Turn 46
I'll try again to sneak out and work on concealing myself in the local area of our warehouse. Outside of potential perimeters.
(2+1=3) You try to sneak out again, but just then the helicopters fly past overhead, they seem to be closing in on your location. (Luck roll: 1) They keep flying overhead periodically for the next hour, and you find no opportunity to leave without being seen.
I continue swimming in my thoughts,perhaps this might bring me a new power?
(5) You keep floating in your thoughts, happening upon some old memories. You watch one of them with particular interest, the memory of the first time you used your gaze. You were fourteen years old and had been to the cinema with your girlfriend, and the two of you were walking home under the light of the full moon. Then suddenly a gang of street thugs appeared from an alleyway, their apparent leader demanded that you give them all your valuables, or they would ”redecorate your face”. Trembling you reached for your wallet, you knew that you could not fight them, when suddenly a strange feeling came over you, it felt like your eyes were tingling. You looked up into the eyes of the leader of the thugs, and he seemed paralyzed, completely immobile. Then he started screaming like a madman and attacked his friends with the ferocity of a wild animal, and you and your girlfriend ran away. The memory fades as you watch yourself run, but you think you noticed something strange, the leader of the street gang seemed to be unable to move while you looked into his eyes, but you haven't noticed that in anyone else you've used your gaze on since then.
I get to work gathering the components I know I can find.
(6) You look at the sheet, in the long list of items you spot
400 pounds of sheet metal. You turn around to look at the large collection of junk behind you, and with a small chuckle begin to tear away all high-quality metal and reassembling it into sheets. (4) It goes well, and you soon have 400 pounds of it, and without killing or seriously harming anyone in the process.
I am going to do my best to prepare for the S.H.I.E.L.D. attack. Boarding up weak spots, giving everyone ammo etc.
(6) You start rushing around like a madman, trying to locate enough material to patch up the superfluous entrance Triolf created. (6) You don't find much, aside from boxes, and so decide to topple a few shelves to block the hole. You push one of the large shelves with all your might, and it starts to fall, knocking down a few other shelves, like giant dominoes, and then they fall in front of the hole with a mighty crash, blocking it off almost completely. (2) When the shelves started to topple some boxes fell off of them, and are now falling towards you! (4) But you get out of the way without much effort.
I continue searching for Mr. Roosts, and borrow his GPS to get back quickly if I find him.
(4) Following your gut feeling that Mr.Roosts is somewhere near the river you decide to drive alongside it. (Luck roll:5) After driving for a few minutes you spot someone lying on the ground, and you quickly identify the person as Roosts. He seems to be deep asleep so you put him in the back seat and then borrow his GPS to get back to HQ quicker. (1+1=2) But you are caught in traffic and don't make much progress.
I go out, and buy every vacuum cleaner and those things you use to blast leaves and such.
(4) You ask Blarney for some money, (4) and he gives you 300 dollars. You then run out to locate some home appliance stores, (5) and quickly find one. You hand over the 300 dollars and tell them to give you as many vacuum cleaners as possible, and they haul out 8 vacuums of different brands, and then ask if you'd like them to deliver them for you. You decline stating that you live just 'round the corner, and then start hauling them back to HQ.
I bring the leg part back to HQ and see if Triolf has any tips on making my building proccess faster.
(2) You try to lift the partially completed leg with your powers, but you are still too tired from building it.
Enemy Actions:...
(3) They are getting closer to the HQ.
Allied Actions:Help Cheetahr
(3) She can't do much other than watch in amazement as Cheetahr zooms about, and then topples a few shelves.
Sing
(6+2=6) Not even the song of all the angels in heaven could rival his.
Environment:
Time: 11:00
LocationsA heavily fortified old warehouse (attackers who roll 3 or below on the turn they enter suffer an attack of opportunity from a random party 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 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. There are 8 vacuum cleaners here.
A junkyard, it is filled with all kinds of junk. A quarter of a mech leg is lying here.
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. Parked near the river..
+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.
400 pounds of sheet metal.
1 pound of uranium.
5 ounces of weapons-grade plutonium.
20 pounds of palladium.
1 cubic foot of antimatter.
The Crimson gem of Cyttorak.
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 HQ.
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.
Other gaze power?
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.
Stuck in trance: cannot do any physical actions until trance is cancelled.
Location: In the tank-car on 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.
Improved endurance: does not tire easily.
A set of throwing knives.
A plastic bag with 2650 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.
Blueprints for antigravity generator: +2 to building it if the correct components are gathered.
400 pounds of sheet metal.
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.'
300 dollars
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 tank-car on a street in Queens.
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.