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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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"Then why bother wearing black if the shadows are that dark?" commented Liz. "Heck, Chris is pretty damned sneaky when he wants to be, and look at what he's wearing." She led them through a side door, bypassing the main room to go straight into the hangar to see the Pitchoo raising itself up through a gap in the rocks to land in front of them. Geckoman walked out, holding a shopping bag with one hand and pressing a cold cloth to a bullet wound with the other. "Now, can I say in my defence that this time, I wasn't actively looking for trouble?" "Oh my god! Are you OK?" Liz was already fussing over Chris, checking out the wound even as it scabbed over in front of their eyes. "What happened?" "I'm fi-" "You're bleeding!" Lil' bit." Then, without warning, Liz slapped Chris in the face. Hard enough to echo. "Don't you ever do that again! It's something you mention on the phone!"
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I don't see what all the fuss is about. I'm still psyched for it.
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It's just two move actions. Simples!
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Geckoman nodded to the flying guy, twisting the controls as he plummeted down to level out beside the moving truck, on the side that hadn't a huge hole in it. "Now... to trap a crazy guy in shiny armour!" He hit a big green button on the dashboard, while holding down a shiny pink one underneath it. The door slid across the side of the hull, leaving the Pitchoo wide open to lure the Power Corps member into if and when he burst out.
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"Too slow," grinned Geckoman as he effortlessly darted across the controls, fingertips flying like a man possessed. The whole ship looped to avoid the leader's punch, and then plummeted down past the Power Corps leader at a terrifying rate, turrets swivelling as he did so. Firing blindly, because the targetting was on the front, not the rear view, Geckoman spun a dial to pump an extra 35% power into the cannons, and shot them both simultaneously at the flying suit. "Yee-haw!"
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Once again, use One Hand on the Wheel alongside evasive maneuvers for Defence 23. And, while diving a few hundred feet, fire at #1 with eeeelectric cannons. POWER ATTACK FOR 5! DC 30 Blast (1d20+5=14) Well, apparently now I'm on 1HP: Shoop da woop! (1d20+5=6) ... well, at least the roll gets increased to 16?
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Character Achievements: Such A Lotta Junk: Have Equipment 20 or more, without Player Rewards.
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Geckoman's eyes narrowed as the flying suits came at him. "Computer, switch all controls to manual," he said, pulling the lever to send the Pitchoo into a diving spin. "And get me targetting!" As the Pitchoo came level once more, targetting reticules coming up holographically over the front windows, the computer spoke up once more. <> At which point he squeezed a button on the control levers, shooting off a burst of electrical energy even as the Pitchoo swept upwards into the sky, spinning like a falcon in flight and moving even faster.
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OK, it's time for some Gecko fu! Using Skill Mastery on Pilot, I can get 30, so: Standard action: Using the One Hand on the Wheel challenge alongside evasive maneuvers to give the Pitchoo defence 23 (30 - 5 for one hand on wheel, -2 for size). This makes it Defence +13, Toughness +12. Hurrah. Now, One Hand on the Wheel lets me also take a normal Standard Action. As I'm still not exceeding PL13, I think that's A-OK I'll take a shot at #4, who you told me was a minion. Extra Standard Action: Take 10 with the Pitchoo's cannons. Defaults to 20 to hit, DC 25 to save. Move Action: Fly upwards a good 500'!
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The British Files These are a collection of abridged dossiers on the various superheroes of the United Kingdom, The Republic of Ireland and the Isle of Man. Sherwood III James Arkwright The Sherwood legacy actually leads back to the 15th century, and to a man known to popular culture as Robin Hood. While this article focuses on his successors down the years, rather than the myth surrounding the man himself, one thing should be made clear: Robin Hood means Red Hood, not Green Hat. The first Sherwood, however, not only took inspiration from Robin Hood, but from an American hero: the first Bowman. I am not personally aware of the first Sherwood's identity, although I do know he was first seen in Nottingham in early 1950. Based on eye witness accounts of his mannerisms and methodology, it is believed he was possibly an ex-soldier, fresh out of the Second World War. He was a very simplistic archer compared to many superheroic users of the longbow. Using only basic pointed and blunted arrows to fight crime the only known use of trick arrows he ever exhibited was to tie grapnels to high places, or soaked in alcohol and set alight. His costume was also very functional, consisting of simply green fatigues (in the traditional lincoln green), and a red hood allegedly the hood of the original Robin Hood. Sometime in the early 60s, it's unclear when, Sherwood retired, likely due to advanced age. Soon after, however, a new Sherwood appeared on the scene. Sherwood II was much less secretive than his predecessor, but for one thing: he will not reveal the identity of Sherwood I, or how he came to meet him and take up the hood. Otherwise, his identity is now publicly known to be Logan Kerr, a young entrepreneur who had been cheated out of his company and his fortune by a greedy corporation. The first few years of his career were spent chasing down and stopping any illegal ventures they ran, then triumphantly taking over the company and investing much of its resources into charitable ventures. The Sherwood Corporation, publicly led by Sherwood II, known to the world as Logan Kerr, became known as a force for good in England, so much so in fact, that I cannot actually recall the company's old name. Logan Kerr, like his predecessor, soon became too old to fight crime directly, although he still funds anti-crime initiatives. He was forced to retire in the 80s after a climactic final battle with his arch enemy, the disgraced ex-CEO of his company, a man of great toxic powers calling himself "The Sheriff". The Sheriff perished, but in doing so, poisoned Logan so badly that it was all he could do to survive, let alone retain his health. Thus, in the 80s and 90s, Nottingham was without a Sherwood to protect it. Finally, in 2005, Sherwood III came onto the scene. James Arkwright is a personal friend of mine, and he's still active, so I am reluctant to divulge to much. A family man, and an ex-Olympic athlete, he became aware of the injustice in the world when he was mugged returning from training one day. Injured and crawling through the alleyways looking for help, he saw the crime and poverty that most do not. At which point he realized that his fame and fortune were all wasted, and decided to do something with his life. Assisted by Logan Kerr, and operating in secret, Sherwood III is a cheerful man who nonetheless has a conviction harder than steel. He genuinely believes that no matter how many muggings he stops as Sherwood, it is nothing in comparison to what the shelters he champions as James Arkwright can do. He runs energy drinks companies, buys up small companies at fair prices, and then makes sure the profits and efforts are distributed fairly. He's a good man. Probably better than me. Powers: 12PP Device 4 (Easy to Lose; 20pp of traits) [12PP] Trick Arrow Array 8 (16pp array, Power Feats: 4 Alternate Powers) [20PP] Base Power: Blast 3 (Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [13PP] (piercing, blunt or bladed arrows) Alternate Power: Blast 3 (Extras: Autofire 6 [+1], Flaws: Action - Full [-1], Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [16PP] Alternate Power: Dazzle 6 (visual sense) [12PP] Alternate Power: Obscure 8 (visual, 1000' radius, Extras: Independent [+0]) [16PP] Alternate Power: Snare 6 (Power Feats: Obscures Sense 2 [visual, auditory]) [14PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage Arrows Ranged DC 21 Toughness (Staged) Damage Rapid Arrows Ranged DC 21 Toughness (Staged) Damage, Autofire Dazzle Ranged DC 16 Reflex/Fortitude Blinded Snare Ranged DC 16 Reflex (Staged) Entangled/Helpless Abilities (38) + Combat (30) + Saving Throws (10) + Skills (24) + Feats (21) + Powers (12) - Drawbacks (0) = 135 Power Points Note: A little known fact is that there was a fourth Sherwood for a brief time in the 90s. However, he is not generally classed by the general public and other Sherwoods as Sherwood III for a variety of reasons: - He did not possess the hood claimed to be Robin Hood's. - He was a ruthless killer, who thought killing criminal scum far exceeded the necessity of charitable causes. He died in the mid-90s, fighting a man who claiming to be the Sheriff returned.
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Geckonitiative! (1d20+11=13) Damn you, Invisible Castle!
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Suddenly, the Pitchoo's radar started emitted a low whine. <> "Oh, shut up," scowled the wall-crawling wonder, pressing 'mute' as he started banking down towards the suits converging on the truck. "Nice shinies... it'd be a shame to have to scratch them up." But even as he said it, the laser cannon turrets dropped free from their housing on the ships's underside, electrical cannons folding out with a low HISSSSS, and Geckoman let his feet stick to the floor so he could keep his balance.
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Geckoman flicked several switches as he exploded forth out of the Wading river in his airship, water sloughing off the egg-shaped green graft like waves off duck's back. A casual snap of the steering wheel, and the Pitchoo was spinning as it moved, cartwheeling across the skies. "Turbulence!" he whooped, as he hit a big red button to cut out the engine, plummeting down between the skyscrapers. At the very last possible second, he hit the power once more, the controls lighting up in a spray of technicolour sparks. He pulled up inches from a hot dog cart and continued on at full speed, looking down across the city and all the superheroes flying around, whistling a merry tune as he quit mucking around and started patrolling.
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:approved:
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I'd just delete apparently age rather than leave it blank. Good backstory, with a solid plot hook. Nothing wrong, but something to be aware of: Flight speed is the speed you make as a move action. Moving all-out, he goes at 400MPH. Sorry, Flight is Sustained, so unless Subtle is already Noticeable. You can't double-dip and get a Complication as well. However, having visible circuitry on his skin would make a damn good Complication. Adds up. OK, adds up, but where's his -11 coming from? Additionally, I'd denote his flat-footed knockback too. Adds up. Adds up. Adds up. Slight quibble, it should be Challenge 1 (Improved Taunt). Also, you probably don't need two Uncanny Dodges, but I'm not going to stop you taking two if you so choose. I'd personally drop Visual, as it's the most common form of Concealment. Adds up, but, please look at our power format. For example: I'd also note that Improved Range, as of Ultimate Power, increases the size of range increments (i.e. changes them from rank x 10 to rank x 25'), but still does not allow you to exceed the normal maximum range of the power (i.e. rank x 100'). I am aware this is very convoluted, and I do apologise :P
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I'd advise reading the house rules thread for that latter one I'd probably stat most of these as Area Blasts, maybe with Indirect on them. Tornadoes and earthquakes might do well be linked to Trip.
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"Sorry," said John. "But I'm afraid I'll be unable to contribute. I have very little in the way of disposable assets, I have a large equipment budget for my work." EMP apparatus is not cheap. "But if you need the aid of a biochemical specialist, I'll be willing to chip in once in a while." When I am not too busy using aforementioned equipment budget...
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Resist Feint (1d20+7=14)
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"OK," said Equinox slowly, careful not to look too closely at the Elder Sign. "Let's get moving, shall we?" She smiled briefly. "Wouldn't want to be too late for our hosts, now, would we?" Fingering her ring absent-mindedly, she waited for her two allies to leave the apartment, before locking the door and pressing her pentacle up against it to redouble the wards. The house they'd been invited to was tall and forboding. In a long terrace of old, fancy houses made of gray stone, it nonetheless stood out. The house looked a little darker, smelt a little off, and its windows looked darker. The problem was, what exactly was making it look like that was unclear. What was clear, was that it stank to high heavens of necromancy.
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Eighty-Eight Miles Per Hour [IC]
Ecalsneerg replied to Ecalsneerg's topic in Else Ifs and What Worlds
She found her friend soon enough. Seizing control of the armour once more, Network spun around and forced the suit to leap through the air at a phenomenal rate, straight towards the teen hero. The servo motors sliding into the position for upper body muscle mass, she crashed down from the sky and delivered a shatteringly powerful strike to Emma's torso. "Oh god," squealed Cassie. "I'm so sorry!" Already Network was maneuvering into a boxing stance, ready to drive off the superheroes pursuing him. -
Network PUNCH! DC 22! (1d20+10=27)
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Sharpshooter Comics examples: Arsenal, Green Arrow, Hawkeye PC examples: Arrowhawk, Colt Power Level: 10 (150/150PP) Trade-Offs: +4 Attack / -4 Damage (ranged), +4 Defense / -4 Toughness Description: The fly creeps along the corner of the counter. Slowly, ponderously, it walks silently through the pitch black room, wings buzzing on its back. It suddenly feels pain, and keeps crawling along the counter top. It stops when it realises its wings have been shot off. Complications: MnM isn't granular enough to model ammunition. Nonetheless, there may come a point where, for story reasons, you're out of ammo, and thus net a Hero Point. Abilities: 6 + 12 + 4 + 6 + 6 + 4 = 38PP Strength 16 (+3) Dexterity 22 (+6) Constitution 14 (+2) Intelligence 16 (+3) Wisdom 16 (+3) Charisma 14 (+2) Combat: 20 + 16 = 36PP Initiative: +10 Attack: +10, +16 with bow Grapple: +13 Defense: +14 (+8 Base, +6 Dodge Focus), +4 Flat-Footed Knockback: -2/-1 flat-footed, -3/-2 with costume Saving Throws: 4 + 6 + 5 = 15PP Toughness: +4/+6 (+2 Con, +2 costume, +2 Defensive Roll) Fortitude: +5 (+2 Con, +4) Reflex: +12 (+6 Dex, +6) Will: +8 (+3 Wis, +5) Skills: 108R = 27PP Acrobatics 14 (+20, Skill Mastery) Bluff 8 (+10) Climb 7 (+10) Escape Artist 4 (+10) Gather Information 13 (+15) Intimidate 8 (+10) Knowledge (streetwise) 12 (+15, Skill Mastery) Knowledge (tactics) 7 (+10) Notice 14 (+17, Skill Mastery) Search 7 (+10) Stealth 14 (+20, Skill Mastery) Feats: 22PP Attack Specialisation (bow) 3 Defensive Roll 1 Dodge Focus 6 Equipment 1 Evasion Improved Initiative Jack of all Trades Luck 2 Master Plan 2 Power Attack Quick Draw Skill Mastery (Acrobatics, Knowledge [streetwise], Notice, Stealth) Well-Informed Powers: 12PP Device 4 (Easy to Lose; 20pp of traits) [12PP] Trick Arrow Array 8 (16pp array, Power Feats: 4 Alternate Powers) [20PP] Base Power: Blast 3 (Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [13PP] (piercing, blunt or bladed arrows) Alternate Power: Blast 3 (Extras: Autofire 6 [+1], Flaws: Action - Full [-1], Power Feats: Improved Critical, Improved Range [75' increment], Mighty 3, Progression [750' maximum range], Variable Descriptor [bludgeoning/piercing/slashing]) [16PP] Alternate Power: Dazzle 6 (visual sense) [12PP] Alternate Power: Obscure 8 (visual, 1000' radius, Extras: Independent [+0]) [16PP] Alternate Power: Snare 6 (Power Feats: Obscures Sense 2 [visual, auditory]) [14PP] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 18 Toughness (Staged) Damage Arrows Ranged DC 21 Toughness (Staged) Damage Rapid Arrows Ranged DC 21 Toughness (Staged) Damage, Autofire Dazzle Ranged DC 16 Reflex/Fortitude Blinded Snare Ranged DC 16 Reflex (Staged) Entangled/Helpless Abilities (38) + Combat (36) + Saving Throws (15) + Skills (27) + Feats (22) + Powers (12) - Drawbacks (0) = 150 Power Points Notes: :arrow: It's worth noting that I do enjoy me some Sharpshooters, and play one myself. Hurrah! :arrow: Firstly, you've got a big, flexible array to stunt off of. Paralyze (nerve toxins), Fatigue (sleep gas) and even Nullify (EMP arrow) are all possibilities. Use this flexibility in conjuction with power stunts to have the arrow you need, when you need it. :arrow: Difference between D&D and MnM? Feints apply to ranged attack. Use Acrobatic Bluff to render people flat-footed enough to take a shot with full Power Attack. You won't regret it. :arrow: Also remember, you can use Knowledge [Tactics] for elaborate master plans. You're a skilled warrior, not just in straight-up fighting, but in tactics, and in stealth to boot. You don't need to run in all arrows blazing, and probably will regret doing so when you do. Customisation: :arrow: The first, and most obvious one: rifle and trick bullets, not bow and trick arrows. You'd need to ditch the Mighty and replace it with straight-up Blast, but other than that, the wonders of comic super-science make it an easy enough swap. :arrow: Different trick arrows and bullets can change how a character acts. The trick archer with Paralyzes and Fatigues will be more of a debuffer, whereas the one with Blasts and Drains is more of an aggressive attacker. :arrow: Change around the skills and feats, especially the Acrobatics. Perhaps your sharpshooter is less of an acrobatic athlete, and prefers to Taunt his foes, or Intimidate them. Maybe he lacks much tactical acumen, to be replaced with better social skills.
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Vampire Comics examples: Blade, the Confessor PC examples: Avenger Power Level: 10 (150/150PP) Trade-Offs: +3 Attack / -3 Damage (unarmed), +1 Attack / -1 Damage (bite), +2 Defense / -2 Toughness Description: You are the terror who stalks the night, the ravenous predator, the dangerous bloodsucking fiend. Only you're not. You only feed when you need to, you don't kill, and you try to harness your vampiric powers to fight crime in Freedom City. You're already dead, why sit back and let other people's lives get ruined? Complications: As experience has shown in the past, feeding scenes are boring to write all the time, and otherwise it never comes up. So, this build assumes that the need to suck blood is a Complication, not a drawback. Abilities: 15 + 10 - 10 + 0 + 4 + 10 = 29PP Strength 25 (+7) Dexterity 20 (+5) Constitution -- Intelligence 10 (+0) Wisdom 14 (+2) Charisma 20 (+5) Combat: 14 + 16 = 30PP Initiative: +5 Attack: +7, +11 melee, +13 unarmed Grapple: +20 Defense: +12 (+8 Base, +4 Dodge Focus), +4 Flat-Footed Knockback: -8, -4 against silver/magic/holy Saving Throws: 5 + 4 = 9PP Toughness: +8 (+0 Con, +8 Protection) [impervious 8] Fortitude: -- (Immune) Reflex: +10 (+5 Dex, +5) Will: +6 (+2 Wis, +4) Skills: 60R = 15PP Acrobatics 5 (+10) Bluff 11 (+16, +20 with Attractive, Skill Mastery) Diplomacy 11 (+16, +20 with Attractive, Skill Mastery) Gather Information 5 (+10) Intimidate 10 (+15, Skill Mastery) Notice 3 (+5) Stealth 15 (+20, Skill Mastery) Feats: 14PP Attack Specialisation (unarmed) Attack Focus (melee) 4 Attractive Dodge Focus 4 Hide In Plain Sight Luck Skill Mastery (Bluff, Diplomacy, Intimidate, Stealth) Startle Powers: 11 + 30 + 4 + 8 + 4 + 3 = 60PP Amazing Undead Powers Array 5 (10pp array, Power Feats: 1 Alternate Power) [11PP] (vampiric) Base Power: Strike 2 (fangs, Extras: Vampiric 9 [+1], Flaws: Requires Grapple [-1]) [10PP] Alternate Power: Insubstantial 2 (gaseous form) Linked to Flight 1 (10 MPH, Power Feats: Subtle) (Drawbacks: Not in sunlight [-2]) [10PP] Immunity 30 (Fortitude effects) [30PP] (vampiric) Impervious Toughness 8 (Flaws: Limited against silver, holy and magic attacks [-1]) [4PP] (vampiric) Protection 8 [8PP] (vampiric) Super-Strength 2 (Heavy load: 1.5 tons) [4PP] (vampiric) Vampire Movement Array 2 (4pp array, Power Feats: 1 Alternate Powers, Drawbacks: Not in daylight [-2]) [3PP] (vampiric) Base Power: Super-Movement 2 (wall-crawling 2) [4PP] Alternate Power: Speed 2 (25MPH, or 250' per round) and Leaping 2 (x5 distance) [4PP] Drawbacks: -7PP Vulnerability (Silver, Frequency: Uncommon, Intensity: Moderate [x1.5 DC]) [-2pp] Vulnerability (vs. Holy; Frequency: Uncommon, Intensity: Moderate [x.15 DC]) [-2pp] Weakness (Holy Symbols, dazed for one round by losing an opposed Charisma check; Frequency: Common, Intensity: Moderate) [-3pp] DC Block: ATTACK RANGE SAVE EFFECT Unarmed Touch DC 22 Toughness (Staged) Damage Fang Touch DC 24 Toughness (Staged) Damage, Vampiric Abilities (29) + Combat (30) + Saving Throws (9) + Skills (15) + Feats (14) + Powers (60) - Drawbacks (7) = 150 Power Points Notes: :arrow: Firstly, it's worth noting that you're a jack of all trades, master of only a couple. You're strong, but not the strongest. you're fast, but far from the fastest. But you're incredibly, incredibly charming, and when you want to hide... you do it. With Hide in Plain Sight, you can just fade into the shadows like the horrible creature of the night you are. :arrow: Use Startle to feint people with your terrifying undead nature, possibly taking -5 to do it as a move action. Alternately, use Bluff, since against those Attracted to you it's a much higher bonus. Then Power Attack then with vampire strength! :arrow: Note that, while you meet caps still in daylight, you lose some options. you can't turn into gas and fly, you can't heal yourself with fangs, and you can't run and jump much greater distances. Customisation: :arrow: There are a million varieties of vampire, and this is only my take on it. Really, I could be here for days listing the different ways to do it, but let's run down some of the basic variations. :arrow: For starters, the very basic one: this isn't actually invisible to machinery or mirrors. Perhaps you could make it a Complication that you're a little blurry, but by default, you're not. Concealment 4 (all visual senses, Extras: Continuous [+1], Flaws: Machinery Only [-1], Permanent [-1]) is a mere 4pp. :arrow: Your main array is quite small. Perhaps you're not so charming, but instead have vampire hypnosis? Perhaps you're really fast, and add the Autofire extra to unarmed attacks? Heck, maybe you can summon up swarms of bats (Obscure), become completely invisible to all (Concealment) or even teleport through shadows! :arrow: Something to think upon is drawbacks. Maybe you're more resistant to holy attacks, but weak to fire? Perhaps holy symbols don't slow you down, but garlic makes you retch? :arrow: One variant is a living vampire, or even a dhampyr like Blade. You probably keep all your vampire powers, but with fewer weaknesses, and you're alive so no Immunity to Fortitude, but a decent Constitution score.
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Gecko-Edits Firstly, minor edit to his Geckorangs. Remove the Variable Descriptor (Geckorangs ain't slashy), and substitute a third rank of Mighty, for Mighty 3. [0PP] Feats: Drop rank in Attack Focus [melee] [-1PP; total 8PP left] Combat: Increase Attack by 1 [2PP; total 6PP left], for: +9, +11 Geckorangs, +13 Unarmed. He now hits PL9 offensive caps at range and in melee. Stats: It's lightning Gecko time! Increase Dex by 2 to 20/24 [+5/+7], for [2PP; total 4PP left]. This'll put Initiative to +11/+9 Skills: Put 12 ranks into skills [3PP; total 1PP left]. 3 into each of Acrobatics, Escape Artist, Pilot and Stealth, for: Acrobatics 8 (+13/+15, Skill Mastery) Escape Artist 8 (+13/+15) Pilot 13 (+18/+20, Skill Mastery) Stealth 13 (+18/+20) Powers I'm noting in the Powers section under Leaping, that using Skill Mastery, he can jump 46' / 23' / 11' Also, give him half-Immunity to disease and poison. [0PP left] [b][u]Players Name[/u][/b]: Ecalsneerg [b][u]Power Level[/u][/b]: 13 (199/199PP) [b][u]Trade-Offs[/u][/b]: +2 Defence for -2 Toughness [b][u]Unspent PP[/u][/b]: 0 [b][u]Diamond Status:[/u][/b] 72/90 (35PP pre-bump [PL8/125PP > PL11/161PP], 37PP 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+4+4+0+12 = 36pp Str: 16 (+3) Dex: 20/24 (+5/+7) Con: 14/18 (+2/+4) Int: 14 (+2) Wis: 10 (+0) Cha: 22 (+6) [b][u]Combat[/u][/b]: 16+16 = 32pp Attack: +9, +11 Geckorangs, +13 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+5 = 11pp Toughness: +7/+5 (+4/+2 Con, +3 costume) Fortitude: +6/+4 (+4/+2 Con, +2) Reflex: +10/+8 (+6/+4 Dex, +4) Will: +5 (+0 Wis, +5) [b][u]Skills[/u][/b]: 156r = 39pp Acrobatics 8 (+13/+15, 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 13 (+18/+20) Survival 5 (+5) [b][u]Feats[/u][/b]: 43pp Attack Specialization (Geckorang) Attack Specialization (Unarmed) 2 Beginner's Luck Challenge (Fast Taunt) Connected Dodge Focus 5 Equipment 20 Evasion Fearless Improved Initiative Luck Power Attack Quick Draw Set-Up Sneak Attack Skill Mastery (Acrobatics, Bluff, Diplomacy, Pilot) Taunt Teamwork 2 [quote name="Equipment]Geckoman Costume: Protection 3, Subtle [4 ep] Geckoman Mask: Commlink, flash goggles [1 ep] Grappling Gun: Super-Movement 1 [Swinging] [2ep] Utility Belt Array 4 (8ep, Feats: 2 Alternate Powers) [10ep] BP: Geckorangs [Blast 2, Feats: Improved Ranged Disarm, Mighty 3] [8ep] AP: Smokebombs [Obscure Visual 3 (25' radius), Independent] [6ep] Utilities: Cell phone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool, Young Freedom teleport beacon (2 ep) The Pitchoo [or Ptychozoon] (65 ep) Size: Huge, Strength: 40, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12 Features: Auto-pilot, Computer, Navigation System, Remote Control Powers: Blast 10 (electrical blasts PFs: Accurate, AP: Blast 7 (Extras: Area - Shapeable), AP: Obscure 7 (Visual + Olfactory Senses, 500ft radius, Extras: Independent, Total Fade, Flaws: Range [Touch])), Communication 5 (5 miles), Concealment 2 (radar), Immunity 9 (life suppport), Super-Senses 3 (radar; Accurate Radio sense) AP: The Skink Cycle (43ep) Size: Medium, Strength: 20, Speed: Speed 5 [250 MPH], Defence: 10, Toughness: 9 Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 26 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen Powers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Morph 4 (normal motorcycle) AP: Geckomobile (50ep) Size: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12 Features: Alarm 2 (DC 25), Caltrops, Hidden Compartments 2 (DC 25, 100 lbs), Navigation System, Oil Slick, Remote Control, Smokescreen Powers: Blast 6 (front-mounted electrocannons, Extras: Autofire, Feats: Accurate), Communication 5 (5 miles), Morph 4 (normal sedan), Super-Senses 3 (radar; Accurate Radio sense) The Arborealair, 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] Size: Large; Toughness: 10; Features: 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 (36) + Combat (34) + Saves (11) + Skills (39) + Feats (43) + Powers (36) - Drawbacks (00) = 199/199 Power Points Geez3r's on a roll
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Eighty-Eight Miles Per Hour [IC]
Ecalsneerg replied to Ecalsneerg's topic in Else Ifs and What Worlds
Cassie shouted out in shock and the blade cut out a chunk of her armour, sparks flying from the gap as the whole suit suddenly went limp. "He's... stopped." She looked down at her front, still in shock. "I'll try to get out of here and get him out of the suit," she said, turning on one heel and running. Then, in one single bound, she leapt up in the air a good seven hundred feet, sticking to one of the roofs and keeping moving. Over the commlink came Cassie's voice, audibly straining with effort. "I think he's fighting back again..."