Manbearcat
Legend
So I'm thinking the next thing we'd see in the above scenario would be the following:
* The Wizard is flying up to the mother ship with Wraithform
* The Fighter and the Rogue are flying up in Hoverpods
Complication?
I'm thinking the mothership would detect the incoming and would communicate some kind of request for authentication (looking for a "call sign" equivalent) via the heads-up displays in the two Hoverpods. Crazy symbols like the Predator's wrist-pad nuke.
Flying aces have big egos, so maybe somewhere in the cockpit is a call-sign that matches up to one of the sequences of symbols flashing on the HUD?
Maybe there is some embedded logic or math in the sequence that can be deciphered via Dungeoneering or History? I think I'd let the Rogue use Secrets of the City here because of the prior exposure to and interfacing with the tech.
Regardless, I'm using the High DC for these two checks and I'm awarding 2 Successes per Success. Therefore, if both players succeed in whatever their efforts may be, that would cement victory; the landing bay doors would open and the PCs would then be in a situation where they would be dealing with infiltration and having the obstacle of whatever service personnel therein.
Either of them fail and we're dealing with a nested combat. Both of them fail and that nested combat is going to be ramped up in budget with a large proximity Hazard that includes heavy canons/turrets from the ship.
* The Wizard is flying up to the mother ship with Wraithform
* The Fighter and the Rogue are flying up in Hoverpods
Complication?
I'm thinking the mothership would detect the incoming and would communicate some kind of request for authentication (looking for a "call sign" equivalent) via the heads-up displays in the two Hoverpods. Crazy symbols like the Predator's wrist-pad nuke.
Flying aces have big egos, so maybe somewhere in the cockpit is a call-sign that matches up to one of the sequences of symbols flashing on the HUD?
Maybe there is some embedded logic or math in the sequence that can be deciphered via Dungeoneering or History? I think I'd let the Rogue use Secrets of the City here because of the prior exposure to and interfacing with the tech.
Regardless, I'm using the High DC for these two checks and I'm awarding 2 Successes per Success. Therefore, if both players succeed in whatever their efforts may be, that would cement victory; the landing bay doors would open and the PCs would then be in a situation where they would be dealing with infiltration and having the obstacle of whatever service personnel therein.
Either of them fail and we're dealing with a nested combat. Both of them fail and that nested combat is going to be ramped up in budget with a large proximity Hazard that includes heavy canons/turrets from the ship.