Turn 127
"Hey! Hades! I have a favor to ask. Could you fix my car? That'd be nice of you."
Go back to my vault to raid the secure storage boxes
(5) You pop into the air beside Hades and quickly ask him to fix the car, pretty please with sugar on top, and then teleport back to your original location before you hit the ground. Deciding that it is time for some looting you teleport into the vault and get to work on opening the boxes, using your laser pistol to fry the locks. After a small time of looting you have opened roughly half of the boxes, finding a large amount of jewelry, some mostly useless family portraits and documents, bonds, and a computer disc.
Sit down. Pray, I guess.
(3) You sit down on your knees and clasp your hands, reciting a prayer you learned a long time ago. There are no obvious results, other than Spider Man thinking that you are highly religious, and you can only assume that the gods are too busy doing other stuff to listen right now.
"But what if people could sense dangers, live in harsh conditions, or survive falling down a simple flight of stairs? This world could be so much more!"
I try to improve the invisible woman's view of changing people.
I try to restore the form and function of her shoulder
filling the hole with electroreceptors.
I try to fix my Poison gland so that it doesn't leak anymore.
(5) You make a very compelling argument, and she concedes that it would be beneficial for mankind to be improved, but that you should ask first. After this you get to work on fixing her shoulder,
(4+1=5) quickly making it even better than before, not only repairing it but also giving it the ability to detect electrical currents.
(2+1=3) But your attempts to fix your finger-mounted poison gland are not met with the same success, as you only manage to slow the dripping a little.
Try to focus the darkness into a ball.
(2+1+2=5) With very little effort you manage to focus some darkness into a ball, but then comes the question of what one would actually do with such a thing. It might be possible to use it as a weapon, but it weighs about as much as a normal tennis ball, despite being the size of a football, so that might not work. If you break it then maybe the darkness would flow out, darkening the immediate area even more? You should really test that, although it would probably have a rather negligible effect in the current state of general darkness.
Help Luke loot the vault
(6) You watch Blarney unsuccessfully try to open the vault, and since he failed you will have to step up to the plate. Or rather, you will have to find someone else to do it since you can't yourself. After a bit of thinking you run off in search of Nitro, deciding that his explosive powers will be useful here, and find him standing around near the fortress. He doesn't see any reason not to help, being a large fan of money himself, so the two of you run back to the vault.
I will quickly grab and rip out his eyes before he can block.
(5) With a yell that would make the oldest of Asian Kung-Fu masters proud you snap out with your hands, fingers ready to plunge into your opponent's eye sockets and tear his eyes out.
(6) The man manages to close his eyes in time to prevent your eye-pinching, but you still hit him with a sizable amount of force straight in the face,
(4-1=3) most definitely giving him a pair of black eyes.
I lift up a small group of small, sharp projectiles and railgun them into Bullseye.
(6+1+1=6) You focus your powers on your surroundings, trying to lift up a few projectiles to hurl at Bullseye, but you put a little too much power into the effort. Or rather a large, large amount above what is necessary.
(5) The state of the surroundings mean that there is very little further damage done, it already being little more than rubble, and the fortress is outside of the effects. Bullseye isn't though, and now he is faced by the combined debris of an entire city block flying in his general direction.
(4-1-1=2) There is no real chance for him to dodge the attack, it coming from basically every direction,
(2-1=1) and he gets speared to the ground by several pieces of rebar.
(2) He sputters a bit of blood, and is obviously grievously wounded, but still he clings to life.
Practice more, try running through walls.
(4+1=5) You start to run, heading straight for a wall at the end of the corridor. Moments before you hit it and subsequently crush your nose you focus your powers on loosening the molecular bindings in it, and by the time you hit it is nothing more than loosely held together dust. As you crash through the metallic dust goes flying in every direction, and you feel pretty satisfied with yourself.
walk in, introduce myself and get to work repairing the electrical system
(1) You see someone fly around in the air near the fortress-like structure, and so decide to say hello to him first, thinking that he is some sort of guard or sentry. But before you can reach him everything made of metal around you starts to shift, pieces of it starting to fly through the air,
(3) and you are knocked down by a small chunk of it that struck your leg.
(4) The hit only caused some bruising and falling over made sure you weren't hit by any of the more dangerous pieces, so overall you were lucky. Now that the little event if over you get back up and continue on your quest to introduce yourself to the flying man.
(GM) Try to open the vault
(6) You start to turn the dial of the lock at random, hoping to open it by pure luck,
(1+1+1=3) but fail to find the right combination. At least you didn't trigger any security measures.
Enemy Actions (Heroes)Search for Bullseye
(2) He flies around some more, but still can't locate Bullseye.
Watch Seinfeld reruns
(1) The reception is bad, and so he angrily hurls the TV out the window at the prospect of missing his favorite show.
Guard Reaper
(5) He ignores the TV crashing to the pavement a few feet away and keep observing Reaper's praying.
Attack Hades
(1) He is too busy being nailed to the ground to really move all that much,
(5) but at least his wounds have stabilized somewhat.
Carve Cheetahr a superfluous new orifice
(4) He twirls his knife a few times before lunging at Cheetahr,
(3+1+1=5) but hitting nothing but air as his target easily sidesteps his attack.
Look masculine
(4+5=6) His jawline is so massively manly that words cannot describe this chiseled granite outpost of pure manhood. Suffice to say that it is the manliest sight Cheetahr has ever seen.
Allied/Neutral Actions (Villains/Civilians)Find Blarney
(1) She can't seem to find him, despite him standing right out in the open.
Crack open the piggybank
(1) He smiles widely and jumps at the door to the vault, intending to explode as soon as he hits it. But instead he just fizzles a little and hits it head-first,
(4) rolling around on the ground clutching his head for a few moments.
Guard Lucien
(6) He seems to think that the shadow ball is for some reason a danger and quickly throws himself at it, as if trying to shield Lucien from a grenade. Instead nothing happens and he looks rather embarrassed as he returns the orb.
Build stuff
(1+1=2) It stares, as well as a drone can stare, at the things it has gathered, trying to figure out if it will be enough.
Crazy-stare Bullseye
(2) He decides that he'd rather not get too close to the fight after seeing Hades' attack.
Get rid of the paralysis.
(2) After Mutosis is done working she keeps intently sitting there, doing everything she can to get rid of the paralyzing poison coursing through her veins. Which is absolutely nothing.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:15
[
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, 25 of which have been opened. 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: one more 5 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
1 concentrated ball of pure darkness
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
40 pieces of jewelry, mostly gold.
Computer disc with unknown content
Minor damage to leg
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.
Can detect electrical currents
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.
Location: Inside the fortress.
Knife
Studded leather jacket
Leather boots
Leather driving gloves
Location: Kentucky
Super Manly: +5 to all manly rolls
Location: Kentucky
Damaged Iron Man armor: unknown
Lacerations all over body
Location: New York
Location: Avengers HQ
Minor head injury: -1 agility
Heavy damage to chest
Heavy bleeding
Bruised
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Outside Avengers HQ
Tell me if you find any errors.