Actions

Vampire/Bloodlines/Nosferatu/Azerkatil

AZERKATIL

Parent Clan: Nosferatu Sobriquet: Dragonslayers; Assassins Source: Ordo Dracul, p. 107 Disciplines: Celerity, Nightmare, Obfuscate, Vigor Revised by: Ganymede

Background

No one knows precisely how the Dragonslayers came to be. They first emerged as agents of the Red Sultan, a powerful Nosferatu who believed that Dracula, founder of the Ordo Dracul, was creating an army to invade his lands. It is said that the Red Sultan created the Azerkatil line specifically to kill the Dragon; certainly, the Dragonslayers’ skills make them well-suited towards eliminating Kindred quickly and quietly. Their mission: to infiltrate the Order, find its purpose, and then slay the Dragon.

They failed.

The Red Sultan disappeared at the end of the 16th Century, and his empire crumbled soon after. Without anyone to report to, the Dragonslayers continued to monitor the Order from within. Some learned the hollowness of the mission – the Dragon was more interested in transcendence than invasion – and abandoned it; others continued to keep the Order at bay. But after centuries, those Azerkatil that remains in the Order joined it, finding purpose in protecting it. Others, having abandoned the mission long ago, became assassins-for-hire.

Before the Fall, the Azerkatil were, like the Moroi, guardians of the Order’s sites. After the Fall, with the Order in shambles, the Dragonslayers within blamed the Dragonslayers without, creating a schism within their line that prevents them from massing any unified strength. For other Kindred, this is a good thing: a unified bloodline would be a deadly threat either under the Order’s control or seeking to eliminate it.

No one inspires fear and dread among Kindred like the Azerkatil. Most are shunned from domains, unless they agree to serve as bodyguards or killers, something which a Dragonslayer may be weary of. Thus, where they can find respite, they tend to reside. And they are fearsome monsters when someone tries to take them from their place.


Bloodline Gift

Aside from the Dragonslayers’ disciplines and devotions, they possess an acute sense of taste that allows them to sense the presence of a Kindred’s Vitae, provided they have tasted it before. By spending 1 Vitae, a Dragonslayer becomes attuned to the last Kindred she tasted of, and can send anyone possessing such vampire’s Vitae in their system, including ghouls and thralls that have recently fed (in the past 24 hours), within a radius of miles equal to the Dragonslayer’s Blood Potency for one night. The Dragonslayer also possesses an inherent sense of where that blood is, allowing them to unerringly home in on a target. During this time, any time someone with the Kindred’s Vitae in them, including the target Kindred, attacks the Dragonslayer, she gets +2 Defense.


Bloodline Bane

The Dragonslayers’ Nosferatu Bane apply to Kindred, who get the same feeling of dread that a mortal would when in a Dragonslayer’s presence. Given their purpose as vampire killers, their Beasts are always primed and vulnerable to provocation; they suffer a -2 penalty for all rolls to resist another vampire’s lashing out. Finally, the Dragonslayers’ blood is weaker, and they struggle to create ghouls and progeny: they must spend an additional Willpower point to create a ghoul or embrace an individual.


Bloodline Devotions

Cauldron of Blood (Celerity ***, Nightmare **, Vigor ***)

By making contact with a target, the Dragonslayer can set the Vitae in his body on fire.

Cost: 1 Willpower Dice Pool: Resolve + Occult + Vigor vs Stamina + Blood Potency Action: Instant / Contested

For each success on activation, the target loses a point of Vitae and takes a point of aggravated damage, which cannot be reduced by armor or Resilience. The target also suffers a -1 die penalty for every point of Vitae burned off this way for the remainder of the scene. This power does not work on targets who are unable to store Vitae.

This Devotion costs 4 Experiences.

Dragon’s Fire (Celerity **, Nightmare **, Vigor **)

By spending 1 Vitae, the Dragonslayer’s blood becomes like acid for a scene. Her unarmed attacks, where her skin is bare, can cause aggravated damage as she exuded blood through it; she does an additional point of aggravated damage with her unarmed strikes for every Vitae spent reflexively after such an attack. Any attacker that successfully attacks the Dragonslayer takes 1 aggravate damage for his trouble, which cannot be reduced by armor. Further, anyone who feeds from the Dragonslayer takes 1 aggravate damage per level of Vitae imbibed, which cannot be reduced by armor.

This Devotion costs 3 Experiences.

Serene Ferocity (Celerity **, Vigor **)

With this devotion, the Dragonslayer can maintain their senses while riding the Beast, and enter that state more easily than others. She no longer has to spend a Willpower point to Ride the Beast, and, while in that state, suffers no frenzy-related penalties to perceiving her environment, track her enemies, or use the Stealth skill.

This Devotion costs 2 Experiences.

Will Against the Wyrm (Nightmare *, Obfuscate *)

The Dragonslayers’ strength lies not only in skill, but in reputation: wise Kindred are afraid of what Dragonslayers can do. With their knowledge of Nightmare, the Dragonslayers are able to gird their minds for the fears that others can try to inflict upon them. With this devotion, a Dragonslayer can add their Nightmare score to any contested roll to resist a fear-related effect, or subtract their Nightmare score to any resisted roll by another to cause fear in them.

This Devotion costs 1 Experience.