Turn 63
I continue focusing on telekinetic powers.
(3) You lie there for a few more minutes, trying to awaken any unknown telekinetic powers you may have, but either there are none to awaken, or you simply need to try harder. At least you can feel the numbness wearing off slightly.
I'll recover my weapons and go to confront the SHIELD agents in HQ, guns blazing.
(3) You run over to where you thought you left your weapons, but they are not there. You realize that you may be looking in the wrong place since all the helicopters have moved, and manage to find your way back to where you left them by looking at the surrounding buildings.
I just sit there and rest while trying to figure out if I know the large man.
(6) You sit still for a few minutes while watching the large man, trying to remember if you have seen him before. You believe that you do recognize him,
(4) he is the Juggernaut. One of your master's other servants showed you a picture of him once, and told you to be careful of him, you don't remember exactly why though. You are happy to notice that the numbness has worn off completely.
I destroy all the nearby buildings with my powers, including the HQ...
(6+1=6) You focus you powers on tearing down the buildings around you, and you can feel an enormous power build up inside you, a power that is too great for you to contain! Buildings start collapsing around you as the metal supports within them are torn away, the debris from the helicopters and your former tank-car come flying towards you,
(2) even the HQ starts to twist and bend as your out-of-control powers tear apart the supporting structure, and soon there is a hurricane of metal debris circling you!
Mr.Roosts: (4-1=3)
Blarney: (5)
Triolf: (2)
Lucien: (4)
SHIELD operatives Group 2: (3)
Rebecca Mayers: (2)
SWAT commander: (1)
Hector: (6)
Juggernaut: (1)
Mr.Roosts manages to avoid most of the debris, only getting hit on the leg by a small handgun flying through the air,
(3) receiving a few bruises. Blarney manages to dodge everything that comes near him, either through extreme skill or extreme luck. Triolf is hit right in the head by a part of a helicopter's landing gear,
(1) and a sickening crack can be heard over the cacophony of tearing metal. He falls to the ground, unconscious. Lucien manges to avoid harm, by pure luck it seems. The SHIELD operatives try to take cover, but a few of them are still caught in the storm,
(3+1=4) and three of them die. Rebecca is struck in the chest by a part of a metal roof support,
(1+1=2) her chest is partially crushed, despite her protective vest, and she starts coughing up blood. The SWAT commander is unable to move, and a large part of the ceiling collapses straight on top of him,
(1-1=1) he is reduced to a wet stain on the floor, his blood spraying out from under the large slab of roof. Hector manages to stay away from all the debris thanks to his diminutive size and his speed. The Juggernaut is hit straight in the face by the remains of the tank-car,
(2-1+10=6) but he is barely fazed by this, and simply tears it in half.
(4) Due to being in the relatively calm center of it all you manage to remain unharmed. Suddenly all the debris in the air simply falls to the ground, and you collapse from the extreme mental strain of what you just did. The HQ and its surroundings look like a war zone now, and most or all of the equipment inside the HQ was destroyed.
I fix myself up.
(6) You wash the blood off your hands and face with some cold water, and then tear the blanket on the cot to pieces to get some makeshift bandages. You manage to ignore the horrible pain and push your broken nose back into its proper place and shape, though your pained screams were most certainly heard through most of the cell block. You then wrap you makeshift bandages around your wrists and face, stopping the bleeding entirely.
I do another barrel roll, and get another gun!
(6-1-2=3) You try to do a barrel roll, but you are interrupted by a helicopter landing gear hitting your head.
I explode the helmet.
(1) You focus hard on exploding the helmet, and it starts to shake slightly, but suddenly an electrical shock is emitted from it,
(3) sending you crashing to the floor in spasms, but otherwise unharmed. It seems like it is supposed to prevent you from using your powers, and it is probably the reason why they feel dampened.
Enemy Actions:Regroup!
(5) They quickly reform inside what used to be the HQ.
Allied Actions:Survive
(5) Despite her horrendous injuries she manages to cling to life.
Find Lucien
(4) After searching for a few minutes he manages to locate Lucien.
Kill SHIELD people!
(3+5=6) He charges at them again,
(6) but they manage to elude him still.
Environment: A man was standing on a nearby rooftop when Hades' hurricane started, and even though the entire building collapsed he simply levitated in place for the duration of it, remaining completely untouched by all the metallic debris. After Hades passed out the man flew over to where he was lying and landed next to him. Blarney recognizes the man as Magneto.
Time: 13:20
LocationsFormerly a large warehouse.
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: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.
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.
Pain: -1 mental
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.
Lightly stunned: -1 to physical actions.
Bruised left leg.
Location: Inside the ruins of 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.
MP5: can attack twice during one round, but suffers a -1 to hit.
SKS rifle: +1 to hit at long ranges.
Desert Eagle: +1 piercing damage.
Rebecca Mayers: she is in love with him.
Location: Outside the ruins of 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. -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.
Unconscious
Extremely drained: -3 to using powers.
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: Near the ruins of 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.
Moderate head injury: -2 mental, -2 physical
Moderate bleeding
Unconscious
Location: Outside the ruins of 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
Location: Inside the ruins of 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
Severe chest injuries
Location: Inside the ruins of the HQ.
Knows a lot about your group and HQ.
Group 2: 12 men. Inside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: Inside the ruins of the HQ.
Location: Inside the ruins of the HQ.
Location: Near HQ ruins
Tell me if you find any errors.