Turn 17
REGENURATE!
(3) You sit there for a few minutes, trying to make your leg reattach itself. You don't accomplish anything really.
I make the punisher drop what he's doing and give me 20!
(4) You dig up memories of Punisher's military training, and try to make him believe that he is a recruit in the army. (1+1=2) He seems to fall for it, and tries to do some pushups. (3-1=2) His shoulder prevents him from doing much, and he is soon breathing heavily due to his punctured lung.
My action is to heal up Judge Zed.
(2) You try to heal him but he pushes you away. It seems like he doesn't trust your doctoring skills.
I rush to punisher and slice his head off with my katana.
(3) You draw your katana and run at him, screaming madly. You are interrupted by another burst of machine gun bullets, and decide that it would be stupid to get into the line of fire.
I continue to unleash the fury of the 50 cal upon the Punisher
(5+1=6) You once again unleash the metal fury upon the Punisher (3) Hitting him in the left leg. (6-2+1=5) The bullets harmlessly bounce off him.
I'll continue to fire at him from cover.
(2) You keep firing, but don't actually see where you are shooting and don't hit anything.
(GM) Heal self.
(4-1=3) You try to stop the bleeding but can't find anything to stop it with.
Enemy Actions:Kill Judge Zed!
(6) He fires his M16 in full auto at the Judge! (3-1-1+1=2) The first few bullets miss their mark. (5-1-1+1=4) But a couple hits him in the abdomen. (2-1=1) It is now in even worse shape than before! (Critical damage: 6) But somehow it doesn't damage his internal organs too badly. (Constitution roll: 1) The blood loss finally takes its toll and Judge Zed collapses.
Allied Actions:Hide
(1) She somehow manages to activate the car alarm, drawing attention to herself.
An old warehouse, the lights are on. Lots of room, but no rats. There are several piles of weapons here, and a rocket launcher. A .50 caliber machinegun is on a mount on the floor. A tied up corpse is lying on the floor.
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.
Absorbing Man: can mimic the properties of any touched material. Gains bonuses based on material mimicked.
Athlete: does not tire easily.
Novice driver: +1 to simple driving actions.
Chainmail.
Leather helmet.
Keys to Volvo.
Spear
Made of Copper: +1 against electricity and slashing. No bleeding. -1 against heat based damage.
Left leg torn off: -1 to all movement actions.
Location: In the HQ.
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
Partially torn 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.
Severly wounded abdomen
Severe pain: -1 mental, -1 physical.
Punctured lung: -1 stamina.
Medium bleeding.
Shattered left knee: -1 to movement actions.
Blood deficiency.
Unconscious.
Location: In the HQ.
Super Speed: +1 to speed, +1 to dodge.
Boyscout: +1 to actions that involve tying.
Batter: +1 to hit when hitting things at people using baseball bats.
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.
Amateur Mentalist: 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.
A pair of black-tinted sunglasses - prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
Mentally connected to Punisher, one way connection
Location: In the HQ.
Lucky: +1 to hit, +1 to luck-based rolls.
Persuader: One more 5 to gain a bonus to persuasion.
Skilled thrower: +1 to hit with thrown objects.
Casanova: +1 to seducing.
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.
Rebecca Mayers: she is in love with him.
Location: In the HQ.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers.
Can operate simple machinery with magnetic powers.
+1 to operating machine guns.
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.
Chameleon: +1 to hiding. -1 to hit for enemies who use sight to aim.
A knife.
Two silenced SMG's: does not make much noise when fired.
Katana: +1 slashing damage.
Location: In the HQ.
NPC statusKevlar vest, protects upper body: +1 against piercing and slashing.
.9 mm pistol.
In love with Blarney: -3 to all rolls that would be directly harmful to him.
Location: In the HQ.
Ex-Marine: +1 to damage and hit in melee fighting. +1 to hit with all firearms.
Uniform: unknown. A skull is painted on his shirt.
M16 assault rife: +1 piercing damage. Can attack two times during one round, but suffers a -1 to hit.
Combat knife.
Two .9 mm pistols.
Punctured lung: -1 stamina.
Shattered shoulder: -1 to hit with all weapons with that arm.
Winded: -1 stamina
Location: In the HQ.
Point out any errors you find.