Turn 50
I once again try to connect to a chopper pilot,sending the message to pelt the ground forces with missiles.
(6) You try one more time to reach out with your mind to one of the helicopter pilots, and by great effort you manage to do so. (5) This time you manage to push back his thoughts, and then you try to make him attack his comrades on the ground, (4+1=5) but this goes against everything he stands for, and he refuses to do so. You realize that you accidentally transmitted a lot of information about the HQ and your group to him when you pushed back his thoughts.
Shotgun out, I start rushing towards the SHIELD operatives shooting at them, and running around them dodging as well.
(3+1=4) You pull out your shotgun and then rush out of the HQ at great speed to attack the SHIELD operatives assaulting your base, (1+1=2) You miss them by a large margin and your shots throw up small cascades of concrete as they hit the pavement. You then try to run around them at high speeds to make sure they can't fire at you, (6) and you somehow manage to increase your speed a little more (-1 to hit for all enemies during this turn.)
I dash inside the HQ and prepare a lightning spell to cast at the first enemy that enters.
(6) You leap out of the burning wreck that used to be a car and run back inside the HQ. Once you are back inside you start preparing a lightning spell to throw at the enemy should they enter, but you may have overdone it a little, and sparks leap from your body to any nearby object, (5) luckily nothing important was nearby, and no one was hurt. (4) Your injuries haven't started to heal, but they haven't gotten worse either.
I'll listen intently for what's going on above.
(3) You heard an explosion a few minutes ago, and now you could hear a few shots being fired, but that doesn't improve your sense of hearing in any way.
I play dead, relaxing all my muscles, I build up mental charge, like all the time, then when they carry me into a chopper and are in the air I release it all in a pure telekenetic explosion.
(5-1=4) You lie perfectly still, which you find rather easy for some reason, and start building a mental charge, after a few minutes you have managed to build enough charge to release a small explosion, but the SHIELD operatives don't do anything to you except to stand around you.
Anyways, either way, I call him up and see how it could be possible for him to procure the primary radioactives for me.
(1) You find a nearby payphone and use it to call Sergei. He picks up the phone after two signals: “Sergei Dragovich, may I help you?” he says with a rather thick Russian accent, “Hello Sergei, Its Hades, I called to ask you...” you say, but then he cuts you off: “Hades! Its good to hear from you! Listen, I need you to do me a favor. The FBI have taken some equipment from me, and I need your help to get it back.” (Replying to his request is a free action.)
I gather all the leftover connected power cables lying around, and use them to make a "suprise electricity moat", that will zap the SHIELD agents if they get in.
(3+1=4) You start gathering the few power cables that aren't connected to the gauss gun, and try to make a trap out of them. You don't have nearly enough cable to surround the entire HQ, but you manage to lay some down in front of the hole in the wall.
Enemy Actions:...
(6) Three more of them land, and fifteen more SHIELD operatives exit. The others try to fire their machine guns at Cheetahr, (2-1=1) but only hit the ground around him.
Stop Cheetahr
(6) They fire some energy bolts from their rifles at Cheetahr, (6-1+1=6) Striking him several times in the upper body and head, (6-1=5) But he still manages to keep going.
Cover Group 1
(1) They exit the helicopters and then just stand around.
Allied Actions:Drag commander to cover.
(2) She is too weak to move him on her own.
Learn how to rapidly heal.
(4) He tries as best as he can but is still failing at doing so.
Environment:
Time: 12:15
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), there is a hole in one wall, with an electric cable trap in front of it (anyone crossing the cables have to roll to avoid getting zapped). 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. Heavily damaged: can't drive, -2 against all damage. Fits 7 people. Parked outside the HQ.
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 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: Outside 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.
In a two way connection with a helicopter pilot.
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.
Minor head injury: -1 to balance and agility.
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,
Sergei Dragovich: former associate, owes him a favor
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.
Mentally tired: -1 on all mental actions.
Stunned: -2 on all physical actions.
Has built up a small mental charge.
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.'
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
Bad cuts on upper body.
Moderate bleeding.
Has one lightning spell ready to launch.
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.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
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 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
Knows a lot about your group and HQ.
Location: Outside HQ
Tell me if you find any errors.