Updated (a/o March 2012) sheet here.
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Players Name: Ecalsneerg
Power Level: 15 (205/226PP)
Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness
Unspent PP: 21
Progress to Platinum: 104/120 (35PP pre-bump [PL8/125PP > PL11/161PP], 59PP post-bump)
Characters Name: Geckoman
Alternate Identity: Christopher Kenzie
Height: 5'10''
Weight: 160 lbs
Hair: Brown
Eyes: Brown
Description: Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity.
History: Chris Kenzie wasa bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they?
Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that smarted.
But, the piece de resistance was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits.
Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to.
So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he?
While at the school, Chris became Geckoman near fulltime, going to classes and then heading out on patrol. Eventually he got roped into one of the superteams, Young Freedom. Thus, with the addition of training, he has very little free time, all of which he tries to spend with his girlfriend.
Personality & Motivation: Feeling slightly guilty for stealing his airship and powers, Chris seeks to atone through fighting crime as Geckoman. However, he'd likely do it even sans guilt, as flying around beating up crooks and getting the girl is a boyhood dream come true.
Chris acts pretty much the same in costume as without, talking loudly and freely, going off on rambling tangents mid-sentence and merrily joking. He doesn't let things get him down or worry him, even if caution would be advised. The downside of this is that he is often inadvertently blunt and rude without meaning offence.
Powers & Tactics: Geckoman has the proportionate agility and healing power of a gecko, giving him Olympic-level reflexes and the ability to regenerate severed limbs in the space of a few hours. In addition, he can also scale sheer surfaces by clinging to them with his hands and feet, see in low light and the infrared spectrum, and has a slightly heightened resisilence to physical damage and diseases.
He also possesses a variety of gadgets, most notably wrist-mounted electrical 'zappers' that fire bolts of high-powered electrical energy. He also possesses an airship known as the Pitchoo capable of flying at hundreds of miles an hour and being remotely piloted. He generally uses the Pitchoo for an opening volley, before dropping down to fight at close range, throwing his foes off-guard with taunts and jeers.
Complications:
Accident (tends to be a little... careless): Chris is way too cocky for his own good, often participating in blatantly idiotic schemes with the potential to cause damage to himself and anything around him. Anyone who has seen him fly would testify to this.
Enemy (Spellbound): The mysterious inventor of Geckoman's gadgets and airship appeared, calling herself Spellbound. She wants her stuff back, and won't stop until Geckoman gives it to her.
Secret (identity): Chris Kenzie attempts to keep his identity secret as much as he can. However, much of Claremont know it, as would anyone who has spent time with both (he doesn't act any differently in or out of costume)
Regeneration: While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs.
Responsibility (being a superhero, Elizabeth Lawlett, school, Young Freedom): Oh god. Between passing school so he can graduate and hit college, maintaining his relationship with Liz, his solo superheroics and training with Young Freedom. And he's unwilling to ditch any. He wants to do well in school. He wants to be a superhero. And he loves Liz.
Wacky Relationship Hijinks! His archenemy, Spellbound is Liz Lawlett. Trouble is, neither knows the other's secret identity. This is probably the Complication of all Complications.
Stats: 6+10+6+4+0+12 = 38pp
Str: 16 (+3)
Dex: 20/24 (+5/+7)
Con: 16/20 (+3/+5)
Int: 14 (+2)
Wis: 10 (+0)
Cha: 22 (+6)
Combat: 18+16 = 34pp
Attack: +9, +11 Geckorangs, +15 Unarmed
Grapple: +12
Defense: +15/+13 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed
Knockback: -3/-2, -2/1 w/o costume
Initiative: +11/+9
Saves: 2+4+6 = 12pp
Toughness: +9 [+7 FF]/+7 [+5 FF] (+5/+3 Con, +2 costume, +2 Defensive Roll)
Fortitude: +7/+5 (+5/+3 Con, +2)
Reflex: +10/+8 (+6/+4 Dex, +4)
Will: +6 (+0 Wis, +6)
Skills: 152r = 38pp
Acrobatics 9 (+14/+16, Skill Mastery)
Bluff 16 (+22, Skill Mastery)
Craft (Electronic) 6 (+8)
Craft (Mechanical) 6 (+8)
Computers 3 (+5)
Diplomacy 9 (+15, Skill Mastery)
Disable Device 8 (+10)
Escape Artist 8 (+13/+15)
Gather Information 9 (+15)
Investigate 13 (+15)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Popular Culture) 8 (+10)
Knowledge (Technology) 8 (+10)
Language 2 (French, English [Native], Spanish)
Notice 10 (+10)
Pilot 13 (+18/+20, Skill Mastery)
Search 8 (+10)
Stealth 8 (+13/+15)
Survival 5 (+5)
Feats: 47pp
Attack Specialization (Geckorang)
Attack Specialization (Unarmed) 3
Beginner's Luck
Challenge (Fast Taunt)
Connected
Defensive Roll
Dodge Focus 5
Equipment 20
Evasion
Fearless
Improved Initiative
Luck 2
Power Attack
Quick Draw
Set-Up
Sneak Attack
Skill Mastery (Acrobatics, Bluff, Diplomacy, Pilot)
Takedown Attack
Taunt
Teamwork 2
Powers: 6+4+1_1+13+1+4+2+4 = 36pp
All powers are of the genetic and mutation descriptors
Enhanced Dexterity 4 (Power Feats: Dodge Focus 2) [6pp]
Enhanced Constitution 4 [4pp]
Immunity 2 (disease, poison; Flaws: Limited to half effect [-1]) [1PP]
Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp]
Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Feats: Regrowth) [13pp]
Speed 1 (10 MPH) [1pp]
Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp]
Super-Senses 2 (Infravision, Low-Light Vision) [2pp]
Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp]
DC Block:
Unarmed - 18/Toughness --- Bruised, Staged
Unarmed/Sneak Attack - 20/Toughness, Bruised, Staged
Geckorang - 20/Toughness --- Bruised, Staged, Ranged
Geckorang/Sneak Attack - 22/Toughness --- Bruised, Staged, Ranged
Pitchoo's Blast 10 - 25/Toughness --- Bruised, Staged, Area
Costs: Abilities (38) + Combat (34) + Saves (12) + Skills (38) + Feats (47) + Powers (36) - Drawbacks (00) = 205/226 Power Points