Turn 61
I attempt to cease being stunned and just stand up.
(2-2=1) You try to fight off the numbness you feel in your entire body and just stand up, but you fail in doing so.
I practice scaring people on Xen.
(2) You try to get Xen's attention so you may practice your scariness on him, but he seems to be too caught up in some project of his own to notice you.
I call Hector back over here and peek over the box fort to try to examine what's going on outside. Tell the commander to recite some poetry.
(1) You shout to Hector to come over to you, and then tell the commander to start reciting poetry. Hector comes flying after a few seconds, but the SHIELD operatives were still following him, and now you are surrounded by a group of rather angry men with guns.
I use my magnetic powers to rip the guns from their hands and shoot them with them.
(2+1=3) You try to grab the SHIELD operatives' guns, but they seem to be made of some nonmetallic material because your magnetic powers don't work on them.
*Continues to fling daggers with wild abandon at the nearest SHIELD operatives*
(1) You try to throw another dagger at them but before you can do so one of them comes flying through the air towards you,
(1+1=2) and hits you straight on!
(3) You have the wind knocked out of you, and fall to the ground, but other than that you are unhurt, which is more than you can say for the SHIELD operative who is lying dead next to you, spine broken.
I investigate the weird helicopter stuff.
(5+1=6) You start examining the helicopters, trying to determine what caused them to open like that. After several minutes of close study of one strangely bent piece of metal you manage to determine that magnetic forces were behind this, and you suspect that Hades had something to do with it. During your investigations you accidentally cut yourself on the jagged edge of a piece of metal though.
I explode the helmet away from my head the jam the bits all near the bars to create a short circuit in the force field.
(1) You try your best to explode the helmet you have on your head, but for some reason you are unable to access your telekinetic powers at all.
Enemy Actions:Attack the large man
(4) They shoot at the large man
(6+1=6) and hit him, which isn't really that hard considering his size,
(3-1+10=6) but he barely seems to notice.
Capture the little devil.
(4) One of them leaps through the air to catch him,
(5) but Hector is far too small and fast to be caught like that, and he simply flies away.
Attack the large man.
(1) They try to attack him, but they get too close and one of them is sent flying, straight at Blarney.
Attack the large man
(2) They hide behind the remains of a helicopter instead of attacking.
Attack the large man
(6) The last remaining member of group 5 seems to have been driven into a mad rage from the death of his comrades and tries to leap onto the back of the large man,
(2) the large man did not see him coming, and he successfully grabs on. Then he starts firing his gun at point blank range into the large man's back,
(6-1+10=6) but that only seems to make him angry.
Allied Actions:Do nothing
(Autosuccess) She sits under the boxes and does nothing.
Recite poetry
(3) He tries to recite some poetry, but his limited knowledge of such things mean that he just uses various forms of ”Roses are red...”
Escape!
(4) Hector decides that this is a bad place to be, and flies away again.
Kill the SHIELD people
(1+5=6) He grabs the man on his back and crushes him before charging at the remaining SHIELD operatives,
(3) a few of them manage to get out of his way,
(4+1-3=2) but the rest of them are sent flying like leaves before a storm.
Environment:
Time: 13:10
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 small cell, 5x5 meters large. It is furnished with a small bed fastened to the wall, a table fastened to the floor, a toilet and a small washbasin. There are some metal bars and a forcefield of some sort preventing prisoners from escaping.
A large prison facility, there are hundreds of cells.
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.
Rebecca Mayers: she is in love with him.
Location: Outside 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.
Small cut on left hand.
Light bleeding
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
Lightly stunned: -1 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: 5 men. Outside HQ
Group 2: 15 men. Inside HQ
Group 4: 3 men Outside HQ
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: In HQ.
Location:
Tell me if you find any errors.