| Thom Kallor |
Star Boy
Planet Xanthu, Xan City
Today
Time: 12:47 a.m.Dr. T'sorgee out.
Thom seems visibly upset as he replies to the messenger probe. "Dr. T'sorgee, this is Thom Kallor of the Legion responding to your message. I am at the moment awaiting a shuttle for an important Legion matter that is currently occuring on Engalent 3. There are thousands of lives at stake in this matter, and it is important that I make it there to assist. At the same time I very much want to help Gabrien Worner in whatever way I can. If there is any way that this can be arranged in the short window I have or from the distance of Engalent 3 I would be more than happy to assist. Please respond with all due haste." Thom then looks addresses the probe itself, "Get this message back as quickly as you can."
| Brainiac 5 |
Group 3, Dream Girl, Ultra Boy, Timber Wolf
Gymnasium of Legion Headquarters
Planet Earth
Four Days Ago
10:48 a.m.Dream Girl leads Ultra Boy to the gym where Timber Wolf is working out. Currently, Brin is about 30 feet in the air doing a quadruple flip and attempting to stand on a 2 inch beam resting 3 feet of the floor.
Timber Wolf, in order to complete the move when it's interupted, please make a Concentration check (challenge score of 15 or higher succeeds, anything less and you lose your concentration because of the interuption.
Hey furball! Stop chasing your tail and get down here. Dreamy's got some news.
"Eloquent as always Jo." states Brainiac 5 as he enters the gym with a computer pad in his hands. He then looks up for a brief moment to look at Dream Girl before returning his gaze to his computer pad, "Nura, your obviously astute analysis of the current political situation occurring on Anthalla may well point to something. I of course would like to know what originally must have pointed you to what has to have amounted to months of newsfeed from Anthalla to have picked up on the nuances of the sociopolitical hotbed issues resulting in a coup of the current government. But I am sure that discussion would quickly dissolve, as you will no doubt attribute these findings to your "dreams", which is of course totally nonsensical." Ever verbose Brainiac continues, "You mentioned earlier being able to rendezvous at the precise coordinates at a specific time of a fleeing ship carrying the true heir to the throne of Anthalla, which by my calculations the possibility of you being correct are 1:8,535,694,584,125 give or take but the need for our departure to make a voyage of that nature to arrive at that time would be within the next 28 minutes and 32 seconds. I suggest if we are to follow up on this whim of yours we leave immediately, unless of course Jo and Brin would rather continue their usual duel of monosyllabic repartee which being the case my time could be better spent in my lab continuing with the multitude of experiments and innovations I am currently tied up with."
| Cosmos Master |
Star Boy
Planet Xanthu, Xan City
Today
Time: 12:48 a.m.
Dr. T'sorgee out.
Thom seems visibly upset as he replies to the messenger probe. "Dr. T'sorgee, this is Thom Kallor of the Legion responding to your message. I am at the moment awaiting a shuttle for an important Legion matter that is currently occuring on Engalent 3. There are thousands of lives at stake in this matter, and it is important that I make it there to assist. At the same time I very much want to help Gabrien Worner in whatever way I can. If there is any way that this can be arranged in the short window I have or from the distance of Engalent 3 I would be more than happy to assist. Please respond with all due haste." Thom then looks addresses the probe itself, "Get this message back as quickly as you can."
The probe responds.
"All messages from Intergalactic Message Service, have a 98.478% chance of arrival within six hours. Of that 98.478%, 92.593 messages have arrived in 60 mintutes or less. Goodbye Thom Kallor."
At that point the messanger probe flies off towards the inner city.
| Cosmos Master |
Star Boy
Planet Xanthu, Xan City
Today
Time: 3:04 p.m.The probe responds.
"All messages from Intergalactic Message Service, have a 98.478% chance of arrival within six hours. Of that 98.478%, 92.593 messages have arrived in 60 mintutes or less. Goodbye Thom Kallor."
At that point the messanger probe flies off towards the inner city.
As you await the Legion cruiser, another messenger Probe arrives. After a successful scan, the holographic image appears. Once again it is Dr. T'sorgee,
"Greetings Star Boy, I appreciate your timely response. I understand the importance of your mission and urge you to assist. Please contact me the moment you are free so I may begin my analysis of both Gabrien Worner and yourself. Each day the situation grows worse and if he continues to age at his current rate, he will have died of old age in 7-12 weeks, that is unless more complications set in. Dr. T'sorgee out."
| Thom Kallor |
Star Boy
Planet Xanthu, Xan City
Today
Time: 3:04 p.m."Greetings Star Boy, I appreciate your timely response. I understand the importance of your mission and urge you to assist. Please contact me the moment you are free so I may begin my analysis of both Gabrien Worner and yourself. Each day the situation grows worse and if he continues to age at his current rate, he will have died of old age in 7-12 weeks, that is unless more complications set in. Dr. T'sorgee out."
When the message probe finishes the last transmission from Dr. T'sorgee, Thom suddenly is struck by an idea that may help with Gabrien Worner's situation. He replies to the message probe, "Please take the following message back to Dr. T'sorgee, 'Dr. T'sorgee, in view of the fragile nature of Gabrien's condition I would ask you to reach out in my absence to current Legion leader on Earth Mon-El. I will be sending him a message as well filling him in on the situation and letting him know what I had in mind. It may be a way to at least stall Gabrien's deterioration. Thom Kallor out.'" As Thom sends the probe back on it's way to deliver the message to Dr. T'sorgee, he heads over to his own communications station in his apartment and sends a message to Legion headquarters on Earth.
"Mon-El, this is Star Boy calling...." Thom fills in the information that has occurred in the messages delivered from Dr. T'sorgee before continuing, "... so what I had in mind was possibly using the Phantom Zone Projector in order to stall the deterioration of Gabrien until myself and probably Brainy are there to see if there is anything we can do to help him. I know how hard things were for you in the Phantom Zone Mon-El, but while I know this falls on Dr. T'sorgee's shoulders, I can't help but feel a bit responsible for what happens to Gabrien. I asked Dr. T'sorgee to contact you at headquarters and hopefully we can help. I'm still awaiting Garth's team so let me know if you get this message. Thom out."| Cosmos Master |
Group 1, Lightning Lad, Shadow Lass, Invisible Kid, Wildfire
Today
Location: Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Time: 1:04 p.m.
This was our last post for the group. from page 1.
As you peer down at the screen which measures no more than 8 inches across, you see the inside of the wormhole you are travelling through. Towards the top of the sceen, you see several white images flashing. The purpose of the screen is to detect other objects within your immediante range.
The red light flashing next to the monitor is a warning generated by the computer. As you look for a moment, a loud beeping sound can now be heard throughout your entire craft.
Everyone recognizes the loud beeping sound as a warning as all eyes stop upon the 10 inch monitor with the small flashing lights. The computer has informed you that oncoming objects are ahead moving at a very rapid speed.....directly towards your spacecraft. It would appear as if a collision is about to take place.
Does anyone want to do anything about the oncoming emergency?
| Cosmos Master |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:05 p.m.
Stand by for evasive action!
Can we identify the incoming object using the ship's scanners? Maybe with a Computers & Communication check 1d20+13;next set
Indeed you can identify the incoming objects. Using the instruments available, you determine what must be a very rare occurrance. A meteor shower has been caught inside of a wormhole. At one point or another, their must have been several meteors which flew into the wormhole while it was open. The oportunity for them to exit is so small that its quite possible they have been here for many centuries if not considerably longer.
The chunks of space debri range considerably in size. Most of these rocks measure anywhere from 1 to perhaps 5 feet and are not a threat to your ship at all. The scanner does detect that there are several very large ones as well (ranging from 25 feet to 135 feet, which at their current speed could damage your craft.
According to the instruments there are cluster of extremely large meteors in which you would have to pass through. It might be possible to navigate around them (using the Planetary Travel, Military Air and Space Transport, Manuevering Area of Expertise). The other obvious method of passing through is to blast them apart into smaller sizes which no longer make them a threat. Certainly other options are available if you take time to ponder them.
| Cosmos Master |
Group 3, Brainiac 5, Dream Girl, Ultra Boy, Timber Wolf
Gymnasium of Legion Headquarters
Planet Earth
Four Days Ago
10:48 a.m.
Timber Wolf rolls a 9 + 5 = 14.
As Ultra Boy speaks, Timber Wolf takes a fraction of a moment to look over towards the door. In doing so, his motions are thrown off and in order to land successfully an Acrobatics AOE must be made against a challenge score of 30.
Brin completes his final flip through the air, lands on the balancing beam and then hops to the floor.
"What are trying to do, make me screw up or something?" he says, as he walks over. Doesn't matter, Ultra Boy, Mon'el has me scheduled to as secirity when some big shot Ambassador shows up for the celebration of our 8th year anniversary. I don't know what makes this guy more special then the rest, but it leaves me stuck with the job, unless one of you want to take my place?"
A huge grin (not often seen) comes across his face.
| Invisible Kid |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:05 p.m.Invisible Kid wrote:Stand by for evasive action!
Can we identify the incoming object using the ship's scanners? Maybe with a Computers & Communication check 1d20+13;next set
Indeed you can identify the incoming objects. Using the instruments available, you determine what must be a very rare occurrance. A meteor shower has been caught inside of a wormhole. At one point or another, their must have been several meteors which flew into the wormhole while it was open. The oportunity for them to exit is so small that its quite possible they have been here for many centuries if not considerably longer.
The chunks of space debri range considerably in size. Most of these rocks measure anywhere from 1 to perhaps 5 feet and are not a threat to your ship at all. The scanner does detect that there are several very large ones as well (ranging from 25 feet to 135 feet, which at their current speed could damage your craft.
According to the instruments there are cluster of extremely large meteors in which you would have to pass through. It might be possible to navigate around them (using the Planetary Travel, Military Air and Space Transport, Manuevering Area of Expertise). The other obvious method of passing through is to blast them apart into smaller sizes which no longer make them a threat. Certainly other options are available if you take time to ponder them.
I would advise we blast them apart. This way, we won't have to worry about encountering them again on the way back, and it would clear the path for other travellers.
I'm not the best shot with our ship board weapons, though. Wildfire, this seems right up your alley. Would you like to give it a try?
| Ultra Boy |
Group 3, Brainiac 5, Dream Girl, Ultra Boy, Timber Wolf
Gymnasium of Legion Headquarters
Planet Earth
Four Days Ago
10:48 a.m.Timber Wolf rolls a 9 + 5 = 14.
As Ultra Boy speaks, Timber Wolf takes a fraction of a moment to look over towards the door. In doing so, his motions are thrown off and in order to land successfully an Acrobatics AOE must be made against a challenge score of 30.
Brin completes his final flip through the air, lands on the balancing beam and then hops to the floor.
"What are trying to do, make me screw up or something?" he says, as he walks over. Doesn't matter, Ultra Boy, Mon'el has me scheduled to as secirity when some big shot Ambassador shows up for the celebration of our 8th year anniversary. I don't know what makes this guy more special then the rest, but it leaves me stuck with the job, unless one of you want to take my place?"
A huge grin (not often seen) comes across his face.
Tempting, but no. I'm sure Brainy has a way around your assignment. Otherwise, we wouldn't be here.
| JL_Lightning Lad |
"Battlestations; all members to Battlestations; take emergency actions in case of vessel breach or air containment, Gunnery, I am feeding our flight path data into your systems; I will pilot best naviation to avoid the incomming projectiles; gunners confirm non living targets before firing. Fire at will, priority; clear our flight path and avoid collision geometry to bring more incoming objects; drop beacon in worm hole to warn of this hazard; destroy as many as you can.
Bringing ship sheild and guns to power; shutting down non critical systems until after crises; back up and save current process as needed as to not bog down system resources (though hopefully in a cruiser this is not an issue).
Keep steady crew; cool hands and we will get through this; many depend upon us; stay sharp."
plot objects velocity and trajectory and pilot ship to avoid collisions, set any defensive systems not in use by a PC to ships automated control. Scan objects for lifesigns, technology and geological makeup (not a deepscan)determine time upon impact and mark targets as priority those that are in flight path we cannot avoid; those we can; and those that could critically hurt the ship.
will slow the ship if that will help if that is possible; what environmental space worthy tech do we have? suits, rings, belts in case of ship breach?
| Cosmos Master |
What environmental space worthy tech do we have? suits, rings, belts in case of ship breach?
You all wear flight rings which are controlled by your will. In game terms that means your concentration. The more you concentrate the faster you can fly. In Chapter 6: Heroes Take action, last 2 pages discuss speed and movement. On the Speed and Movement chart you will find how fast your character can fly. If they are using their flight ring, use their Concentration category rather than their Speed cateogry.
For example if your Concentration is Good/6 you can fly 360 ft. per action or 2,160 ft. in an action sequence (about 5 seconds). If you have the Super Speed Power you use the chart in the same manner except you multiply the total by 1,000.
Everyone who cannot breathe in space wears a standard issue transparent space suit and helmet. These protect you from the cold and lack of oxygen. They have no limits as far as how long you may remain in space.
Finally, everyone wears telepathic Ear Plugs (with the exception of Saturn Girl). These translate thoughts into speech and also translate alien languages (those that are entered into its tiny circuitry).
The flight ring is always worn and the other two items are worn at your discretion.
| Cosmos Master |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:06 p.m.
Ok, for some reason the links are not working correctly.
Based on the diagram of the Mark X Cruiser (assuming the image actually pops up when you click on the link), shows that the weapons station is located on the lower deck of the bridge, who ever wants to man the ion cannons should report there. Also this location holds the instruments for locking the computers into battle mode and activating shields. The lower deck also contains the instruments for running various scans, such as life forms,
Whoever chooses to manuever your craft through the space debri must be on the upper deck of the bridge. These operations are best performed by 2-3 people. A single person must prioritize what is done first on the bridge.
If someone is going to divert as much power as possible to the weapons they must report to Engineering in the rear of the craft.
Wildfire, if your considering exiting the ship and becoming a one man wrecking crew, let me know. The hatch to fly out is located on the lower level of the bridge as shown on the diagram.
| Ice Empress |
To General Arlington: "General, the message is simply so that they know we will be comming. My next request is to still our craft and send a message of surrender so that the rebels can capture me. Once we have borded their ship I will turn on them and hopefully comendeer their ship. From their I will attempt to reach Projectra. It is your choice whether or not you will fight with me. You have been a loyal officer and a more loyal friend to my father and I; therefor I cannot ask you to forgo your rank and everything you have earned for sake."
| Cosmos Master |
Heads for an ion cannon.
I'm not the best shot with these things, but I'll give it a go.
Eileen, what skill is used to fire a cannon?
Ion Cannon should appear under Weapons of the 30th Century, Spacecraft Weapons, right next to Photon Ray.
For those who envision their character fighting from a Legion cruiser please select this AOE and give your character a category in it ranging from Feeble/1 to Astonishing/9. You will have to add this to your list of Areas of Expertise.
The full range of categories appears in Chapter 1: The Future Is Now, page 4, look at the chart on the bottom and the following paragraph.
If you don't envision your character selecting this ability, please don't select it. You can still try it untrained. The category you will fire it at is -4 categories from your Basic Trait of Aim.
For example, if yor basic trait of Aim (found on the front page is Good/7, you fire an Ion Cannon at Poor/3, If your Aim is Average/5 you would fire it at a category of Feeble/1.
The stats for the Ion Cannon to be added to your character sheet are:
Ion Cannon, CAT: place your selected category here, PT/ST is Aim/Concentration, TCS (total challenge score) is 15, Zen (Zenith) is 10.
To calculate the MOD. (Modifier) take your Ion Cannon Area of Expertise and add your category number and half of your Concentration number (round upwards) to the total.
If there is any confusion or I wrote something unclear, let me know so I can fix it.
| Cosmos Master |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:07 p.m.
Use the link above to re-examine your Mark X Cruiser.
"Lightning Lad you maneuver the ship. Invisible Kid get to the ion cannon and start blasting away. I'll get the shields up and then go divert as much power as possible to the weapons. Wildfire you go out there and break apart as many meteors as you can."
Reaching your appointed positions will take a few seconds; hopefully there will be enough time before the first impact. Some of these meteors are very large and could do very serious damage to your ship.
"Lightning Lad you maneuver the ship. Invisible Kid get to the ion cannon and start blasting away. I'll get the shields up and then go divert as much power as possible to the weapons. Wildfire you go out there and break apart as many meteors as you can."
Lightning Lad: From the sounds of things, you’re going to handle the maneuvering of the spacecraft. Being on the bridge, you’re already in position. If you choose to do something else let me know.
Shadow Lass: The position you selected takes you down to the deck below. You indicated that you'd like to raise the shields first, which is a wise decision. In order to access the rear of the ship you must pass through the door in the rear of the bridge, from there you take the tunneled hallway to the very back of the craft. Once you reach the rear, there is a small set of stairs which lead to the engineering and transport rooms (see the Mark X Cruiser diagram). Shield activation and power transfer controls are located on the side of the engineering room at the large control panel. You do not need to make any die rolls to succeed at raising shields, diverting energy to weapons etc. For a trained person, these are simple actions and at this point not a matter of fail or success. If the ship gets damaged, this may change.
In order to cover this distance on foot is about 150 feet. All access doors open based on motion sensors and open and close so quickly that you will not have to wait or even be slowed down as you run across the area. In order to determine how far you can run or fly, consult the Movement Rules below.
Invisible Kid: You've agreed to take the Ion Cannons position. You can begin firing once you reach your post. After the shields are raised, Shadow Lass will divert as much energy to the Ion Cannons as possible. Once she is done, the Ion Cannons will become more powerful, until then, they utilize less power, thus less damage.
In order to reach the weapons pod one level down you stand in the center of the bridge where the floor opens and a ladder goes directly to the weapons pod. A pedestal rests next to the opening in order to open, close, lock the access hole.
The distance to your post is about 18 feet. In order to determine how far you can run consult the Movement Rules below. Sliding down the ladder may prove quicker than climbing but doing so will require an Agility check to succeed; if you attempt this and fail, it will take extra time to recover when you reach the lower deck.
Wildfire: Let me know what you want to do to assist in this emergency situation. Reaching your appointed positions is going to take several seconds; hopefully everyone can get there in time to avoid damage to the ship. There are two hatches on the Mark X Spacecraft diagram, the nearest one is a set of steps leading downward for 12 feet into a self systems sealing room. In order to determine how far you can run or fly, consult the Movement Rules below.
Movement Rules
The following rule is taken from Chapter 6: Heroes Take Action, the 7th & 8th pages of the chapter.
How far and fast characters moves depends upon their method of travel, such as a walk, run, or flying. The higher the character’s Speed trait the faster they can move; just as the more actions they use to move, the further they travel.
The Speed Chart on the following page shows the number of feet a character may move in one action as well as an action sequence when running or flying. Each of these distances assumes the character is moving as quickly as possible. If the character is using Super Speed, the distances are always multiplied by 1,000.
When a character begins moving be it running, flying or swimming (essentially most forms of movement other than a walk), a Speed roll is made. If the roll succeeds, the person achieves 1/3 of their maximum Speed on that action; if the Speed trait fails they only move at ¼ Speed. The challenge score for the Speed roll is 15.
On the individual’s second consecutive move, they may attempt a second Speed trait roll. If the roll is successful the individual moves 2/3 of their Speed trait; while a failed die results in the character only attaining 1/3 of their movement.
Finally, if the character continues their movement for a third consecutive action, they make one last Speed trait roll. If the die roll succeeds, they have attained their maximum distance and will continue to do so providing they do not stop or slow down. If the third roll fails, the character moves at 2/3 their normal Speed but is automatically able to attain their full Speed distance upon the fourth consecutive move, no die roll necessary.
Mark X Cruiser Shields
The Mark X Cruiser shields have a Toughness of Epic/12. This means that any attack made against the ship cannot harm your craft unless the attack is equal or greater than Epic/12. All attacks that fall below Epic/12 inflict no damage to the ship. Your ship utilizes the same damage system as do characters. The more severe the blow, the greater the damage that occurs to your spacecraft. The ship also has the various damage conditions as a character does; Healthy, Scratched, Injured, Hurt, Wounded, Critical, defeated, Dying and Dead. (Eventually I will probably change these terms to be more fitting for a space ship, but the rule concept should remain the same.
Each damage condition of your shields may handle three times its Toughness category. As the ship gets damaged, difficulty begins to occur to the various ship controls, providing negative modifier whenever you attempt to make spacecraft related die rolls, such as firing weapons or maneuvering.
Healthy: 36 points, No damage modifier
Scratched: 36 points, -2 damage modifier
Injured: 36 points, -4 damage modifier
Hurt: 36 points, -6 damage modifier
Wounded: 36 points, -8 damage modifier
Critical: 36 points, -10 damage modifier
Ion Cannons
These are very powerful artillery weapons. Ion Cannons can appear on spaceships and land vehicles both. They come in different sizes, thus the smaller ones do not have the same punch as a larger one. In Normal mode, the ion cannon on board the Legion cruiser have a damage intensity of Low and Medium. You can fire the weapon at either low or medium damage intensity, whichever you prefer. Once Shadow Lass converts extra energy over to the weapons you may increase the damage intensity to High. These weapons are not powerful enough to attain a damage intensity of severe.
The meteors have a Toughness trait based on size. The bigger the rock, the highter the Toughness score. Meteors take damage just like characters and your ship does. Each damage condition has a number of points equal to two times it's Toughness score.
In order to fire upon a meteor, an attack roll must be made using the Ion Cannon AOE. Roll d20 and add your modifier. If your character is not trained in Ion Cannon, reduce your basic category of Aim by -4 categories and that is the category you actually shoot at. If you successfully strike the meteor we determine damage based on the Ion cannon's damage intensity and how severe of a blow you inflicted.
Meteorites
The sizes of these space rocks vary considerably. All meteorites that have an attack category of Powerful/11 will bounce harmlessly off your shields. Larger meteors that strike the ship will inflict damage. Should one of these meteors score damage, the ship will rock a bit in space, potentially causing people to fall down.
In order to maneuver around a threatening meteor, Lightning Lad will have to make a Military Air & Space Transport Maneuvering roll. The direction the meteor comes from will alter the challenge score you want to equal or beat with your Maneuvering roll.
There are 6 potentially damaging meteorites that should be maneuvered around or blasted into smaller pieces in order to eliminate the threats.
Meteors
#1: Attack roll of Meteor: 19****Maneuvering Challenge Score:19;**** Toughness: Epic12; has 24 points of damage per damage condition
#2: Attack roll of Meteor: 21****Maneuvering Challenge Score:21;**** Toughness: Unearthly/13; has 26 points of damage per damage condition
#3: Attack roll of Meteor: 24;****Maneuvering Challenge Score:24;**** Toughness: Ultra/14, has 28 points of damage per damage condition
#4: Attack roll of Meteor: 19;****Maneuvering Challenge Score:19;**** Toughness: Epic/12; has 24 points of damage per damage condition
#5: Attack roll of Meteor: 16;****Maneuvering Challenge Score:16;**** Toughess: Epic/12 has 24 points of damage per damage condition
#6: Attack roll of Meteor: 12; ****Maneuvering Challenge Score:12;**** Toughness: Epic/12 has 24 points of damage per damage condition
A failed Maneuvering roll indicates the Meteor struck the spaceship, this could range from a Glancing Blow, Solid Blow, Stunning Blow, Reeling Blow or Critical Blow. Should a successful hit occur on the Legion Cruiser, turn to the Chapter 7: The Rules of Battle. Page 10 will show you the type of blow that occurred. You’re Maneuvering roll is essentially the Defense Roll. The challenge score to Maneuver around a given meteor is also the attack roll of the meteors. Cross reference the Attack roll to the Maneuvering Roll on the Combat Chart and it tells you how severe of a hit occurred.
Meteors will be treated as POWERS on the Blow Summary Chart because of the potential damage they could inflict. On the Blow Summary Chart, it shows how much damage (glancing blow, solid blow, stunning blow, reeling blow or critical blow) occurs based on the meteorite blow that struck the ship. It also shows if the damage intensity (Low, Medium, High, Severe). These meteors have a damage intensity of HIGH. Thus a meteorite that scored a Solid Blow would inflict 7d6 damage to your ship. If the meteor scored a Critical Blow, damage would be 7d12 points.
I don’t know if this will be easy to understand (hopefully it will be) or seem complicated. Once you “get it” I think it will be easier and faster than it appears.
If you have any questions just ask on your post or send me an email and I’ll help you out. The Movement section and Combat chapter explain things netter (hopefully).
| Cosmos Master |
Heads for an ion cannon.
I'm not the best shot with these things, but I'll give it a go.
Eileen, what skill is used to fire a cannon?
Invisible Kid, My apologies, you asked where Ion Cannon is located on your character sheet and I told you to add it to Spacecraft Weapons, that was incorrect.
ALL PLAYERS REMOVE SPACECRAFT WEAPONS AND PHOTON RAY FROM YOUR AREA OF EXPERTISE.
Ion Cannon is already located under Military Weapons and Explosives on your character sheet.
| Cosmos Master |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:07 p.m.
There is a meteor of substantial size headed directly towards the ship, as a result the best place to start this encounter is asking everyone to roll initiative.
Initiative appears In chapter 6:Heroes Take Action. There is an error in the text that needs to be fixed. The book says that initiative is rolled once every action sequence; this is incorrect. Initiative is rolled once per action scene.
Initiative is a d20 roll and is modified by the choice of action you take, in this case for all who need to reach a different post on the space craft (everyone except Lightning Lad), you will add your Speed category number to the die roll.
Lightning Lad, you roll d20 as well, but add the category number for whatever action your going to take. For example, if your going to try and manuever around the incoming rock, you add your Military Air & Space Maneuvering category number to the die roll.
Let me know what your initiative totals are so I can track movement on board the ship.
During the Action Sequence, you receive 1 action for every point of Speed that you have. If your Speed is Good/6 you receive six actions. For some of you it may take up a few actions to reach your designated post.
| Cosmos Master |
ok; will concentrate on manuevering prioritizing the largest threats to the ship. My email seems to be down so I cant check my character sheet for my military manuever values; but here is my roll without anything added.
1d20
Lightning Lad, your category bonus is +10, for a total of 20. Could you roll for initiative though.
| Cosmos Master |
Each thing you want to do with your character, be it movement, an attack, maneivering a spaceship, etc. takes a particular number of actions. Some tasks are very fast and may only take 1 action, something else may take 2, 3, 4 even more in some cases
The number of actions you receive in a action sequence (D&D round) equals your Speed categegory number. If you have a Speed of Good/6 you get six actions, if your Speed is Excellent/8 you get eight actions.
To determine the exact countdown you divide your initiative total by your Speed trait number (round upwards).
For example Wildfire has a Speed of Good/6 and rolled a 22 for initiative. 22 divided by 6 = 3.6666, rounding upwards that is 4. Starting with the initiative total of 22 for the first action, she subtracts 4 more points to find out when the secound action takes place, subtracts another 4 to find out the next action, etc.
Therefore Wildfire's actions take place at 22, 18, 14, 10, 6, and 2.
Lightning Lad: 25, 20, 15, 10, 5, 0
Invisible Kid: 24, 20, 16, 12, 8, 4
Wildfire: 22, 18, 14, 10, 5, 0
Ok, obviously there is a glitch in the initiative system, Lightning Lad goes at: 25, 20, 15, 10, 5, 0
Invisible Kid goes at: 24, 20, 16, 12, 8, 4
My math isn't working,
| Cosmos Master |
Ok, Game Master oversight. You receive a number of points to spend on actions equal to your Speed trait. If you have a Spd of Good/6 you may spend 6 points.
Each action your character performs spends 1 or more of these points. Once you have spent all of your points, the character is finished for the action sequence (round).
Example: Lightning Lad Maneuvers the ship and has a Speed of Good/6. It costs 3 actions to make the maneuver and attempt to avoid the meteor. His initiative total was 25 and he finishes at 22 (25 - 3 = 22.)
If you do not spend all of your points by the end of the action sequence, the remaining points are lost.
If the character selects an action towards the end of the action sequence and cannot complete it in time, the action continues next action sequence and we continue subtracting any remaining numbers on the new action sequence. These also count towards those already spent for the new action sequence as well.
For example, a character rolls a 2 for initiative, has a Speed of Feeble/1, they receive only 1 number to spend. If they elect to take an action that requires 2 points they finish it on the second action sequence.
If a character has a die roll of 3 and a Speed trait of Weak/2, they receive 2 points to spend. The player elects to take an action that requires 5 points, thus they spend 2 points on the first action sequence, 2 the second action sequence and finally finish on the third action sequence.
Let's try it.
| Valegrim |
I thought I had a 7; maybe I have a six; probably transposed the number; happens sometimes; am bit dyslexic with numbers; sorry.
Each thing you want to do with your character, be it movement, an attack, maneivering a spaceship, etc. takes a particular number of actions. Some tasks are very fast and may only take 1 action, something else may take 2, 3, 4 even more in some cases
The number of actions you receive in a action sequence (D&D round) equals your Speed categegory number. If you have a Speed of Good/6 you get six actions, if your Speed is Excellent/8 you get eight actions.
To determine the exact countdown you divide your initiative total by your Speed trait number (round upwards).
For example Wildfire has a Speed of Good/6 and rolled a 22 for initiative. 22 divided by 6 = 3.6666, rounding upwards that is 4. Starting with the initiative total of 22 for the first action, she subtracts 4 more points to find out when the secound action takes place, subtracts another 4 to find out the next action, etc.
Therefore Wildfire's actions take place at 22, 18, 14, 10, 6, and 2.
Lightning Lad: 25, 20, 15, 10, 5, 0
Invisible Kid: 24, 20, 16, 12, 8, 4
Wildfire: 22, 18, 14, 10, 5, 0Ok, obviously there is a glitch in the initiative system, Lightning Lad goes at: 25, 20, 15, 10, 5, 0
Invisible Kid goes at: 24, 20, 16, 12, 8, 4My math isn't working,
| Valegrim |
ok; sounds good.
Ok, Game Master oversight. You receive a number of points to spend on actions equal to your Speed trait. If you have a Spd of Good/6 you may spend 6 points.
Each action your character performs spends 1 or more of these points. Once you have spent all of your points, the character is finished for the action sequence (round).
Example: Lightning Lad Maneuvers the ship and has a Speed of Good/6. It costs 3 actions to make the maneuver and attempt to avoid the meteor. His initiative total was 25 and he finishes at 22 (25 - 3 = 22.)
If you do not spend all of your points by the end of the action sequence, the remaining points are lost.
If the character selects an action towards the end of the action sequence and cannot complete it in time, the action continues next action sequence and we continue subtracting any remaining numbers on the new action sequence. These also count towards those already spent for the new action sequence as well.
For example, a character rolls a 2 for initiative, has a Speed of Feeble/1, they receive only 1 number to spend. If they elect to take an action that requires 2 points they finish it on the second action sequence.
If a character has a die roll of 3 and a Speed trait of Weak/2, they receive 2 points to spend. The player elects to take an action that requires 5 points, thus they spend 2 points on the first action sequence, 2 the second action sequence and finally finish on the third action sequence.
Let's try it.
| Invisible Kid |
Initiative: 1d20+6;next set
Speed check (to reach ladder): 1d20+6;next set
Agility Check (to slide down ladder): 1d20+7;next set
Ion Cannon (to hit meteor): 1d20+11;next set
OK, so at 24 I start to head toward the ladder (not sure how many points that costs).
Next, I head down the ladder (not sure how many points that costs).
Finally, if any points are left over, I reach and fire the ion cannon.
Can you let me know if all of these can be performed in a single round?
Also, how many points does it take to fire an ion cannon? Will I be able to fire more than once next round?
| Cosmos Master |
Invisible Kid wrote:Initiative: 1d20+6;next set
Speed check (to reach ladder): 1d20+6;next set
Agility Check (to slide down ladder): 1d20+7;next set
Ion Cannon (to hit meteor): 1d20+11;next set
OK, so at 24 I start to head toward the ladder (not sure how many points that costs).
Next, I head down the ladder (not sure how many points that costs).
Finally, if any points are left over, I reach and fire the ion cannon.
Can you let me know if all of these can be performed in a single round?
Also, how many points does it take to fire an ion cannon? Will I be able to fire more than once next round?
Invisible Kid, with a Speed of Good/6 you can move 36 feet and it takes 1 point to do so. Sliding down the ladder takes another point as well. You succeeded at your Agility check which you rolled earlier and have reached the Ion Cannon post.
It will take you the remaining 4 points to turn on the ion cannon and prepare it for fire.
| Cosmos Master |
Invisible Kid wrote:Invisible Kid wrote:Initiative: 1d20+6;next set
Speed check (to reach ladder): 1d20+6;next set
Agility Check (to slide down ladder): 1d20+7;next set
Ion Cannon (to hit meteor): 1d20+11;next set
OK, so at 24 I start to head toward the ladder (not sure how many points that costs).
Next, I head down the ladder (not sure how many points that costs).
Finally, if any points are left over, I reach and fire the ion cannon.
Can you let me know if all of these can be performed in a single round?
Also, how many points does it take to fire an ion cannon? Will I be able to fire more than once next round?
Invisible Kid, with a Speed of Good/6 you can move 36 feet and it takes 1 point to do so. Sliding down the ladder takes another point as well. You succeeded at your Agility check which you rolled earlier and have reached the Ion Cannon post.
It will take you the remaining 4 points to turn on the ion cannon and prepare it for fire.
Next Acton sequence you can begin firing, each attack you make will utilize 2 actions, thus you can make 3 attacks. Your initiative roll stays the same throughout this entire scene unless circumstances dictate otherwise.
| Cosmos Master |
"All hands; prepare for combat manuevers; hope your buckled down folks because here we go, gunners select targets and fire at will, angle shots that left over debree does not head toward or flight path"
Lightning Lad, maneuvering will take 2 actions (not the three used in the example above). You will be able to manuever around the first serious threat. Earlier it was stated that the meteorite attacked (could strike the ship) at 19, you recived a total of 20 on your maneiuver roll and are able to yank the ship just enough to fly over the upper right side of the rock a very near miss. Good JOb!
| Cosmos Master |
I got a 15 on my initiative role and I'm running.
Shadow Lass: As the bridge door opens, you race down the hall picking up speed as you run. At the end of the corridor are a short set of stairs that lead to the engineering room, to your right is the panel for increasing power and diverting it to the ion cannon. To your left is a much larger control panel which in part consists of shields.
Arriving completes the action sequence for you.
Wildfire: You exit the bridge and reach the port to exit the ship, pressing the activation button the hatch opens for you. Because of your energy form, you do not need to breath in airless space nor do you have to concern yourself with the extreme cold.
At the beginning of the next action sequence you may exit the ship and meet your first large meteor.
| Cosmos Master |
Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel;
Today
Time: 1:07 p.m.
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor
Every one attains their original initiative roll each action sequence unless an event of some kind interrupts it.
Action Sequence #2
Lightning Lad: 25
Invisible Kid: 24
Wildfire: 23
Shadow Lass: 15
Lightning Lad: At the helm you look out the window and back down to your intruments. The tracking screen shows that the next two meteors are larger than the first and follow directly behind the first one you manuever around.
Once again a manuevering check will be required in order to avoid each rock. For the 2nd Meteor you need to roll equal or higher than the meteor's attack roll of 21.
#2 Meteor: Attack roll of Meteor: 21****Maneuvering Challenge Score:21;**** Toughness: Unearthly/13; has 26 points of damage per damage condition
For the third meteor, you will have to equal or beat its attack of 24.
#3 Meteor: Attack roll of Meteor: 24;****Maneuvering Challenge Score:24;**** Toughness: Ultra/14, has 28 points of damage per damage condition
Invisible Kid:Last action sequence you reached the ion cannon and prepared it for fire. There is a second and third meteor immediently in front of the craft, if Lightning Lad is unable to manuever around it or you and Wildfire cannot inflict enough damage to it, there will be an impending collision with your shields.
Ion Cannon (to hit meteor): 1d20+11;next set [b]I'm uncertain what you mean by Next Set?
Did you select the Ion Cannon as an area of expertise?
If you did at what category?
If you didn't then you must use your Aim at it's Basic Trait which Excellent/7, plus subtract 4 categories because you are completely unfamiliar with the weapon, in which case you would receive a category of Week/2.
Let me know. Was 11 your unmodified d20 attack roll?
| Cosmos Master |
Wildfire
Hovering not far from the spacecraft, you are astonished at how large the meteor really is.
An attack roll will have to be made using your Energy Blast Power. Roll a d20 and add your powers category number to the die roll. This will be compared to the object's Toughness trait.
If you roll less than it's Toughness, the huge meteor withstands your attack. If you roll equal or greater you will inflict some damage to it.
Damage will be determined by using the Combat Chart. The Meteors Toughness will absorb some of the damage and any remaining damage will cause harm to it. In order to reduce the stone to a safe size (should it strike the ship) you will have to reduce it to the Wounded Damage condition.
With your category, you are able to choose which damage intensity you wish to strike with. Will you use:
Low: Rolls 5 dice for damage
Med: Rolls 6 dice for damage
High: Rolls 7 dice for damage
Severe: Rolls 8 dice for damage
See the Blow Summary Chart in Chapter 7: The Rules of Battle
If Invisible Kid also strikes it with the Ion Cannon, that damage will be factored in as well.
Shadow Lass Raising the shields will take your entire action sequence. The following one you may divert power to ion cannons.
| Cosmos Master |
Cosmos Master wrote:Star Boy
Planet Xanthu, Xan City
Today
Time: 3:05 p.m."Mon-El, this is Star Boy calling...." Thom fills in the information that has occurred in the messages delivered from Dr. T'sorgee before continuing, "... so what I had in mind was possibly using the Phantom Zone Projector in order to stall the deterioration of Gabrien until myself and probably Brainy are there to see if there is anything we can do to help him. I know how hard things were for you in the Phantom Zone Mon-El, but while I know this falls on Dr. T'sorgee's shoulders, I can't help but feel a bit responsible for what happens to Gabrien. I asked Dr. T'sorgee to contact you at headquarters and hopefully we can help. I'm still awaiting Garth's team so let me know if you get this message. Thom out."
Thom, first off my apologies for not letting you finish your leave. I will contact Dr. Tsorgee and review the sitation with him. I'd like to get some background on both the patient and the Dr. himself. Having had spent so many years in the Phantom Zone, I cannot send anyone there on good conscious unless its absolutely necessary. I'll get back to you as soon as possible. Mon-El Out.
| Cosmos Master |
Star Boy
Planet Xanthu, Xan City
Today
Time: 5:22 p.m.
Mon'el calling Star Boy, over. I have reviewed the situation with Dr. Sorgee and I am in agreement with you about utilizing the Phantom Zone for this particular patient. In the past its been used as a manner of preserving life for medical reasons in addition to serving as a prison for others.
Not only will it prolong his life but he has also become very dangerous, as he currently has the powers you once lost. I saw holo-vids and the extent of these powers are at Kryponian level, perhaps even higher. His current room is made of inertron but its only a matter of time before he breaks through. I don't think it is going to hold him indefinetly. His current mental state is explosive and needs to be handled immediently.
I'd like you to continue your current assignment. Supergirl is with us today so we'll tackle the situation. Keep in mind that according you Dr. Sorgee he will need medical samples from you in order to properly treat Gabrien.
Mon'el Out.
| Cosmos Master |
Brainiac 5, Dream Girl, Ultra Boy,
Gymnasium of Legion Headquarters
Planet Earth
Four Days Ago
11:12 a.m.
After discussing the situation with Mon-el, he regrets to say that he wants Timber Wolf left behind. "We can't leave ourselves to thin here on Earth either during this time; I'd like Timber Wolf to stay behind for some muscle, Princess Projectra has volunteered however. Apparently Dream Girl contacted her before any of you. I understand that Jeckie and this other Princess are old friends."
Using Brainaic 5's calculations, a ship is boarded which consists of Brainiac 5, Ultra Boy, Dream Girl, Princess Projectra and Brainiac 5.