Table of Contents

Katie Champa

Character Type: Adult Mortal

Life Points: 41

Drama Points: 40

Experience Points: 0

Banked Experience:
Strength: 3 [15 total needed for next level]
Willpower: 5 [15 total needed for next level]
Constitution: 4 [15 total needed for next level]
Nerves of Steel: 8 [15 total needed to purchase]
Getting Medieval: 4 [10 total needed for next level]
Notice: 6 [12 total needed for next level]
Science: 1 [5 total needed for next level]
Language: 1 [5 total needed for next level]
WC: Sign Language: 2 [5 total needed for next level]
WC: Chainsaw: 1 [5 total needed for next level]
WC: Tactics: 1 [4 total needed for next level]
WC: Vampire Politics: 1 [6 total needed for next level]
WC: Fledge Wrangling: 1 [6 total needed for next level]
WC: Desert Survival: 1 [5 total needed for next level]

Basic Attributes

Strength: 2

Dexterity: 3

Constitution: 2

Intelligence: 3

Perception: 4

Willpower: 2

Qualities

Big Damn Hero [3]

Once per game session, can give another character +10 on a test, even after rolling.
This takes up Katie's turn, and she must explain what she is doing to help.

Once per game session, can restore another character's Life Points by half as if a
Drama Point had been spent, without needing to take an action.

Good Luck 10 [10]

Hard to Kill 5 [5]

Situational Awareness [2]

+2 to Perception to sense danger; +2 to resist Crime or Acrobatic rolls to sneak up on them.

CharLoft Rank 2 [Lifetime Customer]

Climate Adaptation (Hot)

Drawbacks

Honorable (Minimal) [-1]

Love [-2]

Mental Problems: Delusions (Life is a horror movie) (Mild) [-1]

Mental Problems: Paranoia (Mild) [-1]

Mental Problems: Recklessness (Mild) [-1]

Resources -2: Below Average [-2]

Skills

Acrobatics: 2

Art: 0

Computers: 0

Crime: 2

Doctor: 2

Driving: 1

Getting Medieval: 4

Gun Fu: 2

Influence: 2

Knowledge: 2

Kung Fu: 2

Languages: 0

Mr. Fix-It: 2

Notice: 5

Occultism: 1

Science: 0

Sports: 0

Wildcard: Interpretation: 4 (Used for interpreting people who are usually hard to comprehend, including the deranged and the peculiar, as long as they are speaking a language she understands, and can be used in place of Influence when dealing with such people.)

Wildcard: Tactics: 1

Wildcard: Vampire Politics: 2

Wildcard: Fledgewrangling: 2

Wildcard: Wilderness Survival: 2

Equipment Stored at Home

Adventure Souvenirs

Pyramid Scheme Equipment

Adventure Bonuses

Maneuvers

Maneuver Roll Effects
Punch 3 + 2 4 + SL Bash damage
Baseball Bat 3 + 4 8 + SL Bash damage
Axe 3 + 4 10 + SL Slash/Stab damage
Knife 3 + 4 4 + SL Slash/Stab damage
Decapitation -5 Damage after SL multiplied by five; if target fails a survival roll, is decapitated
Through the Heart -3 Damage to nonvamps quadrupled; x5 damage to vamps if this would be sufficient to kill them
Feint (Kung Fu) 4 + 2 Add SL to next attack against target
Feint (Get Med) 4 + 4 Add SL to next attack against target
Aiming (Gun Fu) 4 + 2 Add SL to attack against target; attack occurs at end of round instead of at beginning
Gun Shot (Shotgun) 3 + 2 20 + SL Bullet damage
Aiming (GM) 4 + 4 Add SL to attack against target; attack occurs at end of round instead of at beginning
Crossbow 3 + 4 16 + SL Stab damage for normal, 12 + SL Stab for hand crossbow