Turn 42
I train myself to fall without hurting myself, minimising the pain I gain from falling or being pushed over
(2) You decide to practice your ability to avoid damage while falling, and so decide to fall over, unfortunately you did it in a rather uncontrolled manner. (5) You manage to avoid all harm though.
I'll let her run,but I'm going to use her distance to learn how to maintain long range connections.Oh yeah... grab a cig and start walking for HQ.
(3) As she gets further away it gets harder to maintain the connection, (4) but through enormous effort you manage to do so. You learn a little about using your telepathy. You then light up a cigarette and start walking for the HQ.
I build a fusion reactor from the parts in the junkyard!
(2) You use your powers to start the assembly of a fusion generator, but you don't actually have any idea of how to build one, and especially not out of old junk, so it ends up looking mostly like a mangled heap.
I meditate on a way to make myself shoot laser beams out of my eyes. Yeah.
(5) You realize that by modifying your genes you could get any power you wanted, if you had a sample of DNA from a person with those powers.
I open a portal from the HQ to the Junkyard.
(1) You focus your magic, trying to travel to the junkyard you saw on the map, but something goes awry, and you are ripped through a small hole in space. (Luck roll:1) One moment you see the HQ, and the next moment you don't. When you look around you notice that you are on a rooftop somewhere, and there seems to be no way down.
I'll continue to excercise, not allowing any distractions to interrupt. (Hopefully)
(4) You start running again, and this time you are not interrupted, you gain a small increase to your stamina.
I rip the girders out of sky scrapers, attach tons of motors to form a 6 legged mech and put our warehouse on top.
(4) You decide to look for better materials, and try to rip some steel girders from nearby buildings, (6) but you can't even affect them, it seems you need to increase your powers more to be able to do that.
Enemy Actions:Run away!
(4) She gets away.
Allied Actions:Clean
(6) She spends an hour making sure that every part of the HQ is as clean as possible. She does a damn good job too, you could practically eat straight off the floor.
Sing!
(3+2=5) With his amazing skills he should have gone for a career as a singer.
Environment: It is now morning.
LocationsA heavily fortified old warehouse (If an attacker does not roll a 5 when entering he suffers an attack of opportunity from a randomly selected team member.). A line is drawn around it, attackers who cross the line have to roll against nausea. There is an abundance of electrical power available. There are several piles of weapons here, the piles are neatly organized (+1 to searching for weapons). There are two bags of medical supplies on the floor. (+1 to healing actions if they are used.) There is 1 computer and 1 wireless router on the floor. A computer is set up, and connected to a wireless router. A large electromagnet is placed on the floor, near some power cables. A large capacitor is lying here, and is currently connected to some power cables, when it is charged it can be used to zap people. Currently has enough charge for 4 zaps.
A junkyard, it is filled with all kinds of junk. A large armored chassis is lying near it (+2 against piercing, slashing, bludgeoning and +1 against electricity.).
A rooftop, location unknown. There seems to be no way down.
Vehicles and other stuff:Used to be a Hummer H2. Mounting place for machine gun on roof. Armor plated: +1 against all damage except electrical. Ram on front. A .50 caliber machinegun is mounted on the roof. The ammo type of the machine gun can be switched by pressing a button. An auto-targeting computer is fitted to it, but it cannot distinguish between friend and foe. You can see everything around the car from the inside due to mounted TV:s. Fits 7 people. It is currently parked inside the HQ.
+2 piercing damage. Ignores up to +1 of target's armor. Mounted on the tank-car as an auto-turret, can activate a program that gives it +1 accuracy for 2 turns, it will be inactive for 3 turns afterwards.
In space. It allows you to hack into almost any communications device. Connected to a communications satellite.
Status:
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.
Medic: +1 to healing external or simple internal injuries.
Shotgunner: +1 to hit with shotguns.
Scary: one more 5 for skill bonus.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
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.
Modified SWAT helmet, on head: +1 against piercing, slashing and bludgeoning. +1 to vision, can see cloaked foes.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
Bruised
Location: On a street in Queens.
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. One more 5 for bonus.
Mental alarm clock: can wake self from unconsciousness.
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.
Currently connected to the woman in a two-way connection.
Location: A street in Queens.
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.
Slightly improved endurance: no bonus yet.
A set of throwing knives.
A plastic bag with 2950 dollars in it.
Desert Eagle: +1 piercing damage.
SKS rifle: +1 to hit at long ranges.
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.
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.
+1 to using magnetic powers. One more 5 for further bonus.
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 piercing, slashing, bludgeoning and electrical. +1 strength. Has an advanced AI that likes to be called Bob.
Obadiah Stane/Ironmonger: Friend.
Magneto: Mentor.
Tony Stark/Iron Man: Enemy.
X-men: enemies,
Location: In the Junkyard.
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.
Bullet bender: minor experience in curving bullets. One more 5 for bonus.
Location: In the junkyard.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Classy glasses
Launch codes for all US nuclear weapons. Signed by 'G.W.B.'
Unconscious: -2 to all perception rolls
Location: In the HQ.
Dabbling 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.
Dabbling magician: no bonus yet.
Novice New Yorker: +1 to traveling to a general area of the city.
Dark robes
Various arcane reagents
Combat knife
Rifle
Location: On a rooftop
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.
Kevlar vest, protects upper body: +1 against piercing and slashing.
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.
In love with Blarney: -3 to all rolls that would be directly harmful to him
Light bleeding from chin.
Location: In the HQ.
Great Singer: +2 to singing.
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.
Neckguard
Broken neck: -4 to all physical actions.
Has to follow Mr.Roosts' orders
Location: In HQ
Tell me if you find any errors.
Also, this is the last turn for about a week. I'm off to Berlin!