Turn 62
I attempt to learn telekinesis!
(5) You focus as hard as you can on learning telekinesis, and you think you actually may be getting somewhere. But it will require far more practice before you can be certain if you have any telekinetic powers or not.
I slowly stand up and tell the group around me, "You hear that? Your comrades are dead. And whatever's out there is going to be coming in here pretty soon. I'd run while you still can."
(3-1=2) You try to stand up, but only manage to get into a sitting position, and the SHIELD operatives are too busy chasing Hector to pay much attention to you.
*I'll look impressed at the big man's fighting abilities while continuing throwing daggers at the remainder of Group 4*
(4) You look at the big man for a few seconds, in awe of his fighting abilities, and then you pull out some more knives to throw at the SHIELD operatives around you.
(6+1+1=6) With a single quick motion of your arm you send a dozen knives towards them,
(3+1=4) but none of them are seriously hurt.
I kill the operatives by crushing them with their own armor.
(5+1=6) You peek out from behind your cover, and now you can see the SHIELD operatives. You then try to use your powers to crush them with their own armor,
(3-1=2) they have no chance to escape from the invisible force seeking to destroy them,
(5) but it seems that their armors aren't made of metal either, and your powers fail to have any noticeable effect. Bob speaks into your ear:
Maybe if you smashed something else into them? That might work. Or maybe you could encase them in metal and throw them in the river!"Pssst. Hey. Xen. ROAR YOU'RE SCARED"
(5) You roar as loud as you can at Xen: “You're scared!”,
(3) and he seems to be a little unsettled. You gain some experience in scaring people.
I whack the helmet against the force field.
(6) Cheetahr's screaming really makes you freak out for a moment. Then, for some reason, you decide that it would be a good idea to smack the helmet on your head into the forcefield that you suspect to be blocking your escape. You back up towards the wall and then rush as fast as you can at the forcefield, leaping at it head-first,
(5/2+5=6) neither you nor the forcefield suffer any damage, and you simply bounce off and fall on your stomach in front of it.
I grab one of their rifles and shoot at the survivors.
(1) You see one of their rifles lying next to the body of its former owner, and dash out to grab it. You leap through the air, and roll like an action hero when you land, and then you grab the rifle and chuckle slightly as you turn towards the SHIELD agents and raise it to your shoulder to fire. But as soon as you pull the trigger it explodes in your face!
(3) You are luckily not hit by any of the debris, but the energy released from the explosion causes you to fall down, and you can feel a slight numbness spreading all over your body.
Enemy Actions:Attack large man
(3) They fire off a poorly aimed salvo, not actually hitting anyone.
Capture the little devil!
(1) They are interrupted by a large man barging through the wall and attacking them.
Attack large man
(4) They shoot at him,
(2+1=3) but only a few of their shots hit him,
(2-1+10=6) and they don't manage to do any damage.
Allied Actions:Ambush SHIELD people
(6) She leaps out of the pile of boxes and start shooting at them with wild abandon,
(1+1-1=1) but she utterly fails at hitting them.
Recite poetry
(3) He continues reciting mediocre poetry.
Hide and observe
(5) He lands on a ledge up near the roof, where he has a perfect view of the situation.
Attack SHIELD agents in HQ.
(4+5=6) He ignores the few remaining enemies outside and sets off at a run towards the HQ, effortlessly smashing through one of its walls like a murderous Kool-Aid man. He then charges at the SHIELD operatives inside,
(4) but they manage to get out of the way in time.
Environment:
(4+4=6) Suddenly the remains of the helicopters are torn into small metallic shards that rise into the air before flying towards the SHIELD operatives outside,
(2) they have no chance to dodge the swarm of tiny metallic shards,
(1+1=2) and they are completely torn to pieces by them.
Time: 13:15
LocationsA heavily fortified old warehouse (attackers who roll 3 or below on the turn they enter suffer an attack of opportunity 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 4 boxforts built here.
A small cell, 5x5 meters large. It is furnished with a small bed fastened to the wall, a table fastened to the floor, a toilet and a small washbasin. There are some metal bars and a forcefield of some sort preventing prisoners from escaping.
A large prison facility, there are hundreds of cells.
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: +1 to scaring people.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
Somewhat rhetorical: no bonus yet.
A pair of reinforced running shoes.
500 dollars.
A car key.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
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
Moderate bleeding
Moderate injuries to wrists.
Broken nose
Location: In a cell in some kind of prison.
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.
Can connect to several people in rapid succession to give them simple orders: targets get a +3 to avoidance roll for the orders, has to roll to prevent being affected by their thoughts.
Mental alarm clock: can wake self from unconsciousness.
Other gaze power?
May have telekinetic powers
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.
Stunned: -2 to physical actions.
Location: Inside 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.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT uniform.
Rebecca Mayers: she is in love with him.
Location: Outside HQ, near SHIELD operatives Group 4.
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. -1 to target's dodge roll to avoid magnetic powers.
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: Outside 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.
Strange helmet, worn on head.
Location: In a cell in some kind of prison.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Houdini-Wannabe: no bonus yet
Classy glasses
Combat knife
Cloth wrapped around wrists: +1 against slashing damage.
Small cut on left hand.
Light bleeding
Lightly stunned: -1 to physical actions.
Location: Outside 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
Moderate burns on face and chest.
Pain: -1 mental
Lightly stunned: -1 physical
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 2: 15 men. Inside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Location: Inside HQ
Tell me if you find any errors.