Turn 32
I use the power of this connection to numb his various senses,thoughts,and emotions.Turning this poor chap into a mindless zombie forced to carry out my will...
(6) You start carefully removing his emotions, but after several minutes of no real progress you decide that it is not fast enough, and simply wipe his entire mind. Then you imprint one mental command in his mind, to follow your every order.
I build a HUGE coapacitor bank, like 1000 farads atleast, I then use TK to shock someone with it by TKing the cables attached to it
(6) You decide to build a capacitor, so you can zap people with it! You start by pulling several sheets of steel from the walls, (3) luckily the building's security is not compromised. Then you gp outside and take some rubber from the tires of cars parked out on the street. You manage to shape the metal and rubber into a simple capacitor, and then rip some power cords from the wall and attach them to it. It is quite heavy, and it is not charged, so you can't zap anyone yet.
I find some ropes and tie the commander up, and then (if not already an action) I attempt to heal him using the medical supplies.
(6+1=6) You find some ropes and quickly tie his hands and feet, (4) while still allowing his blood to flow freely. You then get some medical supplies and try to heal him, (6+1+1=6) you quickly fix his sprained ankle, and then try to fix his neck, (1) causing him great pain in the process, and not actually achieving anything.
I'll try to persuade him to surrender to Rishtor.
(6) You make a really sound argument as to why he should surrender to Rishitor, and he seems to be willing to do so, at least until Rishitor attacks him again.
I cede that driving back to HQ is a good idea, and during the drive, I take another stab at fixing the targeting computer.
(6) You tell Triolf to drive back to base, but for some reason he doesn't. You decide to fix the targeting computer instead, and start trying to write some code for it to recognize enemies and allies, but you are not able to do so, you instead create a program that will allow it to be extra accurate for a little while, but it will quickly drains its batteries, forcing it to shutdown to reload. (Can activate a program that gives it +1 accuracy for 2 turns, it will be inactive for 3 turns afterwards.)
I drive the hummer back, finally. AND RUN OVER ANY PEDESTRIANS JUST BECAUSE I FEEL LIKE IT.
(2) You try to start the car, but for some reason it just doesn't work, and you have to spend a while fixing the problem.
(GM) Rishitor crush puny man!
(5) You rush up to the last officer, and try to grab him, (4) he isn't able to move in time, and you catch him. Then you squeeze as hard as you can, trying to crush him, (1) with an audible crunching sound his ribs are broken, (4) puncturing one of his lungs.
Enemy Actions:Shoot Rishitor in the head!
(6) He fires his gun full-auto right at Rishitors face! (6) The first few bullets strike true, (3) and rips some metal away from his face. (5) The other bullets hit him right in the forehead, (5) but don't manage to penetrate his metal hide.
Allied Actions:Practice with weapon.
(2) She shoots some more, but doesn't learn anything more.
Follow Mr.Roosts orders
(5) He has no orders and so does nothing.
Background event: it is now night.
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. The foyer is riddled with bullet holes.
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 as an auto-turret, can activate a program that gives it +1 accuracy for 2 turns, it will be inactive for 3 turns afterwards.
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.
Slightly damaged face: 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.
6 razors.
.9mm handgun
Large Capacitor: when it is charged it can be used to zap people. Currently uncharged.
Encumbered: -1 to agility, -1 to dodge.
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.
Broken neck: -4 to all physical actions.
In a two-way connection with Mr.Roosts. Has to follow his orders.
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.
Broken ribs
Punctured lung: -1 stamina.
Location: Outside the police station.
Tell me if you find any errors.