Turn 107
"I must admit. That was pretty awesome"
I practice my teleporting skills by teleporting something (non-vital) without teleporting myself.
(4) You start looking around for something unimportant to teleport away, but Cheetahr's incessant tapping on your shoulder makes it hard to focus. Eventually you lose you patience with him, and decide to teach him a lesson, obviously you can't teleport him out of the car, no matter how annoying he is you are on the same team, but then you spot his stash of energy drink.
(5) You find it quite easy to focus your teleportational powers on something else, and soon the cans disappear in a bright flash of light, and you smirk at Cheetahr, who looks quite angry.
I try to two way connect with Rebecca,wherever she might be.
(4) You reach out with your mind, trying to find Rebecca. You brush up against hundreds of people's minds, getting a small drop of their thoughts every time, though it doesn't affect you noticeably. Finally you find the person you were looking for and plunge into her mind,
(4) and have little trouble ignoring the rush of thoughts trying to force their way into yours.
I'll work on trying to improve my abilities however I can.
(5) You finally manage to turn back into your own form, and with a few moments of observation also learn the forms of all the people in the car. You also spend some time meditating on how you could use your powers to assume forms that noticeably different from your own, and make some headway.
To train my super speed, I will start tapping Luke on the shoulder while he's not looking.
(1) You start tapping Luke on the shoulder at super speed, but since you are the only one sitting next to him it doesn't take much for him to figure out who is doing it. Your energy drink disappears with a sudden flash, and you are certain that Luke is responible.
I will continue with my previous action.
(6) You flip the Invisible Woman over, so that she faces the ground and can't see you, and then drag her by her feet out of the shop and into a back alley. With relative ease you find a sewer hatch and pull her along with you down into it, and then search through the strangely spacious sewer for a hidden room where you can get to work. After a few minutes of walking through the foul smelling sewers you find a door labeled 'Gas Pipe Maintenance' and enter it, finding yourself in a room about 10x10 meters large, full of various things probably used to ensure the safe and clean use of the gas pipes running through the sewers.
(6) Somehow her head injuries haven't been made any worse by the dragging, but there might be an issue with infection, you did drag her through sewage when she had open wounds after all.
I follow along in the vehicle to the junk yard, fending off pursuers if necessary.
(1) You actually feel rather tired, not having properly slept in a while and having used your powers quite a lot, so despite your best efforts to avoid it you nod off.
I look out the window and practice TK on cars.
(6+1=6) As the van drives along you destroy every car along the way, lifting them into the air and crushing them, or simply tossing them into the closest building.
(1) Eventually your powers start to get out of your control, and you find it very hard to direct where the cars are thrown. Suddenly an SUV gets launched straight at the van,
(3) and Blarney only just manages to avoid getting hit head on, getting the paint completely scratched off one side. You manage to bring your powers under control again, and decide to stop practicing for now.
*Drive cautiously towards the destination junkyard, doing my best to avoid pursuit*
(5) With some truly masterful stealthy driving you manage to get all the way to the junkyard, and the only misfortune you suffer on the way is almost getting crushed by a flying SUV. You managed to slip past the cops by largely keeping to smaller roads, and it is doubtful that they managed to tracj you here.
Oh. I guess I'll just sit and wait. Look out the window.
(4) You look out the window during the ride, wondering idly who is tossing cars around.
I fly off, following the Fantasti-mobile. Hopefully, people will think I'm just the Torch.
(5) You soon get the hang of the whole flying thing, and follow the van as it drives towards the junkyard. You get quite worried several times as you see the flashing blue lights of cop cars coming close to it, but every time the van manages to sneak into another road, avoiding notice. You decide to join them in the junkyard, and fly down to land.
Enemy Actions:Kill Mutosis
(3) She seems far too occupied trying to avoid drowning in the sewage to actually attack him.
Allied/Neutral Actions:...
Nothing more from her.
Ride along
He doesn't do much, just sits there.
Ride along
He also just sits there, not having much to do.
Environment: From his elevated position Reaper saw that most of the town seemed to be lit up by flashing lights, heading towards the Four Freedoms Plaza, or what's left of it anyways.
Time: 21:30
LocationsA room, 10x10 meters large, housing a large amount of pipes and some tools for the maintenance of them
A large amount of junk gathered in one place, located in Queens. There is one fourth of a mech leg here, built by Xen a long time ago.
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. It has a spike deployer for dealing with pursuing cars, a grappling hook, and a cannon that fires an adhesive to stop people. Right side has suffered cosmetic damage. Currently parked in the junkyard.
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 FF4-Mobile.
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.
Prototype emergency broadcast system
Minor dark energy shield: +1 against piercing and cold damage.
In a two-way connection with Rebecca
Location: In the FF4-mobile.
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
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 FF4-Mobile.
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
Asleep
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. One more 5 for power increase.
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
100 feet of electrical wire
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.
Small telekinetic charge built up.
Location: In the FF4-Mobile
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.
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Location: In the FF4-Mobile.
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.
Metal foil wrapped around head
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 a maintenance room in the 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. One more 5 for increase.
Flyer: +1 to using powers 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
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Location: Junkyard
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered. Two more 5's for power increase.
Scary Black man
The Thing
Cheetahr
Mr. Roosts
Blarney
Jim “Hades” Ferse
Xen
Lucien
Mutosis
Luke “Flash Point” Prowler
Pistol
EMP weapon: can shut down or destroy electrical systems caught in the area of effect.
Location: In the FF4-Mobile
Teleportation: Can teleport to any point within one mile. -2 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.
Black leather coat
Khaki pants
Blue shirt that says “Fastest Thing Alive”
Pistol
Laser pistol: Laser damage, +1 to hit
25 cents
Location: In the FF-4 Mobile
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: Mercy Hospital
Red and black jumpsuit
Big gun: unknown effect
Location: In the FF4-Mobile.
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 FF4-Mobile.
Can create forcefields, and launch them at people.
Can turn invisible.
Badly damaged left shin: -2 to actions involving use of that leg.
Smashed face: -1 to charisma
Unknown amount of damage to head
Poisoned: Paralyzed upper body
Fused together leg joints: Can't use legs at all
Location: In a maintenance room in the sewers
Tell me if you find any errors.