Character name:
Ellis
Character source:
Left 4 Dead 2
Character history:
Ellis is coming from the very end of The Parish, as he's setting foot on the loading ramp of the evac helicopter.
Physical Description:
![[Image: latest?cb=20091114030411]](http://vignette2.wikia.nocookie.net/left4dead/images/1/14/EllisWeaponsRender.jpg/revision/latest?cb=20091114030411)
Stats:
ATK: 4
DEF: 4
SPD: 1
TEC: 2
Starting Proficiencies:
Physical Strength, Ranged Proficiency, Buff, Area Attack 3,000 OM
Starting Powers:
Healing 2,500 OM
Starting Upgrades:
1 Stat Upgrade 1,000 OM
Starting Moves:
Deagle - (Requires Ranged Proficiency) 300 OM
Ellis whips out his trusty .50 cal Desert Eagle Magnum. This oversized, chrome-plated handcannon fires at a rate of about 2 shots per second and is fairly accurate for a handgun; up to about 50 yards. Though it has a fierce penetration and stopping power, the main drawback is that Ellis can only fire 8 times before reloading, which takes five seconds.
Spas. 12 - (Requires Ranged Proficiency, Area Attack) 300 OM
The closest thing Ellis has to a girlfriend, this combat shotgun fires at a blistering rate of 3 rounds per second, with a gauge that will cause very serious damage to most unarmored targets within its effective range. It has a magazine of 10 shots and takes 7 seconds to reload. It has a spread of about 30 degrees, so it's mostly useless against anything more than 30 yards away.
Frying Pan - (Requires Physical Strength) 300 OM
A cast iron frying pan that Ellis is quite fond of. Makes a lovely SPANG sound when it hits something. More importantly, Ellis can swing the pan about once a second. Not very effective against armored targets.
Incendiary Rounds - (Requires Buff) Tier 1 Utility Super Move 600 OM
Ellis can only deploy incendiary rounds once in a fight, and it takes 5 seconds to take the box out and set it up for easy access. Once it's down, however, anyone who uses conventional firearms can grab a single magazine worth of incendiary ammunition from the container. It can be used up to four separate times per deployment before it is depleted.
Until the acquired magazine needs to be reloaded, the rounds fired will quite handily ignite anything they impact, be it living or not. Objects that are not normally inflammable cannot be ignited. The fire caused by these rounds lasts about ten seconds before fading away, and will add %20 extra damage to a given attack. It takes Ellis ten minutes to summon another box of incendiary rounds, so if he gets into another fight before he's able to do so, this move is unavailable.
Adrenaline - (Requires Buff) Tier 1 Power-Up 1000 OM
This oversized epi-pen is packed with enough adrenaline to send anyone jabbed with it into a temporary super-fueled burst of speed and strength. The benefits of the adrenaline shot are entirely physical, so any ranged attacks that don't use muscle strength are unaugmented. The surge of adrenaline lasts about twenty seconds, after which time a wave of nausea and momentary fatigue will wash over the person who used the needle, essentially creating the opposite effects for five seconds. Once Ellis uses one epi-pen, he has to summon another, which takes about five minutes.
ATK: +1
SPD: +2
DEF: +1
TEC: +0
Grenade Launcher - (Requires Ranged Proficiency, Area Attack) Tier 1 Offensive Super Move 600 OM
This adorable little noob tube fires an explosive contact grenade in an arc up to around 100 yards away. Anyone standing within twenty feet of the impact zone will take heavy shrapnel damage and stagger around for a few seconds. The grenade travels at about the speed of a fastball, and can only fire one round before it needs to be reloaded. Reloading takes four seconds.
Pills Here! - (Requires Ranged Proficiency, Healing) Tier 1 Utility Super Move 600 OM
Ellis produces a bottle of extra-heavy duty painkillers from his pocket. They won't cure any serious injuries, but they'll certainly offset most minor scrapes and bumps, effectively healing 1 HP when taken. Ellis can either take these himself, or, he can toss them to an ally within 15 feet. Once the pills are used, Ellis needs to summon abother bottle, which takes 5 minutes.
I confirm that I have read and agreed to the Rules of Conduct.
I think I should have 11,127 OM to play with. This totals out to 10,900
Ellis
Character source:
Left 4 Dead 2
Character history:
Ellis is coming from the very end of The Parish, as he's setting foot on the loading ramp of the evac helicopter.
Physical Description:
![[Image: latest?cb=20091114030411]](http://vignette2.wikia.nocookie.net/left4dead/images/1/14/EllisWeaponsRender.jpg/revision/latest?cb=20091114030411)
Stats:
ATK: 4
DEF: 4
SPD: 1
TEC: 2
Starting Proficiencies:
Physical Strength, Ranged Proficiency, Buff, Area Attack 3,000 OM
Starting Powers:
Healing 2,500 OM
Starting Upgrades:
1 Stat Upgrade 1,000 OM
Starting Moves:
Deagle - (Requires Ranged Proficiency) 300 OM
Ellis whips out his trusty .50 cal Desert Eagle Magnum. This oversized, chrome-plated handcannon fires at a rate of about 2 shots per second and is fairly accurate for a handgun; up to about 50 yards. Though it has a fierce penetration and stopping power, the main drawback is that Ellis can only fire 8 times before reloading, which takes five seconds.
Spas. 12 - (Requires Ranged Proficiency, Area Attack) 300 OM
The closest thing Ellis has to a girlfriend, this combat shotgun fires at a blistering rate of 3 rounds per second, with a gauge that will cause very serious damage to most unarmored targets within its effective range. It has a magazine of 10 shots and takes 7 seconds to reload. It has a spread of about 30 degrees, so it's mostly useless against anything more than 30 yards away.
Frying Pan - (Requires Physical Strength) 300 OM
A cast iron frying pan that Ellis is quite fond of. Makes a lovely SPANG sound when it hits something. More importantly, Ellis can swing the pan about once a second. Not very effective against armored targets.
Incendiary Rounds - (Requires Buff) Tier 1 Utility Super Move 600 OM
Ellis can only deploy incendiary rounds once in a fight, and it takes 5 seconds to take the box out and set it up for easy access. Once it's down, however, anyone who uses conventional firearms can grab a single magazine worth of incendiary ammunition from the container. It can be used up to four separate times per deployment before it is depleted.
Until the acquired magazine needs to be reloaded, the rounds fired will quite handily ignite anything they impact, be it living or not. Objects that are not normally inflammable cannot be ignited. The fire caused by these rounds lasts about ten seconds before fading away, and will add %20 extra damage to a given attack. It takes Ellis ten minutes to summon another box of incendiary rounds, so if he gets into another fight before he's able to do so, this move is unavailable.
Adrenaline - (Requires Buff) Tier 1 Power-Up 1000 OM
This oversized epi-pen is packed with enough adrenaline to send anyone jabbed with it into a temporary super-fueled burst of speed and strength. The benefits of the adrenaline shot are entirely physical, so any ranged attacks that don't use muscle strength are unaugmented. The surge of adrenaline lasts about twenty seconds, after which time a wave of nausea and momentary fatigue will wash over the person who used the needle, essentially creating the opposite effects for five seconds. Once Ellis uses one epi-pen, he has to summon another, which takes about five minutes.
ATK: +1
SPD: +2
DEF: +1
TEC: +0
Grenade Launcher - (Requires Ranged Proficiency, Area Attack) Tier 1 Offensive Super Move 600 OM
This adorable little noob tube fires an explosive contact grenade in an arc up to around 100 yards away. Anyone standing within twenty feet of the impact zone will take heavy shrapnel damage and stagger around for a few seconds. The grenade travels at about the speed of a fastball, and can only fire one round before it needs to be reloaded. Reloading takes four seconds.
Pills Here! - (Requires Ranged Proficiency, Healing) Tier 1 Utility Super Move 600 OM
Ellis produces a bottle of extra-heavy duty painkillers from his pocket. They won't cure any serious injuries, but they'll certainly offset most minor scrapes and bumps, effectively healing 1 HP when taken. Ellis can either take these himself, or, he can toss them to an ally within 15 feet. Once the pills are used, Ellis needs to summon abother bottle, which takes 5 minutes.
I confirm that I have read and agreed to the Rules of Conduct.
I think I should have 11,127 OM to play with. This totals out to 10,900
C O L D

