Turn 43
I have decided to make a new mechanic, inspired by Devath's suggestion. Each turn now lasts a different amount of time, a normal turn lasts one hour, and a combat turn, when any member of your group is directly interacting with an enemy, lasts five minutes. You can't do as much in a combat turn. I will inform you when the kind of turn changes.
Return to HQ,remember the woman so I might 'contact' her later. Tell commander to heal up somehow.
(2+1=3) You start navigating the streets of Queens, but despite walking around for about an hour and having a GPS you can't find the HQ. (3) You can faintly remember the woman, and may be able to contact her again, but your connection to her is broken by the distance between you.
I start an incantation that will appease my Master and grant me favor.
(2) You take out a container of children's blood and draw a complicated pattern on the ground, similar to a large spider's web, and then sit down inside of it. As you start chanting in a long-forgotten evil tongue the pattern seems to come alive and start moving, you fall into a deep trance-like state. You float in an endless expanse of pure darkness, but in front of you is not your master, it is one of his high priests. He informs you that your master is too busy to speak with you at the moment, and when you wake up from the trance the sun is slightly higher in the sky.
I do my best for the commanders broken neck.
(2) You try to find your way back to the HQ, but you can't.
I'll continue to excercise!
(5) You keep running, and running, and running. After running for about an hour and not feeling too tired you realize that your stamina must have increased from your regular exercise.
Instead, I wake up and build a gauss gun outta that electromagnet. Screw the polarity!
(3+1=4) You wake up, rub your head, and immediately get two great ideas. ”Hey guys! Let's name our group N.A.T.O.! The Nefarious Assembly for Terrible Oppression!” The other people present seem to agree that this is a great idea, and you will henceforth be known as NATO. The second idea is of a different kind, and you get to work on it. By heavily modifying the magnet you turn it into a simple gauss gun, it is still very large though, and is has to be connected to a large power source to be useful.
I practice telekenises on cars.
(5) You focus intently on one of the cars in the junkyard, and try to move it. It takes a lot of effort but you manage to lift it into the air, and even toss it about a little. You feel more powerful, but the effort left you rather drained.
I build a heavily armored shell around the large chassis I have constructed, giving it more form. Something like a large elongated dodecahedron. I of course also install entrances in this armored shell.
(3+1=4) You use your powers to take more metal from the junkyard and attach it to the chassis, (5) it goes very well, and you manage to create a heavily armored shell around it.
Enemy Actions:No enemies present
Allied Actions:Examine gauss gun
(6) She examines Triolf's new weapon, trying to learn something about mechanics, when she accidentally sets it off! (Luck roll: 1) A piece of metal was inside the firing chamber, and it flies straight at her chest at supersonic speeds, (6+1-3=4) Her kevlar vest protects her from most harm, but the force of the impact totally destroys it, and knocks her down.
Sing
(4+2=6) He continues to sing beautifully.
Environment:
Time: 08:00
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 gauss gun is lying here. 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 rooftop, location unknown. There seems to be no way down. A pattern made of blood is drawn here.
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.
A large armored shell around a large chassis.(+3 against piercing, slashing, bludgeoning and +1 against electricity.
Properties unknown.
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 Telepath: 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.
Minor skill in connecting to others over large distances.
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: 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.
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.
Improved endurance: does not tire easily.
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. One more 5 for bonus.
Bullet bender: minor experience in curving bullets. One more 5 for bonus.
Very tired: -1 to all actions for one turn.
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
Rifle
Location: On a rooftop
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.
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.
Great Singer: +2 to singing.
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.