Turn 20
I... um... Don't know,go outside to some park hiding in a bush and test my mind powers on a few passers by,making them randomly punch other people...
(2) You leave the warehouse and start walking the alleys and streets in search of a park. Despite searching for several hours you can't find a park, (Luck roll: 3) you are on a rather normal and boring city street, and it is also devoid of people.
FIX UP CHEETHR!
(2) You run over to Cheetahr and try to help him, but he pushes you away. He doesn't seem to trust your skills as a doctor and instead chooses to try to help himself.
I take money from whoever have them and rush to local drugstore, to buy EMT and other medical supplies, then rush back to warenhouse.
(1) You scream for someone to give you some money, but the others ignore you. Angered by them not caring about getting medical supplies you try to steal some from Blarney. He notices when you try to take it and is not amused. (Reaction: 2) He pushes you to the ground! (4) You don't hurt yourself at all when you fall.
FIX UP CHEETHR!
(3) You carefully touch your nose ang cringe as a wave of pain grips you, the same thing happens when you touch your nose. You'll probably just have to wait for it to heal on its own.
I'll unjam the gun and if this is a longer turn, take a look through a few pages of one of my notebooks to see if there are any connections worth noting.
(5) With great skill you disassemble the machine gun, repair the firing mechanisms, and put it back together, it should work perfectly fine now. You learn a bit about mechanics. Then you sit down and page through your notebooks, (luck roll: 6) you read what you wrote during the short time you worked and studied under Magneto, he was the one who taught you how to use your powers, and you spent a few years helping him fight the X-men.
I use my mind to move the atoms in the walls to form a firing slit in each wall.
(1) You try to move the atoms that make up the walls, but something goes wrong, and a piece of the wall is sent flying in your direction! (Dodge roll: 2) You fail to move in time, and it smashes into you with great force. (5) You gain a few bruises, but nothing serious. (luck roll: 4) The hole in the wall is not big enough to be a threat to the security of the HQ.
(GM) Practice agility.
(4) You gently push Rebecca away and start doing stretches and other exercises to increase your agility. You do make some progress, but you have to practice more to gain any notable effect.
Enemy Actions:No enemies present
Allied Actions:Listen to the radio.
(5) She goes back to the car and starts flipping through the stations until she hears one that is broadcasting news. ”Good evening, I'm Bill Francis and you are listening to the evening news. Earlier today a convenience store in Queens was robbed, a not too uncommon event, but what sets this apart from other such acts is that eyewitness report suggest that the felons may have had superpowers, an eyewitness said that one of the felons just seemed to appear out of thin air, or that he may have been moving extremely fast. It is also believed that one of the felons may have psychic powers, when police officers arrived at the scene they found the owner of the store, Mr. Jonathan Smith, unconscious on the floor of the back room. After rescucitating the man the police officers discovered that he was unresponsive to their questions, after a medical examination the man was declared mentally insane and sent to a psychiatric ward to recieve help. This puzzled the police at first as the man had no previous record of mental instability, and it was only after eyewitnesses came forth that they could conclude that someone with superpowers must have been behind this. It is rumored that Mr. Fantastic of the Fantastic Four has pledged his help in returning the man to good mental health.
In other news, several murders were commited earlier today, and eyewitnesses claim that the perpetrator was a man dressed as a viking. He was apparently driving an old Volvo far above legal speed limits when he crashed into another car, and then went on a rampage, throwing lightning bolts at several nearby people before stabbing them to death with a spear. He then escaped the scene. A man with a similar description was seen at the convenience store robbery, and he should be considered armed and extremely dangerous.
In more positive news, the Yankees continue their winning streak....”
Background event: It is now evening, the sun is starting to set in the east and soon it will be night.
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, it is loaded with armor piercing rounds (ignores up to +1 of target's armor). A tied up corpse is lying on the floor. The corpse of the Punisher is here. The keys to the Hummer are on the floor.
Vehicles:A black Hummer H2, it can fit seven people. It is in pristine condition. The radio is on, and currently tuned in to the news.
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: On a street somewhere in Queens.
Lucky: +1 to hit, +1 to luck-based rolls.
Slightly increased agility: no effect yet.
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.
Novice mechanic: 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.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
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.
Point out any errors you find.