Legion of Super-Heroes

Game Master EileenProphetofIstus


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Cosmos Master wrote:

Robot Attacks

Robot #1-4 all attack firing at Gorlog. They spend their remaining actions delivering powerful blows to him. Gorlog's Invulnerability automatically withstands the attacks and they bounce off of him harmlessly.

Now its Wildfire's turn. You have one action remaining before the next action sequence and a new intiative roll is made. If you decide to do something that requires multiple actions, it carries over into the next action sequence.

For example, if you attack and spend 3 actions building up your attack for a high damage intensity, the first action is performed now, using up the remaining you have. The next two actions are taken off of the following acton sequence.

Or you can keep it simple and just take one action. If you elect to not use the action it is lost. We would then go to initiative because everyone has used their actions.

What would you like to do?

I rolled a 5,6,3,4,4,3,6 (7d6) and moved behind Gorlog...I'll burn that last action charging up a blast and carry it over to next turn so I can blaze one of these bots up into slag!!!


Wildfire - Legion of Superheros wrote:
Cosmos Master wrote:

Robot Attacks

Robot #1-4 all attack firing at Gorlog. They spend their remaining actions delivering powerful blows to him. Gorlog's Invulnerability automatically withstands the attacks and they bounce off of him harmlessly.

Now its Wildfire's turn. You have one action remaining before the next action sequence and a new intiative roll is made. If you decide to do something that requires multiple actions, it carries over into the next action sequence.

For example, if you attack and spend 3 actions building up your attack for a high damage intensity, the first action is performed now, using up the remaining you have. The next two actions are taken off of the following acton sequence.

Or you can keep it simple and just take one action. If you elect to not use the action it is lost. We would then go to initiative because everyone has used their actions.

What would you like to do?

I rolled a 5,6,3,4,4,3,6 (7d6) and moved behind Gorlog...I'll burn that last action charging up a blast and carry it over to next turn so I can blaze one of these bots up into slag!!!

I'm a little confused. Are you using your last action to make a blast at low damage intenity (doing so takes one action) which would be applied to the current actions sequence (and then you would be out of actions and we roll for initiative) or are you planning on using more than one action to attain a higher damage intensity?

In both cases, we would need a d20 attack roll by you. The size of the damage dice varies according to the damage intensity and the number of dice varies how how successful of a blow you achieved.

Chapter 7: The Rules of Battle on pages 6-7.


Cosmos Master wrote:
Wildfire - Legion of Superheros wrote:
Cosmos Master wrote:

Robot Attacks

Robot #1-4 all attack firing at Gorlog. They spend their remaining actions delivering powerful blows to him. Gorlog's Invulnerability automatically withstands the attacks and they bounce off of him harmlessly.

Now its Wildfire's turn. You have one action remaining before the next action sequence and a new intiative roll is made. If you decide to do something that requires multiple actions, it carries over into the next action sequence.

For example, if you attack and spend 3 actions building up your attack for a high damage intensity, the first action is performed now, using up the remaining you have. The next two actions are taken off of the following acton sequence.

Or you can keep it simple and just take one action. If you elect to not use the action it is lost. We would then go to initiative because everyone has used their actions.

What would you like to do?

I rolled a 5,6,3,4,4,3,6 (7d6) and moved behind Gorlog...I'll burn that last action charging up a blast and carry it over to next turn so I can blaze one of these bots up into slag!!!

I'm a little confused. Are you using your last action to make a blast at low damage intenity (doing so takes one action) which would be applied to the current actions sequence (and then you would be out of actions and we roll for initiative) or are you planning on using more than one action to attain a higher damage intensity?

In both cases, we would need a d20 attack roll by you. The size of the damage dice varies according to the damage intensity and the number of dice varies how how successful of a blow you achieved.

Chapter 7: The Rules of Battle on pages 6-7.

Sorry...I thought I was to roll damage. I've moved behind Gorlog and I wanted to spend that last action starting to charge me up to blast a robot.


Initiative Everyone

Its time for Initiative. Roll d20 and add your Speed category number.


M Human Classy and level headed
Cosmos Master wrote:

Initiative Everyone

Its time for Initiative. Roll d20 and add your Speed category number.

I have a 15 total...rolling low!


Initative Results

Lightning Lad: ?

Larger Composited Robot Model: 25 (rolled a 16, added +8 for Speed of Remarkable/8. Correction, robot #4 was eliminates, leaving 3 robots to merge together. Each odd angle points touch one another when trying to imagine their composition

Four Flying Robots Model Initiative: 16, 16, 14, and 16 (rolled a 10, added Speed Remarkable/8, subtracted injury modifiers shown below.

Robot Dodge and Damage Condition Results
The robots try to dodge (Dodge +15) and receive the following rolls:

#1. Current Damage Status: Scratched Damage Condition: 9 pts. left; -2 to d20 die rolls.

#2. Current Damage Status: Scratched Damage Conditon 6 points left. -2 to d20 die rolls.

#3. Current Damage Status: Injured Damage Condition: 7 pts left; -4 to d20 die rolls.

#4. Scratched Damage Condition: 5 pts left; -2 to d20 die rolls.

Gorlog (Stone Guy turned meteorite) Initiative: 15 (rolled a 1, added current Speed of Unearthly/14 due to flying; no injuries thus yet).

Wildfire: 15

Shadow Lass Initiative: 13 (rolled a 17, added Speed Good/+6, Subtracted -10 for injuries. Due to recieving a critical blow last action sequence, Shadow Lass loses her first 3 out of 6 available actions.

Breaking Ties Since Gorlog and Wildfire tied initiative it must be broken to determine who will go first.

Breaking Ties Rule, Chapter 6, page 3.
If a tie for initiative occurs, it is broken by allowing the character with the highest Speed trait to go first. Should these categories be the same, the win goes to the individual with the highest category in their first action taken. Finally, if these numbers are also the same, the Legionnaire wins over an NPC. If two Legionnaires tied in their initiative totals each re-rolls their d20 without applying any modifiers and the order follows from high to low based on this d20 roll.

If Wildfire flies, he will win the tied initiative because he is a PC versus a NPC. If Wildfire remains on the ground to fight and Gorlog flies, Gorlog will win the tied initiative because his flight Speed is much faster than Wildfire's on the ground. If both individuals remain on the ground Wildfire's Speed is faster and therefore he would win.


Recording Damage Does everyone understand how to record damage and figure in your injury modifier for all d20 rolls? If not, turn to the Damage Condition page on your character sheet. So far everyone has taken Physical damage (indicated with a P) under each damage condition. Each damage condition should have twice your Toughness in points. Therefore if you have a Toughness of Remarkable/8 every damage condition has 16 points it can withstand. Subtract any damage taken starting with Healthy and working your way towards Critical. When you reach the Hurt damage condition, the possibility of falling unconscious occurs.

If anyone is confused or has a question please ask. I'm leaving it up to you to track your own damage, so you'll have to apply the injury modifier shown on your current damage condition from your initiatve roll as well as attack rolls.


male Winathian Co legion founder

Oops; sorry
------

initiative

1d20 + 6 ⇒ (18) + 6 = 24


Initiative Order
Larger Composited Robot Model: 25
Lightning Lad: 24
Robot #1: 16
Robot #2: 16
Robot #4: 16
Wildfire: 15
Gorlog: 15
Robot #3: 14
Shadow Lass: 13

The composite robot attacks Gorlog by combining their individual photon rays into one single blast: Attack roll results 24 to hit. Gorlog defends using Withstand Blow. His Withstand Blow results in a 32 which easily beats the robot, damage is 1/4 of that normally rolled for a total of 5 damage. This attack utilizes 3 actions.

A second blast is fired as well at Gorlog, he defends using Withstand Blow. The attack once again is a 24 to hit, and his defense is a 30. This results in 3 more points of damage. Once again another 3 actions are used by the robots.

Both attacks inflict very minor damage to him.

Lightning Lad's Turn


male Winathian Co legion founder

Can I keep maintaining my feild? if they are still in it; that is what I will do as it seems effective.

Using 4 actions again

1d20 + 8 ⇒ (3) + 8 = 11

ack; yikes


JL_Lightning Lad wrote:

Can I keep maintaining my feild? if they are still in it; that is what I will do as it seems effective.

Using 4 actions again

1d20+8

ack; yikes

Yes you may continue maintaining your field. Good news....I re-read the Electromagnetic Field description and it states that the opponents (robots) receive a defense roll each action sequence. A new attack roll is not necessary as long as your continuing the field you already have. If you create a new one then you would have to make a new attack roll.

Your previous attack roll was a 21 and so that is what the robots must defend against.

Robot #1: Defense equals 9 and so it suffers a Reeling Blow for 6d10 damage plus your category number from the Electro-Magnetic Field.

Robot#2: Defense equals 22, which is successful, so it breaks away from the electro-magnetic field without taking any more damage.

Robot #3: Defense equals a 22, which is successful, so it breaks away from the electro-magnetic field without taking any more damage.

Robot #4: Defense equals a 24 and so it escapes the Electro-magnetic Field without suffering any further damage.

I rolled really high on 3 out of 4 defense rolls.

Go ahead and roll damage. You have 2 actions remaining, do you want to use them now or save them for later on in the action sequence?


male Winathian Co legion founder

ok; will save my two action for defensive or critical actions later

damage
6d10 + 8 ⇒ (7, 7, 5, 2, 6, 10) + 8 = 45


male Winathian Co legion founder

"It looks they they are adapting to my feild; I have other tactics up my sleeve. Those of you who can; cover the wounded, imobilize these targets; and otherwise take these down fast before more arrive and we get overwhelmed; if your not good at this type work; send a message back to the ship and relay it back to the sector police with a report of what we found so they have more information that they currently have; we should keep they updated with bulletins"


Lightning Lad

You clearly damage the #1 robot, reducing him to the hurt damage condition with 1 point remaining.


Robots #1, #2, #4

The robots spend their entire action sequence merging together like the other robots did.

Wildfire's Turn


Wildfire; Cosmos Master Coverage

Ok, I did some scrolling back to help recall what's happened so far. The Robot Merger that Gorlog was fighting consists of 3 robots, he had already destroyed one of them before the merging took place. The other robots #1, #2, and #4 have already merged as well.

I'm hoping Wildfire will return to the thread, but in the meantime I'll post. Alreadying spending one action carrying over from the last Action Sequence, Wildfire utilizes another 3 actions (so 4 total actions) to charge his energy and attack. He uses his 5th action to deactivate his power. Wildfire targets the merged robot consisting of #1, #2, and #4 robot units.

Attack roll: 10 + category #14 = 24 to hit.

A single defense (dodge) is made by the merged robot and it attempts to dodge recieving a total of 11; thus Wildfire successfully attacked the merged unit for a Critical Blow of Severe damage intensity. Damage consists of 8d8 + 14 for his category, for a total of 69 damage. Because the units have joined together, they each suffer this amount of damage and they subtract their Toughness category from this as well.

Robot #1: The robot unit suffers great damage is destroyed.

Robot #2: The robot unit suffers great damage is destroyed.

Robot #3: The unit has yet to take its turn to merge and therefore is out of Wildfire's attack area.

Robot #4: The unit suffers the same damage given above and is reduced to 7 points remaining in the Critical Damage condition, with 1 point remaining.

It is quite clear that Wildfire's blast had a great effect on the merged robot. Two of the three were destroyed and it also leaves the last one on its edge.

Now it is Gorlogs Turn


Gorlog

Using his Speed to fly as a meteorite, he rises up and tries to rip through the 3 merged robot units that he was originally fighting.


Gorlog
Gorlog attempts multiple attacks because he has such a high speed when flying.

Gorlog is using his Speed to fly (Epic 12) as a meteorite, he rises up and tries to rip through the 3 merged robot units that he was originally fighting. He spends 1 action moving and another for the attack for a total of 2 actions spent out of 12.

His attack roll results in a 30 to hit. The merged robots receive a single dodge defense utilizing their Luck Trait of Sub-Feeble/0 and receive a 3 plus their injury modifier of -4 for a total of -1 on the dodge roll. This results in a critical blow to the machine. The Damage Intensity is High which inflicts 7d12 damage plus his category of 12, plus his Toughness for a total of 44 damage, which leaves the merged robot at 5 points remaining in his Injured Damage Condition.

Gorlog spends another 2 turns moving and attacking, which reduces him to 8 actions remaining. The attack roll is a 23 and calculating the robot's various modifiers, its defense is 9 which scores a 2nd critical hit for another 7d12 + his Epic/12 category for a total of 35. Which leaves him at 10 damage points remaining in the Critical Damage Condition.

Utilizing this method of attack again, Gorlog attacks with a 27 to hit, and the robot tries to dodge with a 20, which results in a Stunning Blow for 7d8 + 12 = 43 damage. This final blow results in the destruction of all 3 units, thus destroying it.

With the threat ended, Gorlog takes an Action Sequence to return to his rocky 9 foot tall humanoid shape.

"What is it that you people seek upon this desolate yet dangerous planet?"


male Winathian Co legion founder

<assuming he means us>
a team of researches came here to find out the source of this space/time anomoly and contact was lost; a team of galactic police came to locate them; and with them also contact was lost; we seek both.


Gorlog

Very well, I see we have similar goals. We should proceed, but first what of your fallen comrades, there are two of them."

(Invisible Kid & Obelisk who are lying on the floor injured or dead.)

Wildfire goes to Invisible Kid to check on him while Shadow Lass does the same for Obelisk.


Lighnting Lad

Lightning Lad, do you want to go back to try to scan in the unknown language written upon the machines or do you have other concerns you would rather attend to?


Wildfire and Shadow Lass

Each Legionnaire attempts to administer First Aid to the fallen companions. Wildfire succeeds in awakening Invisible Kid. Shadow Lass has also gets Obelisk to come around. Slowly, each individual rises to their feet. It is clear that Obelisk is extremely wounded, where as Invisible Kid who is also injured, is still in fair shape. Attempts are made to bind the wounds of the injured. The First Aid checks are successful and each individual receives a number of damage points back to what they would receive in a single day. It's not much, but it is still something.


Obelisk

Obelisk looks at his wounds and smirks. Concentrating for but a few seconds, a glow appears around his wounds as you begin to see them close, repairing most of the damage inflicted him. He turns to Invisible Kid........

"May I assist you sir?"

Invisible Kid

"You may!"

Moments later, all the injuries Invisible Kid suffered appear to be healed.

Obelisk
I must warn you though I am only able to heal such injuries a mere 3 times in one day. I am capable of healing other aspects of the body such as neural damage, broken bones, or enabling someone to rise from unconsciousness. My powers are only in the beginning stages so they are not yet mastered. Such attempts may be more luck than skill.


male Winathian Co legion founder

If we are safe from attack at the moment; will go back to scanning the computers confident that the others are attending to things.

"They dont like me intruding into their system; that is when the robots showed up last time; stand ready"

Cosmos Master wrote:

Lighnting Lad

Lightning Lad, do you want to go back to try to scan in the unknown language written upon the machines or do you have other concerns you would rather attend to?


Lightning Lad
The computers are spread throughout the room with the large circular device stretching to the ceiling in the center. Each computer is large in size (man-sized stations) and has various controls and flashing blinking lights of different colors. With your silence, you can hear an eerie humm throughout the room.

It takes a few minutes for you to walk about the room and scan in the images which appear to be some sort of writing. Upon completion, the device checks for any matches within its memory banks. Once completed, the following information appears upon your screen.

Language: Unknown
Nearest Known Language: Kryptonese
Summary:88.4% chance of ancient Kyryptonese Language
Estimated Age: Approximently 2,000 years

Individual Readings: Each machine appears to be labeled giving some indication of its purpose. They are as follows:

Power Transferance
Hyper Advancement
Gasses Life Support
Life form Support
Memories Transferance
Liquid Radiation
Gaseous Conditioning Rectification Process
Physical Conditioning Rectification Process
Mental Conditioning Rectification Process

In addition, each machine is operating and the following information can be determined simply by looking at it.

Power Transferance Current energy level 87.74%; measuring sub-optimal condition; error threat 18.82%
Hyper Advancement Setting: .000361
Gasses Life Support Activation Level: 67.46%; Error Threat: 92.48%; Current Organism Loss: 24.67%; Current Organism Gain: 73.28%; Current Influx: 2.05%
Life Form Support Activation Level: 43.31%; Error Threat: 56.69%
Memories Transferance Previous Activation 0%; Adjusted 9.49% Activation
Liquid Radiation Stable 78.47%
Gaseous Conditioning Rectification Process Active: 21,486 Losses
Physical Conditioning Rectification Process Active: 1,974 Losses
Mental Conditioning Rectification Process Unknown; unable to compute re-adjustments, missing data; Alteration Occurred: 2-18-2981 3:08 a.m.;

There are four exits to the room (one of which you came in and the other three centered on the other walls). The largest entrance is directly across from where you entered with a ramp going downward. Your previous attempt to map that room indicated that it was very large and extended beyond the scope of your device.


These are details that were previous mentioned within the thread. They pertain to the large chamber your in as well as the one beyond and are presented to provide re-call for the players. A few clairifications have been made.

The room you are in is fairly large and each wall has an exit. Within the room are several computers which are large (these are the same computers Lightning Lad has been scanning).

In the center, is the large machine and you can see that it stands about 100 feet high and is attached to the stone ceiling. The device has a constant fairly quiet humming sound. The shape of it is round at the base and is about 15 yards wide. At about half way up, it starts to increase in width giving it sort of a funnel shape to it. At the top of the device it measures approx. 40 yards.

There are an assortment of blinking and steady lights and guages measuring various things upon all the devices in the chamber. The language inscribed upon controls is not Interlac.

The exit opposite of where you came in is a ramp which extends downward for about 60 feet. This opens into an area which goes beyond the scope of the grid of your portable mapping device. The portable mapping unit indicates that there are oval shaped objects about 8 feet long and 3 feet wide suspended in the air and that some of them have odd gaseous clouds inside, while others contain living, breathing beings. There are also several of ovals that register as empty. The readings of the oval objects contents remain steady. The material of which the oval shaped objects are made is unknown to the portable mapping unit but do seem to resemble some sort of glass hybred product.


male Winathian Co legion founder

"Uh oh, I am getting the feeling that this place is a sinister laboratory that someone or someones is trying to create supersoldiers on the scale of the sons of Krypton such as Superman, but without months of study of the records; I doubt we will be able to determine how autruistic their goals are, but as this is a hidden facility and causeing such a spacial disturbance without any of the galactic governments knowledge; I think this is probably the work of rogue beings with dark desires. All of this appears to be about energy, bodily and mental attribute change and conditioning"

-----------
Can I find how many subjects are being conditioned and if there are any failures or successes?


JL_Lightning Lad wrote:

"Uh oh, I am getting the feeling that this place is a sinister laboratory that someone or someones is trying to create supersoldiers on the scale of the sons of Krypton such as Superman, but without months of study of the records; I doubt we will be able to determine how autruistic their goals are, but as this is a hidden facility and causeing such a spacial disturbance without any of the galactic governments knowledge; I think this is probably the work of rogue beings with dark desires. All of this appears to be about energy, bodily and mental attribute change and conditioning"

-----------
Can I find how many subjects are being conditioned and if there are any failures or successes?

Yes, you can make a Mathmatics check and do it in your head if you wish against a Challenge Score of 26.

Alternatively, if you can find a way to write it out the Challenge Score is reduced to 22.

You could also contact the ship and have their computers make the calculation for you. Star Boy still remains on board.


All Players
Everyone should have received an update for Chapter 7: The Rules of Combat. If someone did not receive it please let me know.


male Winathian Co legion founder

"Star Boy, come in, am sending you a data packet; please have the ship do these calculations, I have added notes and our current situation and status and what we have found"


Lightning Lad

"Star Boy here Lightning (insert static) I'll send the (insert more static) to you."

You'll have to read off the various calculations shown on the computers and Star Boy can plug it in and see what comes up. Alternatively, he may decide to bounce the numbers off of Brainiac 5. After a few moments he reads the data back to you and despite the off on static, he is eventually able to repeat the information correctly. He also acknowledges your current situation and what you have found thus far.

Shortly afterwards, he responds back with the information your looking for.


Shortly thereafter, Star Boy contacts the grouop via the telepathic earplugs that you wear.

"According to my calculations there should be 21,486 beings that are failures and 63,822 that are successes, with 1,785 uncertain. Looks like someone someone's serious about their pet science project."


male Winathian Co legion founder

wow...I am stunned; this..this is foreboding.


Invisible Kid Cosmos Master Coverage

"Well now that we have an idea of what were getting into I suggest we move a little more quietly. You want me to scout ahead Lightning Lad? After all I am a member of the Legions Espionage Squad."

Everyone make a Perceive Target Area of Expertise roll. Roll d20 and add your modifier. If you don't have the ability on your character sheet then you can use it untrained which would be your Intellect minus -3 categories. For example, if your Intellect was Good/6 it would become Poor/3. When you roll the dice, be sure to add your modified Intellect category number plus 1/2 your Concentration category.

Invisible Kid: 21
Shadow Lass: 22
Gorlog: 23
Obelisk: 17
Wildfire: ?
Lightning Lad: ?


male Winathian Co legion founder

[ I dont see this skill anywhere on the character sheet I have ]
PTA
1d20 + 3 + 3 ⇒ (16) + 3 + 3 = 22


JL_Lightning Lad wrote:

[ I dont see this skill anywhere on the character sheet I have ]

PTA

1d20+3+3

I know the character sheet your using is a bit outdated. It took the place of several sight oriented checks. Do you have something called Perception? If so, it got renamed. Alternatively you can add it, or just do it untrained, it's up to you Lightning Lad. Let me know if you add it or find Perception.

Here are the stats if you want to add it to your character sheet. You would have to select a category for it, and add 1/2 your Concentration trait (round up). You will also find it on the blank sheet I sent you for the 2nd character.

Perceive Target:
PT/ST: Int/Con
UT: -3
TCS: 11
Zen: 6
SSM: x3


Cosmos Master wrote:
JL_Lightning Lad wrote:

[ I dont see this skill anywhere on the character sheet I have ]

PTA

1d20+3+3

I know the character sheet your using is a bit outdated. It took the place of several sight oriented checks. Do you have something called Perception? If so, it got renamed. Alternatively you can add it, or just do it untrained, it's up to you Lightning Lad. Let me know if you add it or find Perception.

Here are the stats if you want to add it to your character sheet. You would have to select a category for it, and add 1/2 your Concentration trait (round up). You will also find it on the blank sheet I sent you for the 2nd character.

Perceive Target:
PT/ST: Int/Con
UT: -3
TCS: 11
Zen: 6
SSM: x3

Wildfire has indeed returned. I'll spend two actions charging myself up ready to lay waste to whatever evil is nearest!


Wildfire

Go ahead and make a Perceive Target Areas of Expertise roll (you'll find it under Observation and Interaction (page 6 of your character sheet). Roll d20 and add your modifier to the total.

As for charging up a power and having it "ready" that's a new idea I hand't thought of.

I'm thinking we could develop a new power effect for building up and holding a power charge, could do it with many types of energy related powers including Cold Generation & Manipulation, Heat and Generation & Manipulation, Electrical Generation and Manipulation, etc.

We would have to give it a relatively short time frame before it dies out, I'm thinkg 1 minute per category.

Why don't we improvise and say it works like this for now:

Prepare Blast
Activation Time: At-Will; 1 Action per damage intensity.
Duration: 1 minute per category.

Other than that it will work identically to the power effect your building up for. Spending 2 actions will prepare a medium damage intensity for your attack and I'm assuming your using it with Energy Burst. Correct?


Cosmos Master wrote:

Wildfire

Go ahead and make a Perceive Target Areas of Expertise roll (you'll find it under Observation and Interaction (page 6 of your character sheet). Roll d20 and add your modifier to the total.

As for charging up a power and having it "ready" that's a new idea I hand't thought of.

I'm thinking we could develop a new power effect for building up and holding a power charge, could do it with many types of energy related powers including Cold Generation & Manipulation, Heat and Generation & Manipulation, Electrical Generation and Manipulation, etc.

We would have to give it a relatively short time frame before it dies out, I'm thinkg 1 minute per category.

Why don't we improvise and say it works like this for now:

Prepare Blast
Activation Time: At-Will; 1 Action per damage intensity.
Duration: 1 minute per category.

Other than that it will work identically to the power effect your building up for. Spending 2 actions will prepare a medium damage intensity for your attack and I'm assuming your using it with Energy Burst. Correct?

I've got a 12 total for that...and yes I'd like to hold that charge kinda like a short-term battery. Yes to using it with Energy Burst.


Lightning Lad, Shadow Lass & Gorlog

The three of you are standing next to one of the computers when it suddenly begins flashing a orange light on and off in rapid successful. The data on the machine begins to change rapidly. It appears that the 63,822 successes is rapidly dropping as the count of failures begins to rise just as quickly.

Everyone

From the neighboring chamber, a light suddely fills the room (or at least the part in which you can see from your current location).

A large flicker of light begins almost immediently,eminating from the room as well.

What do you do?


Cosmos Master wrote:

Lightning Lad, Shadow Lass & Gorlog

The three of you are standing next to one of the computers when it suddenly begins flashing a orange light on and off in rapid successful. The data on the machine begins to change rapidly. It appears that the 63,822 successes is rapidly dropping as the count of failures begins to rise just as quickly.

Everyone

From the neighboring chamber, a light suddely fills the room (or at least the part in which you can see from your current location).

A large flicker of light begins almost immediently,eminating from the room as well.

What do you do?

I've charged myself up. I'll move slightly away from everyone (say maybe 50 or 60 feet and keep a lookout for whatever other nastys may be lurking around.


Wildfire

I've charged myself up. I'll move slightly away from everyone (say maybe 50 or 60 feet and keep a lookout for whatever other nastys may be lurking around.

Are you moving closer or further away from the lights protruding from the neighboring room?


Cosmos Master wrote:

Wildfire

I've charged myself up. I'll move slightly away from everyone (say maybe 50 or 60 feet and keep a lookout for whatever other nastys may be lurking around. Are you moving closer or further away from the lights protruding from the neighboring room?

(Duh) I would be moving closer to the rest of my Legion buddies. (I've been in a containment suit for too long and it is stopping clear thinking). Just trying to keep a look-out for hazards...or another trap/ambush.


Shadow Lass
"Look" Shadow Lass announces as she sees the tally changing on the computer. "And Look" as she points to the neighboring room where light has suddenly filled it. "Something is happening!"


Polar Boy

Your eyes suddenly flicker open, everything looks distorted and blurry at first but within a few seconds the shapes and colors you see begin to come into focus.

Your quasi-glass containment tube begins to make a beeping sound and you can see other continment tubes opening as well as others of you have been re-awakened. Slowly, people begin to step out of their tubes.

You hear the release of air, which makes sort of a shhhh...sound as your quasi-glass containment tube begins to open from the center. You then hear a scream of pain and agony coming from somewhere nearby. Suddenly, a body falls down to the floor striking with a thud. The figure merely lies there as you see his body beginning to disolve, leaving a gooie mess on the floor. Several of the individuals that have stepped out of their tubes also begin to cry in pain while others still look at them in horror as they to begin to disolve as well. It doesn't affect everyone but still scores of them.

What do you do?


No!

The Process. They're dying!

Quick, we must figure out what is wrong and get them back in their pods.

Polar Boy rushes over to the nearest of the pods to check the systems to see what has caused the system to awaken the people and what might have gone wrong.

Cyrogenics +9 and Computer Programming +9. Which ever you feel best fits the situation of looking at the systems and situation. 1d20 ⇒ 2


Polar Boy wrote:

No!

The Process. They're dying!

Quick, we must figure out what is wrong and get them back in their pods.

Polar Boy rushes over to the nearest of the pods to check the systems to see what has caused the system to awaken the people and what might have gone wrong.

Cyrogenics +9 and Computer Programming +9. Which ever you feel best fits the situation of looking at the systems and situation. d20

You recall this underground chamber being so immense that there were computer stations spread throughout the area which operated the nearby tubes. The nearest one is perhaps no more than 40' away.

As you reach the computer station, an image begins to emerge on a platform upon the floor. It flickers in and out and finally holds steady. You see a very large humanoid head measuring about 5 feet across and 6-7 feet high. It is an older man, perhaps in his mid 60's. He has grey hair and a grey mustache.

Examining the control panel and seeing if you can somehow reverse the process and get people back in their tubes or at least preventing others from opening will at least take a few minutes.

If you want to command the remaining people to step back into their tubes (with hopes that you can close them) make a Leadership roll. Roll d20 and add your category number to the roll. You will find Leadership on the front page, it is one of your Basic Traits.

If I understood you rolled a 2 on your d2o and would receive a total of +9 from the category of either Computers or Cryogenics, for a grand total of 11.


Cosmos Master wrote:


You recall this underground chamber being so immense that there were computer stations spread throughout the area which operated the nearby tubes. The nearest one is perhaps no more than 40' away.

As you reach the computer station, an image begins to emerge on a platform upon the floor. It flickers in and out and finally holds steady.

Polar Boy glances at the image to see what it is showing but his focus remains on the computer station.

Kyrptonian lives are at stake. How could he ever face Superboy or Supergirl again with out being able to tell them that he had done everything he could to save the lives of their cousins.


Polar Boy wrote:
Cosmos Master wrote:


You recall this underground chamber being so immense that there were computer stations spread throughout the area which operated the nearby tubes. The nearest one is perhaps no more than 40' away.

As you reach the computer station, an image begins to emerge on a platform upon the floor. It flickers in and out and finally holds steady.

Polar Boy glances at the image to see what it is showing but his focus remains on the computer station.

Kyrptonian lives are at stake. How could he ever face Superboy or Supergirl again with out being able to tell them that he had done everything he could to save the lives of their cousins.

After a breif examination of the controls you think you can open and close the doors on the tubes. As you figure this out, more tubes are opening and people step out, some seem to survive while other immediently make a mess on the floor as they disolve.

If you want to concentrate on your operations as well as try to give minimal attention to the large hologram head, make a Concentration roll against a challenge score of 12.


Polar Boy continues to focus on the controls trying to keep the cylinders from opening and releasing more Kryptonians from the cylinders.

[b]Time! I need more time to figure this out.[/ooc]

Concentration but primary attention is given to the computer controls and keeping the cylinder doors closed until Polar Boy can figure out what has gone wrong with the process.

Concentration Good/6 1d20 + 6 ⇒ (7) + 6 = 13

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