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Everything posted by Ecalsneerg
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Wouldn't this be the domain of a Benefit feat, i.e. Dex to Climb, Knowledge: Tactics to Master Plan, etc etc?
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"I've been doing this for a long time, I don't know if I enjoy it or not anymore. I do it, just like how the sky is blue and the grass is green." He met her gaze directly. "I can't really comment on superheroics when superpowers are involved, but in my experience few people wake up and decide to go be a superhero."
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"Well, super implies I've got superpowers, but yes. Yes, I am." He smiled at the offer of a duet, an amiably derisive snort audible. "I'm not quite the best singer in the world..."
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Arrowhawk continued his run towards the shop, slowing as he moved to in front of the window, levelling an arrow at the huge figure. "OK, stop now."
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Character Edits Resulting from New Board Rules
Ecalsneerg replied to Dr Archeville's topic in Archives
No, what I'm asking is for him to take an Alternate Power feat for the array in his Device as part of his own abilities rather than part of his Device. Although if there was a way to get Autofire and Full-round Action onto all attacks he made with a bow that wasn't convoluted to pull off, colour me interested. -
The Quicker You Start, The Quicker You'll Finish
Ecalsneerg replied to Ecalsneerg's topic in The Boardwalk
"Clever boys," remarked Arrowhawk as they closed in on him, as he fired another arrow at the last northern gunman, hitting him square in the chest...But the man didn't go down. DAMN IT! swore Arrowhawk mentally, preparing to defend himself from yet more shots. -
The Quicker You Start, The Quicker You'll Finish (OOC)
Ecalsneerg replied to MBCE's topic in Archives
I wasn't sure if the new trade-offs rules came into effect yet or not, but power attacking for 5 either way I'll hit them while taking 10. -
Character Edits Resulting from New Board Rules
Ecalsneerg replied to Dr Archeville's topic in Archives
I'll drop one point of attack focus (ranged), reducing it to 2 points and changing my attack bonus to: Attack +9 base, +11 ranged, +13 bows Instead of using situational feats (i.e. I'm not fighting my favoured opponent, I'm now less competent than my team-mates!), or having my base bow damage be even higher, can I have an AP in my bow array, outside of the Device (i.e. much like how Bowman has Ricochet taken as a feat rather than part of his Device)? Rapid Shot AP: Blast 3 (Extras: Autofire, Flaws: Full-round action, Feats: Mighty 2, Variable Descriptor [bludgeoning/piercing/slashing]) -
Not often you find a telepathic singer, let alone one inviting me to their dressing room, thought Arrowhawk without bothering to try to conceal it. He slipped into the shadows around the wall, moving unseen to most in the room. He knocked on the dressing room door, before cautiously opening it.
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Arrowhawk looked around to see several people looked enraptured by her.He liked the girl, she was a great singer, but c'mon. He drained the rest of his glass and leaned back. Suppose I best be going, but it's not often I let myself relax. He decided to get up, and went to the bar for another drink.
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The Theatre District, mused Arrowhawk as he made his way over the rooftops towards his destination. Not my usual scene, but a change of scenery is supposedly good for you. The dark-clad archer finally arrived at the club he'd been directed to, swinging from the opposite rooftop towards a lamp-post, before completing his descent by leaping to the floor. Passers-by were shocked by his sudden appearance, but his garb was normal for the city. What's another cape, after all? He walked in and up the barl, producing a photograph from his pocket. A brief conversation with a couple of the bar staff revealed that, no, the drug dealer didn't frequent this particular club. Well, that was a bit of a wasted journey, thought Arrowhawk, deciding it was too late to bother making the return journey. Instead, he bought a large whisky and decided to watch the stage. A young women was singing up there. Not his type of music, but it still sounded really good. He listened through the whole set, clapping at the end.
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The Quicker You Start, The Quicker You'll Finish
Ecalsneerg replied to Ecalsneerg's topic in The Boardwalk
"Have it your way," sighed Arrowhawk, ducking under shots and sweeping his cape around to distract their aim from his torso and head. He moved up towards the north door slowly but surely, making sure not to get hit. Another gunman fell to the ground, wheezing in pain as an arrow slammed off of his throat. -
Well that's the end of it all then... he's going to take our brains to experiment on. Congratulations on succeeding in your evil scheme.
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Yep, you're correct.
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Firstly, Ptychozoon is the latin name for a flying gecko (thanks to Warr for that), but the whole concept is similar to Ted Kord/Nite-Owl's airship. It's a fast, high-tech flier, but pretty basic in terms of powers. It's invisible to radar, has radar of its own and uses the same electric 'zapper' technology as Gecko's portable ones. And I'm working on the background right now.
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Updated PL 14 version Updated (a/o March 2012) sheet here. Players Name: Ecalsneerg Power Level: 8 (117/125 pp) Trade-Offs: -1 Damage for +1 Attack, -1 Toughness for +1 Defense Unspent PP: 8 Rollover PP: 11 Characters Name: Geckoman Alternate Identity: Chris Kenzie Height: 5'8'' Weight: 150 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 pièce de résistance 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? 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 (whoever he stole the stuff from): While he has yet to surface, the inventor of Geckoman's airship and gadgets would be displeased to learn someone else had taken it in his absence. Maybe he or she already knows and is working to get it back... 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. Stats: 20pp Str: 10 (+0) Dex: 18/16 (+4/+3) Con: 14/12 (+2/+1) Int: 12 (+1) Wis: 10 (+0) Cha: 20 (+5) Combat: 16pp Attack: +4, +7 ranged Grapple: +4 Defense: +7 (+2 flat-footed) Knockback: -2; -2 flat-footed; -1 w/out Costume; -0 w/out Costume & flat-footed Initiative: +3 Saves: 8pp Toughness: +5 (+1 Con, +1 Defensive Roll, +3 costume) Fortitude: +4 (+2 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 52r = 13pp Bluff 13 (+18) Craft [electronic] 5 (+6) Craft [mechanical] 5 (+6) Computers 2 (+3) Diplomacy 2 (+7) Disable Device 2 (+6) Gather Information 3 (+8) Investigate 1 (+2) Knowledge [Popular Culture] 6 (+7) Knowledge [Technology] 4 (+5) Notice 5 (+5) Pilot 4 (+8) Feats: 30pp Attack Focus [Ranged] 3 Beginner's Luck Challenge (Improved Taunt) Connected (police department) Defensive Roll Dodge Focus 3 Equipment 14 Fascinate (Bluff) Luck Move-by Action Setup Sneak Attack 1 Taunt Equipment: 70/70 ep worth Geckoman Costume: Protection 3, Subtle (4 ep) Geckoman Mask: Commlink, flash goggles (1 ep) Grappling hook: (Super-Movement 1 [swinging]) (2ep) Utility Belt: Smokebombs [Obscure Visual 2, Independent] AP: Cutting torch [blast 1, Drain Toughness 1] AP: Power Knuckles [strike 3, Mighty] (6 ep) Utilities: Cell phone, concealable microphone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool (2 ep) The Pitchoo [or Ptychozoon] (52 ep) Size: Huge, Strength: 40, Speed: Flight 6 [500 MPH], Defence: 8, Toughness: 10 Features: Auto-pilot, Computer, Living Space, Navigation System, Remote Control, Smokescreen Powers: Blast 7 (electrical blasts, Extras: Autofire), Concealment 2 (radar), Super-Senses 4 (radar; Accurate Radio sense) Lightflier Station incorporated into Pitchoo (3 ep) Powers: Flight 3 (50 MPH, Extras: Affects Others Only, Flaws: Platform) Powers: 30pp Enhanced Dexterity 2 [2pp] Enhanced Dexterity 4 [4pp] Regeneration 7 (bruised/round, injured/min, staggered/20 mins, disabled/hr; Feats: Regrowth) [8pp] Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] Super-Senses 4 (infravision, low light vision, scent, tracking [olfactory]) [4pp] Device 2 ('zappers', Hard to Lose) [8pp] - Blast 5 (electric blasts) DC Block: DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Unarmed.......... DC 15......... Bludgeoning (non-lethal) Knuckles........... DC 18 ........ Bludgeoning and electrical (non-lethal) Zappers............DC 20......... Electrical (lethal or non-lethal) Pitchoo Cannons..DC 22, Autofire.. Electrical (lethal or non-lethal) Costs: Abilities (20) + Combat (16) + Saves (8) + Skills (13) + Feats (30) + Powers (30) - Drawbacks (00) = Total Cost 117/125pp
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If I can get the Gobsmacking Geckoman finished in time, he'd definitely fit a light-hearted teen game.
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The Quicker You Start, The Quicker You'll Finish
Ecalsneerg replied to Ecalsneerg's topic in The Boardwalk
Arrowhawk flinched as a blast of energy hit him in the shoulder, dissipating harmlessly against the tough kevlar, before raising his bow and firing a blunt arrow at the temple of one of the northern gunmen. The shot sent him unconscious to the ground with a thud. Reaching for a second arrow, Arrowhawk shouted to his assailants,"Put the guns down, or you join your friend!" -
The Quicker You Start, The Quicker You'll Finish (OOC)
Ecalsneerg replied to MBCE's topic in Archives
I'm assuming I count as flat-footed (unless I missed something), so 23. Thank god for Kevlar. -
Arrowhawk ran out of the alleyway and towards the commotion, haphazardly slinging his bow and quiver around him and fastening down his hood and cloak. "HEY! What's going on!" he shouted as he came down the street at a rate of knots.
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That is a very good idea I failed to think of, and one I'm going to shamelessly steal in this next post. :D
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The Quicker You Start, The Quicker You'll Finish
Ecalsneerg replied to Ecalsneerg's topic in The Boardwalk
As the men in the corridors raised their weapons, Arrohawk barely had any time to react. Men upstairs, and they've got blaster rifles. How could I so damn stupid, you never assume it'll be easy! ... dammit, got to get those women out of here! -
The Quicker You Start, The Quicker You'll Finish (OOC)
Ecalsneerg replied to MBCE's topic in Archives
I got an 11, terrible roll. But I want my Hero Point for later... -
I got 19, but on the other hand I don't have Quick Change. RAW, it'd take a minute to get changed, but on the other hand all he has to do is put on his mask and cape, so I have no idea how long it'd take me to get into the fight.
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The Quicker You Start, The Quicker You'll Finish (OOC)
Ecalsneerg replied to MBCE's topic in Archives
Cool. That'll probably be as soon as resistance is encountered. Yep, the plan requires some urgency so he won't be moving at half speed, so if he is I'll try to indicate clearly that he's not moving at full speed. Yeah, I've no problem with that. Nothing particularly special, I'm just looking for a source of plothooks by stirring up the mob. Thanks.