Turn 124
Mr. Roost's head explodes.
(6) It is a strange feeling to be connected to so many people at once, almost as if you are a part of a much greater network of minds, though it is by no means pleasant. An apt way to describe it would be like trying to force a whole watermelon into your mouth, there is no way that it will fit without breaking something, just like all the thoughts won't fit into your head without breaking something. A very powerful surge is building within your head, and you can't make it go away, you can't help but feel like a balloon being inflated too much, helplessly waiting to pop.
(5) But you manage to control it, keeping the psionic pressure inside,
(4) which doesn't harm you, yet.
I go batshit insane in anger, and use all my free energy (I save some to fly away in case of crazy things occurring that force me away) and create as close to an actual tidal wave of fire as I can, and engulf the entire fortress.
(5+1-1=5) Your eyes are set alight by the same raging fire burning within your soul, anger directed at your enemies, and the recent injury only makes the anger grow. Channeling all your power into your functional arm you begin amassing fire, and as you pour more and more energy into the attack a blazing ball of fire, like a small sun, burst out around you. With a great roar you let go of the fire, blasting it forward with the force of an exploding bomb, right at the fortress.
(5) Your roar rises in intensity as you pour even more power into the attack, guiding it like a huge wave of fire to crash down on top of the fortress.
(1-1=1) The weakened shield is brushed aside before your fiery rage, leaving the fortress exposed, and the fire surges in, even reaching the inside of the fortress.
(...) Roosts manages to get down behind a pile of rubble, which mostly shields him from the raging fire,
(5-1=4) and what few embers manage to get to him do no damage. Blarney gets down on the ground, and despite being out in the open he somehow emerges unharmed from the fire,
(5-1=4) though his pants came uncomfortably close to catching on fire. Hades manages to create a metallic shell around himself in time to avoid the fire, and the small amount of heat that gets through is mostly absorbed by his armor. Xen uses the last bit of his power to create a psionic bubble around himself, escaping the fire but falling unconscious from the effort.
Lucien tries to put up a shield, but fails to react fast enough. Just as it seems that he will be consumed by the fiery wave he is knocked to the ground by Zach, who uses his own body to shield his master,
(3-1+1=3) and he gets burnt, though the shield around him protects him from getting seriously injured.
Zieg had rushed out to fire at Reaper, and can only gape in horror as the massive wall of fire bears down on him,
(5-1-1=3) and his unprotected self is burnt, though all things considered he is lucky that he did not suffer far worse.
Alea is likewise stunned by the fire, and can't seem to move to avoid it.
(3-1-1=1) She is much less fortunate than Zieg,
(1) because when the fire has passed there is no sign that she was ever there, her body having been reduced to a fine ash.
(3-1) Luke gets burnt, but even this doesn't wake him up.
(5-1=4)The fortress remains mostly unharmed by the fire, though it briefly glows from the heating of the metal.
Just wake up, it's not brain surgery
(2) You get the very distinct feeling that not being awake is more pleasant right now, so you stay unconscious.
Rebuild Sue's head.
(6) You get to work on rebuilding her head, taking your chance while she is too busy arguing with herself to pay much heed to you.
(6+1=6) The bone that makes up her face begins to recede, and skin again covers it, her blond hair grows back, and within minutes you haven't just made her face as it was before, but actually made her even more beautiful. You briefly consider opening a plastic surgery clinic, but decide that being a villain is more pleasing work. Though there is a nagging feeling in the back of your head that there is something wrong, that you made an unintended modification, but you can't seem to figure out what it could be.
Keep firing on Reaper
(6) Just as you rush out to attack Reaper a wall of fire rushes down towards you, and only by pure luck do you emerge relatively unscathed from it, and then raise your weapon to shoot the person responsible for it.
(1) But you don't even come close to hitting him, instead almost hitting yourself as the bullet falls down again.
I'll pick a direction and keep running until I get out of the corn field, and then I try to scout my surroundings.
(5) You blast off through the field, corn flying every which way in your wake, and within long you have reached a small gas station on a long stretch of road. Outside is a map, which shows that the road is Route 64, and you are right between the borders of Kentucky and West Virginia. You also notice that the gas station is open, and there are no other customers here.
Go into the chamber which the shield gem is stored in, maybe it still has some mild protective properties, I then try to heal my skin.
(4-1=3) You manage to wake from unconsciousness to drag yourself into the chamber where the shield's energy source used to be, but around the pedestal where it was there is now only fine fragments of the gem it was constructed of.
(2) Staying awake is getting hard, your vision blackening slightly, and it is only by pure will that you manage to stay alive.
I generate many finely crafted metal phalli and beat the enemies to death with them.
(5) Angered by Reaper's traitorous behavior you tear the temporary metal shield into small slivers of metal,
(5+1+1+1=6) and to add insult to injury you make them in the shape of phalli, achieving a level of detail that is slightly disconcerting. You then launch this swarm of phalli at the enemies, intent on beating them to death,
(...) Reaper does his best to avoid the barrage of metallic genitals, but a few still strike him,
(2-1=1) shattering his right knee. Iron Man is also struck,
(5+2=6) but your attack fails to get through his armor. Quicksilver and Bullseye both dodge your attack, though they do seem a little freaked out by the weapons you are using.
*Shouting out to the Avengers nearby*
"Reaper's one of them! HE killed the Human torch, where else do you think he got his powers from? It was he that Masterminded the operation to steal powers from other heroes!"
(6+1=6) After the fire has died down, and you somehow emerge unharmed, you yell at Iron Man, who seems to be the leader of the enemy squad, that Reaper is actually the one behind all the killings you've done.
(2+1=3) It is hard to tell if he believes you or not, but he does seem a little more suspicious of Reaper.
I'll help Xen into the fortress if necessary and do... something... about his wounds.
(4+1=5) You manage to locate Xen in the large central chamber, and apply your magic to try and help him. The kind of magic you wield was never intended to help people, just harm them, but still his flesh starts to mend, and his broken bones knit themselves together. But still your magic was never intended to help people, it changes him, the dark energies infecting his body even as they heal it, and he emerges from the process quite unlike what he was at the beginning, his skin pitch black, and his eyes glowing slightly red.
Enemy Actions:Break free
(1+2=3) The pipes holding her in place start to buckle and bend for no apparent reason, though they still hold.
Attack Hades
(5) He flies straight at Hades, and when he is close enough he releases two repulsion blasts from his palms,
(2) but Hades manages to dodge to the side, and the blasts slam into the ground instead, creating a pair of small craters.
Attack Blarney
(3) He briefly considers attacking Blarney, but since he seems to be trying to negotiate or something he doesn't, if the enemy surrenders their job will be much easier after all.
Web Hades
(4) He fires some web at Hades, seeing him as the largest threat in the enemy team,
(4) and he manages to hit his hands, tying them down so he can't move them,
(5) but the extra strength granted him by his armor allows Hades to easily break the web.
Attack Zieg
(3) He throws a shuriken at Zieg,
(4+3=6) hitting his leg,
(4-2=2) and tearing apart a bit of muscle.
Allied/Neutral Actions:Get back to fortress
(4) She starts walking back towards the fortress, but doesn't get all the way there.
Reform body.
(3) He still has trouble with rebuilding his body from the gas cloud he is now.
Attack Bullseye
(2+1=3) He rushes out of the fortress, and lunges at Bullseye,
(2-1=1) who was caught unprepared,
(1-1=1) and is clawed in the chest,
(6) but not getting any internal injuries.
Look for material
(3) It still can't find any computers to use in its project.
Environment:
Time: 09:00
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 an emergency exit into the sewers, and escape tunnels that go alongside the sewers. The fortress is badly damaged.
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. Badly damaged, doesn't work.
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
Tired: -1 to physical actions
Luke “Flash Point” Prowler: Nemesis
Location: Kentucky
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.
In two-way connection with Reaper.
In two-way connection with rest of group.
Large psychic energy buildup.
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
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
Damaged left shoulder: -1 to using left arm
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: 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: +1 accuracy with firearms
Understands mechanics: no bonus yet.
Atomic manipulator: no bonus yet
10 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
Infected by dark energy: -2 damage against blessed energies, more easily affected by demonic possession.
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.
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
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Location: Battlements
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. +1 to using fire powers.
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.
Broken left shoulder: -2 to using that arm
Punctured lung: -1 stamina
Broken right knee: -2 to using that leg.
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.
Location: Near the 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
Broken nose
Light burns all over body: no effect
Damaged left leg: -1 to actions involving use of that leg
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
Medium burns all over body
Pain: -1 mental
Location: Inside the fortress
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Tosser: +1 to hit when throwing
Two bags of assorted medical supplies
In love with Blarney: -3 to all rolls that would be directly harmful to him
Location: Queens
Red and black jumpsuit
Big gun: unknown effect
Gaseous form: can't do anything until he reassembles
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
Light burns on back: no effect
Location: Battlements
Can create forcefields, and launch them at people.
Can turn invisible.
Fused together leg joints: Can't use legs at all
Upper torso turned into a gaping maw: can swallow human sized targets whole
Tentacles: +1 to grappling
Paralyzed: -4 to all physical actions.
Right arm grown around pipe: has to break pipe to move, cannot use right arm.
Schizophrenic: roll against confusion each turn[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: New York
Iron Man armor: grants flight, can fire concussion blasts, protective.
Location: Near the fortress
Location: Near the fortress
Minor head injury: -1 agility
Light damage to chest
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Near the fortress
Tell me if you find any errors.