George Abbot
Apprentice to the fifth circle of mystery. Druidic adept. Initiate of the elemental powers. Belonging to House ab Flaidd.

Description: He has a thick, bulky build. His shoulder-length brown hair lays unbound, framing his face. He has a manicured beard and piercing eyes. He is dressed in black pants and a dark short-sleeved shirt. From under his right sleeve, odd occult-like tattoos encircle his arm.
(www.geocities.com/neonpico/characters/abbot.jpg)

Clan:  Tremere
Generation:  12
Nature/Demeanor:  Caregiver/Judge
Concept:  Tremere Druid

Attributes

Strength   •••
Dexterity   •••• (Lightning Reflexes)
Stamina   •••

Charisma   ••
Manipulation   ••
Appearance   ••

Perception   ••
Intelligence   •••
Wits   •••

Abilities

Alertness   •••
Athletics   ••
Brawl   •••
Dodge   •••
Empathy   ••
Expression  
Intimidation  
Leadership   •
Streetwise  
Subterfuge   •

Animal Ken   •
Crafts  
Drive  
Etiquette   ••
Firearms  
Melee   •••
Performance  
Repair  
Stealth  
Survival   ••

Academics   ••
Computer  
Enigmas   ••
Investigation  
Law  
Linguistics   •
Medicine   •
Occult   •••
Politics  
Science   • (Botany)

Disciplines

Auspex  
Dominate  
Thaumaturgy   •••••

Backgrounds

Generation   •
Resources   •••
Retainer   • - Secretary

Virtues

Conscience   •••
Self Control   ••••
Courage   •••

Willpower
••••• •••

Morality
••••• ••

Blood Pool
••••• ••••• •

Thaumaturgy / Necromancy

The Green Path   •••••
Elemental Mastery   •••
Weather Control   •

Dedicate the Chantry   (Level 1)
Encrypt Missive   (Level 1)
Engaging the Vessel of Transference   (Level 1)
Rite of Introduction   (Level 1)
Learning the Mind Enslumbered   (Level 1)
Ward vs Ghouls   (Level 2)
Impassable Trail   (Level 2)
Shaft of Belated Quiessence   (Level 3)
Warding Circle vs Lupines   (Level 3)
Ward vs Kindred   (Level 4)
Blood Rose   (Level 5)

Merits and Flaws

Inoffensive to Animals. (1 pt merit)

Freebies Used:   35
Attributes:   0
Abilities:   10
Disciplines:   0
Backgrounds:   0
Virtues:   0
Willpower:   3
Morality:   0
Thaumaturgy / Necromancy:   21
Merits/Flaws:   1

Experience Gained:   60
Experience Unused:   0
Attributes:   0
Abilities:   4
Disciplines:   35
Backgrounds:   0
Virtues:   0
Willpower:   13
Morality:   0
Thaumaturgy / Necromancy:   8
Merits/Flaws:   0

Additional Notes:  
Speaks (English) Latin
Has a wooden knife (Diff 6 to hit. Str+1 Lethal), enchanted with Shaft of Belated Quiessence (See Guide to the Cammarilla, pg 112). The blade is Warded vs Ghouls (+3 lethal to Ghouls. See V:tM pg 184) and Kindred (+3 lethal to Vampires, attuned to George)
The knife is about nine inches long. The handle is about four inches long and made of a pale wood, with grooves cut in it to give the hand something to grip. There is a small hilt projecting from the handle, made of the same piece, and curving a bit towards the blade-end. Where the hilt, blade, and handle meet, is a small reddish glyph raised out of the wood. From there, the black and shiny-smoothed blade extends about four inches from the hilt. There isn't much of an edge, although the blade is flat and quite glossy. Instead the knife comes to a sharp point. There are no metal parts in it's construction, so it does not show up on metal detectors. Instead it is kept in a leather sheath in the small of his back, where he can unsnap the brass peacebond and slide the weapon out from under his shirt.

Blood Rose
STR - 3
DEX - 4
STA - 2
PER - 5
INT - 0
WIT - 2
WILL - 10
Health - OK, -1, -3, -5
Attacks: Thorns attack for two dice and also may entangle creatures passing through
Talents: Alertness 3, Brawl 2
Blood Pool: Varies
Believed to be a faerie's gift to a Toreador, these hedges of barbed-wire vines are as deadly as they are beautiful. The fist-sized vermillion blooms seem to sense when mortal blood is near, and a living creature attempting to pass through them will be stabbed by the wickedly sharp thorns, which will absorb blood as long as they are able. A creature who becomes tangled and unable to escape will be drained dry. The blood nourishes the plant, and collects in berry-red, grapelike fruit. This fruit is a delicacy indeed to Cainites, for it liquifies in the mouth and equals one Blood Point if consumed.

Character Story:  

George was born in 1941. His sister Margeret, or Maggie for short, was born just two years later. Together with thier parents, George and Maggie lived in Tustin, south California for the better part of thier childhood years.

In an effort to curb his young additude problems, his parents put him into some self-defense courses when he was nine years old. First he started learnign Judo, but got interested not only in the boot-to-the-head aspects, but the philosophy behind the style. For the next 2 years, he immersed himself in the mysticism and philosophy of the eastern cultures.

The spring of '53 was stressful for the whole house. His father lost his job and had to find another one. To get away from the fights his parents had, he took to wandering past the confines of his neighborhood and into some of the wilder areas on the outskirts of town. He still practiced his Judo some, and during his tenth summer he met Oliver.

Oliver was a ragged individual, living there on the fringes of town. The two became friends, and George visited often. By the end of summer he was back into Judo classes and into school, but he tried to visit his friend when he could.

By the next summer, Oliver started teaching George about Druidism. Mixing what he had learned about eastern mysticism with western herbal medicine produced some interesting results. George started to become a natural green thumb; he could get anything to grow.

But the friendship with Oliver could last only so long. By the time George turned 15, he had started to distance from his friend. Visiting less and less, he eventually stopped seeing the older druid. He still tried to develop and refine the druidism, eventually picking up some books on it and learning from other people. Not that his christian parents liked the turn George had gone. But at least he wasn't doing the expected circle castings and chanting.

George continued to be unruly into his teenage years. He graduated high school in 1959. He moved out and married his high-school sweetheart just a few months later.

The new family had it hard. George tried to make it as a botanical assistant, taking night classes in botany, and spending time with Bonnie, his wife. They didn't have any children, thank goodness, but the time they spent apart to stay afloat showed signs of straining thier marriage.

1964 was a turning point for George. He had attracted the attention of a tremere by the name of Karl von Hien, interested in his druidic ability. Three months later he was a vampire. He ghouled his wife a week later, unbeknownst to his sire.

Spending the next few years in a rigerous schedule of sleep - feed - study, he tried to get out as much as he could to be with his wife. I worked, mostly. He'd been a vampire for only three years before the sabbat came calling.

Blood. He could smell it as he walked up to the house. She was hanging by the cieling fan in the dining room by hooks in her arms and legs. The table tossed casually across the room to allow the blood to drip onto the hardwood floor. Bits of her.. skin, was flayed from her back and arranged on the floor....

With nothing to hold him to the social world, he focused on his studies and his hatred of the sabbat. He keeps to his belief in protecting all forms of life. But when it comes to the sabbat, he sees only uncaring murderers.

He was presented to the prince after 36 years of study and vampirism, and released into the tremere hierarchy for assignment to where they needed him. At that time he studied, worked in the occasional nursery, and collected (and sold) the odd plant. They left him in the same chantry he was embraced into, for several years.

Now that they have re-assigned him to a new chantry, he intends to start a nursery and forward his education. To that end, he's ghouled a much older lady. A widow, actually, who has agreed to serve as a secretary and daylight assistant for George.

George met Vanessa while he was in his old chantry. She was originally the caretaker of a different nursery than he usually frequented. But as time wore on, she stood out in his mind because she seemed interested in the applications of plants along the lines of religious work. He began to work around her more, getting a sense of her personality and beliefs. in the few months before he left, he slowly ghouled her, and then moved her with him when he finally did make the move.

* * * * *

Detroit, 2005.

He had arrived well enough. His first two weeks had been spent setting up a nursery and integrating with the tremere chantry. He met the regent and the primogen normally, and afterwards really only saw the regent during special events. The primogen was pleasant to talk with and made a habit of listening when George needed an ear to talk to. His first chance to meet the prince and present himself in town had been punctuated by the missing seneschall being dropped through the roof of the elysium by an infernalist.

After that, things in Detroit deteriorated. Two months later he was participating in a battle on the roooftops of a pair of high-rise buildings with many of the cammarilla kindred against the infernalist and his gang, which included a tremere rouge. The battle was successful and losses were few. But in the final death of the infernalist, a putrid cloud of ash had settled across the city, cursing Kindred and Ghoul alike with a severe allergy to vitae. The prince announced his intentions to move to Baltimore with the thinking that leaving the city would ease the arcane malady. Most of the princes court, including george, elected to follow to baltimore.

* * * * *

Baltimore, 2006.

The prince of Baltimore did not care for the influx of new tenants, forcing the Detroit prince to assume Praxis and attempt to overthrow the incumbant. The skirmish was brief, for the Baltimore prince had few loyal followers.

Over the next month, George attempted to form a coterie between his kindred friends, with the intent of looking for any sabbat that might have snuck in during the reign of the previous prince. But politics intervened. Instead of an independant coterie with geroge largely calling the shots, He was made a fairly junior flunky and the coterie was made the enforcer squad for the sherrif. in an attempt to save face and to capitalize on a potential information source, the tremere primogen insisted that George continue his involvement within the coterie.

* * * * *

Upper Urals, 2007.

The home of the great herbalist was a test of perseverence. George had heard of it by first exploring the crypt of his mortal grandsire, six generations removed. The great herbalist was a being who's mastery of plants was nigh legendary. But to learn the secrets this ancient being had, required more than George had bargained for.

The first test was to find the history of the person. George had the beginning steps of this when he found the existance of such a person. The rest was research in ancient tomes; research whose payment required his direct subservience to Vienna for a year.

The second test was reaching the site. It lay on the edge of Tremere and Tzimisce lands, where Werewolves roam. Surrounded by a maze of brambles and ancient trees, it has a ceiling of perpetual rain. Shrouded with his weather magic, George had encountered only one of a pack of shifters while searching for the garden. To this day there is a skeleton of a wolf, hanging as if impaled from an ash tree that was old when Napoleon stormed across europe.

The third test was to understand the garden of the great herbalist. This George had failed, but not completely. He lacked the skills of meditation that allowed him to see the spiritual and astral realms, he lacked the ability to converse with the spiritual guardians of the garden; he had only the ability to command them to step aside. But he did learn his highest available tier of Thaumaturgy, and could command those powers at will.

But one season of study at the garden of the great herbalist, in a remote region of the upper Urals, was not enough to provide the enlightenment George was seeking. As time wore on, his chances of being discovered by the spiritual magics of the shape-shifters and of the Tzimisce increased. Until such time that a third of the garden was burned by Tzimisce koldunists.

George traveled back to his own homeland and made his research available to his sire. But infighting in the anahiem chantry had forced George out. The druid returned to his friends in Baltimore.

Hosted by www.Geocities.ws

1