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
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