Last Heroes

Game Master Matt Adams 259

In the aftermath of an attack the defeated the world's mightiest heroes, a ragtag group of superhumans must band together to protect the world.


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Dodge: 4 Parry: 4 Fortitude: 8 Will: 4 Toughness: 8 Luck Points: 1/1 Hero Points:2/2 Conditions:

Doctor Night nods.

"I will come with you. I will likely sense these creatures from a good distance."

As Doctor Night leaves the van his form begins to blend and disappear into the landscape.

Concealment to normal vision and hearing is now active.


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

Brisk gets out of the van, but stays back and waits to hear that things have gone bad before making any moves.


Male Defense 5, Toughness 7 [3], Fortitude 7, Will 5 [fear], Status: 0 DR| Throwing +6, Perception +5, Stealth +5

Baxter looks hesitant, but he decides to trust his team and see what they can accomplish. He can blend in when he needs to, but probably not all the way through a secure facility. He's light on his feet, not invisible.


Doctor Night is able to easily get past the outer walls and the security gate. Siphon manages to sneak her way past as well. Baxter and Brisk hang back with Sahara who keeps an eye on the rest of the team with her earth sight. You know that Brisk deposited the eggs on the roof. Doctor Night could clear that easily, though Siphon would be hard pressed to follow.


Dodge 6, Parry 4, Fortitude 3, Toughness 6, Will 4
Mimic:
Variable 6 (Linked; Limited: Touch Range)

Does Acrobatics allow for climbing, if there's objects to swing on?

Siphon looks for a down spout or interior corner of the building that she could use to make her way to the roof.
Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15


Dodge: 4 Parry: 4 Fortitude: 8 Will: 4 Toughness: 8 Luck Points: 1/1 Hero Points:2/2 Conditions:

Doctor Night uses a combination of his magically powered jumping ability and his gymnastic skills to slowly parkour his way to the top of the roof. His plan is to stay concealed on the way up the building.

Skill-mastery on Acrobatics for a total of 20.


Male Defense 5, Toughness 7 [3], Fortitude 7, Will 5 [fear], Status: 0 DR| Throwing +6, Perception +5, Stealth +5

Baxter nods his head to nothing for a while, then finally breaks down and breaks the silence. "So uh, what's your music flavor?" He asks quite genuinely while breaking out a small stack of cassette tapes.


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

Brisk shrugs and says, "I am a Belieber."

Brisk does a quick circle around the place just to scout some.

To be honest, I had not given much thought to Brisks' music tastes. So we will go with pop. This is just a post to keep the game as showing as active. Scouting away.

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