Turn 40
I fly to the junkyard and select bits to use in my quadruped walker mech, with a body the size of a small house.
(5) You use your powers to quickly fly to the junkyard, but despite much searching you can't find anything that seems strong enough for building a mech. You did learn a bit about flying though.
I mold the car chassis into a single, larger chassis, making it as sturdy as possible.
(3+1=4) You use your powers to rip away any part of the car you don't intend to use, and then get to work on molding them into a single large chassis. You do quite a good job, but it is still only a chassis.
I search for a bank.
(2) You get up from your fall and dust yourself off before running out into the morning. But despite much searching you can't find any banks, perhaps you are searching in the wrong part of town?
I grab a sidearm and combat knife... because wizards run out of spells, I'll also check on the Internet for a map of the city and study it. I'm not searching particularly hard for a good weapon, just picking one up.
(6) You pick up a knife and a pistol, (Luck roll: 1) it is a rather lousy pistol, an antique it seems. Then you sit down in front of the computer and start searching the web for maps of the city, a rather easy task, and then try to memorize them, (4) succeeding somewhat, you now know the general layout of the town. (Luck roll: 4) You notice a small message on the bottom of the screen: Being Tracked. Acting quickly you manage to disconnect the satellite from the presidential network, it seems Triolf forgot to do that.
I (hope) to wake up refreshed in mind and body and ready to excercise some since we've been running around so much.
(4) You wake up, and feel rather rested, so you decide to do some running, to try to increase your stamina, (1) but instead you trip on a weapon lying on the floor. (4) You manage to brace your fall, and don't suffer any damage. You angrily pick up the weapon and toss it back into the pile.
Through the mental connection convince her to join our cause.
(4) You bombard her mind with
liberal propaganda images of your glorious cause, (5+1=6) But she manages to push them away, and tries to flee.
Using the electromagnet o' doom reversing its polarity, I try to make some sort of bullet-bending armor. Why need supernatural powers when Science can do the job for you?
(1) You connect the wires to the magnet, after reversing its polarity, of course. Unfortunately this didn't work as intended, and you notice that you accidentally re-reversed the polarity again, causing it to attract a few pieces of metal in your general direction! (1) You have no chance to dodge them, and they hit you in the head! (3) knocking you out, but fortunately not causing too much other damage.
Enemy Actions:Run away!
(5) She starts to run at a speed that would make Usain Bolt jealous. She will get away if Roosts doesn't do anything soon.
Allied Actions:Shut down magnet.
(1) She runs towards the large magnet, but a piece of metal comes flying straight at her! (6) She quickly leaps out of its way, but lands badly, (4) scratching her chin.
Sing!
(6+1=6) He has found his muse it seems, and continues to sing beautifully.
Environment: It is now early morning.
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 large electromagnet is placed on the floor, near some power cables. A large capacitor is lying here, and is currently connected to some power cables, when it is charged it can be used to zap people. Currently has enough charge for 4 zaps.
A junkyard, it is filled with all kinds of junk. A large armored chassis is lying near it (+2 against piercing, slashing, bludgeoning and +1 against electricity.).
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.
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.
Bruised
Location: On a street in Queens.
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. One more 5 for bonus.
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 connected to the woman in a two-way connection.
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, +1 to doing so.
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.
Location: In the junkyard.
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.'
Unconscious: -2 to all perception rolls
Location: In the HQ.
Dabbling dark magician: can use dark magic, gets a negative to rolls depending on magnitude of the attempted spell.
Minor dark energy infection: -1 charisma, +1 to scaring people.
Dabbling magician: no bonus yet.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Old pistol: -1 to damage, -1 to hit.
Location: In the HQ
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for 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
Light bleeding from chin.
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
Currently connected in a two-way connection to Mr.Roosts
Tell me if you find any errors.