Turn 128
I warp the metal around Bullseye into a finely-crafted coffin that envelops him and restricts his movement completely.
(1+1+1=3) There isn't very much metal around him, most of it having been scattered all over the area by your previous attack, but you do your best.
(4-1-1=2) He tries his best to get away, but the large pieces of metal lodged in his chest prevents his attempted escape.
(1) Even with the small amount of metal you have to work with you manage to create a casket around him, which will stop him from moving very much unless he manages to break it.
(5+1=6) You then adjust his prison so it fits perfectly to him, preventing all motion.
I ask Spider-Man if there's any chance of getting medical attention before I'm taken to jail.
(2) You subtly point out to Spider Man that you are in fact injured, and would really appreciate some medical attention before the cops come to take you away. He shrugs and informs you that there really isn't much he can do, apparently misinterpreting your request as wanting him to help you. Before you can inform him of what you really meant a black APC with the SHIELD symbol on the side approaches, stopping near you to let a small group of soldiers out. At the front of the group walks a rather stern-looking general type person, a lit cigar in his mouth and enough medals on his chest to stop a bullet.
Continue working to get inside the vault
(5) You don't have to work all that much, since Luke opens it from the inside. Still, you got inside and that's all that matters. You take the chance to learn the form of the new guy, who briefly stops to introduce himself as Diakron. You haven't actually seen him before but you are sure that you can trust him, since he is wearing black and hasn't tried to violently kill you yet, which means that he isn't a vigilante, and only vigilantes and villains wear black.
I try to Befriend The Invisible woman while fixing her legs, and ask if I can give her some minor appearance-changing abilities as I don't have a picture to reconstruct her from.
I will also try to develop a pheromone gland that can voluntarily release a scent that it can trace back to the source.
(3) You chit-chat about this and that with the Invisible Woman while you get to work on fixing her legs,
(5+1=6) a few popping sounds emanating from them as her joints return to their original state. While still keeping up the conversation with the now slightly happier woman you try to create a new gland to release pheromones,
(2+1=3) but this doesn't work quite so well, only creating a weak scent that is barely noticeable even if you put your nose right next to the gland.
take the computer disc and go find a computer to view it with.
(1) You approach the large steel vault lying in the mud outside the fortress, a man appearing out of nowhere and for some reason handing you a computer disc. After taking a moment to introduce yourself to the people there you run off in search of a computer, since a computer is needed in order to look at the contents of the computer disc. You run for a while, not seeing any obvious place where one might find a computer, until you spot one standing out on the street, right next to a car, and approach it with a small chuckle. Who would be stupid enough to leave a computer just sitting around like this?
Reassure Zach that everything is under my control, then shrink the ball and pump more darkness into it!
(5+1=6) You inform your demonic bodyguard that everything is perfectly fine, and that there is no cause for alarm. And then, as if to prove yourself wrong, you get to work on creating a cause for alarm. Dark energies flow into the orb of darkness you are holding, compressing it to the size of a tennis ball, and more darkness flowing into it from all over.
(6) More and more darkness flow into the small orb, the area close to you somehow getting lighter as the darkness is sucked away.
(5) Suddenly it stops, the meager light of nearby streetlights no longer being enough to illuminate the area clearly as the darkness returns to simply staying there. But the orb you are holding is now cold to the touch, as death itself, and an almost palpable sense of malice is emanating from it, along with a small hum.
Teleport outside of the vault so that I can give the disk to Diakron, then go back in to try to open the vault from inside. One would think that there would be a way to open the vault from the inside in case someone got locked in.
(4+1=5) You teleport outside the vault and hand the newly found computer disc off to some guy you have never seen before, but deciding that he is the most reliable person to give it to, considering that all others here are villains. After hearing that his name is Diakron you head back into the vault, using the quite logically placed handle on the inside to push the door open.
I'll try to seperate the chin from the biker's head, and then place it on the ground reverently. I hope to estabilish that I do not in any way wish to harm the chin, for I know the greatness of the chin.
(3) When next the biker strikes you try to disarm him with a quite blow to the hand,
(3) and he is too slow to avoid the blow,
(3) the knife getting knocked out of his hand and flying into the air. With a quick motion you snatch it up and strike again, trying to separate the apparent source of his powers, the chin.
(6) But he somehow manages to pull back his head fast enough to avoid your strike, chin still intact.
*Re-paints the FF4-mobile and gathers his things into it.*
(4) You grab a few cans of paint from Luke and then get to work on fixing up the car, applying a black coat of pain, as befits a group of villains. It isn't exactly the best paintjob ever, and there are still a few quite visible bumps and scratches, but overall it should work. After that you get to work on putting your stuff into the back of it, which would be more necessary if you actually had enough stuff to warrant such action.
(GM) keep practicing molecular manipulation
(1+1=2) You decide to sit down and have a rest instead, feeling quite tired from your earlier efforts.
Enemy Actions (Heroes/Hostiles)The more you know...
(1) Before they can reach Spider Man and Reaper they get into a rather loud argument about which safety measures are necessary, the leader feeling that they don't need to take any special precautions while the soldiers think they should call in a few snipers just in case. They don't seem to realize that both Reaper and Spider Man can quite clearly hear them.
Go back to HQ
(4) He gets a radio communication about the SHIELD people having arrived, and decide to deal with that for the moment. In a few minutes he is back there, and lands next to the still arguing SHIELD operatives.
Pass time
(6) He decides to make himself useful instead of sitting around doing nothing, and so get to work sorting everything in the mainframe archives. After a minute or two of focused work he has made sure that every single file is sorted alphabetically, all fifteen million of them. Then he is bored again and goes back to the TV room to complain about the lack of a TV.
Try to interrupt the SHIELD people
(2) He tries to get a word in, but as it turns out rescuing people from burning buildings and alien symbiotes is much easier than interrupting a bunch of upset government officials.
Bullseye smash puny metal!
(4) He tightens every muscle in his body in an attempt to break free,
(6) but the metal is too strong for him.
Get knife back
(4) He lunges at Cheetahr in an attempt to return his knife to its rightful owner,
(6+1+1=6) but he is moving too slowly to even touch Cheetahr, who has enough time to contemplate the answer to life, the universe and everything before he has to move out of the way. He deduces that the answer is 42.
Ahmagawd! So manly!
(3+5=6) Despite his pathetic attempts at an attack the chin still maintains its dignity and masculinity, a bulwark against all that is puny and weak.
Allied/Neutral Actions (Villains/Civilians)Worry about Blarney
(6) She starts squealing when she spots Blarney all wrapped up in bandages, though her voice is too high-pitched for him to actually understand anything she is saying, so he just smiles slightly and nods at her, assuming that this is the best course of action.
Test weapon
(2) He tries firing his overly large weapon at a nearby building to better understand its strength, but it doesn't want to fire at the moment.
Suspiciously watch orb of darkness
(6) He stares intently into the small orb of impenetrable darkness in Lucien's hand, looking extremely suspicious of it.
Attack intruder!
(2) Beeping loudly and spouting off insults it ineffectually flies at Diakron, failing to hit him with its swinging claw.
Torment Bullseye just for the hell of it
(3+1=4) He starts mocking Bullseye telepathically, pointing out how utterly useless he is.
Try to get up
(6-4=2) She still doesn't manage to move properly, but the poison is starting to wear off.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 09:20
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 and open.
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
Knife
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: 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 superdense orb of pure darkness: effects unknown
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
Pheromone gland: no effect
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
Diakron
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: Outside 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.
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
Computer disc with unknown content
Location: Queens
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
Upper torso turned into a gaping maw: can swallow human sized targets whole. Can hide it at will.
Tentacles: +1 to grappling
Paralyzed: -3 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: Queens
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.
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
Completely restrained: cannot do physical actions unless he breaks free.
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Outside Avengers HQ
Tell me if you find any errors.