Wednesday, May 26, 2010

Geist: The Sin-Eaters

Imagine you died. Doesn't matter much what from; could be violence, could be disease, could be just plain bad luck. Imagine after you died, your soul was approached by a...sort of spirit. It offered you the ability to return from the grave, but in return, you have to help the spirit. The spirit was a ghost, once, but has lingered for so long that it has lost its identity; all that remains is a driving purpose, a need to see something done. It may be a single task, or it may be the work of a lifetime, but it will give you life to help it. So you take the deal, and find yourself different; you have access to strange powers. You can speak to the dead, see ghosts, and, if the time and place are right, you can cross into the Underworld. You have a new lease of life, and the ability to police the line between life and death, and a task. What do you do?

That is essentially the premise of Geist, and it is the last of the new World of Darkness games. As such, it shares a system and a setting with the others. For this, the last WoD game, I'll make up a former card shark, who leaves how he treats the line between life and death to Lady Luck. I'll put Social first, then Mental, and finally Physical. So, Presence 3, Manipulation 3, and Composure 2, then Intelligence 2, Wits 3, and Resolve 2, and finally Strength 2, Dexterity 2, and Stamina 2. For Skills, I'll want Empathy 3, Persuasion 3, Socialize 3, and Subterfuge 2, then Computers 2, Investigation 2, Medicine 1, and Science 2, and finally Brawl 1, Drive 1, and Larceny 2. For Specialties, I'll want Larceny (Pickpocketing), Empathy (Lies), and Persuasion (Fast-Talking). Then I add Geist characteristics; archetype (how I see my new occupation), threshold (how I died), Psyche (how powerful I am), manifestations (my Geist powers), and keys (the flavor of my powers). For archetype, I'll choose Bonepicker, someone who uses his powers to make the world more comfortable, and for threshold, I'll pick Forgotten; I died by chance, like I lived. My keys will be Industrial, which affects the trappings of modern society, and Passion, which lets me influence the emotions of others. I'll put two of my 3 manifestation points in the Passion Boneyard; I can judge the emotional nature of others, and compel others to feel certain emotions, and the last point in Industrial Curse so I can reduce the benefit of any technology my enemies may use. I'll spend 6 of my Merit points to get to Psyche 3, and put the last point in Resources to reflect people I've fleeced. Derived characteristics are Defense 2, Size 5, Initiative 4, Speed 9, Health 7, Willpower 4, Synergy (Geist Morality) is 7, Virtue is Justice, and Vice is Envy. He tries to fleece those who deserve to be taken down a peg or two, but also just wants to live a comfortable life. So, the final character looks like this:

Joey Evans
Concept: Slick card-shark
Archetype: Bonepicker
Threshold: The Forgotten
Virtue: Justice
Vice: Envy
Attributes
Intelligence: 2
Wits: 3
Resolve: 2
Strength: 2
Dexterity: 2
Stamina: 2
Presence: 3
Manipulation: 3
Composure: 2

Skills
Computers 2
Investigation 2
Medicine 1
Science 2
Brawl 1
Drive 1
Larceny 2 (Specialty: Pickpocketing)
Empathy 3 (Specialty: Lies)
Persuasion 3 (Specialty: Fast-Taling)
Socialize 3
Subterfuge 2

Merits
Resources 1

Keys
Industrial
Passion

Manifestations
Passion Boneyard 2
Industrial Curse 1

Defense 2
Size 5
Initiative 4
Speed 9
Health 7
Synergy 7
Willpower 4
Psyche 3

Monday, May 24, 2010

Hunter: The Vigil

There are terrible things out there in the dark. You know; you've seen them. One of them, or many of them, have done something to you, or to your family, or your friends; something bad enough that you have taken up a cause that may get you killed. When your day job is done, and everyone else has gone home to have dinner and be with their family, you hunt the creatures that dwell in the darkness. You are the light of humanity, fighting back against the darkness; you know, though, that all too often, those who take up your chosen task are extinguished - or, worse, become that which you despise. Can you hold the line against the night? Can you fight back without becoming too close to that which you hunt?

this is the premise of hunter; essentially, you play a normal person int he World of Darkness hunting the creatures of the night, whether they are vampires, werewolves, the walking dead, or witches. As such, it uses the same system, and is almost identical to the base World of Darkness character, with a few differences. For this character, I think I'll make a kind of modern crusader, a soldier who fights the darkness with his faith - and a gun or two. I'll put Physical first, then Mental, and finally Social. So let's have Strength 2, Dexterity 3, and Stamina 3, followed by Intelligence 2, Wits 3, and Resolve 2, and finally Presence 2, Manipulation 1, and Composure 3. For Skills, I'll go with Brawl 2, Firearms 3, Survival 2, Athletics 3, and Drive 1; then Computer 1, Investigation 2, Medicine 2, and Science 2, with Intimidation 2 and Streetwise 2 for last. For Specialties, I'll take Medicine (Field Medicine), Firearms (Assault Rifles), and Intimidation (Stare-Downs). As a hunter, I choose first a Profession (which will be Soldier), and a Tier (I'll go with 3), so I am also a member of a Conspiracy (mine will be the Malleus Maleficarum, the Hammer of Witches - a Catholic organization that hunts monsters). My Profession gives me another specialty, in either Firearms or Survival - I'll take one in Survival (Foraging). I now have 7 points of Merits; I'll spend three in Professional Training (Soldier). which gives me easier access to further specialties in play. I'll spend 3 points in Benedictions, which gives me access to the Malleus Maleficarum's special ability - the use of ancient Catholic rites to fight evil, such as the Armor of St. Martin, which gives the user temporary divine armor. My last point will be spent on Status in the Malleus - this gives me the access to the Benedictions, otherwise I'm not a trusted enough member to be able to use them. Finally, we have derived statistics; Defense is 3, Size is 5, Initiative is 6, Health is 7, Speed is 10, Morality is 7, Willpower is 5, his virtue is Faith, and his Vice is Pride. So, the final version looks like this:

Andrew Benedict
Concept: Crusading Soldier
Profession: Soldier
Conspiracy: Malleus Maleficarum
Virtue: Faith
Vice: Pride
Attributes
Intellgence: 2
Wits: 3
Resolve: 2
Strength: 2
Dexterity: 3
Stamina: 3
Presence: 2
Manipulation: 1
Composure: 3

Skills
Computers 1
Investigation 2
Medicine 2 (Specialty: Field Medicine)
Science 2
Athletics 3
Brawl 2
Drive 1
Firearms 3 (Specialty: Assault Rifles)
Survival 2 (Specialty: Foraging)
Intimidation 2 (Specialty: Stare-Downs)
Streetwise 2

Merits
Professional Training 3
Benedictions 3
Status 1

Defense 3
Size 5
Initiative 6
Speed 10
Health 7
Morality 7
Willpower 5

Sunday, May 23, 2010

Vampire: The Requiem

There is a culture of the supernatural that hides underneath the veneer of human society. They come out only at night, and they feed on the blood that flows through the veins of mankind. They live for hundreds of years, and they control wealth and power that would make many of the richest men blush; and yet, they can never reveal who and what they truly are, for fear that society will destroy them. Soulless creatures, trapped in the darkness, preying on the living and trying to find a purpose. These are the vampires.

This is the premise of Vampire, and as with the several games before it, it is set in the World of Darkness and uses the same setting. I haven't done a female character for a while, so I think I'll make one of those; I'm thinking a vampiric dilettante. I think that means I'll put Social first, then Physical, then Mental. Presence 3, Manipulation 3, Composure 2, then Strength 2, Dexterity 3, Stamina 2, and finally Intelligence 2, Wits 2, and Resolve 2. Then for Skills, I am thinking Intimidation 2, Persuasion 3, Socialize 3, Subterfuge 3, then Athletics 1, Brawl 2, Stealth 3, Weaponry 1, and finally Investigation 1, Occult 2, Politics 1. For specialties, I'll take Socialize (Parties), Subterfuge (Misdirection), and Stealth (Moving in Darkness). Then I choose Vampire characteristics: Clan (which vampiric bloodline she is from), Covenant (which vampiric group she claims membership with), Disciplines (vampiric powers), and Blood Potency (how powerful her vampiric powers are). As the Daeva bloodline is the emotional, sensual, and desirable one, I'll choose that, and with it an extra point in either Dexterity or Manipulation - I'll choose Manipulation. As for covenants, none of the one presented really fit the character I am imagining, so I'll remain unbound for now. Now I get disciplines; I'll take two points in Majesty (which lets me stun others in awe, and make them reveal their innermost feelings) and one point in Celerity (which makes me faster in combat, letting me subtract dice from my opponent's rolls). Blood Potency starts at 1, and I'll increase it to 2 with Merit points; I'll use the remaining 4 to get 2 points in Haven, for a decent place to stay during the day, and 2 points in Herd, making it easier for my character to feed. Finally, I'll do derived statistics; Defense is 2, Size is 5, Health is 7, Initiative is 5, Humanity (Vampire Morality) is 7, Speed is 10, Willpower is 4, Virtue is Charity, and Vice will be Lust. So the final character will look like this:

Alanna Chance
Concept: Societal dilettante
Clan: Daeva
Covenant: Unbound
Virtue: Charity
Vice: Lust

Attributes
Intelligence: 2
Wits: 2
Resolve: 2
Strength: 2
Dexterity: 3
Stamina: 2
Presence: 3
Manipulation: 4
Composure: 2

Skills
Investigation: 1
Occult: 2
Politics: 1
Athletics: 1
Brawl: 2
Stealth: 3 (Specialty: Moving in Darkness)
Weaponry: 1
Intimidation: 2
Persuasion: 3
Socialize: 3 (Specialty: Parties)
Subterfuge: 3 (Specialty: Misdirection)

Merits
Haven 2
Herd 2

Disciplines
Majesty 2
Celerity 1

Defense 2
Size 5
Initiative 5
Speed 10
Health 7
Humanity 7
Willpower 4
Blood Potency 2

Friday, May 21, 2010

Mage: The Awakening

Long ago, man discovered the secrets of magic. As men are prone to do, they used this new ability to gain power. They created the city of Atlantis, and as they grew more powerful and decadent, they created a Celestial Ladder to take them to the heavens while still alive and rule over the world. A few mages climbed the ladder, but most simply fought over it, and the ladder, along with Atlantis, was destroyed - separating the Supernal Realms, the realms of the heavens, from the earthly realm. Now the Exarchs, those few early mages to climb the Celestial Ladder, have incredible power, and they want to keep it - and so they have erased the memory of Atlantis. But they are opposed by a small group of Atlantean mages who also climbed the ladder, and established Watchtowers in the Supernal Realms, pathways to magic - and they use these Watchtowers to call to humanity across the abyss that lies between the Realms. Those called become mages, and must oppose the earthly forces of the Exarchs - and possibly rise in power to oppose the Exarchs themselves.

This is the premise of Mage, and as with the last few games, it is set in the World of Darkness, and uses the same system. I think I'll make a character who is a historian obsessed with the secret history of mankind. So I'll go Mental, Social, Physical. Intelligence 3, Wits 3, and Resolve 2, then Presence 2, Manipulation 1, and Composure 4, and finally Strength 2, Dexterity 2, and Stamina 2. Then on to Skills; I'll take Academics 3, Computers 1, Investigation 3, Occult 3, and Medicine 1. Then I'll take Empathy 2, Socialize 2, Streetwise 2, and Subterfuge 1. Finally, I'll take Brawl 1, Drive 1, and Stealth 2. For specialties, I want Academics (History), Investigation (Artifacts), and Occult (Atlantis). The I add the Mage template; I choose a Path (my path to magic), Order (my social group of mages), magical abilities, and Gnosis (degree of magical proficiency). My path will be Obrimos; they draw their power from what they perceive as the realm of the divine. This also gives me +1 to my Resolve attribute, and tells me my major Arcana will be Forces and Prime, and I will be weak with Death magic. My group will be the Mysterium, seekers of lore and knowledge. When casting a spell that uses one of the Mysterium's specialties - Investigation, Occult, and Survival - I get +1 die to my pool. For my magical powers, I get 2 dots each in Forces and Prime, and I will take one in Spirit; I then get 6 points to spend on specific rotes, or spells. I will take Influence Light and Control Heat in Forces, Activate Enchanted Item in Prime, and Second Sight in Spirit. I start with Gnosis 1, and increase it to 2 with 3 Merit points, using the rest for the Merit Encyclopedic Knowledge; as a mage, I get the High Speech merit for free. Derived values are Defense 2, Size 5, Health 7, Initiative 6, Wisdom (a Mage's Morality) 7, Speed 9, Willpower 7, Virtue will be Faith, and Vice will be Greed. So the final character will be:

Thomas Coyne
Concept: Secret Historian
Path: Obrimos
Organization: Mysterium
Virtue: Faith
Vice: Greed

Attributes
Intelligence: 3
Wits: 3
Resolve: 3
Strength: 2
Dexterity: 2
Stamina: 2
Presence: 2
Manipulation: 1
Composure: 4

Skills
Academics 3 (Specialty: History)
Computers 1
Investigation 3 (Specialty: Artifacts)
Occult 3 (Specialty: Atlantis)
Medicine 1
Brawl 1
Drive 1
Survival 2
Empathy 2
Socialize 2
Streetwise 2
Subterfuge 1

Merits
High Speech
Encyclopedic Knowledge

Arcanum
Forces 2
Prime 2
Spirit 1

Rotes
Influence Light (Forces 1)
Control Heat (Forces 2)
Activate Enchanted Item (Prime 2)
Second Sight (Spirit 1)

Defense 2
Size 5
Speed 9
Initiative 6
Health 7
Wisdom 7
Willpower 7

Thursday, May 20, 2010

Promethean: The Created

You used to be human, once. At least, you think so. Now you are something else, something created from the parts and bodies of the dead. Like the monster Frankenstein created, you now wander the earth, searching for a purpose to your existence, trying to find a way to become that which all of your kind want - to be truly human, to have a soul. Until then, you wander without aim, never staying too long - as your very presence can incite normal people against you.

This is the premise of Promethean, and so, like all the other World of Darkness games, it uses the same setting and system. As a being that was created from the parts of the dead, the Promethean has little in the way of a true background - generally, they don't remember the lives of their bodies or their parts. I will make a combative character this time; as a concept, he will be a defender of the weak. So for Attributes, Physical will be first, then Mental, then Social. I'll go with Strength 3, Dexterity 2, Stamina 3, then Intelligence 2, Wits 2, and Resolve 3, and finally Presence 2, Manipulation 1, and Composure 3. Then I move on the skills. I'll take Athletics 3, Brawl 3, Survival 3, and Weaponry 2. Then I will take Crafts 2, Investigation 2, Occult 2, and Medicine 1. Finally, I'll take Empathy 1, Intimidation 2, and Streetwise 1. Then I get 3 specialties, and I'll take Body Language for Investigate, Boxing for Brawl, and Foraging for Survival. Then I add the Promethean template, which means lineage (the type of Promethean), Refinement (the path the Promethean is taking towards a human soul), transmutations (the powers of the Promethean), and Azoth (the degree of Divine Fire within the Promethean). I'll make this character a Tammuz, also known as a Golem; he will be introspective, and governed byt he element of Earth; he also gets the Bestowment of Unholy Stamina, which increases his Stamina and its effects in a number of situations. He will follow the Refimement of Iron, the way of the warrior, which gives him access to the transmutations of Corporeum and Vitality. I then get 3 dots in transmutations; I'll spend all 3 in the Vitality transmutation, to get one dot of the Might Transmutation (giving me +1 Strength every time I spend 1 Pyros - the Promethean's energy) and the Bludgeon ability (letting me pummel living beings with supernatural power). I will spend 3 points of my 7 Merit points to get my Azoth to 2, and the remaining four to get the Giant Merit, giving me +1 Size and thus +1 Health. For derived statistics, Defense is 2, Health is 9, Size is 6, Initiative is 5, Humanity (Promethean Morality) is 7, Speed is 11, Willpower is 6, the Virtue will be Justice, and the Vice will be Wrath. I imagine this character as kind of like a mix between Bruce Banner and the Hulk from the old Lou Ferrigno series. so the final character looks like this:

John Buck
Concept: Defender of the weak
Lineage: Tammuz
Refinement: Iron
Virtue: Justice
Vice: Wrath
Attributes
Intelligence 2
Wits 2
Resolve 3
Strength 3
Dexterity 2
Stamina 3
Presence 2
Manipulation 1
Composure 3

Skills
Crafts 2
Investigate 2 (Specialty: Body Language)
Medicine 1
Occult 2
Athletics 3
Brawl 3 (Specialty: Boxing)
Survival 3
Weaponry 3
Empathy 1
Intimidate 2
Streetwise 1

Merits
Giant

Transmutations
Might 1
Bludgeon
Unholy Stamina

Defense 2
Size 6
Speed 11
Initiative 5
Health 9
Willpower 6
Humanity 7
Azoth 2

Wednesday, May 19, 2010

Changeling: The Lost

Imagine you ran into a creature, the most beautiful, wondrous creature you had ever seen. Imagine it invited you to its home, to see the sights that it has created and to experience its world. Imagine going there, only to become the lowest of the low, servant to your new master, forced to do anything and everything it thinks of, and never being allowed to do, or go completely mad. Now imagine you were given the chance to escape, to return to your world again, changed by your experiences; are you still who you were when you left? Now imagine that the world had continued on without you; your former master had left a simulacrum in your place, and it continued your life - and better than you ever did. Imagine you are this changed being, without a home or family, constantly living in fear that your former master will come back to this world and find you and bring you back. your only solace is in the companionship of others who have felt the same servitude, from different fae masters. What do you do with your life?

This, in a nutshell, is the premise of Changeling: The Lost. You play a person returned from the world of the true fae, changed by your experiences and perhaps not entirely sane. It, too, uses the Wolrd of Darkness as a setting, and so the same system. I think I'll make an architect, so I'll put Mental first, Physical second, and Social third. I'll take Intelligence 3, Wits 3, and Resolve 2, then Strength 2, Dexterity 3, and Stamina 2, and then Composure 2, Manipulation 2, and Presence 2. Then I get Skills at 11/7/4, so I'll go with Academics 2, Computer 2, Crafts 3, Politics 2, and Science 2. Then for Physical, I'll take Athletics 2, Drive 2, Firearms 1, Stealth 1, and Survival 1. Finally, for Social, Persuasion 1, Socialize 1, Streetwise 1, and Subterfuge 1. Then I take Skill Specialties; I'll take Academics (Architecture), Craft (Buildings), and Computer (Drafting). Then I add the changeling template; I choose a seeming (the type of changeling I become) and a Court (the group of changelings I join). I will be an Artist of the Wizened seeming; I get to use a special rule now when I use Crafts, and can spend Glamour for rerolls. I am also nimble and dexterous, but sadly ugly; my Presence rolls will suffer, as will untrained social skills. I will also join the Winter Court. Now I have 5 points of contracts, the changeling powers, to distribute; I'll take 3 dots in the Contracts of Artifice, which lets me repair most things, disable many devices, and make already-created items more efficient and easier to use. I will take the final two dots in the Eternal Winter contract, letting me cool a room considerably and also freeze liquids with a touch of my fingers. then I determine my Wyrd, the connection I have to the fae world; I start with 1, but can add 1 point per three Merit point spent. I'll take 2 more dots, leaving me with 1 point left; I'll use that to give myself a New Identity. then I determine derived stats. Defense is 3, Health is 7, Size is 5, Initiative is 5, Clarity (Changeling Morality) is 7, Speed is 10, Willpower is 4, my Virtue will be Temperance and my Vice will be Envy. So the final character is this:

Joseph MacAllen
Concept: Bored Architect
Seeming: Wizened (Artist)
Court: Winter
Virtue: Temperance
Vice: Envy
Attributes
Intelligence 3
Wits 3
Resolve 2
Strength 2
Dexterity 3
Stamina 2
Presence 2
Manipulation 2
Composure 2

Skills
Academics 2 (Specialty: Architecture)
Computers 2 (Specialty: Drafting)
Craft 3 (Specialty: Buildings)
Politics 2
Science 2
Athletics 2
Drive 2
Firearms 1
Stealth 1
Survival 1
Persuasion 1
Socialize 1
Streetwise 1
Subterfuge 1

Merits
New Identity (1 point)

Contracts
Artifice 3
Eternal Winter 2

Wyrd 3
Defense 3
Size 5
Speed 10
Initiative 5
Health 7
Willpower 4
Clarity 7

Tuesday, May 18, 2010

Werewolf: The Forsaken

Long ago, when the Earth was Pangaea and the spirit real was much closer to the physical world, Father Wolf patrolled the border between the two, keeping vigilant for any spirit that caused too much trouble in the land of flesh. He mated with the moon spirit Luna, and had 9 children, who would become the first werewolves, and taught them the ways of his task. As time went on, Father Wolf grew old and slow, and spirits began to get away with much more, and so one fateful day, five of his children decided that, for the good of the world, they must kill their father and take up his task. They did, and hearing his death howl, Luna cursed them to be forever of two worlds, fitting in with neither. Three of Father Wolf's children, too cowardly to do what must be done, went and hid, and nursed a grudge against their siblings - a grudge added to by their new spirit advisors. The ninth child did nothing, and disappeared from history. And so now we are the children of those five, the Uratha, the Forsaken; cursed to be of two worlds, to walk between and police the boundaries, our songs unsung by the humans around us and our guard always up, for spirits, and our so-called 'Pure' brethren, are always seeking to destroy us and bring the spirit world into dominance over this world. So now you, too, must join the fight, take up a weapon, and guard your territory, for we are the only defense this world has.

Werewolf: The Forsaken is a game set in White Wolf's World of Darkness, and uses the same system; in fact, all that is added are a tribe (which of the 5 Forsaken children you feel the most in common with) and an auspice (the phase of the moon you are born under). You also get the Primal Urge merit, telling you how in touch with your animal side you are, and Gifts from your spirit heritage to help you in your task. So, let's start out; I think I'll make a musician. As before, we have 5/4/3 divided between Physical, Social, and Mental; I'll keep Social as primary, then have Physical as secondary and Mental as tertiary. So I'll have Presence 3, Manipulation 3, and Composure 2, then Strength 2, Dexterity 3, and Stamina 2, followed by Intelligence 2, Wits 2, and Resolve 2. Then I go on to skills, where I again have 11/7/4. For Social skills, I'll take Expression 3, Streetwise 2, Socialize 2, Intimidation 2, and Persuasion 2. For Physical, I'll take Athletics 2, Brawl 2, Survival 2, and Drive 1, leaving me with Computers 1, Crafts 1, Medicine 1, and Occult 1 in Mental skills. Then I get three Skill Specialties, so I'll take Expression (Musical Instrument), Brawl (Dirty Tricks), and Medicine (Pharmaceuticals). Now I choose auspice and tribe. For auspice, I will go with the gibbous moon, or Cahalith; it is the moon of storytellers and lorekeepers, priests and historians. I get a free specialty in a Cahalith skill (I'll choose Persuasion), and the Prophetic Dreams ability; once per story I can ask the Storyteller for a prophetic dream, though he is free to make it as full of symbolism as he likes. For tribe, I will go with the Iron Masters, the tribe most in tune with modern society, even if only in a kinda-sorta way. These two things determine the kinds of Gifts I can take, and the type of Renown (status in werewolf society) that is important to me. Then I move on to derived attributes; Defense is 2, Health is 7, Initiative is 5, Harmony (werewolf Morality) is 7 (this is also the size of my character's Essence pool), Size is 5, Speed is 10, Willpower is 4, and my Virtue will be Fortitude, while my Vice will be Lust. For Merits, I start with 1 dot in Primal Urge, and I'll spend 3 more Merit points to get a second dot, and the remaining four to get the Inspiring Merit. Now I choose Gifts; I get one each from my auspice and tribe, and one other. I'll take the 1-point Gibbous Moon gift, Pack Awareness, letting me know in general where my packmates are and what they are doing, as well as if they are badly hurt. then I'll take the 1-point Inspiration Gift The Right Words, letting me make a nice speech and gain a bonus to Social rolls made to encourage or mollify others. Finally, I'll take the 1-point Technology gift Left-Handed Spanner, which lets me cause a minor and temporary malfunction in any piece of technology with more than two moving parts. Then I have three points of Renown to distribute; I must put one in Glory for being a Cahalith, and one in Cunning for being an Iron Master, and will put the third point in Wisdom. So the final product looks like this:

Nate Simons
Concept: Alternative rocker
Auspice: Cahalith
Tribe: Iron Masters
Virtue: Fortitude
Vice: Lust

Attributes
Intelligence 2
Wits 2
Resolve 2
Strength 2
Dexterity 3
Stamina 2
Presence 3
Manipulation 3
Composure 2

Skills
Computers 1
Crafts 1
Medicine 1 (Specialty: Pharmaceuticals)
Occult 1
Athletics 2
Brawl 2 (Specialty: Dirty Tricks)
Drive 1
Survival 2
Empathy 2
Expression 3 (Specialty: Guitar)
Intimidation 2
Persuasion 2 (Specialty: Motivational Speeches)
Streetwise 2

Gifts
Pack Awareness
The Right Words
Left-Handed Spanner

Merits
Primal Urge 2
Inspirational

Renown
Glory 1
Cunning 1
Wisdom 1

Health 7
Size 5
Speed 10
Defense 2
Initiative 5
Willpower 4
Essence 7
Harmony 7