Turn 76
Anyways, I open the control room door and calmly walk in, taking care to look natural while still being prepared to neutralize any threats that might be in the room without damaging anything, perhaps by using the iron in their blood to freeze their movements, or otherwise simply ripping it out of their bodies.
(5+1=6) You walk into the control room, an air of calmness and determination about you, and the guards seem rather hesitant to attack, not sure why you seem so calm. Then you notice that one of them has a metal plate in his skull, and focus your powers on using it to destroy his cranial stability,
(3-1=2) the first thing he notices of your attack is that the back of his head is tingling,
(6-1=5) and then he is thrown through the air, but manages to avoid taking damage.
*Indicates to Hades and the others that there are six more guards in the room before entering, rifle at the ready. If they have weapons and look like they'll use them I'll fire a three round burst.*
(5) You hold up your hands, showing six fingers and pointing into the room, you think your comrades got the message, then you pull out your MP5 and enter the room. You see that they are equipped with some kind of handguns, and fire a three round burst at one of them,
(5+1-1=5) the first shot hits him straight in the face,
(3-1-1=1) the back of his head explodes outward and drenches the wall behind him with blood and cerebral matter.
I take the gun and point push it into his face in an attempt to scare him.
(1) You prepare to leap at the guard again when you suddenly fall over, and slip into a comatose state.
I enter, pointing the knife at the SHIELD dudes, looking intimidating and menacing.
(5) You pull out your knife and enter the control room, you must look
really horrible, because they all seem to be frightened of you. You put on your best 'psycho-scientist' smile too, just for good measure.
I build up telekenetic charge.
(6) You focus your newly regained powers on building a telekinetic charge for later use, and you can feel your powers surging. A bit too much maybe, as keeping so much power contained is quite tiring for your mind.
I cast the shield spell and keep watch outside the control room door.
(5) You envelop yourself with the shadow shield, feeling your mastery over magic increase slightly, and then keep attentive watch outside the control room, being fairly sure that no one could sneak up on you.
I probe out with my mind and connect with Cheeetar.
(6) You reach out with your mind, searching for Cheetahr. You find him after a minute or two of searching, and plunge into his mind,
(5) you easily push through the river of thought flowing past you, only getting slight feelings of aggression towards some guard you've never met before. Then you realize that something is wrong, very wrong, you are no longer where you previously were. You are now standing amongst a large gathering of cells, and you don't quite feel like yourself either, you look down, and with a lot of shock and a slight tinge of horror realize that you have ended up in Cheetahr's body!
Enemy Actions:Run away!
(2-2=1) He tries to run away but falls unconscious from the pain.
Surrender!
(4) They realize that they can't win this fight, and throw down their weapons.
Allied Actions:...
No one can see what she is doing.
Environment:
Time: 14:25
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.
Comatose: cannot do physical actions, caused by Mr.Roosts possession.
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.
Controlling Cheetahr: in control of Cheetahr's body, all Cheetahr's physical bonuses and negatives apply.
Location: Inside the prison, outside the control room.
In the cell block, near Xen's cell (Cheetahr's body)
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.
Novice marksman: no bonus yet.
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.
Medium telekinetic charge held: +1 to attack and damage with telekinetic powers.
Slightly tired: no effect yet.
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
Somewhat scary: 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: +1 to simple spells.
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.
Shielded by dark energy: +1 against piercing, blunt, slashing, fire, and cold damage.
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.
Unconscious.
Location: Inside the prison.
Location: Inside the prison control room.
There are five of them.
Tell me if you find any errors.