Turn 120
I focus on my newly acquired fire powers, and try to make them as focused as I can by firing through Lucien's shield. Maybe I'll show off a bit, make a random series of, say, three letters to light up the night sky as brightly as possible.
(3+1=4) You focus on the fire proverbially raging within you, loudly yelling 'Flame on!' to call it forth, the flames wreathing your form, though somehow not burning your clothes. You then take a few moments to charge up a blast of fire in your fist, before unleashing it at the shield as a concentrated beam of fire, its roar like that of a dragon of ancient myth.
(4) At first it smashes into the shield, breaking apart like waves upon the shore,
(5/5) so you force more power into it, a raging inferno shooting straight up at the shield, akin to a tornado of fire, but still the shield holds.
(4/3) At last the fire breaks through, shooting up towards the brightening sky like fireworks, and you celebrate this victory by twisting the fire into letters and shapes.
Head up to the battlements, ready to fire on anything that shouldn't be trying to get in
(6) Gun in hand you rush up to the battlements, readying yourself for combat, though what happens next takes you by surprise, a plume of fire shoots up from the ground, sending a blast of superheated air towards you.
(5) As soon as you saw the fire you leap behind the battlements, just in time to avoid the rush of hot air. When things cool down a little you peek over the edge to see that Reaper was the one responsible, and make a mental note to remember this the next time he asks you for a favor. Though at least you found a good position to defend the fortress from.
I'll find something vaguely hostile looking and fire at it 3 times with my shotgun.
(1) You rush off, blasting past Reaper and Lucien on the way out, you need to find some knucklehead to give a shotgun sandvich to, and you are unlikely to find one near the fortress. You run for a few minutes, because you might as well try to not draw attention to the general area of the fortress, and due to your speed a few minutes is enough to go to the other side of town. After a brief search you encounter not one, but two knuckleheads, though you wish that you hadn't, because said knuckleheads happen to be attack helicopters, the symbol of SHIELD painted on the side.
(1) For some reason they decide to not try to make you give yourself up, and just fire right away, previous experiences perhaps?
(1+1+1=3) You blast off again, though a ricochet catches you in the arm before you can fully get away,
(2+1=3) causing some minor damage, but nothing that a real man can't just walk off.
Judging on how long it would take to open the vault door, I might not even need to shut off the alarm. Simply teleport in and grab as much loot before they open it. Also, hold my breath, just in case it might be an air tight vault.
(6+1=7) Deciding that you don't need to deactivate the freaking alarms, you're the fastest man on earth after all, you just pop into the vault, intent on filching as much as you can. At first you held your breath, not sure if the vault was airtight or not, but it is actually air conditioned, probably so the rich old men who go here to gawk at their treasures don't have to sweat. Then you fall over, in a state of blissful mania at the riches before you, not only is there fifty or so secure storage boxes, but a small supply of gold bars, small being relative, there is at least a few hundred pounds worth of gold here. This causes you a dilemma, of course, since you can't carry all that shiny, shiny gold, and yet you cannot bring yourself to even think about leaving any here. There is only one possible solution, you'll have to take the entire vault. You focus like you've never focused before, powered by greed, reaching out to envelop the entire vault in the teleportation field, and trying to make it appear outside the fortress.
(3+1=4) You become aware of a strange feeling, as if you're weightless, you float up a bit towards the roof, the entire vault brought along for the ride. Then it hits the ground,
(5) and only a bit of quick thinking and creative use of your powers prevent you from smashing your face right into the steel floor. After that little snag is dealt with you teleport out, finding that the vault is halfway embedded in the mud outside the fortress, and you reach your hands towards the heavens, crying out your victory for all to hear. Then you fall over and pass out from the mental stress of such extreme power use.
I head back to the abandoned room and try to improvise some restraints.
(1) You start jogging back towards the room you were in before, thinking that it is the best place to detain your mad creation. It doesn't take you long to realize something though, you have absolutely no idea which way it is, you've been running around down here for hours, loosing all sense of direction. So you pick a random way and keep running, making sure to keep away from the monster behind you.
I slowly try to wake up then I go over to the drone and tell it to retrieved the components from cars and such things.
(4) You open your eyes, only to find darkness, and after briefly panicking and thinking that you've gone blind you feel the bandages wrapped around your head, which calms you down. It proves quite hard to find the drone without eyesight, but you don't want to remove the bandages as that might cause more damage to your eyes, so you are forced to follow the sound of a metallic voice asking 'meatbags' where it can find parts. Finally it approaches you, asking the same thing, and you tell it to scavenge parts from cars and such. It doesn't speak any more, simply flying off to get to work.
I experiment with Lucien's various crap in his room,just because.
(5) Seeing Lucien go back to his room only to leave a few seconds later you decide to see what he has in there, and sneak in. It looks very much like a stereotypical evil wizard's laboratory, there is even a perpetual gloom in it, and a lot of interesting things to mess with. You start pouring together stuff, and rubbing various glowing instruments against each other randomly, hoping to at least accomplish something interesting.
(6) And something interesting you accomplish, as you rub two rune-covered orbs against each other a beautiful tone rings out, like honey to the ears, and you do it a few more times, transfixed by the sound. Then a female voice speaks out behind you, “There's no need to keep doing that, you know, I'm here already.”
You quickly turn around to face this stranger, finding before you the most attractive woman you've ever seen, nude except for a swirly black mist covering her privates, though the horns and slightly glowing red eyes tell you that there is something wrong about her. You mumble forth some semi-articulate sounds, her beauty hypnotizing, and she laughs, a shiver runs down your spine, though you are unsure if it is the cruelty apparent in the laugh, or the almost palpable pleasure gripping your body.
“You called me, I suppose you have a reason for it?” she asks, obviously suggesting something, but finally you manage to get thinking back to the head your face is on, and you politely but determinedly say no to that, deciding that you'd rather not bump uglies with a demonic temptress.
She is obviously slightly disappointed, “Oh, anything else then?”
Thinking for a moment you get a good idea, and tell her that you want her to be your servant, that should really tick off Lucien.
A smile crosses her lips, something about it brings a chill down your spine, “Of course, master,” she coos. She informs you that her name is Alea, which seems strangely short and simple compared to those of the demons Lucien has summoned.
Tell the drone to look for cars and engines. Tell Zach to keep on the lookout for SHIELD agents. Go put on my robe, I feel naked. Practice lightning spells that can be cast from inside the shield.
(6) You quickly head inside to put on your old robes, feeling quite naked without them, and then go back outside, having decided that Reaper is onto something with firing through the shield at the outside world. You start weaving the threads of magic into lighting, soon holding a ball of it, a bright crackling ball of magical electricity. Then you launch it at the shield,
(5) which seems to absorb it, starting to shine brightly, lightning arcing across its surface. Quite surprised by this you toss a small rock at it to see if anything about it has changed, as soon as the rock touches the shield it is struck by a bolt of lighting, being incinerated almost immediately. You make a mental note not to touch it, ever.
I stealthily head back to HQ and put on an amp. Then I open an entrance to the sewers in a central defensible position that could be well-defended inside the fortress(most likely at a hallway intersection). From there, I explore the sewers, keeping clean while mapping out a transit network we could use to stealthily traverse the city without getting caught.
(3+1=4) You keep low as you fly back towards the fortress,
(3) and after seeing a plume of fire shoot into the sky, approximately where the fortress should be, you speed up. After getting there, noticing the new and improved shield, and the large bank vault embedded in the earth outside, you snatch up one of the power amplifiers, barely managing to keep your powers from tearing down everything around you. You then head inside and get to work on creating an emergency exit into the sewers, doing so quite quickly and with little trouble.
*Sighs as he looks at the empty first aid kit.
'Mind going to get some more supplies Rebecca? Better go civilian first. Give me a text if you run into trouble.'*
*I'll practice my agility. (Acrobatic dodging through tentacle fields)*
(1) You ask Rebecca to go out and get some more medical supplies, giving her some money to do so. After sending her out you go to the tentacle field growing outside the fortress, deciding that they will make a good tool to practice agility. It doesn't take you long to regret that decision though, because soon you are grabbed by the pesky little things and pulled to the ground, unable to get loose.
Enemy Actions:Hunt
(2-1=1) She finally collapses into a paralyzed heap, the poison having done its work.
Do shieldy stuff
(6) They converge around the place where Cheetahr ran into the helicopters, assuming that this must be the next place the villains will attack, since one of them was here not long ago. Somehow they manage to miss the large plume of fire flying into the sky.
Allied/Neutral Actions:Go get peelz
(2) She heads out, trying to find some place to stock up on medical supplies.
Lock and load
(3) Not sure how else to prepare he simply sits down on the battlements.
Get Blarney
(1) He wades into the tentacle field to help Blarney get out, but soon finds himself bogged down as well.
Scavenge parts from nearby cars
(2) It can't find any nearby cars, so it flies off in search of some.
...
(2) He is probably still doing something, but you have the feeling that he isn't doing quite so well anymore.
Environment:
Time: 08:40
b]Locations[/b]
Previously a junkyard, now a large fortress, with 42 rooms, surrounded by tendrils of pure darkness that tries to grab anything moving through them, -1 to moving through tendrils. 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 two power amplification devices lying outside of it. There is a shield that prevents all movement from outside to inside or vice versa, currently active, there are two doors in the shield. Shield imbued with magical lighting, anyone making contact with it must make a roll to dodge or take +2 electrical damage. There is an emergency exit into the sewers.
A lavishly 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
A bank vault torn from its resting place by Luke. It contains 250 pounds of gold, and fifty secure storage boxes. It is currently outside the fortress.
Status:
Super Speed: +2 to speed, +1 to dodge, can attack however many times he want during a turn, but suffers a -1 to hit for every attack after the second.
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.
A power amplification armband: +1 to speed, +1 to dodge
One fired bullet
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Minor damage to left arm
Luke “Flash Point” Prowler: Nemesis
Location: New York
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
Minor dark energy shield: +1 against piercing and cold damage.
Location: Inside 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
Basic Healing skills: +1 to healing simple external wounds
A set of throwing knives.
A plastic bag with 1750 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
Three 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
Tied down: -1 to all physical actions
Rebecca Mayers: she is in love with him.
Location: Inside the fortress
Magnetism: Can manipulate and create magnetic forces. One more 5 for power increase.
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.
Power amplification armband: +1 to power use
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: Near the Brooklyn Bridge
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: +1 accuracy with firearms
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
Pistol
Tentacle legs: +1 kick damage. +1 to attack rolls involving grappling of target. -1 charisma
Light burns on front of body
Damaged tentacles: no effect
Broken left arm: no effect
Head wrapped with bandages: cannot see, -3 accuracy
Mild pain: no effect
Location: Inside 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: Lost 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
Familiar with the interior layout of the fortress: +1 to moving to a place inside the fortress, +1 to sneaking inside the fortress.
Knows many people from his earlier career as a superhero. Including the now deceased 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. One more 5 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
Soldier
Novice marksman: one more 5 for bonus
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: On the battlements of 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
Minor damage to leg
Unknown damage to left arm
Left arm encased in chunk of wall: Can't use left arm
Unconscious: -2 to all power use
Location: Outside the fortress
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Tosser: +1 to hit when throwing
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: On the battlements
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.
Tied down: -1 to all physical actions
Location: Outside the fortress
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
Paralyzed: -4 to all physical actions.
[spoiler=Relations:]
Location: In the sewers
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself
Location: Outside the fortress
Ex-soldier: +1 to hit with firearms
Thinks the group is actually SHIELD agents working undercover
Location: Near the Avengers HQ
Black mist covering her privates
Location: In the fortress, arcane laboratory
Tell me if you find any errors.