Turn 26
I grab the officer, rip off his head, than throw it at the rest of them.
(6) You look at the officer who attacked you, your eyes ablaze with rage, and your rage manifests as lightning arching across your body. You grab his head and pull, (4) but despite your best efforts you cannot rip it off, the electricity arching across your body discharges into him though, (1) instantly frying his brain while his body spasms like a fish on land. After he has been fried you manage to rip his head off, and turn around to throw it at the others, but they are all gone.
I try to reboot my brain or something of the like,meditate...
(5) You swim in a vast ocean of darkness, the empty void only interrupted by floating figments of your imagination. You come upon yourself lying on a dark sidewalk, and start shaking the other you, to make him wake up. Suddenly you find yourself looking upward, at the night sky, and a streetlight. You have learned how to wake yourself when you are unconscious. (Gets a roll the turn you are knocked unconscious to wake up.)
I run over to the electronics shop and (if this is not already a turn) start practising my shotgun on civilians running around in terror.
(4) You prepare to charge off at super-speed when Hades puts his hand on your shoulder. You turn to face him and he says: ”Could you give me a hand with this?” while pointing at the pile of ammo next to the .50 cal. He explains that he is going to mount it on the tank-car, and the two of you follow its tracks to the electronics store. (Luck roll: 4) There is quite a crowd gathered outside, and after dumping the ammo inside you rush out, and start chasing them around with the shotgun, (1) the slow civilians have no chance against you, and when you corner the last of them he asks you ”Why do you do this?”, with a smile you reply: ”Grass grows, birds fly, sun shines, and brother, I hurt people.” Then you blow his head off with the shotgun. You feel more skilled with it now.
I loot the electronic store: computers, parts, random stuff, money.
(4) You jump out of the tank-car and start looting the place, (Luck roll:4) Rishitor would be proud, you loot like a true viking! You load up the car with several computers, a lot of various computer parts, and a few wireless routers.
I bring the MG and ammo over to the electronics store and mount them on the tank.
(4) You convince Cheetahr to help you haul it there, not wanting to risk activating the ammo. You hover the .50 cal in front of you while you walk to the electronics store. Once there Cheetahr dumps the ammo on the ground and runs outside. While he is chasing civilians you get to work on mounting the machine gun on the tank. It is easy work, and within minutes it is firmly mounted on the roof of the tank-car.
I use TK to move parts from other buidlings onto ours to create a super strong fortress of villainy.
(5) You step outside and start tearing the nearby buildings apart with your powers, and then attaching parts of them to your HQ. After a few minutes you have managed to turn it into a fortress-like building, it will now be hard for attackers to enter. (If an attacker does not roll a 5 when entering he suffers an attack of opportunity from a randomly selected team member.) (3) You learn a bit about using your powers.
I'll try again to find my way back or to find Mr. Roosts, trying to establish a telepathic link to Rebecca again to do so, if possible.
(4) You try to form a mental link to Rebecca, but give up after a few minutes of frutless effort. You decide instead to depend on your luck, and walk in a random direction, (5+1=6) You end up near the police station, and outside of it you can see a large amount of S.W.A.T officers preparing to enter.
Enemy Actions:Evacuate!
(4) They all quickly leave through a fire escape.
Allied Actions:Tidy up.
(4) She manages to clean up quite a bit, and now there is less evidence of the corpses remaining.
LocationsA heavily fortified old warehouse (If an attacker does not roll a 5 when entering he suffers an attack of opportunity from a randomly selected team member.), the lights are on. Lots of room, but no rats. There are several piles of weapons here, and a rocket launcher, the piles are neatly organized (+1 to searching for weapons). A small portion of the floor is covered by a bloody paste. There are two bags of medical supplies on the floor. (+1 to healing actions if they are used.)
It is a police station. A flatbed truck is crashed through the front doors.
An office building, it contains many computers. The front door is kicked in. The foyer is riddled with bullet holes.
A dark street in Queens. The buildings seem to be mostly middle-class apartments.
An electronics store. The tank-car is crashed through the front doors. The alarm is sounding.
Vehicles and other stuff:Used to be a Hummer H2. Mounting place for machine gun on roof. Armor plated: +1 against all damage except electrical. Ram on front. A .50 caliber machinegun is mounted on the roof. Fits 7 people. It is loaded with 4 computers, a large amount of computer parts, and 3 wireless routers.
+2 piercing damage. Ignores up to +1 of target's armor. Mounted on the tank-car
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.
Novice spearfighter: one more 5 for bonus.
Chainmail.
Leather helmet.
Keys to Volvo.
Spear
Made of Copper: +1 against electricity and slashing. No bleeding. -1 against heat based damage.
Location: In a police staion in Queens.
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.
Medic: +1 to healing external or simple internal injuries.
Shotgunner: +1 to hit with shotguns.
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.
A .44 magnum revolver.
Scarred face: -1 charisma
Location: In the Electronics store.
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.
Mental alarm clock: can wake self from unconsciousness.
A pair of black-tinted sunglasses - prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
Lost: -1 to all travel actions.
Location: In an office building in Queens.
Lucky: +1 to hit, +1 to luck-based rolls.
Slightly increased agility: no effect yet.
Persuader: One more 5 to gain a bonus to persuasion.
Accomplished thrower: +1 to hit with thrown objects. Can attack twice during one turn, but suffers a -1 to hit.
Casanova: +1 to seducing.
Pain resistant: +1 to resisting pain.
A set of throwing knives.
A plastic bag with 2950 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: Near the police station.
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.
Novice mechanic: one more 5 for skill bonus.
+1 to shaping metal with magnetic 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.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Location: In the electronics store.
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.
Budding telekinesis user: +1 to moving objects that are the size of a normal person or smaller.
Location: In the HQ.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Lab coat
Classy glasses
Rocket launcher: unknown effects
8 improved rockets: +1 to hit.
Location: In the electronics store.
NPC statusKevlar vest, protects upper body: +1 against piercing and slashing.
.9 mm pistol.
50 dollars
In love with Blarney: -3 to all rolls that would be directly harmful to him.
Location: In the HQ.
Tell me if you find any errors.