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Geckoman (PL12/15) - Ecalsneerg (Platinum)


Ecalsneerg

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Players Name: Ecalsneerg
Power Level: 15 (230/250PP) [285]
Trade-Offs: +1 Attack for -1 DC, +1 Defence for -1 Toughness
Unspent PP: 20

In Brief: Former Claremont student and loud-mouthed animal-powered costumed adventurer.
Older sheets found here.

Alternate Identity: Christopher James Kenzie
Identity: Secret
Birthplace: Freedom City, NJ
Occupation: Student in psychology and criminology, costumed adventurer.
Affiliations: Formerly Claremont Academy and Young Freedom, currently Interceptors
Family: Elizabeth Lawlett/Spellbound (girlfriend), James & Marsha Kenzie (father & mother)

Description:
Age: 20 (DoB: 17th May 1992)
Gender: Male
Ethnicity: Caucasian
Height: 5'11''
Weight: 175 lbs
Eyes: Brown
Hair: Brown

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. And because he enjoys wearing goggles.

Across the chest is a large yellow G symbol, and he arms himself with a pouched belt of stiff yellow leather, inside which he stashes many gadgets and tools for crimefighting. For sentimental reasons, tucked in among the pouches is a small silver 'YF' badge, to remind him of his time on Young Freedom.

Power Descriptions: None of Geckoman's powers are especially visual, being passive and defensive abilities. His palms, soles, fingertips and toes are able to cling to surfaces by electrostatic charge. He has reflexes far in excess of that of a normal human, moving with an assured speed and grace. His enhanced recuperative powers mean his wounds heal as they are observed, and his body exudes health and energy.

History: Christopher james Kenzie was a 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, eventually joining the team of Young Freedom. His time there was spent fighting many foes, perhaps the worst being when his girlfriend, Elizabeth Lawlett, turned out to be the supervillain Spellbound from whom he's stolen his gadgetry and super-serum, their final confrontation leading to a near-gang war due to Spellbound ultimately being a teenage girl, not a hardened criminal. Geckoman fought back the gangs and made his peace with her, them both retiring to focus on their studies.

But it was not to last. Not being Geckoman made Chris miserable, and ultimately at Liz's prompting, he donned the mask again during the recent Grue Invasion. She also began to provide him with maintenance and gadgetry to at least aid him in not dying.

After graduating Claremont, Chris has ended up studying psychology and criminology at FCU, and joined the Interceptors at the prompting of Doktor Archeville. After the events that transpired with the team and the Doktor's madness, Geckoman is one of the few members remaining on the team, fighting crime both with them and on his own.

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. Except when trying to rile villains up in combat. Then he does mean it.

Powers & Tactics: Geckoman has the proportionate agility and healing power of a gecko, giving him superhuman-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, often themed around lizards and reptiles. Frequently, he alternates between throwing curved Geckorangs, striking with an electrically tipped staff, and merely resorting to fisticuffs. 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:
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.

Relationship (Elizabeth Lawlett/Spellbound) - The love of his life. His room mate. His support network. His arch nemesis. Chris will defend Liz to the death, even though she disapproves of his lifestyle. He'll also do anything to stop her from falling into old habits, and if she does so, to stop other heroes from arresting or hurting her.

Responsibility (team loyalty) - Formerly of Young Freedom, and now on the Interceptors, while he may grate on his team mate's nerves, he would walk through fire to protect them and guard them from harm.

Secret (identity - Chris Kenzie, while he acts little different between his costumed and civilian identity, does attempt to maintain a secret identity to allow himself privacy and space.

Vulnerable Nose - Geckoman's powers make him slightly more vulnerable to certain things than other people. Apart from the energy requirements noted under the above Regeneration complication, he has the equivalent of a x2 Vulnerability to effects based on scent, due to his powerful nose.

Abilities: 8 + 14 + 8 + 4 + 0 + 10 = 44PP
Strength 18 (+4)
Dexterity 24/28 (+7/+9)
Constitution 18/22 (+4/+6)
Intelligence 14 (+2)
Wisdom 10 (+0)
Charisma 20 (+5)

Combat: 20 + 16 = 36PP
Initiative: +10/+12
Attack: +10, +14 melee, +16 unarmed, +14 Geckorangs
Grapple: +21/+23
Defense: +13/+15 (+8 Base Defense, +5 Dodge Focus, +2 Enhanced Dodge Focus), +4 Flat-Footed
Knockback: -3/-4, -2/-3 FF

Saving Throws: 3 + 5 + 7 = 15PP
Toughness: +6/+9, +4/+7 FF (+4/+6 Con, +2 Defensive Roll, +1 Protection)
Fortitude: +7/+9 (+4/+6 Con, +3)
Reflex: +12/+14 (+7/+9 Dex, +5), Evasion 2
Will: +7 (+0 Wis, +7)

Skills: 120R = 30PP
Acrobatics 6 (+13/+15, Skill Mastery)
Bluff 16 (+21, Skill Mastery)
Craft (Electronic) 8 (+10)
Diplomacy 10 (+15)
Disable Device 8 (+10)
Drive 1 (+8/+10)
Escape Artist 6 (+13/+15)
Gather Information 10 (+15, Skill Mastery)
Investigate 13 (+15)
Knowledge (Behavioral Sciences) 3 (+5)
Knowledge (Technology) 8 (+10)
Language 2 (English [Native], French, Spanish)
Notice 9 (+9)
Pilot 11 (+18/+20, Skill Mastery)
Search 8 (+10)
Stealth 1 (+8/+10)

Feats: 55PP
Attack Focus (melee) 4
Attack Specialisation (unarmed) 1
Attack Specialisation (Geckorangs) 2
Beginner's Luck
Challenge 2 (Fast Taunt, Improved Feint)
Connected
Defensive Roll 1
Dodge Focus 5 [7 with Enhanced Dexterity]
Equipment 19
Evasion 1 [2 with Enhanced Dexterity]
Fearless
Grappling Finesse
Improved Initiative 1
Improved Throw
Improved Trip
Luck 3
Jack of all Trades
Power Attack
Quick Draw
Set-Up
Sneak Attack 1
Skill Mastery 1 (Acrobatics, Bluff, Gather Information, Pilot)
Takedown Attack
Taunt
Teamwork 2
Well-Informed

 

 

 

 

Quote

5 ep contributed to http://www.freedomplaybypost.com/viewtopic.php?f=41&t=6638&p=150318#p150318

Mundane equipment: Cell phone, commlink, digital audio recorder, flash goggles, flash-light, lock release gun, mini-tracer, multi-tool (2ep)

The Pitchoo [or Ptychozoon] (71 ep)
Size: Huge, Strength: 45, Speed: Flight 7 [1,000 MPH], Defence: 8, Toughness: 12 [impervious 5]
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 (50ep)
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), Super-Movement 2 (Wall-crawling 2 [full speed]), Super-Senses 3 (radar; Accurate Radio sense)

AP: Geckomobile (62ep)
Size: Huge, Strength: 35, Speed: Speed 5 [250 MPH], Defence: 8, Toughness: 12 [impervious 5]
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), Super-Movement 2 (Wall-crawling 2 [full speed]), 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: 12 + 4 + 7 + 1 + 1 + 13 + 1 + 4 + 2 + 4 = 49PP

Device 3 (The Utility Belt, 15pp of traits, Hard to Lose) [12PP] (all powers technological)

 

 

Flashy Gadgets Array 5.5 (11pp of traits, Power Feats: Alternate Power 4) [15PP]
BP: Blast 2 (Geckorangs, Power Feats: Improved Critical, Improved Ranged Disarm, Mighty 4, Ricochet 1)[11PP] (bludgeoning)
AP: Strike 2 (staff, Power Feats: Extended Reach, Improved Trip, Stunning Attack, Variable Descriptor [electric charge], Power Complication: can be disarmed) [6PP] (bludgeoning+[electrical])
AP: Obscure 5 (visual, 250', Extras: Independent [+0]) [10PP]
AP: Concealment 5 (chameleonic field inducer, radar and all visual, Extras: Affects Others [+1], Flaws: Blending [-1], Power Feats: Close Range) [11PP]
AP: Super-Movement 1 (grapple line, swinging) [2PP] and Speed 4 (Limited towards large metal objects [-1], total rank 5, 250MPH) [2PP] [total 4PP]

 


Enhanced Constitution 4 [4PP] (genetic, mutation)

Enhanced Dexterity 4 (Power Feats: Dodge Focus 2, Evasion +1) [7PP] (genetic, mutation)

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

Protection 1 [1PP] (genetic, mutation, regeneration)

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

Speed 1 (10 MPH) [1pp] (genetic, mutation)

Super-Movement 2 (Wall-crawling 2 [full speed]) [4pp] (genetic, mutation, electrostatic)

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

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

DC Block:

 

ATTACK RANGE SAVE EFFECT
Unarmed Touch DC 19 Toughness (Staged) Damage
Unarmed/Sneak Attack Touch DC 21 Toughness (Staged) Damage
Staff Touch DC 21 Toughness (Staged) Damage
Staff/Sneak Attack Touch DC 23 Toughness (Staged) Damage
Geckorang Range DC 21 Toughness (Staged) Damage, Improved Critical 1
Geckorang/Sneak Attack Range DC 23 Toughness (Staged) Damage, Improved Critical 1

Abilities (44) + Combat (36) + Saving Throws (15) + Skills (30) + Feats (56) + Powers (49) - Drawbacks (0) = 230/250 Power Points

Edited by Fox
+1pp for November 2021
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