Turn 56
I practice mental connections.Specifically the flash command type.
(6) You decide to practice issuing commands to several people in quick succession, and after practicing a bit on the SWAT commander you think you have discovered a good way to do so.
I use my powers to set off the missiles on the copters, perhaps pushing the copters about to aim the missles at each other.
(1+1=2) You try to activate the missiles being carried by the helicopters, but since you really have no knowledge of their construction you are unable to do so. Your attempts to push the helicopters around are also in vain, they seem to be too far away for you to be able to affect them very much.
I get behind a boxfort and focus my magical energy while keeping my rifle trained on the hole.
(4) You take cover behind a boxfort and aim your rifle at the doors while you recharge your magical energy, and after a few minutes you think you have replenished your supply enough to be ready for combat.
I pretend I am a super-hero, and that I was being mind-controlled by the evil Mr. Roosts. I also try and convince them that we have to go back to the warehouse so I can help them fight the enemy.
(5) "Guys... aaaagh... help me... I was being mind-controlled..." you say weakly, and rather convincingly,
(2) but they simply ignore you, probably having heard all kinds of excuses before. You did learn a little about speaking in a convincing manner though.
I just try to wake up.
(6-2=4) You manage to push through the dark haze clouding your mind and wake up, you open your eyes to see the inside of a helicopter, and five people standing around you.
(1) But you soon fall back into the deep sleep.
I tell them: "Ah, well. It's a long story. See, my name is Triolf. I won't lie to you and claim I am innocent or whatever. I am a thief, and "this" *points to the warehouse*, was my hide-out. That, until these people barged in, enslaved me, and forced me to do all kinds of stuff. HORRIBLE stuff. You don't want to ask. Your raid was enough of a diversion for me to escape, since they were busy fighting you off. Now, do whatever you want with me. It will be better than THERE."
(3) They listen to your story, but they don't seem terribly convinced,
(5) they just put some handcuffs on you and put you in the back of a helicopter, saying that they will make sure to find out the truth later.
"Oh, good. Thank goodness you guys are here. This group was responsible for an attack on a police station not too long ago that we responded to. I'm one of the only ones left of my unit. My commander was wounded by them and taken prisoner. And they may have others.
I've managed to follow them back here but wasn't sure what I was going to do. Mind if I join you? Perhaps I can help identify any of them that were in on the police station attack."
(6) You really manage to convince him it seems, and he takes you to see his squad commander. You repeat your story to him, and try to get his permission to come with them.
(6) He says that he will let you come along, but you must leave your weapons behind, he doesn't want you to shoot anyone dead.
Enemy Actions:...
(3) They reach the outskirts of Manhattan, and soon they can no longer be seen from the HQ.
Send in reinforcements.
(5) Six more helicopters land, and another two groups of SHIELD operatives disembark.
Breach HQ.
(4) They head to one of the doors and assemble in front of it, they then break it down and head inside,
(2) a few of them seem to get sick.
Wait for Blarney
(Autosuccess) They wait for 'Officer' Blarney to make his decision.
Breach HQ
(6) They also assemble in front of one of the doors, but instead of simply kicking it down they use a small C4 charge to blow it off its hinges,
(5) making sure not to hurt anyone else. They then rush inside,
(2) and a few of them seem to get sick as well.
Secure perimeter
(2) They start patrolling around the HQ, but fail to notice anything of significance.
Allied Actions:Shoot the enemys!
(2) She can't get a good shot at them without exposing herself to counter-attack.
Sing
(6+2=6) He starts singing O Fortuna, because that song makes any battle totally awesome!
Hide
(3) He hides in one of the piles of weapons.
Environment:
Time: 12:45
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
Somewhat rhetorical: no bonus yet.
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.
Can connect to several people in rapid succession to give them simple orders: targets get a +3 to avoidance roll for the orders, has to roll to prevent being affected by their thoughts.
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 a helicopter outside 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. 5 men slightly nauseous. In HQ
Group 2: 15 men. Outside HQ
Group 3: 15 men. 5 men slightly nauseous. In HQ
Group 4: 15 men
Outside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Tell me if you find any errors.