Turn 82
I search around for the door I encountered earlier and try to get in there.
(4) You go back to the door, but despite all your efforts you can't even make it budge. Then you spot someone who you think can, and call him over. You explain to him that you think that there are guns locked inside the room, and that you could use them against the guards,
if the door was open. He tells you to stand back and clenches his fist, a green energy building around it, and then he punches the door, sending it flying off its hinges. He then runs off, wishing you luck.
I look around for a weapon(ironically, given my current company, being armed would probably make me look less dangerous...) and try to get to higher ground to see what if going on.
(6) You spot an M16 lying on the ground next to a dead guard, and quickly scoop it up before the crazy man can. You then decide to climb on top of the prison, to gain a better view, and try to mutate some claws to climb with,
(5) and your fingers extend, and are tipped with a sharp material. You then begin scaling the side of the prison with the help of your new claws. You reach the roof of the prison, but when you try to use your new gun you realize that your claws may be good for climbing, but they make it really hard to use guns effectively.
I follow the crowd, while watching for weapons on the floor. If I see a prisoner get detached from the main group, I stealthily try to strangle him with my boot lace. Or with a weapon, if I find one.
(5) You find a gun lying on the floor, next to the charred remains of an unfortunate guard who faced the prisoner's wrath. You also spot a prisoner who seems to be going in a separate direction from the others, and follow him. After a few minutes there are no others around, and you decide to strike, trying to strangle him from behind,
(1) he was caught by surprise, not expecting to be attacked by a fellow prisoner,
(5-1-1=3) and after just a few moments struggle he stops struggling as he draws his last breath, and a strange energy flows from his body into yours.
(6) Suddenly you can hear a lot better, in fact you can hear almost
too good, only by conscious effort can you bring the noise down to normal levels.
I pick up the pieces of my armor with my powers and head out to the front of the facility.
(4) You pick up the broken pieces of your armor, and make your way out to the main exit. There is a strange man here, clad in a green bathing suit.
Okaaaay. I break the control panel somehow to screw over the guards even more, and then get out of there.
(6) You manage to find a way to activate a self destruct mechanism for the control room, likely put in place to prevent prisoners from gaining control of it in the case of a jailbreak,
that worked out well for them... A countdown of one minute starts, and you leap out of your chair and run as fast as you can out of there, screaming over your shoulders at Blarney, Lucien and Roosts to do the same as you run.
For my action I'll follow everyone else out.
(6) You decide to follow Triolf's advice, and run as fast as you can after him. You aren't quite used to this level of physical exertion though, and as soon as you reach the main cell block, presumably out of harms way, you lean heavily against the nearest wall, trying to catch your breath.
I Shoot the guard with my Eagle.
(3) You see that the guard is already dead, but briefly consider shooting at his corpse when Triolf runs past, screaming about a bomb. Luckily Blarney was there to help you, otherwise you may not have gotten away.
At the gates Borat looks for something to use as a weapon and some money.
(2) The only weapon in sight was taken by someone else, and strangely enough there is no money lying here.
(GM) Follow Triolf
(5) You decide that Triolf is most likely not kidding, and decide to help Roosts, who could probably not get away on his own. You help him to his legs and act as support when the two of you run as fast as his injured leg allows him away from the control room. You manage to get to the main cell block right before the explosion.
(GM) Investigate immediate area
(4) The only thing of real interest is the large metal sphere in the distance, so you fly over to it. It is a large metal sphere, and you are unsure of its purpose or method of creation.
Enemy Actions:No enemies present
Allied Actions:...
No one can see what she is doing.
Environment: The control room is completely obliterated in the explosion, but no one was hurt.
Time: 14:55
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. There are some metal bars and a forcefield of some sort preventing prisoners from escaping, but there is a small gap in it near the ceiling.
Where the prison's prisoners are held, there are hundreds of cells.
The main control room for the prison facility. Now exploded.
There are many diverse things lining the shelves in the dimly lit room, probably everything taken from the recently arrived prisoners.
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, in the confiscated goods room.
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.
Badly damaged left thigh: -2 to all actions that require use of that leg.
Medium bleeding.
Location: Inside the prison, in the main cell block.
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, in the main cell block.
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.
Heavily damaged S.M.A.R.T. Armor: +1 against slashing. Covers torso, right arm and head.
Blueprints for antigravity generator: +2 to building it if the correct components are gathered.
400 pounds of sheet metal.
Bruised
Light headache: no effect
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: At the prison's main gates.
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.
Tired: -1 to all mental actions.
Dislocated left shoulder: -1 to actions with that arm.
Location: Near the large metal sphere.
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.
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.
Exhausted: -1 to physical actions.
Location: Inside the prison, in the main cell block.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
M16: can attack twice during one turn, but suffers a -1 to hit.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms.
Location: On the roof of the prison.
Can absorb the life essence of beings he kills, gets any powers they have that he doesn't.
Super hearing: +2 to listening rolls, -1 dodge and damage against all sonic based attacks.
Location: Inside the prison.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Location: At the prison's main gates.
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.