Turn 88
Borat decides to make some friends on and starts talking kindly to people around him, trying to make them join him on his quest for alcohol and ladies.
(5) You approach a small group of gruff-looking people, the only ones in sight that aren't chanting. When you approach they at first react as one would expect people to react to a hairy man in a swimsuit, they laugh at you. But then you explain your plan, and speak with great conviction of how Nice it would be to find some alcohol and women.
(4) Four of the six agree, and say that they'll follow you in your quest for alcohol and ladies.
*Does what he can to treat Mr. Roosts leg injuries.*
(1) You approach Roosts and convince him to sit still for a while, so you may treat his wounds. It doesn't go well, not well at all,
(3) luckily you don't cause any further damage.
I use telekenises to sort out different types of atoms in the air, with the objective of gaining skill in doing it.
(5) You focus intently, reaching out into the air with your powers, trying to catch a single atom. Amazingly you succeed, catching some water molecules and sorting them from the others. You notice that they condense into a small ball of water in the air when you push them together, and you are more confident in your abilities now.
"Today is your lucky day, Magneto. For once, I'm not here to kill you. Despite your friend's little stunt." I glare at Blarney for a moment. "You of all people should know what it feels like to be betrayed by your own, and like it or not I want revenge; and revenge means I need help. So, I'm willing to go along with whatever you've got planned if it means that I get a chance to bring down the Avengers."
If he doesn't agree then (and only if he doesn't) I explain that I have super-hearing, and could be a boon on spying missions.
(5) You make a sound point, and Magneto agrees with what you say. “I consider myself above holding grudges, Reaper. Welcome to the Cause,” he says to you, “Follow those two, and stay with their group,” he points at Roosts and Blarney, “I have a special task that I need done, one where your skills would come in handy. I will explain shortly.”
While Blarney treats my leg I possess juggernaut!
(3) You spot the Juggernaut, and remembering your little possession stunt from before you decide to try it again. You try reaching out with your mind to connect to him, but even though you are looking straight at him it is as if he is not there as far as your powers are concerned. Something must be blocking them.
I use my supermagic to buckle a section of the ground in a line to the metal sphere. Hopefully it will make a clear enough path to walk down.
(1) You try using your magic to create a path through the crowd, but you can't concentrate enough to perform the movements and say the magic words. Probably because someone is screaming in your ear, but when you turn around to tell them to go to hell there is no one there. You try to throw the spell again, but this time the screaming hits you like a mental punch to the face.
(5) A very weak mental punch, barely more than a feather-light touch to you. Whoever tried it is not very mentally strong.
I assemble a pair of good electric motors from the buildings with my powers.
(4+1+1=6) You pull some more metal from the buildings, and start constructing some electrical motors. After a bit of work they are complete, and you look with pride at your work. Then you realize something, the chainswords are entirely made of metal, and so are the electrical motors, so using them would likely shock you.
I'll round up useful members then. I'll use my scariness to aid me in this endevour (sp?).
(6) You run around looking for useful people to recruit, using your scariness to recruit them. But you lay on the intimidation a little too thick, and only one person doesn't try to run away from you.
(6) His name is Nitro.
I attempt to use my powers to fix any injuries I see, with the bare minimum of added poison glads, extra eyes, and tentacles added...
(4) You approach the only visibly injured person around, Mr.Roosts, and convince him that you have powers that can help him.
(3) The skin on his leg grows over the wound, leaving little trace that it was ever there. This does little more that stop the bleeding, however.
I remove my skull stabilizer thingy AND SEE THAT EVERYTHING IS FINE NOW.
(6) You decide that your skull must be fine by now, and rip off your skull stabilizer.
(3) Your head injury has healed, but your violent removal of the skull stabilizer gives you a few nasty scratches on the face.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Wait
Like brave crusaders they wait for their intrepid leader to lead them to the booze and wimminz.
...
He waits for Cheetahr to explain what he is supposed to do now.
Environment: Magneto tells the prisoners to go gather around the metal sphere, and tell all of you to gather a bit away from it, near the main gates of the prison.
Time: 15:25
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.
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.
A pair of electrical motors that fit in chainsword.
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.
Mediocre telekinetic: +1 to moving objects that are the size of a normal car or smaller.
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.
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: ?
Location: Outside the Prison, with Lord Borat.
There are four of them.
Location: Outside the Prison
Tell me if you find any errors.