|]Bloodline Disciplines: Animalism, Auspex, Dominate, Resilience, can also learn Gilded Cage as a Blood Sorcery; Bloodline Weakness: Gain the Uninvited Personal Bane, and treat Humanity as 5 lower for it|
Apparent Age: Late 20s
Long-Term Aspiration: To see the Invictus lose control over London and be replaced by either Carthian or some kind of democratic rule
Background: “You can have clarity or you can have the truth. Choose carefully, Citizen.”
When Allie was eighteen, she chose clarity. Her passionate nature was poorly suited for compromises and contradictions. Born during the Second World War, growing up in the bombed-out suburbs of Surrey, south of London, the second of three children, she wanted a world of good and evil, right and wrong, black and white. Religion had an appeal to her, a sense of clarity and righteousness that promised to explain everything. In hindsight, no one was too surprised when in 1960, at the age of eighteen, Allie became a nun. Everyone was certain this would end in disaster. It didn’t.
Allie joined the Marist Missionary Sisters, a Catholic religious order originally dedicated to missionary work in the South Pacific Islands, but which over the years had moved into education and medical services. Sister Allie spent her twenties shuttling between Samoa and London, specializing in teaching, and becoming ever more involved in social justice movements, especially the communitarian Catholic Workers Movement.
Then came the Embrace. Sister Allie was passionate, active, personable… all qualities that endeared her to her scientifically-minded Sire. But when she was embraced, something broke in her soul. She’d done everything right, and ended up a bloodsucking monster. She was Damned, and so she must have transgressed. For years, Allie moped around London Kindred circles, locked in deep depression. Her Sire eventually abandoned her to her own devices, the vibrant personality she’d desired lost.
It was the Carthians who pulled her out of it. They knew a hurting Kindred when they saw one, and ever desperate for members, they dragged her in, cleaned her up, and started preaching the philosophy of the Movement to her. It took a while, and some not so gentle persuasion, but eventually something clicked.
Nowadays, Allie is one of the Movement’s up-and-coming occultists. Her combination of quick wits, thorough theological training, and the fact that she used to be a consecrated nun makes her remarkably well suited for handling ghosts and demons, and while Allie’s still young, she’s also active. If she survives, she’ll be a value to the movement.
Allie’s own personal ethos is a variant on that of Christian Anarchism, the philosophy of Henry David Thoreau, Leo Tolstoy, and Dorothy Day. Critical of both Church and State, Allie’s nevertheless thoroughly selfless and believes in simple living and abstention from unnecessary ‘luxuries’. Despite her best intentions, she doesn’t always practice what she preaches, and she more or less figures that vows of chastity and nonviolence are for people who aren’t bloodsucking vampires.
Bloodline:Architect of the Monolith
]Bloodline Disciplines: Animalism, Auspex, Dominate, Resilience, can also learn Gilded Cage as a Blood Sorcery; Bloodline Weakness: Gain the Uninvited Personal Bane, and treat Humanity as 5 lower for it
Mental Attributes: Intelligence 4, Wits 4, Resolve 5
Physical Attributes: Strength 2, Dexterity 2, Stamina 2
Social Attributes: Presence 3, Manipulation 2, Composure 3
Mental Skills: Academics (Leftist Ideology, Theology) 4, Crafts 1, Medicine 2, Occult (Geomancy, Gilded Cage x2) 4, Politics 4, Science 3
Physical Skills: Athletics 2, Stealth 1, Survival 1
Social Skills: Empathy 3, Expression (Demagogue) 3, Intimidation 2, Persuasion 3, Streetwise 2, Subterfuge 2
Merits: Common Sense 3, Language (Latin; Native is English) 1, Resources 3, Status (Carthian; Up-and-Comer) 2, Striking Looks (Sexy Anarcho-Punk) 1
Lair: Comfy Flat in Un-Comfy Circumstances; Security 3, Warding 3, Ritual Area (Gilded Cage) 3
Universal Banes: Sunlight, Fire, Aura of Menace, Frenzy, Clan Weakness
Personal Banes: Webs,Uninvited
Treat as Humanity 1
Blood Potency: 2
Disciplines: Auspex ●●●, Dominate ●●●, Gilded Cage ●●●
Gilded Cage Rituals:
1st:Paths of Prey,
This ritual combines an ability to read ley lines with intimate knowledge of the traffic flow of a city to make it much easier for a vampire to find mortals suitable for feeding. While any Damned knows she can find someone drunk in the Rack, someone using this ritual can find a ready, willing vessel in the downtown business core on a Monday night by following the flows of energy and probability, and by knowing of places where the city’s layout clouds mortal minds. Successes achieved on this ritual are added as bonus dice to the hunting roll made for the vampire that night (and for that night only). Only one casting of this rite can affect a user at a time. The rite can be performed on another vampire after a “consultation” with the caster in person.
Ways and Means: A detailed city-planning map of the area to be huntedSupernal Geomancy,
The Architects are known for their affinity with the leylines, and this power is representative of it if nothing else is. The caster can study the complex interplay, overlapping, shape and flow of leylines surrounding them, and this ritual helps them to deter-mine the landscape of the current energy passing along the lines - their construction, intensity, path and resonance are all words used by Architects to define what this ritual gives them the idea of.
The truth is simpler, the Architect can determine if anything is affecting, or has recently affected, the leylines or nests which the Architect can view. This ritual gives the caster an idea if the mys-tical energy of the city has been, or is currently being, tapped for some task, and the general idea of what it is being tapped for. The character can gain a snapshot of this sort for a number of past nights equal to successes gained on the ritual.
Ways and Means: A looking glass and a piece of copper wire.Knowing the Gate
This ritual allows the Architect to sense previously created “gates” to any location, created by any other magic user; it need not be another Architect. (“Gates” are usually defined as any location that gives direct entrance to another location via non-mundane methods. For example, a Haunt might contain a “gate” to the Underworld but a door between rooms would not be a “gate.”) It does not, however, give the Architect any idea of where the gate leads to as that is the providence of “Viewing the Gate.”
Ways and Means: A detailed floor plan of the building in question or a detailed map of the area in question if looking outside a building.
2nd:Aura of the Monolith,
Great architecture inspires compelling emotions, be they of awe, reverence or fear. This ritual allows the caster to link herself symbolically to a great structure in order to enhance her personal aura, giving her something of the authority and radiance of the structure itself. For each success achieved on the activation roll (accumulating only one nets no result), one bonus die is gained on Social rolls that involve the same emotion or premise that the building invokes. Intimidation and Persuasion rolls are most likely to be affected, but Expression rolls could be affected if a building is an arts hall, for example. The effect works only as long as the caster has direct line of sight to the structure in question, and the rite can be called upon throughout the night in which it is cast, as long as the same building comes into view again.
Changing buildings requires a new incantation. No more than one ritual can be active at the same time. The inspirational structure must be directly visible to the naked eye, not through binoculars or on television.
Example: Marie wants to enhance her personal aura of rightful authority, so casts Aura of the Monolith with a link to City Hall. Her player gets three successes. So long as she is in line of sight to City Hall, her player gains three extra dice to likely Social rolls, such as influencing others with Intimidation or Persuasion. If the Storyteller agrees, even Subterfuge rolls could be affected.
Ways and Means: Line of sight to the structure in mindGolden Key,
The roll to activate this ritual is penalised by the Size of the premises to be affected (use Haven Size dots). It is possible to restrict the effect to smaller areas of larger estates, thus lowering the difficulty of the ritual. While the ritual is active, any door in the affected building will unlock or lock at the caster’s touch, though he still has to open them manually. Even electronic locks open and bars lift when the sorcerer knocks, though the locks of pieces of furniture or even of safes are unaffected (unless a safe door leads to a vault, in which case it is fair game). Supernaturally locked doors are unaffected by the ritual. The ritual lasts for one scene.
Ways and Means: A gilded or golden key (a small key-shaped amulet is sufficient).Hunting Lodge,
The rolls to activate this ritual are penalised by the size of the structure to be affected (use Haven Size dots). If successful, add the successes to all hunting rolls made on the premises for that night, or to other rolls that are required during hunting and do not involve fighting (e.g. Stealth, Athletics, perception rolls, Intimidation, or seduction). Shadows seem to conceal Kindred or draw back to reveal vessels, while floorboards sing out or become muted depending on whether a vampire or a mortal steps on them. Lights dim to romantic levels for seduction attempts, or corridors seem to lengthen to frighten potential vessels. This ritual can only affect a number of vampires equal to the caster’s dots in Gilded Cage (see Ways and Means). If an additional vampire tries to hunt, or a roll that is made as a part of the hunt fails, the ritual’s effects end at once. The ritual can only be cast once per night on a single building.
Ways and Means: A map of the building and a calling card for each vampire (a simple cardboard rectangle with the vampire’s name is sufficient).Make Silent the Voice,
The Architect Bloodline makes use of the patterns in the world, and the manipulation of those patterns, in order to enact their grand plans. It’s this underlying understanding that allows them to see and manipulate leylines or predict the paths of prey. People and mystical energy isn’t the only thing that travels in patterns though, telecommunications take advantage of a most basic pattern: the wave. An Architect of the Monolith can use this ritual to disrupt the waves of telecommunication devices to cut a single individual out of the grid. This ritual works on cell-phones, text messages, land-line phones and all other forms of long-distance communication, blocking their use for nights equal to successes on the activation roll. For example, a letter could be written but lost in the mail, a text message composed and sent but never delivered, the 3G going dead just before making a forum post, or a call dropped before the other side connects. It even works on communication of mystical means, although less reliably. To block mystical long-distance communications, it works once for each success gained on the activation roll.
The activation roll is penalized by the victim’s Resolve.
Ways and Means: A cellular telephone and a picture or per-sonal item of the victim.Summons to Speak,
(Or, How Did You Get This Number?”)
(Or, Ask Not For Whom the Phone Rings - It Rings For Thee)
This ritual permits the Architect to telephone anyone in the city.
The incantation is mathematical rather than mystical, involving the numerological aspects of the phase of the moon, the time of night, the characters of the target’s name (whatever name he is known as to the Architect - it need not be a True Name), and a host of other variables. These numbers are filtered through a tortuous quasi-mathematical equation which inevitably yields a seven-digit solution. A calculator or notepad may be used to help with the math, but is not required for the ritual. What is required is a land line telephone. The solution is dialed, and the nearest land-line phone to the target begins to ring. In an effect reminiscent of Majesty 4, the target will know without a doubt that the call is for him. So will anyone else nearby. Receptionists will offer the phone to the recipient of the ritual without answering first, saying simply “Call for you, sir.” Homeowners will allow their guest to answer, knowing that the call isn’t meant for them. There is no compulsion to answer - nothing that requires a resistance roll, anyway. Just the knowledge that the call is meant for them usually suffices. Even disabled or out-of-service phones will function. Dedicated lines - like those phones installed in elevators - will serve the ritual just fine.
If the subject is not near a phone - driving down the street, for instance - the Architect will somewhat irritatingly be put “on hold.” He will hear soft muzak reflecting his mood until the target approaches a suitable land-line phone. So long as he doesn’t hang up, the ritual will function. If he does hang up, the ritual fails, and the willpower spent is still lost.
It should also be noted that the seven-digit result of the equation/ritual is only good once - it will not function later, and the ritualist does not gain confidential or unlisted numbers for later use. Caller ID does not identify the ritualist...indeed, it does not recognize an incoming call at all.
Ways and Means: A Land Line TelephoneViewing the Gate
This ritual allows the Architect to peer into a previously dis-covered gate to see what rests on the other side. Although not yet powerful enough to step though the gate, the Architect can still witness events happening on the other side. The duration of this ritual lasts only for 1 hour per success. Auspex abilities may be targeted at the building through this mystical connection and gain a +2 bonus, possibly allowing the viewer to penetrate Obfuscate powers (Vampire, p. 119).
Ways and Means: A sketch of the gate in question with enough detail to give a good idea of its location to someone un-informed.
3rd:Eye of the Pyramid,
One of the reasons monumental architecture is so powerful is that it can be seen from almost anywhere, and thus has a mystical correspondence to perception. A Mason using this ritual gains sensory powers over the building on which it is cast. Each success rolled allows the character to see or hear anything that occurs within the building for one hour. (Accumulating only one or two successes before the rite has to be terminated nets no results.) The Architect sees all and hears all, from a whisper in the basement to the numbers turned on a penthouse safe. Auspex abilities may be targeted at the building through this mystical connection and gain a +2 bonus, possibly allowing the viewer to penetrate Obfuscate powers (Vampire, p. 119). The user must be within the same city as the building. A ritualist may cast Eye of the Pyramid on a number of buildings at the same time equal to her Gilded Cage dots, but cannot focus on more than one building at a time. While the ritualist focuses, she is deaf and blind to events in her physical presence. Physical contact of any kind with a projecting vampire brings her senses back to her body immediately.
A caster need not specify where her broadcast senses actually lie in a building. She’s aware of everything that goes on inside and can filter it all down to one spectacle and one word spoken. Events outside the building cannot be perceived through a window.
Ways and Means: A whole brick from the buildingScent of the Prey,
The masons discovered that every footstep taken to a person leaves a form of "psychic footprint" on the ley lines that an attuned mason can detect. Using this ritual the Mason can detect these "psychic footprints". In essence it allows a person to track a target using a form of "psychic compass".
When this ritual is invoked, the mason gains a bonus equal to the number of successes when attempting to locate the target designated when casting the ritual. These dice both affect perception rolls or Skill rolls made to directly track the target and attempts to otherwise verify the target's location (e.g. asking locals if they have seen the target). The only way to prevent detection is for the target to flee the area on the sorcerer’s map (see Ways and Means), or get into a place that is not yet on that map (e.g. because it was recently constructed or has been forgotten). The ritual lasts until sunrise, and the activation roll is penalised by the target’s Composure.
Ways and Means: A map of the city, and a personal object of the target (e.g. a driving license or a personal picture).Gather the Herd
A well-planned city not only makes it easy for citizens to move through its streets, it actually guides and influences that movement. This ritual allows the caster to usher a group of people to a certain location at a certain time, using the complexities of transportation, mapping and herd mentality. Each success allows the caster to gather 100 people in an area the size of a parking lot or small park over the course of an hour. (Accumulating only one or two successes before the ritual is terminated nets no results.) The ritual does not allow for control of specific individuals, nor does it compel subjects to travel to the site against their will. A multitude of people who were already in transit simply end up there despite their intentions to get elsewhere. On an exceptional success, the ritualist can specify a specific group of people, such as ravers, senior citizens or gang members.
A caster can have only one application of this ritual in effect at a time. The user must be within the city and need not be at the designated location for people to arrive there. Only mortals are influenced by this power; ghouls, vampires and other supernatural beings are not. Once the ritual has been performed, the caster cannot dispel it; people continue to gather within an hour and may then disperse under their own power.
Ways and Means: A park, parking lot, stadium or other structure/area where people might normally gather. A formal invitation to the “event” written in the caster’s blood (invokes no Vitae cost).