MisterShoebox Posted January 2, 2016 Posted January 2, 2016 Character Sheet Template Player Name: Mister Shoebox Character Name: Vertigo Power Level: 10 Trade-Offs:None Unspent Power Points: 0 Progress To Bronze Status: 0/30 In Brief: Parkour Power! It’s a gas! Residence: (Optional) West Freedom Base of Operations: West Freedom Catchphrase: (Optional) Example: "Its Clobberin' Time", "By the Power Cosmic!", "Hulk Smash!" etc. Alternate Identity:Timothy L. Jackson III Identity:Secret Birthplace: Freedom City Occupation: Special Education Teacher, 4th grade Affiliations: The “Usual longjohns types.” Family: Mother, Father, younger brother (Joseph) Description: Age: 27 (DoB: 1989) Apparent Age: 27 Gender: Male Ethnicity: Caucasian Height: 5’9 Weight:165 Eyes: Silver Hair: Grey He’d honestly look like a normal, somewhat lanky and short guy if he weren’t constantly wearing dark glasses to hide his eyes in his civilian form. Likes to wear casual, powder-blue button-up shirts and jeans even when teaching. His costume isn’t what you’d call “Flashy.” Because his physical abilities require a LOT of movement, he chooses to wear a gray, rather non-descript outfit with taped-down sleeves and a thin bulletproof vest as body armor. Black leather gloves and boots, a holster for his VertiGas gun, and a simple half-face gas mask +Dark goggles complete his ensemble. Ties his white hair down when going out. A built-in synthesizer in his mask further disguises his voice. Power Descriptions: He uses his enhanced agility, night vision, and vertigas gun to mop up baddies by the boatload. The gas gun is a jury-rigged Crosman 3357 Paintball pistol that fires plastic, hollow balls filled with a viscous purple chemical he developed that becomes gasous on exposure to air. The balls are designed to shatter on contact, exposing whoever is blasted with the gas, which disables the equilibrium of whoever is unfortunate enough to breathe it in, causing feelings of intense vertigo and nausea. It wears off after about twenty-to-thirty minutes. History: Tim always had things easy in life, to his own chagrin. The oldest heir to a modest but successful chemical firm, he was usually living it up in luxury, but was bored out of his skull at the same time. Wanting a little more “Excitement” in his life (and wanting to get out of the loving-but-oppressive heel of his overbearing mother and father,) Tim moved from the hustle-and-bustle of North Freedom to a modest apartment in West Freedom the day he turned 18 and enrolled in Hudger’s College, where he pursued a career in Education due to slight feeling of guilt over not having had to really work for anything in his life. To make ends meet and pay for his education (He wasn’t cut off from his family’s wealth, but he chose not to use it unless absolutely necessary), Tim got a job as a security guard for a warehouse that was supposed to be used for storing old machine parts, but in actuality was a front company for the Geluci Crime Family’s gun-running operation. On a late shift one night, Tim came across a deal in progress. The “businessmen” reacted the way you’d expect such individuals to react - they attempted to make it “look-like an accident” by forcing our unfortunate hero to imbibe a lethal dose of the drug “Sky,” a new stimulant being pushed by one of their “associates” and leaving him to die in a heap; Make it look like an OD! Brilliant! Except...that’s not what happened. He doesn’t know exactly how or why, but the Sky did not, in fact, kill him. Instead, it triggered a...unique reaction to our hero. Bleaching his hair white, turning his eyes silver, and making even the lights of the warehouse agonizingly painful were the most obvious signs, but what was NOT obvious until Tim tried to leap behind a box in panic and wound up jumping ten feet was that it had greatly increased his agility, reaction time, balance, reflexes...and intellect. Naturally, Tim did what most others do in this situation - decided to go after the guys who did this to him personally, and take out every single jerk along the way. Using a home-made gray outfit, a bullet-proof vest he acquired from a military surplus store, and a paintball gun he modified, Tim uses his abilities, weapons, and intellect to combat crime as...VERTIGO. Personality & Motivation: Vertigo and Tim are almost like night and day. Tim is a calm, mild, kind-hearted individual who doesn’t usually raise his voice. Leaper...is loud, sarcastic, arrogant, and - while not confrontational - is very quick to point out when he thinks someone is screwing up. Usually with a “Well Done, ace.” Or a “Wow. That’s the most epic case of screwing up I have ever seen. Give yourself a round of applause,” ETC. He’s not cruel, though, and will lay off if he is called out on it. As for WHY Leaper goes crime-fighting, it’s...honestly because it’s a way for him to use his powers constructively, to get rid of his still-present guilt complex, and his need to get even with the “Ornery jackassasses who decided to screw with me. Jerks.” Powers & Tactics: Vertigo is blessed with both enhanced agility, balance, and reflexes as well as the ability to see in the dark. He also use his signature weapon, the Vertigas Gun, and a pair of light-weight, reinforced tonfas to further aid him in his war on crime. Complications: Name: Description Identity: Secret Abilities: 8 + 14 + 8 + 10 + 4 + 2 = 46PP Strength: 18 (+4) Dexterity: 24 (+7) Constitution: 18(+4) Intelligence: 20 (+5) Wisdom: 14 (+2) Charisma: 12 (+1) Combat: 0 + 0 = 0PP Initiative: +7 Attack: +0 Melee, +0 Ranged Grapple: +10 Defense: +0 (+10 Base, +0 Dodge Focus), +15 Flat-Footed Knockback: -0 Saving Throws: 0 + 0 + 0 = 0PP Toughness: +4 (+0 Con, +0 [Other]) Fortitude: +7 (+0 Con, +0) Reflex: +10 (+0 Dex, +0) Will: +4 (+0 Wis, +0) Skills: 89R = 23PP Acrobatics 10 (+7) Concentration 5 (+2) Craft (Chemical) 5 (+5) Disguise 4 (+1) Drive 6 (+7) Intimidate 5 (+1) Investigate 10 (+7) Knowledge - Tactics 2 (+5) Popular Culture 2 (+5), Technology 8 (+5) Medicine 6 (+2) Feats: 0PP [Feat Name] [Feat Name] [Feat Name] Examples: Accurate Attack Dodge Focus 2 Equipment 2 (10EP) Luck 2 Equipment: XPP = 5*XEP Name (power breakdown, if applicable) [XEP] Examples: Gas Mask [1EP] Sword (Damage 3 [Feats: Improved Critical, Mighty]) [5EP] Undercover Vest (Protection 3 [Feats: Subtle]) [4EP] Note: The Equipment block is only applicable if your character has the Equipment feat! Powers: 0 + 0 + 0 = 0PP Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Array Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Base Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Alternate Power: Power Name (Descriptive Name; Extras: ???, ???; Flaws: ???, ???; Feats: ???, ???; Drawbacks: ???, ???) {power cost/array cost} (descriptors) Device Rank (Descriptive Name; 5*RankPP Container; Extras: ???; Flaws: Easy/Hard-To-Lose, ???; Feats: ???; Drawbacks: ???) [XPP] (descriptors) Power Name Rank (Descriptive Name; Extras: ???, ???, Flaws: ???, ???, Feats: ???, ???, Drawbacks: ???, ???) [XPP] (descriptors) Examples: Electrical Control 10 (20PP Array; Feats: Alternate Power 2) [22PP] (electricity, genetic) Base Power: Blast 10 (Chain Lighting; Extras: Autofire; Flaws: Action [Full]; Feats: Accurate; Drawbacks: Full Power) {20/20} Alternate Power: Blast 10 (Ball Lightning; Extras: Area [50-ft. Burst, General]; Flaws: Distracting) {20/20} Alternate Power: Stun 6 (Taser Blast; Extras: Range [Ranged]) {18/20} Device 2 (Mighty Shield; 10PP Container; Flaws: Hard-To-Lose; Feats: Indestructible) [9PP] Damage 3 (Feats: Improved Critical, Mighty, Thrown) [6PP] Force Field 2 [2PP] Shield 2 [2PP] Note: If all Powers have the same Descriptor (all Mutant, all Tech, etc.), you can just write that directly under the Powers header. Drawbacks: (-0) + (-0) = -0PP Drawback (Description; Frequency: [Uncommon, Common, or Very Common]; Intensity: [Minor, Moderate, or Major]) [-XPP] Example: Vulnerability (Fire; Frequency: Common; Intensity: Major [x2]) [-4PP] Note: You can only have a number of Drawbacks equal to your PL, not including Power drawbacks. Also, Power Drawbacks, such as Full Power or Power Loss, should be listed on the Power, not here. DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 15 Toughness Damage (Physical) Chain Lightning Ranged DC 25 Toughness (Autofire) Damage (Energy) Taser Blast Ranged DC 16 Fortitude Stun (Staged) Totals: Abilities (0) + Combat (0) + Saving Throws (0) + Skills (0) + Feats (0) + Powers (0) - Drawbacks (0) = 105/105 (or 150/150) Power Points
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