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rpg:charloft:guests:sheets:ellishumanized

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
rpg/charloft/guests/sheets/ellishumanized.txt · Last modified: 2017/06/17 02:41 by 127.0.0.1

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