S IMON BELMON TA legendary vampire hunter from the 17th century, Simon is a descendant of Trevor Belmont, and heir to the Vampire Killer whip. Simon single handedly stormed Dracula’s castle and defeated the dark lord not just once, but multiple times. Simon’s bravery and determination in saving his country from Dracula went down in history, earning respect for the once hated Belmont clan. With the Great Collide, Simon Belmont finds himself in a new world with new monsters, and the threat of something like Dracula coming to power looms overhead.CHECKSRoll 3d10and take the highest result for checks to identify and know about monsters, especially creatures of the night (vampires, werewolves, etc).Roll 2d10 and take the highest result for attack checks made with a melee or thrown weapon, all defense checks, checks to spot hidden traps or passages, and checks of general acrobatics or athleticism.Roll 1d10 for anything else.XPWhen you rush headlong into a dangerous situation without a plan or proper information and suffer for it, gain 1 XP.Whenever your absolute focus on a main goal blinds you to smaller problems--creating new problems entirely, or causing tensions with you and your party--gain 3 XP.Whenever you stop a great evil before it can fully amass its power, 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 15 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 CHOICESAxe: You carry heavy throwing axes, which are weighted to deal the most damage when hurled at an arc. When you make an attack with the Axe, you receive +2 on the check if the enemy is levitating, flying, or otherwise airborne. If you do hit a flying enemy, you may target an additional grounded enemy up to 25 feet forward from the flying one. Lastly, if you roll a 6 or higher with the Axe against a flying enemy, you may choose to automatically ground the enemy, dropping them out of the sky on impact with the axe.Chain Leash: When you hit an opponent with your whip, you can choose to ensnare them, leashing them to you. The target can still move, but no more than 15 feet away from you, not even via teleportation or other abilities; they are stuck, held by your whip. If you move, they are dragged with you. You cannot make other attacks with your whip, or use abilities that rely on your whip, until you relinquish them--which you can do as a side action. You can also drag them straight into melee range with you, if you like.Cross: You carry a large cross that always returns to your hand, much like a boomerang. When you attack with the cross, you may not roll more than 1d10 for the attack check; however, if you roll a 1-3 on the check, roll again and add the two results together. The cross is sufficiently blessed, and gets +2 against undead, demons, and the genuinely evil.Holy Water: You carry vials of blessed water, which erupt into holy flames when the glass is broken. You can create a 10 foot by 10 foot square of blessed fire as a main action; you deal 1 automatic damage against any enemies that enter it, walk through it, end their turn in it, or are standing in it when you create it. The flames instead deal 3 automatic damage against enemies weak to Fire, and if the target is undead, a demon, or pure evil, they are inflicted with Burning. After you use this ability, roll 1d10; on a 1-5, shut it down.Knife: You can throw a knife as a side action, but only if it’s the only side action you take this turn. An attack with a thrown knives deals 1 guaranteed damage, which cannot be lowered or raised by any means.Secret Meat: You are skilled at finding health-restoring food in places you probably shouldn’t, in conditions that only you could truly tolerate. As a side action, roll 2d10 and take the higher result; recover that much HP. If you roll a 6 or higher when using this ability, shut it down.Spinning Flail: Once per combat, you may swing your whip in a wild circle around you, attacking every enemy in 10 feet without penalty. If you have the ability Chain Leash, you can use it on any single enemy you hit with Spinning Flail.White Crystal: A blessed crystal you bought from the town of Jova before the Great Collide, it has regained its unusual properties. While it is in your possession, you can see invisible creatures and hidden doors, and you can see through illusions, mirages, and other falsities. If a creature is transformed, you can see their true form.