Turn 37
I practice making some clouds of dark smoke.
(1) You focus on your dark magic, trying to learn how to create smoke that will smother and blind your foes. But you do something wrong, and a bolt of black energy is unleashed! (2) You manage to contain it enough to make sure no one else is hit, but it still strikes you, (6) knocking you to the floor, and seemingly getting absorbed into your body. You are not sure what just happened, but you feel kind of strange.
Thus I'll train my inner scavenger by searching for just about anything.
(3) You start searching, and you find quite a lot of things. Nothing of interest, but you still found things.
I try to traumatise the Swat Commander a bit more.
(3) Seeing as how Roosts has left you decide to have some fun with his little 'pet'. You sneak towards him, intending to shatter his fragile mind, but as you get close you feel compelled to escape from his ”singing” and hastily withdraw to a safe distance.
I practive curving bullets with my mind and leave the capacitor charging.
(6) You plug the capacitor into a power cable and then prepare to steer some bullets, but you don't feel that one measly bullet is enough, and instead activate the auto-turret on the car, and tell it to start shooting. (1) It does as you told it, and start shooting in all directions, (2) causing some damage to the HQ, but luckily not hitting anyone. As it started shooting you focused on curving its bullets, learning a little about doing so, but more practice is needed before you make any real progress. When you are done you deactivate the turret to make sure it doesn't kill you all.
I go find the nearest junkyard.
(3) You start walking towards the door when the auto-turret suddenly becomes active and starts shooting, a few bullets head your way but you easily stop them in mid-air with a magnetic shield. Then the armor screams in your ear
”Someone is shooting at us! Take cover!”, and you have to spend a few minutes calming it down.
I hack my way into the president's communication system, using the satellite. Then I look around for "interesting" stuff, like NUKES or TOP-SECRET SECRETS.
(5+1=6) You quickly locate the presidential communications system and hack into it. Then you start poking around in it, looking for anything of interest. (1) You locate a file called 'Nukular Wepons', which turns out to be the launch codes for all nuclear weapons owned by the US government, the file is signed with the letters G.W.B. You decide to download the file, 'for later use'. (Luck roll: 5) It seems like your intrusion has not been discovered yet.
I'll rest and meditate on my innate luck. As in how I might be able to refine my powers.
(2) You sit down and meditate, trying to come up with a way to improve your luck, but aside from making a deal with a god or something like that you can't think of anything.
Enemy Actions:none present
Allied Actions:Watch Triolf, try to learn something.
(2) She stands behind Triolf while he hacks into the president's communications system, but doesn't understand anything about what he is doing.
Sing!
(1) He changes to singing 80's pop songs, it is not pretty.
Environment: It is night. The first signs of dawn can be seen.
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 is 1 computer and 1 wireless router on the floor. A computer is set up, and connected to a wireless router.
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 currently parked inside the HQ.
+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.
In the HQ, ready for launch. It allows you to hack into almost any communications device. Connected to a communications satellite.
Status:
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.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
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: On a street in Queens.
Lucky: +1 to hit, +1 to luck-based rolls.
Agile: +1 to agility-based actions.
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 uniform.
MP5: can attack twice during one round, but suffers a -1 to hit.
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.
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.
S.M.A.R.T. Armor: +1 against piercing, slashing, bludgeoning and electrical. +1 strength. Has an advanced AI that likes to be called Bob.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Location: In the HQ.
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.
Bullet bender: minor experience in curving bullets. One more 5 for bonus.
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.
Bruised
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
Launch codes for all US nuclear weapons. Signed by 'G.W.B.'
Location: In the HQ.
Dabbling dark magician: can use dark magic, gets a negative to rolls depending on magnitude of the attempted spell.
Dark robes
Various arcane reagents
Affected by dark energy: ?
Location: In the HQ
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
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
Desert Eagle: +1 piercing damage.
SWAT helmet, on head: +1 against piercing, slashing and bludgeoning.
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.
Neckguard
Broken neck: -4 to all physical actions.
Has to follow Mr.Roosts' orders
Location: In HQ
Tell me if you find any errors.