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
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 |