Turn 31
I wake the SWAT commander,and make a two-way link to him.
(6) You violently shake the SWAT commander, and after a little while he wakes up. Then you focus on trying to connect to his mind. When you break through his weak mental defenses you are flooded by a torrent of thoughts and impulses, (5) but you manage to fight them off.
I kill them all, but one.
Then I do excruciatingly painful, unnecessary surgery.
But do NOT let him die.
(4) You prepare to stab the closest SWAT officer when he waves at you, and when you look closer you see that it is Blarney. You decide to pursue the others instead, and violently attack them, (2) killing two of them with a series of swift strikes. (Perception: 5) With you astoundingly perceptive mind you notice that there are only two of them left now.
I turn the tvs and cameras into a 64800 degree visual screen, so that we can see everything above ground from within the vehicle on the screens conveniently installed in the walls, instead of the internal area of the vehicle.
(4) You start mounting TV:s onto the walls, and cameras on the outside, you even decide to put some TV:s in the floor, for some reason. After a lot of frustration and cursing you manage to build what you intended, and now you can see all around the car from the inside.
I scare the swat officer as much as possible, so he will obey my will.
(6) When you see that Roosts has managed to wake the SWAT commander up you decide to practice your intimidation skills on him, he can't punch you if you do it badly after all. You kneel beside him, and put your revolver to his head, you can see in his eyes that he is very scared, and then you pull the trigger, and a click is heard. He looks like he almost had a heart attack, but you aren't done yet. You then reload the gun in front of him, making sure he is looking, before putting it to his head again, and audibly cocking the hammer, and now he faints from the stress. You think you have learnt a little about scaring people.
I get on the roof and rocket-snipe some government building to ruins. Heh.
(2) You try to get up to the roof, but there are no stairs or ladders that lead there, and you do not want to scale the wall. You go and look at what Hades is building instead.
I'll take the opportunity to backstab some of the SWAT guys then, being discreet as possible. I'll also wave 'hi' to Rishtor if I see him so he knows it's me.
(5) After making sure that Rishitor knows who you are you slip into the shadows, and sneak up behind one of the living SWAT officers, learning a bit about sneaking in the process. Then you try to silently slit his throat with one of your throwing knives, (3) and a small cascade of blood flows from his neck as you cut open the jugular vein. He makes a small gurgling noise though, and the other officer sees you!
(GM) Practice telekinesis.
(2) You try to practice your telekinesis, but you accidentally crush the boxes you were using to practice with.
Enemy Actions:Try to invade Mr.Roosts mind.
(6) When he falls unconscious he notices that someon else seems to be in his mind, and tries to find out who. He follows the other mind's trail to its source, and try to break through to it, (2) failing utterly in doing so.
Kill backstabber!
(6) He fires two bursts in rapid succession at Blarney, (3+1-1=3) The first burst misses him slightly, (1+1-1=1) and the other burst misses by a mile.
Allied Actions:Practice with weapon.
(5) She makes a simple target and starts shooting at it, learning how to aim properly.
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.). There is an abundance of electrical power available. There are several piles of weapons here, the piles are neatly organized (+1 to searching for weapons). 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 entrance to the office building is here.
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. The ammo type of the machine gun can be switched by pressing a button. An auto-targeting computer is fitted to it, but it cannot distinguish between friend and foe. You can see everything around the car from the inside due to mounted TV:s. 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.
Slightly damaged chest: no effect.
Location: Outside 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.
Scary: one more 5 for skill bonus.
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 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.
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.
GPS: +1 to travel actions.
Currently in a two-way connection with the SWAT commander.
Location: In the HQ.
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.
Can handle pain: +1 to resisting pain.
Sneaky: +1 to sneaking.
A set of throwing knives.
A plastic bag with 2950 dollars in it.
Desert Eagle: +1 piercing damage.
SKS rifle: +1 to hit at long ranges.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
SWAT uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
Rebecca Mayers: she is in love with him.
Location: Right outside 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.
Novice electronics engineer: one more 5 for skill bonus.
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.
Novice electronics engineer: one more 5 for skill bonus.
Classy glasses
Rocket launcher: unknown effects
8 improved rockets: +1 to hit.
Location: In the electronics store.
NPC statusMarksman: +1 to hit with firearms.
Kevlar vest, protects upper body: +1 against piercing and slashing.
M16: can attack twice during one round, but suffers a -1 to hit.
50 dollars
In love with Blarney: -3 to all rolls that would be directly harmful to him.
Location: In the HQ.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
SWAT uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
Sprained left ankle: -1 movement.
Broken neck: -4 to all physical actions.
In a two-way connection with Mr.Roosts.
Unconscious.
Location: In HQ
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
SWAT uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
Location: In a SWAT van outside the police station.
Tell me if you find any errors.