Turn 83
I yell for the nearest strong looking prisoner to pick up my injured body and get us the hell outa this place!
(5) You yell for someone to help you get out of there, and a strong-looking fellow notices you, and decides to help. He effortlessly carries you outside, and puts you down in front of the main gates.
Satisfied with my new ability and a weapon, I follow the crowd, while trying to tune my hearing to find someone who sounds like they're running the show.
(6) You try to increase the sensitivity of your hearing, but you are unable to single out any one voice in the cacophony you can hear. You then discover, much to your dismay, that your hearing is stuck on super-sensitive, which is really annoying.
I grab my weapons
(6) You spot your weapons lying on a shelf and run over to get them. You violently pull them to you,
(2) causing the entire shelf to come crashing down towards you.
(6+1=6) You leap with superhuman speed to the side, and fly straight towards a wall,
(3) you manage to turn in mid-air and hit with your legs first,
(4) and manage to avoid all damage.
I look for a living guard between me and the sphere and use my powers to immobilise them.
(5) You spot a guard on the ground, trying to fight his way out, and quickly climb down the side of the prison. You reach the ground without notice, and charge at him!
(2) he was looking in another direction, and is tackled to the ground by your violent charge. You then put your hands on his neck, trying to immobilize him,
(1) but it really didn't happen the way you wanted, and he starts to convulse and scream as his body begins to change in horrible ways. His skin grows thick and hard, and his hands are turned into long claw-like appendages. And it seems like the mutation messed up his brain as well, because whatever glimpse of intelligence could be seen in his eyes before is now gone, replaced by an animalistic fury.
Ah, well! To the gates!
(4) You go with the flow, and soon reach the gates.
I head over to the sphere and try to figure out if I can repair the armor
(5+1=6) You manage to use the remains of your armor to fly yourself out to the sphere, where you sit down and try to repair it. You quite easily put the metal back into place, restoring most of its protective capabilities, but the restoration of its computer system is far beyond what you are capable of.
*Continues to make his way to the sphere assisting Mr. Roosts*
(5) You realize that you aren't really needed in assisting him, and are content with simply walking with him and his carrier out the main gates.
I teleport out.
(3) You try to teleport out, but even over such a small distance you are unable to do so.
Borat starts to dance and sing to earn some money.
(1) You start wildly waving your arms around while screaming loudly, something you call singing. Unfortunately you accidentally hit another prisoner who just exited the building,
(4) he just tells you to kindly shove something up a place where the sun doesn't shine, and then walks off.
(GM) Fix arm
(4) You pop your shoulder back into place,
(5) and manage to fight away the massive wave of pain that struck you.
Enemy Actions:Attack Mutosis!
(6) It lets forth a loud, pain filled scream and then leaps at its creator,
(1) who has no chance of escaping,
(6-1-1-1=3) a long claw sinks into his shoulder, and breaks off when it strikes the concrete under him.
Allied Actions:...
No one can see what she does.
Environment: The gunfire coming from the barracks part of the complex is staring to calm down, likely because the number of guards is starting to dwindle.
Time: 15:00
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.
A .44 magnum revolver.
A double-barreled shotgun.
An aluminum baseball bat.
Scarred face: -1 charisma
Helmetoholic: roll against confusion when not wearing modified SWAT helmet.
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: At the main gates.
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: At the main gates.
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 slashing and piercing. Covers entire body.
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: 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.
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: At the main gates.
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.
Lightly damaged left shoulder
Light bleeding
Location: Outside the main gates.
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.
Hears too much: -1 to focusing.
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: ?
Location: Outside the main gates.
Tell me if you find any errors.