Cosmos Master wrote: Invisible Kid & Shadow Lass
Garth, this is Lyle. I'm heading toward the structure. This storm looks like a nasty one, so I'm hoping I can find a way in before it hits full force.
Flying towards where the structure was indicated, you start to feel pelts of a black rain-like substance falling from the sky. It makes a sizzling sound as it strikes your transparent space suit. Moving upwards into the mountains you begin scanning for what should be the structure your hoping to find.
Make a Sight check please....
Sight check: 1d20 + 7 ⇒ (8) + 7 = 15

Cosmos Master wrote: Invisible Kid wrote: Cosmos Master wrote: Invisible Kid
Would you care to investigate the ship in more detail, if so how? When you mapped out the area from your ship there were countless points in which energy surges existed, you should be very close to one of those locations. There is also the Science Police statement indicating that their instruments detected some sort of structure within this point as well. Clearly you are at some sort of focal point for the planet or at least for why you are here.
What is the distance to the structure from my current position? I'm concerned about the impending storm. According to the information you and Lightning Lad came up with, the structure is located about 2/3 of a mile, upwards into the mountain/jungle growth. Coordinates are given but it is unknown if they are accurate do to the bizzare effect the radiation is having on instruments.
No details were provided about the structure, raising questions such as Did the Science Police investigate the structure? Did something happen to them before they could....Or did they investigate the structure and never return........ I will become invisible and fly toward the structure, looking for signs of recent activity and, of course, a mode of entry.
Garth, this is Lyle. I'm heading toward the structure. This storm looks like a nasty one, so I'm hoping I can find a way in before it hits full force.
Cosmos Master wrote: Invisible Kid
Would you care to investigate the ship in more detail, if so how? When you mapped out the area from your ship there were countless points in which energy surges existed, you should be very close to one of those locations. There is also the Science Police statement indicating that their instruments detected some sort of structure within this point as well. Clearly you are at some sort of focal point for the planet or at least for why you are here.
What is the distance to the structure from my current position? I'm concerned about the impending storm.
I attempt to open the ship's door and have a look inside.
Garth, I'd like to take a closer look at the ship.

Cosmos Master wrote: Invisible Kid Garth, there is a faint trail from a ship that passed through here. I suggest we try to extrapolate its course to determine it's probable destination prior to setting down on the planet. I'm concerned if we wait, we may miss a chance to determine who preceded us to our location.
not sure what type of check to make here, so I'll do the two that seem most appropriate. Eileen, let me know if I should make a different AOE check to work out the ship's probable course.
Pursuit and Evasion: Follow Target 1d20+13
Sciences Advanced Theories & Analysis: Advanced Transport Theories 1d20+13
Invisible Kid You examine the remains of the propulsion system and though you cannot make an exact specification, you know that it different than those normally encountered. You determine that the fuel is from a small, private ship rather than a larger one designed for combat. The engine system properties are similar to those used about 30 years ago, which by your standards are very inefficient. If you want to lock your instruments on to the trail of the other craft, thus follow it (without line of sight) make another Instrument Reading area of expertise check. The stream is still well placed together and thus it shouldn't be to difficult.
Instrument Reading to plot course of ship: 1d20 + 13 ⇒ (5) + 13 = 18

Cosmos Master wrote: Lightning Lad "Excellent; were you able to determine the drive type used for propulsion?"
________
I begin looking for a safe place to land the ship where it wont be comprimized or damaged and update the log of our time and landing site as well as the coordinates of our first search point just in case WE go missing. I will give a hand and we will work as a team giving aid to rolls I hope. "We will be beginning our decent; please take your seats as there may be turbulance and radiation effects we are as yet unaware of" Did I notice Invis Kids ship trail when we confir?
Lightning Lad Regretfully, your scan did not make you aware of the spaceship in which Invisible Kid discovered. In order to work as a team, you each need to make a Instrument Reading area of expertise roll. Whomever has the highest roll may add 1/2 the others category number to their total.
Instrument Reading Roll: 1d20 + 13 ⇒ (9) + 13 = 22
Garth, my CAT # is 9, so if you roll higher, add 5 to your result.
Garth, there is a faint trail from a ship that passed through here. I suggest we try to extrapolate its course to determine it's probable destination prior to setting down on the planet. I'm concerned if we wait, we may miss a chance to determine who preceded us to our location.
not sure what type of check to make here, so I'll do the two that seem most appropriate. Eileen, let me know if I should make a different AOE check to work out the ship's probable course.
Pursuit and Evasion: Follow Target 1d20 + 13 ⇒ (14) + 13 = 27
Sciences Advanced Theories & Analysis: Advanced Transport Theories 1d20 + 13 ⇒ (6) + 13 = 19

Cosmos Master wrote: Star Boy, Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Legion Mark X Cruiser, Scanning Planet Engalent 8
Today
Time: 7:29 p.m.
JL_Lightning Lad wrote: Taking up Invisible Kids suggestion; I will scan the radiation field then map the solar wind through the region; and partical streams to see if there are any anomolies; holes; or mismatches. Also scan for signs of passage from ships used fuel cells and magnetic variation signalling a ship under powers passage. Legion spacecrafts are pretty much the best that R.J. Brande can buy. With Brainiac 5 modifying the crafts for maximum efficiency, defense, offense, as well as productivity, your scans are absolute top of the line.
You reach the outer edge of the radiation's disturbance field. Long range scanning takes more time and may be less accurate than close range but with the radiation field disturbance below, its going to be the most accurate at this point in time.
Make a Space Travel & Astronomical Applications: Known Space Anomalies AOE roll to evaluate the Radiation Field.
Make a Space Travel & Astronomical Applications: Known Space Anomalies AOE roll to evaluate the Solar Winds for abnormalties.
Scanning for ships passage, remains of fuel debri (most ships operate on Crystals which are extremely long lasting and efficient). Make a Computers & Communications AOE roll for this particular scan.
Wiki Definition: The solar wind is a stream of charged particles ejected from the upper atmosphere of the Sun. It mostly consists of electrons and protons with energies usually between 10 and 100 eV. The stream of particles varies in temperature and speed over time. These particles can escape the Sun's gravity because of their high kinetic energy and the high temperature of the corona. The solar wind creates the heliosphere, a vast bubble in the interstellar medium that surrounds the solar system. Other phenomena include geomagnetic storms that can knock out power grids on Earth, the aurorae...
Here are my scan checks:
Radiation Field: 1d20 + 13 ⇒ (11) + 13 = 24
Solar Winds: 1d20 + 13 ⇒ (2) + 13 = 15
Ships Passage: 1d20 + 13 ⇒ (12) + 13 = 25
Excellent! Nice flying, Garth. What do our scans indicate?

Cosmos Master wrote: Invisible Kid You know that many "dead" worlds are often mined if they cannot be properly populated. It appears that Engalent 8 falls under this category. According to your reseach, brief exploration of the planet occured for mining purposes nearly 70 years ago but nothing became of it because of the unstable planet surface.
You know that planets go through a series of develoments before they are capable of sustaining most life forms, be it animal and or vegitation. There are just a few planets capable of developing other forms of life, such as beings composed of rock and crystal, gaseous beings, and so forth. Such planets are a very rare exception however. At the mid stages of planetary development, the surface is often unstable and yet to house most life forms as you know it. It is entirely possible that Engalent 8 is in this stage. This is common information though.
What strikes you as unusual is that from the time that Engalent 8 was looked at for mining purposes (70 years ago) up to 4.3 years ago, there are no reports of missing spacecrafts or radiation emitting from the planet. It is possible that the radiation results from natural planetary development that has been over looked by scientists. After all it often takes a few billions years for most planets to develop to the point of sustaining life and scientists could not track a planets constant development because of their (scientists) short life spans. Alternatively, the radiation phenomenon could be unique to this particular planet.
You do feel that since the radiation has been reported to disrupt communications that other systems may be affected as well. If this is the case, the best opportunity to acquire accurate data would be finding the limitations of how far the radiation emits and attempting to scan the planet shortly before this distance. This will make the scanning more difficult but any readings obtained may be more accurate.
Very little information can be found on the weather phenomenon and such reports come from those...
I share my observations with the rest of the team.
Garth, I suggest we start scanning the planet from outside the radiation field before proceeding to the planet surface. I'd like to know what we're getting into before jumping into the fire. I'd also like to scan the surrounding area for cloaked ships or space stations. I have a hunch someone may be terraforming this planet, but need some evidence to confirm it.
Planetary Studies(Geology) check to learn about minerals to be mined from Engalent 8: 1d20 + 9 ⇒ (13) + 9 = 22
Sciences Advanced Therories and Analysis (Unknown Space Anomalies) to learn more about the spacial anomalies: 1d20 + 13 ⇒ (13) + 13 = 26
Academics: Specie Studies (Anthropology) to learn about alien races/life forms in the Engalent system or on Engalent 8 and its moons (if any): 1d20 + 13 ⇒ (7) + 13 = 20
Cosmos Master wrote: Invisible Kid
Excellent shooting Invisible Kid. You did some serious damage to the meteor. Attacks 2 & 3 are perfect. With attack #1 you just looked at the wrong row on the chart by accident, its a solid blow instead of a glancing blow, this puts damage dice at 7d6 instead of 7d4. You got it down though.
What category do you have in ion cannon? I want to add it to your damage for all 3 attacks.
OK. I'll fire all three shots at High Intensity.
Attack #1: 1d20 + 11 ⇒ (5) + 11 = 16
Damage #1: 7d4 ⇒ (3, 2, 1, 2, 3, 3, 1) = 15
Attack #2: 1d20 + 11 ⇒ (3) + 11 = 14
Damage #2: 7d4 ⇒ (4, 3, 4, 1, 2, 1, 1) = 16
Attack #3: 1d20 + 11 ⇒ (7) + 11 = 18
Damage #3: 7d6 ⇒ (2, 6, 5, 1, 3, 4, 3) = 24
My category is 9. Does that also get added to the damage?

Cosmos Master wrote: We are at the beginning of the next action sequence (round). Everyone gets to decide what they want to do. There are two meteors remaining that threaten your craft. So far its been a stroll through the space park.
#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
Invisible Kid, Wildfire and perhaps Lightning Lad
Rule Clairification for Attacks and Damage
When attacking the meteors, their Toughness category of Epic/12 serves as their defense against any attacks you make. If you were fighting another person, they would use dodge or block as their method of defense. A non-animated object must use Toughness for defense.
If you choose to attack, make your attack roll, then consult the chart on page 9 of Chapter 7: The Rules of Battle. First find the meteor's Defense (in this case Toughness)at the left clolumn and and move your finger to the right on the chart until you see your attack roll. You then go up to the top of that colored column and it will tell you your Blow Type (Glancing, Solid, Stunning, Reeling or Critical Blow). If your attack roll is less than the Meteor's defense(Toughness) of Epic/12 your attack failed.
To determine damage, flip to page 7 (I will enventually straighten the book out so that the Combat chart is presented first and the damage chart second). Look under POWERS and spot your damage intensity of Low, Medium, High, or Severe) and cross reference it with your Blow Type.
If you receive a critical blow you may roll the USD die. If you receive a blast symbol (using a regular d6 this would be on a roll of 5 or 6) you add one more damage die of the die size your blow type requires. As long as a 5 or 6 is rolled, you keep on rolling; each success adds another die of damage. When rolling the extra damage dice please roll the same size die as your...
OK. I'll fire all three shots at High Intensity.
Attack #1: 1d20 + 11 ⇒ (5) + 11 = 16
Damage #1: 7d4 ⇒ (3, 2, 1, 2, 3, 3, 1) = 15
Attack #2: 1d20 + 11 ⇒ (3) + 11 = 14
Damage #2: 7d4 ⇒ (4, 3, 4, 1, 2, 1, 1) = 16
Attack #3: 1d20 + 11 ⇒ (7) + 11 = 18
Damage #3: 7d6 ⇒ (2, 6, 5, 1, 3, 4, 3) = 24
Thanks, Garth, but we're not out of the woods yet!

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 5
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor
The meteors remaining are as follows:
#4 Meteor: Attack roll of Meteor: 19;****Maneuvering Challenge Score:19;**** Toughness: Epic/12; has 24 points of damage per damage condition
Attack #1: As you fire upon the meteor with ion cannon, the first shot does strike the stone.
You needed to roll higher than it's Toughness of Epic/12, which you did by 1 point (your attack roll was 13), thus you receive a Glancing Blow. (see page 9 on the Combat Chart of Chapter 6: The Rules of Battle).
Ion cannons are very powerful so we are treating it like a Power on the Blow Summary Chart (page 7 of Chapter 6: The Rules of Battle). Previously, the ion cannon was inflicting Medium Damage Intensity) but with Shadow Lass diverting all extra energy from the engines to the ion cannon, the Damage Intensity increases Medium to High. A Glancing Blow for a Power/Ion Cannon with a damage intensity of High, scores 7d4 points of damage.
Attack #2: Your attack roll was 21 and we compare that to the meteor's Toughness of Epic/12 giving you a Stunning Blow; page 9 Combat Chart). Because the attack is not a critical hit, we don't roll the USD die for extra damage. A Stunning Blow for High Damage Intensity scores 7d8 points of damage.
Attack #3: Your attack roll was a 22 to hit. Using the Combat Chart on page 9, a 22 equals a Reeling Blow. Damage Intensity of High for a Reeling Blow inflicts 7d10 points of damage (page 7). The USD die is not rolled because a Critical Blow was not attained.
Attack #1: 7d4 points of damage
Attack #2: 7d8 points of damage
Attack #3: 7d10 points of damage.
I know it's kinda confusing, hopefully as attacks become more frequent the system will fall into place for everyone. Feel free to re-roll damage.
Wildfire has yet to post so we...
I have to say, this is confusing. I thought I had it figured out, but apparently I was mistaken...Hopefully, it'll get easier. I think the hardest part is having to refer to charts in a PBP, which is kinda awkward. Around the table, it might be easier.
New damage:
Attack #1: 7d4 ⇒ (2, 1, 4, 3, 2, 3, 4) = 19
Attack #2: 7d8 ⇒ (3, 2, 5, 7, 5, 4, 1) = 27
Attack #3: 7d10 ⇒ (7, 5, 5, 2, 8, 4, 1) = 32

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 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.
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.
Here goes:
Ion Cannon attack #1: 1d20 + 11 ⇒ (2) + 11 = 13
Attack #1 Damage: 2d12 ⇒ (5, 10) = 15
Special Die: 1d6 ⇒ 5
I assume this is a miss.
Ion Cannon attack #2: 1d20 + 11 ⇒ (10) + 11 = 21
Attack #2 Damage: 6d12 ⇒ (6, 4, 7, 12, 2, 4) = 35
Special Die: 1d6 ⇒ 6
A crit!
Extra Damage: 1d12 ⇒ 2
Special Die: 1d6 ⇒ 2
Attack #2 Total Damage: 37
Ion Cannon attack #3: 1d20 + 11 ⇒ (11) + 11 = 22
Attack #3 Damage: 6d12 ⇒ (10, 3, 12, 9, 6, 2) = 42
Special Die: 1d6 ⇒ 6
A crit!
Extra Damage: 1d12 ⇒ 8
Special Die: 1d6 ⇒ 6
Another Crit!
Extra Damage: 1d12 ⇒ 11
Special Die: 1d6 ⇒ 6
Another Crit!
Extra Damage: 1d12 ⇒ 3
Special Die: 1d6 ⇒ 4
Attack #3 Total Damage: 64

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!
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...

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 ⇒ (19) + 11 = 30
Ion Cannon attack #2: 1d20 + 11 ⇒ (14) + 11 = 25
Ion Cannon attack #3: 1d20 + 11 ⇒ (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

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
Invisible Kid wrote: Initiative: 1d20+6;next set
Speed check (to reach ladder): 1d20+6;next set
Agility Check (to slide down ladder): 1d20+7;next set
Ion Cannon (to hit meteor): 1d20+11;next set
OK, so at 24 I start to head toward the ladder (not sure how many points that costs).
Next, I head down the ladder (not sure how many points that costs).
Finally, if any points are left over, I reach and fire the ion cannon.
Can you let me know if all of these can be performed in a single round?
Also, how many points does it take to fire an ion cannon? Will I be able to fire more than once next round?
Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Speed check (to reach ladder): 1d20 + 6 ⇒ (16) + 6 = 22
Agility Check (to slide down ladder): 1d20 + 7 ⇒ (12) + 7 = 19
Ion Cannon (to hit meteor): 1d20 + 11 ⇒ (9) + 11 = 20
Heads for an ion cannon.
I'm not the best shot with these things, but I'll give it a go.
Eileen, what skill is used to fire a cannon?

Cosmos Master wrote: Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel
Today
Time: 1:05 p.m.
Invisible Kid wrote: Stand by for evasive action!
Can we identify the incoming object using the ship's scanners? Maybe with a Computers & Communication check 1d20+13;next set
Indeed you can identify the incoming objects. Using the instruments available, you determine what must be a very rare occurrance. A meteor shower has been caught inside of a wormhole. At one point or another, their must have been several meteors which flew into the wormhole while it was open. The oportunity for them to exit is so small that its quite possible they have been here for many centuries if not considerably longer.
The chunks of space debri range considerably in size. Most of these rocks measure anywhere from 1 to perhaps 5 feet and are not a threat to your ship at all. The scanner does detect that there are several very large ones as well (ranging from 25 feet to 135 feet, which at their current speed could damage your craft.
According to the instruments there are cluster of extremely large meteors in which you would have to pass through. It might be possible to navigate around them (using the Planetary Travel, Military Air and Space Transport, Manuevering Area of Expertise). The other obvious method of passing through is to blast them apart into smaller sizes which no longer make them a threat. Certainly other options are available if you take time to ponder them.
I would advise we blast them apart. This way, we won't have to worry about encountering them again on the way back, and it would clear the path for other travellers.
I'm not the best shot with our ship board weapons, though. Wildfire, this seems right up your alley. Would you like to give it a try?
Stand by for evasive action!
Can we identify the incoming object using the ship's scanners? Maybe with a Computers & Communication check 1d20 + 13 ⇒ (20) + 13 = 33
Sight Roll: 1d20 + 7 ⇒ (9) + 7 = 16
Sciences (Planetary Studies) - Weather Roll: 1d20 + 13 ⇒ (19) + 13 = 32
Astronomy Roll: 1d20 + 13 ⇒ (15) + 13 = 28
Hyperspace Roll: 1d20 + 13 ⇒ (7) + 13 = 20
I ran the numbers to confirm Lightning Lad's calculations. We should proceed through 54. Do we have any specific data on the type of weather disturbances we will encounter on Engalent 3?

Well, this is my first time posting, so I hope I am doing it right. I started running the SC about 2 months ago, just from the magazines. My group has just finished a side quest Gluttony, because I thought they were underpowered when fighting Toungeater. (Figures they added a new chapter in the book). Anyways... One of the characters was bitten by Tougneater, failed his save and is now a werebaboon. I've looked around a lot and I haven't seen anyone else with this problem (opportunity?). We'll heres how I handled it and I hope it helps another DM. I took the wererat progression table from Wizards.com wererat because direrat and baboon both CR2 critters and the lycanthropic progression depends on the critter that you turn into. Well, heres what I changed it into.
The Werebaboon
Tongueater is the main protagonist in the first part of the Flood Season adventure. He is the leader of a band of thugs and thieves that overran a roadhouse and killed its occupants. During the fight with tongueater and his minions one of the PC’s may get bit and fail their saves. A standard werebaboon’s CR is fairly low, so this creature makes an appropriate encounter for a low-level party. However, such characters are more likely than their higher-level counterparts to fail their saving throws against the curse of lycanthropy and become werebaboons themselves. Characters who choose to keep their lycanthropic curse can progress in the werebaboon template class to gain werebaboon abilities. This template class can also be used by natural werebaboons who wish to start play at lower levels and develop their powers, or for characters who somehow acquire this form of lycanthropy from another source.
This template class assumes that the character is aware of his condition, whether because he was born a werebaboon or because he realizes he is afflicted with lycanthropy. Any ability noted as applying to all forms is available to the werebaboon in his natural, hybrid, and animal forms, but not forms acquired via polymorph or other means.
Note that each lycanthrope template class has 3 levels, but only natural lycanthropes can take all the levels it offers. An afflicted lycanthrope can take only levels 1 and 2, since his level adjustment is +2 instead of +3.
Lycanthrope template classes also follow special rules relating to the benefits such characters acquire from their animal natures. The template allows for a level adjustment of +3 (or +2 for afflicted lycanthropes), but that value does not include the Hit Dice from the lycanthrope's animal form. So while a 1st-level human natural werebaboon warrior has a level adjustment of +3, his ECL is actually 5 -- 1 from his warrior Hit Die, +3 from the template, +1 for his baboon Hit Die. Likewise, a 1st-level natural werebear human warrior has an ECL of 10 -- 1 from his warrior Hit Die, +3 from the template, +6 for his bear Hit Dice.
Thus, in addition to the 2 or 3 levels offered via the appropriate lycanthrope template class, each kind of lycanthrope also has a separate (optional) class progression for his animal abilities. Essentially, a character progressing as a lycanthrope multiclasses into the template class and can also multiclass into the appropriate animal class if desired.
The animal class is entirely optional. No would-be lycanthrope is required to take it, but doing so is an advantage, since a character without it is weaker than other lycanthropes of the same type. Taking levels in the appropriate animal template class (or just 1 level, as is the case with the baboon animal class) gives the character the animal's Hit Dice and hit points (in all forms), saving throw bonuses (in all forms), skill points (in all forms), racial skill bonuses (in all forms), conditional skill modifiers (in animal form), ability score modifiers (in hybrid or animal form), natural armor bonus, and special attacks (such as the baboon’s ability to take 10 on climb checks even if rushed). Levels in the animal class may be taken at any point after the character takes 1 level in the lycanthrope template class. He is also free to take levels in other classes between levels of the template class and the animal class, as desired. The animal class, like the template class, does not count when determining whether a character takes an XP penalty for multiclassing.
An afflicted lycanthrope that is cured of his lycanthropy (as described in the Monster Manual on page 178) immediately loses all werebaboon template class levels and baboon class levels (if any). These levels cannot be restored with restoration or similar magic; they are simply gone. Most lycanthropes that do not wish to lose their lycanthropy in this way deliberately fail their saving throws against the spell in order to prevent this traumatic change.
Table SP-3: The Werebaboon Template Class
Level CR Special
1 +1 +2 Str, natural armor +1, alternate form (baboon), low-light vision, shapechanger subtype, werebaboon feat (Alertness)
2 +1 Alternate form (hybrid), damage reduction 5/silver, baboon empathy
3 +2 Curse of lycanthropy, damage reduction 10/silver, +2 Str
Werebaboon Template Class Features
All of the following are class features of the werebaboon template class.
Ability Score Changes: The indicated ability score increases or decreases by the amount noted.
Natural Armor Improvements: At 1st level, the werebaboon's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.
Alternate Form (Su): At 1st level, the werebaboon can take the form of a baboon, and he undergoes this change involuntarily on the nights of the full moon or in times of stress, as described in the Monster Manual. Unless the werebaboon is a natural lycanthrope, he does not automatically have control over this ability and must attempt a Control Shape check to intentionally change form or to resist an involuntary change. For an afflicted lycanthrope, Control Shape is a class skill for all classes as well as racial Hit Dice, if any. Natural lycanthropes have full control over when they change shape and do not need to take ranks in this skill. Changing form is a standard action that can be attempted once per round.
A werebaboon who is aware of his condition retains his identity and does not lose control of his actions when he changes. Each time he involuntarily changes to his animal form, however, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his lycanthrope type (lawful neutral for werebaboons) in all forms. Any voluntary change to baboon or hybrid form immediately and permanently changes the character's alignment to lawful neutral.
Until the character has taken the optional 1 level in the baboon animal class (see Baboon Abilities, below), changing shape to baboon form does not give him the abilities of a baboon -- he simply is able to take that creature's shape, as if he had a perfect disguise. Since this ability is of limited use, most characters taking levels in the werebaboon template class choose to take the optional 1 level of the baboon class as well in order to gain the full abilities of their animal forms.
At 2nd level, the werebaboon gains the ability to assume a hybrid form -- a shape between his humanoid and his baboon forms. As with the baboon form, this change is purely cosmetic unless the character has taken the baboon class to gain the appropriate abilities.
Shapechanger Subtype (Ex): At 1st level, the lycanthrope gains the shapechanger subtype.
Werebaboon Bonus Feats: At 1st level, the werebaboon gains the feats indicated on Table SP-3, assuming that he doesn't already have them. If the werebaboon doesn't meet the prerequisites (if any) for a bonus feat, he gains the feat but cannot use it until he does meet the prerequisites.
Low-Light Vision (Ex): A 1st-level werebaboon gains low-light vision.
Baboon Empathy (Ex): Starting at 2nd level, a werebaboon in any form can communicate and empathize with normal or baboons. This ability gives him a +4 racial bonus on checks made to influence the attitude of baboons. It also allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."
Damage Reduction (Ex): At 2nd level, the werebaboon gains damage reduction 5/silver. At 3rd level, a natural lycanthrope gains damage reduction 10/silver. An afflicted lycanthrope's damage reduction does not improve beyond 5/silver.
Curse of Lycanthropy (Su): At 3rd level, a natural lycanthrope can infect other creatures with lycanthropy. Any humanoid or giant hit by the bite attack of a werebaboon in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. Afflicted lycanthropes do not transmit lycanthropy.
Table SP-4: The Baboon (Lycanthrope) Class
Level HitDice BAB Fort. Ref. Will Skill Points Special
1 1d8 +0 +2 +2 +2 2 + Int mod. +4 Dex, +2 Con, bite, baboon abilities, climb, scent
Bite: The baboon animal class gives the werebaboon a bite attack. The bite is a natural weapon that deals 1d6 points of damage.
Baboon Abilities (Ex): Upon taking a level in the baboon animal class, the character gains the baboon's Hit Dice (in all forms), base attack bonus (in all forms), base saving throw bonuses (in all forms), ability score modifiers (in hybrid and animal forms), and skill points (in all forms), as well as the special abilities indicated on Table SP-4.
In baboon form, the werebaboon's speed changes to 40 feet, and he gains a climb speed of 30 feet. Class skills for the baboons racial Hit Die are Climb, Control Shape, Intimidate, Listen, and Spot. A werebaboon in baboon or hybrid form uses his Strength or Dexterity modifier (whichever is greater) for Climb and Swim checks. He has a +8 racial bonus on Climb checks in baboon form and can always choose to take 10 on Climb checks, even if rushed or threatened.
Scent (Ex): As a 1st-level baboon, a werebaboon in any form gains the scent ability.
Well, I hope that turns out better on the post. Anyways you can see how I just copied pasted and modified. I also was thinking about adding the Multiattack feat to the second level of the werebaboon class. What I really wanted though was feedback on what you all thought of this. Comments and suggestions will be greatly appreciated. Thanks.
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