Turn 55
I wake up, but without opening my eyes, I then listen.
(2-1=1) Your attempts to wake up only cause you to fall deeper asleep.
I bite my way through my ropes and handcuff and attack everyone around me. And this time it's personal!
(2-2+1=1) Your attempts to get free only injure your wrists,
(2) and they are now moderately injured, and lightly bleeding.
(2) And it hurts like hell too.
I set a magic immolation trap in front of the hole.
(2) You try to set another magic trap for the enemies, and use a piece of black chalk to draw a line on the ground in front of the hole in the wall and then you start muttering the incantation. But despite your best efforts you can't produce any noticeable effect, it would seem that your magic reserves were emptied from your demon summoning.
I use my powers to flash orders to the ground troops in rapid succession,telling each to start gnawing on the others.
(3) You decide to try a new tactic, and prepare a mental message to send to all the ground troops, one at a time. After you have done so you try to connect to them, but you don't manage to breach their mental defenses when you try to affect so many people in such a short amount of time.
I move forward inside whatever cover I may find until I can see the copters. I then proceed to smash them together violently.
(3+1=4) You sneak forward, towards the HQ, and duck into cover behind a metal dumpster when it is in view. You can see approximately thirty people on the ground and twenty helicopters in the air. You decide to aid your friends by taking out some helicopters, and try to use your powers to smash a few of them together,
(6) but the helicopter pilots manage to avoid it by pulling hard straight up, the stress of pulling free of your powers tore some metal away from the outside of their helicopter's airframes though.
I'll (again) try to make my way back to HQ stealthily and try to covertly take out one of the SHIELD agents and take his place.
(3+1=4) You finally manage to spot a few helicopters as they fly upwards, and sneak in that direction. You reach it through a small alleyway, and hide behind some conveniently placed boxes, you make the same observations about enemy numbers as Hades did, and decide to help the situation by infiltrating their ranks. You sit behind the boxes and wait for a chance to take out one of the SHIELD operatives without being noticed,
(5) and after a few minutes one of them walk by near the end of the alleyway, you then try to grab him from behind and drag him into the alleyway,
(2) but when you get up he spots you, and points his rifle at you. You wait for him to fire, but he simply looks at you, and then speaks: “What the hell are you doing here? We have not been informed about any SWAT involvement in this operation.”
Still planning the whole hijack thing, I just grab anything white that isn't a weapon, and use that as a white flag. If I do manage to find something white, I try to surrender to Paulus aka Blarney, if he switched with one of the members of the groups.
(4) You find a white box and tear away one side to get a white flag, then you head outside with the flag held high above your head.
(6) Immediately a group of SHIELD operatives rush forward and pull you away towards one of the helicopters, then they draw a drop of blood from your left thumb and put it into a small device. After a few seconds a message appears on a small screen on the device:
No abnormal genetic material detected, and the people around you relax slightly, they still have their weapons ready though. One of them then talks to you: “Who are you?”
Enemy Actions:...
(3) They keep flying towards Manhattan.
...
(2)They do nothing.
Breach HQ
(3) They were just about to enter the HQ when Triolf came out, and they instead grabbed him and took him to one of the helicopter where they DNA scanned him.
Breach HQ
(1)They were also going to breach the HQ, but they then changed their minds and started patrolling around it instead.
Allied Actions:Rest
(6) She feels a little strange after being hit by the bolt of energy, and decides to sit down and rest for a few minutes. But almost as soon as she sits down she drifts off to sleep.
Sing
(1+2=3) He keeps singing his not-so inspirational song.
Observe situation
(1) He is too busy groveling in front of his new master to get much observing done.
Environment:
Time: 12:40
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), 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 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
Stunned: -2 to all physical actions.
Tied up hands and feet: -2 to actions involving the use of hands or feet.
A man with a violent plan: +1 to getting free, and +1 to attacking the SHIELD operatives in the helicopter.
Light bleeding
Moderate injuries to wrists.
Pain: -1 mental
Location: In a helicopter above the river.
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, can focus to give target -1 to avoidance roll. A few more 5's for power increase.
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.
Minor head injury: -1 to balance and agility.
Rebecca Mayers: she is in love with him.
Location: Outside 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, dislikes you.
Location: Outside the HQ.
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.
6 razors.
.9mm handgun
Strange device, worn on face.
Hands tied up: -2 to actions that require the use of hands.
Deeply asleep: has to wake up before being able to interact with the physical world, -3 to physical actions, -2 to mental actions.
Location: In a helicopter above the river.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Classy glasses
Combat knife
Cloth wrapped around wrists: +1 against slashing damage.
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
Light blood deficiency: no effect yet.
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
Asleep: -1 physical
Location: In a boxfort in 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
Will listen to orders from the rest of the group
Location: In a boxfort in HQ
Knows a lot about your group and HQ.
Group 1: 15 men. Overheated rifles
Group 2: 15 men.
Location: Outside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Tell me if you find any errors.