reminds him of Johnny, and pisses him off beyond description. He bullrushes Reaper,
(2) who can't get out of the way in time.
(5) But he manages to grab onto Thing's arm, and swing onto his back just before Thing smashes into the wall,
(6-1=5) knocking down a painting.
Use the force!
(2) She is still unconscious.
Allied/Neutral Actions:...
She is doing something, you just know it. But you can't see her, so you don't know what.
Be helpful!
(6) He rushes up the stairs, packing his new big friggin gun, and soon reaches the battlefield. He spots thing, quickly takes aim, and fires!
(1) Unfortunately he is a rather lousy shot, and the greenish-blue plasma bolt goes flying out trough a window.
Zach the Ripper!
(5+1=6) Upon seeing Thing he howls something you assume is a genuine hellish battlecry, and leaps at his target.
(3-1=2) Thing only manages to turn around, and the demon grabs onto his chest and starts clawing,
(6-1-1+2=6) but fails to do any real damage.
Environment:
Time: 21:00
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. It is getting rather unstable (-1 to all damage rolls)
A large room, all the walls are marble-clad. There is a reception desk and some elevators, but no stairs.
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. There is a hole in the floor.
Completely trashed. There's a hole in the ceiling
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.
Armored van: +2 against slashing, piercing, bludgeoning and fire damage. Quite advanced: -1 to driving it if you haven't done it before.
Status:
Super Speed: +1 to speed, +1 to dodge. One more 5 for bonus.
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.
Luke “Flash Point” Prowler: Nemesis
Location: In the Four Freedoms Plaza building, living quarters.
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, top floor.
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.
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.
Keys to FF4-mobile
Minor dark energy shield: +1 against piercing and cold damage
Rebecca Mayers: she is in love with him.
Location: In the Four Freedoms Plaza, parking lot.
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, top floor.
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.
11 adhesive grenades: releases a sticky goo upon explosion
Minor dark energy shield: +1 against piercing and cold damage.
Tentacle legs: +1 kick damage. +1 to attack rolls involving grappling of target. -1 charisma.
Location: In the Four Freedoms Plaza, science section.
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, top floor.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Novice geneticist: One more 5 for bonus.
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: causes paralysis of affected areas. -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.
Can create and control fire, can also use this to fly.
M16: can attack twice during one turn, but suffers a -1 to hit
Minor dark energy shield: +1 against piercing and cold damage
Minor concussion: -1 agility
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: In the Four Freedoms Plaza, top floor.
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Has taken the form of The Thing, and is stuck in it.
Location: Inside the Four Freedoms Plaza, top floor.
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
Laser pistol: Laser damage, +1 to hit
Location: In the Four Freedoms Plaza, fifth floor
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: ?
Red and black jumpsuit
Big gun: unknown effect
Location: In the Four Freedoms Plaza, secret safe.
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
Dark energy shield: +1 against piercing, slashing, blunt, fire and cold damage.
Location: In the Four Freedoms Plaza, top floor.
Can create forcefields, and launch them at people.
Can turn invisible.
Badly damaged left shin: -2 to actions involving use of that leg.
Medium bleeding
Smashed face: -1 to charisma
Unknown amount of damage to head
Unconscious
Poisoned: Paralyzed face and neck
Location: In the the Four Freedoms Plaza, fifth floor.
Tell me if you find any errors.