Assamites
 
  From hidden fortresses in the Middle East, the Assamites emerge as the silent stalkers of other Cainites. Secretive, insular and fanatically loyal to the precepts of their clan, the Assamites claim to be descendants of Haqim (Assam), who is said to fight against Khayyin (Caine) and his curse. As a result, the Assamites seek to convert or slay other Cainites, attempting to purge the foul curse of Khayyin and bring honor to Haqim's cause of justice. Needless to say, such pursuits - including hunting other Cainites for blood, and engaging in diablerie in attempts to strengthen their clan and their closeness to Haqim - are not popular with the other clans. Due to their attacks on elders of the other clans in the Dark Ages and their assistance of the rebels during the Anarch Revolt, the Assamites were fought by the Camarilla and forced into capitulation. With their home fortress of Alamut compromised and peace enforced on them, they were subjected to a great curse by the Tremere. Through this curse, the Assamites were rendered unable to drink Kindred vitae, making it impossible for them to commit diablerie. Recently, though, the curse was broken (speculations have been rampant and none confirmed), and every Assamite across the globe awakened to discover a renewed thirst for the potent vitae of other Kindred. Though this development is not known publicly (because some Assamites, all antitribu, refused to submit to the curse and thus retained this ability), the Assamites are hoarding their secret, striking where they can to eliminate threats and draw on their returned strength.  The Assamite clan has undergone much upheaval recently, and not only due to the overturning of the Tremere curse. While previously young Assamites would take out contracts for the assassination of other Kindred and collect blood tithes as fees, now the Assamites hunt and kill without any sort of contracts, codes or strictures. In addition, the clan has moved away from its former Islamic ties, instead looking to more ancient gods. With these changes have come the awakenings of lost powers and the resurgence of the clan's physical and political clout. Where once the Assamites were seen as honorable and contract-bound (and thus useful tools), they are now silent terrors that plague elders of every clan and sect. In older times, Assamites Embraced primarily males, those of Middle Eastern descent and strong faith. In modem days, women also fill the ranks and even a few Westerners have been brought in. Skill now plays more of a role in selection than heritage; prospective clan members are Embraced from those with a penchant for the hunt or kill - assassins, mercenaries, terrorists and gang warriors of any descent. Recruits are expected to undertake rigorous training, and they are indoctrinated in many of the clan's precepts and history. These fida'i (apprentices) are watched closely, but they are allowed to progress based on their own worth and skill. Many fida'i run in small packs called falaqi, hunting other Cainites for blood and practice.

  Roleplaying Hints: You are a predator who preys on others of your kind. The cursed Get of Khayyin must be swayed from their path of bickering madness or be destroyed before they destroy all else. Your cause is just, and though you may not enjoy your tasks, you do your duty. You may be humorous, angry or withdrawn, but you go about your work professionally. Only by drawing on the strength of Haqim can the corrupted Kindred be fought, so you must steal their power and make sure that the clan is ready when Gehenna arrives. Khayyin was debased and had neither honor nor soul. His children share the same flaws, so they must be saved or destroyed, so that the powers of the blood are used only by the dutiful. The elders of the clan direct how to fight so that Gehenna may be survived. By following their commands and working within the strictures of the clan, you may hope to achieve some small piece of that battle.

  Disciplines: Celerity, Obfuscate, Quietus

  Advantage: Assamites are trained killers, and they are all subjected to a lengthy process of apprenticeship before the Embrace. Even those hurriedly Embraced for some reason have at least a modicum of training or skill. As a result, all Assamite characters gain one Melee Ability and one Brawl Ability at no cost during character generation.  At the Storyteller's option, Assamites may be able to access weapons and equipment through their clan. Players of Assamites should not use this benefit as a replacement for the proper Mentor and Influence Backgrounds - the clan doesn't reward those who rest on their laurels at the clan's expense - but a competent assassin who needs a little specialized help may be able to gamer some additional tools from the clan's stores.

  Disadvantage: With the lifting of the Tremere curse comes a renewed thirst for blood.  All Assamites suffer from a hunger for vampiric vitae, one that cannot be easily controlled.  Once an Assamite has tasted the blood of a particular vampire, she may become addicted to it - the player must make a Self-control/Instinct Virtue Test with a difficulty of four Traits, or the Assamite acquires a taste for the Kindred's blood. When encountering the same Kindred later, the character's player must succeed on a Self-Control / Instinct Test or fly into a frenzy, attempting to devour the other Cainite. Even if the Assamite retains control, the lust for blood is immediate and evident, and it should be role-played accordingly.

  Bloodlines: Assamites generally hold allegiance only to their own clan. A few exist in the Camarilla, as loners who broke from the clan; the Sabbat also claims antitribu, who differ from the rest of the clan only in that they never allowed themselves to be subjected to the (now-defunct) Tremere curse. In the Assamite homelands and fortresses exists a line of viziers who research blood magic and the nature of vampirism. Assamite vizier researchers gain Thaumaturgy as a Discipline instead of Celerity, but they must expend an additional Blood Trait on all uses of Thaumaturgy (in addition to their weakness for Kindred vitae), as their control of blood magic is not as refined as the Tremere's. This flaw comes in the viziers' magical practices; should another Cainite somehow learn Thaumaturgy from a vizier, all effects of the Discipline would be similarly difficult to cast, with the increased blood cost. Viziers also gain one Occult Ability Trait in place of either the free Melee or Brawl Trait (player's choice as to which).





 Assamite antitribu of the Sabbat



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