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Alternate Versions of Geckoman

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  • 4 weeks later...

Players Name: Ecalsneerg

Power Level: 8 (175/120pp)

Trade-Offs: N/A

Characters Name: Geckoman

Alternate Identity: Christopher Kenzie

Height: 5'10''

Weight: 160 lbs

Hair: Brown

Eyes: Brown

Description: Chris Kenzie looks haggard and tired, stubble on his jawline and dark circles around his eyes. His Geckoman costume is no longer a full outfit, but rather a dark green trenchcoat with a G printed on the back, and his trademark goggles slung around his neck. He wears a bulletproof vest under his shirt, and with his gadgets in disrepair and ruin, carries a .357 Magnum in his pocket.

History: "Hellion's breakdown destroyed us. We stopped the demons, returned Freedom City to Earth. Thing is, we were beyond repair. How could we fix it? Doctor Metropolis had died, along with a good chunk of the superhero populace. The survivors fled, leaving few, so few, to pick up the pieces.

There weren't enough people left to justify carrying on. At first, some of the remaining people tried to repair, tried to rise from the ashes. It wasn't enough. Gangs fought over resources, the last bastions of peace holed up. It was like the Moore Act again.

Me? I stuck around. I figured, the city needed Geckoman then. God, I was such an idealistic fool. The Pitchoo was downed. Liz was dead, my parents were dead, so many friends... Young Freedom? Assholes didn't lock up Hellion, claimed he was innocent. My parents died. **** those idiots, I didn't need 'em.

Ten years on, here I stand, on the raggedy edge. One of the few 'heroes' left. Some people still say we can fix this. Hah. Idealists."

Personality & Motivation: A bitter, cynical man, Geckoman nonetheless retains his acid tongue and spark of hope. Projecting an outward image of hate and anger, deep down he wants to fix the city.

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. His gadgetry is long fallen into disrepair, leaving him with only his wits and gun to fight with no.


Addiction (cigarettes): Sure, his healing factor means they won't kill him. The serious lack of them, and fights to get them? They might well kill him.

Responsibility (Freedom City): Deep down, Chris wants to fix the city and protect its people. A threat to it is a personal threat to him.

Temper (Young Freedom): Disgusted at the aftermath, Geckoman is not "one of those kids from Young Freedom" anymore.

Stats: 4+6+4+4+0+10 = 28pp

Str: 14 (+2)

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

Con: 14/18 (+2/+4)

Int: 14 (+2)

Wis: 10 (+0)

Cha: 20 (+5)

Combat: 16+12 = 28pp

Attack: +8, +10 unarmed or pistol

Grapple: +10

Defense: +9 (+3 flat-footed)

Knockback: -3/-2, -2/1 w/o costume

Initiative: +9/+7

Saves: 2+4+5 = 11pp

Toughness: +7/+5 (+4/+2 Con, +3 vest)

Fortitude: +6/+4 (+4/+2 Con, +2)

Reflex: +8/+6 (+5/+3 Dex, +3)

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

Skills: 96r = 24pp

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

Bluff 13 (+18, Skill Mastery)

Diplomacy 5 (+10, Skill Mastery)

Disable Device 8 (+10)

Escape Artist 5 (+8/+10)

Gather Information 10 (+15, Skill Mastery)

Investigate 8 (+10, Skill Mastery)

Knowledge [Technology] 3 (+5)

Notice 10 (+10)

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

Search 8 (+10)

Stealth 11 (+14/+16)

Survival 5 (+5)

Feats: 18pp

Attack Specialisation (pistol)

Attack Specialization (Unarmed)

Beginner's Luck

Challenge (Fast Taunt)


Dodge Focus 3

Equipment 3


Fascinate (Bluff)

Improved Initiative


Sneak Attack

Skill Mastery (Acrobatics, Bluff, Gather Information, Investigate)


Bulletproof vest: Protection 3, Subtle [4 ep]

Flash goggles [1 ep]

Heavy pistol - Blast 4 [8ep]

Powers: 4+4+13+4+4 = 27pp

Enhanced Dexterity 4 [4pp]

Enhanced Constitution 4 [4pp]

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

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

Super-Senses 4 (infravision, low light vision, scent, tracking [olfactory]) [4pp]

DC Block:

Unarmed - 17/Toughness --- Bruised, Staged

Unarmed/Sneak Attack - 19/Toughness, Bruised, Staged

Pistol - 19/Toughness --- Bruised, Staged

Pistol/Sneak Attack - 21/Toughness, Bruised, Staged

Costs: Abilities (28) + Combat (28) + Saves (10) + Skills (24) + Feats (18) + Powers (27) - Drawbacks (00) = 135/135pp

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  • 4 months later...



Power Level: 8 (120/120PP)

Trade-Offs: +1 Damage / -1 Attack (melee)

In Brief: Gadgeteer Genius daughter of Geckoman and Spellbound

Alternate Identities: Cassandra "Cassie" Kenzie

Identity: Secret

Birthplace: Freedom City

Occupation: Claremont Student

Affiliations: YF-2

Family: Chris Kenzie (Geckoman, father), Liz Lawlett (Spellbound, mother), James Kenzie (little brother)

Age: 18 (DoB: December 21st, 2015) assumes thread set in September 2034

Gender: Female

Ethnicity: Caucasian

Height: 5'6''

Weight: 140 lbs

Eyes: Green

Hair: Brown

Description: Cassie Kenzie is a chipper, upbeat girl, favoring brightly colored t-shirts and blue jeans. A smile is never far from her face, and she walks with a graceful spring in her step. She wears rather outdated (for the 2030s) square-rimmed nerd glasses, and has her hair tied back in a ponytail.

As Geckogirl, her nanofibre suit expands to cover most of her body. Green metallic scales form a jumpsuit across her torso and limbs; along with yellow gloves, the palms and finger-tips adorned with small chrome studs to use her wall-crawling and electrical blasts. The chest of the suit has a large raised yellow G, much more stylised than her father's iteration of it. The mask is quite plain, covering all but her mouth and ponytail. The eyeholes are covered by a strong, orange one-way mirror to stop people seeing her eyes while simultaneously letting her see out.

History: After some considerable complications due to the Gecko serum in Chris Kenzie's veins being passed to her, Cassie Kenzie was born by Caesarean just before Christmas of 2015. Seemingly inheriting her father's good-naturedness, she laughed and giggled through a childhood of her parents desperately trying to conceal the fact their daughter could wall-crawl.

As she matured into a young woman, it became apparent that two things had happened. Firstly, she hadn't inherited nearly all of her father's powers. She couldn't climb walls nearly so quickly, healed much slower than him although still quite rapidly for a human, and simply lacked most of his sensory capabilities. However, she also exhibited an intelligence in line with Liz's childhood experiences. A bright child, she took to technology like a duck to water, and was soon making simply but effective gadgets and gizmos in her bedroom. However, at her father's insistence, she was regularly dragged out of her room to participate in sports with other kids, preferring gymnastics to the other sports she was made to try. While initially resenting this perceived forcefulness, she eventually ended up participating in the sport all through to the end of high school.

Going to Claremont, she became part of the second iteration of Young Freedom which had formed, worrying her parents deeply, as they knew what she was getting into. Nonetheless, she prevailed, with the aid of a powerful lightweight armour she'd designed, as strong as steel but as light as leather. It augmented her powers to above and beyond normal human capability, able to lift cars, magnetically fling objects and leap great distances. Outwardly presenting a cheerful front, Cassie nonetheless felt a deep sense on discontent, and uncertainty of what she was meant to do. She enjoyed her life as Geckogirl, liked her friends, but when it came down to it, they were all dating and having fun, and she just didn't feel right about it.

With the support of her friends, she finally admitted that she was homosexual and came out to her parents (who, in their words "once saw a gorilla pooping lightning bolts, lesbians aren't exactly weird or uncomfortable after that"). Feeling much happier in herself now, she has taken a gap year after graduation in order to figure out where to go next.

Personality & Motivation: Even more so than Chris Kenzie, Cassie is prone to hiding unhappiness under a mask of bravado and happy-go-luckiness. Her personal problems were rarely evident to others simply because she didn't act any differently for all the stress bubbling up in her. With those she is comfortable around, Cassie is much more quiet and reserved, still willing to talk, but less liable to brag and show off what she can do.

She is motivated by an upbringing by her parents which strongly epoused "doing the right thing, even if it costs you the world". As such, she is usually self-sacrificing and noble, tempered by the occasional bout of teenage selfishness and jealousy. While she knows it drives them mad, Cassie is also driven by a desire to prove to her parents that their pride in her is well-placed. She wants to be as well thought of as Geckoman, and is willing to work to do it.

Powers & Tactics:

Cassie, without her Geckosuit, lacks any major superpowers beyond minor increases in agility, healing rate and sense of smell. She can also, with effort, climb walls through electrostatic charge but doesn't generate enough to do it quickly or nimbly. As such, she uses her suit to overcome this limitation. In it, she is stronger than a normal human, can leap great distances and shrug off attacks with ease.

In combat, she uses her formidable acrobatic prowess to fool opponents, leaping over them before hammering into them with superhumanly strong punches and kicks. Not afraid to fight dirty, and smart enough to work out how to find advantages over any foe, Cassie is nowhere near as good a martial artist as her father, but is probably a much more savvy combatant.


Dependence (parental access to workshop for repairs)

Prejudice (lesbian, minor)

Reputation (famous predecessor)

Struggling (needs more allowance!)

Abilities: 2 + 6 + 2 + 10 + 0 + 6 = 26pp

Str 25/12 (+7/+1)

Dex 18/16 (+4/+3)

Con 12 (+1)

Int 20 (+5)

Wis 10 (+0)

Cha 16 (+3)

Combat: 12 + 8 = 20pp

Initiative: +4/+3

Attack: +6, +7 melee, +8 electro-blasters

Grapple: +8, +14 in suit, +16 with Super-Strength

Defense: +8 (+4 Base, +4 Dodge Focus), +2 Flat-Footed

Knockback: -4, -0 outside armour

Saving Throws: 5 + 4 + 4 = 13pp

Toughness: +8/+1 (+1 Con, +7 Protection)

Fortitude: +6 (+1 Con, +5)

Reflex: +8/+7 (+2/+1 Dex, +4)

Will: +4 (+0 Wis, +4)

Skills: 64r = 16pp

Acrobatics 11 (+14/+15, Skill Mastery)

Bluff 7 (+10)

Computers 10 (+15, Skill Mastery)

Craft [Electrical] 10 (+15, Skill Mastery)

Gather Information 7 (+10)

Knowledge [Technology] 10 (+15, Skill Mastery)

Pilot 9 (+12/+13)

Feats: 10PP

Acrobatic Bluff

Attack Focus (melee) 1

Beginner's Luck

Dodge Focus 4

Eidetic Memory


Luck 2

Sneak Attack

Skill Mastery (Acrobatics, Computers, Craft [Electronics], Knowledge [Technology])

Powers: 2 + 5 + 2 + 1 + 26 = 36PP

Enhanced Dexterity 2 [2PP] (genetic, mutation)

Regeneration 4 (bruised 1/round, injured 3/minute, Power Feats: Regrowth) [5PP] (genetic, mutation)

Super-Movement 1 (wall-crawling [half-speed, lose Dodge bonus]) [2PP] (genetic, mutation)

Super-Senses 1 (Scent [Acute olfactory]) [1PP] (genetic, mutation)

Device 6 (Geckosuit, Hard to Lose, 35dp of traits, Power Feats: Restricted 2 [Geckoman family]) [26PP] (technological)

Electrical Power Source Array 6.5 (13pp array, Power Feats: 2 Alternate Powers) [15PP]

  • Base Power: Enhanced Strength 13 [13PP] (servo-motors)
    Alternate Power: Blast 6 (Power Feats: Accurate) [13PP] (electro-blasters)
    Alternate Power: Magnetic Control 6 (Heavy load: 800 lbs) [12PP] (magnetic generators)

Enhanced Feat 1 (Quick Change) [1PP]

Enhanced Wall-Crawling 1 (total 2 ranks [full speed, retain Dodge bonus]) [2PP]

Leaping 4 (x25 distance, Power Feats: 1 Alternate Power) [5PP] (leg-servos)

  • Alternate Power: Super-Strength 2 (Heavy load: 520 lbs, 1.5 tons with Enhanced Strength) [4PP] (servo-motors)

Protection 7 [7PP] (nanofibre mesh)

DC Block:

ATTACK                 RANGE     SAVE                        EFFECT

Unarmed                Touch     DC16 Toughness (Staged)     Damage

Unarmed Sneak Attack   Touch     DC18 Toughness (Staged)     Damage

Enhanced Strength      Touch     DC22 Toughness (Staged)     Damage

Enhanced Str Sneak     Touch     DC24 Toughness (Staged)     Damage

Blast                  Range     DC21 Toughness (Staged)     Damage

Blast Sneak Attack     Range     DC23 Toughness (Staged)     Damage

Abilities (26) + Combat (20) + Saving Throws (13) + Skills (16) + Feats (13) + Powers (36) - Drawbacks (0) = 120/120pp

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