Legion of Super-Heroes

Game Master EileenProphetofIstus


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

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

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

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

Maneuverability: 1d20+10;next set

That was close. Brainy, who are these guys?

You turn the ship nearly all the way sideways to avoid this reckless craft. All three crafts are now behind you.

Dream Girl "The first ship contains the Princess. Ultra Boy turn this heap around or go outside and take them down. Jo, do something before its to late!"


Obelisk
You estimate that if you run only life support systems, you can continue for another 4 days based upon your current fuel and the rate the leakate has been reduced.I have exhausted all my resources. So I must wait here, hoping that someone will answer the distress signal.

Remaining stationary and reducing all uncessary power to life support you begin waiting patiently.

You may if you wish keep attempting SOS signals or attempt to discover the reason for communications interference. If you have other plans, let me know.

Your Luck trait can be used to add further modifiers to any die roll you make. Here is the rule:

The Luck trait represents one’s ability to achieve success or avoid negative events as a result of chance and coincidence.

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

You also have 5 action points to spend on modifying die rolls. The uses of these are more complex but the modifications to rolls are far more significant. Be cautions however, once you exausted your Luck and action points it will take quite a bit of time to regain these bonuses.

In Play By Post its difficult to say when a particular game session ends and the next one starts, so I have to just make a call. Normally the game is played at home and you play for however many hours you wish, quite, then at a later time pick up where you left off. I'll measure a game session by how much character's accomplish. When I think its been long enough, any Luck points you may have used will be restored. Also at the end of a playing session all character's receive awards which they can use to improve their character or regain more action points.


Male Ovgian

I decided to use this time to investigate more into the communication interferences. Maybe I will find something worthwhile. I need alittle Luck.

1d20 + 3 ⇒ (18) + 3 = 21


Obelisk

QUOTE="Obelisk"] I decided to use this time to investigate more into the communication interferences. Maybe I will find something worthwhile. I need alittle Luck.

1d20+3

You run a more in depth scan now that you feel you have more time. There is radiation coming from the planet which appears to interfere with your communications.


Cosmos Master wrote:

Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra

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

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

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

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

Maneuverability: 1d20+10;next set

That was close. Brainy, who are these guys?

You turn the ship nearly all the way sideways to avoid this reckless craft. All three crafts are now behind you.

Dream Girl "The first ship contains the Princess. Ultra Boy turn this heap around or go outside and take them down. Jo, do something before its to late!"

You got it! Hold on!

Turns craft around and prepares to engage ships.

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


Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra
Today
3:23p.m.
United Planets/Khund Border

As Ultra Boy maneuvers the ship around, one of the two crafts continues to gain ground on the lone ship. At that point the craft gaining opens fire with a red beam of light protruding from the front of the ship. Based on appearance, the craft is firing a photon ray, a weapon often used to disable other crafts or large groups of people without causing permanent harm.

The second craft breaks away from its companion and turns as you turn. Once you've completed your 180 turn, you find yourself face to face with the second military craft. One of your monitors warning lights goes on, telling you that someone is trying to contact you. Without running a quick scan, it is difficult to tell which ship is hailing you. A Computers and Communications check at +10 will determine the ship and allow you visual and verbal communications as well.

Should you be interested in scanning their ship for weapons and shields, it will also require a Computers and Communications check.


Cosmos Master wrote:

Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra

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

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

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

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

Ultra Boy wrote:
That was close. Brainy, who are these guys?
Cosmos Master wrote:

You turn the ship nearly all the way sideways to avoid this reckless craft. All three crafts are now behind you.

Dream Girl "The first ship contains the Princess. Ultra Boy turn this heap around or go outside and take them down. Jo, do something before its to late!"

Ultra Boy wrote:

You got it! Hold on!

Turns craft around and prepares to engage ships.

Maneuverability: 1d20+10;next set

Cosmos Master wrote:

Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra

Today
3:23p.m.
United Planets/Khund Border

As Ultra Boy maneuvers the ship around, one of the two crafts continues to gain ground on the lone ship. At that point the craft gaining opens fire with a red beam of light protruding from the front of the ship. Based on appearance, the craft is firing a photon ray, a weapon often used to disable other crafts or large groups of people without causing permanent harm.

The second craft breaks away from its companion and turns as you turn. Once you've completed your 180 turn, you find yourself face to face with the second military craft. One of your monitors warning lights goes on, telling you that someone is trying to contact you. Without running a quick scan, it is difficult to tell which ship is hailing you. A Computers and Communications check at +10 will determine the ship and allow you visual and verbal communications as well.

Should you be interested in scanning their ship for weapons and shields, it will also require a Computers and Communications check.

ooc: OKay this is like the fourth time I've tried to post (and now I am updating to include CosmosMasters last post) this over the last two days so here is hoping it works this time.

Brainiac 5: Brainiac views the ships coming out of the portal with and glances quickly at Dream Girl before returning his gaze to the activity that is now occurring outside the ship. As the first pursuing ship fires on the escaping Princess' vessel, Brainiac quickly begins to use the computer terminal in front of him to determine all the variables of the situation he and the other Legionnaires have now found themselves in.

Computer and Communications check to scan the vessel.
13 + 24 = 37

After glancing at the information on the terminal ahead of his with what he discovered in regards to the ship ahead of the Legion ship, Brainiac speaks to the other Legionnaires before communicating with the contacting ship. "Projectra, it would be best if you get down to the blasters, we may have need of the weaponry and from there you will still have adequate view point to use your talents if we have need to give our friends here an image to confuse or scare them. Jo, let myself or Nura take the controls as we may have need of your skillset out there to handle our attackers if they decide to fire on us. Now let's see who's trying to contact us."

Computer and Communications check to see who is contacting the Legionnaires and communicate with them.
10 + 24 = 34


Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra
Today
3:23p.m.
United Planets/Khund Border

As Brainaic 5 completes his scan of the ship facing you, he determines that the craft has shields raised and that the weaponry includes Photon Rays as well as some sort of freeze ray which appears to disable ships, In addition to these weapons the craft is armed with some sort of torpedo system that appears to be rather descructive though the Legion crafts shields will prevent oncoming damage for a short while.

The communications signal is coming from the ship that faces you. Do you choose to acknowledge them?


Invisible Kid, Shadow Lass, Lightning Lad and Wildfire
Bridge of Legion Mark X Cruiser, Alpha Omega Wormhole, 54th tunnel;
Today
Time: 1:07 p.m.
Action Sequence 5
Current Situation; Avoiding Crash between Mark X Legion Cruiser and Meteor

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

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

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

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

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

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

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


male Winathian Co legion founder

"Incomming, brace for impact; I can't avoid this one..."


Lightning Lad

JL_Lightning Lad wrote:

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

Manuever rolls:
1d20 +10
1d20 +10
1d20 +10
1d20 +10
1d20 +10

Lightning Lad, with each maneuver roll using 2 actions your attempts are: 13, 15, and 21.

Your first maneuver roll fails and costs 2 actions. As you draw nearer, the difficulty increases and fails again the second and third time. Unless Wildfire and Invisible Kid are able to take the Meteor out right away a collison will occur.

The meteors remaining are as follows:
4: Attack roll of Meteor: 19;****Maneuvering Challenge Score:19;**** Toughness: Epic/12; has 24 points of damage per damage condition

#5: Attack roll of Meteor: 16;****Maneuvering Challenge Score:16;**** Toughess: Epic/12 has 24 points of damage per damage condition

#6: Attack roll of Meteor: 12; ****Maneuvering Challenge Score:12;**** Toughness: Epic/12 has 24 points of damage per damage condition


Obelisk

QUOTE="Obelisk"] I decided to use this time to investigate more into the communication interferences. Maybe I will find something worthwhile. I need alittle Luck.

1d20+3 You run a more in depth scan now that you feel you have more time. There is radiation coming from the planet which appears to interfere with your communications.

The results of the scan identify the radiation as coming from below the surface of the planet. The type of radiation encountered is unknown by your instruments. The computer analysis indicates that the radiation substance is very low and currently possess no danger to most humanoids, but is indeed your source of trouble with communications. The radiation also is composed of substances which have beneficial healing effects, much like that used by cancer patients of the 21st century.


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


male Winathian Co legion founder

We are so close you could kiss it; doubt you can miss; that or it will kiss us.

All emergency power to sheilds please; brace for collision.


Male Ovgian
Cosmos Master wrote:

Obelisk

The results of the scan identify the radiation as coming from below the surface of the planet. The type of radiation encountered is unknown by your instruments. The computer analysis indicates that the radiation substance is very low and currently possess no danger to most humanoids, but is indeed your source of trouble with communications. The radiation also is composed of substances which have beneficial healing effects, much like that used by cancer patients of the 21st century.

Pain is better than death. Do I have enough fuel to attempt a landing?


Obelisk wrote:
Cosmos Master wrote:

Obelisk

The results of the scan identify the radiation as coming from below the surface of the planet. The type of radiation encountered is unknown by your instruments. The computer analysis indicates that the radiation substance is very low and currently possess no danger to most humanoids, but is indeed your source of trouble with communications. The radiation also is composed of substances which have beneficial healing effects, much like that used by cancer patients of the 21st century.
Pain is better than death. Do I have enough fuel to attempt a landing?

You have slowed the leak considerable and have enough fuel to make it to this peculiar planet.


Female Human

OCC: These are my guesses based on previous gameplay. )

I exam my position and prepare for departure. Movement will be tricky in this asteroid belt, and who knows what else is here.

Maneuvering:1d20 + 9 ⇒ (5) + 9 = 14

Navigation:1d20 + 10 ⇒ (4) + 10 = 14


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 also have his potential damage as well before we know for certain whether an impact on your ship will be made or not.

Here goes:

Ion Cannon attack #1: 1d20+11;next set
Attack #1 Damage: 2d12;next set
Special Die: 1d6;next set

I assume this is a miss.

Ion Cannon attack #2: 1d20+11;next set
Attack #2 Damage: 6d12;next set
Special Die: 1d6;next set

A crit!
Extra Damage: 1d12;next set
Special Die: 1d6;next set

Attack #2 Total Damage: 37

Ion Cannon attack #3: 1d20+11;next set
Attack #3 Damage: 6d12;next set
Special Die: 1d6;next set

A crit!
Extra Damage: 1d12;next set
Special Die: 1d6;next set

Another Crit!
Extra Damage: 1d12;next set
Special Die: 1d6;next set

Another Crit!
Extra Damage: 1d12;next set
Special Die: 1d6;next set

Attack #3 Total Damage: 64


Red Arrow wrote:

OCC: These are my guesses based on previous gameplay. )

I exam my position and prepare for departure. Movement will be tricky in this asteroid belt, and who knows what else is here.

Maneuvering:d20+9

Navigation:d20+10

Your flight thus far to the mysterious planet doesn't present any significant dangers. As you draw closer however, you notice that some of your instruments are giving off strange readings. You notice a sudden surges and drops, back and forth, amongst systems such as fuel, weapons, shields, navigational systems, essentially all of the instrument panels are going haywire. You cannot be certain what the readings actually are because they keep changing very dramatically. This happens at approximently 3/4 of the way to the planet.


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


male Winathian Co legion founder

"Good Shooting"
<= checks scans and continues to plot a course through this hazard


Thanks, Garth, but we're not out of the woods yet!


Male Ovgian
Cosmos Master wrote:


Your flight thus far to the mysterious planet doesn't present any significant dangers. As you draw closer however, you notice that some of your instruments are giving off strange readings. You notice a sudden surges and drops, back and forth, amongst systems such as fuel, weapons, shields, navigational systems, essentially all of the instrument panels are going haywire. You cannot be certain what the readings actually are because they keep changing very dramatically. This happens at approximently 3/4 of the way to the planet.

I must scan the terrain for a safe place to land. What type of planet is this?

Computers and Communications:1d20 + 10 ⇒ (8) + 10 = 18


male Winathian Co legion founder

<chuckles at the mixed metaphor and mumbles> hehe, that is all we need; giant space trees...


Obelisk wrote:
Cosmos Master wrote:


Your flight thus far to the mysterious planet doesn't present any significant dangers. As you draw closer however, you notice that some of your instruments are giving off strange readings. You notice a sudden surges and drops, back and forth, amongst systems such as fuel, weapons, shields, navigational systems, essentially all of the instrument panels are going haywire. You cannot be certain what the readings actually are because they keep changing very dramatically. This happens at approximently 3/4 of the way to the planet.

I must scan the terrain for a safe place to land. What type of planet is this?

Computers and Communications:d20+10

As you approach the planet, you attempt to stabilize your instruments in order to receive more accurate readings. This planet is considerably smaller than most, perhaps not even equal to Pluto of the Sol System. It seems that the radiation is interfering with your instruments more and more as you approach, compromising the details they normally provide.

Based on what could be faulty readings, it appears as if the planet is composed of mostly land perhaps as much as 4/5 of the surface. Two great bodies of water are seperated from one another by a great land mass. From what you can tell of your instruments, the oxygen content may very well be abnormally high for most planets that you have been in contact with. If your readings are anything close to accurate, you believe the planet could support humanoid life based on the oxygen content and mixtures of other compounds, but at the very least it would be uncomfortable, for it is far purer than anything you have experienced.

Perhaps the oddest detail of the planet you can confirm with your eyes is the eerrie orange glow that emits beyond the cloud cover. As you draw closer, you can start to see heavy clouds reign overhead. The clouds are slowly becoming more focused and you can see that they are in great turmoil, churning back and forth with great speed, almost forming a circular motion. The clouds are very thick and and appear to have multiple layers to them rather than one larger mass or several fluffy white clouds that most planets have. Your gravitational field instruments are clearly not working correctly for they swing back and forth, giving off different readings with every second that passes. As of yet, you do not feel as if you have reached the gravitation field thus you are safe at your current distance.

The instrument measuring the radiation appears to be the only one that has some sort of stability. The closer you get, the higher the readings climb. The instrument still shows that the radiation should be harmless to humanoids, but at this point you are not certain what you can and cannot believe.

Do you wish to break the clouds and then decide to look for a suitable landing place? Do you wish to continue towards what might be the cause of the radiation? Or would you rather discontinue your flight and float throughout space in a hovering manner, conserving the fuel that remains? Or do you have another choice of actions you would like to commit to? The choices are many, the answers are few.


Invisible Kid wrote:
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

EMAIL SENT

Aligning the ion cannon towards the nearest meteor, you squeeze the trigger emiting another red blast. It strikes the meteor on the outer edge shattering off small pieces of stone, none of which are overly significant. Your second blast strikes a weak spot in the stone and cleaves it in two unequal pieces. The smaller of the two stones is not large enough to pose a viable threat to your ship. The much larger stone however, remains much larger than what you would like to see your ship contend with, even with shields raised. Eyeing the rock carefully, you take your third shot at it. This again shatters the larger rock, removing another significant section. What remains a threat is a stone about 3/5 of its original size, still enough to be concerned with.

Fear not though, Wildfire has yet to take a shot at it as well. It is with high hopes that in a moments the rock shall be pulverized and shattered enough that the you, your ship, and fellow Legionnaires will remain safe.


male Winathian Co legion founder

Is the Hull of the Ship Metal? is there iron ore in the meteor? any way I could channel a pulse of electricity through the gull and blast the rock or since all electricity has a magnetic wave with it; could I change our polarity to the meteor to maybe push it away like a magnet?

hyper thinking here to not crash...


I want to take 4 actions to do severe damage intensity and two actions to do medium damage intensity. My attack role for severe damage intensity was 30 and my medium damage intensity was 20. The meteor toughness is epic 12 so according to the chart the severe damage intensity was a critical and the medium damage intensity was a reeling blow. My USD die role was the legion symbol so I get no further damage on the critical. My damage role for the critical was 67 and the damage role for the reeling was 40.


Lightning Lad

JL_Lightning Lad wrote:

Is the Hull of the Ship Metal? is there iron ore in the meteor? any way I could channel a pulse of electricity through the gull and blast the rock or since all electricity has a magnetic wave with it; could I change our polarity to the meteor to maybe push it away like a magnet?

hyper thinking here to not crash...

Interesting ideas. Yes indeed the ship is made of metal and the meteors are very likely to have iron ore in them.

You could make an attempt to channel and electrical blast through the hull of the ship and selecting the meteor as the next target. The only concern is that you may want to accidently damage any of the controls of the ship. It can be done, but may take some effort. Chapter 5: The Rise of Power page 6-7, have a stat called Power Control.

The Power Control Options Chart lists a few ways in which powers may be manipulated or deviate from their normal stats. In your case, trying to avoid damage to the ships systems would apply as well. Here are the stats you will need to properly control your power.

Power Control Options: System bypass (the systems on the ship)
Challenge Score (CS): 22
Modifier: None
Cost: 1 points

To use the Power Control option, your attack roll must equal or exceed a challenge score of 22.

All characters begin the game with 5 Hero Points (put 5 points within the Action Database on front page of your character sheet). Attemping the action you wish will cost 1 of these points.

EMAIL SENT

You might be able to reverse the polarity as well, but I think your best oppoetunity is channelling the electricity.


Wildfire

Wild Fire wrote:
I want to take 4 actions to do severe damage intensity and two actions to do medium damage intensity. My attack role for severe damage intensity was 30 and my medium damage intensity was 20. The meteor toughness is epic 12 so according to the chart the severe damage intensity was a critical and the medium damage intensity was a reeling blow. My USD die role was the legion symbol so I get no further damage on the critical. My damage role for the critical was 67 and the damage role for the reeling was 40.

As you concentrate on generating enough energy, the threat looms even more with passing seconds. You discharge a enormous blast of energy which severely damages the rock. Parts of it splinter off while other areas simply melt away. It's a great attack but not quite enough to complete the job. Your second burst also has a good punch to it and between the two attacks, the meteor is literally melted down to a size which presents no threat to the Legion cruiser what-so-ever.


Lightning Lad

JL_Lightning Lad wrote:

Is the Hull of the Ship Metal? is there iron ore in the meteor? any way I could channel a pulse of electricity through the gull and blast the rock or since all electricity has a magnetic wave with it; could I change our polarity to the meteor to maybe push it away like a magnet?

hyper thinking here to not crash...

Wildfire finishes off the meteor, but I would encourage you to channel your electrical blast onward to the next space rock. Your call as always.


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 regular damage was. For example if your attack/damage used 8 sided dice, the USD die bonus is also d8's. If your rolling d12's for damage, the damage obtained through the USD is a d12.

After rolling the damage dice add your character's Power category to the damage inflicted, this works for Hand-to-Hand, Weapons and Powers. If the category for your power is Epic/12, that's twelve more damage you do; if your category is Astonishing/9, you would score another nine damage.

If you are uncertain what your damage intensity is, here we are:

Invisible Kid The Ion Cannon may create a damage intensity of Low, Medium or High (players choice of what they want). With an ion cannon it takes 2 actions to properly charge any damage intensity you want to fire at. It does not take 1 action per damage intensity like it does for the others. The ion cannon doesn't require concentration, its a mere push of a button for you. We are treating the ion cannon as a POWER and not a WEAPON. When I did the chart I was thinking of much weaker weapons, such as those typically used in Hand-to-Hand combat or maybe a simple ray gun. An Ion Cannon outclasses these types of weapons, which is why were treating it like a Power.

Lightning Lad With lightning bolts you may select a damage intensity ranging from Low, Medium, High or Severe, the higher you choose the more time it takes to generate the electricty. Each damage intensity takes up 1 action to generate, thus a Severe Damage Intensity takes 4 actions, leaving you 2 actions remaining. Which could be used to make a maneuvering roll or fire another bolt at Medium intensity or 2 more bolts at Low damage intensity, or of coarse other types of action if you wish.

Wildfire Energy Blasts work exactly the same as it does for Lightning Lad.

If there is any questions or confusion, just ask. Making the game user-friendly is necessary on my part.


Obelisk
I bumped this post down so it would be easier for you to find

Your flight thus far to the mysterious planet doesn't present any significant dangers. As you draw closer however, you notice that some of your instruments are giving off strange readings. You notice a sudden surges and drops, back and forth, amongst systems such as fuel, weapons, shields, navigational systems, essentially all of the instrument panels are going haywire. You cannot be certain what the readings actually are because they keep changing very dramatically. This happens at approximently 3/4 of the way to the planet.

I must scan the terrain for a safe place to land. What type of planet is this?

Computers and Communications:d20+10

As you approach the planet, you attempt to stabilize your instruments in order to receive more accurate readings. This planet is considerably smaller than most, perhaps not even equal to Pluto of the Sol System. It seems that the radiation is interfering with your instruments more and more as you approach, compromising the details they normally provide.

Based on what could be faulty readings, it appears as if the planet is composed of mostly land perhaps as much as 4/5 of the surface. Two great bodies of water are seperated from one another by a great land mass. From what you can tell of your instruments, the oxygen content may very well be abnormally high for most planets that you have been in contact with. If your readings are anything close to accurate, you believe the planet could support humanoid life based on the oxygen content and mixtures of other compounds, but at the very least it would be uncomfortable, for it is far purer than anything you have experienced.

Perhaps the oddest detail of the planet you can confirm with your eyes is the eerrie orange glow that emits beyond the cloud cover. As you draw closer, you can start to see heavy clouds reign overhead. The clouds are slowly becoming more focused and you can see that they are in great turmoil, churning back and forth with great speed, almost forming a circular motion. The clouds are very thick and and appear to have multiple layers to them rather than one larger mass or several fluffy white clouds that most planets have. Your gravitational field instruments are clearly not working correctly for they swing back and forth, giving off different readings with every second that passes. As of yet, you do not feel as if you have reached the gravitation field thus you are safe at your current distance.

The instrument measuring the radiation appears to be the only one that has some sort of stability. The closer you get, the higher the readings climb. The instrument still shows that the radiation should be harmless to humanoids, but at this point you are not certain what you can and cannot believe.

Do you wish to break the clouds and then decide to look for a suitable landing place? Do you wish to continue towards what might be the cause of the radiation? Or would you rather discontinue your flight and float throughout space in a hovering manner, conserving the fuel that remains? Or do you have another choice of actions you would like to commit to? The choices are many, the answers are few.


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


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 &#8658; (5) + 11 = 16
Damage #1: 7d4 &#8658; (3, 2, 1, 2, 3, 3, 1) = 15

Attack #2: 1d20 + 11 &#8658; (3) + 11 = 14
Damage #2: 7d4 &#8658; (4, 3, 4, 1, 2, 1, 1) = 16

Attack #3: 1d20 + 11 &#8658; (7) + 11 = 18
Damage #3: 7d6 &#8658; (2, 6, 5, 1, 3, 4, 3) = 24


Male Ovgian

It's a choice between uncertain death in space or uncertain death on this planet. It is too late to turn back now. I must break the clouds and attempt to land.

Manuvering:1d20 + 9 ⇒ (13) + 9 = 22

Navigation: 1d20 + 10 ⇒ (10) + 10 = 20


Obelisk

It's a choice between uncertain death in space or uncertain death on this planet. It is too late to turn back now. I must break the clouds and attempt to land.

Manuvering:d20+9

Navigation: d20+10

Currently, there is no need for a Manuevering check. With you Navigational check however, you are uncertain of your directions because of the interferance of radiation.

As you break the clouds and see the sphere below you, the cause of the orangish glow becomes apparent. The very ground itself has a deep rich orange color to it. In the distance you can see mountains stretching upwards, an immense black cloud hovers overhead the mountains, obscuring your vision and what might lie on the other side.

At the foot of the mountains, stretching the opposite direction of the black cloud, you see great vegetation stretching for miles. The thickness of the vegetation is overwhelming as you are view it several thousand feet above the surface.

Even further beyond the great vegetation you see a endless body of water which appears to be the bluest most pure form of H2o you have ever seen.

Flying overhead and exploring the planets surface utilizes very little fuel compared to outer space, thus you could explore for hours and not really tap into your the remains of your energy crystals.

The instruments continue to give difficult readings, though the radiation readings are growing stronger and leveling out.

Would you like to land in the the great expanse of vegetation? Continue until you reach the vast ocean? Investigate the mysterious black cloud while perusing the mountains? Or simply pass overhead in an attempt to get a better look at the surface beyond these areas.


Male Ovgian

As pretty as it is, the flat land is a point of disadvantage. The mountains over the best strategic advantage at this point. I want to investigate the black cloud see if their is high ground capable of supporting this vehicle.


Obelisk

Obelisk wrote:
As pretty as it is, the flat land is a point of disadvantage. The mountains over the best strategic advantage at this point. I want to investigate the black cloud see if their is high ground capable of supporting this vehicle.

As you descend few thousand feet and make your way closer to the cloud, you surprised at what you see. When you first noticed the cloud, it appeared to be montionless, perhaps a strange distortion in the air. Now you can see that it is slowly moving, something is billowing upwards forming the dark cloud. Shades of grey mixed with black are the only colors you can see as you approach. You are still scores of miles away, but the details are starting to form.


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 &#8658; (5) + 11 = 16
Damage #1: 7d4 &#8658; (3, 2, 1, 2, 3, 3, 1) = 15

Attack #2: 1d20 + 11 &#8658; (3) + 11 = 14
Damage #2: 7d4 &#8658; (4, 3, 4, 1, 2, 1, 1) = 16

Attack #3: 1d20 + 11 &#8658; (7) + 11 = 18
Damage #3: 7d6 &#8658; (2, 6, 5, 1, 3, 4, 3) = 24

My category is 9. Does that also get added to the damage?


Invisible Kid wrote:
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 &#8658; (5) + 11 = 16
Damage #1: 7d4 &#8658; (3, 2, 1, 2, 3, 3, 1) = 15

Attack #2: 1d20 + 11 &#8658; (3) + 11 = 14
Damage #2: 7d4 &#8658; (4, 3, 4, 1, 2, 1, 1) = 16

Attack #3: 1d20 + 11 &#8658; (7) + 11 = 18
Damage #3: 7d6 &#8658; (2, 6, 5, 1, 3, 4, 3) = 24

My category is 9. Does that also get added to the damage?

Yep, add the category number for each successful attack. It's kinda like adding your strength bonus in D&D. When we get to hand-to-hand combat later on you'll be adding your strength category to damage as well.


Wildfire, Lightning Lad Shadow Lass

What would you like to do this action sequence?


Brainiac 5, Dream Girl, Ultra Boy, Princess Projectra
Today
3:24p.m.
United Planets/Khund Border

As Brainaic 5 completes his scan of the ship facing you, he determines that the craft has shields raised and that the weaponry includes Photon Rays as well as some sort of freeze ray which appears to disable ships, In addition to these weapons the craft is armed with some sort of torpedo system that appears to be rather descructive though the Legion crafts shields will prevent oncoming damage for a short while.

The communications signal is coming from the ship that faces you. Do you choose to acknowledge them?


Ice Empress

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

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

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


Star Boy
Planet Xanthu, Xan City
Today
Time: 5:22 p.m.

Mon'el calling Star Boy, over. I have reviewed the situation with Dr. Sorgee and I am in agreement with you about utilizing the Phantom Zone for this particular patient. In the past its been used as a manner of preserving life for medical reasons in addition to serving as a prison for others.

Not only will it prolong his life but he has also become very dangerous, as he currently has the powers you once lost. I saw holo-vids and the extent of these powers are at Kryponian level, perhaps even higher. His current room is made of inertron but its only a matter of time before he breaks through. I don't think it is going to hold him indefinetly. His current mental state is explosive and needs to be handled immediently.

I'd like you to continue your current assignment. Supergirl is with us today so we'll tackle the situation. Keep in mind that according you Dr. Sorgee he will need medical samples from you in order to properly treat Gabrien.


Cosmos Master I made two attacks firt one at high damage intensity and one at medium damage intensity. I rolled a natural one on my high damage intensity roll which is a blunder. I rolled 28 on my medium damage intensity roll which was a critical. I rolled the USD die and got the Legion symbol which means there is no further damage. My damage total was 74.


male Winathian Co legion founder

Ok; am manuevering the ship; but if all manuevers and shooting fails to get a asteroid that could severely damage the ship; I will prepare to attempt to blast it as above and encourage it to miss; I will attempt High damage and try not to fry the ship.

"all hands; listen up Quickly; I might be able to take out one with my powers through the ship; may damage the ship ;might leave us worse; might work and save the day; please provide feedback yes or no to attempt; quickly!"

I will attempt it if no feedback and there are no other options.

Cosmos Master wrote:

Wildfire, Lightning Lad Shadow Lass

What would you like to do this action sequence?


Wild Fire wrote:
Cosmos Master I made two attacks firt one at high damage intensity and one at medium damage intensity. I rolled a natural one on my high damage intensity roll which is a blunder. I rolled 28 on my medium damage intensity roll which was a critical. I rolled the USD die and got the Legion symbol which means there is no further damage. My damage total was 74.

With one immmense blow of raw energy, the rock fragments off splinters and melts to near non-existent. Threat removed.


The meteor sustains considerable damage and the ship is safe. As you reach the tail end of the meteor shower, there is only one remaining that could pose a threat of any kind to the Legion ship and its occupants.

NEW ACTION SEQUENCE BEGINS.

Wildfire Your previous roll of a blunder slows down your first attack, take a -4 penalty to the attack roll.

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