Table of Contents
Character type: Master Vampire
Age: 122 years undead
Appearance: Spike has altered his appearance many times over the last hundred-odd years. Always with a keen eye for the 'underground' and 'rebellious' trends in fashion, he has cultivated a 'bad arse' look that changes from decade to decade. Currently, he is sporting a somewhat 'retro-punk' look, with peroxide-blonde bleached hair (which it is suspected, he keeps mostly because it irritates Angelus), black-varnished fingernails and occasional guy-liner. Spike generally wears dark jeans, black 10-hole Doc Martins, a black leather belt with silver buckle, and black t-shirts. He almost always wears his treasured black leather duster. Spike carries a stake, at least one sharp knife, a Zippo lighter, a packet of fags and a wallet with various false ID's and the occasional nicked credit card on his person at all times. He has a scarred right brow from the enchanted blade of the first Slayer he killed, during the Boxer Rebellion.
Drama Points: 10
Life Points 74 + (6 levels HTK) = 92
Attributes
Strength : 4 + 3= 7*
Dexterity: 6 +2 = 8*
Constitution: 5 + 2 = 7*
Intelligence: 3
Perception: 4
Willpower: 3
*Bonus due to Vampire quality
Qualities
Immortal 0
Vampire 15
Acute Sense 2
Age 2
Attractiveness 1
Fast Reaction Time 2
Natural Toughness 2
Nerves of Steel 3
Good Luck 3
Hard to Kill 4 +2 = 6*
*Bonus due to Vampire quality
Nerves of Steel 3
Situational Awareness 2
Drawbacks
Anti social impulses
Cruelty 1
Deceit 2
Violence 2
Covetousness 1
Love 2
Honourable 1
Recklessness 1
Adversary
Skills
Acrobatics 4
Art 1
Computers 1
Crime 2
^Bonus due to Age quality
Driving 3
Getting Medieval 4+1=5
^Bonus due to Age quality
Gun Fu 3
Influence 2
Knowledge 2
Kung Fu 4+1 = 5
^Bonus due to Age quality
Languages 2
Notice 2+1 = 3
^Bonus due to Age quality
Occultism 2
Miscellanea
- Has a +2 bonus to hearing and smell/taste-based Perception rolls (+4 when involving blood) (Vampire)
- Takes only one-fifth damage from bullets (Vampire)
- Recovers from injuries at the rate of seven Life Points every hour (fire damage regenerates at the rate of seven Life Points per day) (Vampire)
- Is vulnerable to sunlight, holy symbols, stakes through the heart, and beheading. (Vampire)
- Has a a bonus of +1 on Willpower Tests to resist fear. (Due to Fast Reaction)
- Is immune to fear except when confronting the strangest supernatural manifestations, and gains a +4 bonus to rolls even then– making most of the 'fear' bits above irrelevant anyway. (Nerves of Steel)
- Has a bonus for Initiative purposes (+5 if using dice to 'roll for initiative'), modified by common sense (Fast Reaction).
- Has a +4 bonus to Survival Tests (Hard to Kill).
- Has 4 points of Armor Value against blunt attacks (Natural Toughness).
- Gains a +2 bonus to any Perception-based roll to sense trouble or danger in the immediate surroundings; this bonus also applies to resisting any Crime or Acrobatics rolls made to sneak up on him (Situational Awareness).
- Has a +1 to Consciousness Tests (Pain Resistance).
- Has a +4 to Survival Tests (Hard to Kill).
-Adversary drawback cost of Age quality, does not add any drawback benefits to Skills