Actions

Vampire/Bloodlines/Ventrue/Dragolescu

DRAGOLESCU

Parent Clan: Ventrue Sobriquet: Restless Source: Ordo Dracul, p. 150. Disciplines: Animalism, Auspex, Dominate, Resilience Revised by: Ganymede

Background

The childer of Dragolescu carry his name as a matter of pride. He dared to change himself against the Traditions, and succeeded. He defied the Order, yet won the freedom of his followers. For that, the Restless revere his name, and continue his legacy.

Regardless of how they began, the Restless are looked on, more or less, as saviors. The Restless’ ability to deal with ephemera – ghosts and spirits – makes them invaluable allies to Princes and other warlords. Whether they are considered ghostbusters or Faustian manipulators depends on who you ask, but the results are undeniable: among their own, the Restless have no equal when bargaining with the incorporeal.

That said, they are also not trusted. How can one trust someone who has the ability to command the unseen and undetectable? Some Princes, fearful of the extent of a Restless’ influence, have banished or killed them on sight, lest they discover the skeletons in his closet. And while the Restless are quick to point out that they would never use their powers without compensation, common wisdom is to trust a Lord about as far as you can throw her.

In truth, bargaining with spirits and ghosts is a tricky proposition. Whereas mortals and other vampires understand things like compassion, circumstances, and emergencies when one manipulates them, spirits and ghosts, for the most part, lack that sort of sympathy. Consequently, the Restless tend to move about constantly, so as to not develop a strong or well-known reputation among the local spirits and ghosts.


Bloodline Gift

The Restless can perceive and interact with ghosts and spirits in the mundane world, and seems to understand them even if she is unable to directly communicate with First Tongue or the appropriate language. With a successful Wits + Composure roll, they can sense nearby spirits and ghosts in a radius equal to 100 yards x Blood Potency.


Bloodline Bane

The Restless are literally so, and do not rest well when the sun rises. They can only regain Willpower through fulfilling their Mask or Dirge’s dictates. They also suffer from the Mekhet Bane, in addition to the Ventrue Bane.


Bloodline Devotions

Bargain with the Air (Animalism **, Auspex **)

By spending 1 Vitae, the Restless may use her disciplines against spirits and ghosts for a scene. This makes the Restless a threat, and any spirit or ghost knowing what the Restless can do will turn on her in a second. Any time the Restless fails to use a discipline against a spirit or a ghost, the target senses the failure and becomes immediately hostile and immune to further attempts.

Costs for using those disciplines remain the same after this devotion is activated.

This Devotion costs 2 Experiences.

Manifest the Avatar (Animalism *****, Resilience ***)

The Restless manifests the powers of the spirits and ghosts around him, and may use them on others.

Cost: 1 Vitae per turn. Action: Reflexive

Once the Vitae is spent, the Restless gains a number of Dread Powers, Influence, or Numen equal to her Blood Potency. The value of any variable power is equal to the Restless’ Intelligence.

This Devotion costs 4 Experiences.

The Sixth Sense (Auspex **)

The Restless’ senses attune to that of spirits and ghosts, allowing her to sense the emotions of those around her. Rather than focusing on a single target, the Restless can use this devotion to sense the emotions of everyone within a 10 yards x Blood Potency radius. Activating this power is otherwise like a use of Uncanny Perception.

This Devotion costs 1 Experience.

Steal the Spirit (Animalism **, Auspex **, Dominate **)

The Restless may steal the use of a target spirit or ghost’s powers: Dread Powers; Influences; or Numan. The Restless may only possess a number of stolen powers equal to her Blood Potency. Spirits and ghosts subjected to this power can sense its use, and will treat the Restless as hostile; however, the Restless may continue to use the stolen power even if the spirit or ghost is banished.

Cost: 1 Vitae per scene. Dice Pool: Intelligence + Occult + Dominate - Resistance Action: Instant

If successful, the Restless steals the spirit’s or ghost’s power, and retains it for the remainder of the scene. The Restless must have knowledge of the spirit’s or ghost’s power first, whether from manifestation, bargaining, or other means.

This Devotion costs 3 Experiences.