Grieg

Ofanite Vassal of Destiny

Angel of Specialists


Corporeal Forces: 4
Strength: 8 Agility: 8
Ethereal Forces: 4
Intelligence: 8 Precision: 8
Celestial Forces: 4
Will: 8 Perception: 8
Suggested Word-Forces: 4-6

Skills: Acrobatics/2, Climbing/2, Computer Operation/2, Detect Lies/2, Dodge/2, Driving/2, Electronics/2, Emote/4, Escape/4, Fast-Talk/4, Fighting/2, Knowledge (General/2), Languages (English/5), Lockpicking/4, Lying/2, Medicine/2, Move Silently/4, Ranged Weapon (Handgun/4), Running/2, Savoir-Faire/4, Seduction/2, Small Weapon (Knife/2), Survival (General/2), Swimming/2, Tactics/4, Throwing/2, Tracking/2 (but see below)

Songs: Attraction (Celestial/6), Motion (Celestial/6), Projection (All/4)

Attunements: Ofanite of Destiny, Angel of Specialists

Roles: "Kit Partridge", intelligence operative, 4/2 (once 6/4, this Role has fallen into serious neglect and disrepair)

Vessels: Human male/6

Angel of Specialists: Grieg may concentrate all of his energy on one skill, elevating it to level 6 for a number of rounds equal to his Word-Forces - even skills he doesn't actually possess. Essentially, if he knows it can be done, Grieg can do it, at least for a short while. However, all of the other skills that he does possess drop to default levels while the attunement is active - and he can't use skills that he doesn't possess at all for the duration.



Grieg's irony is that he is, himself, more of a generalist. He prides himself in knowing a little bit of everything, so that he can lend a hand in almost any situation, and in fact the Word of Specialists was not his choice. Grieg wanted to be the Angel of Super-Spies, but Yves had different ideas.

Grieg fledged, back in the late 1960s, as a simple Ofanite of Destiny whose only real outstanding characteristics were a love for spy stories and a preternatural knack for being in the right place at the right time. Let it never be said that he didn't love working for Destiny; in his opinion, defeating evil and saving the world were what life was all about. However, he soon discovered that the skills in which he'd put most of his energy simply weren't enough. Almost every day Grieg was running into problems that he didn't know how to solve, and it frustrated him to be unable to help in every single occasion. Thus he began to study as much as he could, and by the late 1980s he could honestly say that there were few situations in which he could not dispense some much-needed advice. After not only saving a Tether (through pointing out a key hole in the attackers' strategy) but inadvertently establishing a second (after the routed attackers holed up in a library, the humans inhabiting it at the time managed to fight them off as well in order to protect the books, forming a minor Tether to Destiny), he was granted the Vassal of Destiny distinction. Life was good.

Unfortunately, the Cold War chose about that time to end.

Government super-spies were out; industrial and corporate espionage were in, and Grieg was suddenly without a job, his Role out of a job (and, incidentally, a house and meal plan). In a desperate attempt to maintain his way of life, Grieg petitioned for the Word of Super-Spies, pointing out that he'd forwarded the concept for years and was familiar enough with it to bring it back into eminence. Yves had different ideas, though, and convinced the Seraphim Council to grant Grieg the Word of Specialists. (In the interests of complete disclosure, it should be said that the Word attunement was Yves's idea as well.)

Grieg is currently a freelancer; he and Yves have discovered that he's simply more effective if he allows serendipity and the Symphony to guide him to where he needs to be. However, he's more than willing to help pretty much any non-Infernal he runs across - especially if it gives him an occasion to wear a tuxedo...

(Grieg is an NPC of moderate power. He's rarely consistently in one place; the suggested use for Grieg is as a tool to get PCs out of an inadvertent tight spot or as a traveling resource. His natural proclivities tend to keep him with a situation until he feels that it's resolved, though, just to make sure that his advice works out; if Grieg sticks around after the PCs think they're done with an adventure, they can be reasonably certain that there's still more to do.)



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All text copyright © 2002 Christopher B. Anthony. All rights reserved.