Brett Crimson (Dang, I should have posted it here sooner)

This is where ALL CHARACTER SHEETS moved from the previous system to DW5.0 will be placed for review by the Game Masters. Any sheet not cleared through this forum will not be accepted in play.
1 post Page 1 of 1

Brett Crimson (Dang, I should have posted it here sooner)

Quote

Post by Metal_man88 »

DW CHARACTER SHEET 4.0

<<>Player Info<>>
IRC Nick: Metal_Man88
Real Name (Optional):
Time Zone (GMT Modifier): PST
_______________________________________________________________________
<<>Character Description<>>
Name: Brett Crimson
Race: Human
Height: 6'
Weight: 176 lbs
Appearance: An overwrought hotshot pilot, with messy reddish-blonde helmet hair. He wears a flight jacket and a wry grin on his face, and looks at everything that happens to him as just another challenge. He has a stout chin, rounded ears, and an angular forehead, with a slightly bent nose, which was obviously broken at least once. His face is covered in stubble which he rarely shaves, and his hands are often blackened by grease or soot.
Eye Color: Green
Hair Color: reddish-blonde
Notable Features: Strange facial expression, impatience, tendency to get into fist fights

<<>Character Personality<>>
Favorite Food: Insanely Spicy Enchiladas
Likes: Fighting, macho contests, flying airplanes, shooting people
Dislikes: Sitting around, diplomacy, mistakes, peaceful places, vacations
Favorite Color: Blood Red
Fears: Crashing vehicles, military superiors, old men (?)

<<>Character Background<>>
History: A cocky airforce pilot of the later 21st century, Brett Crimson is known for being an intolerable hothead. He was only kept on for his intense dedication to flight, although his unorthodox methods lead him to gain the nickname "Crazy Jack", as "Crazy Brett" sounded too weird to pronounce. Despite the peaceful nature of this period, Brett would always look for a chance to get in fights. In the few dog fights he encountered, it usually consisted of him flying in, ignoring orders, and then blowing the other plane out of the sky while nearly crashing into it in the process.

Naturally he has been hit by numerous military disciplinary actions, but rather than discharge him entirely, the people of the air force found a better way to get rid of him all together: Use him to test extremely dangerous, unproven aircraft. A job which he took up with gusto. After a few days of flying, all seemed fine, although a bit boring. At least, until the first incident occurred.

Piloting an X-225A BlackHawk, Brett managed to pull off various flight manuevers for which it had not been designed. This caused some damage to its propulsion system, an experimental fusion device. Upon trying to land, the device went to maximum power, and sent the plane flying at the ground at top speed. Needless to say, Brett ejected. And he should have been a goner.

...But they had the foresight to test an experimental ejection seat as well, so to the combined delight and dismay of his handlers, he survived, showing the use value of their new seat. ...And then docked severely pay-wise for damaging a one-of-a-kind aircraft.

Naturally, another one was made, and he flew it again. This time he did the same nonsense, only they had made the aircraft capable of taking the G-forces. However, this was at the expense of Brett, who was in over his head. This time he nearly passed out after doing three loop-de-loops, a full-speed dive, and then trying to fly nearly vertical with it. Despite the G-force damage, he managed to land the plane, and promptly collapsed.

He had exceeded their expectations; the plane was approved, for "If that idiot can fly it and survive, then the common pilot should excel!" Indeed, it was to be a best seller. Meanwhile, Mr. Crazy Jack was in a coma, inflicted by his own hot-headed piloting.

Eventually he came out of that, his medical report bearing significant similarity to one Mr. Evel Keneval; after all, it had been revealed that before they transferred here, he routinely got himself messed up. They denied him any further flying and went to discharge him for good.

But Mr. Hot-head didn't care. He broke in and went for one last glory ride.

Unfortunately for him, he stole a prototype with an even more powerful fusion reactor. It was not done yet, for 'worrying effects on the time-space continuum when it is activated' were a concern. Namely, time slowed down, weird stuff happened, and the resident physicist did everything but threaten to shoot the people who turned it on when they hesitated to turn it off. He explained that the fusion device tapped into a little-understood theory and that due to this, they had never thought to make it larger scale than the previous model. However, demands for faster and faster planes for the 21st century's arm war equivalent demanded it, so they agreed to leave it off and find a way to fix the... issues... first.

Coincidentally, it looked like one of Brett's favorite planes, the X-225A. It was actually the X-366E, an experimental fusion jet which was unstable in the extreme. Naturally he figured out how to turn it on, and went for his flight.

...

The next day, stunned operatives of the secret service were summoned to 'address a strange time causality incident.' They walked over the base, and they saw that where the prototype plane was... there was now an unstable rift in space and time nobody could approach safely.

...

The facility was shut down and those who were not useful for reassignment to Area 51 terminated, leaving the question of Brett's own life unanswered. Knowing the dangerous act Brett had done, the agents also swore to eventually find him, take the plane back, and destroy him to prevent further damage.
Notable Accomplishments: Testing of extremely dangerous airplanes, time-space continuum speeding ticket, surviving his own lack of common sense with dangerous aircraft
Training (If any): Extensive aircraft preparation; with some military knowledge.
EXP: (Used)/(Total Earned) 5/5
Credits: 5000

_______________________________________________________________________

<<> Statistics <>>
500 points to distribute

Vital Statistics

Physical

Health: 50 points
Hit Points: 2000/2000 HP (Health * 40)

Dexterity: 80
Style Points: 320 StP (Dexterity * 4)
Physical Attack Roll: +8 | +14 (+1 to 10 Dex points + Martial Arts/Weapons Proficiency Skills)
Pistol: 8 + 6 + 2 = d40+16

Strength: 40
Inventory Slots: 4 (+1 Slot for every 10 Strength)
Base Physical Damage: 270 (+1 Bonus for every 10 Strength * 30)
Maximum Carry Weight: 160 (+1 Bonus for every 10 Strength * 40) lbs (pounds)

Endurance: 110
Defense (Damage Absorb): 550 (+1 Bonus for every 10 Endurance * 50)

Mental:

Intelligence: 91
Magic Points: 455/455 MP (Intelligence * 5)
Skill Points: 364 SkP (Intelligence * 4)

Magic Affinity: 30
Spell Points: 120 SpP (Magic Affinity * 4)
Magic/Psionic Level: 0 (+1 Magic Level per 5 levels of Arcane Arts/Psionic Mastery Skills)

Spirit: 30
Base Magic Damage: 90 ( ((Spirit +1/10) + (Arcane Arts/Psionic Mastery Skill Level)) * 30 )

Willpower: 60
Magic/Psionic Damage Soak: 240 (+1 Bonus for every 10 Willpower * 40)

Luck: 14
Luck Points: ____ LP (+1 Luck Point for every 50 Luck)
_______________________________________________________________________

<<> Skills <>>

364/364 Skill Points (Current/Maximum)

0: Untrained | 5: Hobbyist | 10: Novice/Beginner | 15: Dedicated Student | 20: Educated/Trained | 25: Professional | 30: Advanced | 35: Specialist | 40: Expert | 45: Adept/Prodigy | 50: Master

Athletic Skills
Rolling - 6 - 31 points - Dex based

Honed Perception Skills
<skill> <level> <points>

Minor Skills
<skill> <level> <points>

Combat Skills
Weapon (Pistol) Proficiency - 20 - 210 points - Dex based
Martial Arts Proficiency - 5 - 25 points - Dex/STR based

Magic Skills
<skill> <level> <points>

Knowledge Skills
<skill> <level> <points>

Vehicle Skills
Piloting (In-Atmosphere Plane) - 12 - 88 points (Dex based, so also +8. Then another +10 from the mastery feat, for +30 total)

Survival Skills
<skill> <level> <points>

Crafting Skills
<skill> <level> <points>

-= Advanced Skills =-



_______________________________________________________________________

<<> Abilities <>>


-= Physical (Style Points) =-
220/320 Style Points (Used/Maximum)

Trigger-Happy Maniac
Cost: 50 StP
Required Skill Level: 20 (Pistol)
Effect: User takes out pistol and then fires with abandon at enemy, with the intent of hitting them over and over again (if possible.) Also useful for hitting groups... sometimes.
Range Level 4 (1d4 hits)
Damage Level 2 (*1.0)

Dirty Harry Shot
Cost: 50 StP
Required Skill Level: 20 (Pistol)
Effect: User takes out pistol and precision aims for a weak spot on the enemy, then fires, with the intent to slow them down and deal some nasty damage.
Range 1 (One person)
Damage 3 (1.5x damage)
Level 2 Status effect: Disabling shot (-5 to enemy's dodge)

Precise Shot
Cost: 50 StP
Required Skill Level: 20 (Pistol)
Effect: User very, VERY carefully aims at enemy, focusing on hitting them over anything else.
Range 1 (One person)
Damage 1 (0.5x damage)
Accuracy 4 (+15 to hit!)

-= Weapon Proficiency (Pistol) Stuff =-
Iron Sight Proficiency
Cost: 70 SP
Skill Level Required: 20
Type: Bonus
Effect: Weapons without scopes are treated as though they have a 2x scope (+5 bonus). Sniper Rifles are exempt from this.

-= Magical/Psionic (Spell Points) =-
___/___ Spell Points (Current/Maximum)



_______________________________________________________________________

<<> Feats <>>

(* denotes feats possessed at Character Creation)
--Apparently, I can take up to six of these free. Who knew?
* Feat 1 (Free)
Damn Lucky
Associated Statistic: Luck
Description: The character exhibits behavior that is strongly smiled upon by fate.
Effect: +50 to Luck. This grants +5 more to bonus roll.
* Feat 2 (100 SP)-
(Vehicle Proficiency) Jet/Atmospheric Plane Mastery
Stat: Dexterity
Enhancement: +10 to selected skill
* Feat 3 (200 SP)-
Improved Defense I
Associated Statistic: Endurance
Effect: Increases Defense Absorb Modifier alters from *40 to *50
* Feat 4 (300 SP)-
Damn Healthy
Associated Statistic: Health
Description: The character exhibits stronger-than-average human senses and a body well-resistant to toxins and foreign particles.
Effect: +50 Health (Put in temporary). This grants +5 to the Health Roll. This does not grant more HP.
* Feat 5 (400 SP)-
Dodge Mastery
Associated Statistic: Dexterity
Description: The character exhibits a sort of 'second nature' about 'the five D's of dodging' (dodge, dip, duck, dive, and dodge), whether it includes using the environment or a weapon to defend themselves, or simply getting out of the way.
Effect: +10 to flat-foot ('Reaction'-based) dodge, regular ('Roll'-based) dodge, and blocking with a weapon ('Weapons Proficiency'-based dodge)
* Feat 6 (500 SP)-
Enhanced Attack Maneuver I
Associated Statistic: Dexterity
Effect: The character with this Feat gains a bonus of +2 per 10 points of Dexterity to attack physically.

Feat 7 (600 XP)-
Feat 8 (700 XP)-
Feat 9 (800 XP)-
Feat 10 (900XP)-
Feat 11(1000XP)-
Feat 12(1200XP)-
Feat 13(1400XP)-
Feat 14(1500XP)-
Feat 15(1600XP)-
Feat 16(1800XP)-
Feat 17(2000XP)-
Feat 18(2200XP)-
Feat 19(2400XP)-
Feat 20(2500XP)-
_______________________________________________________________________

<<> Weapons/Items <>>

-= Equipment Slots =-

Weapon: Walther PP
Price: 5000 credits
Augmentation Slots:2
Roll Bonus:+2
Damage Modifier: 1000
# Controlled Shots:1
DC to Make:50
Skill Level Required: 10
CB-OSP:
Side Arm:
Armor:
Pendant:
Ring 1:
Ring 2:

-= Item Slots =-
Slot 1:

_______________________________________________________________________

<<> Inventory <>>
Walther PP
That wacky flight helmet he wears
Flight Suit
_______________________________________________________________________

<<> Special Notes <>>
Seems like everything converted rather normally, smack me if there's anything weird though.
_______________________________________________________________________
<<> Roll Log <>>

-= Basic =-

Health: d20+10 (+1 Bonus for every 10 Health) (+5 due to feat)

Flat Foot Dodge: d40+18 (+1 Bonus for every 10 Dexterity + Reaction skill) (+10 due to feat)
Dodge: d50+24 (+1 Bonus for every 10 Dexterity + Roll Skill) (+10 due to feat)

Physical Attack: d50+21 (+2 Bonus for every 10 Dexterity (due to feat) + Martial Arts/Weapons Proficiency Skills)

Survival: d30+11 (+1 Bonus for every 10 Endurance)

Magic/Psionic Attack: d10+3 (+1 Bonus for every 10 Magic Affinity + Arcane Arts/Psionic Mastery Skill)

Magic/Psionic Defense Roll: d20+6 (+1 Bonus for every 10 Willpower + Arcane Arts/Psionic Mastery Skill)

Luck : d1000+6(1 point to 10 points in Luck) (+5 due to feat)

-= Skills =-
Rolling Around: d30+14
Pistol-Assisted Murder: d70+35
Fisticuffs: d20+9
Plane Crashing Powers: d60+30

-= Abilities =-
Trigger-Happy Maniac: Same as above Pistol thing, but 1d4 attacks.
Dirty Harry Shot: Same as above Pistol thing.
Precise Shot: d100+50 (Whoah! Powerful accuracy.)


-= Feats =-

_______________________________________________________________________
Metal_man88
Posts: 4
Joined: December 10th, 2008, 6:50 am

1 post Page 1 of 1