Turn 80
RAM, I forgot to mention that you 'new' guys won't get an action this turn, you will simply be introduced.
I enter the control room and press any button that looks like it controls the alarms.
(5) You enter the control room and spot a button with the word
Alarms on it, located on something that looks like a fusebox. You press the button, and all the alarms go quiet.
Ok, grab a prisoner and steal his makeshift shiv. If another action is possible after that, I go looking for Lucien.
(2) You try to stop one of the prisoners, but the large number of them running past you makes it hard to get their attention, let alone scare them into giving you anything.
I start organizing evac through the speakers.
(1) You find a microphone and start screaming into it, trying to direct the prisoners toward the available exits. No one seems to be paying attention to you however, the prisoners you see on the screens still seem pretty lost. Then a voice suddenly comes from a small console near the microphone: “Who the hell are you!? What have you done to the guards?” You see that the microphone is connected to an intercom system, and that it is currently connected to the perimeter guard station.
I leave those still interested in the controls to what they are doing and wander off to the prison blocks, practicing using the metal spheres as ridiculously high speed projectiles, aiming at things that don't look easily compromised when possible.
(3+1=4) You walk towards the cell blocks, shooting your metal spheres at supersonic speeds as you go. You can't seem to make them go any faster than you previously could though.
I resurrect the armless guard into an armless zombie.
(2) You try to use your dark magics to resurrect the guard to be you loyal and faithful servant and 'armless killing machine, but despite your best efforts you only manage to shoot some black puffs of smoke at his corpse, which seemingly does nothing.
Fly out of the prison.
(6+1=6) You spot some windows situated maybe thirty feet into the air, above your former cell, and fly towards them with your powers, intending to smash through. You encounter some problems though, in the form of metal bars covering the windows,
(4) you manage to change your bearing slightly, so that you hit them with your shoulder instead of your head, but you think that it was dislocated. You manage to smash through the bars, and the windows behind them,
(6) and manage to avoid harm from the pieces of shattered glass, and even stop yourself from violently impacting the ground below.
(5) You land and look around, and in the distance you can see a large metal sphere. You also feel more tired now, probably from the telekinetic charge you are keeping contained.
(GM) Keep watch
(2)Another guard comes running, gun at the ready.
...
You were pacing in your cell, trying to figure out what the alarms where about, when it opened, and you quickly got out, noticing that all the cells were open, and that a full-scale jailbreak was happening.
...
You were sitting on your cot, trying to ignore the blaring alarms, when the bars keeping you prisoner here were retracted. Not wanting to pass up this chance at freedom you quickly left your cell, and noticed that all the prisoners seems to be escaping.
...
You were standing in your cell, declaring that the blaring alarms were 'Nice' to no one in particular, when the metal bars of your cell retracted, and you ventured forth to see what was happening.
Enemy Actions:Shoot Blarney!
(1) He tries to shoot Blarney, but fumbles and drops his gun.
Allied Actions:...
No one can see what she is doing.
Environment: Triolf looks at one of the monitors and sees Magneto tearing down the front gates.
Time: 14:45
LocationsA large prison mostly holding people with superpowers. There is a hole in one of the outer walls. All the cells are open. The front gates are gone.
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.
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.
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. Can ignore up to +1 armor of target when attacking with small thrown objects.
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, in the main cell block.
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.
Tired: -1 to all mental actions.
Dislocated left shoulder: -1 to actions with that arm.
Location: Outside the 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, in 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. Two more 5's needed for skill upgrade.
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.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Location: Inside the prison, in the main cell block.
Can absorb the life essence of beings he kills, gets any powers they have that he doesn't.
Location: Inside the prison, in the main cell block.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Location: Inside the prison, in the main cell block.
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: ?
Location: In the prison, outside the control room.
Tell me if you find any errors.