: Mortal (Sorcerer)
: Bo's Apprentice
: Next time will be different. If the last few years have taught Daniel anything, it's that everything can change in the blink of an eye. Just keep your eye out for the main chance, and when it comes by, grab
it. Don't wait. Don't hesitate.
: Spike's really something of a cynic. Spiritual fulfillment, faith, beauty, love, are all count for very little when you're squatting in a council estate with no future and no past. The only thing that lasts is cold, hard, cash, and Spike's going to grab it when he can.
: Daniel Farrell wasn't born a bad kid. He grew up in the council estates of Camden, and for a while, he really thought he'd break out of it. Sure, he was a scruffy kid from the lowest classes of society (his mother ran a daycare of sorts, his father worked in construction), with an older brother in prison and a dad who was a drunk. Hey, he figured, he at least had a dad. That had to count for something?
It didn't. Daniel worked in school, but the system was always stacked against him. What point to education if there aren't any teachers who know enough to teach? When the school stank of burning weed, and the only thing when you got out was a minimum wage job or a stint in jail. And so he sort of lost hope. Daniel wasn't a martyr and he wasn't a crusader, and when society gave up on him, he gave up on society.
So he dropped out of school (too boring, not much use to it) and started working a succession of odd jobs. He worked as a construction worker with his dad, worked as a mechanic at a garage, served behind the counter of a convenience store (Chelty's Food-Mart). He wasn't a criminal, though he did sell a few drugs on the side, a few pills, a few cuts of powder, nothing serious. At least it paid better than anything else, and he partook a fair bit. Daniel styled his hair and started calling himself Spike, which was something that got him a little respect.
Then... everything changed. Spike only remembers bits and pieces of it. Sometimes it shows up in his nightmares. But he got sucked into a world where nothing
made sense. Where magic was real and where people wanted Spike. Privately, Spike thought most of his employers were completely insane, but if they wanted to give him money and magic, that was an insanity Spike wholly approved of. First there was the poof of a mage with his even more poof of a dragon-friend. Then there was Bo. Who was weird, in a Mr. Miyagi sort of way, but Spike's weirdness-censors have been rapidly dying out. Whatever happens, it beats working at the convenience store.
: No one will ever call Spike the brightest mind in the world, but he's determined to hold onto what he thinks is the best thing that's ever happened to him. Sure, the people are freakish and the situations dangerous, but Spike will let go of his apprenticeships when they pry them from his cold, dead fingers. Past that, he's really just an easy-going, not very ambitious youth, who never saw a future for himself but is coming to understand that maybe, just maybe, he won't have to be a second-class citizen all his life. Maybe there is
a future for him, if Spike can grab it.
: Courtesy of Melissa, Spike is thoroughly clean and off drugs. Unfortunately, magic, even with best intentions, is a fundamentally blunt instrument for dealing with societal problems. As a result of Melissa's efforts, Spike has gained an Avoidance
derangement geared towards drugs, and gets nervous around any kind of medications or narcotics, from cocaine to asprins.
Mental Attributes: Intelligence 2, Wits 3, Resolve 4
Physical Attributes: Strength 3, Dexterity 3, Stamina 4
Social Attributes: Presence 4, Manipulation 2, Composure 3
Mental Skills•: Academics •, Computer •, Crafts •, Investigation ••, Medicine •, Occult ••, Politics 0, Science 0
Physical Skills•: Athletics •••, Brawl ••••, Firearms •, Larceny ••, Stealth ••, Survival 0, Weaponry •
Social Skills•: Animal Ken 0, Empathy •, Expression ••••, Intimidation •, Persuasion ••, Socialize •, Streetwise •••, Subterfuge ••
Natural Immunity •• ,
|Spike gains +2 on rolls to resist illness |Barfly •, Language (Chinese) •, Fleet of Foot •,
|Spike is capable of getting himself and others into almost any bar or club in virtually any location. |Unseen Sense (Spirits) ••••
|Spike is aware of phenomena associated with spirits. He receives sensations when in the presence of unseen spirits or when spirits use numina around him. At Spike's discretion, he may roll Wits + Composure to gain one of the following effects: |
- Spike automatically senses loci in his vicinity. As an extended action, he may determine the type of resonance a locus has. He requires successes equal to 10 minus the locus's rating and each roll is one turn.
- Spike automatically senses when numina or aspects are used within about 20 feet of him. He may roll and take a penalty equal to the spirit's Finesse to roughly determine the effects of the numen used. On an exceptional success, Spike gains absolute, clear understanding of the numen's effects.
- Spike is automatically aware of any time a spirit in the Twilight passes within 20 feet of him. He may determine the rough direction the spirit is traveling and whether it is hurrying. If the spirit is trying to hide, Spike takes a penalty on his roll equal to the spirit's Finesse.
- Spike automatically knows when a spirit riding a human or an animal passes within 20 feet of him. His roll, contested reflexively by the target's Finesse, will allow him to determine specifically which creature is ridden.
Dirty Fighting: Summoning Rites:
Low Blow (•),
|If Spike's Brawl attack has more successes than his target's Composure, the target loses its next action. |Shank (••),
|Spike may use Brawl instead of Weaponry when wielding small improvised weapons. |Suck It Up (•••)
|Spike may spend 1 Willpower to ignore all wound penalties for 1 scene |
Focused Attack (•)
|Armor and Called Shot penalties are reduced by 1 |Wearing the Tiger's Skin,
|Cost: 1 Willpower |
Failure: The spirit of the Tiger fails to respond.
Success: Spike gains +3 Defense, +5 Initiative and 5 temporary Health. He may re-roll all his attack rolls and take the better of the two results. This lasts for the remainder of the scene.
Exceptional Success: As above, plus all of Spike's rolls during combat gain the 9-again feature.
Drawback: Using this power more than once in a 12-hour period causes a -2 penalty to activate it. This penalty is cumulative for each use.
Hunter - Spirit Slayers, p. 160
|Cost: 1 Willpower |
Action: Extended (TN 10, 5 minutes per roll)
Failure: The meditation fails to work.
Success: The meditation lasts for up to 7 hours. While the meditation is in effect, Spike can perform the following abilities:
Cure the Sick: Spike can make an extended Wits + Medicine roll, 15 minutes per roll. Minor illnesses like colds and flus have TN 5. More serious illnesses like cancer have TN 15. Supernatural diseases have TN 20.Exceptional Success: No additional benefit.
Heal the Wounded: Extended Wits + Medicine roll, 10 minutes per roll. Successes can be allotted to heal damage. 1 success heals 1B, 2 successes heal 1L, 4 successes heal 4A.
Drawback: When healing the sick, Spike takes 1B (for minor illnesses), 1L (for serious illnesses), or 1A (for supernatural illnesses) for each extended action roll made.
(Spirit Slayers, p. 157)
|Cost: 1 Willpower |
Action: Extended (10 successes required, 1 minute per roll)
Failure: The spirit fails to respond.
Success: Spike may select any one skill. The spirit accompanies Spike and, for 24 hours, Spike gains the rote action quality on all rolls using that skill. Spike suffers a -1 penalty to all rolls not associated with that spirit's purview.
Exceptional Success: Spike gains the above benefits and also does not suffer the -1 penalty.
Hunter: Spirit Slayers p 157
Light as a Feather
|Cost: None |
Failure: The spirit fails to respond.
Success: Spike gains +5 to all rolls involving jumping and only takes 1B damage from a fall, no matter how far he fell.
Exceptional Success: Spike gains the above benefits and may also move his full Speed as a reflexive action once per turn.
Hunter: Spirit Slayers p 156
Shield Charm -- This item confers a persistent potency 2 Mental Shield effect on the wearer. It resembles a Taoist pentacle.Willpower: 7
Derangements: Avoidance (Drugs & Pharmaceuticals; Mild)
Initiative: 5 (10 with Tiger active)
Defense: 2 (5 with Tiger active)
Health: 9 (+5 temp Health with Tiger active)