: Invictus (formerly Lancea Sanctum)
Vincent Moon’s own bloodline, as of yet unique to him. Bloodline Discipline – Detournement. Bloodline weakness – Lose 2WP if you don't indulge your curiosity The Moonies
Moon is a nihilistic optimist. Moon's wandered for a very long time, and he's done a great many things, and his conclusion -- his
-- is two-fold. First, absolutely nothing matters. There's no meaning in reality, nothing but random gibberish to which our pattern-oriented brains ascribe reasons. Secondly, this is absolutely
. It is the ultimate freedom, the ultimate liberation. Why
fly a kite, or read Confucius, or explore another dimension? What can stop you?
Moon is entirely too cheerful and enthusiastic for someone who basically subscribes to the pointlessness of all reality. But he is! He's cheerful, pleasant, and has all the attention-span of a hyperactive chipmunk. He reads a book, or gets an idea, or has a conversation, and then immediately rushes off to
things which no one understands. Keeping Moon focused on a task at hand is a full time job.
Background: History shall be kind to me, for I intend to write it.
Winston Churchill said this, and made good on his word. The vampire known as Vincent Moon follows the same philosophy in life. Over the centuries, much has been said about the Scribbler of Soho. The only problem is that most of it was said by Vincent Moon himself.
Vincent Moon is an
vampire. The problem is that so many records were lost in the Great Fire of 1666. As it stands, the earliest known record of Moon dates from 1763, when a Herald of the London Consilium wrote a detailed description of the personages of Sir Tobias Walsingham's (the then-Prince of London) Court, which included a
'Vincent Moone, chronicler
'. Who was he before this? No one is quite certain, though the most popular theory is that Moon was a monk during the Black Death, and lost his mind and his faith during a long Torpor in the 16th century. Much more certain is Moon's place of origin. He's a Londoner born and bred, and Moon will always come back to London, no matter how often he's been kicked out (and Moon's been evicted on more than one occasion). But every time, after an exile of thirty or forty years, he quietly insinuates his way back into Kindred society, as though he never left. He has a Haven, somewhere in Westminster, though no one's ever found it.
Moon is an artist. He's an
, and this earns him respect among the Kindred, who have so few creative types of their own. His chosen medium is theater, followed closely by the art of the short story, but Moon's written books and bits of doggerel over the years as well. In modern nights, he's fascinated with television and the movie, the methods of mass communication.
Moon is also a mystic. It's rather hard to say just what Vincent Moon believes, because it's easier to ask what he does
believe. Moon has followed every new-age belief and fad for two hundred years running. He's been a Spiritualist and a Theosophist, attempted to create vampiric Tantrism, and is known to be an enthusiast of yoga. In general, he's a nuisance. Moon runs after every latest mortal fad, yet he somehow manages to organize his beliefs in his own head, and keep them coherent. Or at least, as coherent as Moon ever gets.
It's the intersection of Moon-as-Artist and Moon-as-Mystic which is where Vincent Moon tends to end up in trouble. For Vincent Moon feels compelled to spread his beliefs, not just to other vampires, who react to him with a kind of exasperated amusement, but to mortals as well. Moon has lived his entire requiem on the verge of being the subject of a blood hunt for breaching the Masquerade. Moon has written poems that lead to mystical sites, penned and published thinly-veiled
roman a clefs
of Kindred politics, and inserted arcane symbols into theatrical productions. The only fact that prevents Moon from having been burned before is the fact that while for a vampire, Moon is a very creative soul, he'll never be more than a second rate author, and his efforts rarely prove to be popular with the masses at large. Most do become collector's works, however.
On occasion, Moon goes too far, and for this he's had to go to ground on more than one occasion. The first time was during the French Revolution, when a too-enthusiastic tract in favor of events there forced Moon to scurry to the Continent. He poked around the radical circles of Paris and Geneva for a quarter of a century, only coming back to London in the 1830s. His stay in England proved to be brief, however, as his own artistic sensitivities got the better of him. In 1886 Moon wrote a play that, when performed, would create a wound in the very spiritual fabric of a location. When his first performance in Green Park was cancelled on account of werewolves, Moon decided that discretion was the better part of valor and hied off to the Americas. He stayed in Mexico for a time, slowly making his way across the Old West, and ended up in the burgeoning town of Hollywood by the 1920s.
Moon stayed in Hollywood for the 1920s and 1930s, writing scripts and hiding in the shadows behind the glitz and glamour. He only left shortly after the Second World War ended, returning to his beloved London to rebuild. He's stayed there since, a court poet and court jester, weaving his mad theories and inflicting them on anyone who doesn't get away fast enough.
Covenant: Unaligned (formerly Lancea Sanctum)
Vincent Moon’s own bloodline, as of yet unique to him. Bloodline Discipline – Détournement. Bloodline weakness – Lose 2WP if you don't indulge your curiosity The Moonies
T Mental Attributes: Intelligence 7, Wits 5, Resolve 5
S Physical Attributes: Strength 3, Dexterity 3, Stamina 4
P Social Attributes: Presence 1, Manipulation 2, Composure 5
P Mental Skills: Academic (Conspiracy Lore) 5, Computer (Artificial Intelligence) 4, Crafts 3, Investigation (Surveillance, The Scientific Method) 5, Medicine (Thaumatechnology) 4, Occult (Christian Esotericism, Pre-Columbian Religion) 6, Politics 1, Science (Enochian Formulae, Nanotechnology, Quantum Physics) 6
T Physical Skills: Firearms 1, Drive 1, Larceny 2, Stealth 4, Survival 1
S Social Skills: Expression (Writing) 4, Intimidation 1, Persuasion 2, Socialize 1, Subterfuge 3
Merits: Allies (Conspiracy Theorists) 4, Common Sense (Extradimensional Situations) 3, Contacts (Pulp Literary Circles, New Age Groups, Ham Radio Buffs) 3, Eidetic Memory 2, Friend (The Maestro) 4, Languages (Arabic, Aramaic, Ecclesiastical Latin, French, Greek, German, Italian, Nahual, Spanish, Turkish; Native is English) 10, Meditative Mind 1, Occultation 3, Resources 6, Shadow Cult Initiation (The Golden Room) 5, Vice over Virtue 2
Chantry: Size 6, Doors 4, Occultation 5, Secrecy 5, Security 5, Library (Conspiracy Theories, Eschatology, Interstitial Terrain, Meme Theory, Quantum Physics, Transhumanism) 6, Ritual Area (Enochian Formulae) 3, Ritual Area (Détournement) 3, Workshop (Computers, Nanotechnology, Physics, Surgery) 4
Derangements: Magical Ideation (Mild), Obsessive-Compulsive Disorder (Graphomania, Severe), Manic-Depression (Severe)
Banes: Fascinated by Dust (Mild), Oathbound (Severe), Shadow's Shame (Severe),
Initiative: 8 (15 w/ Eyes of the Beast & Celerity)
Magic Shield 7 (Shield of Righteousness)
Mind Shield: 6 (Mind Blank)
Health: 9+ 9
Blood Potency: ●●●●●●●
Disciplines: Auspex ●●●●, Celerity ●●●, Détournement ●●●●●
The Empty Mind (Détournement 6)
Cost: 1 Vitae
Dice Pool: Intelligence+Science+ Détournement, minus Target’s Resolve
Action: Extended, ten successes, two hours per roll.
With this power, Vincent Moon surgically extracts and dissects a brain (human… usually) and interposes it with slices of Vitae, literally consuming all knowledge contained therein. This procedure is best carried out on a living target, though it can be done upon the brain of a dead man. Brains lose one quarter of their usable information for every hour they are not preserved. (cryogenics can preserve a brain at full knowledge, freezing at 3/4ths, while formaldehyde at 1/4th). ●
Anonymous (Détournement 7)
Cost: 1 Vitae
Dice Pool: Wits+Computer+ Détournement, opposed by Wits+Computer of any Sys Op.
With this ability, Moon is able to inject an artificially intelligent virus into an area. This virus is semi-magical, and may jump across computer systems, electrical systems, phones, anything that uses electricity, and may control it – phones ring or do not ring, digital cameras seamlessly edit their video feeds, power cuts in and out at the virus’s discretion. The virus uses Moon’s mental attributes and skills, and is sufficiently sentient to use its judgment if it is out of contact with Moon (a rare thing in this world wireless technology). ●, Dominate ●●●,
As Theban Sorcery, but Intelligence+Science+EF, and technological equivalent offerings (complex radio mechanism in place of a Biblical horn, a tuning fork instead of a cross, etc). Visual effects may also differ. Enochian Formulae ●●●●●●●, Majesty ●, Obfuscate ●●●●●
Mind Blank (Obfuscate 6)
Anyone attempting to affect Moon’s mind must first find it, no easy task with the cloud of Obfuscate. In effect, Moon’s mind is guarded by a Mind Shield effect at Potency 6. ●,
Able to merge with all materials, take the form of a bat, wolf, and swarm Protean ●●●●●
Enochian Formulae Rituals: 1st :
Blessed Medalion, once per story, receive a +3 to a single roll Optimization,
Hauberk of Blood, invest up to (size) Vitae in armor to a person. Vitae absorbs damage at the rate of 2B, 1L, or 1/5A per point. Protective Resonance,
Speak with Jinn, see spirits in the Twilight and communicate with Spirits The Twilight Frequency,
Vitae Reliquary, store Vitae in an object indefinitely Dee’s Vitae Containment; 2nd:
Damned Radiance, the caster gains EF as a bonus to all Presence rolls for the scene, and suffers a -3 to all social rolls involving subtlety or finesse, or to stealth rolls; the caster becomes truly inhuman seeming. Memetic Subroutine,
Consecrate Offering, costs 1 Vitae in addition to WP, imbues an offering with willpower. If the ritual is successful, a caster using the consecrated offering does not need to spend his own willpower, though he cannot augment the first roll of the spell with WP. If the offering is something that cannot be prepared – such as vitae – the ritual cannot be used, and the offering remains consecrated until it is touched by sunlight or fire. Prepare Instruments,
Curse of Babel, penalized by Resolve, target is unable to communicate for (successes) hours or until the next sunrise, by any means (verbal, written, telepathic, etc) Signal-to-Noise,
Liar’s Plague, penalized by higher of Resolve or Composure, beetles fall from the target’s mouth if he speaks a knowing lie. Scene-duration. Polygraph,
Sanctity, grant a +5 to Academics, Empathy, Intimidation, Occult, or Persuasion rolls in an area for (successes+2) hours. Techno-Mandala,
Legionnaire’s Blessing, weapon deals +5 damage for (successes) blows, then permanently loses 1 damage. Reverberating Blade; 3rd:
Anoint Offering, may be applied to any offering that is acceptable for Consecrat Offering, a ritual cast using an anointed offering receives a +2 to activation rolls, after which it (like all offerings) is consumed. Calibrate Instruments,
Impart, penalized by ritual dots, imprints a ritual’s use on a storage medium, which along with the proper offering allows anyone to use the Enochian Formulae ritual once, substituting their own Intelligence+Science+EF(if any). The new caster loses their defense while casting. Transfer Instruments,
Cast out the Unclean Spirit, penalized by Resistance/Resolve, transfers a possessing entity (of any sort) out of a target and into an animal (rats, popularly, where it stays until the duration of the possession elapses or the animal dies. Neurospiritual Transferral,
Dark Blessing, grants (successes) bonus dice that can be used for a general group of actions until sunrise. Hughes’ Amplification,
Pharaoh’s Paces, no one that sees the target may look at, touch, or approach within 9 paces of the caster. Someone affected by the spell may roll Presence+Resolve, spending 1WP per roll, until he equals the caster’s successes Counter-Observer-Effect,
Vision of Will, imbue an object with (Willpower spent) visions, which may be anything at all, including social rolls. Anyone who touches the object is subjected to the vision, until it ends or he gathers (successes) in an Extended Resolve+Composure action. Black Sun Key,
False Prophet, penalized by composure; the next time the target is involved in a prophecy (either as the subject or as the prophet), the prophecy is twisted in a subtle but significant way. A sought sanctuary may actually be somebody else’s sanctuary, an artefact may be differently guarded than foreseen, a foreseen betrayal may actually be somebody else’s betrayal or even an offer of friendship, or the timing may be off, invariably meaning the recipient of the vision arrives on the scene at the wrong time. Any bonuses normally granted by a vision of the future do not apply to atainted vision, but instead become a penalty as the recipient of the vision enters the scene with false assumptions. Moreover, once the false prophecy has been delivered, any other visionary attempting to divine the same matter receives the same false prophecy, until it comes to pass. Schrodinger’s Dilemma,
Wither, penalized by Stamina(+Resilience), target loses (successes) Strength and/or Dexterity, caster’s choice. If any stats are brought to 0, the target is helpless. Entropic Cascade,
Ward Off the Avenging Angel, penalized by location size, creates an anti-Twilight ward. Anyone attempting to pass must succeed at an instant Power or Resolve+SU roll and equal the (successes). An entity may only attempt a number of rolls equal to its Resistance/Composure per night. The ward lasts for one month. Hypergeometric Labyrinth,
Shield of Righteousness, subtracts 5 from up to (successes) supernatural attacks (any spell other than Enochian Formulae). Lasts until sunrise. Dee’s Antinoise,
Gift of Tongues, allows the target(s) to speak and read any language for one scene, penalized by each additional target after the first. Noise-to-Signal,
Icarian Vessel, store up to (successes) willpower points in a small, crystalline object, which can be withdrawn with an instant action and a free hand. Crystal Skull; 4th:
Sacrifical Lamb, must be cast on another vampire who must be a willing participant (or at least not compelled magically). The next (successes) boxes of damage which the caster suffers are instantly transferred to the other vampire, regardless of where he is. Quantum Entangling,
Spear of Faith, inflicts (successes) lethal damage to up to five targets, each target after the first receiving 1 fewer damage (so the targets would suffer, say, 7/6/5/4/3L damage). Ignores defense or armor, penalized by the highest Stamina of the victims Electric Contagion,
Reliquary of Solomon, penalized by Resistance, permanently traps a spirit or similar entity in a container. Each container must be custom crafted for the specific spirit. Lockbox,
Angel’s Flight, allows Moon to fly for (successes) hours or until dawn, whichever is first, at (successes) speed (doubled on an ES). Hover; 5th:
Ward of Gomorrah, if a target sees the ward, they must roll Resolve+Supernatural Resistance vs. (Successes) or be turned into a pillar of salt. The roll is repeated every turn that a victim sees the ward. The ward may trap (Presence) victims before becoming quiescent, and victims may be rescued by simple expedient of turning them away from the ward. Observer-Effect Trap,
Night of Hell, penalized by Resolve, inflicts a traumatic nightmare upon a victim. The target loses all willpower points, gains a severe derangement, and is unable to wake up on his own Attention of the Third Fury,
Rain of Blood, impose as much of a -5 distraction penalty on a 40-ft radius area, inflict 1L per turn for (successes) turns (ignore armor or defense), and mortals must make a Composure roll or suffer a further -4 nausea penalty on non-reflexive actions, so long as they can see/feel the rain. The sorcerer may exclude certain targets from the damage at will. Red Note,
Jericho’s Fate, inflict (successes) damage per turn onto a building for (willpower spent) turns. This damage ignores durability. Earthquake Machine,
Trial of Job, penalized by Composure, victim takes a (successes) penalty for all actions for (Sorcerer’s Resolve) days. This can be cast either at line-of-sight, or with an intimate sympathetic connection. Attention of the Fifth Fury; 6th:
Open the Iris, if cast at an existing transdimensional gate (Hedge Gate, Avernian Gate, Locus or Verge, etc) opens the gate for (successes) turns. Alternatively, may open a portal to Moon’s Golden Road from any location (Moon serves as the gate in this case). Unified Field Theory,
An upgraded version of Break the Bread, this ritual is cast upon a feeding vessel (animal or human);an animal vessel is capable of nourishing a vampire of (successes) BP, and a human vessel provides nourishment for a vampire of up to (successes+3) BP Vitae Ionization; 7th:
Vincent Moon is now able to use Enochian Formulae to achieve effects comparable to the Imperial Spells of the Archmasters now. Moon may use any power of the Common Practices of the Arcana, with Imperial spell factors, or use the Practices of Dynamics, Entities, or Excision, so long as they relate to Science. All Mana costs are converted to Willpower, and Moon can only cast these spells as Extended actions (half-hour per roll), with the relevant equipment present.
Imperial Science is not Imperial Magic, though for the purpose of game mechanics it uses similar systems. They use entirely different – and by and large mutually incomprehensible – principles. There are several other key differences; two disadvantages and two advantages compared to Imperial Magic.
1) Imperial Science cannot break the laws of reality. It can do a great deal within the context of those laws (consider that the realms of nanotechnology, quantum physics, and genetic engineering are all left open to it), but it cannot explicitly break them. In practice, most Imperial Science effects are draw from the Arcana of Matter, Forces, or Life, with lesser uses of Mind, Space, Spirit, and Death (primarily the trapping and control of entities). Imperial Science can usually do very little to affect the Arcana of Time, Prime, or Fate.
2) While the casting of Enochian Formulae is fairly swift and straightforward, offerings are still required, and assembling those offerings for the practice of Imperial Science is a task comparable to that of gathering Quintessence. Offerings for Imperial Science are unique to each use, but tend towards extremely complex hypertech mechanisms, which can require a great deal of effort to secure and construct. Even a spell that may normally be cast ad-hoc (using the common practices with Imperial Factors) requires elaborate preparation.
3) However, Imperial Science does not cause Paradox,
4) And the effects, once created, are frequently much more durable and portable than those of Imperial Magic. Building a firearm capable of shredding an opponent’s molecular structure is an act of Imperial Science. Firing it is not. Imperial Science
Activates off Enochian Formulae, not Cruac Arcane Sight, Eye of Shiva, Eyes of the Beast, Cleansing Impression, Mercurial Form, Instantaneous Transformation