Turn 136
Shift into my soldier form then go over and try to get the driver to leave...If that fails then either knock him out or shoot him
(1+1=2) You shift into your soldier form and exit the van, trying to look as soldiery as possible when you approach the tank. Your plan was to trick the driver of the steel behemoth into leaving, but you seriously doubt that you'll be able to make yourself heard over the stream of expletives coming from the loudspeaker mounted on top of the tank. So you decide to instead resort to the universal plan B, shoot him or knock him out, depending on what is most convenient/satisfying. The problem with plan B is that the person you want to attack is securely locked away inside of a tank, and plan B doesn't account for that. So you sneak back into the van as quick as you can, not wanting to get left behind here if Blarney drives away.
*thrown across the van because of not wearing seat belt*
"Blarney, where did you learn to drive? Clown school?"
See tank, find somewhere to hide.
(6=6) You mock the driver a bit, and then realize the full extent of the situation. The van full of villains just crashed into a goddamn battletank, a tank belonging to the US army, and they probably have orders to kill you on sight, since you have committed acts of terrorism in the middle of Manhattan. So you decide to get out of there as fast as possible, comrades be damned, because when faced by a tank it's every man for himself.
(2) Unfortunately for you panic and exactly determined teleportation doesn't go well together, and in your desperation to get away from the tank you just pop away to anywhere but there. You find yourself suddenly appearing in a room full of bunk beds, quite obviously in some kind of military compound, but at least the room is currently empty.
Ask the general if there's anything else I can do to help him out.
(2) You ask him if he needs any further help from you, but he just tells you to stay put and not do anything stupid. Then he leaves. Not exactly the reaction you had hoped for, but at least they don't seem to regard you as all that much of a threat anymore as there are only a handful of guards in the room.
"We might get separated, I enjoyed our time together, if you need any help, find me... Hello?"
Find Sue and offer to 'help' her again if she ever wants it. Once I find her I will sneak towards F.F. Plaza.
(4) You quickly retrace your steps, and soon you feel a tap on your shoulder and hear Sue speak from behind you, she tells you to slow down a little, because her legs are still a little numb from before. She says that she'll keep you in mind if she needs help in the future, but for now she wants to get back to the Plaza and try to figure out what has happened. So you both head off towards your common goal, getting quite close.
"I want something that's out of the way, but not hard to access if you know the right path. I would also like something with a large storage space, and very sturdy."
(6) “Ah yes, one wouldn't want any annoying interlopers interrupting one's industry. There is in fact a place I think will fit perfectly, an old army base, disused since fifteen years back, we've not found anyone willing to purchase it yet. Would that suit your business?”
"Why does nothing ever turn out the way I want it to?" Look around.
(1) You try to look around, but the sound of quite a few guns being cocked interrupt your attempts. You slowly raise your head enough to get a look at whoever is threatening you, and you spot about fifteen men wearing black suits, all pointing pistols at you. Guns being rather distracting when pointed at oneself the only other thing you manage to see is that you are lying outdoors on a lawn, and there is no darkness in the sky.
I continue my previous actions, fleshing out the fortress and sealing the other corridor to the other junkyard in the same fashion I did the first.
(4+1+1=6) You quickly seal shut the other corridor, collapsing it too just to be sure, and then get to work on making the shell of a building into a proper evil headquarters. You decide to go for a more Greco-Roman architecture this time around, being of the opinion that a true classic will never go out of style. So you start shifting the metal around, doing your best to include some columns and places where murals and statues may go, you are determined to make this your best work yet. And while putting a lot of time into construction will give you an imposing base it will also increase the time it takes to build it.
Burst into room and kill people using my tentacle legs and TK, over the comms say "All units stand down, repeat, all units stand down!" then shut off comms, if I have enough time I will also look for a map of the base and locate the garage and armoury.
(5) Like a many-legged Bruce Lee you fly into the room, delivering a multitude of bone-shattering kicks to the two nearest people,
(1-1-1=1) pretty much reducing their chests to fleshy bags of blood and broken bones, and needless to say killing them instantly. You then launch a blast of telekinetic energy at the head of the man standing near the back wall,
(4) striking home,
(6-1=5) but only smacking his head against the wall, his helmet taking the brunt of the impact. You quickly leap at the last three before he can respond, wanting to remove as many as possible from the fight that is sure to ensue.
(5) but they respond with great speed and agility, getting out of the way before you can touch them. Now facing down four people who know you are there and are all carrying weapons you do the wise thing and duck down being a filing cabinet, and luckily for you they seem to want to kill you themselves rather than call in reinforcements.
get Off of van and stagger away, wonder how i was able to stay on the van when it hit a tank.
(1) You briefly wonder how you managed to stay on the van when it hit the tank, when you realize that you didn't! You are currently flying through the air, luckily not smacking head-first into the side of the tank,
(1) but your attempts to land on your feet by wildly flailing your arms around does the opposite.
(4-1=3) You manage to land in a pile of junk lying by the side of the road, and avoid any major injuries.
*Take evasive manuevers and try to avoid, outrun the tank.*
(4) You quickly put the van into reverse and back up through a nearby alleyway, emerging on a nearby street and quickly continuing towards where the meeting is supposed to be held, wanting to get far away from the tank. You have the nagging feeling that you've forgotten something though.
Enemy Actions (Heroes/Hostiles)...
(2) The helicopters land near where the fortress used to be, and the soldiers within start poking around in the ruins without finding anything of use.
Call for backup
(2) The apparent leader of the suit-clad men reaches for his radio, only to realize that he must've forgotten it on his desk. How embarrassing.
Allied/Neutral Actions (Villains/Civilians)Help Blarney
(4) She guides him towards the meeting location to the best of her knowledge.
MurderDeathKill
(5) Like a murderous fiend from the deepest pits of hell he leaps at the SHIELD soldiers, firing his big gun with reckless abandon,
(6) pretty much covering the entire area they occupy with searing hot plasma.
(6-2-1=3) But despite this some of them manage to survive.
Also MurderDeathKill
(6+1=6) The actual murderous fiend from the pits of hell doesn't want to be any worse than a mere human, so he also leaps into the fray.
(4-1=3) But most of the SHIELD soldiers manage to get out of the way of his rampage,
(1-1-1=1) but the one guy that doesn't gets pretty much reduced to a fine red paste by the demon's claws.
Wait
(4) It waits there, pretending to be just a normal car.
Keep watch
(2) He tries his best to keep a lookout for enemies using all of his senses, including the sixth one, but doesn't accomplish much.
Follow Mutosis
(6) Now she actually manages to keep on his trail without wandering off, but her incessant tapping on his shoulder is getting a bit annoying.
Try to look like respectable businessmen
(1) They could run through a stadium full of people in the nude and covered in mustard and look more respectable.
Environment: It is dark as night over New York, thanks to Lucien's curse.
Time: 10:00
LocationsThere is no sign of the fortress anymore.
A small room full of pipes, located in the sewers.
A rough outline of a fortress, the entrance hall is completed. Ventilated.
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. There is 200 pounds of gold in the back of the van.
A vintage car. Parked outside the fortress. Badly damaged, doesn't work.
A bank vault torn from its resting place by Luke. It contains fifty secure storage boxes, all of which have been opened. It is currently outside the fortress and open.
A chopper-style motorcycle. Black.
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
Symbiotic super-chin: +1 to persuasion rolls
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
Leather Jacket
Chopper (Owned)
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Minor damage to left arm
Luke “Flash Point” Prowler: Nemesis
Chief of Police in Grayson: Bribed
Location: Kentucky, in the town of Grayson
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: In the van
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.
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 New York: +1 to moving to general area of city
Minor dark energy shield: +1 against piercing and cold damage
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: Tunnels
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.
Heavy bleeding from torso.
Location: In military base, Communications central
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. Two more 5's needed for bonus.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Rifle
Power amplification armband: +1 to all power use
1 superdense orb of pure darkness: effects unknown, humming, surrounded by shell
Demon imprisoned in mind: If targeted by mental attack, roll against demon escaping
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
Mild concussion: -1 agility
Location: Outside, not in New York
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.
Tentacle on right shoulder, with poison gland: causes paralysis of the affected areas, +1 to hit in melee
Pheromone gland: can produce different pheromones
Large maw on torso: can swallow human-sized target whole, can be hidden
Altered appearance: cannot be recognized by sight alone
Location: Alley
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.
Rapid healing due to nanobots: +1 to healing and survival rolls
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
Broken left shoulder: -2 to using that arm
Missing right earlobe
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: Military base in Central Park
Shapeshifting: Can turn into the shape of any human-sized humanoid creature he has encountered.
Mimic: Can copy the powers of empowered beings he has met. -1 to doing so. One more 5 for bonus
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
Notebook filled with names
Broken nose
Light burns all over body: no effect
Damaged left leg: -1 to actions involving use of that leg
Location: In the van
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
70 pieces of jewelry, mostly gold.
Power amplification device: +1 to all power use
One revealing picture of a senator and a stripper
Five bonds
Minor damage to leg
Left arm damaged: -1 to using left arm
Medium burns all over body
Broken ribs: -1 stamina
Location: In the van
Can manipulate electricity
Computer disc with unknown content, lying in a security box which gives +1 against all damage.
Location: New York
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: In the van
Red and black jumpsuit
Big gun: unknown effect
Back pains: -1 to lifting heavy things
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
Shadow Shield: +1 against piercing, blunt, slashing, fire, and cold damage.
Location: Near the large hole
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
Invisible: +2 to sneaking, cannot be seen
Location: Alley
Can transform into a car
+1 strength in humanoid form
+1 speed in car form
+1 against piercing, slashing and blunt damage
-1 against electrical damage
Good builder: +1 to building things
Has own schematics: +1 to repairing self, can construct copies of itself'
Currently in car form
Location: Near military base
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: In the van.
Studded leather jackets
Leather boots
Leather driving gloves
Various improvised weapons
One or two pistols
Location: Kentucky, in the town of Grayson
Probably quite adept at driving tanks
Location: New York
Location: Old Fortress Site
There are fifteen of them.
Tell me if you find any errors.