Turn 86
Screw this... I wake Fliort out of his chess trance.
(4) You send a mental charge at Triolf, shocking him out of his trance-like state. He still seems a bit angry at you though.
I pick up my Awesome new Spiked Club and go listen to Magneto.
(4) You grab the spike leg by what used to be the ankle, and twist and pull as hard as you can. It finally comes loose, and you now have a spiked club. You try swinging it around a bit, and notice that it is quite hard to strike efficiently with it, if you hit someone it would likely do a fair bit of damage though. You notice a man speaking in front of the rest of the prisoners and move closer to listen to him.
GO TO THE SPHERE DANGIT.
(2) You walk through the winding corridors of the prison, and finally find your way to the front gate. To your dismay you find that there is a large amount of people standing in your way, and you can't seem to shoulder past them.
I'm going to find my way to Magneto, somehow.
(3) You follow Lucien to the front gates and you can see Magneto a bit away from you, but there are too many people in the way for you to be able to reach him, no matter how much you scream at them to move.
I attempt to shape the statue into a functional pair of chainswords (excepting power...)
(4+1+1=6) You tear the statue into pieces and begin reshaping it. After a few minutes of careful work you have a pair of fully functioning chainswords, but the only way you have to power them is with your powers, and when you try them out you notice that it is harder than it might seem to power them, you doubt you could use your powers to do anything else while powering them.
I use my ultimate move: METEOR SHOWER ON YOUR SIDE OF THE BOARD!
(2) You are just about to bombard Roosts with a meteor shower when you are thrown out of your chess trance, you scream at Roosts a bit for disturbing your nice game of chess, and then aborting it before it was finished.
*I'll go and listen to Magneto and help with crowd control. Identifies a potential trouble maker (aka 'The Reaper') and trains his weapon on him, prepared to fire at any wrong move.*
(6) You stand next to Magneto, scanning the crowd for any potential troublemakers. You spot someone pulling out a gun and react instinctively, pointing your rifle at him and firing,
(4+1=5) you bullet hits him in the hand,
(3) dislocating some of his fingers and knocking the gun out of his hand.
I walk up to the people in charge and fire my gun straight up. Straight up. As in, can't possibly hit anyone up. I then say what I tried to say before.
(1) You spot someone talking in front of the prisoners, and decide to get his attention. So you pull out your gun and are just about to fire it into the air when a bullet strikes your hand. You spot the shooter standing next to the talking man, and clutch your aching hand.
Borat gets mad and kicks the sunglasses-destroyer in the nuts and then run away to safety. He continues to look for some cash.
(6) You run screaming up to the man who destroyed your glasses and try to kick him in the crotch,
(2) he didn't have time to react to the situation, and your foot hits its mark,
(1-1=1) he squeaks slightly and falls to the ground in a fetal position, and it is highly unlikely that he will be able to procreate anymore. You then run off in search of cash, but for some reason there seems to be no cash to be found in this prison.
(GM) Wait
(5) You sit down and wait.
Enemy Actions:No enemies present.
Allied Actions:...
No one knows what she is doing.
Environment: Magneto gives the prisoners a speech about the superior race of humans, and how they should rise up to take their rightful place. Many of the prisoners start cheering, obviously agreeing with him. It seems that he will have his army.
Time: 15:15
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.
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.
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.
A pair of chainswords: When activated: +1 slashing damage, ignores up to +1 of enemy armor, cannot use magnetic powers for other things at the same time.
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.
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: At the main gates.
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.
Spiky bone club: +1 to enemy dodge roll, +1 piercing damage.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms.
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.
Damaged right hand: -1 to actions with that hand.
Location: At the main gates.
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.