Turn 53
HADES GOES TO HQ.
(3) You decide to walk back to the HQ to avoid the helicopters' notice, so it takes longer than getting to the junkyard. You only make it about halfway.
I summon a demon in the midst of the soldiers!
(3) You focus on summoning a demon in the midst of your enemies, and a thick black fog begins spreading around their feet. But then an infant-sized ugly creature with large wings appears, it seems like the actual powerful demons are far too busy to come to your aid.
(4) The ugly creature looks around, and quickly realizes that it can't fight these people, so it flies over to you, sensing that you summoned it here, and waits for you to say why you did so.
I mentally prepare myself for the grueling challenge of biting through my ropes and handcuff and tearing my captors limb from limb.
(5) You mentally prepare for getting free, and also make a plan for attacking your captors. (+1 to getting free, and attacking the SHIELD operatives in the helicopter.)
I have the helicopter pilot make a nose dive into the S.H.I.E.L.D. ground forces.
(5) You send a powerful mental command to the helicopter pilot, trying to force him into a kamikaze attack on his comrades.
(1+1-1=1) His mental defenses are finally swept aside, and he goes into a rapid dive with his helicopter, aiming it straight at Group 1,
(5) but they manage to get out of the way in time.
(1) The helicopter slams into the ground at high speed and explodes in an impressive fireball, instantly killing all inside it. You learned a bit more about using your telepathy from this.
I'd like to exit the sewers and stealthily make my way back to the warhouse surroundings. I should just be able to see the helicoptors to make my way back.
(3) You climb up out of the sewers, and you are really glad to be free of that horrible stench. But no matter how much you look around you cannot locate the helicopters, and you are not entirely sure about the direction of the HQ anymore.
I wrap up any cloth-like material I can find around my wrists, and keep that hidden under my sleeves. I also hide a knife on myself. (don't tell me there isn't one. It's obvious there is one around here, what with the weapon stockpile.) I eat the launch codes. I then surrender to SHIELD.
(3+1=4) You start looking through the piles of weapons for a knife, and after looking for a few minutes you find a rather nice combat knife. You also decide to eat the launch codes, and due to them being on a CD this is a rather horrible experience. You then hide the knife in you pants, assuming that the enemy won't search there, and wrap some scraps of cloth around your wrists. You don't have time to do anything else right now.
(GM) Break free
(4-3-2=1) You are fast asleep.
Enemy Actions:Fly away with Xen and Cheetahr
(3) They fly into the air, but don't get anywhere yet.
Cover HQ
(4) They all take cover and then watch the HQ to make sure that no one slips past them.
Cover HQ
(6) They also take cover, and focus completely on watching the HQ, neglecting their surroundings.
Allied Actions:Try to heal Commander
(2) She can't do anything for his broken neck.
Sing
(1+2=3) His song seems rather mediocre all of a sudden.
Environment:
Time: 12:30
LocationsA heavily fortified old warehouse (attackers who roll 3 or below on the turn they enter suffer an attack of opporunity from a random party member), there is a hole in one wall, with an electric cable trap in front of it (anyone crossing the cables have to roll to avoid getting zapped). 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 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 5 zaps. There are 8 vacuum cleaners here. There are 6 boxforts built here.
A junkyard, it is filled with all kinds of junk. A quarter of a mech leg is lying here.
Vehicles and other stuff:Used to be a Hummer H2. Heavily damaged: can't drive, -2 against all damage. Fits 7 people. Parked outside the HQ.
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.
+2 piercing damage. Too heavy to be carried by a normal person. Requires large amounts of energy to fire.
400 pounds of sheet metal.
1 pound of uranium.
5 ounces of weapons-grade plutonium.
20 pounds of palladium.
1 cubic foot of antimatter.
The Crimson gem of Cyttorak.
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 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
Stunned: -2 to all physical actions.
Tied up hands and feet: -2 to actions involving the use of hands or feet.
A man with a violent plan: +1 to getting free, and +1 to attacking the SHIELD operatives in the helicopter.
Location: In a helicopter outside the HQ.
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, can focus to give target -1 to avoidance roll. A few more 5's for power increase.
Mental alarm clock: can wake self from unconsciousness.
Other gaze power?
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: In the HQ.
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 2650 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.
Minor head injury: -1 to balance and agility.
Rebecca Mayers: she is in love with him.
Location: Not far from 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.
Blueprints for antigravity generator: +2 to building it if the correct components are gathered.
400 pounds of sheet metal.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Sergei Dragovich: former associate, owes him a favor, dislikes you.
Location: On a street not far from 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, +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.
6 razors.
.9mm handgun
Strange device, worn on face.
Lightly stunned: -1 on all physical actions.
Hands tied up: -2 to actions that require the use of hands.
Deeply asleep: has to wake up before being able to interact with the physical world, -3 to physical actions, -1 to mental actions.
Location: In a helicopter outside the HQ.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Classy glasses
Combat knife
Cloth wrapped around wrists: +1 against slashing damage.
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
Light blood deficiency: no effect yet.
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.
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.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Location: In a boxfort in HQ.
Great Singer: +2 to singing.
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
Will listen to orders from the rest of the group
Location: In a boxfort in HQ
Knows a lot about your group and HQ.
Group 1: 15 men. Overheated rifles
Group 2: 15 men.
Location: Outside HQ
Location: In HQ.
Tell me if you find any errors.