Turn 89
I sit next to Roosts, whisper to him "It's probably the helmet protecting him." And then try to use my hearing to sort out the prisoners' introductions to one another, and find either a doctor or someone with the ability to heal Roosts' leg.
(6) You give your opinion of why Roosts can't connect to Juggernaut, and Roosts just stares at you for a few moments, then he asks “How the hell do you know I can do that?” You open your mouth to tell him when you suddenly realize that you have no idea, and instead run off in search of a doctor. You find someone in the crowd who is introducing himself to another person as 'Doctor Z', and run off to grab him.
(6) He listens to you, and rub his hands together, “I would be delighted to look at this test sub... Ehm... Patient. Lead on.” You bring him back to Roosts.
Better idea! I one-way connect with a random individual from the crowd and make him/her hug Juggernaut.
(3-1=2) You almost manage to breach a nearby person's mental defenses, but trying to create a one-way connection is much harder than forming a two-way connection, and your attempt fails. You look at the strange guy who seems to know your powers without you having told him run off, and return shortly thereafter with some creepy-looking doctor.
I ask Nitro what his powers are, and then tell him to go wait near the sphere so he can assist Magneto. I'll use this opportunity to train my rhetoric.
(2) You ask Nitro what special powers he has, he takes a few moments to think of a good way to answer, “I explode,” he says. Slightly worried by this you tell him to go help Magneto over by the sphere for now.
I try to find an unconscious guard and drag them to where magneto told us to go.
(2) You only find a few guards lying around, and all of them are dead. You then spot a small group outside the main gates and go to look why they aren't following the other prisoners.
I look around indignantly and stomp off to the sphere OKAY?
(2) You follow the small horde of prisoners towards the sphere, when suddenly a thousand pounds of giant man steps in front of you, it is Juggernaut. “Magneto wants you to assemble over there, he's got some special mission for you,” he says, and points at a small group of people, including Blarney and Mr.Roosts. You decide to do what the giant man says, and sullenly sit down with the others, watching the sphere you have tried so hard to reach.
I use metal parts of the building to scoop and grab insulative materials and form them into an ergonomic handle for the chainswords, removing the forming metals after I'm done using them as "hands".
(6+1+1=6) You rip some metal wiring from the interior of the prison, and wrap it around the handles of your chainswords. The rubber coating of the wires will probably work quite well to insulate against electric shock, but suddenly you notice that there is a small smoke plume rising from the prison. And soon flames can be seen through a window, spreading fast through the facility. It seems you have caused an electrical fire.
I'll go wait where Magneto indicated, and work on stretching and flexibility.
(6+1=6) You stay with Roosts, and start stretching. You do a few simple stretches, and notice how agile you have become, so you start increasing the speed and intensity of the stretching. Your little exercise period is interrupted by your head impacting the pavement at high speed,
(5) but you don't suffer any serious damage. You feel a bit more agile too.
Borat and his new friends, "The Gang", starts walking away from the prison toward the city on a quest for women and alcohol.
(3) You pick a random direction and lead your gang that way, hoping that women and alcohol can be found if you go that way. You walk for about five minutes, and reach a slummy area.
I form the water into a sharp disc shape and freeze it (via stopping the atoms vibrating on an atomic level) to absolute zero, I do not touch it, I just practice with it using TK.
(6) You easily move the water into a disc shape, and then try to make the molecules stop vibrating. It doesn't work, so you try again, and again it doesn't work, and this makes you angry, so you pour every last ounce of power you have into stopping the movement of molecules in the water disc.
(2) You overdid it a bit, slowing down molecule movement of a large bit of air too, which then explodes outward,
(2/3) You have no chance of getting out of the way, and Triolf only manages to cover his face.
(4/5) You feel the chill as the supercooled air rush past you, but by quickly blocking it off with your powers you manage to avoid any serious harm, and Triolf was luckily placed behind you, so he barely even felt anything.
I let out a maniacal laughter, hopefully scaring people in the process, for practice.
(4) You check yourself to make sure that the chilly blast didn't hurt you, and after confirming that, you feel rather invincible, and decide that the only proper course of action when feeling invincible is to let forth a maniacal laughter. You laugh, and the metal sphere causes it to reverberate quite nicely, making it sound even more maniacal. Xen looks at you, obviously wondering what's so funny.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Follow Borat!
(5) They walk behind their fearless leader, keeping a lookout for bars or women. Also cops, because they don't feel like going back to prison.
Go to place indicated by Cheetahr
(5) He walks over to the sphere and stands around, waiting to see if he can help Magneto somehow. When Magneto flies over to your little group he follows, listening to what is said.
Heal Roosts' leg
(1) He starts examining Roost's leg, and muttering really disconcerting things. Things that indicate that he isn't the good kind of doctor. After a few minutes of this Roosts has had enough, and tells him to go away or he will be shot. The Doctor is obviously scared, and scurries over to the sphere.
Environment: Magneto lands in front of the little assembly near the main gates. He looks at those who are assembled, and then speaks, “While not everyone is here time is of the essence, someone is bound to have heard of this by now, and that smoke plume isn't going to go unnoticed. While I know that you support the cause of giving the superior people of the world the recognition they deserve, or have other reasons to help,” when he says this he looks at Reaper, “There are others who will fight us, some of them even though they are like us, would fight to save an inferior species. I am speaking of people like the X-men, traitors to their kind who would die for a mere human. I need you to target these, and other, well-known adversaries of the Cause, to show the world that even their mightiest defenders are too weak to do anything to stop destiny!” He stops for a few moments, to calm down, “The first of these groups that need to be taken out is the Fantastic Four, they will not be hard to find, residing in a massive skyscraper here in New York. When they are dead we can proceed from there. Hades, I trust you still know how to contact me if necessary? Contact me when you have killed them.” He looks all of you over, assessing you, “Good luck, although I doubt you'll need it.” He then flies off towards the sphere, forcing Xen and Triolf out of it and reshaping it into a huge disc upon which he, Juggernaut, and all the other prisoners fly away.
Time: 15:30
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. It is on fire.
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.
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. One more 5 to bonus.
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. Insulated from electrical damage.
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: Near the prison.
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: one more 5 for bonus
Location: Near 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.
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: In the slums.
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: In the slums, with Lord Borat.
There are four of them.
Location: Near the main gates.
Since the prison storming is over, the turns will once again be one hour long. That means you can accomplish more in one turn.
Tell me if you find any errors.