====== 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
**Drama Points:** 12
**Life Points:** 66 [54 + 4 levels of HTK]
+==== Attributes =====
**Strength:** 4
**Dexterity:** 6
**Constitution:** 5
**Intelligence:** 3
**Perception:** 4 [+1^] = 5
**Willpower:** 2
===== 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
Resistance [Pain] Level 2
Situational Awareness
===== Drawbacks =====
Adversary: Chevaliers [-2]
Emotional Problem: Loner [-1]
Mental problems: Cruelty [-1
Mental problems: Paranoia [-1]
Minority: Campy Queer*
*Yes, that is a technical term
===== Skills =====
**Acrobatics:** 1
**Art:** 2 [+1^] 3
^Bonus due to Artist quality
**Computers:** 0
**Crime:** 2
**Doctor:** 0
**Driving:** 1
**Getting Medieval:** 1
**Gun Fu:** 0
**Influence:** 1
**Knowledge:** 1
**Kung Fu:** 1
**Languages:** 1 [French]
**Mr. Fix-It:** 2
**Occultism:** 1
**Notice:** 3
**Science:** 0
===== 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**)
- 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
Temporary equipment:
* //Lancaster Tactical Defense (LTD) Vest [Armor Value 4 / 6 vs Fire / 8 vs Bullet] [collecting data]// (No longer carrying this, Eddie has it back)
* (very temporary-- Delver-specific item) Long Axe [Damage: 6 x (Str + 1) dmg (+1 fire until cool)]
* One curative mushroom
====== 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 |