Turn 91
I volunteer to fly if no one else does. I also ask if I can borrow someone's weapon, because I'm kind of useless without one until I can kill someone useful.
(1) You get in the helicopter and move towards the cockpit, but you trip on a loose cargo net on the way,
(1) your wild flailing only gets you stuck in the net, and you fall down,
(5) luckily the fall was too short to cause any harm, and you even manage to disentangle yourself from the net. You then receive a rifle from Mutosis and spend some time examining it.
I get into the Helicopter and give Reaper my M16. If I have any time left over I will try to make my climbing claws retractable.
(3) You give your M16 to Reaper, who just got up from his fall. Then you sit down and try to mutate your climbing claws so that they are retractable,
(3) but even after nearly an hour of trying you only manage to make them retract a couple of inches.
I get on the helicopter and help whomever is flying it around with my knowledge of the city.
(3) You go to the cabin and sit down on a chair, waiting to see who will be flying so you can help them.
Seeing as I can't find any mansions, I'll search for an enormous skyscraper instead. I prefer celebrity hideouts, so I'll search for the Fantastic Four's one.
(2) You run off in search of the Fantastic Four's tower, moving at a speed that would make a NASCAR racer nervous. You quickly find a bridge to Manhattan, and cross it, but then you're at a loss. You have no idea where to go, and Manhattan is a big place to search, even for you.
I get in the chopper,And press a couple random buttons in the cockpit.
(6) You waltz into the cockpit, and start mashing the controls with your palms, pressing dozens of buttons completely at random.
(6) A missile is launched, and smashes straight into the prison,
(1-1=1) it must have hit some sort of volatile material, because the entire prison is suddenly engulfed in a huge ball of fire. It soon collapses because the supports are too weakened by the fire and the explosion.
*Looking around at the others it's obvious that none of them know how to fly a helicoptor.*
"I'll give flying a shot. Hop in and we'll get going. Hades, you're backup in case something goes wrong. Do the whole levitation thing that Magneto has been doing."
(5) You sit down in the pilot's seat and, after restoring any damage Roosts might have done, you manage to get the helicopter into the air. Now you just have to decide where to go.
I get in the helicopter and write up a report on the SMART armor's current performance and condition, then send the report to Obadiah.
(3) You sit down in the rather sizeable cargo hold and start writing a report to send to Obadiah, you wonder about how much of this he already knows about though. After finishing it you send it to him via the helicoper's internet connection.
(GM) Help fly helicopter
(4) You go to the cockpit and watch the different screens to make sure the helicopter is working smoothly.
(GM) Get to da choppa!
(6) For some reason you decide that you have to get to the helicopter in a hurry, so you use your telekinesis to assist a leap into it,
(2) which leads to you smashing headfirst into a wall,
(6) you manage to avoid any injury, but a computer screen on the wall is broken.
(GM) Drink until he can't drink no more.
(3) You and your gang move up to the bar and order, among other things, a gallon of vodka. The barkeep grumbles slightly, but seeing as how you are the most enthusiastic customers he's ever had he gives you what you want. You pour yourself a large one and sweep it down, and then pour yourself another one.
Enemy Actions:No enemies present.
Allied Actions:...
No one can see what she does.
Drink with Borat
(6) The four former prisoners make Borats drinking look amateurish,
(4) but despite drinking like devils they don't suffer any obvious symptoms of drunkenness.
Get in the helicopter
(1) He is hit on the way in by a flying Xen,
(5) but he is only knocked to the floor, and soon gets up again to dust himself off.
Environment:
Time: 17:30
LocationsThe air in the dimly lit room is thick with smoke from cigarettes and other things one may smoke, the bar itself is quite dirty. At the tables there are many people playing cards or drinking, or both, and all of them are wearing some combination of leather and jeans, the barkeep is a fat sweaty man wearing a dirty white tank top, greasy stains cover the front of it.
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.
Can carry 30 people. +1 to lifting heavy weights. -1 to precision maneuvering. Piloted by: Blarney
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: On Manhattan.
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.
'Bulletproof the Avenging Limb', mutated left leg: +1 against piercing and slashing damage to left leg. +1 strength in left leg.
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.
Location: In the helicopter.
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.
Novice pilot: 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: In the helicopter.
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 electricity.
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: In the helicopter.
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 helicopter.
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: In the helicopter..
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: In the helicopter.
Minor manipulation of living tissue: gets a negative to rolls depending on how advanced the manipulation is. Has to have physical contact with target.
Spiky bone club: +1 to enemy dodge roll, +1 piercing damage.
Climbing claws: +1 to climb rolls. -1 to attack rolls with firearms.
Location: In the helicopter.
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.
M16: can attack twice during one turn, but suffers a -1 to hit
Location: In the helicopter.
Contagious laughter: when he laughs anyone in his vicinity has to make a roll to avoid laughing.
Location: In the Hog's Head Bar.
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 Hog's Head Bar, with Lord Borat.
There are four of them.
Location: In the helicopter.
Tell me if you find any errors.