Turn 114
I guess I'll head out and search for a gas station. I walk in with the M16 and rob the store of all its money. I also warn the clerk that if the police show up I'll blow up the entire block.
(2) You head inside to grab your gun, finding it exactly where you left it, and then go out in search of a gas station to rob, because petty crime is totally awesome. Well, it would be, could you actually find a gas station, which you can't.
Practice teleporting.
(5) You decide to practice a bit with your teleporting powers, and focus on learning how to teleport to places you can't see, by teleporting from outside the fortress to within it, and vice versa. At first it is damn near impossible, and you nearly end up stuck inside a few walls, but despite this you keep on training, eventually figuring out a good technique to make it easier. You try it a few times, and find that it works like a charm.
I'll go looking for people in the nearby streets. If I find any I'll try to learn their forms.
(5) You go out into the nearby streets, at first finding them strangely empty, but as you get further from the fortress you start seeing people move about, and start storing their appearances in your mind for later use. Through a bit of effort you manage to learn fifteen new forms, random civilians all.
*Pick up some first aid supplies from the hospital (legally). Keep searching for a cab to take us back to the junkyard.*
(5) You go inside and locate the hospital's shop, that carries everything from coffee mugs to actual useful things such as basic first aid equipment. Picking up a few medical packs and purchasing them, the man at the register even dropping 10% off the price, you then head outside. Once through the doors you find Rebecca waving happily at you, standing by the open door of a taxi, and you enter the cab with her, instructing the driver to take you to a location a few blocks away from the junkyard. The drive is uneventful, and you give the driver some money before exiting the car. A few minutes later you reach the fortress together with Rebecca.
I have the woman find the nearest other human to her. Then through her,I plunge into the mind of the new individual.
(2+1=3) You order your little puppet to find another human, and through her eyes you see her move about the dark streets, eventually finding a young couple out for a nighttime stroll. Once she has found them you try to connect with the other woman through her, but you find that you can't. Trying to 'jump' your powers through her doesn't seem possible, perhaps it is because of her own lack of psychic powers.
I shall pick up my new power amplifier, and use it to practice wallrunning, completely disregarding my inital thoughts on plans.
(2+1=3) You sprint over to the bag, grab a power amplification device, and see the whole world stop completely for an instant as you put it on. After the little power surge you head back to the central room to keep practicing your wall-running skills.
(1+1+1=3) But even with your newly increased powers you fail, gravity getting the better of you time and time again.
Gah, continue not getting eaten, continue weaponising the paralysis poison.
(5) You get some distance to her and focus on mutating the small tentacle into something actually useful,
(2) and mange to strengthen it and make it longer, but the poison gland is still not in place. You did learn a bit about how to use your powers though, and applying this knowledge should make future mutations easier. But for now you have to focus on keeping your distance to the rapidly approaching monster behind you.
I talk with the robot drone and make sure all of its protocols are programmed correctly. If they are not, I use my magnetic powers to forcefully restrain the bot and readjust its personality for complete and total obedience.
(1) You spend some time talking to the robot, trying to figure out if there is anything wrong with its programming and such. But even after fifty minutes of talking to it you only manage to find out that it refers to people as 'meatbags', and that seems to be the only attitude problem it has.
I'll return to my lab and visit the demon in my mind. After taunting him for a few minutes, I'll attack him with my mental energies, trying to use them to absorb him.
(2+1=3) You go back to your lab and sit down on the floor, entering a meditative trance and again walking in your subconscious. It doesn't take long for you to find the imprisoned demon, but once you have done so you hesitate, the only way to absorb it would be to let it loose, otherwise the prison you've built would prevent you from interacting with it.
I teach our drone to have some manners, then tell it to start building another drone. I practice TK on some buildings which are not close to the fortress.
(4+1=5) You watch Hades speak with the drone for a few minutes, but decide that he should be able to handle it on his own, and head out to find some buildings to destroy. You fly away from the fortress for a minute or so, gaining enough distance that your actions should not draw any immediate attention to your base, and then you let rip with your powers, aiming at the structural supports of the nearby buildings.
(5-1=4) But you can't seem to bring them down, the structures standing tall even under your assault, like an affront to your power.
Enemy Actions:Swim through sewage, eat Mutosis' face.
(2) She barely even manges to keep up with him.
Allied/Neutral Actions:Go with Blarney
She follows him back to the fortress
Bring power amplification devices inside
(1) He goes outside to look for the bag with the reward, but doesn't find it. After a few minutes of searching he seems to give up, and goes back to partrolling.
Keep patrolling
(1) He is getting tired of it, and it is doubtful that he would be able to even detect an elephant sneaking into the fortress.
...
(1) It speaks with Hades, but does nothing else for now.
Environment: A noise becomes apparent throughout the city, rhythmical pounding noises reverberating through the streets and alleys of the Big Apple, the sound of approaching helicopters. A good estimate is that are at the outskirts of the city, and will arrive within the hour.
Time: 03:35
LocationsA room, 10x10 meters large, housing a large amount of pipes and some tools for the maintenance of them
Previously a junkyard, now a large fortress, with 42 rooms. The only way in is through a pair of heavy doors, and it has battlements that let the people inside fire at potential invaders from relative safety, gives attackers a -2 to hitting people attacking from behind them. There is an arcane laboratory set up in one of the rooms, gives a +1 to arcane research done in it. There is a large central chamber. There is a bag with four power amplification devices lying outside of it.
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. Currently inside the fortress.
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. Barely any paint left on it. Currently parked outside the fortress.
A vintage car. Parked outside the fortress. Broken window
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: Outside the fortress
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.
Minor skill in mechanics: no bonus yet
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
Power amplification armband: +1 to all power use
Minor dark energy shield: +1 against piercing and cold damage.
In a two-way connection with a woman
Location: Outside the fortress.
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 1950 dollars in it.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing. (In fortress)
SWAT uniform. (In fortress)
MP5: can attack twice during one round, but suffers a -1 to hit. (In fortress)
SKS rifle: +1 to hit at long ranges. (In fortress)
Desert Eagle: +1 piercing damage.
Keys to FF4-mobile
Four basic medical kits: +1 to healing attempts
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 outside the fortress
Rebecca Mayers: she is in love with him.
Location: Outside the fortress
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
Exhausted: -1 power use
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 fortress.
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
Power amplification armband: +1 to all power use
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: Outside the fortress.
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.
Can curse the ground: unknown effect.
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
Power amplification armbands: +1 to all power use
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: Outside the fortress
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Genetic composer: +1 to mutation rolls
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.
Tentacle on right shoulder
Minor dark energy shield: +1 against piercing and cold damage.
Dislocated right shoulder: -1 to actions requiring use of that arm
Location: 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.
Somewhat persuasive: no bonus yet
M16: can attack twice during one turn, but suffers a -1 to hit
Power amplification armband: +1 to all power use
Minor dark energy shield: +1 against piercing and cold damage
Knows many people from his earlier career as a superhero. Including the Fantastic Four.
Mistaken as the son of wealthy businessman Justin Hammer by the staff at Mercy Hospital.
Location: Somewhere in Queens
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
15 Different civilians
Pistol
EMP weapon: can shut down or destroy electrical systems caught in the area of effect.
Power amplification armband: +1 to all power use
Location: Somewhere in Queens
Teleportation: Can teleport to any point within one mile. -1 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
Lots of construction material
A very large heavy-duty chainsaw: -1 to hit, +2 to damage, can ignore +1 of enemy armor
Chevrolet keys
Location: Fortress
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Location: Outside the fortress.
Red and black jumpsuit
Big gun: unknown effect
Location: In his room in the fortress
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 fortress, arcane laboratory
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 the sewers
Location: Outside the fortress
Tell me if you find any errors.