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Freedom City Guidebook
Freedom City PBP: A How-To Guide
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Everything posted by Ecalsneerg
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Scholar frowned at the man's wounds. Especially the distinctive wound from an Omegadrone pike. A low feral growl escaped from her throat. "Not a doctor," said the Kaironian. "I'm better than a doctor." She stood up, turned and squared her shoulders. "This man has several broken ribs, a bullet in his leg, and his arm has been carved up by Terminus weaponry. We could flee with him, but that won't help his condition. So I propose we fight the pursuers and if not defeat them, at least drive them off." The alien began to wrack her brains for some of the most powerful and intimidating creatures she'd acquired the forms of.
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The Kaironian woman rolled her eyes and came fully from the dumpster, striding over to the injured man. She barely acknowledged the floating woman and the... flying carpet. This planet continues to perplex me... "Right, I'll need you to hold still," Scholar told the man. "So I can figure out how best to treat you." She rolled her sleeves up on her uniform, and gestured to the floating woman and the carpet. "I'll need you to help me shift him into a more comfortable position. Um... carpet? Can you roll yourself into a pillow?" Without waiting for a reply, the alien doctor began to scan over the fallen superhero's injuries.
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Is there a doctor in the house? Yes. Diagnosis roll (1d20+10=22)
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Saga Edition is indeed pretty damn boss, and I will add another vote for it. It does a fairly decent job of ensuring the Han Solos and Leia Organas can keep up with the Lukes and Obi-Wans out there.
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Unleash a DC24 Blast on the door.
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Equinox just shrugged her shoulders, rolled her neck and deposited Hayley a little behind her and a little to the left of her. "You know the score?" She smiled at her familiar. <Yep! On it!> nodded the little furball. The witch cracked her knuckles, and conjured up her various spells of protection and warding. Then she looked at the carved unicorn on the door. "Knock to enter, you say?" Then she thrust her fist at the door and shouted, "Zephyrus!" Hurricane gales answered her will.
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Yeah, just archive 'em. They predate the template. And the prior template. And the one before that too. i.e. They're oooooold
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Jeni would have snarled if she could with a vicious beak like that. But instead she took off, flapping towards the dumpster where, for the sake of the thing, she dropped into it and poked around half-heartedly, disgusted the entire time. Then, in a tumble of garbage bags and drinks cans, a blond haired woman with piercing, near-glowing green eyes emerged from the skip. Even as she spoke, her lips were retracting back into their normal shape as the last remanants of her beak disappeared. "What the bloody hell is going on?" cursed Scholar, her silver jumpsuited form tumbling out of the bin.
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Players Name: Ecalsneerg Power Level: 15 (230/250PP) [287] Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness Unspent PP: 20 In Brief: Former Claremont student and loud-mouthed animal-powered costumed adventurer. Older sheets found here. Alternate Identity: Christopher James Kenzie Identity: Secret Birthplace: Freedom City, NJ Occupation: Student in psychology and criminology, costumed adventurer. Affiliations: Formerly Claremont Academy and Young Freedom, currently Interceptors Family: Elizabeth Lawlett/Spellbound (girlfriend), James & Marsha Kenzie (father & mother) Description: Age: 20 (DoB: 17th May 1992) Gender: Male Ethnicity: Caucasian Height: 5'11'' Weight: 175 lbs Eyes: Brown Hair: Brown 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. And because he enjoys wearing goggles. Across the chest is a large yellow G symbol, and he arms himself with a pouched belt of stiff yellow leather, inside which he stashes many gadgets and tools for crimefighting. For sentimental reasons, tucked in among the pouches is a small silver 'YF' badge, to remind him of his time on Young Freedom. Power Descriptions: None of Geckoman's powers are especially visual, being passive and defensive abilities. His palms, soles, fingertips and toes are able to cling to surfaces by electrostatic charge. He has reflexes far in excess of that of a normal human, moving with an assured speed and grace. His enhanced recuperative powers mean his wounds heal as they are observed, and his body exudes health and energy. History: Christopher james Kenzie was a 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, eventually joining the team of Young Freedom. His time there was spent fighting many foes, perhaps the worst being when his girlfriend, Elizabeth Lawlett, turned out to be the supervillain Spellbound from whom he's stolen his gadgetry and super-serum, their final confrontation leading to a near-gang war due to Spellbound ultimately being a teenage girl, not a hardened criminal. Geckoman fought back the gangs and made his peace with her, them both retiring to focus on their studies. But it was not to last. Not being Geckoman made Chris miserable, and ultimately at Liz's prompting, he donned the mask again during the recent Grue Invasion. She also began to provide him with maintenance and gadgetry to at least aid him in not dying. After graduating Claremont, Chris has ended up studying psychology and criminology at FCU, and joined the Interceptors at the prompting of Doktor Archeville. After the events that transpired with the team and the Doktor's madness, Geckoman is one of the few members remaining on the team, fighting crime both with them and on his own. 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. Except when trying to rile villains up in combat. Then he does mean it. Powers & Tactics: Geckoman has the proportionate agility and healing power of a gecko, giving him superhuman-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, often themed around lizards and reptiles. Frequently, he alternates between throwing curved Geckorangs, striking with an electrically tipped staff, and merely resorting to fisticuffs. 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: 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. Relationship (Elizabeth Lawlett/Spellbound) - The love of his life. His room mate. His support network. His arch nemesis. Chris will defend Liz to the death, even though she disapproves of his lifestyle. He'll also do anything to stop her from falling into old habits, and if she does so, to stop other heroes from arresting or hurting her. Responsibility (team loyalty) - Formerly of Young Freedom, and now on the Interceptors, while he may grate on his team mate's nerves, he would walk through fire to protect them and guard them from harm. Secret (identity - Chris Kenzie, while he acts little different between his costumed and civilian identity, does attempt to maintain a secret identity to allow himself privacy and space. Vulnerable Nose - Geckoman's powers make him slightly more vulnerable to certain things than other people. Apart from the energy requirements noted under the above Regeneration complication, he has the equivalent of a x2 Vulnerability to effects based on scent, due to his powerful nose. Abilities: 8 + 14 + 8 + 4 + 0 + 10 = 44PP Strength 18 (+4) Dexterity 24/28 (+7/+9) Constitution 18/22 (+4/+6) Intelligence 14 (+2) Wisdom 10 (+0) Charisma 20 (+5) Combat: 20 + 16 = 36PP Initiative: +10/+12 Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs Grapple: +21/+23 Defense: +13/+15 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed Knockback: -3/-4, -2/-3 FF Saving Throws: 3 + 5 + 7 = 15PP Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection) Fortitude: +7/+9 (+4/+6 Con, +3) Reflex: +12/+14 (+7/+9 Dex, +5), Evasion 2 Will: +7 (+0 Wis, +7) Skills: 120R = 30PP Acrobatics 6 (+13/+15, Skill Mastery) Bluff 16 (+21, Skill Mastery) Craft (Electronic) 8 (+10) Diplomacy 10 (+15) Disable Device 8 (+10) Drive 1 (+8/+10) Escape Artist 6 (+13/+15) Gather Information 10 (+15, Skill Mastery) Investigate 13 (+15) Knowledge (Behavioral Sciences) 3 (+5) Knowledge (Technology) 8 (+10) Language 2 (English [Native], French, Spanish) Notice 9 (+9) Pilot 11 (+18/+20, Skill Mastery) Search 8 (+10) Stealth 1 (+8/+10) Feats: 55PP Attack Focus (melee) 4 Attack Specialisation (unarmed) 1 Attack Specialisation (Geckorangs) 2 Beginner's Luck Challenge 2 (Fast Taunt, Improved Feint) Connected Defensive Roll 1 Dodge Focus 5 [7 with Enhanced Dexterity] Equipment 19 Evasion 1 [2 with Enhanced Dexterity] Fearless Grappling Finesse Improved Initiative 1 Improved Throw Improved Trip Luck 3 Jack of all Trades Power Attack Quick Draw Set-Up Sneak Attack 1 Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot) Takedown Attack Taunt Teamwork 2 Well-Informed Powers: 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP Device 3 (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological) Flashy Gadgets Array 5.5 (11pp of traits, Power Feats: Alternate Power 4) [15PP] BP: Blast 2 (Geckorangs, Power Feats: Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning) AP: Strike 2 (staff, Power Feats: Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], Power Complication: can be disarmed) [6PP] (bludgeoning+[electrical]) AP: Obscure 5 (visual, 250', Extras: Independent [+0]) [10PP] AP: Concealment 5 (chameleonic field inducer, radar and all visual, Extras: Affects Others [+1], Flaws: Blending [-1], Power Feats: Close Range) [11PP] AP: Super-Movement 1 (grapple line, swinging) [2PP] and Speed 4 (Limited towards large metal objects [-1], total rank 5, 250MPH) [2PP] [total 4PP] Enhanced Constitution 4 [4PP] (genetic, mutation) Enhanced Dexterity 4 (Power Feats: Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation) Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] (genetic, mutation) Protection 1 [1PP] (genetic, mutation, regeneration) Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Power Feats: Regrowth) [13pp] (genetic, mutation, regeneration) Speed 1 (10 MPH) [1pp] (genetic, mutation) Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic) Super-Senses 2 (Infravision, Low-Light Vision) [2pp] (genetic, mutation) Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp] (genetic, mutation) DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 19 Toughness (Staged) Damage Unarmed/Sneak Attack Touch DC 21 Toughness (Staged) Damage Staff Touch DC 21 Toughness (Staged) Damage Staff/Sneak Attack Touch DC 23 Toughness (Staged) Damage Geckorang Range DC 21 Toughness (Staged) Damage, Improved Critical 1 Geckorang/Sneak Attack Range DC 23 Toughness (Staged) Damage, Improved Critical 1 Abilities (44) + Combat (36) + Saving Throws (15) + Skills (30) + Feats (56) + Powers (49) - Drawbacks (0) = 230/250 Power Points
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Equinox quickly leapt forwards into the air, a gust of wind carrying her over to hover just above the vault everyone was so interested in. The fight was still raging, but violence wasn't necessarily going to end it. Removing the objective of the fighting... well, that might work much better. She screwed her eyes shut to let her magical senses twirl and twist over the vault, looking for any traps or tricks or indications as to what was so important about it all.
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Move Action - Fly over to just above the vault. Standard Action - Scan it using Super-Senses to check for any form of traps or tricks. I don't know if that'd be Notice or Search, so I'll just roll and add the bonus outwith it. Notice is +15, Search is +3 Super-Senses roll (1d20=18)
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Equinox didn't let her fear show on her face, but she had a healthy caution of throwing down with a bona fide deity. She absently held her sword loosely in her hand, but ready to quickly bring it up in case a fight broke out. She fixed her gaze upon the god before her. "Loa, I assume you're hiding because of your brother, Baron Kriminel. I assume we share a common goal in wanting him to be gone from our realm, and thus I think it would be in your best interests to aid us towards that end." Her voice was calm and somewhat dispassionate. "Nothing is to be gained from us coming to blows here."
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Right, while we've sorted out the having your character look like Lucy Pinder issue, that doesn't mean you get to not put in a description. A description is what a character looks like, without people having to Google what they look like. It's not "looks like ". I know what actors most of my PCs look like. You'll note that even if their image is on the sheet, what actor represents them is not in any way mentioned on the character sheet. Right, firstly, while we're fine with characters not having a proper costume, genre convention dictates they should at least have a usual outfit (like Luke Cage's black t-shirt, our own Doktor Archeville's labcoat, and so forth). Because it's a superhero setting, "because everyone knows it's me anyway" isn't really a reason to forgo at least some form of iconic outfit. On the backstory, I'm fine with Franklin Moore not being fond of superhumans, as it can be assumed he at least has sme prejudice to go along with his prejudice against superheroes. But would it not work better if the reason he disowned her was superheroics, as that would be his explicit, not just implicit, characterisation. Before I look over the entire sheet piece-by-piece, one thing I noticed... she strikes me as the type who'd be Defence-shifted, although since her Toughness is largely Defensive Roll that still works fine. Adds up. Adds up. Adds up. Adds up, although Language should denote it as English [Native]. Adds up. Seems odd that a model wouldn't at least have Wealth 1, though? Adds up. However, if you want 1pp more, you could also add the 1pp Drawback from Ultimate Power to Flight of "not in water". As of Ultimate Power, Flight also works underwater, which makes little sense for a winged PC.
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The gull fluttered and bobbed about on one of the rafters of the warehouse. Predatory eyes glared down a pointed hook of a beak at the smugglers down below, seemingly to scrounge for food. But Jeni Frey was in fact trying to figure out the best time to jump down and bring down these scumbags smuggling the weapons of monstrosities. Ordinarily, she'd just turn into a huge armoured monster from one of the Lost Moons of Paq, but they had advanced weapons down there. They'd probably be able to pierce even the armoured hide of her most powerful forms. So she waited, as a smelly, scavenging sea bird, cursing the amateur who'd been forced to run away from a fight he'd barely prepared for.
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Arrowhawk eyed the ship up and down. He'd memorised the files he'd been given access to, not bothering to allow a security risk like carrying them on his person to occur. He'd not bothered to laden himself down with much, simply loading up a tote bag with some food, a sleeping bag and his armour and cape, along with his collapsed longbow and quiver. Nonetheless, he had a couple of throwing knives tucked into the socks underneath the loose black sweatpants and black t-shirt he wore. His face was slightly creased with wrinkles on the brow and the corners of the eyes, and his messy crop of barely trimmed black hair was flecked with grey. He leaned on a long metal walking stick wearily. "Why?" he said in a quieter voice than usual. "You squawk enough as it is." He leaned back on a nearby bulkhead.
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Arrowhawk If It Bleeds, It Leads (3) Scrier's Masquerade (3) Equinox Burnt Offerings (3) Fine Spirits (2) Maybe Baby (3) Worth Its Weight (1) Geckoman Interceptors - From The Ground Floor (5) Public Anomie (4) Scholar The Hunted (1) GM/Sidekick Maybe Baby (1)
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"Eh," replied Geckoman, waving a hand airily. "I don't have the spare parts for a more powerful system for here, but I can scrounge up a spare monitor. I keep a couple of custom ones on hand that don't irritate my eyes when I do the whole Predator trick." He shrugged his shoulders. "For what its worth, I could probably persuade Liz to do a structural survey, you know, look for any weak points in the construction, make sure nothing's going to explode in a fiery ball of de-handsing agony and fire." For a moment, Geckoman's grin was comically over-exaggerated. "And you know, stick in some new doors and galvanise them so Captain Sword doesn't have to keep using his 'keys'."
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Geckoman was hot on the heels of Ironclad, but his shoes were not. He shucked them off before sprinting down the hallway, already clinging to the wall with his feet as the guard took a swing at Ironclad. By the time he'd kicked off from the wall in mid-air Ironclad... still hadn't bothered to react to the ineffective blow. Huh, nice armour. At which point Geckoman's sightly pungent green socks had collided with the guard's face at a high velocity. "For the Motherland!" he proclaimed in his atrocious Russian accent.
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Alright, Charge attack on the guard that just slugged Ironclad. Gecks can move at 100' as a move action, so should be able to easily do that. He'll take 10, while Power Attacking for 5. Due to charging, he has +12 to hit after Power Attacking, so that's a 22, at DC 23 Toughness save.
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Unless the letter on your head stands for France!
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Well, I think the way we've worked it is angels are definitely servants of the Abrahamic God (because other gods have their own servants), and demons are more multi-denominational (for example, but Lucifer and Hades' realms have demonic servants in them). However, I do agree with the sentiment, most vulnerabilities and immunities are to broad divine and infernal descriptors, not specific deities.
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Equinox will give it a shot! Only in a less gung ho manner. DC21 Concentration roll to maintain Impervious Toughness 11 as a move action (1d20+16=21) Alright, so she just barely manages to keep up her shield as a move action to enable her cutting at the spell with her sword. Nullify Magic, roll, inflicting a DC25 Toughness save afterwards if so applicable. (1d20+11=12) Um... Hero Point? Damn shoddy workmanship (1d20+11=15) And +10 makes it a respectable 25.
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Equinox's already pale features momentarily went even paler, then turned slightly green, as Dead Head's insides were exposed by the powerful ward. "Yeah... that's not a very good idea." She moved her wand down to her hip, and moved it in a motion reminiscent of a sword being drawn. Indeed, as she did so, there was the sound of sliding steel and her wand was suddenly a long sword of shining metal, seemingly without transitioning between the two forms. "This should be able to slice through most forms of magic... but there's only really one way to find out." Calling up her will in front of her into a shield of solid force, she stepped forward and thrust forward with her blade towards the powerful working.