Turn 60
I practice my flash telepathy once again on some of the remaining S.H.I.E.L.D. operatives.
(6) You take your chance to practice your newfound ability, and try to send the order to the nearby SHIELD operatives to give up,
(1) but as you connect to them their thoughts overwhelm you, forcing you to stop before you are knocked unconscious by the mental strain.
Lie still and ponder on what kind of scrying-type spells I know.
(2) You lie there, trying to remember any spells you have that might allow you to see distant places, but despite thinking for several minutes you can't think of any.
*Cackling, his daggers appear in his hands and they fly towards the nearest SHIELD agents swiftly and silently*
(6) You start laughing like a madman, calling the attention of several nearby SHIELD operatives to you, and then you pull out your daggers and start throwing them,
(2+1+1=4) hitting several of them in the weak spots of their armor,
(2+2=4) but not doing any serious damage.
I practice being scary.
(3) You spend a few minutes trying to scare your own shadow, but ultimately fail in doing so. Perhaps you would have more success if you actually had someone to scare, or even just a mirror.
Hades swings the roof through the operatives on the ground.
(1+1=2) You decide to smash the roof into the SHIELD operatives on the ground, but because you can't see them from your position you don't manage to hit anyone.
I say : "Why aren't we leaving already? Do you have problems?"
Then I meditate about how to persuade people, and this kind of stuff.
(3) “Why aren't we leaving already? Do you have problems?” you say, and they ignore you and run out of the helicopter. You then spend a few minutes pondering how to make people do what you want, and decide that threatening them with a gun might work well.
I wake up.
(4) You finally manage to get rid of the darkness covering your mind, and wake up to find that you are lying on a rather small uncomfortable cot in a cell. You have some sort of helmet on to your head, and you can't get it off. You look through the bars and see hundreds of similar cells in a long corridor, and in the one opposite yours you see a familiar face; Cheetahr.
Enemy Actions:...
(2) The few remaining helicopters stay on the ground.
Go outside
(3) They all run outside, weapons ready.
Go outside
(2) They look like they might follow the other group, but then turn around and stay inside to guard the prisoners.
Attack large man
(3) They shoot at the large man,
(1+1=2) but miss him despite his size.
Attack Blarney
(6) Faced by this new threat in their midst they all try to shoot him at once,
(1+1=2) but miss him,
(3) and due to him standing right in the middle of their group they hit each other instead,
(5) but luckily none of them are seriously affected by it.
Attack large man
(2) They are too busy avoiding getting killed to be able to fight back.
Allied Actions:Sit still
(Autosuccess) She sits under the boxes and does nothing.
Grovel
(4) That's some mighty fine grovelin'.
Distract SHIELD operatives
(4) He flies around just out of their reach, screaming high-pitched curses at them. They start chasing him, not wanting to fire their rifles when they risk hitting each other, and lose sight of the prisoners.
Punch SHIELD operatives.
(4+5=6) He starts trying to punch them,
(1) and they are too busy trying to fight back to avoid him,
(5-3+1=3) those of them that aren't instantly killed by his punches are thrown dozens of feet through the air by the sheer force of them. There are barely any SHIELD operatives left now.
Environment:
(1+4=5) Suddenly all the helicopters on the ground are opened like giant metal flowers.
Time: 13:05
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.
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
Moderate bleeding
Moderate injuries to wrists.
Broken nose
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: Otside HQ, near SHIELD operatives Group 4.
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.
Strange helmet, worn on head.
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: 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: 6 men. Outside HQ
Group 2: 15 men. Inside HQ
Group 3: 4 men. Outside HQ
Group 4: 3 men Outside HQ
Group 5: 1 man. Outside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Location:
Tell me if you find any errors.