Turn 75
Locate cells. Locate force-field generator. Locate wires. Cut wires. (Not, I'm not suicidal, either.) Follow wires.
(6) You spot a sign on the wall,
Cells, which points down one corridor. You start running that way, not sure if your comrades are following or not. After a little bit of running you come upon the cells, and after a quick examination you conclude that there are forcefields blocking access to them. You spot the forcefield generators situated on the sides of the cells, near the metal bars, but there are no exposed cables on or near them, so you cannot follow them to the control room.
I double-jump up and land on his head.
(5) With a great leap you position yourself above the flabbergasted guard, and then with another leap in mid-air you propel yourself to a height of approximately twenty feet. Then you start falling towards the guard, feet aimed at his head,
(6) the guard manages to get his head out of the way, but you instead hit his knees,
(4-1=3) the guard yells with pain and falls to the floor as one of his knees is dislocated.
Help Triolf.
(5) You follow Triolf to the cell block, where he stops. You ask what he is searching for, and he replies “The cables connecting to these forcefield generator, they will most likely lead us straight to the control room, and then we could shut down the entire facility! But I can't find them.” You simply reach out with your magnetic powers and quickly localize the metal inside the cables, “I've found them. Let's go.” You walk through the corridors of the prison, Triolf in tow, following the cables running under the floor, and soon find a room with a sign reading
Control Room.
*Begins advancing on the control room*
"You can surrender now, lay down on the floor and put your hands behind your head!"
(If they don't surrender I'll snipe another one. If they do I'll advance into the room.)
(3) You yell out your demands, but there seems to be no reply from the people inside. You are just about to try to shoot one more when Hades and Triolf appear just outside the control room, and you don't want to risk hitting them.
(GM) Follow group, keep alert
(1) You get split off from the group when you took a wrong turn in a corridor.
(GM) Follow group, keep alert
(5) You see Lucien walk in the wrong direction and run up to him to tell him of it. You then manage to lead both of you back to Triolf and Hades, and follow them to the control room.
(GM)Destroy helmet!
(6) You use every bit of telekinetic power you have, trying to explode the helmet away from you head. After a few seconds of intense concentration you can feel your powers build back to their normal level again, and when you focus them the metal surrounding your head soon begins to bend and twist, and then it suddenly explodes, showering your cell with metallic shards, if anyone else had been there they may have suffered some serious damage.
(2) You fall to your knees and feel out of breath, overcoming the power-numbing effects of the helmet was harder than it might have seemed at first.
Enemy Actions:Run away
(3) He panics and tries to get away from Cheetahr, which only leads to him falling on his face as his knee bends out of place when he tries to stand on it.
...
You can't see what they are doing.
Allied Actions:...
No one can see what she is doing.
Environment:
Time: 14:20
LocationsA large prison mostly holding people with superpowers. The alarms are blaring. There is a hole in one of the outer walls.
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, but there is a small gap in it near the ceiling.
Where the prison's prisoners are held, there are hundreds of cells.
The main control room for the prison facility.
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 SHIELD prison.
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. One more 5 for bonus.
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.
Location: In the prison, outside Xen's cell.
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.
Location: Inside the prison, outside the control room.
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: In the prison, outside the control room.
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: Inside the prison, outside the control room.
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.
Exhausted: -1 to physical rolls
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
Combat knife
Skull stabilizer
Eyes slightly covered: -1 to accuracy rolls.
Location: Inside the prison, outside the control room.
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: +1 against piercing, blunt, slashing, fire, and cold damage.
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.
Bruised
Location: Inside the prison, outside the control room.
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: ?
Dislocated knee: -2 to speed and movement.
Location: Inside the prison.
Location: Inside the prison control room.
There are six of them.
Tell me if you find any errors.