====== Ellis ====== {{:guests:sheets:pr2000_3.jpg?300|}} "Pro tip, boys- if you gonna fake a dirty dance, it helps if either of you have **seen** it first!" **Character type:** Monster Journeyman **Drama Points:** 10 **Life Points:** 66 [54 + 4 levels of HTK] Jubilee - Total Jubilee HP: 44 HP Damage: 21 **Experience Points:** 15 -Banked: 6 towards Crime [2 more needed] -Banked: 8 towards Willpower [18 more needed] -Banked: 11 towards Intelligence [9 more needed] -Banked: 1 towards Acrobatics [5 more needed] -Banked: 3 towards Occultism [3 more needed] -Banked: 1 towards WC: Chainsaw [4 more needed] -Banked: 1 towards WC: Highlander!!! (Decapitation) [4 more needed] -Banked: 2 towards WC: Sign Language [3 more needed] -Banked: 1 towards WC: Tactics [3 more needed] -Banked: 2 towards WC: Vampire Politics [4 more needed] -Banked: 1 towards WC: Pokemaniac [4 more needed] -Banked: 1 towards WC: Camp(y) Counselor [5 more needed] ===== Attributes ===== **Strength:** 3 [+2*] = 5 **Dexterity:** 5 [+3*] = 8 **Constitution:** 4 [+2*] = 6 **Intelligence:** 3 **Perception:** 4 [+1^] = 5 **Willpower:** 3 [+1^] = 4 *Bonus due to [modified] Vampire quality [Ellis's STR/DEX bonuses are switched] ^Bonus due to Artist quality ===== Qualities ===== Immortal Vampire (16pt) *Ellis has the 2-point version of Vampiric Regeneration instead of the template-standard Regeneration Artist Fast Reaction Time Hard to Kill [+2*]: Level 4 *Bonus due to Vampire quality Natural Toughness Nerves of Steel Resistance [Pain] Level 2 Resistance [Demonic Powers] Level 1 Situational Awareness Lifetime Customer [Rewarded for Surviving Vamphater Island] ===== Drawbacks ===== Adversary: Various [-3] Dependent [Val] [-2] Emotional Problem: Loner [-1] Mental problems: Cruelty [-2] Mental problems: Paranoia [-1] Minority: Campy Queer* *Yes, that is a technical term ===== Skills ===== **Acrobatics:** 2 **Art:** 2 [+1^] 3 ^Bonus due to Artist quality **Computers:** 1 **Crime:** 3 **Doctor:** 2 **Driving:** 2 **Getting Medieval:** 6 **Gun Fu:** 3 **Influence:** 2 **Knowledge:** 2 **Kung Fu:** 2 **Languages:** 1 [French] **Mr. Fix-It:** 3 **Occultism:** 2 **Notice:** 4 **Science:** 1 **Wild Card: Tactics** 1 **Wild Card: Wilderness Survival** 1 **Wild Card: Vampire Politics** 2 **Wild Card: Camp(y) Counselor** 2 ===== Miscellanea ===== - Has a +2 bonus to hearing and smell/taste-based Perception rolls (+4 when involving blood) (**Vampire**) - Takes only one-fifth damage from bullets (**Vampire**) - Uses consumed blood to heal injuries; also recovers 6 LP a day (**Vampiric Regeneration, 2-pt version**) - Is vulnerable to sunlight, holy symbols*, stakes through the heart*, and beheading. (**Vampire**) (*Ellis is only vulnerable to holy symbols wielded by those of genuine faith; stakes through the heart immobilize Ellis but do not kill him. This increases the cost of his Vampire quality by one point, to 16.) - Receives -1 penalty to Willpower rolls to resist fear or losing his temper, or otherwise letting his emotions rule. (**Artist**) - Has a a bonus of +1 on Willpower Tests to resist fear, neatly canceling out the fear bit above. (Due to **Fast Reaction**) - Is immune to fear except when confronting the strangest supernatural manifestations, and gains a +4 bonus to rolls even then-- making most of the 'fear' bits above irrelevant anyway. (**Nerves of Steel**) - Has a bonus for Initiative purposes (+5 if using dice to 'roll for initiative'), modified by common sense (**Fast Reaction**). - Has a +4 bonus to Survival Tests (**Hard to Kill**). - Has 4 points of Armor Value against blunt attacks (**Natural Toughness**). - Gains a +2 bonus to any Perception-based roll to sense trouble or danger in the immediate surroundings; this bonus also applies to resisting any Crime or Acrobatics rolls made to sneak up on him (**Situational Awareness**). - Has a +2 to Consciousness Tests (**Pain Resistance**). ====== Equipment ====== Carries on his person at most times: *Several knives: specifically 1) his 'default' pocketknife, usually a Harpy; 2) a throwing dagger; 3) a Swiss Army style "tool" pocketknife; 4) and a crude but sharp knife of wrought iron\\ *2-3 guitar strings or piano wires, in small coils. One of these is usually in his hatband\\ *A steel-reinforced stake made of ironwood\\ *A crucifix, made of silver, worn on a necklace of beads\\ *A silver cigarette case\\ *A silver Zippo lighter\\ *Cellular phone\\ *Wallet\\ *Either a wrist- or pocketwatch-- he owns several of both\\ *A harmonica, made of silver, and a case for the harmonica\\ *A handkerchief *A small vial, given by the Lady, that will instantly heal all injuries upon consumption-- one use only If going into light-to-moderate battle, Ellis may supplement these with: *A hand axe (qualifies as small axe) or a machete\\ *More throwing daggers, possibly another back-up knife\\ *A handgun, most often a Ruger .45\\ If expecting heavy battle, Ellis's preferred gear is: *Police-standard body armor over torso\\ *An AK-47\\ *A chainsaw\\ *A string of hand grenades.....\\ *....and this is why we can't have nice things, Ellis.\\ *(Ahem. Ellis engages in what he'd qualify as 'heavy' combat about once every 3-4 years.) Found in the field: * Tactical Vest [Armor Value 4] * Serrated Knife (2 x Str damage, can decapitate grappled opponents) * Holdout Pistol (12 bullet damage, 6/6 shots, .38) * Bolt-action Rifle (20 bullet damage, scope adds +5 to aim at distant targets) * 1 box of 10 rifle bullets * 1 box of 20 .38 bullets ==== Gotta Crush 'Em All ==== Aside from the normal equipment carried, Ellis also has the following: * Backpack: Black and purple, stores items without adding significantly to weight. * Trainer's Card: Has Ellis's picture, first name, and a unique series of numbers. Authorizes basic access to Pokemon-related stores in Kyrael, has a section for certifications. * Pocket Pidgey: A small handgun with a very long barrel. Extremely high range for a pistol (use rifle ranges), 12 damage, holds 12 shots plus one in the chamber, decorated with a pair of stylized Pidgeys on the stock and wavy lines along the barrel. * Pokeballs x 5. * Revive Spray: Wakes up a fainted Pokemon or unconscious person, and restores roughly 25% of max LP (or LP lost, if greater). One canister is good for three uses. * First Aid Spray: Soothes wounds and restores a person or Pokemon to fighting shape. One canister is good for five ten-second sprays. Restores 10% of max / lost LP, if a full ten second spray is used. ==Aurelian Vampire Party Favours== Wee brass charm depicting a tiny cake with four gemstones set in the candles, inscribed: William's birthday, 1884 A toy crossbow that shoots soft bolts, won at the Ring Toss A tiny, intricate, metal puzzle box, roughly 3" cubed. When properly worked, it opens to reveal a minuscule metal hummingbird with workable wings and tiny, gemstone eyes A silver chain which may be worn around one's neck. Affixed to the chain is a coin, which has been severed in half. The coin seems to be a very old one. This seemingly interesting little curio is actually a charmed artifact. The artifact will grow warm when the possessor of the other half is in danger. A pack of trading/playing cards for a collectible demon card game enjoyed by fledgelings of Spike's world. Ellis's pack contains the following cards: Sphynx (common), Common Guttersnipe (common), Gerflesh (rare), Snib (common), Greater Match (rare), Werewolf (common), Tree Faerie (common), Grudge (rare) Pokemon: Jigglypuff ('Aretha') \\ Current Stats: \\ ^ Stat ^ # ^ Effects ^ | Lev | 1 | PokeSkill: 1 | | HP | 43 | LP: 43/43 PP: 43/43 | | Atk | 20 | Str 1, +4 to phys attack damage | | Def | 15 | End 1, Armor 3 vs phys attack | | SpAtk | 20 | Int 1, +4 to spec attack damage | | SpDef | 16 | Will 1, Armor 3 vs spec attack | | Spd | 15 | Dex 1 | Unisystem Stats: \\ LP: 43/43 \\ PP: 43/43 \\ Str: 1 \\ End: 1 \\ Dex: 1 \\ Int: 1 \\ Will: 1 \\ Per: 1 \\ Moves Known: ^ Move Name ^ Attack Roll ^ Effects ^ PP Cost ^ | Sing | 1+1 | Resist w/Willpower; if resist fails, target falls asleep | 8 | | Defense Curl | -- | Defense Up +1: Armor +8 vs Physical moves | 2 | ====== Combat Maneuvers/Damage ====== ^ Maneuver ^ Roll ^ Effects ^ | Hand Axe or Sword/Machete| 8 + 6 | (20 + SL) x 2 Stab/Slash damage | | Punch| 8 + 2 | (10 + SL) Bash damage | | Kick | 8 + 2 - 1 | (12 + SL) Bash damage | | Knife (regular) | 8 + 6 | (10 + SL) x 2 Slash/stab damage | | Knife (regular), thrown | 8 + 6 - 1 | (8 + SL) x 2 Slash/stab damage | | Throwing knife, thrown | 8 + 6 | (8 + SL ) x 2 Slash/stab damage | | Decapitation (hand axe or machete) | 8 + 6 - 5 | (20 + SL) x 5 | | Called Shot/Target Limb (hand axe or machete) | 8 + 6 - 2 | (20 + SL) x 2 S/S; special applies, see rules | | Brain Shot (hand axe or machete) | 8 + 6 - 4 | (20 + SL) x 3 | | Through the Heart | 8 + 6 - 3 | (20 + SL) x 4, 5 for vamps | | Vampire Bite | 8 + 2 | (10 + SL) x 2 Slash/stab, Special follow-up, see Rules | | Disarm (with weapon) | 8 + 6 - 2 | Disarms opponent | | Aim (with bow) | 5 + 6 | Aims | | Aim (with gun) | 5 + 3 | Aims | | Dodge | 8 + 6 | Avoid attacks | | Parry (HTH) | 8 + 2 | Stop attacks | | Parry (Weapon) | 8 + 6 | Stop attacks; damage HTH attackers | | Feint (HTH) | 3 + 2 | Add SLs to next attack | | Feint (Weapon) | 3 + 6 | Add SLs to next attack | | Garrote (Special)^| Multiple rolls, see explanation |