Legion of Super-Heroes

Game Master EileenProphetofIstus


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Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra, Brainiac 5
Today
3:21 p.m.
United Planets/Khund Border

For the last four days you have travelled through space, much of it empty and no noteable incidents. Today, at 3:21 p.m. you have reached the edge of U.P. Khund territory; yet you see nothing of interest according to your instruments.

Brainiac 5:
According to your calculations you have arrived in time at the required destination. In just a few moments you expect a craft to simply appear in front of you from a different dimension, followed by two other crafts from the Anthalla military. Feel free to describe this phenomenon to your comrades if you wish.


Ice Empress
Today
3:21 p.m January 4th
Space, approximently 1.3 million miles above Planet Anthalla

Princess Crystala Anathene, this is Commander Engshelved of the Anthalla Military. By the command of the Queen, you are ordered to stop your craft immediently and prepare for boardation of military personnel. You are under arre.......

Before the Commander can finish his sentance, the black void of space ahead of you suddenly is lit up by a sliver of blinding light which instantaneously opens much wider. You know this portal to be the one you frequently took to your many travels to Orando.

"Princess Look!" Your General speaks.

What do you wish to do?


Cosmos Master wrote:

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?

My online dice rolling didn't copy well in the reply text. My modifier for Ion Cannon is +11.

Here are my attack rolls for this round:

Ion Cannon attack #1: 1d20 + 11 ⇒ (19) + 11 = 30

Ion Cannon attack #2: 1d20 + 11 ⇒ (14) + 11 = 25

Ion Cannon attack #3: 1d20 + 11 ⇒ (1) + 11 = 12


Cosmos Master wrote:

Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra, Brainiac 5

Today
3:21 p.m.
United Planets/Khund Border

For the last four days you have travelled through space, much of it empty and no noteable incidents. Today, at 3:21 p.m. you have reached the edge of U.P. Khund territory; yet you see nothing of interest according to your instruments.

** spoiler omitted **

Huh. Looks like the furball couldn't get out of his duty after all...


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.
Action Sequence 2
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

Invisible Kids attack rolls for this round:

Ion Cannon attack #1: 1d20 + 11 &#8658; (19) + 11 = 30

Ion Cannon attack #2: 1d20 + 11 &#8658; (14) + 11 = 25

Ion Cannon attack #3: 1d20 + 11 &#8658; (1) + 11 = 12

Targeting the oncoming meteor (the 2nd of 6 threats) is very easy to do. You only need to make an attack that is equal or greater than the rock's Toughness category of Ultra/13. Of course inflicting enough damage could be another issue.

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. Each attack utilizes 2 points of Speed.

Attack #1: As you press the trigger upon the ion cannon, a red ray projects through space hitting the meteor dead on. With the ion cannon set at medium damage intensity, you receive a critical hit which inflicts 6d12 points of damage.

Attack #2: Your second attack also scores another critical hit upon the meteorite for another 6d12 points of damage.

Critical Hit Rules; Chapter 7: Rules of Battle A critical blow is scored when the attacker's die roll exceeds the defy blow roll by 13 points. In this case the deyf blow roll equals the meteror's Toughness category). The damage size for a critical blow is d12. Critical blows are quite severe and may result in unconsciousness (for living targets).

In addition to the above effects, the Universal Die (USD) is rolled when a critical hit is scored. Should the result of the USD indicate the blast symbol the player adds another damage die of the appropriate size to the total. This process is repeats itself until the USD fails to reveal the damage symbol. Each successful roll applies an additional damage die to be applied to the total.

For example, if the base damage rolled was 6d12 and the damage symbol was rolled once, it would be increased to 7d12. If the damage symbol were rolled twice in a row, the damage would increase to 8d12.

This game mechanic I added in order to keep the damage system open ended. I bought a blank d6 at the hobby store and placed three different symbols upon it, The Time Trapper symbol, the Legion symbol and a damage blast symbol.

You can simulate this roll with a regular d6 if you like. On a roll of 1-4 the damage symbol does not appear and on a 5-6 it does, the odds are exactly the same as the die I created. Feel free to roll the d6 to determine if there is any additional damage inflicted and then go ahead and roll your regular damage dice as well which is 6d12.

If you have any questions about how much damage you roll, let me know.


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.
Action Sequence 2
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

Brainiac 5:Feel free to make a maneuver roll to avoid the 2nd meteorite. The Toughness of the meteorite is 21, so you need to equal or roll greater than this number.

The third meteor is larger than the first two, therefore an additional modifier for size will be factored into the situaton, making it more difficult. We'll get to that one in a moment.

Shadow Lass: Your are in the midst of raising the shields.


Last post was meant for Lightning Lad not Brainiac 5.


My first attack roll was a 15 so I scored a glancing blow. For damage I rolled 18, minus 13 for the meteor's Toughness for a total of 5 damage.

At this point I move closer to Close range and attack. My attack roll is a 29, for a critical. The USD die result was the Time Trapper so no additional points are scored. My die damage is 59, subtract the meteor's Toughness category of 13, for a total of 46 points of damage.

My third attack will be at Optimum range and the attack roll is 31, giving me another critical hit. The USD die has the Legion symbol so no additional damage is scored with that. My die damage equals 55 and subtracting the meteor's Toughness category, for a total of 42 damage.

My Action sequence is over.


Cosmos Master wrote:

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.
Action Sequence 2
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

Invisible Kids attack rolls for this round:

Ion Cannon attack #1: 1d20 + 11 &#8658; (19) + 11 = 30

Ion Cannon attack #2: 1d20 + 11 &#8658; (14) + 11 = 25

Ion Cannon attack #3: 1d20 + 11 &#8658; (1) + 11 = 12

Targeting the oncoming meteor (the 2nd of 6 threats) is very easy to do. You only need to make an attack that is equal or greater than the rock's Toughness category of Ultra/13. Of course inflicting enough damage could be another issue.

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. Each attack utilizes 2 points of Speed.

Attack #1: As you press the trigger upon the ion cannon, a red ray projects through space hitting the meteor dead on. With the ion cannon set at medium damage intensity, you receive a critical hit which inflicts 6d12 points of damage.

Attack #2: Your second attack also scores another critical hit upon the meteorite for another 6d12 points of damage.

Critical Hit Rules; Chapter 7: Rules of Battle A critical blow is scored when the attacker's die roll exceeds the defy blow roll by 13 points. In this case the deyf blow roll equals the meteror's Toughness category). The damage size for a critical blow is d12. Critical blows are quite severe and may result in unconsciousness...

OK. Let's try the damage:

Attack #1: 2d12 ⇒ (10, 11) = 21
Critical Die: 1d6 ⇒ 5

Attack #2: 2d12 ⇒ (12, 7) = 19
Critical Die: 1d6 ⇒ 4


OK. Attack #1 critted, but Attack #2 did not. So, I get an extra d6 added to the damage of the first attack:

Crit die: 1d6 ⇒ 1

The crit die did not roll a 5 or 6, so the crit rolls are completed.

Total damage:

Attack #1: 22
Attack #2: 19

Eileen, let me know if I did this right...


Invisible Kid wrote:

OK. Attack #1 critted, but Attack #2 did not. So, I get an extra d6 added to the damage of the first attack:

Crit die: 1d6;next set

The crit die did not roll a 5 or 6, so the crit rolls are completed.

Total damage:

Attack #1: 22
Attack #2: 19

Eileen, let me know if I did this right...

Pretty close,

Attack #2 is correct, you did not receive the blast symbol (a 5-6 on the makeshift die) so no additional damage is scored beyond your standard die damage.

Attack #1 did roll a blast symbol (a 5-6) and therefore inflcits extra damage. You now roll the d6 a second time to see if damage continues to go upward. As long as you roll another 5-6, it keeps getting rolled over and over. Once you no longer receive a 5-6, the damage stops. For each added die of damage you received, you roll d12's just like your regular damage.

Example: Your character scored a critical blow therefore damage dice rolled will be d12's. You then roll the d6 and come up with a 5. Since a 5-6 represent the blast symbol, you now add another d12 to the damage. Now roll the d6 again. The result is another 5 or 6 and therefore you add another d12 to your damage. You roll the die again and this time it's a 1-4, thus the damage is finalzed. You gain 2 added d12's for damage.


Lightning Lad, feel free to make a maneuver roll for the second meteor.


male Winathian Co legion founder

Manuever rolls, doing a few, apply as needed;

Lightening Lad with deft hands and a quick eye; manuevers to avoid oncoming missles.

roll + 10 transport manuever modifier

1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (2) + 10 = 12
1d20 + 10 ⇒ (2) + 10 = 12

Yikes! this dice roller; must be big asteroids :(


male Winathian Co legion founder

"Brace yourselfs; the ship is not manuevering; we must be caught in some undetected spacial gravity beam; controls are sluggish; responses fading...."


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.


Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra
Today
3:21 p.m.
United Planets/Khund Border

For the last four days you have travelled through space, much of it empty and no noteable incidents. Today, at 3:21 p.m. you have reached the edge of U.P. Khund territory; yet you see nothing of interest according to your instruments.

Brainiac 5:
According to your calculations you have arrived in time at the required destination. In just a few moments you expect a craft to simply appear in front of you from a different dimension, followed by two other crafts from the Anthalla military. Feel free to describe this phenomenon to your comrades if you wish.


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.
Action Sequence 2
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

The Legion cruiser zips past the first metorite only to find a second large one right behind it. With incredible skill, Lightning Lad successfully (though barely) skims over the top of the 2nd meteor but finds himself facing the third a moment later. Just then he recognizes a strange pulling sensation as the craft becomes more dificult to control. He realizes there is no chance of evading the third meteor and must rely on his fellow Legionnaires to break the huge space stone into small enough pieces to avoid a collision.

Invisible Kid Since Lightning Lad managed to manuever around the 2nd meteor before you had an opportunity to shoot, your attacks will be applied to the 3rd threat.

I re-read your post and it looks like you rolled 2d12 for damage. The Blow Summary Chart on the 7th page of Chapter 7, The Rules of Battle, show three different types of attacking.

1. Standard Hand-to-Hand
2. Weapons (as in hand-held, more archaic weapon types)
3. Powers; the blast from an ion cannon is equevilent to a power attack because of its potential devestation.

Your first attack was a critical hit, which for a power attack at medium damage intensity is 6d12. You did not roll the damage blast symbol on your d6 (a roll of 5-6 for using a normal d6), so no additional damage was scored. Please roll 6d6 damage.

Your second attack was even better. You scored a critical hit which inflicts 6d12 points of damage, because your firing a power attack at medium damage intensity. When you rolled the makeshift d6 USD die to see if additional damage may be added to the critical hit, you rolled a 5-6, so indeed you score another 1d12 damage, for a total of 7d12.

Please roll the USD makeshift d6 again, each time you get a blast symbol you continue to re-roll it over and over until a blast symbol no longer comes up on the die. For each blast symbol you receive you get an extra 1d12 to add to the damage total.

Let me know your damage, it should be pretty hefty.

Your 3rd attack was a blunder (roll of a natural 1) and therefore something goes wrong. The results of the blunder will be determined after your damage has been calculated.

Wildfire Just as Invisible Kid squeezes off his last shot, Wildfire finds himself in position to further the damage that Lyle caused.

The first blast of energy does little but create a another stress point in the rock.

Utilizing his energy Drake takes a second blast at the rock and shatters the stress point, breaking off another large chunk of stone.

At the very last moment, Wildfire fires again, striking the rock as it passes by him. The stone appears to be shattering and melting with his powerful energy blasts.

There are 6 potentially damaging meteorites that should be maneuvered around or blasted into smaller pieces in order to eliminate the threats.

Meteor Threat
Meteors #1 Evaded by Lightning Lad at the helm.
Meteor #2: Evaded by Lightning Lad at the helm.

#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


Luck Trait Rule
Luck (Lck): The Luck trait represents one’s ability to achieve success or avoid negative events as a result of chance and coincidence.

In key moments throughout a game, a character may choose to rely on their Luck in hopes that good fortune shines upon them. The Luck trait category may be added to any die roll such as a d20, be it an attack roll, AOE roll, basic trait or sense check, to a damage die or any other dice roll that arises throughout the game. The entire bonus may be added once or broken down into several lesser rolls. Once the entire Luck trait category number has been used within a single play session, the character may no longer apply it until the next game begins.

No particular Legionnaire has an exceptionally high degree of luck, as most have suffered setbacks in life. Lightning Lad perhaps is one who has significantly bad luck, and therefore his Luck trait is lower than the other Legionnaires.

Action Database Rule
The rule below appears in Chapter 8: Evolution Unveiled. I have yet to send out the chapter to anyone but I did want to make you aware of some benefits this chapter offers. Here is a small part of that chapter which you may also use to manipulate die rolls.....

Each Legionnaire has an action database where they store hero points acquired for heroic actions, roleplaying, and improvements made to the character. With these hero points, a Legionnaire is able to enhance any d20 die roll they make, be it a super power, AOE, sense or basic trait roll even a personality or specie qualities rolls.

Hero points within the action database are also able to increasing damage dice; alter power effects like activation time; duration; distance; volume; deactivation time; and power unfamiliarity or power control.

When utilizing hero points with powers the character decides how they would like to manipulate their power effect. The power control roll is then attempted and if successful, the number of hero points the Representing Player or Cosmos Master chooses to spend is decided and the bonus is applied to the situation at hand. Should the power control roll fail the hero points are not used and therefore are not removed from the action database.

The chart in the chapter will not hold its place for you in this post. Essentially, just ask if you can manipulate a die roll and I'll say yes or no, and if the answer is yes, how much of a bonus you can receive if you spend the appropraite number of Hero Points.

EVERY CHARACTER STARTS THE GAME WITH 5 HERO POINTS. YOU WILL FIND THIS ON PAGE 1 OF YOUR CHARACTER SHEET, UNDER DATA BASES, ACTION. PLEASE WRITE THE #5 AFTER THE WORD ACTION.

You can earn additional points to place in your Action Database when XP points are given out. In the meantime utilize the 5 you have carefully.


Cosmos Master wrote:

Invisible Kid Since Lightning Lad managed to manuever around the 2nd meteor before you had an opportunity to shoot, your attacks will be applied to the 3rd threat.

I re-read your post and it looks like you rolled 2d12 for damage. The Blow Summary Chart on the 7th page of Chapter 7, The Rules of Battle, show three different types of attacking.

1. Standard Hand-to-Hand
2. Weapons (as in hand-held, more archaic weapon types)
3. Powers; the blast from an ion cannon is equevilent to a power attack because of its potential devestation.

Your first attack was a critical hit, which for a power attack at medium damage intensity is 6d12. You did not roll the damage blast symbol on your d6 (a roll of 5-6 for using a normal d6), so no additional damage was scored. Please roll 6d6 damage.

Your second attack was even better. You scored a critical hit which inflicts 6d12 points of damage, because your firing a power attack at medium damage intensity. When you rolled the makeshift d6 USD die to see if additional damage may be added to the critical hit, you rolled a 5-6, so indeed you score another 1d12 damage, for a total of 7d12.

Please roll the USD makeshift d6 again, each time you get a blast symbol you continue to re-roll it over and over until a blast symbol no longer comes up on the die. For each blast symbol you receive you get an extra 1d12 to add to the damage total.

Let me know your damage, it should be pretty hefty.

Your 3rd attack was a blunder (roll of a natural 1) and therefore something goes wrong. The results of the blunder will be determined after your damage has been calculated.

OK. I'll try again:

Attack #1: 6d12 ⇒ (1, 8, 8, 8, 3, 10) = 38

Attack #2: 7d12 ⇒ (9, 7, 3, 6, 11, 4, 5) = 45
USD Die: 1d6 ⇒ 6

Another crit!
Damage: 1d12 ⇒ 6
USD die: 1d6 ⇒ 6

And another!
Damage: 1d12 ⇒ 12
USD die: 1d6 ⇒ 1

So, my total damage with attack #2 is 63 pts! Woo Hoo!


Yep, looks good, I'll caclulate yours and Wildfire's damage and we shall see what happens. Thanks Much.


Cosmos, master, what do I need to use to raise the shields?


To the General: "Go twoards that portal. Maybe we do have a way to get out of here without a fight!.


Shadow Lass

Shadow Lass wrote:
Cosmos, master, what do I need to use to raise the shields?

Raising the shields encomasses the entire action sequence for you. Unless your craft has sustained substantial damage (which it hasn't) no AOE roll is required as long as you have the Planetary Travel, Military Air & Space AOE. Your caegory is Average/5, so you are well versed in the engineer functions.

Next action sequence you may transfer as much power as necessary to the ion cannon. This will increase the likelihood of Invisible Kid to inflict more damage. Again, being that you are well trained in this AOE, no die roll is required.


Ice Empress

Ice Empress wrote:
To the General: "Go twoards that portal. Maybe we do have a way to get out of here without a fight!.

As the Portal opens enough to see through, you get a glimpse into another dimension. This dimension holds Earth and Orando, the United Planets and so much more. As light appears from the space phenomona. On the other side you see a large military looking craft. The hull of the ship is round and a long neck appears in the middle with the rear of the craft being square shaped.

The General spots the craft and is able to dip below and past it. You do not see any insigna's on the craft however. This particular model is not used on your homeworld but you are uncertain whether they are allies or foes. They may be neither for that matter.


Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra
Today
3:22 p.m.
United Planets/Khund Border

At that moment a light begins to emerge from the center of space itself, nearly instananeous, the light grows until you can see inside. A small craft comes out of the light and zips downward, flying underneath you. Also coming out of the light are two military crafts which follow the small ship. Each one attempts to fly around you. The first one flies to your left without difficulty yet the other seems to be headed directly towards you.

Anticipating this scenario, Brainiac 5 has already employed the shields and thus you are somewhat protected.

Whomever is navigating your craft must make a Planetary Travel Military Air & Space Transport, Maneuvering roll in order to turn just enough for them to miss you. It would seem as if you caught them by surprise.


Obelisk
Yesterday
3:12 p.m.
Location, unknown

Flying through space to your destination (go ahead and choose where you were travelling to and why) a warning light appears on your control panel. As your eyes take in the message appearing on the screen you realize you may be in serious jeapordy. A rupture in your fuel tank has occurred and you are losing fuel fast.

What do you want to do?


Male Ovgian

The warning light appears on the screen. I weigh the options in my head for a few seconds. If I send out a SOS, would it attract Khunds or other undesirables? Would it hurt my country? Or could I take a chance and land on one of these tiny asteroids?

I was taken out of school under orders of General Tsulio. It seems there has been an attack on an asteroid base by the Myarians. We are always fighting over asteroid bases with them. I was only given a small vehicle and left early in the morning. I do not understand the need for secrecy. My superior mumbled something about a U.P treaty as I was leaving.

I decide to land on a small asteroid. To become immobile would conserve fuel and buy time.


Obelisk

Obelisk wrote:

The warning light appears on the screen. I weigh the options in my head for a few seconds. If I send out a SOS, would it attract Khunds or other undesirables? Would it hurt my country? Or could I take a chance and land on one of these tiny asteroids?

I was taken out of school under orders of General Tsulio. It seems there has been an attack on an asteroid base by the Myarians. We are always fighting over asteroid bases with them. I was only given a small vehicle and left early in the morning. I do not understand the need for secrecy. My superior mumbled something about a U.P treaty as I was leaving.

I decide to land on a small asteroid. To become immobile would conserve fuel and buy time.

You have enough fuel to land on an asteroid. Once you have done that you can perform some technical scans for the surrounding area if you like.

You may wish to consider attempting to fix the leak. If it is not fixed, the fuel is most likely to run out entierly, preventing you from leaving this piece of rock. Fixing the ruptured tank shouldn't be to difficult, as it runs on crystals like most crafts do. The properties of the crystals are fed through the ship little by little, much like gas consumption, with the exception that the particals are very tiny and solid.

In case you are stranded here, you will need some fuel to run the basic necessities on your craft. Freezing in the dead of space could be a realistic option here.

Yes, if you send out a distress call it could indeed be picked up by the Khunds. You have a variety of sub-space frequencies to work with however, certain ones may retain your secrecy.


Male Ovgian

Hmm...better to die fighting the Khunds than on this rock. Let's attemtp to send an encrypted message.


Obelisk wrote:
Hmm...better to die fighting the Khunds than on this rock. Let's attemtp to send an encrypted message.

In order to send a crypted message go ahead and make an an Area of Expertise roll. You'll be using the Computers & Communications, Encode Message AOE. To whom are you sending it to?


Male Ovgian

1d20 + 12 ⇒ (14) + 12 = 26

Message: SOS, abrupt rupture in fuel leak. Landed on asteroid in subsector 4473 on route to assignment. Request for an oncoming vessal to make repairs or tow.

I chose to send my message to the closest military outpost, which happens to be a U.P supply depot.


Red Arrow wrote:

1d20+12

Message: SOS, abrupt rupture in fuel leak. Landed on asteroid in subsector 4473 on route to assignment. Request for an oncoming vessal to make repairs or tow.

I chose to send my message to the closest military outpost, which happens to be a U.P supply depot.

You send out your SOS and wait, but no response is given. Something appears to be interfering with your communications equipment.


Male Ovgian

"The asteroid field is blocking communications," I think aloud. I decide to run scans of the area before going outside to fix the fuel tank.


Obelisk wrote:
"The asteroid field is blocking communications," I think aloud. I decide to run scans of the area before going outside to fix the fuel tank.

As you attempt to scan the area you realize that there is a planet close enough that you could reach it. Based on your fuel readings it could make it without repair, but conserving as much fuel as you can is always a good idea. You may want to consider fixing it now or if your interested in this planet, seeing if you can fix it there.

I might be able to give you more information if you make another Computers & Comminications roll.

Another helpful scan may be to let your instruments determine what the cause of interference is. It may be the asteroid field, but it could also be something else.

Another Computers and Communications check may discern this information for you.


Male Ovgian

I don't know much about this subsector of space. It's not considered important. It will be best to make a Computers & Communications roll to see what is there.

1d20 + 10 ⇒ (16) + 10 = 26

And I will take the additional roll.

1d20 + 10 ⇒ (2) + 10 = 12


Obelisk wrote:

I don't know much about this subsector of space. It's not considered important. It will be best to make a Computers & Communications roll to see what is there.

1d20+10

And I will take the additional roll.

1d20+10

The planet within range is actually quite small. You will need to be closer in order to examine its environment and whether it has breathable air or not. Some planets are toxic to many races, while others have artifical systems developed, while others still provide the proper levels to maintain a life form such as your self.

You do learn that there are no other planetoids within this sector and feel that it is unlikely that it is inhabited.

The readings you receive when you attempt to discover the interferance is inconclusive at this time.

Without knowing the name of the planet, it will be difficult to acquire information from space files as well.


Male Ovgian

Let's fix that fuel leak now then.


After securing your survival suit and tools, you step outside. Your artifical gravity boots allows you to walk on the solid rock. The fuel tank and crystals are contained underneath the craft and a little ways towards the back. As you crawl underneath you can see a tear in the outer shell which has also broken past the protective layer around the energy crystals.

As you examine the hole and decide how to repair it, please make a Sight check.

In order to make a Sight check, look on the front page of your character sheet towards the bottom of your Traits Uunder standard senses). Roll d20 and add the category number to your roll.


Male Ovgian

This craft is very different from my brother's octocrusier at home.

1d20 + 6 ⇒ (7) + 6 = 13


Obelisk wrote:

This craft is very different from my brother's octocrusier at home.

1d20+6

Your uncertain as to the cause of the damage but there is something odd about it, the metal is torn inward like a rupture would be, but there it does have a slight burned look to it and inside you see tiny white flakes that measure no more than a milimeter across.

You can't see the loss of any fuel because the crystals can only be seen with the aid of a scope, something which is not in your craft.

In order to attempt repairs, please make a Planetary Travel, Civilian Air & Space Transport, Repair roll. Roll a d20 to do so. If I recall coreectly, you do not have this AOE on your list. In order to use it untrained you will want to subtract 4 from your d20 roll.


Male Ovgian

That is true. I must attempt to make a repair, dying on this rock would be pathetic.

1d20 - 4 ⇒ (15) - 4 = 11


Obelisk wrote:

That is true. I must attempt to make a repair, dying on this rock would be pathetic.

1d20-4

You attempt to seal the hole and when you look back you realize it will not stop the complete flow of energy loss, but it will certainly slow it down.


Obelisk

You estimate that if you run only life support systems, you can continue for another 4 days based upon your current fuel and the rate the leakate has been reduced.


Cosmos Master wrote:

Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra

Today
3:22 p.m.
United Planets/Khund Border

At that moment a light begins to emerge from the center of space itself, nearly instananeous, the light grows until you can see inside. A small craft comes out of the light and zips downward, flying underneath you. Also coming out of the light are two military crafts which follow the small ship. Each one attempts to fly around you. The first one flies to your left without difficulty yet the other seems to be headed directly towards you.

Anticipating this scenario, Brainiac 5 has already employed the shields and thus you are somewhat protected.

Whomever is navigating your craft must make a Planetary Travel Military Air & Space Transport, Maneuvering roll in order to turn just enough for them to miss you. It would seem as if you caught them by surprise.

Maneuverability: 1d20 + 10 ⇒ (20) + 10 = 30

That was close. Brainy, who are these guys?


male Winathian Co legion founder

More manuevers for next round; come on dice; lets dance with these rocks! I intend to totally focus on flying so this should be all my actions; if less manuevers are needed then will use those actions to check ship conditions and check scans.

Manuever rolls:
1d20 + 10 ⇒ (3) + 10 = 13
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (19) + 10 = 29


Male Ovgian
Cosmos Master wrote:

Obelisk

You estimate that if you run only life support systems, you can continue for another 4 days based upon your current fuel and the rate the leakate has been reduced.

I have exhausted all my resources. So I must wait here, hoping that someone will answer the distress signal.


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.
Action Sequence 2
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

As Invisible Kid fires upon the large meteor with his ion cannon, a tear through the rock releases a good sized piece. With his second attack the ion cannon once again splits the rock into smaller pieces.

As Wildfire measures up the remains of the meteor he is impressed by the amount of damage a mere ion cannon can inflict. Raising his arms, a blast of raw anti-matter energy shoots forward and literally melts some of the rock. A second blast from the Legionnaire breaks the meteor into harmless pieces as well as melting the smallest ones.

This meteor is destroyed, regretfully there are others behind it which still pose a threat.

Invisible Kid Your third attack would be aimed at the upcoming meteor. You rolled a natural 1 which is a blunder.

Firing the ion cannon blast, you notice a sudden decrease in power. Your attack misses and the ion cannon will only score Low damage intensity, at least until Shadow Lass transfers most of the power over to the weapons.


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.
Action Sequence 3
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

The beginning of the 3rd action sequence, the iniative order was:
Lightning Lad: 25
Invisible Kid: 24
Wildfire: 23
Shadow Lass: 15

Meteors
#1. Lightning Lad manuevered around
#2.Lightning Lad maneuvered around
#3. Invisible Kid and Wildfire blasted the meteor apart.

#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

Lightning Lad With highly skilled hands, Lightning Lad, eases the craft to its left and then quickly returns to it original position. The fourth meteorite has been avoided.

Invisible Kid and Wildfire As your craft swerves to its left you begin concentrating on the 5th meteor.

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.
Action Sequence 3
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

The beginning of the 3rd action sequence, the iniative order was:
Lightning Lad: 25
Invisible Kid: 24
Wildfire: 23
Shadow Lass: 15

Meteors
#1. Lightning Lad manuevered around
#2.Lightning Lad maneuvered around
#3. Invisible Kid and Wildfire blasted the meteor apart.

#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

Lightning Lad With highly skilled hands, Lightning Lad, eases the craft to its left and then quickly returns to it original position. The fourth meteorite has been avoided.

Shadow Lass You run across the room and immediently begin pressing buttons in the correct sequence. You successfully transfer all excess power to the ion cannon.

Invisible Kid and Wildfire As your craft swerves to its left you begin concentrating on the 5th meteor. Your instruments indicate you have regained your power and Shadow Lass has transferred the ship's extra power to your weapons. The ion cannon will now inflict Low, Medium or High damage intensity. I'll presume you keep the weapon at maximum power unless you tell me differently (this will be a free action).


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.
Action Sequence 5
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

As the 5th action sequence takes place, you are threatened by another space stone, Not quite as large as the others.

Lightning Lad With a flip of your wrist you make an attempt to avoid the meteor, perhaps the controls are sluggish or maybe your reflexes not quite as good as they should be. You first attempt fails.

Each maneuver attempt takes 2 actions to perform, which means you can attempt it 2 more times this action sequence. Your first attempt was at a initiative of 25, your second attack can be at 23, while your final attempt at 21.

Invisible Kid With your weapon at full power you can open fire. Each blast takes 2 of your actions, so you fire at 24, 22, and 20.

Wildfire Your energy blasts each take 1 acton to perform for each damage intensity you wish to inflict. You may fire now at low intensity or wait a little longer in the action sequence and fire with much greater power.

Low damage intensity inflicts 5 dice of damage (takes 1 action)
Medium damage intensity will inflict 5 dice of damage (takes 2 actions)
High damage intensity will inflict 6 dice of damage (takes 3 actions)
Severe damage intensity will inflict 7 dice of damage; (takes 4 actions)

Shadow Lass Your initiative is at 15, what would you like to do? You have completed all the actions you previously chose to do. Your located in the Engineering room at the back of the ship.

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