Character Sheet
Solarstream
It's all in the cards
- Location
- Zombie World
- Pronouns
- He/Him
Character Sheet
THE VAMPIRE (CAULDRON = 6 BATS)
CHARM: +2
COOL: +1
SMART: -1
TOUGH: -1
WEIRD: +3
HARM: 2/13
STRENGTHS
The Cauldron: The Vampire is not limited to one body, and is connected to a swarm of Vampire Bats, granting additional actions.
Vampire's Feast: Harm dealt by The Vampire's fangs or The Cauldron is automatically used to either Heal Harm to the Vampire or generate a new Bat inside the Cauldron. Player's choice.
Vampire's Kiss: To drink someone's blood without Attacking or Defending, Roll +CHARM. On a Miss, you fail and they realize that you're a Vampire. On a 7-9, deal 1 Harm but you also must aid the target later. On a 10+, deal 1 Harm. On a 13+, the target becomes a temporary ally.
Vampire's Venom: To turn someone else into a Vampire, Roll +WEIRD. On a Miss, the target suffers terrible side effects and becomes your enemy. On a 7-9, the target starts out with 7 Harm. On a 10-12, the target starts with 3 Harm. On a 13+, the target starts with no Harm. May only be done to allies, and makes them a permanent ally if successful.
Vampire's Transformations: Add two additional abilities to Spellcast: Turn into a Bat and Turn into a Wolf. Treat roll results as in any other case of Spellcast. The Wolf form both deals and takes an additional +1 Harm when Attacking. The Bat form takes an additional +1 Harm from any source and provides +1 forward on Investigate and Perceive.
Daywalker (Starter): The Vampire, and only The Vampire, may act during the day, granting additional Turns. Negates Daylight weakness for The Vampire. Requires taking Insomniac weakness.
Holy Mark (Starter): Gain +3 WEIRD. Take +1 forward for each successful use of Spellcast. There's an odd marking on The Vampire's tongue...
Youngblood (Starter): Gain +2 CHARM, +1 COOL, and +1 WEIRD. Lose +1 TOUGH and SMART. Take +1 forward for each successful use of Manipulate.
Perhaps there will be more?
Vampire's Feast: Harm dealt by The Vampire's fangs or The Cauldron is automatically used to either Heal Harm to the Vampire or generate a new Bat inside the Cauldron. Player's choice.
Vampire's Kiss: To drink someone's blood without Attacking or Defending, Roll +CHARM. On a Miss, you fail and they realize that you're a Vampire. On a 7-9, deal 1 Harm but you also must aid the target later. On a 10+, deal 1 Harm. On a 13+, the target becomes a temporary ally.
Vampire's Venom: To turn someone else into a Vampire, Roll +WEIRD. On a Miss, the target suffers terrible side effects and becomes your enemy. On a 7-9, the target starts out with 7 Harm. On a 10-12, the target starts with 3 Harm. On a 13+, the target starts with no Harm. May only be done to allies, and makes them a permanent ally if successful.
Vampire's Transformations: Add two additional abilities to Spellcast: Turn into a Bat and Turn into a Wolf. Treat roll results as in any other case of Spellcast. The Wolf form both deals and takes an additional +1 Harm when Attacking. The Bat form takes an additional +1 Harm from any source and provides +1 forward on Investigate and Perceive.
Daywalker (Starter): The Vampire, and only The Vampire, may act during the day, granting additional Turns. Negates Daylight weakness for The Vampire. Requires taking Insomniac weakness.
Holy Mark (Starter): Gain +3 WEIRD. Take +1 forward for each successful use of Spellcast. There's an odd marking on The Vampire's tongue...
Youngblood (Starter): Gain +2 CHARM, +1 COOL, and +1 WEIRD. Lose +1 TOUGH and SMART. Take +1 forward for each successful use of Manipulate.
Perhaps there will be more?
WEAKNESSES
Prohibited: May not enter private spaces without permission.
Silver: You do not show up in silver-backed mirrors or photographs. Harm dealt to The Vampire or The Cauldron by silver weapons is tripled. May not wield silver weapons.
Unholy: May not roll +WEIRD or +CHARM while on sacred ground. Additionally, Vampire's Feast is deactivated.
Insomniac: If The Vampire does not Rest this turn, take Harm equal the number of turns since The Vampire took a Rest Action. Harm is taken at the end of the Turn.
Allergic: Exposure to strong spices and/or herbs deals 1 Harm to the Vampire and/or any Bats present and renders +COOL and +TOUGH unavailable.
No Reflection: The Vampire does not cast a reflection on any surface and cannot be seen by a camera.
Blood-bonded Weapon: The Vampire starts with a 4-harm weapon of the player's choice, to be determined later. Each use of the weapon hurts The Vampire, causing 1 Harm to it. If the Weapon is ever broken, deal 4 Harm immediately to The Vampire and 1 Harm each subsequent turn. If the Weapon is ever lost, The Vampire becomes fixated on getting it back.
EXPERIENCE: 15/13
LEVEL-UP BONUSES
- Gain +1 to any stat (maximum +3)
- Mark any one Basic Move as Advanced (Maximum of 4)
- Gain one non-Starter Strength once
- Gain another non-Starter Strength once
- Retire the Vampire to safety (ends the Quest if it hasn't already; must be taken last)
WEAPONS
Vampire Fangs: 2-harm intimate messy mouth
Red Chain Sword: 4-harm blood-bonded extender restraining messy obvious hand
Red Chain Sword: 4-harm blood-bonded extender restraining messy obvious hand
ITEMS
Cell phone – Contacts: Helyblan (Knight; Edge City)
Perhaps there will be more?
Perhaps there will be more?
ALLIES
Vampiric Griffin (must be summoned via successful Spellcasting rolls) (Harm: 0/4)
MISSIONS
Mission: Kill Ruthven, the Vampire Lord of Edge City! (Progress: 0/?)
Mission: Drink the Blood of the Humans invading the Enchanted Forest! (Progress: 0/1)
Mission: Drink the Blood of the Humans invading the Enchanted Forest! (Progress: 0/1)
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