| Cosmos Master |
Shadow Lass and Invisible Kid/Cosmos Master Coverage
Shadow Lass decides to enter the cave and begin looking around. Invisible Kid elects to stay outside the cave and turns invisible.
With the ability to see in the dark, Tasmia enters and walks in for several yards, quickly dissappearing from Invisible Kid's sight as the darkness envelops her.
Several minutes later, she returns, speaks to Invisible Kid for a few minutes and then alerts Lightning Lad using their telepathic ear plugs.
"Lightning Lad, I entered the cave for a distance of about 200 feet or so, The remains of more Science Police are strewn about the floor. The appeared to have injuries similar to the Science Police officer we found outside the cave. I did hear some noises coming from within, they were faint and with echoing it was very difficult to tell where or how far the sound came from. But it did sound like someone was either in a fight or some kind of struggle. I'm going to go in further and see if I can find the source of the noise. Unless you have something real pressing it might be a good idea to come here. We didn't grab a few supplies like we should have. Lyle is going to fly back to the ship and get some, while I investigate some more. What did you find out about the person you were questioning?"
| Cosmos Master |
Obelisk/Cosmos Master Coverage
"My interests Lightning Lad are to repair my ship and gather enough crystals in order to fly to my intended destination. Would it be possible by any chance that your craft would have any such crystals I could use to fuel my craft? I only have another 340 milliion miles to go. Given the weather here and the lack of apparent populace I'd really rather keep on moving."
| Cosmos Master |
Ultra Boy/Brainiac 5, Princess Projectra, Dream Girl, Ice Empress/Cosmos Master Coverage
Ultra Boy leaves the Legion craft via a hatch located on the deck below the bridge. Using Ultra Speed he flies through space on a collision coarse towards the enemy spaceship. As he is within a second before impact, he switches to invulnerability. SMASH..... the Legionnaire crashes directly through the hull of the other craft. In a second sweep, he grabs the four passengers and speaks to his fellow Legionnaires.
"Brainiac 5, do we want to discuss this hostile nature with these four goons or should I just drop them off with the ship you detained."
Brainiac 5 responds "It is very unlikely that they will know an information that Ice Empress doesn't. Return them to the other ship and we will prepare to leave. I'll keep their ship disabled until they receive assistance from their home planet. Given the circumstances I believe we have exactly 31 minutes and 27 seconds, with a 4% error possibility before others arrive. That will give us plenty of time to leave before help can arrive. We will then return to either Legion headquarters or possibility Orando depending upon what the ladies decide they want to do."
| JL_Lightning Lad |
"We use very advanced crystals; I am uncertain at this time what type we might be carrying for situations like this. I understand you are in a hurry, but we now have a dead officer and my team is spread out now; so I must attend to our mission to recover the missing team and officers and find the source of this celestial disturbance before becomes cataclymic.
Ask one of my team at our ship and they will help you. I must see to my team."
I fly best speed to the others to investigate the sight of the officers death.
| Cosmos Master |
Obelisk/Cosmos Master Coverage,
"We use very advanced crystals; I am uncertain at this time what type we might be carrying for situations like this. I understand you are in a hurry, but we now have a dead officer and my team is spread out now; so I must attend to our mission to recover the missing team and officers and find the source of this celestial disturbance before becomes cataclymic.
Ask one of my team at our ship and they will help you. I must see to my team."
I fly best speed to the others to investigate the sight of the officers death.
I understand sir and I thank you. If you would be kind enough to contact them for me and arrange a meeting it would be appreciated. I wish you complete success on your mission.
| Cosmos Master |
Lightning Lad
You reach the cave and see invisible kid waiting patiently outside. He has a bag with which most likely holds gear for exporation inside. You also see the body of the dead Science Police officer lying on the ground.
"Shady is inside, has been for maybe a couple of minutes at best. I didn't think youd get here this fast.
Cosmos Master Note: I'll be speaking to the new player at work tonight, so we'll get his posting fixed for him.
| JL_Lightning Lad |
"team, will someone back at the ship look through our stored and see is we have any crystals that will fit Obelix ship that we can spare?"
"Well, lets go in and check it out; did you guys take an image of the area and the body; was it moved here; did she drop there; any information? Lets go in and see the grisly scene; not much to do but hope for the others"
| Cosmos Master |
Invisible Kid retrieves a device which captures the image of the dead officer and the surrounding area. Lightning Lad, Invisible Kid, and Shadow Lass enter the cave with artifical light sources in hand.
The ceiling is about 20-25 feet high. The cavarn walls are covered with occasional stalactite patches which grow from the ceiling and work their way down the walls. Several pillars of stone stretch from the very flat floor to the ceiling. It is clear to you that this cavern and the tunnels you have seen were once carved out by sentinent beings. The floor is littered with small pieces of stalagmites which grew. There are several scorch marks throughout the floor making it appear as if someone destroyed the slalagmites which have grown over time. After reaching a distance of about 300 feet, you find the remains of 4 other Science Police officers; all of which look like they were attacked in the same manner as the one outside the cave.
You appear to have time to investigate the bodies further if you wish. All characters must make a Perception roll at this point in time. Looking further down the tunnel, you can see it branches off in two different directions.
Glancing down the tunnels you can see a light though it is not overly bright. The lighting source comes from large multi-colored stones embedded into the cavern walls. These tranluscient stones give the cavern multi-colored lights, making it truly breathtaking. There are areas where the lighting makes the floor, walls and ceiling appear, purple, green, red, white, blue, even pinkish.
Cosmos Masters Note: I did some thinking about the Sight cheeck versus locating people and objects. I am going to remove the Senses from the game as well as Detect Object and Detect Person.
In replace of all this I will add Perception to the traits on your character sheet. I'd give Lightning Lad a Perception of Exceptional/7. When
investigating locales, when looking for people, or any other observation with the 5 senses we will use Perception.
| Cosmos Master |
OCC: Sorry guys, but I had a Psychology Exam on Tuesday so I spent a great portion of that weekend & Monday studying for it. )
That's ok, I was thinking that perhaps the game wasn't any fun or moving to slowly. I apologize for posting for you. Please go ahead and make your post, we will just regard the one I made for now.
Thanks.
Also it looks like a couple other folks might be interested in playing. They contacted me and one of them has recieved the same documents I gave you and the other will hopefully request them as well.
| JL_Lightning Lad |
As the bodies are quite dead; I wont examine them; not my skill set.
perception
1d20 + 7 ⇒ (6) + 7 = 13
Do we have any portable scanning equipment; electromanetic or otherwise or any in the ship? I know that a pattern of cavern structures can be mapped using a shockwaver such as from a shotgun charge and ultralow frequency pickup devices; am guessing this century tech is better than our current. If we have it; will scan for bio and electomagnetic energy and try to get a basic map and idea how extensive these caverns are.
"These caves might be quite extensive; we should find a method to localize our search"
| Cosmos Master |
Yes, you have the necessary device with you. It will present you with a cavarn layout including tunnels that acquire information about the locale, then sending that information back to the device and saved. It also provides you with a constant green light that flashes showing the devices (and most likely your location). It registers distance as well as volume, dangerous gasses (which show as an alert on the device to prevent you from straying to dangerous areas.) It will also detect other living beings which are at least 3 feet in size, giving their distance and location. It has other aspects as well and if your thinking about asking about them, please do.
Essentially the device is used to map out and explore areas without threatening the user to the unseen dangerous that may exist.
| Cosmos Master |
Lightning Lad
Your perception check does not indicate anything unusual beyond what has already been described.
Yes, you have the necessary device with you, we'll call it a Portable Mapping Grid System (at least for now).
It will present you with a cavarn layout including tunnels that acquire information about the locale, then sending that information back to the device and saved. It also provides you with a constant green light that flashes showing the devices (and most likely your location). It registers distance as well as volume, dangerous gasses (which show as an alert on the device to prevent you from straying to dangerous areas.) It will also detect other living beings which are at least 3 feet in size, giving their distance and location.
Essentially the device is used to map out and explore areas without threatening the user to the unseen dangerous that may exist. The device has a approximate range of 1 mile underground.
It has other aspects as well (such as outdoor use) and if your thinking about asking about them, please do.
When the device is turned on the unit emits a 3 dimensional grid in the air before you. The grid is semi-solid and you can touch and adjust air grid in size enabling it to expand in any particular direction you choose. You may also decrease the size of the air grids or enlarge areas in order to get a better understanding of the area. You can also use the screen it comes with as well for the same functions. This hand-held device weighs 2 lbs.
Upon turning the portable Map Grid System, it sends out sonar like emanations and after collect information about the area you have chosen to scan. In areas like this a sweeping motion is normally performed in order to acquire all that is in front of you. The information collected is transmitted back to the device and will appear on the screen or in the air (or both) as you desired. A very low hum comes from the device as it operates. After collecting information for about 15 seconds it is ready to present the information to you and will so upon your request.
If you choose to scan differently let me know and I can properly adjust the images that will come up upon your command.
| JL_Lightning Lad |
Ok; I will use the device; and tag all the party members in the device; assign a password and upload to all member devices in case they too carry them.
comlink "cavern status and group; Grid System password: Phenom524_Alpha7"
"mapping cavern structure; scanning for anomolies; testing radition sources and strengths as well as gasses. Searching for any compostites that would show manufactured items ie; advanced polymers and metals not found in their raw state; tagging caverns or tunnels with non natural formations that show engineering or improvement. Initiating Bioscan"
| Cosmos Master |
Ok; I will use the device; and tag all the party members in the device; assign a password and upload to all member devices in case they too carry them.
comlink "cavern status and group; Grid System password: Phenom524_Alpha7"
"mapping cavern structure; scanning for anomolies; testing radition sources and strengths as well as gasses. Searching for any compostites that would show manufactured items ie; advanced polymers and metals not found in their raw state; tagging caverns or tunnels with non natural formations that show engineering or improvement. Initiating Bioscan"
Your inventory consists of one device. You can keep track of the others by "tagging" them providing they don't go so far that they are off the grid.
Several seconds after activating the grid system, the results become available. First off, the device indicates a strong radiation source which is similar to what the ship detected earlier. The space craft held its reading stable which the device is having difficulty doing so.
Your current tunnel appears to range anywhere from 800-1,300 feet as the instrument flickers distances back and forth, undecided what the actual distance is. The cavern continues northward as indicated above At 310-380 feet there are side tunnels going NE and NW while the center tunnel continues to the ranges mentioned above.
At approximately 300 feet, the grid shows a density change for 4 objects within a few feet of one another lying upon the ground. The distance and density rating varies considerably, but the density rating does stay well below that of stone so it appears as if “something” is on the ground.
Shadow Lass states that the bodies of the Science Police Officers at the 300 foot marker. Your device only detects living beings (thus the dead bodies appear as large shaped lumps on the ground but the density rating is far less than the surrounding rock).
The ceilings range between 5-55 feet high. It is difficult to tell if the ceiling varies that much or if the instrument is acting up again. Within the cavern are large stone pillars which appear throughout the caverns. The heights of the pillars vary as well and in some cases, are much higher than the ceiling does in that given location.
The grid system shows that light sources come from the walls and as Shadow Lass indicated, they are from large cut multi-colored stones embedded into the sides of the caverns. These readings are stable other than their density. The locations remain fixed.
The NE and NW side’s passages are similar in width, length, and height. The grid shows several openings holes along the walls of the tunnels. These holes are not evenly spaced, but then the readings flicker and change over and over, not agreeing on distance between the holes.
Very occasional objects made of metal compounds appear to be in or part of these holes; though the instrument cannot seem to settle on a size or density rating for them. and often times flicker in and out making it questionable if there is even anything there at all. The size of the objects varies but the device indicates they are anywhere from 1 to 4 feet in size.
The NW passage indicates that 6 cut out chambers, all fairly equal in size (about 40-60 feet across and wide. These chambers consist of the previous mentioned pillars as well. The first, second, third, fifth and sixth chambers appear to be empty (other than the pillars) but the fourth one shows there is a humanoid figure moving about rapidly. It also indicates that there are small metal devices (perhaps 1-4 feet in size) moving up and down and back in forth around the humanoid figure. All of these chambers are contected by the tunnel and eventually open up into the super large chamber detailed below. The NE passage is the same as the NW with the exception of the himanoid figure.
When the main cavern and side caverns come to an end (again 800-1,300 feet inward)there appears to be a slope going downward at a low grade for another 40-75 feet. This opens into an area which goes beyond the scope of the grid (which means it is larger than the grid at its maximum if the readings are correct. There in, are large oval shaped objects in the air which measure about 4-12 feet long and about 2-4 feet wide. The material they are made of is unknown to those the grid system is familiar with. The density rating ranges considerably and is fairly dense (though not to the extent that stones are).
The grid system indicates that there are oval shaped objects 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 even though the size of the oval object does not.
The entire caverns system appears to have breathable atmosphere for you transparent suits, just as it was outside.
| JL_Lightning Lad |
CM; who is with me in a group?
----------
"There appears to be some bodies some 300 ft this way, according to this device <point>, the ones Shadow Lass found, thus no urgency, but in a chamber in the NW passage <point> there is someone moving around with some smaller figures; they should be our priority; either they are in trouble and need help; or are part of this and know what is happening. The smaller figures appear to be automatons of some type"
Lets move out at speed; make ready all."
<jog to intercept the moving figure in the NW passage>
| Cosmos Master |
CM; who is with me in a group?
----------
"There appears to be some bodies some 300 ft this way, according to this device <point>, the ones Shadow Lass found, thus no urgency, but in a chamber in the NW passage <point> there is someone moving around with some smaller figures; they should be our priority; either they are in trouble and need help; or are part of this and know what is happening. The smaller figures appear to be automatons of some type"
Lets move out at speed; make ready all."
<jog to intercept the moving figure in the NW passage>
You have Shadow Lass and Invisible Kid with you. I'll make a longer post tomorrow; I'm just headed to work.
| Cosmos Master |
I'm assuming you run as fast as the slowest person thus staying in a group; no Speed checks required. If you run as a group it will take a bit longer to arrive.
If each person chooses to run as quickly as possible and is not concerned about staying together let me know; that will require some Speed checks. There is enough light sources available from the rocks to provide enough light equal to a dim room; not anything that is overly happering to running. The caverns are cut straight as far as you can tell (the grid system is testy on how straight they really are).
The sounds of an upcoming struggle is certain.
| Cosmos Master |
Lightning Lad, Obelisk, Shadow Lass & Invisible Kid
Running as fast as possible, you trek down a straight hallway, as you do so, the sounds of the struggle become louder. Up ahead you can see that it opens up into a chamber and this is where the fighting is taking place. Upon your approach, you see a large being who appears to be made out of stone. Flitting throughout the room are at least 2 small black machines that are raised on top and have gleaming red lights much like the appearance of eyes. The sides are outfitting with triangular wings (overal spread 3') that start in the front and go all the way to the back. the Rock-like being appears to be battling these machines which are able to maneuver incredibly fast.
The entrance to the cavern is a reinforced archway made of strong metal. The room is lit as is the hallway, by brightly covered stones along the walls.
Add this Ability to your Target Observation & Interaction Area of Expertise:
AOE: Stealth and Concealment
Traits: Agl/Con (Agility is the primary and Concentration is the secondary.
TCS: 12
Zen: 7
Decide what category your character will have in Stealth and Concealment. Please do not exceed a category of Epic/12.
If you attempt to approach with stealth and concealment make a d20 roll and add your category number to the total. If you succeed, you might be able to surprise the parties within the cavern, giving you a tactical advantage or more time to assess the situation.
If you choose to rush in a Stealth and Concealment roll is not necessary (though you might want to roll for initiative). Initiative is determined by a d20 roll plus the category number of whatever action you are taking. I can tell you the exact modifier when I know what action you choose.
| Cosmos Master |
Grog
Roll for initiative. This roll determines the order in which characters act (who goes first, second, etc.). Locate your 20 sided die (roundish with many many small sides to it).
Initiative is detetermind by making a d20 roll plus adding in the category number of the first action you take. I can tell you the exact modifier when I know what action you choose. You have brawling moves, powers, the ability to flee, or whatever other action you choose to perform. If you have any questions just post it and I'll answer back.
| JL_Lightning Lad |
I will watch from the doorway neither concealed nor stealthed trying to figure out what is going on and who may or may not be the good or bad guys. A rock fighting robots; could be anyones guess... i anticipate one the the robots probably coming to attack; so will be prepared to blast it with lightening.
| Cosmos Master |
Gorlog destroys the mechanical weapons. He hears others aproaching,not sure who or what is coming he mutates to his rock form
Ok Gorlog, first you will have to fight the robots in order to defeat them. This will be done by using your brawling moves on your character sheet, rolling some dice to determine how well your attacks and defenses are, keeping track of damage taken, that sort of thing. We start combat by rolling for initiative.
The Initiative roll determines the order in which characters act (who goes first, second, etc.). Locate your 20 sided die (roundish with many many small sides to it).
Initiative is detetermind by making a d20 roll plus adding in the category number of the first action you take. I can tell you the exact modifier when I know what action you choose. You have brawling moves, powers, the ability to flee, or whatever other action you choose to perform. If you have any questions just post it and I'll answer back.
| JL_Lightning Lad |
Well, I dont know who is the good guys and who isnt; so am watching; nobody has asked for help, so I am trying to figure this out; but am thinking maybe the mechanicals are just watchdogs for whatever mischief the bad guys have going here that is causing all the cosmic distrubance; Do I know Gorlog, I dont know all the Legion guys by name; so, might be my bad. If he is a legionaire; then of course I will lightening blast the machines.
init
1d20 + 7 ⇒ (13) + 7 = 20
| Cosmos Master |
Lightning Lad
Well, I dont know who is the good guys and who isnt; so am watching; nobody has asked for help, so I am trying to figure this out; but am thinking maybe the mechanicals are just watchdogs for whatever mischief the bad guys have going here that is causing all the cosmic distrubance; Do I know Gorlog, I dont know all the Legion guys by name; so, might be my bad. If he is a legionaire; then of course I will lightening blast the machines.
init
1d20+7
Gorlog is not a Legionnaire, you have never seen him nor any being quite like him (as in his body which appears to be made of stone). Let's go with the initiative, I'll cover the others.
I'm pretty sure I sent you a full write up of your Electrical Generation & Manipulation Power. If you want to blast one of the machines let me know which one. You'll need to decide how much time you want to spend generating your electricity, the longer you generate, the more powerful of a bolt you can discharge.
Rule: The character is able to generate the degree of damage intensity they choose. It takes 1 action to concentrate for making a low damage intensity attack, 2 actions for a medium damage intensity attack, 3 actions for a high damage intensity attack, 4 actions to generate an attack inflicting severe damage and finally, 5 actions to produce a damage intensity of extreme.
Subtract the number of actions you take to generate electricity from your initiative total, that will be when the character actually attacks.
| Cosmos Master |
Initiative and Actions of Others
Shadow Lass, Base Initiative Roll: 31
Fires a ray of darkness at machine #1 attempting to cover its sensors so it is unable to seek a viable target; this attack takes 2 actions thus reducing her initiative is 29. Her attack roll is a 31; the devices Speed reduces her attack roll by -6, plus Shadow Lass is at Point Blank Range; her total attack roll is 40.
Shadow Lass has a Speed of Good/6 which grants a total of 5 actions throughout the action sequence. She has used up 2 out of her 6 actions.
The device makes a defense using it's Luck trait and receives a 11 on the die, Luck category of machine Sub-Feeble/0; direction of attack is from the side imposes a -2 modifier; total defense = 9. Shadow Lass effectively blinds the machine which now suffers a -20 modifier to all d20 rolls relating to its visually related sensors.
Invisible Kid, Base Initiative Roll: 15
Lyle turns invisible, taking 2 actions to do so, his modified initiative is 13. He then pauses to watch for the remainder of the action sequence.
Machines; Base Initiative Roll: 13
All machines attack Gorlog with red ray, each takes 2 actions to make their attack thus their initiative rolls become 11.
All machines are at Point Blank Range which applies a +15 bonus to attack rolls.
All machines are moving at a Speed of Good/6 as they fly throughout the cavern. They are only using partial speed to manuever the cavern. Their top Speed is Asonishing 9 which gives them a total of nine actions each sequence.
Each machine flies (uses 1 action) and attacks (using 2 more actions) thus giving them a remainder of three actions left to use.
Machine #1 must also make 2 defenses (one against Shadow Lass and another against Gorlog, each which uses another action), this machine has only one action remaining.
When flying, this reduces all attacks of the machines by their Speed, thus imposes a -6 penalty on the attack roll.
Machine #1: Attack roll is 8 + category of Epic/12, minus -20 for being blinded, minus it's Speed of Good/6, Point Blank Range +15 for a total of 9.
Gorlog chooses not to make a specific defense (such as dodge or block) against the machines attack and thus uses his his Luck trait for defense of Average/5; Luck roll is a 7 + 5 = 12; This exceeds the machines attack of 9 and thus its ray misses striking the side of the cave, near the entrance in which Lightning Lad and the others stand by. The attack misses the Legionnaries as well.
Machine #2: Attacks Gorlog
Attack roll is 16 + category of Epic/12; minus Speed of machine -6; +15 for Point Blank Range for a total of 37. Gorlog chooses to not make a defense and instead rely on his Luck trait to evade the attack. Luck roll is a 18 + 5 = 23; This is less than the machines attack of +39 and thus the ray strikes Gorlog in the chest but appears to inflict no damage.
Machne #3: Attacks Gorlog
Attack roll is 17 + category of Epic/12; minus Speed of machine -6; Point Blank Range +15; for a total of 38. Gorlog chooses to not make a defense and instead rely on his Luck trait to evade the attack. Luck roll is a 16 + 5 = 21; This is less than the machines attack of +38 and thus its ray strikes Gorlog in the chest but appears to NOT inflict any damage to him.
Machine #4: Attacks Gorlog
Attack roll is a natural 1, which results in a blunder. The machine in advertenly flies through Shadow Lass' ray and it's sensors become disoriented and it crashes into the cavern wall.
The machine was moving at a Speed of Good/6; rock wall has a Toughness of Unearthly/13, machine has a Toughness of Heroic/10; thus strikes the wall for 9 points of damage. Scratches appear on the surface, unlikely any internal damage caused. Machine is still very operable.
Gorlog, Base Initiative Roll: 10
Gorlog has a Speed of Typical/4 and therefore may make four actions this sequence. Gorlog will use all of his actions below and cannot make any additional ones until the next action sequence begins.
Leaps up to grab machine #1; takes 2 actions to jump, 1 to grab and another to hurl it against the stone wall; Initiative: 12.
Gorlog's Grab: Attack roll is 19
Machines Dodge: Dodge roll 18 minus -20 for being blinded, total is -2.
Gorlog's Throw: Attack roll is 28
Gorlog's Damage: Reeling blow; 6d10 damage (34 damage on die roll), plus Gorlog's strength of Super/16, add in Toughness of rock wall Unearthly/13; subtract machines Toughness of Heroic/10.
Total damage: 53 points.
Gorlog leaps up off the ground and grabs one of the machines (machine #1), though the device attempts to evade his grab it fails. Holding the machine in his hand, Gorlog hurls it against the wall in hopes of smashing it to pieces. Sparks fly as the metal strikes the stone and the device is severly dented, though still functional.
(The machine is reduced to critical damage condition and now suffers a -10 modifier to all d20 rolls.)
Summary: You'll need to insert your attack Lightning Lad, but so far we have 2 machines damaged, one is in critical condition and effectively blinded; the other is barely scratched when it crashed into the cavern wall. We will add whatever you succeed to the scenario.
Those with remaining actions may do so afterwards.
| JL_Lightning Lad |
The machines are not alive; so no worries there. I will hold till severe damage; yet hold action as I don't really know what is going on and I know some races are very touchy about honor and interfering in what might be a personal trial; so; as the stone man doesnt appear to be in trouble.....and hasnt asked for assistance; how dangerous do these machines look; I imagine the stone guy might be dangeous too; so will watch both critically.
Lightning Lad
JL_Lightning Lad wrote:Well, I dont know who is the good guys and who isnt; so am watching; nobody has asked for help, so I am trying to figure this out; but am thinking maybe the mechanicals are just watchdogs for whatever mischief the bad guys have going here that is causing all the cosmic distrubance; Do I know Gorlog, I dont know all the Legion guys by name; so, might be my bad. If he is a legionaire; then of course I will lightening blast the machines.
init
1d20+7Gorlog is not a Legionnaire, you have never seen him nor any being quite like him (as in his body which appears to be made of stone). Let's go with the initiative, I'll cover the others.
I'm pretty sure I sent you a full write up of your Electrical Generation & Manipulation Power. If you want to blast one of the machines let me know which one. You'll need to decide how much time you want to spend generating your electricity, the longer you generate, the more powerful of a bolt you can discharge.
Rule: The character is able to generate the degree of damage intensity they choose. It takes 1 action to concentrate for making a low damage intensity attack, 2 actions for a medium damage intensity attack, 3 actions for a high damage intensity attack, 4 actions to generate an attack inflicting severe damage and finally, 5 actions to produce a damage intensity of extreme.
Subtract the number of actions you take to generate electricity from your initiative total, that will be when the character actually attacks.
| Cosmos Master |
Lightning Lad, Shadow Lass, Invisible Kid
The machines are not alive; so no worries there. I will hold till severe damage; yet hold action as I don't really know what is going on and I know some races are very touchy about honor and interfering in what might be a personal trial; so; as the stone man doesnt appear to be in trouble.....and hasnt asked for assistance; how dangerous do these machines look; I imagine the stone guy might be dangeous too; so will watch both criticallyCosmos Master wrote:
The machines are not particularly threatening looking. They are small and sorta appear like a manta-ray without the tail. You've seen robots that are a lot bigger and appear to be better armed (though looks can be deceiving). The rock-man is very imposing (9 1/2 feet tall, weighing at least a ton or more. He appears to be doing well for him/her self.
You and Invisible Kid choose not to take any particular action, thus it grants you an advantage later on as you are prepared. Anytime you choose to participate, make an initiative roll and add +10 to your roll for "Watching & Preparing Action".
Shadow Lass steps back as well since both of her teamates did, thus all three of you are using the "Watching & Preparing Action".
The battle continues......
| Cosmos Master |
The machines momentarily flirt around the room, though not making any attacks, a green sensor light blimps on momentarily upon each.
Machines #2-4 then begin accelerating and zip out of the tunnel on the opposite side of the chamber; this fulfills the remainder of their actions for the action sequence.
Machine #1 also begins accelerating and exiting but since it has only 1 action remaining it does not travel as far as the others do.
The stone-man, stands tall, and turns towards you.
This ends the action sequence unless the Legionaries react part way through.
| Cosmos Master |
Cosmos Master Coverage
Invisible Kid leans into Lightning Lad;
"I'm thinking that this area might be pretty dangerous, Perhaps Obelisk should head back after all. I'm sure the others could get his ship going or at the least part, he'd be safer there."
"As for the battle we just saw, I'd say the robots fled because he seem impervious to their weapons. I'm expecting others with greater weapons to arrive. What do you think we should do with HIM?...."
Lyle says as he points to the stoneman standing in the room.
"I could lead Obelisk out if you like Lightning Lad, I can manuever these caves the best anyway." Shadow Lass states.
| JL_Lightning Lad |
I think it is a bad idea to separate; these robots were in a group and Iniv Kid has a good read; then they will be back but in greater numbers and stronger position. We need to move quickly; lets see if this stone figure can communicate and why it is here; but quickly; Can you talk to him shadow lass? I want to get another read from here and map this area as we need to move fast; but need a direction and path and get a read on the movements of these robots.
Move into the room and begin scans....
| Cosmos Master |
Shadow Lass Sure Lightning Lad, hopefully he speaks Interlac.
I think it is a bad idea to separate; these robots were in a group and Iniv Kid has a good read; then they will be back but in greater numbers and stronger position. We need to move quickly; lets see if this stone figure can communicate and why it is here; but quickly; Can you talk to him shadow lass? I want to get another read from here and map this area as we need to move fast; but need a direction and path and get a read on the movements of these robots.
Move into the room and begin scans....
When the device is turned on the unit emits a 3 dimensional grid in the air before you. The grid is semi-solid and you can touch and adjust air grid in size enabling it to expand in any particular direction you choose. You may also decrease the size of the air grids or enlarge areas in order to get a better understanding of the area.
As you scan the area again, the readings once appear to be uncertain. The scanning device indicates that there is a very large room not far away. The dimensions of the tunnel leading to it vary from 20-30 feet as the device has a difficult time getting an accurate fix. The large chamber appears to be filled with huge mechanical devices which fill the room. Towards what is the center, there is a large roundish machine that is much larger than those around it, perhaps rising as high as 75-100 feet in size. The estimations of this chamber range anywhere from 200-350 ft. and the machines appear to fill the entire area. There is very strong radioactivity coming from the round machine that stretches upward and it appears to operate on crystals, though different than those used for spaceships.
On the east, west, and north sides of the chamber are other tunnels which go for a very short distance, approximately 20-30 ft. and all of them open into a single chamber in which your Portable Mapping Grid System is unable to provide a volume/dimension readings, making it unknown how big it is. The device has a range of 1 mile and if operating correctly it would appear as if this area is larger than that. It could also be that the interferance has become stronger or the area is protected from such a scanning device, leaving things uncertain.
Invisible Kid steps over and expands the air-grid to it's maximum dimensions and according to the device, there is no end to the chamber size.
Within this last chamber the machine detects an assortment of gasses but they appear to be held within hundreds of oval 8ft. shaped containers made of a glass hybrid product. There are also scores of them that appear to be filled with partial living matter as well as the gasses, though the gas content measures differently than the others. Finally, there are a few that have a living being within, again these receiving a different gasseous activity.
Shadow Lass After completing her discussion with the rock-like man, she returns to Lightning Lad and Invisble Kid.
"He claims to be part of the first Science Police patrol that landed here. He knows details of their deaths, which matches what we have seen. The only real problem I see is that he doesn't have any type of identification on him to back up his story, plus there is no mention of him in our data regarding either Science Police patrol. When I asked him how this can be he became rather beliggerant and refused to discuss the matter, though his story remained the same."
| JL_Lightning Lad |
Well, not much we can do about that at this time I suppose; in the next room is a machine eminating vast amounts of radioactivity; we need to shut it down soon; not telling what affects all that radioactivity is having <small gesture to the rock man> when combined with stars only know what other phenomenon in this area.
Lets go shut down this machine in the next room and see who shows up to complain about it, be on your toes
| Cosmos Master |
Passing through the room and to the end of the hallway, it opens up into the first vast chamber indicated by your Portable Mapping Grid System and it'svery large in it's dimensions. The room is once again lit by the colorful stones you have become familiar with. The stones appear on the walls, ceiling and floor, giving off more illumination than the other locales you have been through.
The machinery that you see appears to be many diferent units which are quite large. Some of them about a yard in height, others even larger. The controls to the machines (from your position) appear to be anywhere from 5-12 feet above the ground and are large in nature, giving the impression that this may have been designed for someone considerably taller than you. The space between the machines is rather wide as well.
Cosmos Masters Note: The rock being you encountered is approx. 9 1/2 feet tall, who by the way said his name was Gorlog.
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.
Interlac is the fairly universal language spoken by most planets throughout the galaxy, especially those within the United Planets territory in which you all are from.
As you examine the contents of the chamber, a whooshing sound appears overhead and through several openings in the stone ceiling are the various robotic machines you felt you may encounter, some of which are quite a bit larger than those previously encountered.
Finally, you can see the three other exits leaving this chamber as noted on your Portable Mapping Grid System.
| Cosmos Master |
It will take a few action sequences to complete your work. Meanwhile, the others elect to protect you and themselves from the oncoming attack.
I shall conduct some combat here at home and post the results for you, at that point you'll (hopefully) have completed your task. I expect it to be posted later tonight.
| Cosmos Master |
My apologies for taking longer than I said, I found out I had to do some work on the characters and then wait for a day off to begin the battle. With that then, I set up the table with my dry-erase board, floor panelling and machinery to represent the chamber you've arrived in.
As you peer into the room and prepare to utilize your scanner to hopefully translate the language used on the machinery, two large ceiling panels open and out drop eight 3' robot droids, exactly like those you saw previously.
Action Sequence 1 The others elect to fend off the robots giving you ample time to conduct your scan. There are two Legionnaires with you; Shadow Lass and Invisible Kid, as well as two strangers who call themselves Gorlog (the 9 ft. rock like being), and the smaller fellow who goes by the name Obelisk.
The robots are moving in for a fight, two remain stationary and begin to open fire upon Shadow Lass and Obelisk. The others begin maneuvering around the room before attacking.
Shadow Lass decides to fire a ray of darkness at one of them in order to confuse its sensors, thus making it harder to hit targets it tries to lock on.
Invisible Kid decides to turn Invisible and fly up to greet one of them into the air.
Obelisk decides to watch and see what happens, thus reacting when the time comes.
Gorlog has fought these things already and is aware that they apparently can't harm him. He want to move forward but cannot reach them because they are remaining in the air, well out of reach.
Initiative is Rolled
The initaitive order is as follows:
2 Attacking Robots: Gets a total of 9 actions per action sequence.
Shadow Lass: Gets a total of 6 actions per action sequence.
6 Moving Robots: Gets a total of 9 actions per action sequence.
Invisible Kid: Gets a total of 6 actions per action sequence.
Obelisk: Gets a total of 6 actions per action sequence.
Gorlog: Gets a total of 4 actions per action sequence.
The two robots choosing to open fire immediently win the initiative.
One of them targets Shadow Lass. Shadow Lass is fired upon three times. She attempts to dodge the first two energy beams and fails, taking significant injuries. The third attack she is able to dodge.
The second robot does a full assult on Obelisk and opens fire. The first attack strikes him inflicting damage; the second and third attacks Obelisk successfully dodges and avoids further injury.
Shadow Lass directs a ray of darkness towards the robot attacking her, pin pointing her attack on its sensors. She is successful, the robot fails to out maneuver her and it suffers a -10 modifier to all d20 rolls. She then dives behind nearby rubble that has collapsed from the ceiling in an attempt to make herself less of a target.
Invisible Kid now acts and turns Invisible. He also flies up to one of the robots and is next to it. He holds off on other actions due to player decision (I got some help running the simulation here at home).
The remaining 6 robots use one action to move about the room. They then open fire taking 3 attacks (each attack takes 2 actions) upon various individuals and the blood bath begins. Each individual attacked tries to dodge or rely on their Luck trait to avoid injury.
Obelisk is struck severly by a couple of attacks, one of which is a critical hit. Even with his attempts to evade the attacks his injuries become very critical. He is knocked back against the wall as they rip holes into him and seer his flesh. Obelisk falls back and doesn't move. The injuries appear very grave.
Invisible Kid is attacked by the remaining robots and even though he is Invisible, good fortune does not smile upon him. He drops from the air and lands most solidly upon the floor, turning visible once again. He is not moving.
The robots appear to ignore Gorlog and do not confront him each maintains its distance from him.
Gorolog grimaces for a brief moment and turns into a fiery meteor, then hurls himself forward at the nearest robot. Despite his incredible speed in the air, he is out manuevered by the robot.
Assessment Invisible Kid fell to the floor 35 feet inward, his injuries are very noticeable but probably not life threatening; he is not moving and lies visible on the floor.
Shadow Lass is severly injured and most likely cannot take another serious hit. She bleeds from her shoulder rather badly and is now located on the ground next to some fallen rubble.
Obelisk lies about 10 feet away from you, not moving, his injuries may have been to much for him, you are not certain if he is still alive.
Gorlog is in the air as a fiery meteor and uninjured.
The Action Sequence concludes. You have begun initiating the scanner and it is beginning to read the unknown language. This process will take a total of 5 Action Sequences to record, process and interpret the language (providing it is within the devices memory banks). Five Action Sequences is 20 seconds.
Action Sequence 2 begins.
| JL_Lightning Lad |
Aborting scan; it could be the robots are self contained; but they might be getting orders from this machine and it might call for more; so step back and blast this machine into oblivion! perhaps the attack on the others will stop.
<been so long; forget what I need to do or roll>
| Cosmos Master |
Aborting scan; it could be the robots are self contained; but they might be getting orders from this machine and it might call for more; so step back and blast this machine into oblivion! perhaps the attack on the others will stop.
<been so long; forget what I need to do or roll>
1. Ok, start out with initiative. Roll d20 and add your Speed category number to it.
2. Once it is your turn to act, you have a number of "actions" you can take equal to your Speed category. If your Speed is Good/6, you will receive six.
3. You can use as many of your actions as you wish when it is your turn in initative. You can use all of them if you like or you can only choose to use some of them. You may want to consider saving actions so you have time for movement or making a defense should you be attacked. Alternatively, you can make defenses without expending an action by relying on your Luck trait. Any character who has not used all of their actions by the time EVERYONE has had a turn, is able to go back through the initiative order and finish whatever actions that remain. You will not lose any actions unless you simply choose NOT to act.
Certain choices you make (such as move and attack for example), will use multiple actions.
4. If you choose to use your power, read through the options I sent you for your power and decide what is best. If you elect to try an action not listed that's fine as well, the details can be quickly worked out.
5. The strength of a lightning bolt will depend upon how many actions you spend generating that power. Here is the basic Electrical Generation power, your copy will offer other ways in which to use it.
6. You could opt to use your brawling/martial arts background and fight in hte air via your flight ring. I've re-done this chapter and will send it to you tomorrow.
Electrical Generation
The character is able to generate lightning bolts from his or her hand or other designated area approved of by the Cosmos Master. If the attack roll is greater than the target’s defense, it is successful and inflicts electrical damage. The character is able to generate the degree of damage intensity they choose. It takes 1 action to concentrate for making a low damage intensity attack, 2 actions for a medium damage intensity attack, 3 actions for a high damage intensity attack, 4 actions to generate an attack inflicting severe damage and finally, 5 actions to produce a damage intensity of extreme.
Source: Internal
Emanation Point: Hands
Appearance: Electrical bolt
Prerequisite: None
Trait: Aim
Activation Time: At-Will; 1 Action per damage intensity
Target: Other (1)
Range: 25’ per category
Duration: Instantaneous
Deactivation Time: At-Will/1 action
Power Unfamiliarity: NA
Training Challenge Score: 17
Zeniths Required: 12
SSM: Category × 35
Category × 40
The electrical bolt must pass through a target which does not deter the electricity such as wood or rubber. If the attack strikes a substance particularly vulnerable to electricity the damage intensity increases by one; up to a maximum of extreme.
Because of the speed lightning travels any attempts to dodge bolts must meet or exceed a challenge score of 30.
Lightning may not be blocked by a target unless they wield a substance which stops the flow of electricity.
I'll post another which you may find useful as well.
Electrical Destruction
Electrical Destruction
Source: Internal
Emanation Point: Hands
Appearance: Lightning Bolt
Prerequisite: Electrical Generation and Manipulation
Trait: Aim
Activation Time: 1 action per damage intensity
Target: Object
Range: 10 feet per category
Duration: Immediate
Deactivation Time: 1 Action
Power Unfamiliarity: -6 categories; 2 Actions per damage intensity
Training Challenge Score: 18
Zeniths Required: 13
SSM: Category × 45
The Legionnaire, villain, or other NPC is capable of destroying large inanimate objects by summoning suitable electricity. The amount of material that may be destroyed is based on the Electrical Destruction category of the individual, the objects size, and the material’s Toughness category.
To determine how hard and large of an object a character may destroy, add the item’s Tgh and Size categories together; the
result is the item’s defense destruction score. Any object that has a destruction score greater than the character’s Electrical Destruction category cannot be damaged by the individual.
To destroy the object, the character makes their attack roll, adding in their Electrical Destruction category number to the result. The power roll is made against a challenge score that is equal to the objects Toughness and size categories as shown on the chart below. If the total equals or exceeds the object’s defense, the attack succeeds and the type of blow, be it a glancing through critical is determined. Each blow type grants a modifier ranging from +1 to +5; when a total equal to the object’s size category is achieved, the object is destroyed. This may take a single power roll or several depending upon the success of the individual and the size of the target. The chart below indicates the number of actions a blow takes to complete.
If the power roll fails, the character may try again. The challenge score necessary to succeed decreases by -1 because the material has begun to weaken. This process continues with the challenge score continuing to decrease until the character succeeds or rolls a natural 1 on the d20.
Challenge Score Blow Type
Tgh + Size cat. Glancing +1
Solid +2
Stunning +3
Reeling +4
Critical +5
| Cosmos Master |
My apologies, Electrical Destruction previously posted is incorrect. This should work better and more in compliance with other powers.
Electrical Destruction
Source: Internal
Emanation Point: Hands
Appearance: Lightning Bolt
Prerequisite: Electrical Generation and Manipulation
Trait: Aim
Activation Time: 1 action per damage intensity
Target: Object
Range: 10 feet per category
Duration: Immediate
Deactivation Time: 1 Action
Power Unfamiliarity: -6 categories; 2 Actions per damage intensity
Training Challenge Score: 18
Zeniths Required: 13
SSM: Category × 45
The Legionnaire, villain, or other NPC is capable of destroying large inanimate objects by summoning suitable electricity. The amount of material that may be destroyed is based on the Electrical Destruction category of the individual, the objects size, and the material’s Toughness category.
The defense of an object equals its size and Toughness categories. Any object that has a Toughness score greater than the character’s Electrical Destruction category cannot be damaged. The character makes an attack roll and compares it to the object’s defense. If the attack roll succeeds, damage is determined normally. The amount of damage an object can withstand is equal to its size and Toughness categories multiplied by 3. If the attack fails, the object withstands the damage.
| Cosmos Master |
Initiative:
1d20+6
Assessment of Situation: Invisible Kid fell to the floor 35 feet inward, his injuries are very noticeable but probably not life threatening; he is not moving and lies visible on the floor.
1. Shadow Lass is severly injured and most likely cannot take another serious hit. She bleeds from her shoulder rather badly and is now lcrouching down next to some fallen rubble in order to be less of a target by the robots.
2. Obelisk lies about 10 feet away from you, not moving, his injuries may have been to much for him, you are not certain if he is still alive.
3. Gorlog is in the air as a fiery meteor and uninjured.
The Action Sequence concludes and a new one begins. Initative is rolled and the results are:
Lightning Lad: 22
Eight Flying Robots Initiative: 20 (rolled a, 12, added Speed Remarkable/+8.
Gorlog (Stone Guy turned meteorite) Initiative: 16 (rolled a 7, added current Speed of 9/Astonishing due to flying; no injuries thus yet)
Shadow Lass Initiative: 6 (rolled a 6, added Speed Good/+6, Subtracted -6 for injuries.
Looks like you go first.
Your Speed of 6 allows you to take six actions throughout the action sequence (round). You can use as many or as little of your actions as you like when it is your turn to act. Most things you will choose for your character to do will take up more than one action, it all depends upon the complexity and time issues for the choice you made. You can also combine actions, such as taking a run (uses 1 action), intenionally blocking the line of fire to a fallen comrade (takes 2 actions) and then firing a lightning bolt (which could take anywhere from 1-5 actions depending upon how awesome of a bolt you want to take the time to hurl).
On top of this, you might want to retain actions for defenses (should they attack you). If you don't want to spend actiond defending, that's ok, you get to rely on your Luck trait to pull you through. Odds are your ability to dodge is much better than your luck.
Anyway, your turn.....
| Cosmos Master |
Good news! I don't know if you've noticed the Legion Discussion Thread but I have a new player who's starting and he's going to play Wildfire, so it looks like reinforcements are on your way.
You won initiative, just let me know what actions you'd like to do without worrying about how much time it would take, I'll figure it out for you and if it takes more or less actions than you'd like you can scale back or add to it before it's official.
No worries! New games are suppose to be fun to learn, PBP just makes it tougher to pick up on things at a steady speed.