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Ecalsneerg

Geckoman (PL14) - Ecalsneerg (Gold)

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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.

Geckoman-1.jpg

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

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I won't start going over this in detail until I see a full background, but I do have to sk: what's the Pitchoo/Ptychozoon?

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.

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And indeed I did catch something! (though it's mostly a nit picking)

Radio as a Super-Sense should cost 2 ranks, and is ranged, radius, and acute (not accurate, see semi-official errata). Radar is Accurate Radio, so the cost is still the same.

I'll also caution you that Geckoman has pretty low non-Toughness saves. You'll probably want to invest in increasing them with some of your first PP.

That said, you're approved.

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Updated (a/o March 2012) sheet here.

[floatr]GeckomanHF.png[/floatr]

Players Name: Ecalsneerg

Power Level: 15 (205/226PP)

Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness

Unspent PP: 21

Progress to Platinum: 104/120 (35PP pre-bump [PL8/125PP > PL11/161PP], 59PP post-bump)

Characters Name: Geckoman

Alternate Identity: Christopher Kenzie

Height: 5'10''

Weight: 160 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 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, 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.

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.

Powers & Tactics: 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.

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 (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 wants to do well in school. He wants to be a superhero. And he loves Liz.

Wacky Relationship Hijinks! His archenemy, Spellbound is Liz Lawlett. Trouble is, neither knows the other's secret identity. This is probably the Complication of all Complications.

Stats: 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)

Combat: 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

Saves: 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)

Skills: 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)

Feats: 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

Geckoman Costume: Protection 2, 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

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.

Size: Large; Toughness: 10; Features: Communications, Computer, Concealed, Fire Prevention System, Garage, Hangar, Isolated, Laboratory, Library, Living Space, Power System, Security System 2, Workshop

Powers: 6+4+1_1+13+1+4+2+4 = 36pp

All powers are of the genetic and mutation descriptors

Enhanced Dexterity 4 (Power Feats: Dodge Focus 2) [6pp]

Enhanced Constitution 4 [4pp]

Immunity 2 (disease, poison; Flaws: Limited to half effect [-1]) [1PP]

Leaping 1 (x2 distance, 46'/23'/11' w/ Skill Mastery Acrobatics) [1pp]

Regeneration 12 (bruised 3/no action, injured 6/no action, staggered 1/20 mins, disabled 2/hr; Feats: Regrowth) [13pp]

Speed 1 (10 MPH) [1pp]

Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp]

Super-Senses 2 (Infravision, Low-Light Vision) [2pp]

Super-Senses 4 (Normal Olfactory, Extras: Accurate 2, Acute, Tracking) [4pp]

DC Block:

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

Costs: Abilities (38) + Combat (34) + Saves (12) + Skills (38) + Feats (47) + Powers (36) - Drawbacks (00) = 205/226 Power Points

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Stats: 4+6+4+4+0+12 = 30pp

Str: 14 (+2)

Dex: 16/20 (+3/+5)

Con: 14/18 (+0)

Int: 14 (+0)

Wis: 10 (+0)

Cha: 22 (+0)

Good
Combat: 12+12 = 24pp

Attack: +6, +8 ranged

Grapple: +8

Defense: +9 (+3 flat-footed)

Knockback: -3

Initiative: +5

Please note your knockback out of costume
Saves: 2+2+5 = 9pp

Toughness: +7 (+4 Con, +3 costume)

Fortitude: +6 (+0 Con, +0)

Reflex: +7 (+0 Dex, +0)

Will: +5 (+0 Wis, +0)

Please note your abilities and base saves
Skills: 124r = 31pp

Acrobatics 5 (+8/+10, Skill Mastery)

Bluff 15 (+21, Skill Mastery)

Craft [Electronic] 6 (+8)

Craft [Mechanical] 6 (+8)

Computers 3 (+5)

Diplomacy 9 (+15, Skill Mastery)

Disable Device 5 (+8/+10)

Escape Artist 4 (+7/+9)

Gather Information 9 (+15)

Investigate 8 (+10)

Knowledge [Popular Culture] 8 (+10)

Knowledge [Technology] 8 (+10)

Notice 10 (+10)

Pilot 9 (+12/+15, Skill Mastery)

Search 4 (+6)

Stealth 6 (+9/+11)

Survival 5 (+5)

Why have you noted the skills without enhanced dex, but you have not noted other things without enhanced con? (knockback, toughness and fort save) or even other things without you enhanced dex? (initiative and ref save)
Feats: 31pp

Attack Focus (Ranged) 2

Beginner's Luck

Challenge (Improved Taunt)

Connected

Dodge Focus 3

Equipment 15

Fascinate (Bluff)

Luck

Set-Up

Sneak Attack,

Skill Mastery (Acrobatics, Bluff, Diplomacy, Pilot)

Taunt

Teamwork 2

What is Improved Taunt?
Good
Powers: 4+4+8+4+4+12 = 36pp

Enhanced Dexterity 4 [4pp]

Enhanced Constitution 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 3 [Wrist Zappers] (Hard to Lose; 12pp)

Devices:

The only thing I see wrong here is taht you didnt note how many ranks went into regeneration a piece

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