Turn 69
I enter the sphere, and work on composing a spell that will encase me in solid dark energy. Like, you know, mage armor or something.
(4) You enter the metal sphere and sit down in the darkness inside, focusing on the creation of a new spell. You need to be able to shield yourself from harm, and after some consideration you get to work on making a spell that will surround you with a shell of dark energy. You work on it for a few minutes, making some progress, but it is not ready for use yet.
Need more double-jump!
(5) Truly you are the very definition of determination, jumping for so long with barely any pause at all. Your efforts are beginning to pay off it seems, on one of your attempts at double-jumping you actually managed to propel yourself a bit higher when you were in mid-air, but you are not quite sure how.
I enter the sphere. While practicing fast manipulation of my steel spheres.
(3+1=4) You walk into the metal sphere, spinning your small steel spheres above your head in intricate patterns while you walk. You find that this exercise was too easy for you to learn anything from it.
I say to Magneto: "Go ahead. It hurts already too much anyways."
I then prepare for whatever he is going to do.
(5) You tell Magneto to do whatever it is he is planning to do, and then close your eyes and prepare for the pain that will probably come soon.
Looking down at Fliort,"Shame that Cheeetar was the closest thing we had to a medic,and those Shield bastards got 'im." Then light a cig and practice shooting at something outside.
(3) You light a cigarette and lean out of the sphere to avoid polluting the air inside, then you pull out your gun and start shooting at the corpses lying everywhere. While this is rather amusing it doesn't improve your marksmanship at all.
*Practices flexing individual muscles trying to get the numbness to go away and stretch at the same time.*
(1) You try to do some stretching to get the numbness out, but your muscles do not want to cooperate, and you fall over as your right leg simply stops responding mid-stretch,
(6) you manage to catch yourself with your arms before you hit the floor, but you instead roll down the entrance ramp and stop a few feet outside the metal sphere.
I practice waking up, it is a useful skill to have it would seem.
(2) You try to gain some insight into the most efficient method for waking up from unconsciousness, but despite your best effort you are unable to do so.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Wait inside metal sphere.
(4) He flies into the metal sphere and lands on the floor.
Wait inside metal sphere.
(3) He walks into the metal sphere and waits.
Heal Triolf's legs with magnetic powers.
(1+4=5) He waves his hand, and a few nearby metal pieces fly over to him. He then visibly focuses and stretches his palms out toward Triolf, as he does this the metal pieces disintegrate into a metallic particle cloud before entering his legs through his injuries. Triolf starts to scream in pain from the feeling of something crawling through his skin and surrounding the bone fragments in his legs, these fragments are then forced back into position. Then the bones are covered in a metallic casing, leaving no room at all for the fragments to move about. Magneto then levitates back into the sphere without another word.
Environment:
Time: 13:50
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.
Double-Jumper: one more 5 for bonus.
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.
Badly sprained ankle: -2 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.
Paralyzing gaze: can paralyze one person as long as he looks them in the eyes, -1 to doing so.
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.
Light concussion: -1 agility and speed.
Location: Inside the metal sphere.
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.
Lightly stunned: -1 to physical actions.
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.
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: In the metal sphere.
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.
Bones in legs covered with metal: +1 against blunt damage to the legs.
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
Head injury: -1 mental, -1 physical
Location: Outside the ruins of the HQ.
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.
Dark energy shield spell: not complete yet.
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: In the metal sphere.
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: ?
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In the metal sphere
Location: In the metal sphere
Location: In the metal sphere
Tell me if you find any errors.