Turn 84
Well, I'll just walk out.
(1) You walk through the halls of the prison, and just when you are about to turn a corner something moving at extreme speed smacks into you,
(3) you get some bruises and a light concussion, but no serious injuries.
I call for help from any nearby prisoners, saying that the guard would make a great distraction for our escape, and that we should try to disable it.
(2) You scream for help, but no one comes to aid you.
I attempt to control my hearing, or at least listen for a voice that sounds in command.
(5) You manage to bring your hearing down to normal levels again, and think you heard someone screaming commands in a certain direction. Heading in that direction leads you to the main gates, where the rest of the prisoners are, as well as a few people who you think were responsible for rescuing you.
I wait at the sphere, sniping any guards I see with the metal spheres in the railgun fashion.
(2) You stand ready with your metal spheres, but see no guards to shoot at.
I wait at the sphere too, and play mind-chess with whoever wants to pass time.
(6) You run over to the metal sphere, and sit down to play some mind chess with yourself. You are utterly absorbed in the game, and your mind is now entirely focused on playing chess. Which would probably be very distracting, if you weren't so busy playing chess anyways,
rook to E4...I escape the prison, and if possible leading a group of other escapees out with me.
(1) You run around the prison, looking for people to lead out of there. You do find one person, Lucien, more accurately, you run right into him.
(6) and through some quick reactions you manage to make it so that he takes the full force of the impact.
I crawl my way into the sphere.
(3) You slowly crawl towards the sphere. You equally slowly crawl past a strange man screaming for help, and a monster next to him, luckily it doesn't notice you. You slowly crawly past Xen, and are quite close to the sphere now. You then slowly crawl past Hades, and into the sphere, where Triolf is mumbling something about peasants and queens. Did I mention that you did all this rather slowly?
*I'll make my way over to the guard barracks to help out there if needed, sniping any guards that become visible or happen to be fleeing.*
(2) You look over at the guard barracks, but there is not much to see, and no people to shoot.
Borat look for girls to pick up with his charm.
(1) You see a good looking girl standing a bit away from you, and tap her on the shoulder while complimenting her on her nice backside. She turns around, and it turns out that she has a beard, and a really manly chin, and no obvious female anatomy. With your superior deductive skills you realize that it is in fact a man, who seems to be rather angry at you. He punches you in the stomach,
(4) and you are knocked to the ground, but otherwise suffer no damage.
(GM) Enter sphere
(3) You walk into the sphere and spend a few minutes contemplating why Triolf is mumbling random numbers and words. It seems like he is playing chess.
Enemy Actions:Attack!
(4) It takes another swipe at Mutosis,
(4) who nimbly get out of the way of its large claw.
Allied Actions:...
No one can see what she is doing.
Environment:
Time: 15:05
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: In 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.
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: In 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.
Chess-head: -1 to actions not involving chess.
Location: In the sphere.
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.
Bruised
Concussion: -1 to physical actions, -1 agility
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.
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.