Turn 67
Go to the sphere,and prepare for entry along-side Hades.
(6) You spot a large metal sphere outside the HQ, you assume that it has something to do with Hades, and run towards it, leaping over pieces of rubble. You quickly manage to exit the remnants of the HQ and run towards it at full speed, but you were so focused on the metal sphere that you completely missed the large man that is standing next to it,
(1) and you crash into him head-first.
(2-1=1) You see dots in front of your eyes, and fall down on the floor, but you luckily manage to stay conscious and crawl into the metal sphere.
*Gathers all of the SHIELD rifles and stashes them in a nearby location for later retrieval*
(1) You ask Lucien to help you gather the left-behind SHIELD equipment, and you get to work. You gather up a dozen or so rifles, and put them in a pile for ease of access, but when you bring back another rifle you notice that it is slightly cracked, and you throw it away. Unfortunately it lands right next to the other rifles, and releases the energy store in its power cell in a small explosion, which in turn causes the other rifles to explode!
(2+1=3) You manage to avoid the shrapnel, but the released energy still hits you,
(3) forcing you to your knees as all your muscles suddenly feel numb and unresponsive.
In any case, I help Blarney collect the SHIELD armor, and put one on in the process.
(1) Blarney comes over to you and ask you to help him collect some of the SHIELD gear lying around, and you focus on the armors. It takes you a few minutes to find one that isn't cracked or otherwise damaged, but you eventually find one and drag it and the person in it back to the pile of weapons Blarney has started to build, and then you start trying to remove it from the dead person inside, which is harder than you first thought. Then the pile of weapons suddenly explodes in a bright blue flash,
(4) you react quickly, and put the dead SHIELD operative between you and the explosion, avoiding any harm. But when you examine the armor again you can see that it was cracked by the explosion.
I practice double-jumping again.
(6) You keep jumping, and jumping, and jumping. You continuously jump for five minutes, trying to figure out a way to jump a second time in mid-air, but despite all your effort it seems impossible, and all that jumping seems to be really bad for your sprained ankle. At least you managed to increase your jumping height slightly more.
I rifle through the ruins, looking for one of those bags of medical supplies.
(1-1=1) You start digging through the ruins, looking for the medical supplies. And after a few minutes of digging you manage to locate what's left of them, two empty bags. It seems that someone depleted them before the 'incident'. Suddenly you hear a crack behind you, and a piece of concrete wall starts to fall towards you, it seems that your digging removed its support.
(2-1=1) You scramble to get out of its way, but you are too slow and it falls on your legs!
(3-1=2) You scream loudly with pain as you feel the bones in your legs break, and as if that wasn't bad enough you can't get them out from under the large concrete slab!
I rest and try to recover from the temporary bout of madness once more.
(4) You sit on the metal chair and close your eyes for a few more minutes, and you actually feel slightly better afterwards.
I rest then wake up.
(1) You are still unconscious, and the mental stress of trying to wake from it prevents you from getting any real rest.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she is doing
Help Triolf
(2) When he heard the crash from inside the HQ ruins he flew in to investigate, he quickly located Triolf and tried in vain to help him get free.
Help Triolf
(4+5=6) He also heard the crash, and followed Hector inside to see what was going on. When he found Triolf under the concrete slab he simply picked it up and threw it to the side.
Wait
He stands in front of the metal sphere, waiting for you to be ready to leave.
Environment:
Time: 13:40
LocationsFormerly a large warehouse.
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: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.
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: +1 to scaring people.
Apprentice Gunslinger: Can attack twice per round with all pistols, but suffers a -2 to hit
Somewhat rhetorical: no bonus yet.
Jumper: two more 5's for bonus.
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.
Badly sprained ankle: -2 speed, -1 to travel actions.
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.
Light concussion: -1 agility and speed.
Location: Inside the metal sphere.
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.
MP5: can attack twice during one round, but suffers a -1 to hit.
SKS rifle: +1 to hit at long ranges.
Desert Eagle: +1 piercing damage.
Lightly stunned: -1 to physical actions.
Rebecca Mayers: she is in love with him.
Location: Outside the ruins of 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. -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.
Lightly Drained: -1 to using powers.
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: Near the ruins of 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
Small cut on left hand.
Head injury: -1 mental, -1 physical
Broken legs: -3 to all actions involving use of legs.
Location: Outside the ruins of the HQ.
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
Location: Outside the ruins of the HQ.
NPC statusMarksman: +1 to hit with firearms. One more 5 for further bonus.
Novice Thrower: two more 5's for bonus.[/sfpoiler][spoiler=Equipment:]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
Severe chest injuries
Location: ?
Can fly
Can throw small fireballs
Good knowledge of hellish politics
Location: Inside the ruins of the HQ.
Location: Inside the ruins of the HQ.
Location: Near HQ ruins
Tell me if you find any errors.