Name: Victoria Ashworth
Race: Vampire (Tremere)
Age: 801 as vampire, 814 total. 7th Generation.
Height: 4' 10"
Weight: 80 pounds.
Appearance: Physical AttributesStrength: Human
Agility: Exceptional
Constitution: Exceptional
Magical Scale: High
Spells:Levinbolt Spells:Flicker: The thaumaturge simply glances at a target powered by electricity. Upon a successful activation , she can shut down an electrical device for 40 minutes. The spark of electricity arcs from the device directly into the thaumaturge in a frightening display of mystical power. The source of this power is immediately known.
Spark: The thaumaturge simply touches a target and releases the spark. The electricity can snap from any part of the caster’s body, so a thaumaturge might give an unpleasant surprise to someone touching her. The resulting electrical discharge inflicts moderate lethal damage to targets and short-circuits electronic equipment and devices not specifically grounded against lightning strikes.
Illuminate: The thaumaturge can generate enough electricity to supple a number of lightbulbs or a small device for a few minutes. Alternately, the thaumaturge canshock someone by touch, as with the Spark power, but for double the damage. The current created with this power is not strong enough to force its way through less-than-ideal conductors, and thus simply inflicts electrical damage on raw metals, woods, or other matter in the form of a burn and discoloration. The thaumaturge can alternately allowthe electricity to spark around her hand, eyes, or head;this creates illumination about equal to a dim light bulb, and lowers the difficulty of any Intimidating people.
Thor's Fury: The thaumaturge focuses her concentration upon her target and then directs hurled bolts via her concentration, and deals massive damage to a target capable of killing average people. The source of this power is immediately known. The electricity can be directed into an electrical circuit if it can handle the electrical power generated by this ability
Eye of the Storm: When a thaumaturge concentrates heavily to invoke this power, she solidifies the stored electricity inside of her into a mystical barrier that completelysurrounds her. The caster becomes immune to any ranged attacks using metal projectiles. Larger projectiles, bigger than bullets, retain their momentum despite being melted and impact her. Metal weapons such as swords inflict injury as normal for the first strike, but are then melted from contact with the barrier, and the wielder endures a serious electrical shock. Enemies that dare to touch the caster suffer extreme electrical shocks. Non-metal weapons, such as wooden stakes, are notaffected by Eye of the Storm. This power lasts for several seconds before dissipating, and the electricity can be directed into an electrical circuit if it can handle the electrical power generated by this ability.
Technomancy Spells:Analyze: Mortals are constantly developing new innovations, and any vampire who would work Technomancy must be able to understand that upon which he practices her magic. The most basic power of this path allows the thaumaturge to project his perceptions into a device, granting him a temporary understanding of its purpose, the principles of its functioning, and its means of operation. This does not grant permanent knowledge, only a momentary flash of insight which fades within five minutes.
Burnout: It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device’s power supply (either internal or external) to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a car’s fuel injection control chip can certainly create a health hazard. It can be used at a distance of up to 70 yards. It will trash a device until it is professionally repaired unless it is protected against power surges, in that case it only damages it and makes it much harder to use. It can also be used to destroy data on a storage device, making it irrecoverable by any non-magical means.
Encrypt/Decrypt: Electronic security is a paramount concern of governments and corporations alike. Those thaumaturges who are techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows them to scramble a device’s controls mystically, making it inaccessible to anyone else. Encrypt/Decrypt also works on electronic media; a DVD under the influence of this power displays just snow and static if played back without the owner’s approval. Some neonates have taken to calling this power “DRM.” This power can be dismissed at any time by Victoria by simply touching the device and concentrating.
Remote Access: With this power, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the vampire does not manipulate the item’s controls, but rather touches it directly with the power of her mind. Thanks to her prowess with thaumaturgy, she can use the object as well as if she were using it with her own hands.
Spirit Manipulation Spells:Hermetic Sight: The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. At her level of skill in thaumaturgy, one cast of this allows her to observe the spirit world for three hours.
Astral Cant: The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (and immortal) minds. Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow her to understand them as they speak to him and to reply in their own languages. The use of this power is not always necessary; many spirits speak human tongues, but choose to feign ignorance when dealing with vampires. At her level, this spell allows her to speak with spirits for an hour and a half with a single activation.
Voice of Command: This is perhaps the most dangerous power in the Spirit Manipulation arsenal, for the consequences of failure can be particularly unpleasant. Voice of Command allows the thaumaturge to issue orders to a spirit, compelling it to heed her bidding whether or not it desires to do so. Spirits compelled by this power are fully aware that they are being forced into these actions, and may well seek revenge on their erstwhile masters at a later time. At her level of mastery, she can command a spirit to do a long or involved task that does not pose any immediate risk to its own life. This can be resisted by especially powerful spirits, and they are only vaguely impelled to follow her orders.
Entrap Ephemera: This power allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish — an artifact that grants mystical benefits powered by the spirit. Fetishes created by this power are often unreliable and fail at inopportune moments, as the spirits within are understandably displeased with their situation and will take any opportunity to escape or thwart their captors. Her level of mastery allows her to create a powerful fetish that can greatly benefit her in the task that it was designed to perform, such as a healing fetish granting bonuses to healing.
Movement of the Mind Spells: Lift: Using her thaumaturgy, Victoria can lift up to 500 pounds with ease, able to manipulate them freely while they are in the air.
Fly: Using her thaumaturgy, Victoria can maeke herself fly at about running speed.
Throw: With her thaumaturgy, Victoria can throw up to 500 pounds with enough force to seriously injure or kill a normal human, or throw a person of up to 500 pounds.
Conjuration Spells:Summon the Simple Form: At this level of mastery, the conjurer may create simple, inanimate objects. The object cannot have any moving parts and may not be made of multiple materials. For example, the conjurer may summon a steel baton, a lead pipe, a wooden stake, or a chunk of granite. Due to her skill in the magic she uses, objects she creates can be permanant with a bit of effort, or last five minutes before disappearing.
Magic of the Smith: The Kindred may now conjure complex objects of multiple components and with moving parts. For example, the thaumaturge can create guns, bicycles, chainsaws, or cellphones. She cannot create anything she is unfamiliar with, however thanks to her vast knowledge of science, the occult, and technology she can create virtually anything she needs with it. This is automatically permanent, and requires concentration to do.
Rituals:Defense of the Sacred Haven: This ritual prevents sunlight from entering an area within 20 feet (six meters) of this ritual’s casting. A mystical darkness blankets the area, keeping the baleful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. To invoke this ritual’s protection, the caster draws sigils in her own blood on all the affected windows and doors. The ritual lasts as long as the thaumaturge stays within the 20-foot (6-meter) radius. Takes one hour to perform.
Machine Blitz: Machines go haywire when this ritual is cast. It takes effect instantly and lasts as long as the vampire concentrates on it. This ritual may be used to kill car engines, erase flash drives, drain the battery of a cellphone, stop life-support machines, et cetera. Essentially, Machine Blitz stops any machine more complex than a rope-and-pulley. The thaumaturge must have a scrap of rusted metal in her possession for this ritual to work. This must be designated at a specific target.
Transubstantiation of the Seven: The caster of the Transubstantiation must sacrifice a bit of her own blood. The blood placed inthe chalice remains unchanged until after it’s imbibed and then spread throughout the subject’s system, at which point it takes on the properties of the Council of Seven.This causes one step toward a blood bond to the whole council, but guarantees that the councilors’ blood cannot be stolen. Because the blood is already in the subject’s system, it counts as his own vitae if it is later drained out.
In truth, there is no physical requirement that this rite be used on a new neonate. A rare few Tremere neonates escape the process. Theoretically, the rite could also be used to generate a stronger bond in older Tremere or even in ghouls or Kindred of other Clans. Kindred of the 14th or 15th generations, ghouls, and revenants cannot use this rite — their blood is not sufficiently strong enough to channel the councilors’ power.
Sanguine Assistant: Thaumaturges often need laboratory assistants whom they can trust implicitly. This ritual allows the intrepid vampire to conjure a temporary servant. To cast the ritual, the thaumaturge slices open his arm and bleeds into a specially prepared earthen bowl. The ritual sucks in and animates whatever random unimportant items the wizard happens to have lying around her workshop — glass beakers, dissection tools, pencils, crumpled papers, semiprecious stones — and binds the materials together into a small humanoid form animated by the power of the ritual and the blood. Oddly enough, this ritual almost never takes in any tool that the caster finds himself needing during the assistant’s lifespan, nor does it take the physical components of any other ritual nor any living thing. The servant has no personality to speak of at first, but gradually adopts the mannerisms and thought processes that the thaumaturge desires in an ideal servant. Sanguine Assistants are temporary creations, but some vampires become fond of their tiny accomplices and create the same one whenever the need arises.
The servant created by the ritual stands a foot (30 cm) high and appears as a roughly humanoid shape composed of whatever the ritual sucked in for its own use. It lasts for one night per success rolled. At the end of the last night, the assistant crawls into the bowl used for its creation and falls apart. The assistant can be reanimated through another application of this ritual; if the caster so desires, it re-forms from the same materials with the same memories and personality.
A Sanguine Assistant is a naturally timid creature and flees if attacked, though it will try to defend its master’s life at the cost of its own. It has no Disciplines of its own, but has a full understanding of all of its master’s Thaumaturgical knowledge and can instruct others if so commanded. A Sanguine Assistant is impervious to any mind-controlling Disciplines or magic, so completely is it bound to its creator’s will.
Incorporeal Passage: Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image. This ritual lasts for three hours and can be cast instantly by pulling out the mirror shard and willing it while having it face her.
Mirror of Second Sight: This object is an oval mirror no less than four inches (10 cm) wide and no more than 18 inches (45 cm) in length. It looks like a normal mirror, but once created, the vampire can use it to see the supernatural: It reflects the true form of Lupines and faeries, and enables the owner to see ghosts as they move though the Underworld. The caster creates the mirror by bathing an ordinary mirror in a quantity of her own blood while reciting a ritual incantation.
The mirror reflects images of other supernatural creatures’ true forms — werewolves appear in their hulking man-wolf shapes, magi glow in a scintillating nimbus, ghosts become visible (in the mirror), and so on. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light.
Blood Contract: This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the caster’s blood and signed in the blood of whoever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract. This ritual can end prematurely by burning the contract, and there can be no stipulation in the contract that it cannot be burned. It is impossible to break the terms of the contract after it has been signed.
Other Abilities:Tremere Vampirism: As a vampire of the Tremere clan, she shares all traits common to vampires, including having no internal organs besides her stomach, esophagus, and heart, along with any organ that would be observable from the outside. As a result, she takes extremely reduced damage from bullets and blunt weaponry, and can regenerate wounds caused by anything she is not weak to by using her own blood.
Blood Properties:Blood Binding: An inherent property of Kindred blood, all those who drink the blood of a Kindred become bound to the Kindred in question the more and more they drink of their blood. This even applies to other Kindred, in fact, all Kindred are at least one step blood-bound to their sire, and due to the clan weakness of the Tremere, they are more easily bound, and skip the first step of Blood Binding, going directly to the second, meaning that all Tremere Childer are two steps blood bound to their sire, Victoria included.
After the first sip of blood, the thrall begins to develop strong feelings for the regnant, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.
After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regnant's attention or please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the regnant likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regnant's blood increases, they still retain their free-will.
After the third sip, the blood bond is complete. The thrall is now subject to the regnant completely and loves them as much as they are capable of loving anyone. The regnant is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regnant asks of them. Furthermore, the regnant may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regnant, but only temporarily and after an extreme effort of will.
Blood bonds do decay over large periods of time if the thrall does not see their regnant and does not drink their blood, however this sort of avoidance is extremely hard for a thrall, due to the nature of the blood binding.
Ghouling: This is another basic property of Kindred blood, any mortal who drinks of it not only starts the process of being blood bound to the vampire, but also becomes something known as a ghoul. They do not produce their own vampiric blood, and lose it when they use it to power disciplines or lose it over the the course of time, with one feeding usually lasting about a month, unless they partake of more. While a person has vampire blood in their system, they will not age, and they can learn vampiric Disciplines up to two points due to the strength of Victoria's blood, and they automatically learn Potence at its most basic level. However, this transformation is not without drawbacks. Ghouls will frenzy like any normal vampire when exposed to fire or other triggers, and they are hopelessly addicted to the blood. Any ghoul who loses their blood supply will quickly age to their chronological age, and any ghoul over a century old will crumble to dust. as a result of this, ghouls are normally totally blood bound to their vampiric masters, and are unable to refuse their orders.
The Kiss: Another name for feeding, this is the lifeblood of vampires. Without performing this on humans, they would fall into torpor and be unable to rise. The process is extremely pleasurable for the person being drained, even more so than any sexual release. The pleasure is also quite enjoyable for the vampire, but not to the point where they are totally enraptured by it like the host. A vampire can take about 20-30% of a person's blood safely, and that is usually what they do. Rarely do vampires intentionally drain their victims dry, preferring instead to make them addicted to the kiss and having a willing herd of livestock.
The Embrace: The process of creating new vampires, and the only time it is acceptable within the Camarilla to totally drain a victim dry on purpose. In Tremere society, one must get the permission of the city's regent to create a new Childe vampire, however due to Victoria herself being a Regent, she does not require permission if she is taking them from her domain. After draining a victim totally dry, she would then put some of her blood into the vampire, normally a single drop, resulting in the vampire rising as an eighth generation Kindred. They are very ravenously thirsty for blood when they rise, so often the Tremere have two drinks ready for them, one to bond them totally to their sire, and another as a pre-prepared Transubstantiation of the Seven to bind them to the Inner Council of Seven, as is required of all Tremere.
Dominate Abilities:Command: When Victoria makes eye contact with a person, she can give them a direct order, and unless it is against their nature or they are of notably strong will, they must comply with the action unless it would put their life in jeapordy.
Mesmerize: With some concentration, she can implant memories and remove them from a target, however again those of exceptionally strong will can resist. These can be either conscious or subconscious memories or commands, and can range from simple to complex.
The Forgetful Mind: This ability allows Victoria to rewrite the memories of a target she has already mesmerized, and pacifies them for the duration it takes for her to rewrite these memories, which must be done through a series of verbal commands. At her level, she can rewrite up to an hours worth of memories for an average person, however as usual people of exceptional willpower can resist, and sometimes recover their original memories.
Conditioning: Through sustained manipulation, the vampire can make a subject more pliant to the Kindred’s will. Over time, the victim becomes increasingly susceptible to the vampire’s influence while simultaneously growing more resistant to the corrupting efforts of other Kindred. Gaining complete control over a subject’s mind is no small task, taking weeks or even months to accomplish. Kindred often fill their retainers’ heads with subtle whispers and veiled urges, thereby ensuring these mortals’ loyalty. Yet vampires must pay a high price for the minds they ensnare. Servants Dominated in this way lose much of their passion and individuality. They follow the vampire’s orders quite literally, seldom taking initiative or showing any imagination. In the end, such retainers become like automatons or the walking dead.
Possession: At this level of Dominate, the force of the Kindred’s psyche is such that it can utterly supplant the mind of a mortal subject. Speaking isn’t required, but the vampire must capture the victim’s gaze. During the psychic struggle, the contestants’ eyes are locked on one another. Once the Kindred overwhelms the subject’s mind, the vampire moves his consciousness into the victim’s body and controls it as easily as she uses his own. The mortal falls into a mental fugue while under possession. She is aware of events only in a distorted, dreamlike fashion. In turn, the vampire’s mind focuses entirely on controlling her mortal subject. Her own body lies in a torpid state, defenseless against any actions made toward it.
Vampires cannot possess one another in this fashion, as even the weakest Kindred’s mind is strong enough to resist such straightforward mental dominance. Only through a blood bond can one vampire control another to this degree. Supernatural creatures also cannot be possessed in this way, although ghouls that have drunk from the vampire using Possession can. At her level of mastery, she can use any ability the target has after a bit of experimentation with it, with physical being the easiest to use and mystical being the hardest to use.
Auspex Abilities:Enhanced Senses: Victoria has the ability to enhance her senses, however while she is doing so, extremes for those senses she is enhancing, such as extremely bright lights or loud noises, can temporarily damage her senses.
Aura Sight: With some concentration, she can see the aura of a person, getting general ideas about a person's mood and personality.
The Spirit's Touch: When someone handles an object for any length of time, he leaves a psychic impression on the item. A vampire with this level of Auspex can “read” these sensations, learning who handled the object, when he last held it, and what was done with it recently. These visions are seldom clear and detailed, registering more like a kind of “psychic snapshot.” Still, the Kindred can learn much even from such a glimpse. Although most visions concern the last person to handle the item, a long-time owner leaves a stronger impression than someone who held the object briefly. At her level she can gain a few basic pieces of information about the owner of the object such as gender and hair color, as well as the name of the owner.
Gleaning information from the spiritual residue requires the vampire to hold the object and enter a shallow trance. She is only marginally aware of her surroundings while using The Spirit’s Touch, but a loud noise or jarring physical sensation breaks the trance instantly.
Equipment: Clothes: The clothes on her back, as well as a variety of luggage that mysterously got transported with her.
Scientific Equipment: Also in her luggage, far carefully packed, is basic scientific equipment she has, along with soldering tools, an arc welder, and a blowtorch.
Origin: Spoiler for Hiden:
Victoria is a High Regent of the Tremere, on her way to becoming an Lord in the clan. She was turned in 1210 by a vampire who fancied her and believed she would be a good recruit for the clan. She took extremely well to thaumaturgy, Mastering the Path of the Levinbolt first, then reaching almost mastery in Spirit Manipulation and Conjuring well before the modern nights.
When technology began to spread among the humans, she was very intrigued by it, as she had been attempting to build apparatuses to better channel her Levinbolt spells for centuries, and decided that whatever the mortals were doing was worth looking into. After doing so she became obsessed with modern technology, and picked up technomancy at almost mastery quite quickly, and she is currently working on mastering it.
On her way to a meeting between the Tremere and a council of mages, her and a group of vampires follow a mage through a portal to make the journey a lot faster, however something goes terribly awry when she tries to enter the portal, and she finds herself and the luggage she was carrying with her, which was a large luggage trunk hurled into a strange dimension, crashing through a ceiling with the luggage landing on top of her, hurting her minorly and cushioning the fall for the delicate materials inside of the trunk.
Weakness: Sunlight: Like all vampires, Victoria burns in sunlight and cannot be in it without burning to ash. Deals damage that cannot be healed with blood, only time.
Fire: Like all vampires, she risks frenzy at the sight of fire and must overcome her frenzy or risk fleeing instincutally. Fire also deals damage that cannot healed with blood, only time.
Uppity: While she does not hate humans, she considers herself far superior to them. In fact, she considers her clan the best clan of vampires out there, and if you are also a vampire, she will tell you that to your face, and has a hard time not doing so despite it being in her best interest to not sometimes.
Deep Sleeper: Moreso than other vampires, Victoria has trouble waking up during the day, and takes far more effort to do so than her other fellow vampires, and is a bit more groggy when she does so.
New Arrival: As a totally new resident of Nexus city, Victoria has no idea how the town works or the nature of the city. She will need to learn these things from scratch.
Vampiric Thirst: The crucial weakness of vampires, the need to feed on human blood. She gains no nutrition from non-human blood, and can go for only a max of two weeks without it, and is usually much shorter if she is using her vampiric powers.
Likes: Vampires, Order, Science, Electricity, Firearms, Thaumaturgy, Reading, Technology
Dislikes:Hunters, Barbarians, Idiots, Human Food