Turn 87
I go to the main gates. When there I practice making people touch their noses via my flash telepathy.(harmless otherwise useless training)
(4) You prepare a mental message, giving people an irresistible urge to touch their nose, and move towards the crowd. When you get closer you start flashing your message to people,
(5) you barely sense their thoughts due to the brief connections,
(5+1=6) a few people seem like they might touch their noses, but then think better of it. One person starts screaming about his nose having been stolen though.
*I'll help persuade people in the crowd to join Magneto*
(5) You give a rousing speech that would make even the most experienced televangelist jealous, and the entire crowd starts shouting Magneto's name. You learn a bit about convincing people.
I pop my fingers back into place, and walk up to Blarney, but I notice Magneto and say "Didn't you used to have some kind of class, old man? Now you've got the hired help blasting before they can get out a proper 'introduction'."
(3) You don't manage to pop your fingers back into place, but you do reach Magneto and deliver your little tirade.
(6) “Reaper, is it? I vaguely remember you, always killing people to steal their powers, while insisting that you were a hero. And judging from where you are I guess your actions finally caught up with you. So, what do you want?”
I try to grow some clothes(training). Wings that form a cape could be fun...
(3) You try your hardest to grow some clothes, but your mutational powers don't want to cooperate, and you don't do much at all.
I'll double-jump over the heads of the crowd and make my way towards Magneto, where I shall introduce myself. Scarily.
(6) You leap over the heads of the chanting prisoners, and then push off a second time in mid-air. Too late you realize that you used too much force, and that you are heading straight for a wall.
(4+1=5) You manage to hit the wall feet-first, and do not get hurt. You then introduce yourself to Magneto, trying to sound scary,
(5) he doesn't seem very scared, “Yes, I remember you, you came here with Hades and I. I have an important job for you. Gather up the people in the crowd who have especially useful powers, and gather them near the sphere.”
Ah, damn. Well, I'll practice scaring the fuck out of people on well, people.
(2) You jump up behind Xen, who was sitting on the floor, and scream loudly. He is startled and jumps up, but this is hardly a useful way to scare people.
Use powers to make chainswords incredibly sharp. Like molecule thin, man.
(5+1+1=6) You focus on you chainswords, and peel off some metal off the blades, making them sharper. They would likely dull rather easily now, though.
Borat starts to walk towards the nearest bar where he will try to pick up ladies.
(2) You decide to go to the nearest bar to find some pretty ladies. There are a few flaws in your plan though, you don't know where you are, you don't know where you might find a bar around here, and you have no money to buy drinks with anyways.
Go to the metal sphere.
(2) The crowd standing between you and the sphere is still to thick for you to make any meaningful progress.
(GM) Wait
(1) You try to sit there and wait, but Triolf jumps up behind you and screams loudly, startling you and making you jump into the air,
(3) you manage to balance yourself before you fall over, and don't suffer any damage.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Environment: Magneto keeps speaking to the crowd. Suddenly a wall on the barracks building explodes outward, and the Juggernaut appears. He wades through the crowd and goes to stand behind Magneto.
Time: 15:20
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: Near the main gates.
Lucky: +1 to hit, +1 to luck-based rolls.
Agile: +1 to agility-based actions.
Persuader: +1 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. Further +1 for fine manipulation.
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.
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.
A pair of chainswords: +1 slashing damage, roll against breaking when used. When activated: +1 slashing damage, ignores up to +1 of enemy armor, cannot use magnetic powers for other things at the same time.
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.
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.
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
Location: At the main gates.
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.
Spiky bone club: +1 to enemy dodge roll, +1 piercing damage.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms.
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.
Damaged right hand: -1 to actions with that hand.
Location: At the main gates.
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.