Turn 79
I connect to Juggernaut and possess!!!
(3) You reach out with your mind and try to find Juggernaut, but you can't find him anywhere. It is as if he has disappeared off the face of the earth.
Continue my watchful quest!
(3) You keep standing outside the control room, and a guard suddenly runs out of an adjacent corridor,
(4) he stops and looks at you, and when he has identified you as an enemy he pulls his gun and screams for you to get down on the ground.
(6) The whole world suddenly turns red, and you madly laugh with a voice that is not your own, then you leap at the guard, intending to tear his arms off.
(1) He simply stares slack-jawed at you, surprised by your change,
(3-1-1=1) you grab his forearms and then put a foot on his chest and pull as hard as you can, his arms are torn out of their sockets with a sickening pop, and you then use his own arms to beat him to a bloody pulp, all the while laughing like a madman. Then the world turns back to its correct color, and you stare in disbelief at the corpse in front of you, unsure of what just happened.
Continue my quest for messing with the prsion controls! Maybe investigate damage too.
(4+1=5) You find that the controls concerning the outer defences, the main gate and such, are nonfunctional, but luckily the rest works. You press a few buttons, and another alarm starts blaring as the emergency evacuation routine for the prisoners is activated. You can see on the numerous security screens that the prisoners have started to escape from their cells, heading out into the prison, and the guards seems to be overwhelmed.
I'm going to assume the door to the confiscated weapons room is the same as the door/barrier to my cell, and double-jump over it.
(2) You prepare to jump over the door when you suddenly notice that it is in fact a perfectly normal steel door, and that there is no way to jump over it. Then a new alarm starts blaring, and you can hear footsteps coming from the direction of the cell block.
I retrieve my spheres and examine the circuitry of the control panels with my powers to make certain it is undamaged.
(3+1=4) You pull back your spheres with a simple movement of your hand, putting them in a pocket of your trenchcoat, and then focus on trying to determine the state of the control panel. You can feel several detached cables, and you think that a few chips are also broken, so it may be impossible to repair the damage.
(GM) Help Lucien
(4) You leave the control room to see if Lucien needs some help with guarding the place, but the first thing you see is him beating a guard to death with the guard's own severed arms while laughing like a deranged lunatic. You pull out your MP5 and back up against the wall, unsure of what has happened to him.
(GM) Kill guard with telekinesis.
(6) You notice that the forcefield shuts down, and that the bars retract into the walls, there is now nothing keeping you from escaping. You then decide to kill the guard by crushing him with your telekinetic power,
(5-2=3) he tries to break free of your grip, but there is little he can do,
(3-1=2) with a loud crunching sound blood sprays from his mouth, nose and ears, and he goes limp. You throw his corpse away and then head out into the main corridor to see that all the cells are open.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she is doing.
Environment:
Time: 14:40
LocationsA large prison mostly holding people with superpowers. The alarms are blaring. There is a hole in one of the outer walls. All the cells are open.
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.
Where the prison's prisoners are held, there are hundreds of cells.
The main control room for the prison facility.
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.
A large metal sphere created by Magneto. Currently outside the SHIELD prison.
Status:
Super Speed: +1 to speed, +1 to dodge.
Double-Jumper: can do one extra jump in mid-air.
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. One more 5 for bonus.
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.
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.
Comatose: cannot do physical actions, caused by Mr.Roosts possession.
Location: In the 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.
Paralyzing gaze: can paralyze one person as long as he looks them in the eyes, -1 to doing so.
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: Inside the prison, outside the control room.
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.
Novice marksman: no bonus yet.
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.
Rebecca Mayers: she is in love with him.
Location: In the prison, outside the control room.
Magnetism: Can manipulate and create magnetic forces.
Railgun-Man: +1 to hit with small objects thrown with powers. Can ignore up to +1 armor of target when attacking with small thrown objects.
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: Inside the prison, in the control room.
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.
Medium telekinetic charge held: +1 to attack and damage with telekinetic powers.
Slightly tired: no effect yet.
Location: In the main cell block.
Bones in legs covered with metal: +1 against blunt damage to the legs.
Skilled engineer: +1 to engineering.
Scientist: +1 to science actions.
Novice electronics engineer: one more 5 for skill bonus.
Houdini-Wannabe: no bonus yet
Somewhat scary: no bonus yet.
Combat knife
Skull stabilizer
Eyes slightly covered: -1 to accuracy rolls.
Location: Inside the prison, in the control room.
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.
Dark energy shield spell: +1 against piercing, blunt, slashing, fire, and cold damage.
Dabbling magician: +1 to simple spells. Two more 5's needed for skill upgrade.
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.
Shielded by dark energy: +1 against piercing, blunt, slashing, fire, and cold damage.
Location: Inside the prison, outside the control room.
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
Severe chest injuries
Location: ?
Tell me if you find any errors.
Also, RAM and CJ1145, post your characters and you will be put into the next turn as escapees.