Turn 9
RISHITOR WANT LOOTZ! (I steal all their stuff)
(2) You starts rummaging through the pockets of the people you just killed. As it turns out, shocking people with thousands of volts may lead to the destruction of their possessions as well. You find only burnt money, fried cell phones and keys you have no idea what they are for. (Luck roll:5) It seems that nobody has discovered your little rampage yet, or they could be on their way right now, but nobody interrupts you for now.
(GM) I listen to the Hummer's radio.
(2) You get into the drivers seat of the Hummer, intent on listening for news on the radio. You start pressing buttons and turning knobs, but nothing works! You keep on trying for a few minutes, feeling the anger rise within you when you realize something that makes you slap yourself in the face: the keys are not in the ignition. You put them in and start the radio, but you are so annoyed that you forget to listen to it.
I search for a kevlar vest in the pile.
(5+1=6) You find a neatly stacked pile of kevlar vests and start to dig through it. Under the rest of them you find a heavier one, usually worn by S.W.A.T. teams. You messed up the pile while digging through it though. (No more +1 bonus for the vest pile.)
put the weapon in my vest, then I walk up to the tied man,I whisper into his ear...
"listen closely,I want you to sneeze"
I'm training hypnosis/mind control through speech.
(1) You put away your desert eagle and approach the man. You lean real close to his ear and whisper: ”Listen closely, I want you to sneeze”. The man seems to be utterly confused by this and doesn't do what you told him, you repeat your request, and again he doesn't do it. Enraged you pull your pistol and point it at his head. ”SNEEZE!” you roar at him, and this time he produces an obviously fake sneeze. You learn that it is easier to use threats of violence rather than hypnosis.
Again, I search for and equip a Kevlar vest, a pistol (DE preferred, 9mm, etc. ok) and an SKS or equivalent.
(4+1=5) You find a nice kevlar vest and put it on, fits like a glove. You then look through the gun pile, and find a desert eagle, you take it as well. Spotting something in the rifle pile you approach it, a Chinese-made SKS is lying right there, and you are not sure how you managed to miss it before. You take it and quietly wonder why Judge Zed is sitting in the Hummer, apparently listening to jazz on the radio.
I pick up a vest and a pistol.
(2+1=3) You take a vest and look through the pistol pile. (2+1=3) You take one you think looks powerful, an M1911 .9mm. Had you known more about guns you would probably have taken a more powerful one.
Enemy Actions:He tries to avoid angering anyone.
(5) He expertly manages to make everyone not angry at him, by sitting completely still. Clever man...
She complains about the ropes being too tight.
(2) She is still in her own personal happy-place. Probably full of pink bunnies and whatnot.
Allied Actions:No allies present.
An old warehouse. Lots of room, but no rats. There are several piles of weapons here, as well as a couple of kevlar vests, a 50. caliber machinegun and a rocket launcher.
An intersection. The Volvo is crashed into another car here.
Vehicles:A black Hummer H2. It is in pristine condition. The radio is on, and currently tuned in to a jazz channel.
Status:
Can throw lightning.
Does not age.
Can shield himself from electricity: +1 against electricity damage.
Novice driver: +1 to simple driving actions.Chainmail.
Leather helmet.
Keys to Volvo.
Spear
Location: Near the crashed Volvo at an intersection in Queens.
Marksman: +1 to hit with ranged weapons.
Intimidating: +1 to scaring people.
Knows the area around the current HQ: +1 to hiding and sneaking when near HQ.
Novice driver: +1 to simple driving actions
Judge's Robes.
Two .44 Magnum revolvers.
Three bottles of cheap liquor.
Keys to Hummer.
Kevlar vest, protects upper body: +1 against piercing and slashing.
Location: In the HQ.
Super Speed: +1 to speed, +1 to dodge.
Boyscout: +1 to actions that involve tying.
A pair of reinforced running shoes.
500 dollars.
Bag full of energy bars and energy drink.
A car key.
A double barreled shotgun.
An aluminum baseball bat.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
Location: In the HQ.
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
A pair of black-tinted sunglasses - prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
Location: In the HQ.
Lucky: +1 to hit, +1 to luck-based rolls.
Persuader: One more 5 to gain a bonus to persuasion.
Novice thrower: one perfect use to gain bonus.
A set of throwing knives.
A plastic bag with 3000 dollars in it.
Kevlar vest, protects upper body: +1 against piercing and slashing.
Desert Eagle: +1 piercing damage.
SKS rifle: +1 to hit at long ranges.
Location: In the HQ.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers.
Beige trenchcoat
Black cowboy hat
Three metal balls
Two notebooks with notes
Two Pens
Two empty notebooks.
Kevlar vest, protects upper body: +1 against piercing and slashing.
M1911 pistol.
Obadiah Stane/Ironmonger: Friend. Tony Stark/Iron Man: Enemy.
Location: In the HQ.
NPC statusTied up: must get loose before he can do any other physical action.
Lightly injured wrists.
Location: In the HQ.
Tied up: must get loose before she can do any other physical action.
Sleeping -1 to perception.
Location: In the HQ.
Note that I am not quite sure if you can listen to radio without the keys in the ignition, but I had to come up with something. Also if you find any errors please point them out.