====== Ellis ====== {{:guests:sheets:pr2000_3.jpg?300|}} "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 |