Turn 109
I attempt to heal the invisible woman's chest and head injuries and persuade her that I don't mean her any harm and that she needs my help to get out of here.
(6) You sit down next to her, saying that you don't mean to harm her, and that you will try to heal her injuries.
(6) Whatever you really intended to do, you quite obviously harm her, because she starts squirming and screaming in pain. Your powers rush beyond your control and you can see her start to change, even after you withdraw your hands. The flesh covering her head seems to withdraw, leaving her skull exposed, though it has changed into something barely recognizable as being human once. Her chest bursts in two, her internal organs being shunted downward as her upper torso is turned into a tentacled gaping maw. You slowly back away towards the door to get out of range of her maw-tentacles.
I shall set out and try to find a good place to hole up in in the junkyard. If one is not available, I'll start piling some junk up to make a sort of junk-cave.
(1) You run around in search of a good place to hole up, but there are no such places in the junkyard. So you set out to build a cave out of junk, but when you have excavated a small room the pile you are digging around in starts to vibrate,
(6+1=6) and you realize that it will cave in. What happens then you are not quite sure of yourself, but you are suddenly standing on the other side of the river, on Manhattan. You look back to see a trail of mist over the water, and realize that you must've run here so fast that you vaporized the top layer of water as you ran over it.
(3) Then a loud sound, like an explosion hits you, and shatters a few windows on the nearby buildings, and you realize that you actually broke the sound barrier.
I try to practice my martial arts skills on anything nearby, until 8:00 AM, where I shall go and purchase the clothing I had spoken of earlier.
(3) You start kicking and punching stuff, but don't learn anything you didn't know already, which is that punching stuff damages it. And the clothing store won't open for another nine and a half hours.
I start work on 5 more mech legs.
(1) You use your powers to pick up some debris from a pile, when suddenly something blasts out of the hole in the pile with enough speed that the air rushing past is enough to knock you backwards,
(1) you flop through the air rather uselessly, and land right on a sharp piece of metal sticking out of another pile.
(5+1-1=5) But thanks to the shadow shield given to you by Lucien you don't suffer any damage, the metal actually bending as you hit it.
I'll return to the two way connection,inform Rebecca I'm coming to pick her up,then find a parked vehicle somewhere nearby and hotwire it. If there is still time I go pick her up and drive back.
(1) You try to turn the connection back to a two way connection, but you realize that you don't actually know how to do that, never having done it before. You decide to just try connecting like normal, thinking that it will just terminate the previous connection, but you were wrong. Instead it creates a sort of strange surge between your two minds.
(1) You were completely unprepared for this, and clutch your head as the psychic pressure builds until you can contain it no longer, and you pass out.
I'll scout out the area around the junkyard, keeping a lookout for anything that might pose a threat to us and finding a good spot to view the city from.
(2) You look around, but find no threats other than the strangely large amount of precariously stacked piles of metal spread all over the place. And your efforts to find a spot where you could get a good view of the city fail as well, since to only buildings you can see that are tall enough are on Manhattan.
After leaving the van, I do some exploring of the junk yard, looking for anything of interest.
(5) You look around the junkyard, getting a pretty good picture of how it is structured, and in your search you also found a working car, half-buried under a pile of junk. When you have excavated it you find that it is an old 50's Chevrolet, red with white stripes. The keys are in the ignition, and when you turn them it actually starts. You really have no idea why anyone would throw it away.
I'll practice throwing fireballs at some distant object.
(1+1=2) You summon forth a few fireballs and toss them at different pieces of junk, and while this certainly is amusing it is not very good training, it's too easy!
I'll wake up and train my skills at using many small objects in a railgun-like fashion at the same time!
(3+1=4) You stretch and yawn loudly before leaving the van to train a bit. You have no trouble finding ammo, since you are surrounded by metal, and soon you are firing small metal pieces around you like a machine gun, tearing apart old cars and anything else you aim at. This is quite a neat trick.
*I'll continue to familiarize myself with the area in and around the junkyard and text Rebecca that I'll come to get her in a little bit if one of the others doesn't*
(close it with xoxo)
(6) You walk around, meticulously memorizing every inch of the junkyard, and you get a very good idea of how it is laid out, certainly giving you a home court advantage should someone attack. Though at the end of your little exploration you find something you would have preferred not to, the junkyard's guard dog, which barks angrily and leaps at you!
(5+1=6) But you casually sidestep its leap, flinging two knives at it as it passes by,
(3+1=4)(5+1=6) hitting it in the chest and the back of the neck,
(4-1=3)(4-1-1=2) puncturing its lung and severing its spinal cord. The dog falls to the ground, paralyzed, and soon stops breathing. You then pull out your cellphone, which you totally have had all this time, and send Rebecca a text message, telling her that you're coming to get her soon. You end the message with 'xoxoxoxoxoxoxo'
Enemy Actions:...
(5) She looks down at her body,
(6) screaming shrilly for a few minutes before turning to Mutosis, trying to get at him to hurt him very, very badly. Though her legs still don't work so she mostly flops around uselessly.
Allied/Neutral Actions:...
(3) Blarney gets a reply, in which she complains of a headache, and says that she hopes that he'll come soon. She ends the message with a ridiculous amount of these: <3
Listen to the radio
(3) Nitro still want to hear what they have to say about your little stunt back there, and after about half an hour of staring intently at the dashboard he pushes a button, turning on the radio.
Guard Lucien
(1) He walk around next to Lucien as the latter practices throwing around fireballs, but then he walks right into one of the precariously stacked piles of metal, which falls towards him,
landing right on his tail as he tries leaping away. He easily tosses aside the metal and rubs his tail bitterly, muttering something under his breath.
Environment: Quite unsurprisingly, there is a newscast about you on the radio.
“Good evening, I am Bill Francis with an extra newscast. Just an hour ago a group of superhuman terrorists assaulted the Four Freedoms Plaza in downtown Manhattan, bringing down two skyscrapers in the struggle. The remains of the Thing and the Human Torch were reportedly found in the remains of the building, but the whereabouts of the Invisible Woman and Mr. Fantastic is not known. A statement from the Chief of Police said that they were currently looking into the available clues, and that they were certain that those responsible will be found and brought to justice soon. We've unsuccessfully tried reaching SHIELD or the Department of Defense for a... Wait... Apparently the Secretary of Defense is making a statement now.”
For a few moments nothing is heard, and then comes the deep voice of a Caucasian man. “Good evening ladies and gentlemen of the press, we would like to thank you for being able to come on such short notice. I am sure that you've heard about the tragic attack in downtown Manhattan just an hour ago, the latest in a long row of superhuman terrorist actions in that area as of late, you might recall, among others, the assault on a police station in Queens, and the destruction of SHIELD's special containment building for superpowered criminals. In light of this recent increase in superhuman violence in the area we have come to the decision that the only way to ensure the safety of the public, and the capture of those responsible, is to enforce martial law in the whole greater tri-state area. Specially trained SHIELD officers will be dispatched along with the National Guard to make sure that these violent criminals do not harm anyone else. Thank you, and may God watch over us in these troubled times.”
Time: 22:35
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 mech leg here.
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.
A vintage car. 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
Rhetoric novice: +1 to convincing people of plausible things.
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: On Manhattan's eastern shore.
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 three-way connection with Rebecca
Unconscious
Mentally drained: -2 to all mental actions
Location: In the junkyard.
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
Knows the junkyard like his own pocket: +1 to moving around the junkyard, +1 to sneaking in the junkyard
Rebecca Mayers: she is in love with him.
Location: In the junkyard.
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 attack twice per turn, but suffers -1 to accuracy.
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
Deeply asleep: -1 to physical actions
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. +1 to using powers.
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.
Understands mechanics: no bonus yet.
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 junkyard.
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: gives +1 against piercing, blunt, slashing, fire, and cold damage when active.
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 junkyard.
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.
Chevrolet keys
Location: Junkyard
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.
Dexterous fingers: one more 5 for bonus.
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 junkyard.
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 junkyard.
Can create forcefields, and launch them at people.
Can turn invisible.
Fused together leg joints: Can't use legs at all
Sharp teeth: +1 piercing damage when biting.
Upper torso turned into a gaping maw: can swallow human sized targets whole
Tentacles: +1 to grappling
Ugly as fuck: Autofail any charisma action
Location: In a maintenance room in the sewers
Tell me if you find any errors.