Turn 121
Take a long nap. I deserve it
(2) You lie there in the mud, unconscious or asleep, its hard to tell, and dream of nothing in particular.
Hmm. Let's see what I can make with this fire. First, a simple rabbit. Then, some fireworks-type displays. Then, the phrases SOS, LOL, and ROFL. Then, to top it all off, a Chinese Dragon that will fly a mile inland, and explode with the force of a particularly powerful bomb.
(5+1=6) You make a rabbit in the sky with your fire, and then write some short messages, which all works out quite well. Then you feel like it is time for the grand finale, something intricate and complicated that will be absolutely dazzling. So you summon up all the strength you have within you, forcing the flames to take a serpentine shape, and suddenly a large dragon flies across the sky, probably scaring the crap out of everybody in town, except for Chinese people who will see it as a sign of good fortunes. When the fiery dragon has flown around for a little while you make it zoom inland and explode,
(2) and explode it does, quite violently, shattering windows in the general area and raining down balls of fire on the buildings, some of which catch on fire.
I go back and take the invisible woman to a room and try to grow her shoulder around a sturdy piece of furniture.
(5) Since she can't do much you just walk up to her and start dragging her by the arms around the sewers, looking for someplace to hide that isn't waist-deep in sewage. It doesn't take you all that long to find a satisfactory place, an almost identical room to the one you were in before, sans the bashed-down door. Now that you've found a good place to hide you put her down against a sturdy metal pipe and get to work on restraining her,
(5+1=6) and under your direction her shoulder starts to twist around the metal pipe, flesh tearing and mending again as you force her body to grow around it. Soon her entire right arm is intermingled with the pipe, to such a degree that you doubt it would be possible to separate the two.
I slowly take of the bandages and practice reflexively bending bullets back the way they came.
(2) You slowly remove the bandages, at first having to squint against the light, but soon getting back to the blur you had before your head was wrapped, which still doesn't let you see very much. Determined to learn how to send bullets flying back at the people who shot them you head out, trying to find someone willing to help you train this, but failing to locate anyone at all.
I will jump on the helicopters oversized ammunition as it speeds towards me, and use it to get high enough to jump into one of the helicopters cockpits. When there, I shall kill the pilot and ride the helicopter back to base, shooting enemies such as the other helicopter along the way.
(1+1+1=3) You run back to where you found the helicopters, but they're not there anymore, in fact you can't find any soldiers nearby, which strikes you as odd, where could they all have gone? Having no apparent answers on hand you just run around aimlessly in search of another helicopter, but find none.
I tell Alea to go outside and get Blarney and Zach out of the tentacle field,she probably has some experience with tentacles. 0P
I in the meanwhile scrounge up a camera.
(3) She smiles at you and says “Of course, master”, her voice like honey, though you suspect that there is a fair dose of poison in it too. Having ordered her what to do you get back to trying to find a camera, searching all throughout the fortress but finding none, though in retrospect you aren't sure why you thought there would be a camera here. If you want to find one you'll have to go out and find a store that sells them.
*Escape from the tentacle field in a (hopefully) impressive display of strength/agility.*
(2+1-1=2) You start twisting like crazy, trying to get free from the grasp of the tentacles. But no matter how much you try they just seem to grab on again, tenacious little buggers they are.
Bring Luke inside and borrow his map. Use it to see how far the fortress is from the more interesting parts of the city (museums, landmarks, etc.)
(4) You go outside and locate the unconscious Luke, lying next to a bank vault appeared out of nowhere, having decided to bring him inside. After dragging him inside you snatch up the map sticking out of one of his pockets and study it, getting a pretty good idea of how to get to the famous tourist spots in the city.
I ask Lucien to please find some way to make our facility outwardly nondescript or invisible, then begin creating a perfectly clean set of tunnels next to the sewers and have periodic exits into the sewers to allow access to the manholes. Additionally, I use a piece of sheet metal to map out the tunnel structure I am creating. After making these tunnels out to about a mile in all directions, I head back to the facility, and if Lucien hasn’t done anything yet, I take metal from the inside of some of the rooms and create a nondescript warehouse around our fortress.
(3+1+1=5) You ask Lucien to find a way to hide the fortress and then head down to the sewers, getting to work on creating a tunnel network that will make escape from the fortress more expedient. If it wasn't for your powers this work would surely have taken hours, but you manage to finish them in a mere five minutes, and even make a map of them on a thin piece of metal torn from the fortress.
I go to my lab and learn about making things invisible, then I try to apply it to the fortress.
(4) You head through your lab, scratching your head as you see that some things seem to have moved since you last were here, but deciding that you're probably just being paranoid, after all, there is no reason for anyone else to poke around in your lab. After quickly putting everything back in place you get to work on trying to find a way to make things invisible, and soon finding that encasing an eyelash in gum arabic and then using that to focus a magical field allows you to make things invisible, but only for a few minutes at a time.
Enemy Actions:Sue Smash!
(5-4=1) She would smash Mutosis, if she could move.
...
(6) Reaper's little display draws them like moths to the flame, and soon they have found the fortress. Helicopters are circling above it, but keeping at a safe distance. They seem to be waiting for something.
...
(5) Soon it becomes apparent what the helicopters were waiting for, as Iron Man himself arrives, landing outside the perimeter of the junkyard with a small thud. Though he seems to have done some modifications to his trademark armor, as a glowing blue mesh covers it. Only a few seconds after him come a speedster that would surely have something to say about Luke and Cheetahr's claims of being the fastest man on earth, Quicksilver. A minute or so later Bullseye and Spider Man arrive, and Iron Man steps forward, calling for your surrender and informing you that you have five minutes before they storm your hideout.
Allied/Neutral Actions:Buy stuff
(2) She is still wandering around, looking for a drug store. At least she isn't trapped in the fortress like the rest of you.
Blast away
(1) He starts laughing like a madman and points his large gun at a helicopter, only for nothing to happen when he presses the trigger. Quite annoyed he tries to figure out what is going on, looking down into the barrel and smacking the side of it, which is when it starts working again,
(6) and he jerks his head back with such force that he falls to the floor, barely in time to avoid the bolt of plasma that flies out of the weapon.
Break free
(4+1-1=4) He rips the interfering tentacles apart and runs inside, following Lucien.
Steal cars
(1) It silently sneaks up to an unwatched car, extending a tool to break in and steal it for its purposes, but as soon as it touches the car the alarm goes off and it hastily flies away.
...
(1) He is probably failing quite badly at what he is doing, perhaps he is even getting hurt,
(5) but through a stroke of luck he probably avoided that.
Get Zach and Blarney out of the tentacle field
(6) She laughs slightly at Blarneys wriggling form in the tentacle field, telling him that he's doing it wrong, and then getting to work on getting the tentacles to let go of him. After a little while it is done, and Blarney is free of their grasp.
Environment:
Time: 08:45
LocationsPreviously 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, and escape tunnels that go alongside 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.
A small room full of pipes, located in the sewers.
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
Rebecca Mayers: she is in love with him.
Location: Outside 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
Map of tunnel network: +1 to moving through escape tunnels
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
Medium damage to eyes: -2 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.
Invisibility spell: can turn one object invisible for a period of five minutes, giving -3 to all accuracy and spot rolls against this object.
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 small maintenance room, 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
Novice New Yorker: +1 to traveling to well-known landmark
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: Inside 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.
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.
Right arm grown around pipe: has to break pipe to move, cannot use right arm.
[spoiler=Relations:]
Location: In a small maintenance room, 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: Outside the fortress
Iron Man armor: grants flight, can fire concussion blasts, protective.
Location: Near the fortress
Location: Near the fortress
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Near the fortress
Tell me if you find any errors.