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 Assamite - Assassins

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Assamite - Assassins Empty
PostSubject: Assamite - Assassins   Assamite - Assassins EmptyFri Mar 26, 2010 10:12 pm

The Assamites are know as murderous ‘Assassins’, working for whomever can pay the price for their services in blood. Originating form eastern deserts, the mere mention of them breeds fear. Working within the Sabbat as well as the Camarilla in pursuit of their own goals, they tend to stay away from either sect’s affairs; on the whole they have a wide range of skills that most find useful. The Assamites tend not to form trues alliances with any kindred, seeing them as unworthy. They claim that their founder was in fact a member of the Second Generation, making all other kindred inferior copies. In nights past the Assamite’s delved deeply into Diablerie, seeing it as a way to bring them closer to the ‘One’ who founded them. After the night of the formation of the Camarilla and the Sabbat, many elder grew nervous about the assassins and turned to the Tremere for help. The Camarilla had their blood cursed through ritual, making them no longer able to ingest kindred blood. Due to the strength of the unified Camarilla, the Assamite’s had no choice but to suffer this indignity. However, there were a few that refused the curse, went into hiding, and joined the Sabbat. In recent nights, the clan has found away to be released from the curse, and now on the whole has become more ruthless then ever before. They no longer bind themselves by contracts to kill. Neither is the clan bound by constraint, whereas before if a target bested the assassin they would be allowed to go free, now the clan is free to pursue them relentlessly. The trues motivations of the clan is unknown. Once the clan was seen as honourable and with useful functions, but now they are just seen through the eyes of dread.

Clan Flaw: Now they are freed from the Tremere’s blood curse, the Assamites are free to consume Kindred blood. Assamites that now feed on kindred blood find themselves easily addicted, however. Every time an Assamite drinks or even tastes the blood of kindred, he or she must make a self-control test difficulty at the number of blood points ingested +3. If this roll is failed, the next time the character comes in contact with kindred Vitae, failing this sends the Vampire into a sanguinary frenzy, were they will do anything they can to consume as much blood as possible. When the addiction manifests, the consuming need for blood should be role-played. Assamites no longer see the need to hide their vampiric natures.

Clan Disciplines: Celerity, Obfuscate, Quietus.
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Assamite - Assassins Empty
PostSubject: Assamite Specific Merits/Flaws   Assamite - Assassins EmptySat Mar 27, 2010 5:33 pm

Magical Addict ''(3 or 5 pt Physical Flaw)''
Whether through a weak will, a lingering anomaly from your mortal days or overuse of ritual components like kalif, you have become addicted to the alchemical psycoactive drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction
If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the drug of your choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
Only characters with at least one dot in Assamite Sorcery may take this flaw. Non-Assamites may take this flaw if they somehow receive tutelage in the Discipline.

Unbroken ''(3 pt Supernatural Flaw)''
For whatever reason, the Tremere curse was stronger in you than most of your clanmates. This was no great liability while all of you were so afflicted. However, when ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison.
The Tremere curse that once affected your clan has been weakened in you, but is not completely gone. When you drink non-Assamite Cainite vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic, unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acid burns. On the plus side, all your difficulties to resist the warrior's caste's addiction are at -1 difficulty - think of it as aversion therapy. If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but gain the warrior caste's addiction in addition to your own caste's weakness.

Marijava Contact ''(1 pt Merit)''
You have an ally who is a member of the Marijava ghoul family (see Dirty Secrets of the Black Hand), and can be called upon for a favor from time to time. Likewise your Marijava friend may call upon you fro help occasionally. The clan is aware of this relationship and will normally grant you leave t ehlp your ally (knowing that you have given your word to do so), provided that the clan's interests are not compromised in the process. The storeyteller creates the ghoul character, but should not reveal Trait scores and other game-sensitive information to you.

Unconquered Ally ''(2 pt Merit)''
You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two characters' acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from ume to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.

Unconquered Enemy ''(1 pt Flaw)''
You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are at + 1 difficulty.

Disgraced ''(2 pt Flaw)''
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. All dealings with other Assamites are at + 1 difficulty, though the Storyteller has the discretion to vary this penalty for individuals who know you well or whom you have served well or badly in the past. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.

Silsila Enemy ''(2 pt Flaw)''
A member of the silsila has taken against you for some reason -- faction enmity, for example -- and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.

Du'at Enemy ''(4 pt Flaw)''
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du'at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity -- though you may certainly try to find out and make your peace somehow.
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