Updated: 20 may 2000
Drakhekh
Drakhekh is a strange Discipline indeed, which is, at best,
considered irremediably lost, and at worst, to be simple
phantasms of old Tzimisce talking about the Tzimisce-Tremere
wars. It is believed by some that a powerful Tzimisce, perhaps
a Childe of Tzimisce himself, had such ties with the mythical
dragons that Vicissitude attuned itself to his mystical
connection with the great drakes. The truth is simplier:
When the Tremere succeeded the creation of the Gargoyles,
the Tzimisce Kolduns tried to make the same, magically
creating a deserving mortal which would be called Drakul
through a mystical Embrace, where Tzimisce and Gangrel
Vitae were among the most important components.
Drakul then created the Bloodline which would take his name.
The Bloodline was believed to have great flaws: The first was
the fact each Drakul Vampire needed at least 2 Blood Points per night
instead of one, and the second that anyone who wished to learn
their powerful Discipline had to drink the Vitae of a Drakul
(and only a Drakul!), then had to be taught the secrets of
this draconic Discipline, and at last, became afflicted with
the Bloodline weakness mentionned earlier. All this can easily
explain that the Discipline disappeared with the Bloodline.
Koldunic Magic was centered around 6 Ways. The Way of Blood
(which explain their unrivaled mastery over Blood Bonds),
the Way of Spirit, the Way of Fire, the Way of Wind, the Way
of Water and the Way of Earth. This can explain the fact
Drakhekh is similar to Valeren in the fact it is a multiple
ways Discipline. One learning Drakhekh can only learn as
prmiary way one of the Ways known by her mentor. Then, she
can be taught the other ways but the one opposing her primary
path. Learning the powers of other ways cost as much experience
as if the power was one level greater. Below follow the
opposing Ways:
Blood and Spirit.
Earth and Wind.
Fire and Water.
Of course, one must learn alternate powers in order, meaning
that if one want to learn an alternate power of level 4, she
must learn all non-common powers from 1 to 3 before. The problem
with accumulating ways is that each additionnal Way adds one
to the numbers of Blood Points spent each day: A Drakul with 3
Ways spend (1 Blood Point --she is a vampire-- + 3 Blood Points
--she has 3 ways--) per day...
Notes about the Drakul Bloodline
In no way this is a ''Bloodlinebook: Drakul''. The information
written there is given as a curiosity.
As the Blood Brothers, the Drakul form an artificial Bloodline.
Drakul himself was created with a powerful Koldun Ritual
(with dramatic cost for the Kolduns who cast it!) who was
said to be cast over 17 years! For his direct Childer,
called Dragon Lords and Dragon Ladies, another simplier one-year
long Ritual was enough. The subject is absorbed by Drakul, by
the head whose element will be the Dragon Lord's. Needless to
say, this kind of Embrace, being subjected to elemental
forces raging in the Drakul's body which will decide of her
Way (drowned in cold water, or ecstatic Vitae, or buried
in earth, or frozen by the winds, or submitted to fire or
spiritual damage). At the end of the Ritual (should the
subject survive), the magical forces change the subject
into a Dragon Lord. The Dragon Lord is expelled as an
alien, mineral egg, for as long as necessary for the Embrace
to be finished. Usually the Dragon Lord appearance changes
under the effect of this Embrace. The Childer of
the Dragon Lords, while Embraced the usual way (for a vampire),
are themselves unable to Sire progeny.
Discipline: Potence, Fortitude, Drakhekh. Because of
their Vitae, the Drakul can learn Vicissitude without a
master or even needing to drink Vicissitude-contaminated
Vitae. Also, some Drakuls are taught the corresponding
Way of Koldun Sorcery (or an equivalent of the Thaumaturgic
Path of Blood for the Blood Drakul).
Bloodline Weakness: All Drakul spend at least one additionnal
Blood Point upon awakening each night (as described before),
because of their Discipline. Also, because of the alien-like
Ritual which bred the Bloodline, the Drakul are fertile only
through their ''Dragon Lords''. Drakul himself was able to
Sire only the six Dragon Lords. The Dragon Lords can Sire as
would a Vampire, but their Childer are unable to Sire. Thus,
by destroying a Dragon Lord, its respective Bloodline is
doomed to extinction.
Drakul:
This creature was said to have been the merging of multiple
Kolduns into one body. These Kolduns are lost, but Drakul is
said to master Koldun Sorcery as much as any of them. His
mortal form is impressive for his built, but his dragon form
is even scarier: A six-headed dragon as great as a small castle,
his the legends about it are true...
Blood Drakul:
These were usually attractive men or (more often) women. Their
Way is the least powerful, and such, subject must rely on
intelligence, or more often social aptitude to succeed in
their aim. They usually are taught Presence and Dominate.
Spirit Drakul:
These are usually Diplomats, or spies, but their ties with
the Spiritual World can't be neglected when in combat. The
Drakul's hair and skin are changed as if she was albino.
Earth Drakul:
Usually the most ''physically'' powerful Drakul. Their effectiveness
against stone and Gargoyles make them effective siege engines.
Wind Drakul:
Usually used as scouts, few can rival a Wind Drakul in flight.
Fire Drakul:
This is the most powerful of the Drakul, as their mystical Vitae,
combined with the Dragon Form, enables them to resist fire, and
use fire against enemy Vampires. the Drakul's hair change to
become red.
Water Drakul:
Usually used as assassins.
* : Sense of the Night Dragon
This enable the Drakul to have an additionnal supernatural
sense tied to her element.
System: None.
This sense is in addition no normal senses. That means a Blood
Drakul would be able to see with normal vision, etc. all the while
''feeling'' blood:
Blood: While this power is active, the Red Drakul's eyes are of
a luminous blood red. The Blood Drakul can sense blood's presence all
around him, thus effectively detecting positions of objects containing
blood, including mortals and vampires. This power can negate Obfuscate
(comparison Drakhekh/Obfuscate). With a successful Perception roll, one
can discover additionnal, possibly supernatural information (is this
mortal, lupine blood or Vitae, the approximate Generation, Blood Bonds,
etc.).
Spirit: While this power is active, the Spirit Drakul's eyes' color
is luminescent Gold. The Spirit Drakul can switch vision to see in the Umbra
or the Shadowlands. The Spirit Drakul can only see in one realm, meaning
that if he looks at the Umbra, he knows nothing about the real world, or
the Shadowlands. This is an exception to the general rule.
Earth: While this power is active, the Earth Drakul's eyes' color
are pure black. The ties the Earth Drakul have with earth and stone
enable her to ''map'' effectively mineral structures from 5 meters/Drakhekh
Level. This enable the Earth Drakul to detect secret passages, as
well as illusions (comparison Drakhekh/Discipline or power level)
and Gargoyles.
Wind: While this power is active, the Spirit Drakul's eyes' color
is luminescent white. The Wind Drakul is able to see outdoors locations
as if he was looking from a night bird's eyes flying 50 to 100 meters at
the exact vertical position of the Wind Drakul.
Fire: While this power is active, the Spirit Drakul's eyes' color
is luminescent orange. The supernatural light emitted by the Fire Drakul's
eyes gives her a vision similar to Protean *.
Water: While this power is active, the Spirit Drakul's eyes' color
is luminescent blue. By touching water, the Water Drakul can see all around
the whole body of water. This means that if she touched a river at one point,
she would be able to ''virtually see'' from any part of the river (within
the limited range) as if she was at that physical point touching the water.
The Water Drakul must choose the ''destination'' point (one per turn,
within 1 km/Drakhekh level). This power can also be used with a water
container like a glass if the Water Drakul mixes a Blood Point with the
water in the glass.
** : Dragon Claws
The Drakul can now grow claws capable of exceptionnal
mystical damage. The Claws grow in one turn.
System: 1 Blood Point, 1 turn.
The Damage is equal Strength+Potence, and is Aggravated. Each
way have additionnal Damage.
Blood: The Claws of a Blood Drakul can be twice as deadly if the
Blood Dragon spends a Blood Point to inject a blood-based toxin. The
toxin is slow, the victim suffering one Aggravated Damage per night.
This Damage can be soaked as any Aggravated Damage, but at difficulty 9.
Once the soak roll have been successful, the toxin is purged.
Spirit: Weaken the spirit of the victim: By using a Blood Point,
the Spirit Drakul's claws removes one temporary Willpower Point unless
a Willpower Roll is succeeded by the victim to soak the spiritual damage.
Earth: Stone is affected by the claws as if it was mud. For a
strange, mystical reason, Gargoyles halve their Dice Pools (round up) to
soak this damage!
Wind: Air itself becomes the Drakul's ally: By using a Blood Point,
the Drakul can ''throw'' the claw attack (consider it as blades thrown at
a distance: Throwing replaces Brawl in the Attack roll). Range is equal to
10 times the Drakul height -- or length...
Fire: The Aggravated Damage is heat-based. Anything susceptible
to fire (that is wood, paper, dried vegetation, but not flesh, even undead
one...) have a change to catch fire. The claws appear to be in fire, or
have a ''hot-metal color'' or ''lava'' look. Burnt Vampires might have to
fight Rötschrek...
Water: By injecting a Blood Point in the victim the Water Drakul
can now use her as a ''water receptacle'' for the Sense of the Night
Dragon power.
*** : Dragon Wings
This power enables the Drakul to grow wings. Most
Drakuls are not considered ''mature'' until they
are able to use this power. The wings are great
and can't be hidden.
System: 1 Blood Points.
This Power is similar to ''Flight ***'' for the Gargoyles.
Unless Exception, this ''level'' can't be increased.
Blood: The Power is considered ''Common''.
Spirit: The Power is considered ''Common''.
Earth: The Earth Drakul can't grow wings, but instead grow a
spiked bone-like spiked armor. Similar to Fortitude ***.
Wind: The Drakul's has his Flight level equal to his Drakhekh Level.
Fire: The Power is considered ''Common''.
Water: The Water Drakul's wing are not used to air flight,
and thus move at half speed. But they enable her to swim at normal
''flight'' speed.
Note: As with Gargoyles, no wings enable a man-sized creature to
fly unless with a specific skeletton and muscle configuration.
This power somehow add enough magical touch to make for this.
**** : Dragon Breath
This power enables the Drakul to expel from his
mouth a deadly breath, depending on his Way.
System: 2 Blood Points, Drakhekh roll, Diff: 6.
Blood: By using her natural tie with Vitae, the Drakul can effectively
start a Vinculum-like Blood Bond to anyone touched by her. This Vinculum effectively
breaks any Blood Bond.
Spirit: The Spirit Drakul expel a mist-like breath equivalent to
a sphere of his height (or length) of radius. Everyone in the zone must roll
Permanent Willpower to ''soak'' 2 Willpower Damage points, which isn't
Aggravated Damage, but lost Temporary Willpower Points. This power is such
that anyone loosing twice his permanent Willpower rating to this power is
unable to move, and will behave as someone heavily dominated (to do nothing),
or an autist, until the ''negative Willpower points'' are won back (one per
day).
Earth: Only solid stone (and Gargoyles!) takes damage from this
cloud of acidic dust, but it can weaken fortifications with an ease that
could frighten a ventrue warlord. Creatures susceptible to this kind of
stone damage take 2 Aggravated Damage. A Breath can destroy a cube of stone
with sides of 3 meters...
Wind: The Damage suffered is cold-based 2 Aggravated Damage, and
takes the form of a cloud of (roughly) [5 times the drakul's height or
length] of diameter). For Vampires, this Damage is Lethal, not Aggravated.
Fire: This is one of the most destructive Dragon Breath, as it
is a cone-liked form (5 times [the Drakul's height or length] of
length, 2 [times the Drakul's height or length] of diameter at the base)
where almost everything can take fire (2 Aggravated Damage) as if submitted
to a conflagration!
Water: The attack is based on acid damage. The zone is a thin cone
(40 meters of length, and 3 meters at the base).
***** : Dragon Form
The ultimate power of Drakhekh enables the Drakul to take
a form similar to that of a mythical dragon. The dragon's
body length is equal to the Drakul's height, as is the
dragon's tail. The dragon's neck's length is equal to half
that size. The Dragon color is usually gray, with patches
or other marks with the color associated to the Drakul's Way.
The Dragon Form have (automatically) the Eyes, Claws and Wings
described earlier.
System: 5 Blood Points
Strength + 3
Dexterity + 2
Stamina + 3 (can soak Aggravated Damage!)
Manipulation - 2
Each Way have its own advantages:
Blood: The level 4 Power is now extended to a Breath power.
Anyone caught in the blood-red cloud (5 times the dragon's length)
is considered as if touched.
Spirit: By using 1 Blood Point, the Dragon can enter or
exit the Realm of the Dead, or the Umbra.
Earth: By using 1 or more Blood Points, the dragon can enter earth (not
stone) and move through it for 1 turn per Blood Points spent maximum, at the
end of which the Dragon exits.
Wind: Winds around the Dragon obey it. This is similar to a limited
local tempest, but flying creatures halve their dice pool (when in the air)
when within 20 meters of the Dragon.
Fire: Takes no damage from fire. Indeed, the lava-like body of the
Fire Dragon can ignite fires to anything touching it.
Water: The Water Dragon can enter a body of water large enough to
support it, and exit from any body of water large enough in a radius
of 1 km per Drakehkh Level.
But some also have its weakness:
Blood: None.
Spirit: Susceptible to Faith (as the Baali Weakness).
Earth: None.
Wind: None.
Fire: Takes Aggravated Damage from water attacks of large magnitude (means: rain, falling in water, etc.).
Water: None.
***** * : Dragon Mastery of Elements
System: ???
Blood: Control of Blood Bonds and Vinculums.
Spirit: See all the Spirits (detect creatures?).
Earth: Earthquake.
Wind: Control of storms.
Fire: Control of fires (including full conflagrations).
Water: Control of water.
***** ** : Slumber of the Dragon
The Drakul, as any other Vampire, can enter Torpor.
But those with this power go a step beyond, actually
merging with their element for security and healing.
System: As normal Torpor
Blood: The Blood Drakul must gather a ''family'' (usually
a Ghoul Family), and use the Vissicitude ***** power to change
in Blood. By using this power, and be drunk by the members of
the Family, the Blood Drakul actually enters Torpor. The
Drakul awakens slowly, and at that moment, the family tries
to converge. When reunited, they bleed the Blood which reforms
as the Drakul. Should the family destroyed, or the blood too
diluted (which means the family must keep incestuous relations),
the Drakul is unable to awaken.
Spirit: The Spirit Drakul attaches himself to a physical location, and disappear. The location becomes a ''Node/Caern/Place of Faith'' which can be used, but never fully depleted.
Earth: The Earth Drakul becomes one with a mountain.
Wind: The Wind Drakul must find a great quantity of ice (a glacier, arctic lands, etc.) and becomes one with it. When the Drakul awakens, the ice melts around him.
Fire: The Fire Drakul enters an active volcano and becomes one with the lava. Upon awakening, the Volcano erupts...
Water: The Water Drakul attaches himself to a lake, and dissolve into water.
***** ** : DragonLord True Form
***** *** : Drakul's True Form
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