Turn 85
I patch up Lucien as good as possible while following him.
(4) Lucien tries to walk, but apparently gets dizzy and nearly falls over. You help him sit down and do your best to keep him still, to make his concussion go away faster.
I play chess with Triolf while using my mental powers to make him do horrible moves.
(4) You connect to Triolf,
(6) you mostly brush away his thoughts, except the ones concerning chess, and now you can't get chess out of your mind. You appear above a large chessboard, with real-looking people serving as pieces. Triolf is floating around here too, and you try to use your mind powers to make him do stupid moves.
(4) It seems to work, because the game really starts going your way.
I make a pretty statue out of a chunk of metal from the building with my powers
(5) You tear some metal out of the walls, and form it into a pretty accurate copy of Michelangelo's David. You think you became slightly better at fine manipulation of metal.
Throw IMAGINARY CHESS-BOARD at CHEATING BASTARD for MASSIVE DAMAGE.
(1) You try to throw the chess board at Roosts, who is clearly cheating, why else would you not be winning? But when you try to land to grab the board you smack head-first into it,
(4) but since this is your mind, and your world, the chess board suddenly gets the physical properties of jell-o, and you simply bounce back.
I walk up to the people in charge and introduce myself, keeping my alias hidden so I'm not shanked on the spot. I ask them if the metal sphere would be from anyone I would know.
(2) You fail to get the attention of the people in charge, but they don't seem to notice you. To them, you are nothing more than just another prisoner. You need to get their attention somehow.
*Snipes at the mutated guard*
(3) You manage to get off one shot from your MP5 at the guard,
(6+1=6) hitting him in the eye,
(2-1=1) and killing him instantly.
I try to I try to fuse the guard's bones together.
(6) The guard suddenly falls to the ground, apparently shot dead by someone. But that doesn't mean you can't try to practice a bit, and you try to fuse the recently deceased guards bones together.
(3) Mutating him is quite hard, his cells slowly dying even as you are working, you try pouring more power into it, and the leg you are working on suddenly explodes outward, replaced by a jumbled mess of bony spikes.
Borat gets up and walks away to try to sell his sunglasses for 1000$.
(4) You get up and dust yourself off, and then try to find someone willing to pay a thousand dollars for your sunglasses. You pick a person and tell him of the greatness of your sunglasses, and how they would radically change his life to the better.
(1) He takes your sunglasses and steps on them, crushing them beneath his heel.
Walk outside again. Into the sphere.
(1-1=1) You try to walk, but get dizzy and almost fall over. It is only due to the efforts of Cheetahr that you don't fall on your face, and after a few minutes in his care your head starts to feel better.
I practice telekenisis on the air.
(6) You practice using your telekinesis on the air, but after firing off a few air-bursts you accidentally release your stored TK energy!
(5) Luckily you mange to react in time to direct the energy out of the sphere, and no one is hurt.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she is doing.
Environment: The noise from the barracks cease completely, and a few minutes later Magneto flies out of there, and lands before the prisoners.
Time: 15:10
LocationsA large prison mostly holding people with superpowers. The alarms are blaring. There is a hole in one of the outer walls. All the cells are open.
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. Now exploded.
There are many diverse things lining the shelves in the dimly lit room, probably everything taken from the recently arrived prisoners.
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.
A .44 magnum revolver.
A double-barreled shotgun.
An aluminum baseball bat.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Location: In the prison, in the confiscated goods room.
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.
Badly damaged left thigh: -2 to all actions that require use of that leg.
Medium bleeding.
In a two-way connection to Triolf.
Chess-head: -1 to actions not concerning chess.
Location: In 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.
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: At the main gates.
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. Further +1 for fine manipulation.
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 slashing and piercing. Covers entire body.
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: At the prison's main gates.
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.
Location: In the large metal sphere.
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.
Chess-head: -1 to actions not involving chess.
In a two-way connection with Mr.Roosts
Location: In the sphere.
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.
Bruised
Location: Inside the prison, in the main cell block.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
M16: can attack twice during one turn, but suffers a -1 to hit.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms.
Lightly damaged left shoulder
Light bleeding
Location: Outside the main gates.
Can absorb the life essence of beings he kills, gets any powers they have that he doesn't.
Super hearing: +2 to listening rolls, -1 dodge and damage against all sonic based attacks.
Location: Inside the prison.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Location: At the prison's main gates.
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: ?
Tell me if you find any errors.