Turn 65
Again... Telekinesis.
(1) You keep up your search for telekinetic powers, but even after having searched every nook and cranny of your mind you have not found any. It would seem that you simply do not have any such powers.
With the help of Hector again, I try to find Triolf. If I find him I use the cloth on his wrists to stop the bleeding.
(5) You tell Hector to help you search for Triolf, fearing that the weak scientist may have been injured in the recent event. You climb through the ruins, looking for him, but then you realize that he had went out of the HQ before it happened, and head outside. After just a minute or so of searching you manage to locate him, and see that he is bleeding pretty badly from a wound on the back of his head. You take some cloth that he had wrapped around his wrists for some reason, and use it to bandage his wounds, managing to stop the bleeding entirely.
*Smiles at Magneto, since I'm pretty much pinned*
"Hi there. I'm pretty sure we're on the same side. I work with Hades."
(1) You smile at Magneto and speak with all the charm you can muster: "Hi there. I'm pretty sure we're on the same side. I work with Hades.", but he does not seem to be any happier with you, he says: “It would seem that Hades should keep better company.”, and then your head is also encased in metal, but he does leave a small hole in front of your mouth so that you can breathe.
I study the forcefield for any weaknesses.
(4) You spend a minute looking at the forcefield, but then realize that you can't actually see it. You then throw the car keys at it, and when they hit the forcefield it lights up briefly. You keep throwing the keys at it, searching for a weakness,
(6) and see that there seems to be a small gap near the roof, how you are going to get so high up is unclear however.
I talk with Magneto, inquiring as to his presence here, how his plans are coming along, small talk, y'know.
(2) You try to walk over to Magneto to talk with him, but when you start to walk a small wave of nausea washes over you, and you have to stop for a few minutes and wait for it to abate, that extreme power release must really have messed you up.
I burn the imaginary paper using an imaginary flamethrower. I then conjure up an imaginary chalkboard and get on with designing the ultimate helmet.
(3) You throw the paper on the imaginary floor and then burn it with a flamethrower that was a pen a few seconds ago. You then pull a chalkboard out of the ashes and keep working on your ultimate helmet.
(5) For some reason your thoughts seem slightly clearer, as if a small layer of dust had been washed off your eyes.
(GM) Keep draining the battery
(4) You keep sitting there, and after a few more minutes of continuous power use you think you can feel the power-numbing effect wear off slightly.
Enemy Actions:Escape!
(5) They manage to find a way out of the ruins and start to run away.
Allied Actions:Survive
(4)She still manages to cling to life.
Help Lucien
(5) He would be of great help if Lucien hadn't found Triolf before he could.
Kill SHIELD people
(5+5=6) He runs after them at a speed much greater than any ordinary human could hope to achieve,
(1) they are too busy trying to run from him to get out of his way,
(1-3-1-1=1) and in an impressive display of violence they are reduced to something that can almost be identified as human corpses.
Speak with Hades
He spots Hades standing nearby, and levitates over to him. “Hello Hades, it would seem that your powers have increased greatly indeed” he says while looking at the destruction around him, “But I would advise you to practice control a bit more. However, I did not come here to do small-talk, I have something important to speak with you about.” He waves his hand, and the metal encasing Blarney is suddenly torn away and takes the shape of two chairs next to Hades and him, and the two men sit down. “Have you heard of
The Superhuman Registration Act, Hades?” he asks, and is met by a negative response, “I am not surprised, the Congress and the President have done their utmost to keep it secret from the general populace. It can be summarized as an act that gives the government the right to imprison anyone they consider a threat, only because they were born with superior genes. In just a few days they will vote on it, and it will pass. And then they will come after us, and all others of our kind, it will be a
war. That is why I have come here to speak with you, my old friend, for I am recruiting an army, to fight back, and take what should rightfully already be ours! I am speaking of power, Hades. We are superior in every way, and yet we are the ones being treated like lesser beings, like scum! When they launch their attacks against us, we must be ready to defend ourselves, and to do that we need an army. So, will you join me, Hades?”
Environment:
Time: 13:30
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
Sprained ankle: -1 speed, -1 to travel actions.
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.
Lightly stunned: -1 to physical actions.
Head injury: -1 mental, -1 physical
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: Outside 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.
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: Outside the ruins of the HQ.
Location: Inside the ruins of the HQ.
Location: Near HQ ruins
Tell me if you find any errors.