Turn 54
I mentally connect to the helicopter pilot attempting to fly away with Cheeetar.
(3) After the previous connection got terminated you reach out with your mind again, trying to connect to the person piloting the helicopter carrying Cheetahr, but you cannot locate him.
I bite my way through my ropes and handcuff and attack everyone around me. I make sure not to kill the pilot.
(3-2+1=2)You try to get free so that you may viciously tear your captors to pieces, but you only manage to roll around a bit on the floor, in a very comical manner.
I tell the imp to tell me about its skills and effects while searching for a several grenades in the weapons pile.
(5) You speak with such confidence and power that the Imp decides to make you its master, and it begins eagerly telling you everything there is to know about it, including the fact that its name is Elltill Hectib, but you tell it that you will refer to it as Hector instead because that is easier to pronounce. After listening to it speak for a few more minutes you walk over to the weapon piles and search for grenades,
(1+1=2) but there seems to be none there.
I'll head back to HQ and try to be stealthy about it, knowing there are SHIELD guys around.
(1+1=2) You still can't locate the direction of the HQ, the buildings around you block your view too much.
I start fiddling with the copters' controls with my powers, getting them to ram each other, fire missiles, etc.
(1+1=2) You reach out with your magnetic powers, trying to control the helicopters. But you are too inexperienced to be able to do so, the fact that you can't see them doesn't help either.
I wake up, but without opening my eyes, I then listen.
(3-1=2) You are still fast asleep.
I surrender, waving whatever piece of white cloth I can find, planning to hijack one of the helicopters.
(2) You spend a few minutes searching for something to use as a white flag, but you can't find anything.
Enemy Actions:Fly away with Cheetahr and Xen
(5) Two of the helicopters leave in the direction of Manhattan.
Breach HQ
(1) They somehow manage to miss the rather obvious large hole in the side of the building, and so can't find their way inside.
Breach HQ
(2) They decide to wait and see how Group 1 fares first.
Allied Actions:Get ammo for the gauss gun
(6) She starts tearing the nails from some wooden boxes and piling them near the gauss gun. But in doing so she exposes herself to the enemy, and they try to shoot at her,
(5+1=6) and she is struck several times by their energy bolts,
(5-1=4) and she has to struggle to get back inside.
Sing
(2+2=4) He tries to inspire the group with his song:
Repel, Repel, Repel the invaders! He is not very successful...
Environment:
Time: 12:35
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 above the river.
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 above the river.
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
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Tell me if you find any errors.