Turn 126
I fly off after the Avengers. If it's not a risk to my escape, I tell my former comrades to tell Magneto I said "Beware the Xanatos Gambit."
(4+1=5) You drop a quick one-liner to point out just how awesomely awesome you are, and then blast away like a missile. The others have already disappeared from view, but you assume that they will be heading to the Avengers HQ, so you go there as well. And indeed you find them waiting outside, and they do actually seem slightly more amiable towards you now, though Iron Man informs you that he has called for the authorities, but that he and the others will vouch for you and try to get a reduced sentence.
Find someone who can take the wall bit off of my arm
(4) The large slab of wall is indeed quite a disturbance, so you try to find someone who isn't too busy doing something else to help you, but all your comrades seem to have something better to do, or can't figure out how they would be able to help. But just as you are about to give up hope Zach, Lucien's demon servant approaches, and offers to help. You gratefully accept, and he grabs onto the concrete, digging his claws into it and then pulling it apart. He barely gave you enough time to do anything but brace yourself for pain, but you are quite relieved to find that you still have your arm, though the actual state of it leaves a bit to be desired, as it is somewhat mangled.
"Oh, sorry about that, the paralysis should wear off."
I close The invisible woman's torso over the tentacles and maw and form a retracting structure that can make her look like normal or release the tentacles at will.
I try to convince her that humanity could use some tweaking.
(3) You try fixing the mess you made of her torso after quickly explaining that the paralysis will wear off on its own,
(3+1=4) and manage to make it less obvious, a skin flap extending over the maw and tentacles to make it look almost like a normal human body. It still isn't perfect, but she at least looks a little more acceptive of you, since you do seem to want to fix your mistake.
(4) Your little speech about humanity needing to be improved doesn't exactly sway her, she concedes that there are things that aren't perfect about humans, but she says that this is what makes people unique and special, what makes us human.
I throw the vortex at the retreating enemies, manipulating the particles to move as a wall of railgun-like projectiles.
(1+1+1=3) You fire off the metal of the vortex at the only enemy still in sight, Bullseye,
(5+1=6) and the sheer mass of metal being thrown in his direction makes it hard to miss,
(6) but somehow it just ends up slamming him to the ground, without any of the metal piercing his skin.
I wait for the biker to slice at me, and then I dodge the attack and smack my bat into his chin with an upward swing. TWICE
(4) You wait for the biker to take another swing at you, which you easily dodge, and then counter with a powerful swing to the bottom of his jaw,
(1) which he really has no chance of dodging.
(5-1=4) But this man has a very impressive chin indeed, a manly bastion of pure masculinity extending from his jawline, which blocks the damage from the blow. So you try again,
(1) and again he seems sure that his chin will protect him, not doing anything to avoid the blow.
(5-1=4) And it turns out he was right, his chin is just too manly to let your attack do any damage.
Try to help Blarney
(5) You grab some of the medical supplies Blarney is carrying and quickly get to work on trying to help him. It takes some hard work, a whole lot of luck, and enough bandages to make him look like a mummy, but you manage to stabilize him and prevent further damage being done by his wounds.
Practice more atomic manipulation.
(3+1+1=5) You keep moving walls with your mind, the metal flowing aside under your efforts to let you pass, and you even manage to not have the walls disintegrate after you're done. With a bit more effort you manage to restore the walls to the condition they were in before you got to work, and you really think you are starting to get the hang of this.
*Pulls out his SKS sniper rifle and attempts to pick off Reaper as he flees*
(That being impossible, treat burns using my first aid kit)
(2) You would shoot him, but he moves away too fast for you to get a decent shot. Instead you simply let Zieg help heal your quite horrendous injuries, glad that you won't have to worry about dying just yet.
Curse the heavens.
(5+1=6) You turn to the bright morning sky above you, shaking your fist and hurling every foul word in every foul language you know of at it, cursing its very existence. The air around you suddenly seem to grow darker, shadows growing larger in your presence, as if the light itself is afraid. Then the shadows gather around you, turning everything to blackness, before rushing up at the heavens with a hellish screech that seems to shake your very soul, or what's left of it anyways. They spread across the sky, turning day into night, a thick black fog blocking out all light, and you stand there dumbfounded for a few seconds, not exactly sure of what you did.
...
You move through the scattered debris, climbing over the broken remains of houses and cars, towards the strange structure standing amongst the ruins. You feel drawn there, as if you have a purpose, a destiny you have yet to fulfill, but you can't actually remember anything outside of the last half hour, other than shorting out an entire neighborhood when trying to call the cops earlier. You see shapes, human shapes, moving about outside the structure, and you think they can see you so you try to appear as nonthreatening as possible, approaching with your arms wide of your body to show that you are unarmed.
Enemy Actions (Heroes)Take count of the team
(6) He curses as he notices Bullseye's absence, and tries to use his armor's GPS system to figure out where he is. Unfortunately it was damaged in the battle and is not functioning, so he has to do it the old fashioned way, and takes off into the air.
(3)But he can't seem to locate him, and he doesn't want to stray too close to the enemy fortress with his suit damaged.
Go inside
(5) Iron Man forgot to tell why he was flying off again, so Quicksilver just went into the HQ, deciding to relax for a while.
Watch over Reaper
(5) He keeps watch over Reaper, just in case he tries anything. But who watches the watchman?
Throw random crap at Hades
(6) He grabs a fistful of gravel and hurls it at Hades with great force,
(3+3=6) striking him squarely in the chest,
(6-1=5) but luckily for Hades the gravel shatters as it hits his armor.
Allied/Neutral Actions (Villains/Civilians/etc.)Worry about Blarney
(2) She walks around a bit, wondering what exactly happened to the fortress.
Reassert his integrity
(5) He finally manages to pull himself together and regain his physical body.
Guard master
(6) He stands near Lucien and looks quite vicious.
Lootz!
(6) It bleeps out a metallic 'fuck it' and just smashes through the nearest window, looting the hell out of the apartment. It ends up flying out again with a computer grabbed firmly in metallic claws, heading back towards the car to begin building copies of itself.
Try to not explode
(5) He manages to terminate the connections and safely release the buildup of psionic energy, not harming anyone in the process.
Try to get rid of the paralysis.
(1) She furiously sits still for a few minutes, trying as hard as she can to force the poison out of her system with pure willpower.
Environment: It is dark as night, thanks to Lucien's curse.
Time: 09:10
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
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
Two basic medical kits: +1 to healing attempts
Power amplification armband: +1 to dodge and hit, +1 to luck rolls
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: two more 5's for bonus
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
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: Outside Avengers HQ
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 damaged: -1 to using left arm
Medium burns all over body
Pain: -1 mental
Location: Inside the fortress
Can manipulate electricity
Location: Near 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
Location: Fortress
Strong: +1 strength
Agile: +1 agility
Claws: +1 damage when fighting unarmed
Good at hand-to-hand combat: -1 to enemy dodge when fighting unarmed
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. Can hide it at will.
Tentacles: +1 to grappling
Paralyzed: -4 to all physical actions.[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
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.
Damaged Iron Man armor: unknown
Lacerations all over body
Location: New York
Location: Avengers HQ
Minor head injury: -1 agility
Light damage to chest
Bruised
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Outside Avengers HQ
Tell me if you find any errors.