Turn 125
I ask Iron Man why I would still be here with a punctured lung and a shattered knee if I was setting up a trap.
I then decide to mix things up a bit, and make two clones of me from fire. Each one of these will mirror my actions, and should hopefully look exactly like me, since I am currently in fire form.
My clones and I each throw a flaming bomb at Blarney, which will explode and damage anyone nearby, like a grenade.
(4+1+1=6) You give your side of the argument to Iron Man,
(6) and he finally speaks to you, “Indeed, your actions here are those of a true hero, and I am sure you will prove cooperative when you have to serve your time for the crimes you've committed.”
Not exactly the reaction you had hoped for, but better than nothing. Having convinced Iron Man that you are on their side you get to work on killing Blarney, creating two identical copies of your fiery form to confuse him. The three of you fly around like mad for a little while, and then you change the copies into fiery bombs, as well as throwing one yourself, all aimed right at Blarney.
(5) The three balls of fire converge right before striking their target, melting together to form a much larger fireball,
(2-1-1=1) then they strike, exploding violently.
(1) As the smoke clears you see Blarney's blackened form on the ground, damaged beyond recognition.
(4) The explosion also reached the fortress itself,
(4-1=3) but did not do any significant damage to the already damaged fortress.
Cover the walls and everyone in the general vicinity with my grey matter.
(3) You try to explode the psionic force gathered in your head,
(4) but it proves uncooperative, instead just building a little more.
Subconsciously teleport myself 5 feet in the air, and let myself fall. that should wake myself up
(3+1=4) You decide to take a chance and just teleport a little into the air, hoping that the ceiling of the place you are in isn't too low. When you hit the ground with a heavy thud you wake up, glad that you finally managed to wake yourself, though rather unhappy about the method which you had to use. You rise to your feet and rub your sore back.
l find a vehicle in the gas station, and start driving along the road, searching for some bikers to beat up and assume gang leadership of.
(5) Parked next to the gas station you find a chopper, fueled up and everything, and quickly jump on and speed away. The owner of said chopper seems a bit angry as he runs after you screaming, but you soon leave him in the dust and head out to search for some bikers to turn into a small personal army.
(4) And as luck would have it you pass by a convoy of bikers heading the other way after just a minute or so of riding. You quickly spin your chopper around and speed up to the leader of the pack, making sure you get his attention before issuing a formal challenge for leadership by flipping him off. He seems all to eager to beat up some punk, and the gang stops around you, their leader approaching with a smile on his face and a knife in his hand.
(3+1+1=5) But his swing is pitifully easy to avoid, and you reply by bonking him on the head with your baseball bat,
(5) which wasn't actually very smart since he's still wearing his helmet. The two of you begin circling each other, locked in mortal combat, mano a mano, knife versus baseball bat.
"Hmph." I float into the sky using my powers and suck the metal from most of the buildings around the fortress into a high-speed magnetic vortex of small shards of metal protecting my body. I then slowly float myself towards the opponents while maintaining this vortex.
(3+1+1=5) As you float into the air fragments of metal start gathering around you, the metal spins so fast that any attack would have trouble getting past them, and they are sharp enough to do some serious damage to anyone who gets in the way. Then you approach the enemies with your swirling vortex of metallic doom, deciding to aim for the traitor and your old enemy first.
(6/1) Reaper simply flies away from you, nearly crashing in the process, but Iron Man seems intent on wringing your neck, and actually flies right into the vortex.
(1+2-1-1=1) The metal tears into his armor, and he quickly retreats to avoid death, though his armor seems to be malfunctioning as he is forced to land.
"There, all fixed up, you should be better in no time, I wonder if I can fix that old mess I made..."
I fix my oozing tentacle so that it doesn't ooze or smell anymore, then befriend Sue, explaining that once I am done she will be a template for the perfect human being. I will also ask if she has any requests.
(2) You try to be as amiable as possible when you speak with her,
(5) and she seems to warm up to you, a little, though you still used her as an experiment, and she is still rather angry. Realizing that your best bet in befriending her would be to play on her feelings you try to act a bit clueless, trying to appear as if kidnapping someone would be totally acceptable as long as you intend to help them in the end. After a bit of talking with her you manage to convince her to forgive you, on the condition that you restore her to normal. Though with all this friendliness took so much time that you don't manage to fix your tentacle.
Get back to the battlements and hurl thunderbolts at Iron Man.
(6+1=6) You rush up to the battlements, and spot Iron Man, hurt by his recent encounter with Hades. Getting a rather logical idea of attacking Iron Man with lighting you start chanting, and the sky gets covered with black clouds. Suddenly a deafening crack is heard as a thunderbolt strikes from the heavens,
(2) but aiming it is rather hard, and it strikes the ground, harmlessly tearing a hole in the ground. You try pouring more power into it,
(5) and manage to direct a lot more power into the next attack,
(2) but this too strikes the wrong place, blowing up a nearby ruined building.
Practice atom manipulation by rearranging atoms in walls as I walk through them.
(4+1+1=6) You start scurrying forward on your tentacles, having decided to practice atomic manipulation again, despite the less than optimal results last time. As you approach a wall you focus your powers on it, trying to move the individual atoms out of the way, and succeeding rather well, the wall floating aside in front of you, and closing behind you. Though once you are through the wall falls to the floor, turned to dust. Manipulating things on an atomic scale is quite hard, and you have yet to get to the point where you can do it easily, but you are slowly getting there.
Shoot Reaper...ALOT
(3) You empty the rest of the clip at Reaper, quite annoyed by your lack of progress in the killing of him.
(2) But strangely enough it doesn't help your aim to fire off a large amount of bullets in rapid succession.
*Dodge enemy attacks and fling another pair of daggers at Reaper, aiming for vital areas*
(6-1-1=4) You get hit and quite badly damaged by Reaper's attack but still manage to get out and throw two knives at him,
(5+1+1+1=6/2+1+1+1=5) striking him with both, one in the chest and the other in the face.
(1-1=1/3-1=2) The one that struck the face damages his left eye, his nose, and his right earlobe,
(6) but doesn't adversely affect his health, other than the loss of body parts. The other knife manages to strike an artery in the chest, causing a bit of bleeding.
(6) You somehow manage to power through the pain, pushing it aside completely.
Enemy Actions:Break free
(3+2=5) The pipe holding her in place shatters, but as she tries to get up she realizes that she can't move, and looks with annoyance at Mutosis, waiting for him to fix it.
Tactical retreat!
(4) He calls out to the others, including Reaper, ordering them all to head back to HQ. And then he manages to fire up his boot thrusters again, and flies off.
Vamoose
(3+3=6) One moment he is there, and the next he is not.
Follow Iron Man
(6) He attaches a strand of web to Iron Man's armor, and flies off with him,
(1) but gets rather beat up by this stupid idea.
Retreat
(4) He scurries off through the wreckage, snatching up a few non-metallic items to use as weapons should Hades follow him.
Allied/Neutral Actions:Go back to fortress
(5) She walks back to the fortress, quite surprised to see how beat-up it is.
Do his thang
(1) His efforts to reform his physical body actually manage to disperse him further, making his jov all that much harder.
...
(5) He realizes that chasing after the enemy alone would be foolish, however much he wants to, and instead stays at the fortress.
Look for parts
(2) It still can't locate any good parts.
Environment:
Time: 09:05
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
Badly burnt: -1 physical, has to make survival rolls every turn
A lot of pain: no effect
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.
Damaged left eye: -1 accuracy
Missing right earlobe
Damaged nose
Light bleeding.
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
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: Outside fortress
Red and black jumpsuit
Big gun: unknown effect
Gaseous form: can't do anything until he reassembles
Location: Sort of all over the place
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.
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
Damaged Iron Man armor: unknown
Lacerations all over body
Location: New York
Location: Avengers HQ
Minor head injury: -1 agility
Light damage to chest
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: New York
Tell me if you find any errors.