Legion of Super-Heroes 2


Play-by-Post


Greetings Matt & Jessica, welcome to our game.


Everythings working for me.


me too


Earth, Metropolis, May 2nd, 2977, 4:06 a.m.
The city has been calm the entire night, as Timber Wolf and Saturn Girl patrol the city. As you soar above the city with ease, as a result of your flight ring, all seems quiet as it should. There have only been a couple of emergencies to attend to, and those the Science Police have been able to defuse with ease. Your shift will be over at 6:00 in the morning.

(The Science Police is the law enforcement/military for the United Planets, of which Earth belongs to. Each night the city is patrolled by one or two Legionnaires (as well as thousands of Science Police Officers) in order to provide suitable protection for its multi-millions of citizens.)

Looking downward, the city lights provide you with a reasonable view of the city, yet in the shadows danger always lurks. As you pass by the Museum of 25th Century Antiquities, there is sudddenly a crashing sound, immediently followed by a the firing of a small hand gun (which is more like a ray or laser gun). You hear the shattering of quasi flexi-glass as three men come running out of the shadows on the street below.

As soon as they emerge into the light, they separate from one another. One individual runs towards the river that flows through this section of the city, another heads to a series of steps leading into the city underground, while the third person seems to panic and leaps over the street guard rail and runs out into the open putting themselves in immediate peril as they find themself running across of a trans-rail public transportation system (futuristic mass transportation system). The trans-rail is approaching rapidly and cannot stop in time.

What do you do?


You can take any actions you choose. Just type in what you'd like to attempt and I will break it down for you letting you know how much time it will take to accomplish your actions and what dice rolls if any are needed to achieve success.

Please be more specific than saying "I'll capture the guy", but rather things like "I will fly down to "X" bad guy and land right in front of him, preparing to smash him in the face." or perhaps "Using my Telepathy, I will command "X" to stop in his tracks and surrender."

These are just examples, you may do whatever it is you would like to with your character.

Imagine that your reading a comic book and when you turned the page the heroes arrived on the scene....what do you think those heroes would have done in the comic?


Male Efreeti, advanced manthing 45HD

hmmm :)
new thread.

-------
hi guys; welcome to the game


Valegrim wrote:

hmmm :)

new thread.

-------
hi guys; welcome to the game

Yes indeed, Matt and Jessica are friends of mine who are new to roleplaying games and decided to give the game a try. After some discussion we elected to let the two of them go at it alone for awhile in order to see if the game agreed with them or not. It's nice of you to pop in Valegrim, if you haven't looked at the other game in the past few hours, I left you with a variety of options...this is where we say "And the plot thickens."


How far apart are each of the men from us and each other?
Will any civilians be harmed if the train hits the guy?
How long will it take to get to each location?


Timber Wolf & Saturn Girl

Timber Wolf23 wrote:

How far apart are each of the men from us and each other?

Will any civilians be harmed if the train hits the guy?
How long will it take to get to each location?

The two of you are flying about 75 feet above the ground. The artificial lighting is good enough to avoid impairment of vision. The speed your flight rings enable you to fly is based on your Concentration. For Timber Wolf (Concentration of Average/5) it's about 1,250 miles per every 5 seconds (at full speed) so it would take a milli-second to reach any of the individauls. Saturn Girl has a Concentration of Remarkable/8 which enables her to fly 5,120 per 5 seconds, so were talking milli-seconds again.

Each of the men took off in different directions.

#1. This person running on the sidewalk headed towards the river. The sidewalk is about 10' above the ground and supported by narrow pillars. The sidewalk has an invisible 3' force field on both sides to prevent anyone from accidently falling off. He is about 300' away from the river, with the sidewalk crossing over it. The sidewalk opens up into a large open area right above the river(about 50' x 50' that serves as a picnic area, though at this time it is void of any civilians. The area around him is a park like setting, with lushes grass growing, large potted flowers and well groomed trees. He is about 75 feet from man #2 (who's headed down the stairs) and about 50 feet away from #3 who jumped the railguard.

2. The second individual ran a different direction, one which led him down a normal ground sidewalk and them down some steps which leads to the underground of Metropolis. The underground is broken down into several levels, the first being a place for various businesses as well as housing for the less privelaged people. He is about 75' feet away from man #1 and 85 feet from man #3.

3. This individual jumped the railguard and is trying get across the tracks before a transrail reaches him. At the speed the transrail is travelling, it appears as if he made a very poor choice as the likelyhood of making it across are virtually nil (I guess he should have looked both ways before crossing the tracks.) He's about 50 feet away from man #1 and 85 feet away from man #2.

The trans-rail is filled with cargo rather than civilians, so there is no chance of injury. The trains-rail is fully automated by computers so it isn't likely that there are any crew members either.


I would see if I could prevent man #3 from getting hit by the transrail first by flying down and pushing him out of the way, and letting Saturn Girl take care of the other two.


with my telepathy powers i will make the other two guys stop and surrender, and hand over any valuables that they may have taken from the museum.


Saturn Girl and Timber Wolf
Ok, I'm going to introduce you two to some of the very basic rules concering TIME and INITIATIVE in the game. The actions you choose for your character will take us step by step through these rules. The first thing I want to explain is how TIME works in the game.

Chapter 6: Heroes in Action, page 1: This page presents the information for how TIME works in the game.

There are two types of ways of handling Time; the first is glossing over things, such as flying from one planet to another, the Cosmos Master may tell you that your character simply arrives and the trip is uneventful. For the Player the flight is resolved in a few seconds of the game; but for the character, the flight may have taken several hours to complete.

The second type of way time works is breaking it down into Action Scenes and Action Sequences. An Action Scene is like a lengthy action scene in a movie, something starts happening and it continues until that immediate issue is resolved, like a car chase or a gun fight.

An Action Scene consists of several Action Sequences, essentially turns for each character to act when it is that players time to go in the game. An Action Scene may take several minutes of game to to resolve for the players; for the characters, seconds, minutes, hours, perhaps even days will pass, depending upon the events taking place.

In an Action Sequence (5 seconds of time for your character), your Legionnaire is able to take a number of actions equal to their SPEED Category (see the front page of your character sheet under TRAITS.) For every point of Speed they have, they receive one action. Some things your character will do takes more than one action to complete, such as throwing a roundhouse punch or running across a large room. Other things might take only 1 action, such as dodging an attack or blocking it. You may use as many actions as you want when it is your turn to go; you need not use them all right away. You will get the opportunity to use any remaining actions left over before the next action sequence begins.

The first step into entering combat, using your super-powers or taking various types of actions which usually require die rolls to determine success or failure is handled by ROLLING FOR INITIATIVE. Initiative is found on page 3 of Chapter 6: Heroes Take Action.

In order to determine who acts first in the Action Sequence, we roll Initiative. This is a d20 (20 sided die) roll and you add the character's Speed category number to the result. The players then act in order that they rolled, beginning with the highest and working down to the lowest.

At this point lets roll for Initiative. I will roll a d20 for the men you are chasing down, you each roll for your own character (make sure to add your Speed category to the total. Post your results and we will take turns accordingly, similiar to taking turns in a board game.

Let me know if you confused at all.

For the men I will roll one 20 sided die for the lot of them and I will add their Speed category to the result. The die roll is 12 + 5 for their Speed category of Average/5, for a total of 17; 12 + 5 = 17. What are your results?


I rolled a 14 and a speed of 9=23
saturn girl rolled 17 and a speed of 5=22


Timber Wolf

Timber Wolf23 wrote:
I rolled a 14 and a speed of 9=23

Ok, you won the inititiave and therefore may act first. You have 7 actions that you can do, each thing you attempt, such as:

- Flying towards the man - takes 1 Action to complete.
- Pushing him out of the way will require you to Grab and carry him while continuing to fly - takes 4 Actions to complete. Doing this requires you to use the Grab Move (see Chapter 7: The Rules of Combat, see page 17).

Alternatively, you could:
- Fly towards the man - takes 1 Action to complete.
- Then use the Throw to the Ground Move - takes 2 Actions to complete (see Chapter 7: The Rules of Combat, see page 30).

Either method will require you to make a d20 roll and add the modifier for the move you choose. Check your character sheet (under Brawling and Martial Arts) and see if you have either ability, typically, you would use which one grants the highest modifier, but in this case, the first one takes more time to complete. The second one takes less time to complete but you will end up pushing him across the tracks to safety which is a distance of about 20 feet; he'll get roughed up a bit by doing so and take some minor damage.

Now you can do other things if you like, I just gave you these to options because they are the most likely ways of handling your idea of pushing him out of the way of the tranrail.

If you'd like to do something else, let me know. Any questions just ask.


Saturn Girl

saturn girl rolled 17 and a speed of 5=22

With an initiative of 22, you will go right after Timber Wolf. Now would be the time to figure out what your character is going to do. Earlier you said you wanted to mentally command them to stop; correct? In order to do this you will require you to use the Mind Dominance power effect (see Chapter 5: The Rise of Power, the page numbers are screwy so please just turn to the later part of the chapter until you find Telepathy, there you'll find it on page 3-4 of that section). Go ahead and read how the power works. In the blue box, you'll see that stats for various things about how it works, such as distance, targets, etc. You will find each of these stats explained at the beginning of the chapter.

If you still want to use it, let me know.

There is one correction that should be made in the Mind Dominance power effect, and that is: "When utilizing this power against non-super powered beings, such as henchman, minion's etc., the character may affect a number of targets equal to their category in the power effect. These guys are considered a minion and therefore you can actively attempt to dominate the minds of both men at the same time."

If you look at your character sheet under Powers towards the back, you'll find your personal stats for this ability.

If this is confusing let me know.


ok i would like to fly towards the man then use the throw to the ground, i rolled a 11 on the 20 side die.


Timber Wolf

Timber Wolf23 wrote:
ok i would like to fly towards the man then use the throw to the ground, i rolled a 11 on the 20 side die.

Ok, Matt, as you recall, your character sheet needs updating, which I should finish this weekend. On the new sheet, Timber Wolf has "Throw to the Ground" at a category of Epic/12 which gives a total bonus of +19 to be added to your die roll....you should have a 30 (11 + 19 = 30) total, which is really good.

I added the move below for you to look at, in your book I noticed it wasn't completed correctly, so here it is.

Throw to the Ground
AOE: Brawling and Martial Arts
Blow: Solid Blow; 2 actions or CS of 10, 15, 15, 20, 25, 30 etc.
Prerequisite: None
Block: -3 die roll; 2 actions
Dodge: -4 die roll; 2 actions
Break Hold: NA
Damage Intensity: Low
Untrained: Str/Agl; -3 categories; 3

This move enables the character to grab an opponent and throw them to the ground. The opponent may prevent the attack by making an opposed roll of dodging or blocking. If the push is a surprise attack and the individual would normally be opposed to it, they utilize their Luck trait to prevent the attack. If the attack is made and the target would not be opposed to it (such as pushing someone out of harms way), the attack must meet or exceed a challenge score of 10, 15, 20, 25, 30 etc. depending upon the difficulty of the situation.

In this case, your Challenge Score will be 20, which you easily succeed at. You successfully push him out of the way of the transrail. The push to the ground will inflict minor damage to him however.

Turn to Chapter 7: The Rules of Combat, page 6. On the top of the page you will see two multi-colored charts. Using the challenge score of 20 as the opponent's Defense, scroll down in the blue bar marked (Def. Roll) until you find 20. Then go across until you find where your attack roll (30) falls into place. That will tell you how good of a blow (or throw in the case) you made against your opponent. Take your finger to the top of the column and it will say Reeling Blow.

You scored a Reeling Blow.

On the next page, you will see a blue chart for determining damage. Find Reeling Blow. Your attack does Low Damage Intensity (see the stats I posted above). Move your finger across the chart from "Reeling" until you reach "Low" for low damage intensity. The result is 3d10 damage, plus your Strength category on your front page of the caharacter sheet )which is Unearthly/13. You now score 3d10 + 13 damage. Go ahead and roll your damage result and I will apply it to your opponent's character sheet. Any questions just ask.


would i be able to make both men change directions and come towards me so i can capture them both at once


Saturn Girl

Saturn Girl wrote:
would i be able to make both men change directions and come towards me so i can capture them both at once

Yes you can Saturn Girl, using the Mind Dominance power effect you may affect one non-super-powered individual per category you have in the ability, for you that would be Remarkable/8, this enables you to affect 8 individuals at once provided you give them the same commands. If you were dealing with super-powered individuals you would have to attempt to control them one at a time.

Go ahead and make a power roll. This will be a d20 roll, adding in your Mind Dominance power effect category of Remarkable/8. For example, if you roll a 10 on the die, it would become (10 + 8 = 18).

In return, each individual will receive a defense roll to defend themselves and attempt to brush off your mental commands. We will need your attack roll first though. Feel free to roll the dice.

Mind Dominance

Perhaps the greatest power effect a telepath can have is the ability to mentally dominate others. The character is able to impose their will upon the individual, giving them commands to carry out, so long as they are capable of it. A power roll enables the character to dominate another’s will unless the target succeeds at making a Psyche roll which is equal or greater than the character’s attack roll.

The character may dominate only one super-powered individual at a time by making a power roll. Once they have dominated the mind of one individual they may move on to another and still maintain control over the first individaul. The character is capable of controlling a number of super-powered individuals equal to ½ their category in this ability. Thus, over multiple turns, the character is eventually able to dominate several targets. During this time, the target "shuts down" and cannot perform any actions of their own will. If the character is dealing with non-super-powered individuals, they may dominate a number equal to their category number with a single die roll, providing the commands given are the same to each individual.

Once a target is under the character’s control, minimal concentration is required to maintain it. Each action sequence which follows requires the character to utilize 1 action per target in order to maintain control of them. If the character is unable to take the necessary time to maintain control, each target receives a second Psyche roll to break free of the characters grasp. The Psyche roll must be equal or greater than the characters previous attack roll in order to succeed.

While under the characters control, a target may receive instructions to perform various tasks providing they are capable of carrying them out, this includes actions as extreme as hurting or destroying loved ones, even themselves. Implanting mental commands takes a number of actions decided by the Cosmos Master. The character’s control can be broken when the target is faced with a particularly difficult dramatic or emotional task which affects them such as harming a loved one or close friend. In such cases, a second Psyche roll is granted to try and break the mental control before it is too late. Finally, Mind Dominance may be removed through the use of the Break Mental Control power effect.

Mind Dominance
Source: Mental
Emanation Point: Mind
Appearance & Sound: Concentrated Effort
Prerequisite: Mind Reading; Detect Subconscious Thoughts
Trait: Psyche
Activation Time: At-Will; 3 Actions
Targets & Contact: Other (1); Touch
Range & Area: NA
Duration: 1 hour per Category
Deactivation Time: NA
Power Unfamiliarity: No
Training Challenge Score: 19
Zeniths: 14
SSM: Category × 40


i rolled an 8, 8+8=16


Saturn Girl

Saturn Girl wrote:
i rolled an 8, 8+8=16

Ok, your power roll is a 16, each man will attempt to avoid the effects by making a defense roll of their own. The first thug receives a 10 on the die, while the second one scores a 15. Immediently, each individual stops in their tracks and starts returning to you.

You spent 3 out of your 6 actions commanding them to stop and come back to you. You would spend another action watching to see if your power affected them, which still leaves you 2 actions remaining at which time the men are starting to walk back towards you.

Do you want to meet them halfway? Wait for them to reach you? Apply another usage of your power? Or attempt some other kind of action?


i'll have them both come to me


Saturn Girl

Saturn Girl wrote:
i'll have them both come to me

Very well then, each individual will start walking towards you as commanded. As they approach, do you have anything else you'd like to do?

How is Timber Wolf doing on his damage roll? ThAT'S RIGHT MR. WOLFEE, I'M CALLING YOU OUT.

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