Turn 38
I practice bullet curving more
(2) You pull out your pistol and start shooting, but despite your best efforts the bullets refuse to go in any direction but forward. At least the capacitor is slightly charged now.
I look for people again... Try to get somewhere nearby but secluded.
(6) You look around and notice a woman walking a little bit away, and then you start following her. After you have followed her for a few minutes you startle her and she starts to run! (6) You manage to keep up with her, and she tries to escape into a dark alleyway, but it turns out to be a dead end! She is trapped! All that running really made you tired though.
I make a ward around the HQ that physically weakens who I designate as targets.
(6-
2=4) You use some of your arcane reagents along with some ominous chanting to draw a line along the outside wall of the HQ, this line is enchanted with magic that will weaken your foes. (Minor ward: Attackers who cross the line have to roll against nausea.)
I go to the nearest junkyard...
(6) You head out of the HQ, and move towards the nearest junkyard, but after walking for a few minutes you decide that you need to move faster. You try to levitate yourself by moving your armor with magnetism, (4) the take-off is a little unstable, but you quickly get the hang of it and fly to the junkyard. After scaring off the canine guardian you are entirely alone here, except for Bob, who is very impressed with your levitation.
I practise shooting my pistol really really fast, so I can get in two shots a round. (Like how the Punisher had).
(4) You pull out your pistol and aim it at a target, then you focus on firing as fast as possible at the target. Your hands move at incredible speeds, pulling the trigger, cocking the hammer again, and then pulling the trigger once more, you achieve the same rate of fire as a machine gun. Most of your bullets miss though, but a few hit, and a few is often enough. (Can attack twice per round with all pistols, but suffers a -2 to hit.)
I'll continue to practice my throwing, alongside Rebecca.
(5) You tell Rebecca to watch as you practice, maybe she'll learn something, and she seems happy just watching you. You once again do your little speed-throwing trick, and notice that you are getting better at it, all of your knives strike within a few inches of your designated target.
Let's look for the full plans of the Pentagon and White House. With all the security measures on them.
(4) You keep poking around in the system, and find a folder marked 'Pentagon'. You open it, (4) and it turns out to be a limited blueprint for the Pentagon with all the security measures edited out. You still download it, it may be useful. (Luck roll: 6) It seems like your intrusion hasn't been discovered yet, but it is inevitable that it will happen soon.
Enemy Actions:Hide
(2) She looks around for a place to hide but there are none in the dark back alley.
Allied Actions:Try to learn from Blarney
(4) She learns the basics of throwing from watching Blarney.
Sing!
(1) He continues his musical mass-murder of epic proportions, probably causing several artists to turn in their graves.
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.). A line is drawn around it, attackers who cross the line have to roll against nausea. 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.
A junkyard, it is filled with all kinds of junk.
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 space. It allows you to hack into almost any communications device. Connected to a communications satellite. Currently connected to the communications system of the US president.
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.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
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.
Tired: -1 to physical actions.
Location: A dark back alley 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.
Masterful thrower: +1 to hit with thrown objects. Can attack twice during one round with no penalty 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 Junkyard.
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 has enough charge for 1 zap.
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
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.
Novice Thrower: no bonus yet.
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
Location: in alleyway with Mr.Roosts
Tell me if you find any errors.