Turn 129
Start hauling stuff from the vault and loading it into the van to take with us.
(2) You decide that it would be a damn shame to leave all that money behind, and get to work on finding a way to get all the riches into the van. After a few minutes of hard thinking you realize that you have no way of opening the security boxes and try moving the gold into the van instead. The only problem is that gold is freaking heavy, and you aren't exactly the Hulk, so moving it by hand is quite slow work.
"Hmm. Thinking, thinking... I'm going to go with Nick Fury? Anyways, the argument your men are having is pretty irrelevant. I have no intention of escaping, and even if I did I'm not exactly in any condition to try."
"By the way, I should let you know that this darkness isn't natural, if you haven't figured it out yet. I'm going to go ahead and guess Lucien, one of my former "colleagues" has something to do with it. You'll want to check that out."
(5) As you speak they all stop arguing and snap their heads in your direction, angry at the interruption. But then they seem to drop the animosity somewhat, the general-type man approaching you with the soldiers behind him. “Louis Jacobs, you are to be placed under arrest for the time being. The fact that you provided aid against your former comrades will be taken into account as your sentence is decided.” He points at the armored vehicle they arrived in, “Now if you could kindly enter the transport we can get going.”
take the computer and place it in the van, help load the van.
(4) You ignore the strange flying robot-thing that tried to tear your face off, and instead grab the computer and make a run for it. Getting back to the fortress isn't exactly hard, you just have to follow the trail of destruction, and once you get there you stow the computer away in the van. Then you just decide to generally help with the loading of the van, even though you aren't sure exactly what there is to load.
Grow tough scaly skin over my body to repair my back injury.
Rebuild my torso to have a concealable maw similar to the Invisible Woman's.
Reach into my right shoulder and move it back into the right position.
Combine Poison gland on right-ring finger and pheromone gland into two identical pheromone glands that can voluntarily produce an otherwise subtle scent that can be easily traced back to its source by any identical pheromone gland.
Continue trying to befriend the Invisible Woman and ask if she has any requests, such as gliding wings, or duplicate organs, or extra energy reserves to let her use her powers more before she exhausts them.
(2) You ask if there is anything special that she would like changed, but she says that she would be happy to just be her old self again. Instead of wasting your time actually downgrading her you try to improve yourself, trying to overhaul much of your body simultaneously. Unfortunately this becomes too much for your poor brain to handle all at once and you fall to the ground, a feeling like the most massive brain freeze of your life overtaking you. The Invisible Woman looks concerned when you fall down, but after rolling around on the ground and moaning lightly for a minute or two you get back up and tell her that you're fine.
Create a shell around the ball, stabilizing it and not allowing it to explode until I utter the password.
(6+1=6) Assuming that the hum coming from the shadowy orb can only mean that it will explode you quickly get to work on creating a shell to contain its explosiveness until you want it released. It is rather easy to create a hardened shell of darkness around it, but soon after it is complete you find to your dismay that it starts cracking under the building pressure from within. There seems to be no other way to deal with this other than pouring more power into the shield, though that is how the explosive little orb was made in the first place. The cracks disappear, but as soon as you stop focusing on the shell it starts fracturing again, so the only way to keep the power inside the orb contained is to constantly channel some power into it.
Help load stuff into the van
"Hey, if those black suits are going to be back, we should leave them a little present "
(4) You see Zieg trying and having little success in moving the gold, and realize that with your powers it will be easy as apple pie on a Sunday morning. A few bars at a time you move the large pile of gold, teleporting to the van to drop it off before teleporting back to the vault to grab a few more. About half of the pile is quickly relocated to the back of the van, and you feel rather pleased with yourself.
Realising that his face is not the only part of his body, I stab him twice in the chest area.
(5) This biker is getting quite tiresome, so you decide to just stab him in the chest.
(4/1) Two times you lash out, the first strike he manages to dodge, but that just leads him straight into the second one. Out of balance he has no chance to avoid the strike, and the blade sinks into his flesh,
(6-1=5) but not much else as it misses all important internal organs. At least you managed to piss him off.
I collect additional metal from the surroundings and layer it upon the outside of Bullseye's coffin, and beginning to spike the metal inward repeatedly.
(1+1+1=3) You manage to find some more metal to add to Bullseye's casket, and then decide to turn it into an iron maiden. Spikes start to grow inward,
(1) and muffled screams are heard from within your instrument of torture and death. After a while the screams stop, either because the man inside is so injured that he cannot scream or because he has simply died. You won't know until you open the metal surrounding him, and you decide to wait a few minutes to ensure that he dies first.
*I'll reflect on if I can get my body to recover from my burns faster. Barring that, I'll make sure to use plenty of burn gel and lotion from the med-kits and work on stretching.*
(3) You think and think and think some more, but you simply cannot come up with a way to heal your burns any faster. At least the burn gel is labeled 'extra soothing', so you get to work on applying some more of it on all the burns, which is pretty much your entire body. Rebecca offers to help you, so you did kind of get a massage, which isn't all that bad.
(GM) Help load the van
(3) You help with loading the gold, not having all that much more success than Zieg. After a few minutes of backbreaking labor you realize that you could just have used your powers and mentally slap yourself for that little brain fart.
Enemy Actions (Heroes/Hostiles)...
(2) The soldiers bicker some more about who should sit closest to Jacobs in the APC, none of them wanting to be closest to the potentially dangerous superhuman. The general simply rubs his temples and mutters something about 'Incompetent idiots.'
...
(6) After briefly speaking with the general he looks like he is about to take off again, but then just stands there. Instead of flying away he walks into the building, punching and subsequently shattering the wall in the lobby. Something really pissed him off.
...
(2) He just sits around for a while, quite obviously bored out of his mind.
Watch the soldiers
(3) He sits there, looking at the soldiers with great interest, and Reaper gets the feeling that he is either silently laughing at them or finds them very annoying.
...
(1) No signs of life come from the inside of the spiked iron casket.
Remodel Cheetahr's face
(1) He grabs a tire iron and lunges at Cheetahr with a guttural scream of anger, but instead of getting a chance to strike at his opponent his quite stupid attack gives his opponent a chance to strike at him.
(1) Due to flying through the air and all there is really nothing he can do to avoid the strike,
(3-1-1=1) and the knife wielded by Cheetahr is slammed through his windpipe. He gurgles for a bit before falling still and silent, and Cheetahr pulls his knife free.
...
(1+5=6) It seems quite disgusted with its previous owner's stupidity, and Cheetahr gets the feeling that it is calling to him.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(4) She gets some burn gel and starts applying it to his burns.
Stand guard
(2) He stands around doing nothing at all, but looking like he considers it important that he does so.
Guard master
(3) He still glares at the shadowy orb quite angrily, obviously distrustful of the little thing.
Thief!
(6) It blasts off after Diakron, bleeping loudly and unintelligibly. As he unloads the computer into the van it swooshes by, grabbing the computer and taking off before anyone can do anything about it. After getting back to its car it deposits the computer inside and lands on top of it, obviously suspicious that someone else will come along and try to steal its stuff.
Check for signs of life
(6) He reaches out with his mind, trying to connect with Bullseye. But he finds nothing, which probably means that there is no living man inside the metal shell.
Get up again
(6-3=3) She actually manages to shakily get to her feet, although she can barely do anything but stand at the moment.
Environment: It is dark as night over New York, thanks to Lucien's curse.
The bikers surrounding Cheetahr are momentarily confused by the death of their leader, but soon start cheering, apparently accepting him as the new boss man.
Time: 09:25
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. 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, humming, surrounded by shell that will break if he stops focusing on it.
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Distracted by shadow shell: -1 to power use
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: Outside 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
Upper torso turned into a gaping maw: can swallow human sized targets whole. Can hide it at will.
Tentacles: +1 to grappling
Lightly paralyzed: -1 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: Avengers HQ
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.
Possibly dead
Location: Near the fortress
Web-slinging
Super strength
Super agility
Location: Outside Avengers HQ
Tell me if you find any errors.