Turn 58
Again with the chewing and the plotting to kill everyone around me and the eventual carrying out of that act.
(4) You keep chewing on the chains keeping your feet together,
(3-1=2) and manage to get through it.
(6) The guards seem unaware of the fact that you just freed your legs.
I take off my sunglasses,preparing to give anyone who finds me a eye-full of... My eyes.
(1) You reach up to your face to remove your sunglasses, but accidentally knock a box down with your elbow, causing the boxfort to collapse quite audibly. The enemy has seen you!
I order the commander to grovel for mercy, and I fire another fireball. Tell Hector to hide.
(1) You order the commander to grovel, and tell Hector to hide. You then try to charge a fireball, but you put too much energy into it, and it explodes in your face!
(2) You get moderate burns across your face and chest.
I look for any of those nifty rifles those dudes have got. If I see one, I slide towards it VERY SLOWLY.
(5) You see that one of them has put his rifle down on the floor next to him, and start slowly crawling across the floor towards it,
(5) but they spot you and quickly get back on their feet, rifles aimed straight at your head! They order you to lie still, or they will be forced to shoot you.
I rip the missiles off the copters and ram them into other copters, the objective being to set off the impact detonations.
(6) You rip the missiles off one helicopter, and then try to use them to blow up another helicopter,
(4) your aim is rather good, and they slam into the main part of the helicopter,
(3) creating some rather large holes, but as they were not armed they failed to detonate. You suddenly notice that you stepped out into the open without realizing it, and are now quite open to attack.
I wake up.
(4-2=2) You try to wake up, but fail in doing so.
Persuade. I'm trying to get them to separate themselves into more manageable chunks in the warehouse. If possible I'll isolate myself with one of them and use my knives on him. Preferrably out of view of the others.
(2) "Spread out and take cover!" you scream, trying to persuade the SHIELD operatives to split up, but they have years of experience and won't do such things, they simply get behind cover and stay together.
Enemy Actions:...
(5) Cheetahr can feel that the helicopter lands somewhere, and then the guards pick him up by the arms and carry him out of the helicopter, he is inside a hangar-like building, and a little bit away he can see Xen being carried in a similar fashion. They exit the hangar and get to some kind of prison facility, where both he and Xen are put in cells, right next to each other in fact. He can see hundreds of such cells in the building, many of them seem to be occupied. He also saw that the guards replaced the strange device on Xen's face with a helmet-like thing, they also removed their handcuffs and confiscated their weapons before leaving.
...
(3) They release another group of SHIELD operatives.
Attack Mr.Roosts
(5) They fire off a barrage of energy bolts at Mr.Roosts,
(5+1=6) hitting him a dozen times,
(2-1=1) he collapses on the ground, unable to move.
Attack Lucien
(2) They can't get a good shot at him.
Attack Lucien
(5) They try to shoot him,
(4+1=5) striking him in the head,
(3-1=2) causing him to fall over as well.
Attack Hades
(2) They could not get into a good position to shoot him.
Attack Hades
(4) They shoot at him,
(4+1=5) hitting him several times,
(5-1=4) but despite this he manages to shrug it off.
Allied Actions:Hide
(6) She hides under some boxes.
Grovel
(6) He grovels quite well indeed.
Hide
(5) he joins Rebecca under the boxes.
Environment:
Time: 12:55
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 4 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.
Heavy kevlar vest, protects upper and lower body: +1 against piercing and slashing. +1 against bludgeoning.
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
Light bleeding
Moderate injuries to wrists.
Location: In a cell in some kind of prison.
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.
Stunned: -2 to physical actions.
Location: Inside 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.
SWAT kevlar vest, covers upper and lower body: +1 against piercing and slashing.
SWAT uniform.
Minor head injury: -1 to balance and agility.
Rebecca Mayers: she is in love with him.
Location: With SHIELD operatives Group 2.
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. -1 to target's dodge roll to avoid magnetic powers.
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 helmet, worn on head.
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 cell in some kind of prison.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Houdini-Wannabe: no bonus yet
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
Moderate burns on face and chest.
Pain: -1 mental
Stunned: -2 physical
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: 14 men. In HQ
Group 2: 15 men. Inside HQ
Group 3: 15 men. In HQ
Group 4: 14 men Outside HQ
Group 5: 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.