Turn 70
I practice using my powers like a railgun to propel the small steel spheres outside the transport while remaining within.
(3+1=4) You extend your hand towards a corpse on the ground outside the sphere, and the three metal spheres are propelled away at near-supersonic speed towards it. When they hit they tear right through the weakened armor and the body within, even making dents in the concrete under it. You then call them back to you with another motion of your hand.
Continue work on the spell.
(3) You keep sitting in the darkness inside the sphere, trying to find a way to weave darkness into an impenetrable barrier. All your attempts so far have been faced with failure.
I am determined.
(6) You try to figure out exactly what you did last time, and when you think you have it figured out you decide to try it. You leap into the air, as high as you can get, and then, when you have reached the highest point of your jump, you use your super speed to push your legs down at extreme speed, so fast that the air under you is compressed enough that you can step on it. You scream with joy as you soar even higher into the air, having finally achieved your goal, but your screams of joy are cut short by the ceiling, which hits your head,
(2+1=3) luckily your helmet protects you from any serious harm. But everything that goes up has to go down eventually, and you fall back onto the floor,
(3) landing on your ass and getting a few bruises.
I try reaching out with my mind to that woman I met in that allyway several turns ago...
(4) You focus and try to reach out to the woman you encountered earlier,
(5) and after a bit of searching you manage to find her and make a connection.
(5) She must be napping or something, because her thoughts are very serene, and barely give you any trouble at all.
I try to heal that head injury.
(6) You carefully poke you head, and determine that your injuries are not as severe as they may have seemed at first. You then use some nearby pieces of broken armor to make a temporary stabilizer for your skull, to make sure it heals properly. The stabilizer does cover your vision somewhat, and aiming properly may be a problem.
Wake up and stuff.
(4) You finally manage to wake up, and somewhat shakily stand up. Then you hear someone screaming behind you, and turn around in time to see Cheetahr slam into the ceiling.
*Re-enters the sphere and continues to stretch, chagrined.*
(1-1=1) You get back up and start shuffling towards the sphere again, only to fall when you slip on the entrance ramp,
(5) luckily you again manage to stop your fall before your face hits the ground.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Wait
(5) He sits there, trying to think of something meaningful to do.
Bring Blarney inside.
(6+5=6) After laughing a bit at Blarney's failure he reaches out of the sphere and pulls him inside.
Wait
(2) He stands inside the metal sphere, waiting for everyone to be ready.
Environment:
Time: 13:55
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.
A large metal sphere created by Magneto. Currently outside the ruins of the HQ.
Status:
Super Speed: +1 to speed, +1 to dodge.
Double-Jumper: can do one extra jump in mid-air.
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.
Bruised backside
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.
In a two-way connection with a woman.
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: In the metal sphere.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers. One more 5 for bonus.
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
Skull stabilizer
Eyes slightly covered: -1 to accuracy rolls.
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.