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rpg:charloft:guests:sheets:ellislite

Ellis

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

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