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- Name: Naem
- Path: Thyrsus (Life/Spirit, Mind)
- Order: Free Council
- Vice: Wrath
- Virtue: Justice
- Str 2
- Dex 2
- Sta 2
- Pre 2
- Man 2
- Cmp 4
- Int 4
- Wit 2
- Res 2
- Academics 1
- Crafts 3
- Computers 1
- Investigation 1
- Medicine 1
- Occult 1
- Politics
- Science 3
- Athletics
- Brawl
- Drive 1
- Firearms 2
- Larceny
- Survival 1
- Stealth
- Weaponry
- Animal Ken 2
- Empathy 1
- Expression
- Intimidation
- Persuasion 1
- Socialize
- Streetwise
- Subterfuge 3
- Life 3
- Spirit 1
- Time 2
- Rotes:
- (1) Pulse of the Living World: Organic Perception, Wits + Medicine or Science + Life 1. Effect: The mage gains the Mage Sight. He is able to detect the presence of mystic vital animation in the area, effectively reading resonance as a function of reality's living energies.
- (1) Heal Flora and Fauna: Cellular Regeneration, Intelligence + Medicine + Life 2. Effect: The mage can heal the wounds of animals and plants. As with the Self-Healing spell, but the mage can cast this spell upon non-human life. At this level, the mage must touch the target. With Life 3, he can cast this spell at sensory range.
- (2) Transfer Base Features: DNA Swap, Intelligence + Animal Ken or Survival + Life 2 vs. Stamina. Effect: The mage gives one base life form features from another base life form. One feature can be transferred per success. This could be used to create an earthworm with chitinous armor, or a dragonfly with photosynthetic skin. At this level, the mage must touch the target. With Life 3, he can cast this spell at sensory range.
- (2) Flip Of The Coin: Instant Gratification, Wits + Investigation + Time 2. Effect: The mage can glance forward and check the outcome of a simple undertaking, one with only two major variables (heads or tails, for example, or cutting the red wire instead of the green one). This sense works only under circumstances where consequences are immediate (someone wins the coin toss or the bomb blows up). Even one success accrued in the casting of the spell enables a mage to automatically succeed (or fail if he wishes) at an uncontested action with only two possible outcomes and immediate consequences for success or failure. (In this case "uncontested" could mean a coin toss or bucking up for evens or odds, despite the fact that there are two participants, since no one can normally exert effort to win.) Note that this effect cannot be used in relation to combat, since a fight is contested (opponents exert effort to win) and the variables are more than simple success or failure (one can win but at the cost of major wounds, or the fight can result in a draw or surrender).
- Gnosis 2 (3 pts)
- High Speech (0)
- Rote Specialty 3 (0)
- Resources 1 (1)
- Well-Traveled (1)
- Sanctum (1)
- Fence 1 (1)
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