Table of Contents
Ellis
“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 |