Turn 13
RISHITOR WANT KILL MAN!(possibly by throwing a large item at him)
(2) You quickly think over the possible ways to attack the man, and decide to throw something heavy at him. The only heavy thing you see in the HQ is the Hummer, and so you run up to it and try your best to hurl it at the man! You barely manage to move it. Ashamed you vow to one day gain enough strength to lift a car.
I look thrrough the cache of weapons, seeking for silenced SMG's, and katana.
(5) Now that the viking is apparently trying to mate with the car, or so it looks, you have plenty of time to look through the piles. You quickly locate two SMG's, with silencers attached, and a katana. (Luck roll:5) The katana is made of fine steel, and perfectly balanced, a true masterpiece. Satisfied with your acquisitions you prepare for combat.
I once again attempt some mind control training,on the woman this time.
(6) You sit down in front of the woman, and focus on trying to make a mental connection with her. You are quite surprised when you succeed, and try to make her see things your way. You feel like something is wrong however, and you soon discover that the link works both ways, the woman is subconsciously transmitting messages to you! (4) Her mind is no match for yours however, and you get back to work. (3) The woman's mind is tougher than you thought, but you still manage to make her slightly more cooperative. (+1 to persuasion on the woman.) You also think that you are beginning to figure out how mental connections work, but you have to practice some more before you can use it safely.
Should Mr. Roosts fail in his attempt at mind control I'll do my best to 'persuade' the woman to join us.
(2+1=3) You go over and discuss things with the woman, trying to charm her into joining you. (Reaction:6) Stand aside! Casanova has entered the building. It is quite apparent that the woman is attracted to you, and after speaking with her for a few minutes she decides that she should in fact join you. She says: ”My name is Rebecca Mayers.” and blushes when you take her hand and kiss it while introducing yourself.
Alright, I'll start tending to the man. He can be our guinea pig, and whoever beat him up last needs to heal him.
(1) You rush up to the man, intent on saving his life! After looking him over you see that he is in very bad shape. His eyes flicker open for a minute and lock onto yours, you sense his fear and remember taht you should try ot calm your patient down. ”Don't worry! I know what I'm doing! I've seen thousands of hospital shows on TV!” This makes him pass out again, and you get to work. After realizing that most of the bleeding is internal you decide that you must open him up to solve the problem. (2) You borrow Phoebos' knife and after cutting him open see that his lungs don't look the same. You decide that one should be removed. (2) Unforunately for him, you decide to remove the working one. He is even worse off than before.
(GM) I make a mount for the .50 cal.
(6) You scoop up some random pieces of metal and start forcing them together with your powers. You make some progress before your powers suddenly spiral out of control, and metal goes flying everywhere! (6) You think quickly and pull the metal back towards you, not so smart really. (3+1=4) Your kevlar vest keeps you safe though. You finish of the stand and put the gun on it, it can now be used.
(GM) I prepare for combat!
(4) You ready your guns and prepare for the attack! (Will get an attack against the first invader.)
Enemy Actions:He prays to god.
(1-1=1) In his attempts to talk he worsens the situation. (Constitution roll: 3-3=1) He coughs up a clot of blood, cries ”Father! Why have you forsaken me!?” and then dies. Nobody can carry martyr Man.
He enters the HQ and attacks.
(3) Suddenly a man burst through one of the doors, and points his M16 at Cheetahr! Judge Zed was prepared for him though, and fires first! (5) The shot flies straight at his chest! (6+1=6) But harmlessly bounces off, either this guy has some really though armor or some really though skin. He has the wind knocked out of him though, and dives for cover.
Allied Actions:She runs to pick up some equipment.
(4) She grabs a bulletproof vest, and a .9 mm pistol.
Background Roll: (6) Phoebos remembers having heard something about this guy once. He calls out to the others: ”Watch out! That guy is an ex-Marine! Don't let him get a clear shot at you!”
An old warehouse. Lots of room, but no rats. There are several piles of weapons here, and a rocket launcher. A .50 caliber machinegun is on a mount on the floor. A tied up corpse is lying on the floor.
Vehicles:A black Hummer H2. It is in pristine condition. The radio is on, and currently tuned in to a jazz channel.
Status:
Can throw lightning.
Does not age.
Can shield himself from electricity: +1 against electricity damage.
Absorbing Man: can mimic the properties of any touched material. Gains bonuses based on material mimicked.
Athlete: does not tire easily.
Novice driver: +1 to simple driving actions.
Chainmail.
Leather helmet.
Keys to Volvo.
Spear
Location: In the HQ.
Marksman: +1 to hit with ranged weapons.
Intimidating: +1 to scaring people.
Knows the area around the current HQ: +1 to hiding and sneaking when near HQ.
Novice driver: +1 to simple driving actions
Judge's Robes.
Two .44 Magnum revolvers.
Three bottles of cheap liquor.
Keys to Hummer.
Kevlar vest, protects upper body: +1 against piercing and slashing.
Location: In the HQ.
Super Speed: +1 to speed, +1 to dodge.
Boyscout: +1 to actions that involve tying.
Batter: +1 to hit when hitting things at people using baseball bats.
A pair of reinforced running shoes.
500 dollars.
Bag full of energy bars and energy drink.
A car key.
A double-barreled shotgun.
An aluminum baseball bat.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
Location: In the HQ.
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
Budding Mentalist: able to make a two way connection with the minds of others, has to make a roll roll to prevent being affected by their thoughts.
A pair of black-tinted sunglasses - prevents his gaze from affecting people when worn.
A few packs of Marlboros.
Desert Eagle: +1 piercing damage.
Location: In the HQ.
Lucky: +1 to hit, +1 to luck-based rolls.
Persuader: One more 5 to gain a bonus to persuasion.
Skilled thrower: +1 to hit with thrown objects.
Casanova: +1 to seducing.
A set of throwing knives.
A plastic bag with 3000 dollars in it.
Kevlar vest, protects upper body: +1 against piercing and slashing.
Desert Eagle: +1 piercing damage.
SKS rifle: +1 to hit at long ranges.
Rebecca Mayers: she is in love with him.
Location: In the HQ.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers.
Can operate simple machinery with magnetic powers.
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.
Obadiah Stane/Ironmonger: Friend.
Tony Stark/Iron Man: Enemy.
Location: In the HQ.
Chameleon: +1 to hiding. -1 to hit for enemies who use sight to aim.
A knife.
Two silenced SMG's: does not make much noise when fired.
Katana: +1 slashing damage.
Location: In the HQ.
NPC statusKevlar vest, protects upper body: +1 against piercing and slashing.
.9 mm pistol.
In love with Blarney: -3 to all rolls that would be directly harmful to him.
Location: In the HQ.
Ex-Marine: +1 to damage and hit in melee fighting. +1 to hit with all firearms.
Uniform: unknown. A skull is painted on his shirt.
M16 assault rife: +1 piercing damage. Can attack two times during one round, but suffers a -1 to hit.
Combat knife.
Two .9 mm pistols.
Fragmentation grenade: +1 piercing, +1 slashing damage.
Location: In the HQ.
Tell me if you find any errors.