Turn 116
Explain to the colonel that everything he's about to hear is extremely confidential: I'm working with a team of "elite" soldiers under the codename Project: AMP-MAN, which stands for Amplified Meta-Powers-Manufactured Artificially with Nanotechnology. The band on my wrist gives me the powers of the Human Torch--I demonstrate by grabbing and lighting a cigar--and the others have powers of their own. We've been in the city undercover investigating whatever was behind the murder of Ben Grimm and Johnny Storm, and the disappearances of Reed Richards and Sue Storm. We've set up shop in strange building that appeared during the explosion in a nearby junkyard. I then explain I am lost, and see if I can get his help to escort me back.
Once we get going, I keep a super-ear out in all direction that even vaguely resembles SHIELD chatter, and make sure we stay well away from it as subtly as we can.
On the off chance we get to the fortress within the hour, I shout for Lucien to open a hole in the shield for us to get in, then bring him inside and have him wait in the lobby while I explain to the others the situation, and that we need to brainwash him. If we attack, he might get away; but he could be of use to us as a slave, especially one that doesn't know he's a slave.
(6) You tell your little lie to the man, who believes it lacking any evidence to the contrary, and just to make yourself extra believable you grab a cigar and channel some of your firepowers into it,
(2) causing it to explode into a fireball, setting fire to a nearby stand of cigars.
(3) And also getting some fire on your hand,
(4) which luckily just causes minor blisters. After running off to grab a fire extinguisher to put out the blaze you and the man can finally get going, he starts jogging back in the direction that he thinks the junkyard to be in, and you follow, keeping a sharp ear out for any SHIELD people that could cause problems.
(5) But you are lucky enough to not encounter any, despite actually hearing them marching around, and more worryingly you also heard the rumble of something that you can only assume is a tank. It takes a while, but you finally reach the fortress, only to find a strange bubble surrounding it, preventing entry. It seems like magic, so you start yelling for Lucien to open a hole in it for you, and he comes outside, managing to create a small entrance that you slip in through. You then ask the man to wait there while you go and explain the situation to your teammates.
I attempt to flash telepathy the couple and have them begin running to the fortress. Then try,try to disconnect.
(2+1=3) You try to order the two people to get to the fortress, connecting to them in rapid succession and depositing the order, but they don't even seem mildly inclined to follow it. They simply walk off, casting a dark look at the strange woman staring madly at them. And your further attempts to disconnect from the woman meet only with bitter failure.
Teleport out, and go sight-seeing. Maybe find a map.
(5+1=6) You disappear in a small flash of light, appearing on the street next to the fortress. You then start rapidly jumping around in search of a map,
(1) but instead you come face-to-face with a squad of soldiers, who draw their weapons and order you to get down.
(5) But you act quickly, teleporting away before they can do anything. You didn't exactly have time to decide where to go, so you simply teleported to some random place in view, which upon closer examination turns out to be the top of the Empire State Building. From up here you have a good view of much of the city, and the hundreds of helicopters swarming over it. Getting an idea you teleport inside, quickly finding a gift shop, and loot it for a map.
Using my power amplifier and my already considerable super speeds, I attempt to make myself think and move fast enough that everybody else is moving in really slow motion.
(2+1+1=4) Satisfied with your newly learned skill you decide to try to speed up your thought process, focusing on channeling all your speed into the brain. After quite a lot of time of futile attempts at this you realize something, you already do this all the time, it comes with the powers.
Shift into the most unsuspicious-looking civilian form I have and head back to the fortress while keeping an eye out for enemies.
(5+1=6) You shift into the most innocent-looking little boy you've ever seen, and go back towards the fortress.
(2) But on the way you run into a soldier, who seems quite surprised to see a child out so late, especially considering the last day's events. He grabs your shoulder to stop you, and kneel down to come face-to-face with your little form, “Hey, kid, what're you doing out so late? Shouldn't you be home?”
You open your mouth to protest, but he gets back up, “Now where do you live? I'll take you home.”
(3) You don't come up with a good answer, not really sure exactly where you are, so you decide to take a chance and simply point at some random house. He starts walking towards it, firmly holding your shoulder, and then pushes you inside the door with a stern warning to not go out alone at night.
(3) He waits around for about ten minutes before another soldier joins him and they walk off, giving you a chance to slip out and head back to the fortress.
I change into civilian clothes (which I was wearing underneath my robes the whole time) and try to make a door in the shield somewhere openable from inside. Let CJ in if he gets here.
(3+1=4) You remove your robes, revealing a pair of jeans and a t-shirt, and then get to work on trying to make a door in the shield to allow your comrades entrance. It doesn't take long for you to create a small hole in it to allow Reaper and his new friend entrance, but making a permanent door seems to be much trickier, as soon as you stop focusing on keeping it open it simply disappears, as if it was never there.
I will do the run away and build a tentacle thing again, but I will seriously consider doing something else if it still doesn't work this time...
(5) You reach a relatively dry area, and manage to get a good distance away from the freak chasing you, so you take a moment to stop to try and complete your little project.
(3+1=4) The tentacle starts trashing madly, growing to be about five feet in length, and a spike grows out of the tip of it, a bulge near the base of the spike hinting at a poison sac.
I tell the drone to just run a self diagnostic and extrapolate the data from there.
I then practice TKing atoms to form new shapes.
(6+1=6) You order the drone to just check itself to get the schematics. You then move to a quiet area near the fortress to practice atomic manipulation, starting with something simple; Moving them around one at a time. You think it works, but you can't actually see what you are doing, so you aren't entirely sure. Satisfied that you've mastered this the first of challenges you decide to do something a little bit more advanced, putting together hydrogen atoms. You create a small bubble of telekinetic energy, and begin removing all atoms that aren't hydrogen from within it, which takes some effort but works quite well. Now that you've got a bubble of hydrogen gas you begin working, trying to fuse together two of them.
(3) You aren't entirely sure what happened, but suddenly a bright flash is all you can see, and a loud bang is heard,
(6) and you blindly blast off in a random direction, hoping to get away from whatever bad thing is happening, but being unable to see and quite shocked makes you unable to maintain flight for long,
(1) and you smack into something, breaking several bones and falling unconscious.
*Continues to train dodging/agility with Rebecca inside the fortress.*
"How about we take the FF4 mobile out to ambush some of the helicoptors. Dispatch the operatives and take their gear for resale on the black market?"
(4) You give a suggestion to your comrades about how you could earn some money, and then get back to training with Rebecca. But she isn't doing very well, her girlish throws being too weak to really train you at all, and probably not her either.
I attempt to build a teleporter by manipulating metals on hand with my powers.
(2+1+1=4) You go into an unused room and start reshaping the metal, creating an intricate machine meant to pierce the very fabric of reality to allow you instantaneous travel from one place to another. And it might have even worked, if you actually had anything else to build it with other than scrap metal.
Enemy Actions:Charge!
(3) The sudden mutation of her foe makes her uncertain about attacking, and she holds off for now, but still stalks him.
...
(3) The town is swarming with SHIELD operatives, and this time they are dressed to kill, or armed to anyways. So far they seem to have missed the fortress, but they are slowly closing the noose.
Allied/Neutral Actions:Train throwing
(2) She manages a few weak throws, but nowhere near as good as before.
Guard fortress
(4) Seeing a bright flash he readies his gun to take on any attackers, though none come.
Guard master
(5) Orders be damned, he isn't going to just sit around any longer, so he walks out to near where Lucien is working and start keeping watch to make sure that his master is safe.
Run self diagnostic to figure out own schematics
(2) It hovers there, trying to run a program that doesn't exist. After confirming that it is unable to do this it gets to working on creating a program that will let it do so.
Examine surroundings
(4) He looks around a bit, but doesn't stray far from where Reaper left him.
Environment: The group can't help but notice the very bright flash near the fortress, and the fifty feet diameter area that was turned into glass.
Time: 05:35
b]Locations[/b]
A 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 power source for the shield there. There is a bag with three power amplification devices lying outside of it. There is a shield that prevents all movement from outside to inside or vice versa, currently active.
A lvaishly furnished room, with chairs, tables, a bed, and several other furnishings. There is a scale replica of Michaelangelo's David here, but its face is that of Hades.
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.
Can run on walls
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.
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 locate people through someone he has connected with.
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
Purse, contents: keys, makeup, wallet
Minor dark energy shield: +1 against piercing and cold damage.
In a two-way connection with a woman
Stuck in the woman's body
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.
SWAT uniform. (In fortress)
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
Four basic medical kits: +1 to healing attempts
Power amplification armband: +1 to dodge and hit, +1 to luck rolls
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.
Carpenter of metal: no bonus yet
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 chainswords.
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 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.
Atomic manipulator: 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
Tentacle legs: +1 kick damage. +1 to attack rolls involving grappling of target. -1 charisma
Medium burns on front of body
Broken left leg: -1 to all actions with that leg
Broken left arm: -1 to all actions with that arm
Unconscious
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, with poison gland: causes paralysis of the affected areas, +1 to hit in melee
Dislocated right shoulder: -1 to actions requiring use of that arm
Badly damaged torso
Light bleeding from back
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.
Believed to be a SHIELD operative by John Richardson, owner of a small corner store in Queens.
Location: Fortress
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
Little boy
14 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
Broken nose
Currently in the form of the little boy
Location: Outside the fortress
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
Map: +1 to traveling to a general area of the city
Location: Empire State Building
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: one more 5 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
Ex-soldier: +1 to hit with firearms
Thinks the group is actually SHIELD agents working undercover
Location: Fortress
Tell me if you find any errors.