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Ecalsneerg

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Everything posted by Ecalsneerg

  1. If you wanna Fiat now, I'd be fine with it. Otherwise, Fortituuuuude (1d20+9=16)
  2. Geckoman glanced down at his toe. Then up at the four thugs. Then back down at his toe. "OK. Who shot me. Actually... screw it, I don't even care. Don't do drugs, kids." In one fluid, practiced motion he whipped his staff from his belt, extending it to its full length as he moved forward, squeezing a pressure panel on the hilt to activate the tazer built into the tip. He drove forward, knocking one of the thieves hard in the chest, ramming through with his body to throw the man into a wall. He pivoted on one foot and reversed the motion into a horizontal sweep, laying another to the floor even as he lifted his body into the air in a casual leap. One foot lashed out in a roundhouse kick, hitting a third man in the face to spin him to the floor. Finally, he lifted his staff high and rode the momentum downwards into the fourth and final remaining thug. "Man. I was kinda hoping for a little resistance, guys. C'mon. Bring your A-game." He yanked the dart from his toe and held it up in front of him, head tilted to one side. "Bring stronger sedatives too."
  3. All-out Attack 2, Power Attack 3 using his Strike 2 and Takedown Attack. Taking 10, that's 23 to hit for DC 24 Toughness saves
  4. DC15 Fortitude save (1d20+9=19)
  5. Geckoman sighed internally. He doubted he'd get any real appreciable information from a bunch of stoned junkies, especially when the were sampling their wares and oh dear lord, was that a tranquiliser gun? He was pretty sure all of this was a terrible idea, and so he pushed off the ceiling, accelerating rapidly towards the floor to land on it hands first, legs in the air. He dropped his chameleon field as he went. Effortlessly, he segued to a rapid spinning motion, legs scything at the junkie's gun. It spun from his hand even as Geckoman let his spinning motion overbalance him, legs falling as his arms rose to grab at the weapon. "Hiya, fellas. Lovely evening? Good drugs?" He hefted the dart gun. "Cool shooter?"
  6. Alrighty then, turn off the Concealment, and Charge off the ceiling to do a disarm attack on the junkie holding a gun, Power Attacking for 3 as he does so. He'd also get Sneak Attack, so... Roll to hit, then contested roll vs Strength to disarm. (1d20+15=19, 1d20+9=18)
  7. Geckoman did not like what was going on here. Why wasn't the alarm going off here? And who hires idiots like this to rob a cancer research institute? Sure, he'd heard MAX Medicines did a load of experimental drugs, but surely if you couldn't read the word insulin, you'd be unable to figure out what to steal? His vague rippling outline moved through the air after the thieves, unwilling to tip his hand yet. They seemed quite chatty for trying to break into somewhere. Then again, the alarm wasn't going off. Geckoman slowly slid up the wall and onto the ceiling, clinging close under his thin field of camoflague, infrared vision tracking the robbers through the gloom. C'mon, guys, loosen up. Who are you working for? I don't wanna go Jack Bauer here. Just tell me, or something.
  8. I'll just take 10 using Skill Mastery, for a 25. Keep bein' sneaky (1d20+10=28), only now on the ceiling!
  9. Turning on his chameleonic field inducer, and rolling Stealth since it only covers visual and radar. Stealth roll (1d20+10=19)
  10. Geckoman softly prowled down the street after the five men. As he went, he pressed a small button on his belt, and shimmered away gently until he couldn't be seen but for a slight distortion, easily mistaken for a heat haze. What are these guys up to? he pondered. And what is that smell? He ducked down, despite his cloaked form, not willing to jump in and confront the men until he knew what was going on. And how armed they were, hopefully. Just because he could easily heal wounds doesn't mean he ever really enjoyed getting them, after all.
  11. Equinox 1 post = 1pp; + 1 rollover pp >Welcome to Springsvale (1) Geckoman 2 posts = 1pp, +1 Ref pp = 2pp >Adventures in Babysitting (2) Rollover the Ref pp and posts to Equinox (posts don't matter, though)
  12. "There's a line here, but it isn't a dragon line," said Equinox quietly, cautiously stepping towards the bike and away from the watching presence. "It's running a current naturally, using the river's flow to shape the lay of the... well, ley. It's unstable, held together only by the current." She inclined her head. "Should be sourcing from the start of the river, up thereabouts." The witch knelt to pick up Hayley. <Is the big thing still there?> <Yep. Don't know if it's hostile though. It's just... watching.> Equinox turned to Pitch. "Let's go up there."
  13. Arrowhawk'd probably at least show face if a street hero snuffed it
  14. Skill Mastery on K Arcane for 25, plus rolling Notice to check out the ley line http://invisiblecastle.com/roller/view/4626558/ (23)
  15. "Smart plan," nodded Geckoman. "'We want you to agree with us, so let's get you to do this by kidnapping you.' Man, movies told me you spacey folks were all more advanced, but you still get warmongering as-" He cut himself short and quickly stepped over to where Ellie was holding Eden. "Butts." He placed a hand firmly over each of her ears, and semi-mouthed, semi-whispered. "I mean they're assholes." "Righty-ho," he said, pulling his hands away, and brushing them on his knees. "Icky girl germs," he digressed, sticking out his tongue at Eden. "I can't speak for the rest of them, but I'm in. Just tell me where I need to go and who I need to punch." He looked over his shoulder at his fellow Earthites. "Elaborate space rescue mission?" he asked Ellie, pointing a finger at her. He moved his finger to Temperance. "Elaborate space rescue mission?"
  16. Jack of all Trades Knowledge (Galactic Lore) to know anything about weird-ass space politics because yawn, amirite? (1d20+2=13) Really, it's more a sort of general, 'would Chris understand the gist of that sort of conflict' roll, since I reckon all he'd know is "But maybe we should punch Khan". And as requested; Geckoman cannot sense motives. (1d20=13). Although, you can counter Bluff with Bluff~, which is 31 SM
  17. "Um," said Equinox, blinking quickly. "A... say what now?" She wasn't sure how to respond to that. Dead things weren't really her strong suit. Especially not when they were a lot of dead things making one dead thing. "This... isn't my area. What's our game plan here? I can't even see it." She glanced at Nick, took in where he was looking, and slowly, gingerly took a couple of steps back. "Does it know we know it's here?"
  18. "Woah-oah-oah," said Geckoman quickly, waving his hands placatingly. "Totally an accident, she's fine, she's with her aunt." He wasn't sure what to do with alien space princesses who were upset because they couldn't tell Erik they were old enough, or something. "I'm sure he'll underst- Ok, I'm sure I can restrain him while we explain or something. Same thing." He looked the princess in the eye. "It's alright, I'm on his team. We can help you. But someone really has to tell us what's going on. Where're your parents? Why were they taken?"
  19. Equinox >Welcome to Springsvale (NC) >Rebels against the Dark Lord Geckoman >Adventures in Babysitting
  20. Siobhan turned to face the two, looking grave. "Alright. I'm Dr Siobhan Drake, you might have seen my work as Equinox. I'm currently not in costume, because I'm trying to minimize my magic use." She leaned back against a wall. "Are you familiar at all with Adrian Eldrich, the Master Mage? He's... kind of responsible for so many things, hes fought so many threats in the darkness people don't know about. He's a good man. He found me, and brought me back to the right path. He was my teacher. Adrian was a good man, and I won't have that forgotten. But... something is wrong."
  21. "Well, it could be any number of reasons why it's still here," said Equinox. She tipped her hat back a bit to avoid shrouding her face so much, looking intimidating wasn't her aim. "Using magic to reform existing bone matter as a basis for a construct, attempting to reanimate fossils, any number of increasingly implausible and misguided things." She tried a reassuring smile. "I get this is a little... unusual," said the witch softly. "But the sooner we let the man take a look at it, the sooner we can establish if it's still unsafe, or if what's sitting here's no longer hazardous."
  22. Geckoman drew himself up at this perceived slight. "Well, Acting Senator, I'm Actual Captain Geckoman of Earth. Associate of Jack of all Blades, and one of the guys who fought off those boarders trying to ruin your day." He rolled his eyes. "Whereas I'll assume you're the one who insisted they call in Jackie Boy's favour, and got me and my team shanghaied into space." He turned to look at the captain. "So, calling in Mr Sword, mercenaries trying to get aboard, and a princess. Why do they want her, and who do we have to punch to go home?"
  23. Chris dropped down to his haunches to pat around the aliens' necks, checking to ensure they were still alive. "I..." He stood up. "Am not an alien doctor." Geckoman turned to look at the Captain. "Ok, that was fairly easy. So much for all the panicking and the shouting." He folded his staff up and slid it back into his belt as he moved over to rejoin those lackadaisical sorts who lacked the energy to run up and drop-kick alien space pirates. "Right, what's the plan? Any further incursion points?"
  24. Dr Ursus "Oh, I'm sorry, didn't mean to alarm you, it's just, Doc Stratos is attacking this freeway. RAAAAAAARGH!!!" Power Level: 10 (150/150PP) Trade-Offs: None Abilities: 12 + 4 + 6 + 10 + 2 + 0 = 34PP Strength 30/22 (+10/+6) Dexterity 14 (+2) Constitution 20/16 (+5/+3) Intelligence 20 (+5) Wisdom 12 (+1) Charisma 10 (+0) Combat: 12 + 12 = 24PP Initiative: +2 Attack: +5, +10 melee [includes -1 penalty from Growth] Grapple: +23 Defense: +10 (+6 Base, +5 Dodge Focus, -1 Growth), +2 Flat-Footed Knockback: -8 including size Saving Throws: 6 + 4 + 6 = 16PP Toughness: +10/+8 (+5 Con, +3 Protection, +2 Defensive Roll) Fortitude: +11 (+5 Con, +6) Reflex: +6 (+2 Dex, +4) Will: +7 (+1 Wis, +6) Skills: 116R = 29PP Craft [Chemical] 10 (+15) Craft [Electrical] 10 (+15) Craft [Mechanical] 15 (+20, Skill Mastery) Handle Animal 10 (+10) Intimidate 13 (+13, +15 from size, Skill Mastery) Knowledge [Life Sciences] 15 (+20, Skill Mastery) Knowledge [Physical Sciences] 10 (+15) Knowledge [Technology] 15 (+20, Skill Mastery) Notice 9 (+10) Survival 9 (+10) Feats: 18PP All-out Attack Animal Empathy Attack Focus [melee] 5 Defensive Roll 1 Dodge Focus 5 Inventor Master Plan Power Attack Skill Mastery (Craft [mechanical], Intimidate, Knowledge [life sciences], Knowledge [technology]) Startle Powers: 1 + 13 + 3 + 1 + 5 = 23PP Feature 1 (insulating fur) [1PP] (bear) Growth 4 (Large size, Extras: Continuous [+1], Flaws: Permanent [-1], Power Feats: Innate) [13PP] (bear) Protection 3 (tough hide) [3PP] (bear) Speed 1 (10 MPH, or 105' per round) [1PP] (bear) Super-Senses 5 (bear senses; low light vision, scent [Accurate, Acute, Tracking olfactory sense]) [5PP] (bear) DC Block: Abilities (34) + Combat (24) + Saving Throws (16) + Skills (29) + Feats (18) + Powers (23) - Drawbacks (0) = 145/150 Power Points
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