====== Ellis ======
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"I do not want to knock three or four people out to get them across a damn corpse bridge."
**Character type:** Monster Journeyman (Depowered to 'Human')
KEEPING TRACK OF DRAMA POINTS ON MAIN SHEET, do not add them here
**Life Points:** 44 [38 + 2 levels of HTK]
24/44 points damage (20 fatigue)
===== Attributes =====
**Strength:** 3
**Dexterity:** 5
**Constitution:** 4
**Intelligence:** 3
**Perception:** 4 [+1^] = 5
**Willpower:** 3 [+1^] = 4
^Bonus due to Artist quality
===== Qualities =====
Artist
Fast Reaction Time
Hard to Kill : Level 2
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** 1
===== Miscellanea =====
- 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 +2 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.
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 |