George Butler

True Life: Saint Bernard

Description:

Mental Attributes Intelligence 3, Wits 2, Resolve 3
Physical Attributes Strength 3, Dexterity 1, Stamina 3
Social Attributes Presence 2, Manipulation 2, Composure 1
Mental Skills Crafts 4 (Painting), Occult 2 (Werewolf Lore)
Physical Skills Athletics 2, Brawl 3, Larceny 3 (B&E), Survival 1
Social Skills Expression 3, Persuasion 3, Socialize 1, Streetwise 2, Subterfuge 4 (Hiding Emotions)

Auspice Cahalith
Auspice Ability Prophetic Dreams. Once per story, George may have prophetic dreams. Cahalith also gain one die to any Occult rolls made to interpret omens or solve riddles.
Tribe Ghost Wolves
Renown Glory 1 (Primary), Purity 1

Virtue Prudence
Vice Wrath
Health 8 (+2 dalu, +3 urshul, +4 gauru)
Willpower 4
Primal Urge 1
Essence 7
Harmony 7
Initiative Mod 2
Defense 1
Speed 9

Gifts Cost Dice Pool Effect
The Right Words 1 None +2 to all social roles meant to encourage or mollify.
Know Name 1 Intelligence+Investigation+Cunning vs Resolve Dramatic failure, George comes up with a wholy inappropriate name, such as the target’s fourth grade teacher. Failure, George does not learn the target’s name. Success, George learns the target’s name as the target defines it. Exceptional success, George learns all names that the target identifies as.
Loose Tongue 1 Manipulation+Socialize+Wisdom vs Composure Dramatic failure, George becomes chatty instead, and suffers a -3 to Empathy, Persuasion, and Subterfuge. Failure, no effect. Success, a single target suffers a -2 to Empathy and Subterfuge rolls made towards George. Dramatic success, all of success, and a -2 to all Composure rolls.
Bio:

George Butler

Camp North Deception rubyotter