![]() Copyright 2003 White Wolf |
![]() From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament. Assamites tend to avoid the affairs of the Camarilla and the Sabbat, working for either or both sides in pursuit of their goals. They do circulate among sect-held cities; other Kindred find them useful for slaying rivals, enforcing blood hunts, scourging undesirable childer, and infiltrating rivals power bases. However, Assamites rarely form true alliances with other Kindred, for they consider other Children of Caine to be of inferior stock. Unlike the other clans, the Assamites do not claim to have a founder of the Third Generation. Rather, they believe their founder to be a member of the Second Generation, making all other Cainites flawed copies of themselves. In nights prior to the formation of the Camarilla and the Sabbat, the Assamites practiced diablerie widely, always looking to bring themselves closer to the One, as they referred to their mythical founder. As the Anarch Revolt ensued, and the Sabbat and Camarilla rose from the ashes, many powerful elders grew uneasy at the cannibal assassins stalking their ranks. Calling upon the Tremere to curse the Assamites' blood, the Camarilla placed a yoke on the clan that rendered its members unable to consume the vitae of other Kindred. Unable to face the unified front the Camarilla represented, the Assamites submitted to this indignity. Those few who did not accept the curse went into hiding and joined the Sabbat. Those who deal regularly with Assamites have sensed great upheaval among the clan. The greatest sign of this is the clan's recent circumvention of the Tremere blood curse. Freed from the mystic shackles preventing it from engaging in diablerie, the clan has begun a campaign of murder and cannibalism once again. Assamites now kill other Kindred without provocation-- indeed, without sanctioned contracts. The clan as a whole has assumed a more aggressive disposition. Whereas once the Assamites would take no further contracts on a victim who bested their assassins, the clan may now pursue that victim, and often does with unparalleled fervor. Similarly, Assamites no longer honor the age-old custom of tithing to their sires. In these nights of impending Gehenna there is no place for lazy Assamites who rest on their laurels. Precisely what the Assamites want, though, is unknown. Certainly, Assamites have flexed their muscle in both the physical and the political arenas, and hidden agents of the clan have come out of cover in cities where the ruling vampires have become lazy and fatuous. Their hold in the cities of India and the Middle East is much stronger than other Kindred had previously guessed. Whereas other Kindred once viewed the Assamites as honorable (i.e., relatively impotent), useful functionaries, they now hold the clan in dread. You must have ST permission, as well as a plausible reason, to create an Assamite in the Milledgeville Chronicle. Assamite Disciplines: Celerity, Obfuscate, and Quietus -or- Auspex, Celerity, and Quietus -or- Obfuscate, Thaumaturgy, Quietus Clan Advantages: Assassins - Assamites receive a free trait of Brawl and Melee at character creation. Assamite sorcerors and viziers may replace one of these with an Occult. Clan Disadvantages: Blood Addiction - Assamites must make a Self Control check when drinking kindred vitae or they will acquire a taste for the blood. From then on they must make Frenzy tests when around Kindred that they have tasted, or attempt to devour them. Feeding Grounds: None. Organization: Clan Assanite is one at war with it's self, divided in to three sides. Those that have joined the Camarilla are hunted to some degree by those who have stayed loyal to their Dark God. Even still some stay out of everything they can in an attempt to remain neutral.
Combo Disciplines: Forced March (6 xp) prerequisite: Celerity x2, Fortitude x2 (as per CB:Assamite) (The blood cost for this power is rounded up.) The average person can sprint 15-20 mph for a short distance. With this power, an Assamite would be able to run at about 40-100 mph, depending on her Celerity level at a cost of one three blood. Shadow Feint (6 xp) prerequisites: Celerity x2, Obfuscate x2 (as per CB:Assamite) If the second blood has been spent, this power will grant the additional traits for any evasive move made during that round. The bonus does not qualify if you chose to evade an attack and then counterattack in the same round. The bonus only applies if evading for that entire round within the turn. ![]() |