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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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"I suggest the element of surprise. I'd rather not try to catch someone who knows we're here, and doesn't want to be caught. At least at this hotel, while he's still not wanting caught (duh), he won't know we're there if we do it right," suggested Geckoman. He shrugged his shoulders. "The problem is, we'll need to get there faster than him, or we're just going to end up with the same situation, only in a presumably busy hotel, not a dingy warehouse. And, while I have no idea if something could kick off... well, let's just say that's not plan A."
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Equinox 1+7= 8 IC posts = 1pp Teacher Review (1) Witch Hunt (7) Geckoman 3+3+1+5 = 13 IC posts = 1pp 15.5 IC posts = 2pp with GM posts Hunter In The Forest (3) Just Another Sunday (3) The Rainmaker Job (2) Double-Edged Blade (5) Scholar 14+5+1 = 20 IC posts = 2pp The Unearthly Girl (14) There Wolf, There Castle (5) News (1) GM 1+4 = 5 GM posts = 2.5 IC posts Applied to Geckoman I Don't Drink Wine (1) Double-Edged Blade (4)
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"What the-" managed Liz before a huge robot arm brought her up into a vice grip, leaving her struggling helplessly against it. "Oi. Stereotypes. Yo, Ge-" She rolled her eyes as a robot grabbed him too, feeling shuriken and knives reflect harmlessly off her force field. "You know?" She said to the ninjas below, futilely struggling against the robot. "You guys are pathetically incompetent ninjas. Seriously." She leaned back and tried to figure out a way out of this.
- 48 replies
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- jack of all blades
- geckoman
- (and 4 more)
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DC18, then DC22 Toughness (1d20+7=24, 1d20+7=13) Geckoman is bruised and stunned! (Also? Assuming he's grappled? Who is he, Cosmic Spider-Man ) Token effort grapple check for Spellbound (1d20+6=7) Not wasting a Hero Point on a re-roll, it's kind of pointless against a +20 grapple bonus, the odds of it being a worthwhile expenditure are in the single digit percentiles. Right, getting Gecks out of this is actually doable, but... will need a HP to clear the stun, and another to pull up a feat. So I'm not going to burn off the stun if this thread is going to have events after this combat (so I can spend more later for being a bit less competent earlier!), but if this thread is one combat, don't skip me, I'm'a clear the stun :P
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Let's hunt some or- wolf.
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Notorious Professor Wyrd, The (PL11 NPC, Tier 2)
Ecalsneerg replied to Quinn's topic in Non-Player Characters
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Shapeshift into horrifying alien wolf!
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"So what you're saying is that your Earthen werewolf myth is not, in fact, a myth?" said Scholar quizzically. "Your Internet really has a lot of misleading information." She focused hard on her shapeshifting matrix, looking for some sort of form that would vaguely correspond with a wolf shape. "But I think I may be able to help you track these creatures. Wait a second before we get moving." She closed her eyes, and slowly began changing shape. Her clothes melded into her skin as blood red scales started shooting out of her flesh, overlapping into a thin layer of armour. Her closed eyes swelled out into bulbous yellow blobs, unblinking with huge dark slits running down the middle of them. She dropped to all fours on hands and feet morphing into grey-green hooves. Finally, her nose and jaw stretched out, forming a fanged muzzle.
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I'll elect not to roll.
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Geckoman He has 4 shiny power points to spend. So let's... hit some higher caps. DUNDUNDUN Abilities: +2 Constitution [2PP] [total 16/20 (+3/+5)] Feats: Attack Specialisation 1 [1PP] [total Attack Specialization (Unarmed) 3] I want to up his Attack itself, but it's only 4pp, whacanyado? Defensive Roll 1 [1PP] Also, in his Equipment, drop his suit down to Protection 2 So he's now PL9 with his Geckorangs, PL 10 unarmed, and PL12 Defensively Now with fancy codeblock... [b][u]Players Name[/u][/b]: Ecalsneerg [b][u]Power Level[/u][/b]: 14 (205/205PP) [b][u]Trade-Offs[/u][/b]: +1 Attack for -1 DC, +1 Defence for -1 Toughness [b][u]Unspent PP[/u][/b]: 0 [b][u]Progress to Gold:[/u][/b] 78/90 (35PP pre-bump [PL8/125PP > PL11/161PP], 42PP post-bump) [b][u]Characters Name[/u][/b]: Geckoman [b][u]Alternate Identity[/u][/b]: Christopher Kenzie [b][u]Height[/u][/b]: 5'10'' [b][u]Weight[/u][/b]: 160 lbs [b][u]Hair[/u][/b]: Brown [b][u]Eyes[/u][/b]: Brown [b][u]Description[/u][/b]: 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. [b][u]History[/u][/b]: 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 [i]smarted.[/i] But, the [i]piece de resistance[/i] 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. [b][u]Personality & Motivation[/u][/b]: 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 [i]sans[/i] 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. [b][u]Powers & Tactics[/u][/b]: 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. [b][u]Complications[/u][/b]: 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 [i]wants[/i] to do well in school. He [i]wants[/i] to be a superhero. And he loves Liz. Wacky Relationship Hijinks! His archenemy, Spellbound [i]is[/i] Liz Lawlett. Trouble is, neither knows the other's secret identity. This is probably the Complication of all Complications. [b][u]Stats[/u][/b]: 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) [b][u]Combat[/u][/b]: 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 [b][u]Saves[/u][/b]: 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) [b][u]Skills[/u][/b]: 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) [b][u]Feats[/u][/b]: 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 [quote name="Equipment]Geckoman Costume: Protection 2, Subtle [4 ep] Geckoman Mask: Commlink, flash goggles [1 ep] Grappling Gun: [b]Super-Movement 1[/b] [Swinging] [2ep] Utility Belt Array 4 (8ep, Feats: 2 Alternate Powers) [10ep] [list][u]BP[/u]: Geckorangs [[b]Blast 2[/b], Feats: Improved Ranged Disarm, Mighty 3] [8ep] [u]AP[/u]: Smokebombs [[b]Obscure Visual 3[/b] (25' radius), Independent] [6ep][/list] Utilities: Cell phone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool, Young Freedom teleport beacon (2 ep) [b]The Pitchoo [or Ptychozoon][/b] (65 ep) Size: Huge, Strength: 40, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12 [i]Features[/i]: Auto-pilot, Computer, Navigation System, Remote Control [i]Powers[/i]: [b]Blast 10[/b] (electrical blasts; [i]PFs[/i]: Accurate [u]AP[/u]: Blast 7 (Extras: Area - Shapeable), [u]AP[/u]: [b]Obscure 7[/b] (Visual + Olfactory Senses, 500ft radius, [i]Extras[/i]: Independent, Total Fade, Flaws: Range [Touch])), [b]Communication 5[/b] (5 miles), [b]Concealment 2[/b] (radar), [b]Immunity 9[/b] (life suppport), [b]Super-Senses 3[/b] (radar; Accurate Radio sense) [u]AP[/u]: [b]The Skink Cycle[/b] (43ep) [i]Size[/i]: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9 [i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen [i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Morph 4[/b] (normal motorcycle) [u]AP[/u]: [b]Geckomobile[/b] (50ep) [i]Size[/i]: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12 [i]Features[/i]: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen [i]Powers[/i]: [b]Blast 6[/b] (front-mounted electrocannons, [i]Extras[/i]: Autofire, Feats: Accurate), [b]Communication 5[/b] (5 miles), [b]Morph 4[/b] (normal sedan), [b]Super-Senses 3[/b] (radar; Accurate Radio sense) [b]The Arborealair[/b], 15ep [i]Situated by the Wading river, and in Wharton State Forest, the Arborealair is an underground cave accessible two ways: by underwater cave, or climbing an ancient tree and sliding down the middle of it. It has enough space for guests to sleep, a computer room, and even a hangar.[/i] [i]Size[/i]: Large; [i]Toughness[/i]: 10; [i]Features[/i]: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop [/quote] [b][u]Powers[/u][/b]: 6+4+1_1+13+1+4+2+4 = 36pp [i]All powers are of the genetic and mutation descriptors[/i] [b]Enhanced Dexterity 4 ([/b][i]Power Feats:[/i] Dodge Focus 2[b])[/b] [6pp] [b]Enhanced Constitution 4[/b] [4pp] [b]Immunity 2[/b] (disease, poison; [i]Flaws:[/i] Limited to half effect [-1]) [1PP] [b]Leaping 1[/b] (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp] [b]Regeneration 12[/b] (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Feats: Regrowth) [13pp] [b]Speed 1[/b] (10 MPH) [1pp] [b]Super-Movement 2[/b] (Wall-crawling 2 [full speed]) [4pp] [b]Super-Senses 2[/b] (Infravision, Low-Light Vision) [2pp] [b]Super-Senses 4[/b] (Normal Olfactory, [i]Extras:[/i] Accurate 2, Acute, Tracking) [4pp] [b][u]DC Block[/u][/b]: 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 [b][u]Costs[/u][/b]: Abilities (38) + Combat (34) + Saves (12) + Skills (38) + Feats (47) + Powers (36) - Drawbacks (00) = 205/205 Power Points Doktor'd
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There's also a slight variation I've seen, such as on Book of Magic's Grasscutter with two linked effects, one of which has the Common power loss (if the other effect is saved against), i.e. a Strike linked to Paralyze, where the Strike must at least bruise or the Paralyze isn't saved against at all, it just fails.
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Geckomaaaaaaan Standard Action: Take 10 vs ninjas, taking 10 while Powering for 3. Attack roll 16, DC 24. Move Action: Using skill Mastery and my Challenge feat, Taunt as a move action. DC26
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"OK!" shouted Geckoman, dodging a collapsing robot even as yet another villain showed up. "This heist? Way too crowded. Seriously, people, give me room to breathe here! And you two stop making eyes!" He pointed indignantly at Jack and the Crimson Katana, before spinning to kick a ninja in the chest before swiping at him with the sword. "And you can leave! And you! And you!" He paused in his mad hacking for a few seconds to turn back around again. "Again... the making with the eyes? Totally inappropriate." At which point he flipped up into the air towards the ceiling.
- 48 replies
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- jack of all blades
- geckoman
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"I advise that we isolate them from one another. They're unlikely to loosen their lips in a pack," said the woman in black, running and jumping to bring an axe kick down on the vulnerable area between another wolf's shoulder blades. "It'd also be easier to gauge a response from them, without having to resort to more forceful methods of interrogation. Which we're not doing." She winced a little as she massaged her foot from kicking the wolf a bit too hard.
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Ok, charge in & smack Werewolf 5, power attacking for 2: DC23 Damag (1d20+11=20)
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Well, sorta kinda. She'd have the rank doubled as per Vulnerability, then halved due to passing the Reflex against an area. Same net result, though.
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Spellbound is going to Extra Effort up a shiny new toy off her Blast power... It's kind of like a DC 18 save vs the Area affect to halve the subsequent DCs, a DC18 Reflex save for objects to avoid having their Toughness Drained (remember, 2pp of Drain is only 1 Toughness lost when the Toughness is Impervious), then a DC23 boomy boom boom. Only against electronics.
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Spellbound casually dodged the clumsy grabs from the security robots. "Oh, I hate hackers. They're like other geniuses, only without the nerve to get out there..." she said, twisting a couple of dials on the base of her wand. "Stop using other systems to do their dirty work..." Spellbound crouched and pointed her shockwand towards the ground, point down. "And blow something up themselves." The electromagnetic pulse swept across the entire room with a fwoom, white-blue concentric rings expanding outwards.
- 48 replies
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- jack of all blades
- geckoman
- (and 4 more)
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Notice (1d20+10=20)
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No, you don't have to spend your pp. As for whether GMs will judge you as being a higher PL... Well, IMO, if the GM doesn't read your sheet, and just assumes you're up to caps, he's a bad GM. Sheet PL is potential, not actual PL. Conversely, you should probably not refer to SC as your PL15.
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"Well, Jack," said Geckoman, reaching up to grab the floating sword. "You are the sword guy. Or ARE YOU?" He spun on his heels, sword scything around him in wild arcs, moving at bizarre Euclidean angles as Geckoman danced and spun with his new toy. "I'm a ninja! Yo! My life is like a videogame!" He came back round in his wild spin with all the eight ninjas he'd been fighting lying on the floor.
- 48 replies
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- jack of all blades
- geckoman
- (and 4 more)
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Move Action: Pluck the sword out of mid-air. Standard Action: COWABUNGA! Taking 10 on attack rolls, while Power Attacking for 3, so 16 to hit, DC 24 Toughness saves.
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Shuddering from the horrific howl of these wolves, Scholar nonetheless braced herself, facing her opponent even as he was pinned in place by bizarre ghostly apparitions. "Odd," she remarked. "Anyway, I think you've been running around wasting your life on violence long enough, now, so... stop." On that last word, she spun and drove her foot into the beast's muzzle straight on with a sickening thluck. "That hurt, ugly?"
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Coup de grace Werewolf 4, PAing for 2, so with the auto-hit, auto-crit, it's DC 28 Toughness, and DC 23 Fortitude save to remain conscious.
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Well, I'm not a huge fan of 7, but it's pretty functional, everyone uses it, and it fulfils the niche of "unless you want something really specialised, you can't go wrong"