By Nicholas Rossier (rossier@scf.usc.edu)
The Blades of Mercury was founded in the late 1970s by a group of Virtual Adepts and Cult of Ecstasy mages who found that their combined spheres of influence, Correspondence and Time, functioned in superior ways while skating on the open roads of the city. There was something about the wind in your face, the smell and sound of the city, and the freedom from bulky vehicles that acted as an interesting experiential focus for the use of magick. Thrilled by this idea, the Blades began to inspire many others to the point that skating as a recreational activity for adults became a popular fad.
When the Technocracy discovered several mobile, efficient, and subversive mages traveling below their senses, they used their influence in the media and government to place many restrictions and extol the dangers of such travel. The Syndicate, too, was concerned, as travel by human power was more efficient and less profitable than travel by car or rail. As the fad died out, the Technocracy felt it had scored a victory for safety and order.
As the 1980s drew to a close, a new design in skates was developed. The in-line skate, often referred to by the brand name Roller Blade, reintroduced the mode of travel. On college and high school campuses, on the streets of suburban towns, and on the busy roads of the commercial centers of the West, people began to once again travel by skate. Again, warnings were issued and the public, it was hoped, would turn away from such a liberating idea. Instead, many people involved in corporate life, those who lived by the Technocracy's rigid time schedules, began to take up skating as a recreational activity to relieve the predictable tedium in their lives. Out of this background, the Blades of Mercury re-emerged, more powerful and numerous than ever.
Today, the Blades of Mercury act as couriers, spies, and warriors in the Ascension War. More than just a cabal, the faction has members in many cities. While some have entire cabals, others have only a few members part of a larger group or chantry. Ma ny are young, adventurous, and skeptical of the rat race that they claim to despise. They come from all areas and all socioeconomic backgrounds, though some are more represented in some areas than in others. Most are members of the Virtual Adepts and Cult of Ecstasy, though Orphans are also counted in their numbers, as well as recent additions by the Akashic Brotherhood, Sons of Ether, and city dwelling Dreamspeakers. Currently, there are no known members of the Order of Hermes, Verbena, Celestial Chorus, or Euthanatos, and if they did exist, their fellow Traditionalists would most likely use the information to toss them right out of their organization.
This rote allows Bladers (as some like to be called) to conjure up a map of the city in their minds. After having studied an actual city chart, Bladers can locate themselves anywhere in the city, and even discern street conditions, i.e., traffic, road closures, potholes, that may impeded their travel.
A Blader often needs to know what lays just around the next corner. This rote gives them the extra "feel" for the terrain and what they may encounter.
Sometimes street traffic gets worse than even a Blader can stand (pesky pedestrians). This rote allows them to literally soar above those who travel on foot or by car or truck. A Blader will often use the Turn the Corner rote first, to find a necessary ramp or irregularity in the area to use as a means of achieving flight. Extraordinary jumps are possible this way, crossing entire streets (thus the name), but anything more may be considered vulgar, as flying skaters do have a tendency to attract alot of angry attention.
Life on the street can get rough, and sometimes it is necessary to let the other guy have it. While most Bladers are physically fit, not all have brawling skills, and a quick and dirty advantage is often needed. Related to the Akashic rote Strike of the Four Winds, this allows a Blader to strike an opponent with a single blow that comes from many directions.
As dangers on the street increase, especially from attacks by the Men in Black, angry vampires, or pesky Garou, a Blader may find it necessary to enact a tactical retreat that assures success. This effect extradites the Bladers from harm in the blink of an eye, and many reach speeds exceeding 100mph for at least a few moments. Running the very edge of Coincidence, this rote is used only when real danger, or simple flight will not be enough to escape.
While most Bladers feel it is sacrilegious to incorporate mechanical aids into skates, the Sons of Ether have made a case for "enhanced" skates. These will often have a small attachment made to the sides of the heel of the skate to summon a powerful burst of speed to get an extra edge. Some modifications (Forces ****) include an added bonus of allowing the Blader to skate right up the sides of buildings. This, of course, is accompanied by a sonic boom and a blinding flash of light, allowing the effect to be Coincidental, as long as it only lasts for a few moments.
Willpower: 6
Arete: 3
Nature: Visionary
Demeanor: Jobsworth
Essence: Questing
Spheres: Correspondence 2, Time 2, Mind 2
Talents: Alertness 3, Athletics 2, Streetwise 3, Meditation 1
Skills: Technology 2, Stealth 1, Survival 2
Knowledges: Area Knowledge 4, Urban Lore 4, Linguistics 2, Occult 3
Backgrounds: Arcane 2, Library 3, Contacts 3, Dream 2
Merits: Corporate Ties
Flaws: Intolerance (Non-Bladers)
Quotes: Sometimes the message outshines the Messenger. That is the nature of the beast. It is best to accept this inevitability and come to terms with it, than seek to be master over what is greater than yourself.
Willpower: 7
Arete: 3
Nature: Judge
Demeanor: Gallant
Essence: Dynamic
Spheres: Correspondence 1, Forces 3, Prime 2
Talents: Alertness 3, Awareness 2, Athletics 2, Brawl 3, Dodge 3
Skills: Melee 3, Firearms 3, Stealth 3 (Do for Akashics)
Knowledges: Area Knowledge 3, Law 2
Backgrounds: Avatar 2, Destiny 2, Dream 1, Arcane 2
Merits: Code of Honor
Flaws: Compulsion (Judge others)
Quote: I am the shining hope in the darkest night. Fear no more.
Willpower: 5
Arete: 2
Nature: Fanatic
Demeanor: Deviant
Essence: Primordial
Spheres: Correspondence 1, Mind 2, Entropy 1, Forces 2
Talents: Alertness 1, Athletics 3, Brawl 3, Dodge 2, Intimidation 2, Streetwise 2
Skills: Melee 2, Stealth 2, Technology 1
Knowledges: Area Knowledge 4, Law 3, Occult 2
Backgrounds: Allies 2, Destiny 1, Resources 2
Merits: Underworld Ties
Flaws: Driving Goal (Rule the Streets), Short Fuse, (Some have Derangements)
Quote: I said I want my money now. Oh, you don't have it. Well, I think its time you learned a little respect...Get'em boys.
Willpower: 7
Arete: 4
Nature: Penitent
Demeanor: Loner
Essence: Dynamic
Spheres: Correspondence 3, Forces 3, Mind 2, Prime 2, Time 2
Talents: Alertness 3, Awareness 2, Athletics 1, Streetwise 2, Survival 3, Brawl 2
Skills: Stealth 3, Firearms 2, Technology 1
Knowledges: Area Knowledge 3, Occult 2, Enigmas 2, Linguistics 2
Backgrounds: Arcane 3, Avatar 3
Merits: Iron Will
Flaws: Strangeness, Secret, Dark Fate
Quote: I have nothing to say...for now.