Turn 33
Lets see what happens when I drop the mental connection.
(4) You easily disconnect from his mind. He still looks at you, as if waiting for orders.
Cut him open. Then take out his kidneys and liver.
(6) You thrust your spear forward and upward, in a cutting motion, aiming for his abdomen. (4) You strike him right below the navel and quickly slash upwards, (4+1=5) But his kevlar vest prevents all damage. (1) The strain of maintaining your metal state finally gets to you, and you revert to your normal self. You don't think you can use your powers for a little while. (Cannot use any powers next turn.)
I charge the capacitor and shock a random pedestrian in the heart, I then take them back to HQ and get all their main organs.
(1) You find a loose wire and use you telekinesis to connect it to the capacitor, and after charging it for a few minutes you try to pick it up, but are hit by a small lighting bolt! (2) You suffer some burns to your hands. And now it is completely discharged again.
I shall take the swat commanders helmet and slightly modify it so it suits me more.
(6) You snatch the helmet from the SWAT commander, and decide to improve it a little. You rush to the electronics store and pick up some components, and then you rush back to the HQ and get to work. After working furiously for half an hour your masterpiece is complete; the helmet now has several advanced functions, including a heads-up display and several modes of enhanced vision, but when you try it on you realize that all the information it shows could be confusing. (2) You don't manage to recall exactly how you built it.
I practice using my powers by ripping apart the building supports of the electronics store.
(5) You get out of the car and prepare to bring the building down. But then you realize that it would be rather stupid to actually be inside the building while doing so, and use your powers to lift the tank-car outside before heading outside yourself. Then you focus all your power on tearing the building down, and soon the sound of metal being rent asunder can be heard as the walls begin to shake. When there are too few supports left to actually support the building it collapses into a pile of rubble. You learn quite a bit about using your powers.
I just start the damned car and drive FAST back to HQ. FAST MEANING "GO LITTERALY STRAIGHT TO HQ BY BLOWING UP WALLS IN THE WAY WITH THE ROCKET LAUNCHER".
(6) You start the car up and put the pedal to the metal, and drive in a straight line towards the HQ. At first all goes well, but then a building gets in your way, and you fire a rocket at it, (6+1=6) striking it in a weak spot (-1 to damage roll). (3-1-2=1) The explosion tears a large hole in the outer wall, and the inner walls provide no resistance as you drive through them! In the rear-view mirror you can see the building start to tilt, and it is a real miracle it is still standing at all. You realize that you have arrived at the HQ and stop with screeching tires, and then you calmly drive inside and park.
(GM) Loot SWAT guys
(3) You start looking through their pockets, but can't find anything of value. You could take their weapons and armor though.
Enemy Actions:Kill Rishitor!
(5) He unleashes a burst of bullets at Rishitor, (1+1=1) (2+1-1=2) completely missing him.
Allied Actions:Unload tank-car
(6) She grabs stuff and start hauling it out of the car, and soon there is a pile of electronic devices next to the weapon piles.
Follow Mr.Roosts' orders
(6) He still has no orders and so does nothing. (Giving him an order is a free action btw.)
Background event: For some reason, maybe pure luck, Blarney feels compelled to look upwards, and on the roof of the police station he sees a figure. But the darkness prevents him from making out any details.
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.) There are 4 computers, a large amount of computer parts and 3 wireless routers on the floor.
It is a police station. A flatbed truck is crashed through the front doors. The foyer is riddled with bullet holes.
A former electronics store. It is now nothing but rubble.
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.
+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
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.
Modified SWAT helmet, on head: +1 against piercing, slashing and bludgeoning. +1 to vision, can see cloaked foes. Roll against confusion when in combat.
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.
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 using magnetic powers. One more 5 for further bonus.
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: Outside 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.
Burned hands: -1 to actions involving use of hands.
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
7 improved rockets: +1 to hit.
Location: In the HQ.
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 uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
Broken neck: -4 to all physical actions.
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.