T REVOR BELMON TA descendant of the great Leon Belmont, and ancestor of Simon Belmont,Trevor’s family was feared for their supernatural powers and forced to live on the outskirts of conventional society, with Trevor often hiding his identity when he went into public. In 1476 after many reports of monsters lead by Count Dracula, the church resorted to the Belmont Clan. Despite the way he’d been treated in the past, Trevor heeded the call--and together with Grant Danasty, Sypha Belnades, and Dracula’s own son Alucard, Trevor helped defeat the dark lord. Though Trevor would like to relax and know a life of peace, the Great Collide has brought a new brand of evil to his attention--and few are as ready to handle it as Trevor.CHECKSRoll 3d10and take the highest result for checks to identify and know about monsters, especially creatures of the night (vampires, werewolves, etc), and checks of religious, occult, or political knowledge.Roll 2d10 and take the highest result for attack checks made with your whip or with a thrown weapon (such as a knife or axe), checks to spot hidden traps or passages, checks to navigate a castle, dungeon, or labyrinth, and for feats of general acrobatics or athleticism.Roll 1d10 for anything else.XPWhen your upfront, confident or even rude behavior causes problems or creates tensions with your teammates, gain 1 XP.When you help formulate a successful plan of attack, gain 3 XP.When you help a community to no longer fear being preyed upon, gain 5 XP.YOU BEGIN WITHVampire Killer: You wield the Vampire Killer, a powerful and holy whip passed down through the Belmont family. The whip can be used to grab small objects from up to 10 feet away, or even used as a grapple-like implement to swing from sturdy architecture. Your “melee” attacks can be made from a distance, and thus never provoke melee-based counter-attacks or trigger melee-based abilities from your enemies. Attack checks made with the whip get +2 against undead, demons, and the genuinely evil; you are automatically aware when an enemy meets these qualifications.LEVEL UP CHOICESGrant Danasty: You gain the aid of the thief, Grant Danasty, who with a band of rebels attempted to overthrow Dracula after the vampire lord killed Grant’s family. Grant works under standard follower rules. When making checks as Grant, roll 310 on checks of general criminal or underworld knowledge, and 2d10 on attack checks made with knives or daggers, defense checks to dodge or avoid traps and hazards, checks to hide or be stealthy, checks to steal or pickpocket things, and checks involving feats of acrobatics or feats of general speed and agility. Grant has 5 HP. You may only unlock the following abilities after you’ve recruited Grant:Invisibility Potion:Grant knows the alchemical processes for brewing invisibility potions, and has treated himself in such a way to benefit from them. Grant can drink one of these potions per full rest as a side action, giving him Invisiblestatus. At the start of every turn he’s Invisible (or every 10 seconds, if out of combat), roll 1d10; on a 1-5, he becomes visible again.Throwing Daggers: Grant carries daggers, specially made to be good for throwing or more conventional cutting and stabbing. Grant gets a +2 bonus on attack checks made with his daggers against enemies unaware of his presence.Wall Cling: Grant is able to stick to walls and ceilings, and climb them like some manner of insect. He can even cling to sheer surfaces, like solid glass, without difficulty.Sypha Belnades:You have recruited Sypha Belnades, a witch of Walachia. When making checks as Sypha, roll 3d10 on checks that involve occult lore and identifying magic and checks to understand or interpet a language. Roll 2d10 on checks to attack with magic, checks to defend against magic, or checks to see through illusions, disguises, and falsities. Sypha has 5 HP. You may only unlock the following abilities after you’ve recruited Sypha:Frozen Crystals: Sypha conjures a series of icy javelins in front of her, which all propel themselves at a single target. If these crystals are launched at a body of water, it will freeze in its entirety for 20 seconds (or 2 rounds). This attack gets a +2 bonus against foes weak to Cold and inflicts Freezingstatus on enemies it hits, but if you roll a 6 or higher on an attack check with it, shut the ability down.Lightning Trap: Sypha can grant an object magical lightning. If an enemy comes within 15 feet of the enchanted item, it will lash out, striking the foe and gaining +2 against targets weak to Electricity. A trapped object can damage 1 foe per round this way, and Sypha can enchant up to 5 objects per full rest. If a trapped object is broken or destroyed, it stops emitting lightning.Triple Blaze: Sypha conjures, and launches, three magical fireballs. You may attack up to 3 targets at once at no penalty with this ability, getting +2 against enemies weak to Fire damage. If you roll a 10 on the attack check, you may also inflict Burning status. Shut this ability down after use.