Turn 19
I scavenge the pile for a can of mace.
(1+1=2) You start looking trough the different piles but can't find any mace.
SHOOT LIGHTNING AT THE PUNISHER.
(2) You start charging a mighty thunderbolt, but you just can't get the charge up enough. You feel rather impotent, being unable to fire off a proper discharge.
I run up to the Punisher and shoot him point blank in the head with my shotgun.
(6) You leap through the air, as fast as a speeding bullet, and blast the Punisher in the face with your shotgun when you fly by him. (5) Not surprisingly you manage to hit him, what with the gun being an inch from his face and all. (3) The back of his head explodes outwards, and he dies instantly. You keep flying through the air however, (Luck roll:1) your flight is cut short by an unconveniently placed wall, and you slam into it head first. (3) Your jaw is broken, and your nose has seen better days, but you come out of it mostly unharmed. You get back on your feet and dust yourself off.
I keep shooting at him.
(3) You walk up to his corpse and put a few bullets into it, just because.
I shoot the Punisher with the 50 cal.
(1) You try to fire the mighty gun, but it jams before any bullets are fired. You look over it and determine that it won't be possible to fire it until it is unjammed.
I'll throw another knife at him. Unless he's dead, in which case I'll check his body to see if he's wearing armor, or if he's actually bulletproof.
(2) You poke his corpse to make sure he's dead, and then you try to determine if his clothes are armored. Despite many minutes of looking them over you can't determine their nature.
(Gm) Go to hospital.
Judge Zed wakes up and tells the others that he's going to the hospital to get fixed up, and then he leaves.
Enemy Actions:No enemies are present.
Allied Actions:She goes to make sure that Blarney is okay.
(6) She leaps out from her hiding place and throws herself at Blarney, hugging him tightly and crying. He can't move until she lets go.
Background event: A man enters through the door and is faced by a lot of guns being pointed at him. After introducing himself as Xen he explains that he wants to join their group. The others are skeptical but after he shows his power by juggling a few rocks with his mind they welcome him.
An old warehouse, the lights are on. Lots of room, but no rats. There are several piles of weapons here, and a rocket launcher, the piles are neatly organized (+1 to searching for weapons). A .50 caliber machinegun is on a mount on the floor, the firing mechanism is damaged (roll against jamming when used), it is loaded with armor piercing rounds (ignores up to +1 of target's armor), it is jammed and cannot fire. A tied up corpse is lying on the floor. The corpse of the Punisher is here.
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
Made of Copper: +1 against electricity and slashing. No bleeding. -1 against heat based damage.
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.
A .44 magnum revolver.
Light bleeding.
Broken jaw.
Broken nose.
In pain: -1 mental.
Location: In the HQ.
Gaze of insanity: Can drive a single person insane just by looking them in the eyes.
Amateur Mentalist: 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.
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.
+1 to operating machine guns.
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.
Telekinesis: can move objects at a distance with his mind, suffers penalties to moving large objects based on their size.
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.
Tell me if I made any mistakes this time.