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Ecalsneerg

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  1. Firstly, Ptychozoon is the latin name for a flying gecko (thanks to Warr for that), but the whole concept is similar to Ted Kord/Nite-Owl's airship. It's a fast, high-tech flier, but pretty basic in terms of powers. It's invisible to radar, has radar of its own and uses the same electric 'zapper' technology as Gecko's portable ones. And I'm working on the background right now.
  2. Updated PL 14 version Updated (a/o March 2012) sheet here. Players Name: Ecalsneerg Power Level: 8 (117/125 pp) Trade-Offs: -1 Damage for +1 Attack, -1 Toughness for +1 Defense Unspent PP: 8 Rollover PP: 11 Characters Name: Geckoman Alternate Identity: Chris Kenzie Height: 5'8'' Weight: 150 lbs Hair: Brown Eyes: Brown Description: Chris Kenzie is a normal-looking guy, a little bit scrawny and scruffy, but other than that he's just your usual teenage boy. He's not often without a smile on his face, though and tends to wear long-sleeved t-shirts and baggy jeans to hide his Geckoman costume. The costume itself is lurid green and close-fitting, the hood covering all of the face except the mouth. The eyes are covered up by orange-hued goggles to further hide his identity. History: Chris Kenzie wasa bit of a slacker. All the teachers said so. He wasn't stupid, far from it, but he didn't apply himself to anything. This continued all the way up until high school, until he was on the brink of dropping out altogether. Then, one day, he'd skipped school and was just walking about when he stumbled upon a cordoned-off warehouse. It had evidently been raided by the police, or Freedom League, or somebody, but the contents hadn't yet been removed. And, hey, nobody was around, were they? Chris went in for a quick look around, and was amazed at his discovery. The place was some sort of mad scientist's laboratory! He found blueprints and prototypes for digital equipment, lightweight body armour, and even some sort of wrist-mounted 'zapper' thingies. Not even stopping to consider he might be 'thieving', he began gathering the things up in a sack to take home. After all, they were all pretty awesome. It was just pretty damn annoying that he'd pricked himself on some needle while taking the stuff, man, that smarted. But, the pièce de résistance was found under a huge dust-sheet, evidently untouched for a while due to the layers of dust on it. Some sort of spaceship! The thing was a bit boxy, sixteen feet long with several seats and storage cupboards in the interior. But the real fun part were the electrical blasters. Sadly, you just couldn't get away with stealing this... I mean, it'd get noticed. This didn't prove a problem, as without warning Chris began having some sort of fit, jerking forwards into the controls. The thing lurched upwards, crashing through the roof of the warehouse and erratically flying across the city before crashing into a hillside outwith its limits. Chris awoke several feet from the ship, to the sight of his hand lying beside him on the ground. In shock, he looked down... to see a replacement growing out of the stump. On closer inspection, he found he could stick to surfaces and had improved vision. In addition to this, the ship and the technology he'd pilfered didn't seem to have been damaged very much, just some things even a slacker like him could replace... if he learned to. So Chris Kenzie miraculously began studying electronics and mechanics overnight, his teachers shocked. All the while, he spent his evenings fixing up his ship and fashioning a superhero costume for himself. He would be the Gobsmacking Geckoman, in his airship the Ptychozoon! (although that soon got shortened to Pitchoo) The teenager came to Duncan Summer's attention as soon as he became an active 'superhero', flying across the city in pursuit of a bank robbery and accidentally blowing some cars up in his eagerness. Summers got in contact with Geckoman and invited him to pay a visit to his school for superhumans. Well, he wasn't going to say no, was he? Complications: Accident (tends to be a little... careless): Chris is way too cocky for his own good, often participating in blatantly idiotic schemes with the potential to cause damage to himself and anything around him. Anyone who has seen him fly would testify to this. Enemy (whoever he stole the stuff from): While he has yet to surface, the inventor of Geckoman's airship and gadgets would be displeased to learn someone else had taken it in his absence. Maybe he or she already knows and is working to get it back... Secret (identity): Chris Kenzie attempts to keep his identity secret as much as he can. However, much of Claremont know it, as would anyone who has spent time with both (he doesn't act any differently in or out of costume) Regeneration: While cuts and bruises don't sap his energy much, it Geckoman ever had to regenerate from severe injuries he would have to use up much of his body's energy possibly leading to muscle and bone wasting, extreme hunger or many other debilitating effects. This complication is essentially license for the DM to start using Fatigue, Drain or Nauseate effects on him as the plot demands if he has made recovery checks from effects like being disabled or having severed limbs. Stats: 20pp Str: 10 (+0) Dex: 18/16 (+4/+3) Con: 14/12 (+2/+1) Int: 12 (+1) Wis: 10 (+0) Cha: 20 (+5) Combat: 16pp Attack: +4, +7 ranged Grapple: +4 Defense: +7 (+2 flat-footed) Knockback: -2; -2 flat-footed; -1 w/out Costume; -0 w/out Costume & flat-footed Initiative: +3 Saves: 8pp Toughness: +5 (+1 Con, +1 Defensive Roll, +3 costume) Fortitude: +4 (+2 Con, +2) Reflex: +6 (+4 Dex, +2) Will: +4 (+0 Wis, +4) Skills: 52r = 13pp Bluff 13 (+18) Craft [electronic] 5 (+6) Craft [mechanical] 5 (+6) Computers 2 (+3) Diplomacy 2 (+7) Disable Device 2 (+6) Gather Information 3 (+8) Investigate 1 (+2) Knowledge [Popular Culture] 6 (+7) Knowledge [Technology] 4 (+5) Notice 5 (+5) Pilot 4 (+8) Feats: 30pp Attack Focus [Ranged] 3 Beginner's Luck Challenge (Improved Taunt) Connected (police department) Defensive Roll Dodge Focus 3 Equipment 14 Fascinate (Bluff) Luck Move-by Action Setup Sneak Attack 1 Taunt Equipment: 70/70 ep worth Geckoman Costume: Protection 3, Subtle (4 ep) Geckoman Mask: Commlink, flash goggles (1 ep) Grappling hook: (Super-Movement 1 [swinging]) (2ep) Utility Belt: Smokebombs [Obscure Visual 2, Independent] AP: Cutting torch [blast 1, Drain Toughness 1] AP: Power Knuckles [strike 3, Mighty] (6 ep) Utilities: Cell phone, concealable microphone, digital audio recorder, flash-light, lock release gun, mini-tracer, multi-tool (2 ep) The Pitchoo [or Ptychozoon] (52 ep) Size: Huge, Strength: 40, Speed: Flight 6 [500 MPH], Defence: 8, Toughness: 10 Features: Auto-pilot, Computer, Living Space, Navigation System, Remote Control, Smokescreen Powers: Blast 7 (electrical blasts, Extras: Autofire), Concealment 2 (radar), Super-Senses 4 (radar; Accurate Radio sense) Lightflier Station incorporated into Pitchoo (3 ep) Powers: Flight 3 (50 MPH, Extras: Affects Others Only, Flaws: Platform) Powers: 30pp Enhanced Dexterity 2 [2pp] Enhanced Dexterity 4 [4pp] Regeneration 7 (bruised/round, injured/min, staggered/20 mins, disabled/hr; Feats: Regrowth) [8pp] Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] Super-Senses 4 (infravision, low light vision, scent, tracking [olfactory]) [4pp] Device 2 ('zappers', Hard to Lose) [8pp] - Blast 5 (electric blasts) DC Block: DC Block: ATTACKS: SAVE DC: DAMAGE TYPE: Unarmed.......... DC 15......... Bludgeoning (non-lethal) Knuckles........... DC 18 ........ Bludgeoning and electrical (non-lethal) Zappers............DC 20......... Electrical (lethal or non-lethal) Pitchoo Cannons..DC 22, Autofire.. Electrical (lethal or non-lethal) Costs: Abilities (20) + Combat (16) + Saves (8) + Skills (13) + Feats (30) + Powers (30) - Drawbacks (00) = Total Cost 117/125pp
  3. If I can get the Gobsmacking Geckoman finished in time, he'd definitely fit a light-hearted teen game.
  4. Arrowhawk flinched as a blast of energy hit him in the shoulder, dissipating harmlessly against the tough kevlar, before raising his bow and firing a blunt arrow at the temple of one of the northern gunmen. The shot sent him unconscious to the ground with a thud. Reaching for a second arrow, Arrowhawk shouted to his assailants,"Put the guns down, or you join your friend!"
  5. I'm assuming I count as flat-footed (unless I missed something), so 23. Thank god for Kevlar.
  6. Arrowhawk ran out of the alleyway and towards the commotion, haphazardly slinging his bow and quiver around him and fastening down his hood and cloak. "HEY! What's going on!" he shouted as he came down the street at a rate of knots.
  7. That is a very good idea I failed to think of, and one I'm going to shamelessly steal in this next post. :D
  8. As the men in the corridors raised their weapons, Arrohawk barely had any time to react. Men upstairs, and they've got blaster rifles. How could I so damn stupid, you never assume it'll be easy! ... dammit, got to get those women out of here!
  9. I got an 11, terrible roll. But I want my Hero Point for later...
  10. I got 19, but on the other hand I don't have Quick Change. RAW, it'd take a minute to get changed, but on the other hand all he has to do is put on his mask and cape, so I have no idea how long it'd take me to get into the fight.
  11. Cool. That'll probably be as soon as resistance is encountered. Yep, the plan requires some urgency so he won't be moving at half speed, so if he is I'll try to indicate clearly that he's not moving at full speed. Yeah, I've no problem with that. Nothing particularly special, I'm just looking for a source of plothooks by stirring up the mob. Thanks.
  12. Hmmm... well, if it's Blast then would it still count as a side effect flaw if I voluntarily forgo any toughness bonus beyond my Con score (i.e. not as a drawback or complication, just how the power works)?
  13. Wouldn't it be based off of Damage/Strike, rather than Blast, since it's not a ranged effect?
  14. Well, assuming the Long Range and -1 Side Effect [Damage], you can get a rank 10 Teleport for 5 pp, enough to get to the moon. As it's based off the Damage effect however, doing so would give you a DC 25 Toughness save, on a PL 6 character I don't plan to have meeting his caps unless it's in skills or 'inventions' (ok, if I weld this Lor blaster to a Grue computer chip, then this glowy green space rock as a power source...). It's molecular disruption, so only his Con modifer of +1 or +2 at best would apply to this save. Even a rank 7 Teleport into the next state is going to seriously hurt. Well, all the gadgets are either going to have Side Effects, Unreliable or Intelligence Check Required in order to operate them. The one exception I can see to this would be a simple scanner-type device of some sort. The teleporter really wouldn't be used often, for the reasons above. It's just too damn life-threatening that Hero Points need to be burned just to survive a jump.
  15. I was thinking making it long-range only (i.e. no move action room-hopping) and a toughness save against the damage is possible. So, in that case, would a -1 flaw be appropriate? I'm also aware that variable powers are judged on a case-by-case basis, so would this 'busted' teleporter be acceptable in a Gadgets power, or would you prefer it to be taken as a separate Device?
  16. One idea I have for my PL 6 slot is an xenobiologist who uses his skills and some esoteric alien gadgetry to solve crimes. However, one of these gadgets would be a teleporter he salvaged. Unfortunately, he doesn't quite know how to repair it and using it damages him due to molecular instability. Would this be a -2 flaw, because it always happens when he uses the power, or a -1 flaw, because there is no roll for him to fail on?
  17. During his surveillance, Arrowhawk had been planning his raid upon the casino. His objective was to subdue all resistance before finding the ringleader for questioning. But there are civilians in there... he pondered. Crossfire could be dangerous. He swung down from his perch, landing softly in a crouch. He doubted any of these thugs had the skill necessary to spot him. An arrogant view, perhaps, but it was true. The trick is to make them think the attack is from another direction. Perhaps from their loading bay, an area I'm not going to storm head-on. Heading in the front door will just alert them to my presence. Never good. He began to move towards the disused room's window. Smoke arrows. I fire them into the loading bay, both making it difficult to exit from that door and making them them think the attack comes from that direction. In the confusion, I head up and into that empty room, systematically subduing everyone inside with bludgeon arrows, aiming for head and groin to maximise the odds of taking them out in one shot. He brought his bow out, and a smoke arrow. The arrow's tip, upon impact with a hard surface, would trigger an explosion of gas in a 100' radius. It took a minute for the gas to dissipate completely, and during that time he'd be in the building and dimming the lights. In the dark, they'll panic. I'm a figure of vengeance. In the light, I'm a man in a costume. Once everyone was subdued, he'd begin questioning people. He ran forwards as quietly as he could, firing a smoke arrow into the loading bay and not even pausing to observe the huge cloud of smoke belching outwards into the sky. He'd grabbed his grappling hook from his belt and fired it above the window of the empty room, swinging up and crashing through the window. The grappling hook was quickly put away again in favour of a blunt-tipped arrow. Crossing the floorboards, he kicked the door open and levelled the bow ready to fire at anyone in the hallway.
  18. At least you're several steps ahead of the guy in an alleyway with his pants down.
  19. John enjoyed going out biking. It was good to rewind with, having the wind rush through your hair and the engine roaring like an animal below you. It also let him get acquainted with the city, so today he was biking through Hanover. But then, as he passed a shop, a whole bin of CDs exploded through the window. "Dammit!" muttered John under his breath. Time for a quick change of clothes. The bike sped around the corner, screeching into the alleyway as he was already pulling off his motorcycle leathers to reveal his black outfit underneath. Hope this doesn't take too long, he sighed, pulling open a secret compartment in the bike to reveal his bow, cloak and domino mask.
  20. Yeah, I'll post a more comprehensive plan in his thoughts.
  21. Christian Bale... Mwahahahaha, now you can't take him. I dunno, although I could see Clive Owen or Thomas Jane playing Arrowhawk.
  22. Well, the entire power of Probability and Luck Control makes you superhumanly lucky as they are. Making it Uncontrolled means you're still lucky, just at the DM's discretion.
  23. Sorry, but you can't improve your Toughness directly like that. You'll either need to buy ranks of the Protection power, ranks of the Defensive Roll feat or use Equipment to buy body armour or the like (although that doesn't stack with the Protection power)
  24. All power feats count except for Alternate and Dynamic Powers.
  25. That example doesn't work. The cost of the alternate power feat is not factored in when determining alternate powers, so your other three comprehend powers cost too much if you give them APs.
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