Turn 44
For my action I try to get back to the HQ again,then take Commander's Kevlar vest and give it to Rebecca. Once again I try to tell Commander to heal up already.
(1+1=2) You keep walking, but despite your GPS you still can't find your way back to the HQ. You find yourself near the river, and on the other side you can see Manhattan.
I teleport back to HQ.
(6) You decide to just try to get back, and shout a few words in the ancient language used to recite incantations, while also focusing on the thought of the HQ. A field of black energy envelops you, but it also spreads to the pattern on the rooftop, and a sizable chunk of it is brought to the HQ with you. (Luck roll: 2) You appear right above the car, and the large concrete slab lands right on it. (6+1=6) But the concrete slab simply shatters when it strikes the car. You also manage to avoid getting hurt by the short fall, and simply shrug and dust yourself off when the others ask where you've been.
I head off to the rubble of the electronics store to retrieve some pieces of equipment. I use my powers to grab everything I can get my hands on and take it back to the junkyard.
(2) You decide to go to the former electronics store, but then realize that you are not sure where it is. Xen comes over and asks if you need any help, and you ask him where the store was, but he is not sure either.
Treat Rebecca's wounds with the medical supplies.
(5+1=6) You use up an entire bag of medical supplies while treating her, and she is now at full health. (1) You don't really learn much about healing though.
I look around for a shop that sells equipment for recording stuff. As in, recording a music video.
(6) You rush off into the early morning, moving at near supersonic speed, and start looking around for a store that has audio and video recording supplies. You search through several city blocks, and finally find a store that seems to have what you'll need. It is a audio-video store, and when you enter you see that they have what you need, unfortunately they have a lot of security cameras as well.
I help Hades
(3-1=2) You walk over to Hades and ask if he needs any help, and he asks you for directions to the ruined electronics store, but your mind is too tired to remember.
I find the biggest metal plates I can find, put them against one of the walls of the warehouse, and test the gauss gun on that.
(4) You find a pair of heavy metal plates, and with a lot of cursing and sweating you manage to move them into position against one of the walls. You then aim the large gauss gun at them, load a piece of metal into it, and flip the switch. Without a sound the small piece of metal is launched at enourmous speed at the two plates, (2-2=1) easily penetrating them both, (2-2=1) and then smashing a large hole in the wall of the HQ. It will be harder to defend it against potential attacks now. (Luck roll:5) At least you learn some more about the gauss gun.
Enemy Actions:No enemies present
Allied Actions:Make sure car is undamaged
(2) Her meager mechanical skills are not enough to determine anything about the state of the car.
Sing
(6+2=6) His song is so beautiful it could probably make stones cry.
Environment: (Perception roll: 6) Mr.Roosts sees a large amount of helicopters come flying across the river towards Queens, at least twenty. They are black and heavily armed, and on their sides is painted the letters
S.H.I.E.L.D. in white.
Time: 09:00
LocationsA heavily fortified old warehouse. 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 is one bag of medical supplies on the floor. (+1 to healing actions if 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 gauss gun is lying here. 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 5 zaps.
A junkyard, it is filled with all kinds of junk.
Contains a lot of video and audio related equipment. It has many security cameras.
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.
A large armored shell around a large chassis.(+3 against piercing, slashing, bludgeoning and +1 against electricity.
+2 piercing damage. Too heavy to be carried by a normal person. Requires large amounts of energy to fire.
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: In the audio-video store.
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.
Location: Near the river.
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.
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. One more 5 for bonus.
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.'
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: In the HQ.
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.
In love with Blarney: -3 to all rolls that would be directly harmful to him
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.