Turn 48
I'll try to sneak out one last time if I can and hide myself in a nearby location in order to strike at the SHIELD attackers from within/behind.
(6+1=6) You look out and see that it would be nearly impossible to get away from the HQ without being noticed. But then you notice an access hatch to the sewers that is quite close to the HQ, and you decide to go for it. You rush out, bent low to try to minimize the risk of detection, and successfully reach the hatch, and open it. (Luck roll: 2) The sewer really stinks, but you still climb down, and close the hatch behind you. When you have done so you realize that this wasn't such a good idea after all as there are no light sources down here, but at least you don't run too much risk of detection.
Okay, maybe that's not such a great idea right now. I find a kevlar vest and lay down some magic traps.
(2) You look around for a kevlar vest, but find none that aren't already used by someone. You then try to create some magic traps, but you can't decide which kind would be most useful.
I tell commander to shoosh for now and heal somehow,and have him keep trying until he can walk again.
I mentally connect with a helicopter pilot and have him pull back on the control stick as hard as he can.
(6) You order the commander to heal by pure force of will, and he immediately stops singing and starts trying. You then try to reach out to one of the helicopter pilots, and though it takes a lot of effort for you to do so you are successful. (2) The connection you formed is almost immediately broken by the unusually hectic torrent of thoughts that hits you.
Ok I aquire some cable or rope, tie up a random pedestrian, and fly them back to HQ with me.
(4+1-1=4) You find some rope lying nearby, (Luck roll: 6) and use it to tie up a nearby pedestrian, a rather obese fellow. Flying back to HQ with him in tow is extremely hard, but you manage, only to be faced by about twenty helicopters hovering above the HQ. They almost immediately notice you and through a megaphone they order you to surrender and put the man down,
slowly.
I make an inspirational speech. Except with me scaring everyone.
(1) You try giving an inspirational speech, but nobody seems to pay any attention to you.
I roll up the blueprint and head back to base, intending to continue my project, oblivious to the fact that the base is about to be attacked.
(2) You use your powers to gently roll up the blueprint and then prepare to levitate back to base. But just as you are about to leave you notice Xen flying towards the HQ carrying a large man, and only a few seconds after he disappears from view you hear someone speaking through a megaphone, and when you listen closely you can hear the sound of helicopters. You decide to wait for a few minutes before going back, so that you may see if anything happens.
NO WAIT I'M GOING TO MAKE FIREWORKS AND PREPARE SPEAKERS AND STUFF FOR CHEETAR'S SPEECH SO IT LOOKS COOL AND STUFF.
(3) You are so completely underwhelmed by the small part of his speech that you actually bothered listening to that you lost all interest.
Enemy Actions:...
(3) They all turn towards Xen and prepare to fire their weapons.
Do nothing
(6) He does nothing.
Allied Actions:Take cover in a boxfort
(1) She decides to stand out in the open instead. Its not like cover is important in a firefight anyways, right?
Heal!
(6) He tries really hard to heal his broken neck, but fails to do so.
Environment:
Time: 12:05
LocationsA heavily fortified old warehouse (attackers who roll 3 or below on the turn they enter suffer an attack of opporunity 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. There are 6 boxforts built 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 in 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.
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.
Location: In the HQ.
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 a sewer near 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.
Nosebleed.
Mentally tired: -1 on all mental actions.
Location: Near the HQ.
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 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
Take note that we are now in 'combat mode', so the turns are shorter. Also, tell me if you find any errors.
Btw, this is probably the last turn I'll write on this computer as I have recently bought a laptop. This also means that I may be able to update on Fridays and Saturdays from now on.