Jimmy 'The Left' O'Toole
Jimmy O'Toole | |
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A.K.A. | 'The Left' |
Age | 23 |
Voice Actor | |
Relatives | Shannon Moore, Elias Jerico - adopted brothers |
Series | ??? |
Player | Loche/Eric |
- Name: Jimmy 'The Left' O'Toole
- Age: 23
- Sex: M
- Birthday: January 23rd
- Parents: ???
- Place of Birth: ???
- Nationality: Caucasian
- Specialty: Gunplay, street fighting
- Hobbies: Foosball, getting to know people, particularly women
- Likes: Women, feeling important, watching sports
- Dislikes: Actually playing sports, people who take themselves too seriously
- Favorite Food: Doritos, any type of snack food
- Least Favorite Food: Anything with a strong smell
- Favorite Music: Dubstep
- Favorite Sport: Football
- Most Valuable Possessions: His pride
- Level of Education: High School
- Physical Stats
- Height: 6'2"
- Weight: 210 lbs
- Eyes: Blue
- Hair: White, sometimes dirty blond
- Special:
Appearance
With unruly white hair he typically tries to keep under a orange baseball hat, Jimmy O'Toole seems like he could fit in amongst any group of young adults - his physique is well toned and attractive. He greatly prefers casual wear, like hoodies and jeans.
Personality
Somewhere between the explosive, powerful rage of Elias Jerico and the cold, quiet nature of Shannon Moore lies Jimmy O'Toole, who in many ways is the absolute heart of Gradius, if Shannon is the brain and Elias is the soul - Jimmy seems very much just another man in the scene, personable and outgoing. He has no problems initiating conversations, unlike the other two, and is very much a social animal.
Background
On a planet in a dimension somewhere far, far removed from here, in a place known only as The End, a terrible, massive dimensional displacement occurred, dropping over one hundred people from various realities all over the cityscape. Three of those people were young teenage boys, crashing into an old, decayed restaurant and suffering serious head trauma, much to the surprise and dismay of the restaurant's owner, Darren Elway. The boys were left with severe amnesia, not knowing their pasts or where they came from, despite possessing unique, exceptional powers and abilities. Elway, seeing no other choice and fearful that they would be exploited for those powers, kept them as his own children.
The End itself was a cityscape that sprawled all over the planet it was on - it was a hive of wretches, of crime and of poverty, and one of the boys couldn't stand it. It wasn't Jimmy - Jimmy seemed to thrive on the streets, and might have been pulled in by a bad influence if not for his 'brothers', whom he loved dearly. With the other two boys, Shannon Moore and Elias Jerico, Jimmy helped form Gradius - a small, always recruiting organization intent on cleaning up the streets and bringing justice to people that couldn't, becoming what he preferred to think of as 'the fists of the voiceless'.
Gradius met very few people whose views aligned with theirs in the End, and when a single PARADIGM agent appeared on a solo mission, it changed their entire dynamic to know that there were *others* who fought for the same ideals. For...the good guys.
Upon learning of her death, Gradius unanimously decided that their interests were best served in another way.
Revenge.
Skills
(These include all learned skills, as well as a relative rating from Abysmal to Amazing. The character's level of mastery in something that can be taught or at least rated by other people follows the scale: Abysmal, Novice, Good, Very Good, Incredible, Amazing)
Physical Skills:
- Alertness: Good (+2)
- Athletics: Very Good (+3)
- Stealth: Good (+2)
Social Skills:
- Subterfuge: Very Good (+3)
- Streetwise: Incredible(+4)
- Intimidation: Novice (+1)
- Leadership: Very Good (+3)
- Performance: (Guitar) Very Good (+3)
Mental Skills:
- Computers: Good (+2)
- Investigation: Good (+2)
- Occult: Good (+2)
- Science: Novice (+1)
- Technology: Good (+2)
Other Skills:
- Driving: Incredible (+4)
- Survival: Abysmal (-1)
Special Abilities
(These are skills, things that can be learned or trained, like martial arts techniques, Jutsu or magic spells. Abilities that are outside the norm of regular humans, but only because they have not had access to them.)
Jimmy, not wanting to be a one-trick pony, has trained extensively in the use of firearms, mostly handguns. He has exceptional aim at midrange, and is very used to avoiding melee combatants/allies with his gunfire.
Powers & Merits
(Unique, or hereditary, in-born powers, whether due to genetics or magic, things that can't be taught to others or simply gifted to this person from an outside force. Powers based on weapons should go in the Items. Merits can also go here.)
Jimmy is called 'The Left' because, for some reason, his left arm and leg are considerably much more powerful than his right counterparts. His punches and kicks are very potent, though still not as powerful as Shannon or even Elias. A swift punch from his left hand is enough to knock out a typical enemy, however. He prefers to use his handgun, mostly using his left arm and leg to block particularly strong melee attacks.
Self-Confident (5): One free successful roll during a mission, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher. As with other rolls, this does not apply in combat (as your enemy is probably just as sure of himself as you are), but when it's time to get something done, you -know- it comes down to you.
Good Old Boy/Girl (2): You're just a nice person, and people recognize and appreciate that. +1 Bonus on social rolls when interacting with your fellow folk.
Time Sense (1): You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.
Loyalty (1 - Gradius): You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. Any attempts to make you betray this person/cause/whatever is done with an opposed roll where you get a +2 bonus. Again, like the code of honor, you must always be loyal to this person or risk losing this benefit. (Jimmy is fiercely loyal to Gradius - he can't fathom the thought of betraying them in any way.)
Unique Items
(Madougu, magical weapons or other unique or special weapons, as well as all techniques related to them, as without it technically the character is NOT able to use these abilities.)
Variable Munitions Gun (VMG): Designed by Shannon Moore on Jimmy's insistence, the Variable Munitions Gun is a very large handgun that is constantly kept at Jimmy's side in a hip holster. Using state-of-the-art technology, the VMG is capable of not only semi-auto and full-automatic fire, but can switch ammunition on the fly. (When asked about where he got the idea, Jimmy pleads the fifth.) Currently, Jimmy's VMG can adopt the following characteristics in fire:
- [Standard Fire] - Typical bullets. Easy and plentiful.
- [Heat Seeker] - Standard bullets that require more lock-on time before firing, and only able to fire in semi-auto mode. Heatseeker rounds lock onto the target's heat source, enabling Jimmy to target fleeing enemies, accurately fire in low-light situations and so forth.
- [Ricochet] - A metal bullet coated with rubber. Ricochet rounds can bounce off solid surfaces while retaining enough kinetic energy to penetrate flesh. This enables Jimmy to, for example, kill an enemy that is using a human shield, bouncing their shot off a back wall and hitting the target from behind.
- [Incendiary] - Capable of setting its target on fire and dealing fire-based damage. Less widely used due to practicalities of incinerating targets in built-up city areas (such as The End), although useful against unconventional adversaries...
- [Armor Piercing] - Armour piercing rounds are extremely dense and contain a more powerful charge for higher muzzle velocity. Useful against cybernetic enemies, robots and armored opponents. When used against human targets, it can travel through multiple targets.
- [Explosive] - A round containing an amount of extremely concentrated high explosive. The blast caused by the exploding bullets can just as easily harm those firing as well as the target. Generally used rarely; against crowding attackers or large/dangerous foes.
Items Of Note
Jimmy has a single pair of loaded six-sided dice and a lockpick. He knows how to use both of them and carries them with him at all times.
Weaknesses & Flaws
Flaws can go here. Balance is key!
Amnesia (2): You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the GM (you don't get to find out about them till you're playing...). (Jimmy, like the rest of the members of Gradius, suffers from amnesia of any time before they met.)
Sensation Junkie (2): You're addicted to sensation, and will do anything to find new means of stimulation. If the opportunity presents itself, you need something distracting you to resist the urge, and only by making a roll (Diff 6). (Jimmy has a hard time resistant any new experiences in this bring new multiverse.)
Overconfident (1): You think you can do everything even though you probably can't, and you try to prove your belief as often as possible. (Jimmy O'Toole has an ENORMOUS chip on his shoulder.)