EVERYTHING YOU EVER WANTED TO KNOW ABOUT THE ASSAMITES BUT WERE AFRAID TO ASK (WITH GOOD REASON PERHAPS)
By
Bryan Rendell
(email via [email protected])
STORAGE
AND BROKERAGE
"Living at home is such a drag.
Your mom threw away your best porno mag"
- The Beastie Boys, Fight for your Right
All Assamites are required to tithe 10% of all blood they receive
in payment to their sires. In cases where the sire has met the
final death, the clan elders at Alamut will accept the token of
loyalty in the sire's place.
The elders of Alamut will also perform certain minor tasks for any
Assamite, in exchange for a further tithe. The elders will safely
store any blood sent to them. This is an attractive option for most
Assamites, as the elders are far more capable of protecting such
precious vitae than any Assamite in the field. They will also
organise to have the blood exchanged for blood of a more useful
generation. This is also a very valuable, and time saving, service,
that many Assamites utilise.
These services do not come free however. Storage of vitae costs a
flat 10% of the amount stored. The cost of brokerage rises as the
required generation falls, as the availability of such potent blood
is low. The standard fee for brokerage is 10%. For every generation
earlier than eighth, this price rises by an additional 10%. Thus if
the requisite generation is sixth, then the brokerage fee would be
30%. Note that all fees are taken from the blood before any
brokerage takes place.
While the Elders of Alamut would never cheat a fellow Assamite,
they will always give themselves the benefit of the doubt. The
amount taken will err in their favour, and will tend to take more
of earlier generation blood.
Example: Al, a Seventh generation Assamite sends his earned blood
to Alamut with a polite request for brokerage and storage. The
gracious elders will tithe Al 30% of his supply for the privilege.
Al has 17 points of 11th generation, 19 points of 9th generation,
7 points of 8th generation, 12 points of 7th generation and 4
points of 6th generation. This is a total of 59 blood points, of
which 18 points makes 30%, rounded to the elders advantage. They
take 2 points of 6th generation, 4 points of 7th generation, 3
points of 8th generation, 6 points of 9th generation and 3 points
of 11th generation. In this case they took less than 30% of the
11th generation blood, because they would take no more than 30% of
the total pool.
Al is left with 14 points of 11th, 13 points of 9th, 4 points of
8th, 8 points of 7th, and 2 points of 6th. When brokered, this
becomes 18 points of 7th generation and 2 points of 11th. This is
placed in storage. In any further brokerage, although this blood
cannot be tithed again, it can be used in the process. The 2 points
of 11th generation blood can be combined with 14 other such points
to give 1 7th generation point of blood.
While it would seem obvious that by calculating ahead of time, Al
could have sent less than the above amounts and made more efficient
use of his resources, such practise is not recommended. The leeway
granted is a mark of respect for the Elders of the clan, as the
Assamites should be honoured that their elders would deign to aid
them. To send quantities of blood that don't favour the Elders is
insulting, implying that the Elders are somehow cheating the
Neonates. Consistently doing so will almost certainly lead to loss
of Clan Prestige. Rumours that the stored blood of offenders meet
with mysterious accidents are utterly unfounded, as well as
unjustly calling the honour of the Elders into question. Never,
never, never call the honour of the Elders into question.
One common form of punishment for Assamites not guilty of capital
crimes is to double all tithes in blood. Thus, tithes to ones sire,
tithes for storage and tithes for brokerage are 20%. Moreover, such
Assamites are expected to make full use of such services, to
demonstrate their continuing loyalty. Not to use such services is
to imply that the punishment was somehow unfair, calling the
judgement of the Elders into question. Never, never, never call the
judgement of the Elders into question.
PHILOSOPHY AND HUMANITY
"Hey man what hit my car?
Don't know if it was a sheep or a dog.
Maybe it was nothing at all.
Maybe I've had just too much grog"
- The Cosmic Psychos, Dead Roo
Assamites would seem to be in great danger of succumbing to the
Beast, considering they make death their living. However, just as
the Sabbat have found a way of keeping the Beast at bay, so too the
Assamites. However, they do not make use of Paths of Enlightenment,
as Assamites require continuing coolness and self control to pursue
their goals, something the Paths do not provide.
Instead, the Assamites have developed, over the centuries, a
philosophical outlook on life and death that does not replace
Humanity, as Paths do, but supplements it. By rigorous application
of this philosophy, the Assamite can operate in the field of death
dealing without loss of humanity.
Putting it briefly, this philosophy is related to the principle of
Golconda, which is acceptance. The Assamite accepts all facets and
connotations of the deed to be committed, accepts the separate and
distinct reality of the one to be killed, accepts his own role as
killer, accepts the spiritual quest upon which he is on. In this
aspect, it can be seen as remorse before the fact. However, this
"remorse" is counter pointed with the joy of spiritual epiphany, the
necessary re-discovery of the spiritual underpinnings of the Clan
that must be achieved over and over again. While in this state of
remorse/joy, the Assamites horizons expand, and he is capable of
performing the act of killing while keeping the Beast at bay
Note that an understanding of the reality of the intended target is
crucial to the process. The Assamite requires as much personal
detail on the target as possible, in particular photos of the
target and family, if any. Other documents which reveal the targets
history, such as school reports, lists of personal tastes and habits
and any other highly personalized items are ideal. When arranging
the hit, the Assamite will always ask to be provided with such
items, as well as all information pertinent to the actual hit
itself, by the one putting out the contract. If no such items are
provided, the Assamite may well conduct a little raid on the
targets house to furnish himself with the necessary items. If no
such items are to be found anywhere, this may well affect the
Assamites willingness to perform the deed, depending on how highly
the Assamite values his Humanity.
So how does this work in game terms? Firstly, it requires the use
of a new Knowledge, that of Assamite Philosophy (apologies for not
coming up with some really clever name). It is then a simple roll
of Perception + Assamite Philosophy at a difficulty of the
Assamites own Humanity. This reflects the Assamites struggle with
himself to attain the necessary state of mind. Each roll takes 2
hours to perform.
The number of successes on the roll determine the length of time
the Assamite can remain in this euphoric state. The more successes
gained, the more leeway the Assamite has on the means of
assassinating the target. A single success grants the Assamite 3
hours of time. Each additional success doubles this base time, so
5 successes would give the Assamite 2 days to do the job. If the
allotted time passes without the target bring killed, or if the
Assamite fails the roll, the Assamite can attempt another roll.
However, unless there is a significant change in the degree to
which the Assamite "knows" the target, the difficulty increases by
1. This can occur an indefinite number of times, with the
difficulty penalty accumulating each time.
If the Assamite botches the roll, then he can make no further rolls
regarding this particular target. However, by this stage the
Assamite has almost certainly agreed to the hit, and is honour
bound to make an attempt. The Assamite clan has a serious
reputation to protect, and don't like individual Assamites doing
anything to jeopardize that reputation. The Assamite will just have
to kill the target and accept the risk to his Humanity. Cest la
vie.
Beyond this simple roll, there are some considerations that must be
addressed. Firstly, it is part and parcel of the whole Assamite
position that they are assassins, not murderers. This roll can only
be made in the case of a legitimate assassination. It cannot be
made for any old killing the assamite may want to perform. For all
other actions, Assamites are just as subject to Humanity loss as
all other Kindred. Secondly, the process focuses on a single
individual and his death. Thus, the Assamites Humanity is protected
only against the death of that individual and the MINIMUM VIOLENCE
required to attain the individual's death. It does not protect the
Assamite's Humanity if he blows away the targets family when trying
to get the target. Basically, this requires the Storytellers
discretion as to when the assamite has crossed the line from
necessary to gratuitous action.
Their are also various modifiers that alter the circumstances of
the roll. These are as follows:
- Every time the Assamite doubles the time spent in contemplation,
the difficulty drops by one. Thus if the Assamite spent 8 hours in
reflection, the difficulty would be Humanity - 2. Often Assamites
with high Humanity will spend the daylight hours in contemplation
rather than sleep, to perform a hit the next night.
- An integral part of the process is the spiritual growth through
the blood attained. If the Assamite is working for anything other
than the blood of Kindred, the Difficulty of the roll is 1 higher.
- It is essential that the Assamite "knows" the target for the
attempt to be made. If the Assamite has had some personal
involvement with the target, then the difficulty is lowered by 1.
However, there is a point where intimate involvement becomes a
burden rather than an asset. If the Assamite has particularly
strong feelings for the target, then the difficulty is raised by 1
to 4 points, depending on the strength of the feeling, and the
degree of reciprocation. Note that these feelings can be positive
or negative. Utter loathing for a target can cloud the Assamites
mind as effectively as love.
HERESY
"Just wait until you touch the 'Pernicious Poem Place'!
Oooh, you'll be sorry then!"
- Calvin, Calvin and Hobbes
Not all Assamites make use of the philosophy of the Assamites.
Indeed, it is believed that some Assamites follow Paths similar to
the Path of Caine found amongst the Sabbat. The Elders have no
problem with this. So long as one is loyal to the Clan, and to the
goals of the Clan, then how you go about it is your own business.
However, there has developed over the centuries a movement within
the Assamites which is viewed as inimical to the goals of the Clan.
This underground faction espouses the position that the Assamites
should not be the assassins of the dead, rather they should be the
defenders and warriors of the Kindred, as it is thought they once
were. This of itself is not a problem. The Elders of Alamut are
tolerant as to what Assamites do when not assassinating. What is a
problem is that these separatists dispute the existence of Caine,
and suggest that the quest of ascending to Caine by raising ones
generation is bankrupt, and a perversion of the understanding of
Golconda. Understandably, in such a fundamentalist Clan, this
suggestion does not go down well.
It is believed that the Separatists have developed their own
philosophy with respect to noble warfare, that works much as the
Assamite Philosophy does. The Elders of Alamut have made repeated
efforts to eradicate the movement where ever it was found. However,
their efforts have never been completely successful, as the movement
has always risen again after a time. Admittedly, only a small
minority of Assamites are members of this group. Further, very few
other Assamites have ever heard of them, as the Elders make
concerted efforts to keep other Assamites ignorant of the heresy.
While this policy perhaps keeps the number of Separatists to a
minimum, it makes it easier for the Separatists to remain hidden in
the body of normal Assamites.
QUIETUS
"Soon I discovered that this Rock thing was true.
Jerry Lee Lewis was the Devil,
Jesus was an architect previous to his career as a prophet." -
Ministry, Jesus Built my Hotrod
same as the first power of Thaumaturgy. By
means of the emerging spiritual connection beaten the Assamite and
blood, a variety of information about the blood may be gleaned.
Such things as blood concentration, approximate generation and
diseases present may all be learned. The blood must be touched to
learn anything about it. It is by means of this power that
Assamites are rarely deceived as to the payments they receive, as
well as discovering if their clients information of the target was
a little lax.
SYSTEM: The player must roll Perception + Empathy (difficulty 7).
The number of successes determines how much information is received
and how accurate it is.
LEVEL TWO - BODY WRACK
The virulence of the Assamites blood is now sufficient to cause
extreme pain to anyone who takes any of that blood into their
system. The Assamite can actually bring some of their own blood
onto the surface of their palm. If this blood is touched to
another's skin, it is absorbed through their skin, and enters their
system. The Assamite could also add a little of their blood to food
or a bevrage which, if consumed, will cause the same effect. In
this case, the blood must be consumed within a few minutes or else
it's potency is lost.
SYSTEM: The Assamite must spend a single blood point, and enter it
into the victim's system in one of the ways described. Once the
blood is in the targets system, the Assamite rolls Stamina +
Empathy at a difficulty of the targets Stamina + Self Control. The
number of success is the size of the dice penalty the target
suffers to all actions due to excruciating pain. Note that the
Assamite can increase the effectiveness of the attempt by
increasing his Stamina with blood. The Assamite can make multiple
attempts to affect the target. Subsequent attempts will replace the
original, if more successes are achieved, or add 1 to the total, if
less or equal successes result. The effect will last for a scene
before the victim's system expunges the toxins. If the target is
able to resist the effect of wound penalties, then they may
similarly resist the effect of Body Wrack separately from any wound
penalties. A frenzying vampire, for example, can subtract it's
Stamina from the number of the dice penalty from Body Wrack, in
addition to subtracting it's Stamina from wound penalties in the
usual way.
LEVEL THREE - BLOOD AGONY
A character with this power can use his blood to cause aggravated
wounds. The blood is used to coat a weapon like a sword, a knife or
even fingernails. The weapon does damage normally, but each wound
thus caused is an aggravated one.
SYSTEM: For every blood point the character spends to coat the
weapon, it will do aggravated damage on a number of hits equal to
the rate the character can spend blood points per turn. If an
eighth generation Assamite were to coat his sword with 3 blood
points, it would be good for 9 successful hits. If a successful hit
results in no damage, it still uses one of the potential
aggravated hits. Note that the amount of blood one can smear on a
weapon depends on the size of the weapon. Fingernails can only
carry 1 blood point, while a sword might carry 4 or 5.
LEVEL FOUR - CRAWLING DEATH
The characters blood is now of such virulence that it can be used
to attack and kill its target directly. By entering some of the
characters blood into the victim's system, in one of the ways
described under Body Wrack, the blood will move through the victim
attacking his system and destroying his blood. This generally kills
any human target, and often puts vampiric targets into torpor.
SYSTEM: As with Body Wrack, the Assamite spends a blood point and
enters the blood into the target, either by touching them with a
blood covered palm, or contaminating their food with the blood. The
Assamite then makes a Stamina + Empathy roll at a difficulty of the
targets Stamina + Self Control. The target can attempt a standard
soak roll to reduce the number of the Assamite's successes. The
number of remaining successes are divided evenly beaten levels of
damage done, and blood points destroyed. Left over successes
destroy blood points.
Each turn after the initial attack, the Assamite makes a new
Stamina + Empathy roll in a identical fashion to that described
above, reflecting the destructive course of the blood through the
victim's body. This continues until the target successfully soaks
all of the Assamites successes made in a single turn, until the
target has lost all their blood points, or until the target dies.
Note that with each passing turn, the target will be suffering from
greater and greater wound penalties, and must generally best the
attack in the first few turns in order to survive.
The Assamite can increase the effectiveness of the attack by
increasing his Stamina with blood, but must do so for the initial
attack. Increasing Stamina after this has no effect on the blood
already in the victim.
Example. The Assamite scores 5 successes on the initial attack, of
which only 2 are soaked. The target takes 1 level of damage and
loses 2 blood points. The next turn, the Assamite scores 3
successes, the target scores 2. The target loses a single blood
point. In the third turn, both Assamite and target score 3
successes. The target is not harmed, and the Assamites blood ceases
it's effect.
As with Body Wrack, the Assamite can make multiple attempts at this
attack. Every successful attempt after the first adds 1 to the
Assamites dice pool in subsequent turns. In the actual turn it is
initiated, if it is more successful than the attack in progress, it
replaces it. If it is less successful, or equally successful, as
the attack in progress, it adds 1 success to the total used that
turn.
LEVEL FIVE - BLOOD SYMPATHY
The character has by now a sufficient spiritual connection with
blood that he can cause other Quietus powers to affect a target
spontaneously, without the need for contact or placing some of his
own blood in the targets system. The Assamite can cause the
targets own blood to exhibit the qualities of the Assamites blood,
which then affect the target normally. Under the right
circumstances, the character could use Taste of Blood, Body Wrack
or Crawling Death. As Blood Agony requires the use of a weapon to
actually instigate it's effect, this power cannot be used
sympathetically.
SYSTEM: In order to use Blood Sympathy the target must be no more
than 20 feet away per point of Perception the Assamite has. The
Assamite must also have line of sight to the target. A target
behind a window is fair game, a target behind a wall is not. The
Assamite then spends a Blood Point and rolls Perception + Empathy
(difficulty of the targets Willpower). The Assamite must achieve at
least as many successes as the level of the power he wishes to use.
Crawling Death would require at least 4 successes. Note that the
Assamite must choose the power he wishes to use sympathetically
before the roll is made.
If the requisite number of successes were rolled, then in the same
turn, or in the turn immediately following, the Assamite can
attempt to use the desired power sympathetically. This power will
have the same cost in Blood Points as normal. However, the rolls
will substitute Perception for physical attributes on all rolls.
Example: The Assamite attempts to use Crawling Death
sympathetically. Spending a Blood Point and rolling Perception +
Empathy, he scores the 4 successes needed, achieving sympathy. The
next turn, he spends another Blood Point and makes the attempt,
rolling Perception + Empathy. If the attack proceeds beyond the
first turn, the Assamite will continue rolling Perception +
Empathy, instead of the usual Stamina + Empathy.
If some of the Assamites blood is already in the victim's system,
although not in the service of any other Quietus power, then the
Assamite need only score a single success on the initial Perception
+ Empathy roll to initiate any Quietus power. Thus an Assamite's
own ghouls are highly susceptible to the use of Blood Sympathy.
Assamites of the Seventh or earlier generations find it easier to
use Quietus powers sympathetically, due to the growing potence of
their own blood. The difference beaten a vampire's Generational
Maximum and 5 is the number of successes less that the vampire
needs to roll to initiate a power, to a minimum of 1. Thus the
Assamite Antediluvian can sympathetically activate any Quietus
power of up to and including the sixth level with only 1 success on
the initial roll, but would need 5 successes to use a Tenth level
power.
OBFUSCATE
"Mmmmmm, waffle run-off!"
- Homer Simpson, The Simpsons
The Discipline of Obfuscate utilised by the Assamites is slightly
different from the discipline used by Camarilla vampires. Assamites
do not learn the first level power "Cloak of Shadows". Instead they
learn a different power, called "Silence of Death". Note that this
is merely contingently so. An Assamite who learns Obfuscate from a
Nosferatu or a Malkavian, for example, would have the "Cloak of
Shadows" power at the first level, as would any Assamites this
individual subsequently taught Obfuscate to. However, virtually all
Assamites learn Obfuscate at Alamut when Embraced, and "Silence of
Death" is by far the more common of the two powers used by
Assamites with Obfuscate.
LEVEL ONE - SILENCE OF DEATH
With this power the Assamite can create a zone from which no sound
may escape. For a minimum of 5 feet around him in every direction
there is complete silence. He could run at full speed, fire a
machine gun or set off 100 pounds of dynamite right where he stands
and no one would hear it as long as the sound was created within
that zone. Note that the character can still hear things going on
outside of this circle of silence, but cannot himself hear anything
going on within the circle.
SYSTEM: For the cost of 1 Blood Point, a zone of 5 feet around the
character is created. For every additional Blood Point spent, the
radius of the zone from the character increases by 5 feet. No roll
is required to achieve this effect. Unlike the case with other
Obfuscate powers, Auspex is of no benefit to counteract the effect
of the "Silence of Death".
ASSAMITES, QUIETUS & BLOOD
"Everybody knows that a Burrow Owl lives
in a hole in the ground.
Why do you think they call it a Burrow Owl anyway?" - Dead Milkmen,
Stuart
Quietus is a reflection of two factors: an Assamites spiritual
connection with blood, and the growing toxicity of the Assamites
own blood. One might think that this last factor would prevent
Assamites from creating ghouls, or feeding their blood to other
Kindred for the purposes of healing. However, the two factors are
interdependent and largely inseparable. The toxicity of Assamite
blood is latent, dependant upon a conscious spiritual connection to
initiate the effects of Quietus, while it is the nature of Assamite
blood, beyond the merely vitriolic, that initiates the capacity for
spiritual awareness in the Assamite.
Thus for most Assamites, their blood is, for all intensive
purposes, normal Kindred vitae, capable of being used by mortals
and Kindred for all the uses other Kindred blood can be put to.
Only by the conscious decision of the Assamite can the vitae take on
it's lethal properties. Evidence of this lies in the fact that
Assamite's can control the effect their blood has on others within
the purview of Quietus. An Assamite with Quietus of level 5 can use
his blood for any of the effects up to and including the fifth
level. He is not merely obliged to exercise only the most potent
effect he has reached, as if his body was nothing more than a store
for more and more concentrated poison.
It was the latent toxicity of the blood, requiring a spiritual
command for release, that the Tremere used to curse the Assamites
into their present state. Attempts to reach "scientific"
explanations for Kindred have been fruitless, and few would argue
the mystical/spiritual nature of Kindred in general. In particular,
the mystical nature of Kindred is contained within their blood, as
the centre of their birth and continued life. What the Tremere
achieved with their curse was a subtle alteration of the Assamites
blood, so that the presence of foreign Kindred blood in the
Assamites system would utilise the mystical properties inherent to
such blood and initiate the same spiritual connection that the
Assamite would normally make voluntarily. The nature of this
command to the Assamite's system was the rapid assimilation of the
foreign blood, followed by it's immediate destruction as it's
mystical potential was released into the Assamite, a release that
causes turbulence and disruption to whatever mystical power it is
that keeps kindred alive. This is why Assamites have found no way
to resist the pain caused by the consumption of Kindred vitae: it
is a spiritual, not a physical, pain, and cannot be soaked.
The inability of Assamites to imbibe Kindred vitae is virtually
total. Even the blood of other Assamites is sufficiently alien and
individual in nature to prevent consumption without repercussions.
The only exception to this rule is the blood of one's immediate
progeny. Assamites are able to drink the blood of Kindred they have
sired, but no other. The blood of an Assamite's own sire is too
potent relative to his own to escape the normal effects, while the
blood of his grand progeny is too weak, and has become sufficiently
individuated to cause pain and damage.
On a related topic, it is often believed by those outside the clan
that Assamites are immune to the effects of each other's Quietus.
This is partially true, although it is not the whole story. An
Assamite attacked with Quietus who takes some other Assamites blood
into their system will suffer the effect of both the Quietus power
as well as the spiritual consequences of having alien vitae in
their system. The Assamites system will then destroy the foreign
blood in the usual way, although at a rate of 1 Blood Point per
turn, rather than all at once. Thus an Assamite who unwittingly
imbibes 3 points of another Assamites vitae, initiating a Body
Wrack, will suffer the full normal effects of Body Wrack, as well
as losing 1 Health level per turn, for a total of 3 turns. At this
point, the Body Wrack disappears, and the assamite ceases to take
damage, all foreign blood having been destroyed. Note that this
only applies in cases where the Assamites system is invaded with
foreign blood. Thus, such powers as Blood Agony, which relies on
the caustic properties of the blood, and Blood Sympathy, which
turns the targets own blood against himself, affect Assamites
normally.
An obvious benefit of this intolerance to Kindred vitae is that
Assamites cannot be Blood Bound, at least in the normal run of
things. All Kindred blood is destroyed far to quickly to have any
effect, and although they can feed from their progeny, a sire
cannot become Blood Bound to his progeny (Vampire, PP 16, last
paragraph, written by someone who should know). It has been
theorised that the vitae of the earliest generations of Kindred is
potent enough that the Blood Bond can be established before the
blood is destroyed by the Assamite's system. This remains a theory,
however, and only the most ancient of Assamites would know for
sure.
The interdependence of blood and spiritual awareness for the
Assamite to use Quietus makes the Discipline an unusual one in
terms of being learnt by non Assamites. The Assamites are created
with the potential for establishing this two way relation by virtue
of the very nature of their blood. Other Kindred are not so
endowed, and Quietus cannot simply be taught by any Kindred who has
it to another who does not. The exact conditions for the teaching
of Quietus to non Assamites is uncertain, as the Assamites
themselves are loath to do so. It is believed, however, that much
like Vicissitude and the Tzimisce, the consumption of Assamite
vitae is necessary at some stage in the learning process. Although
Quietus is not a disease as Vicissitude is often seen to be, the
properties of Assamite blood is internal to the whole use of
Quietus as a Discipline. So the Discipline Quietus is only
regularly found amongst the Assamites, and in the Sabbat, where the
Assamite antitribu have shared their secrets. Outside of these two
groups it is extremely rare. Interestingly, it is not as prevalent
in the Sabbat, except for amongst the Assamite antitribu, as one
might suspect it would be. The reasons for this are not clear (See
"Unity" for more details).
UNITY
An issue that has troubled a few Kindred scholars, in particular
the Tzimisce of the Sabbat, is the inexplicable unity of the
Assamite clan. Although the Assamite clan has been described as a
fundamentalist religion, which explains it's cohesion, it's not a
description that holds up under scrutiny. The Assamites run the
gamut from inhuman killers to virtual pacifists who commit
assassinations. While they seem to be motivated by a quasi
religious appreciation of themselves relative to Caine, this often
does not appear to be a zealous religious conviction, as one would
except with a fundamentalist doctrine. Indeed, it often appears to
be no more than a mild belief they occasionally espouse, which is
even more confusing when one considers the single minded devotion
to a particular death the Assamites display.
Certainly, it is not a philosophical or religious conviction that
holds the Assamites together, for nothing within their codified
beliefs pertains to any such solidarity. Nor, as some have
suggested, is it the apparent alieness of their beliefs that hold
them together, as the only acceptance they will find is with each
other. One might argue the same point of the Sabbat, and no-one
would deny that it is only the Vaulderie that keeps the Sabbat from
exploding, regardless of their inhuman value systems.
The further fact that Assamites cannot be Blood Bound only makes
the situation even more incomprehensible. Prior to the Treaty of
Thorns, it was long suspected that the Assamite clan was a
structure of Blood Bonds, similar to the Tremere. Once the
Assamites were cursed, it was largely believed that the Clan would
fly apart at the seams. Instead, it continued on with scarcely a
ripple, instigating their role as hired killers of Kindred with
amazing speed.
It is the inexplicable unity of the Assamites which particularly
troubles some of the Tzimisce. They wonder why it is that if the
Assamites are unified beyond our ability to understand, and attempt
to purge ant dissident elements that arise in their ranks, such as
the Separatists, then why did they fail to react at all to the
defection of numbers of Assamites to the Sabbat? The Assamite
antitribu have never been anything but unswervingly loyal to the
Sabbat, the Black Hand being the saving grace of the Sabbat Civil
War. No tests that have been tried, no thaumaturgical ritual that
has been cast has revealed any secret control over the Assamite
antitribu, or given any indication that they would betray their
sect. For the more paranoid of the Tzimisce, this does nothing but
heighten their fears. Such fear and speculation serve no purpose
however. Without any sort of evidence, few others in the Sabbat pay
much heed to the fears of the Tzimisce. Such wild speculations as
the spiritual connection the Assamites have with blood, and the
possible latent effects that the Assamite Antediluvian may have
passed on to his or her progeny through their blood, latent
commands and orders waiting like time bombs for the right moment,
are dismissed as groundless ravings
It has been rumoured before that when Gehenna comes, the Assamites
will be the shepherds for the Antediluvians. It may be that the
Sabbat have accepted the shepherds in with the sheep.
ASSAMITES AND THAUMATURGY
"Groovy"
- Ash, Evil Dead II
In pursuit of their single goal of the perfect kill, the Assamites
adopt a wide variety of methods and means, often specialising in
fields such as explosives or poisons or "accidents". One of the
tools found most useful in enacting any number of these preferred
modes is Thaumaturgy, and the enormous range of capabilities it
grants. Amongst the Assamites, Thaumaturgy is slightly more
commonly possessed than amongst Camarilla clans, where the Tremere
jealously guard their secrets. For the Assamites however, there is
a critical difference in the manner in which they learn the
Discipline.
Basically, no Assamite will ever learn the Path of Blood. The Path
of Blood is seen as defiling and polluting the spiritual connection
Assamites have with blood. What this might mean in practical terms
is not known, as no Assamite learns this path. In terms of learning
Thaumaturgy, this limitation requires that any Assamite desiring to
acquire Thaumaturgy must be taught by another Assamite, generally
back at Alamut.
For most Kindred, the learning of Thaumaturgy is accompanied by the
automatic development of the Path of Blood. Obviously Assamites
cannot do likewise. Instead, in ages past, the Assamites developed
a unique Thaumaturgical path that is the automatic path learnt by
all Assamites. This path, described below, is the Path of Inner
Silence. Beyond this path, the most common paths learnt by
Assamites are Movement of the Mind and the Path of Conjuring,
although it is possible to find all of the paths represented in the
Assamite clan.
The restrictions on Thaumaturgy are believed to apply equally to
the Assamite antitribu. In fact it is known that Assamite antitribu
wishing to learn Thaumaturgy will travel to Alamut where they are
taught that which they wish to know, no questions asked.
Originally, the Sabbat was critical of this practise, but the
Assamite antitribu were completely willing to divulge the learning
of the Path of Inner Silence to their fellow Sabbat. Presently,
although the Sabbat disapprove of the practise, they do not oppose
Assamite antitribu from travelling to Alamut. Within the Sabbat,
the vast majority of Thaumaturgy practitioners outside of the
Assamite antitribu have the Path of Blood as their base path. Only
a handful learn Thaumaturgy from the Assamite antitribu, and not
many more learn the Path of Inner Silence at a later date. Not
considering Dark Thaumaturgy paths, it is probably the rarest of
paths practised in the Sabbat.
PATH OF INNER SILENCE
In understanding our awareness of reality, we appreciate that there
is no gap beaten ourselves and our perceptions. To speak of a
notion such as pain, we must speak of experiencing pain, for this
is exactly what pain is. However, the practitioners of the Path of
Inner Silence can achieve a dualism in their perceptions, inserting
a gap beaten their experience and themselves while still
maintaining both. Whether this path actually achieves this end, or
simulates the effect in another manner is a matter of debate.
On a practical level, when this path is learned as the inherent
path of Thaumaturgy, the powers operate as described below.
However, if the path is learnt separately, as other paths are, then
the Thaumaturgy must make a Willpower roll and spend a blood point
in the usual way for the use of Thaumaturgy paths.
1 - Silence of the Lower Senses
At this base level, the path enables the disjunction of the
practitioner from the senses of taste, smell and touch. While still
fully aware of the perceptions of these senses, they are also
distant and unconnected, as though belonging to someone else. Any
effects caused by these sensations are muted by the distance the
Thaumaturgy can achieve.
System: The Thaumaturgy rolls Perception + Meditation (difficulty
8) to determine the duration and extent of the effect. Each success
results in a duration of 1 minute. Each success will also result in
a difficulty shift or a dice pool alteration for all experiences
affecting the senses of taste, smell and touch. Thus the difficulty
of frenzy rolls inspired by the taste or smell of blood, and wound
penalties from injury are decreased by the number of successes
attained. Note that these are only two examples of possible
effects. The storyteller must judge other cases that might arise.
2 - Silence of the Higher Senses
This level of ability is identical to the Silence of the Lower
Senses power, but affects sight and hearing.
System: The roll, difficulty and duration of effect are identical
to Silence of the Lower Senses. Possible examples of the use of
this power are increasing the difficulty of frenzy and rotschrek
rolls. An interesting effect of this power is the ability to see
through a number of levels of Obfuscate equal to the successes
achieved. The dual effect of this power means that while the mind
may be fooled, the eyes are not.
3 - Silence of Unconsciousness
This level of ability is identical to the Silence of the Lower
Senses power, but affects the subconscious.
System: The roll, difficulty and duration of effect are identical
to Silence of the lower Senses. This power primarily effects the
acquisition and effect of derangements. As derangements are largely
role played, the storyteller must judge the degree to which the
derangement can be ignored based on the number of success achieved.
In the acquisition of derangements from botched humanity, frenzy and
rotschrek rolls, the successes gained with this power is the number
of botches that can be ignored, with the removal of all botches
resulting in no derangements gained. This power can also be used to
see through Obfuscate in the manner of Silence of the Higher
Senses. These two effects are cumulative.
In addition, the user is largely disjointed from his own past. This
is not in any paradoxical sense, but rather a disjunction of
association with past events. Such events seem less and less
relevant to the character, appearing to be the memories of another
person. Thus, traumatic memories seem less so, and it is even
possible to re-capture memories lost through trauma. Any other
logical consequences of being separated from one's past must be
decided by the Storyteller on a case by case basis.
4 - Silence of Consciousness
This level of ability is identical to the Silence of the Lower
Senses power, but somehow affects the conscious mind. When asked to
explain how the consciousness can be separate from itself, no
Assamites can provide an explanation. Regardless, the power works
quite well.
System: The roll, difficulty and duration of effect are identical
to Silence of the Lower Senses. Possible examples of the use of
this power are subtracting successes from any Dominate and Presence
used against the Thaumaturgy, ignoring wound penalties and
subtracting the difficulties of frenzy and rotschrek rolls. Note
that effects which double those of earlier powers are cumulative
with the use of Silence of the Lower and Higher Senses.
Silence of Consciousness largely reflects a disjunction of the
character from his present, as Silence of Unconsciousness was a
disjunction from the past. Once again, the Storytellers judgement
on individual cases must be exercised.
5 - Silence of the Spirit
At this ultimate level of the path, the Thaumaturgy can divorce
himself from his soul, and the power that animates him as a
Kindred. While this power requires the judgement of the Storyteller
as to the effect of this, there are two particular effects that
need discussion: the ability of the Kindred to achieve Final Death
at will, and the effect on humanity.
System: The roll, difficulty and duration (where applicable) are
. identical to Silence of the Lower Senses. If the Kindred so
desires . and achieves 4 successes on the roll, they can expire on
the spot . as their soul departs the body. Why they may want to
do this is not . immediately obvious, but if they do so want, they
can. This power can. also be used to reduce the difficulty of
humanity rolls by an amount . equal to successes achieved.
Interestingly though, frequent use of . this capacity will of
itself reduce humanity. This fact seems to . suggest that there
is not the separation of soul and self that this . power is meant
to accomplish, although it is still largely effective . It has been
suggested that the logical nature of this power would . include
the disjunction of the subject from his future, in terms of .
association with future events pertaining to the subject. What the
. hell this might mean is unknown, however nothing recognisable of
such. a kind has been observed, although someone once said that you
can't . get much more disjointed from future events than by
killing yourself .
HIGHER LEVEL QUIETUS
LEVEL SIX
GOUT OF BLOOD: By now, the Assamite has attained sufficient
spiritual connection with his own blood in order to make it move
and flow in certain ways. With Gout of Blood, the Assamite can
vomit forth a stream of blood from his mouth, in order to cover a
target. While not having any other intrinsic potential, the
Assamite can use other powers related to attacking the target, such
as Body Wrack or Crawling Death.
SYSTEM: The Assamite can vomit forth a number of blood points in a
single turn equal to his capacity for spending blood points.
Obviously if the amount vomited equals the Assamites spending
capacity, he will have no points available in that turn to spend on
other characteristics. Medium range for this attack equals the
Assamite's Strength X 5 in feet. Long range is twice this. Note
that Potence adds to this range. The Assamite rolls Dexterity +
Athletics at a difficulty of 7. The attack can be dodged as a
firearm attack, at 1 difficulty easier due to the lower velocity of
the attack. Every success achieved equals two blood points that
have hit the target. It is thus prudent to make several small
attacks rather than a single long attack, where more blood will be
wasted. Further effects depend upon the accompanying power used.
SENSE OF BLOOD (plagiarised from Deird'Re Brooks): This power is a
far more potent version of the First level power, Taste of Blood.
It allows the Assamite to empathically "feel" a Kindred's current
generation, initial generation (before any diablerie or use of the
Thaumaturgy power Blood of Potency), whether the target indeed has
committed diablerie, to which Clan the target belongs, or has
affinity to (in cases where the target is Caitiff, but sired by a
Clan member), as well as all information covered by the power Taste
of Blood, and any other blood related information that one may
think of.
SYSTEM: The Assamite must touch the blood in question, and roll
Perception + Empathy (difficulty 7). The number of successes
determines the amount and accuracy of the information. This power
can be used Sympathetically.
CRAWLING FINAL DEATH: This power works identically to the Fourth
level power Crawling Death, but can result in the deaths of even
Kindred and Garou. It is no more effective against mortals than the
earlier power: dead is dead, after all.
SYSTEM: All rolls made and difficulties are identical to that found
under Crawling Death. However, with this level of power, all damage
inflicted is aggravated, posing a much greater threat to Kindred
and Garou. The destruction of the targets blood is the same in any
case. This power can be used Sympathetically.
LEVEL SEVEN
BLACK BLOOD: An Assamite can now make his blood so total venomous
as to be certainly fatal to any living thing, including Mages and
Garou. It cannot effect Kindred or Faeries. If the Assamite can get
the target to internalise any of the poison in one of the usual
ways, then death is guaranteed.
SYSTEM: The Assamite must use at least a single blood point and get
it into the target, either by raising the blood to the palm of his
hand and making a successful attack, or placing it in the targets
food or in any other way. Once internalised, the target makes a
Stamina roll (difficulty 6), with the number of successes attained
being the number of turns the target has until death.
The target has that long to do something about it. For mortals
there is little that can be done: there is no known antidote to
this attack. Mages and Garou have several avenues open to them.
Various Gifts and Rotes will neutralize the poison, if they have
the time to use them. If it becomes an issue of difficulty, the
poison should be a reasonably difficult one to overcome.
This poison is not a painful one, the target feeling more and more
drowsy and disjointed as the moment of death approaches. This power
can be used Sympathetically.
BLOOD FAN: The Blood Fan is a step up from the Gout of Blood,
allowing the Assamite to physically project his blood out of his
body. In the case of the Blood Fan however, the blood projects at
high velocity out of the skin of the Assamites neck in a 360 degree
circle, affecting not just one, but a number of targets around the
Assamite. Again this power has no intrinsic effect on the targets,
except when used in tandem with another power.
SYSTEM: The Assamite can project a number of blood points up to his
capacity for spending blood points in a single turn. The Assamite
rolls Dexterity + Athletics (difficulty 7). Medium range for the
attack is Strength X 2 in feet, long range is twice this, and
Potence adds to the range. The successes are not divided up, but
apply equally to each target. Targets may attempt to dodge the
attack as a firearm, with a 1 difficulty bonus. Targets the
Assamite cannot actually see receive another 2 difficulty bonus on
their dodge attempt.
Blood Points sprayed are divided equally beaten potential targets,
with any left over going to random targets. Note that no target can
have more than half of the total blood points sprayed allocated to
him, regardless of the number of targets available. For each
success the Assamite achieves against a target, a single blood
point has struck the target. If fewer successes are achieved than
potential blood points allocated to a target, then unused blood
points are wasted. Further effects depend on the accompanying power
used.
EMPTY OF VITAE: This power is largely the same as the Fourth level
Thaumaturgy power, Theft of Vitae, although it is more effective.
It is also different in that it is not some magically translocation
of the blood from one vessel to another, but rather a spiritual
siphoning of that which is important in the blood from the target
to the Assamite. However the effect is just the same.
SYSTEM: The Assamite rolls Intelligence + Empathy. The difficulty
is 6 if the blood is outside of a living (or unliving) entity, or
equal to the targets Willpower otherwise. This can be attempted at
a range of the Assamites Perception X 20 in feet, and the Assamite
must have line of sight to the target. Each success equals two
blood points that have been taken. Unlike Theft of Vitae, it is not
in any way apparent as to whom is stealing ones blood, although it
will be immediately apparent to anyone that something is wrong.
Note that with this power, Assamites can feed on the blood of
Kindred, draining the necessary vitality without the concomitant
spiritual repercussions. They cannot, however, diablerise a
vampiric target with this power.
LEVEL EIGHT
BLOOD MIST: This power represents another step up in an Assamite's
ability to project his blood from his body. However in this case,
the projection takes the form of a slow release of a fine mist of
blood which hangs in a cloud. Once again, this blood has no effect
on others unless used in tandem with another power. This Blood Mist
can be mentally controlled by it's originator, floating with him in
a defensive cloud around him, hanging in a single spot as a nasty
trap, or actively moving to attack others. While the blood is
finely dispersed when in mist form, it is attracted by "living"
things, and converges at a target in sufficient concentration to
take effect.
SYSTEM: The Assamite must build the Blood Mist gradually, spending
no more than a single blood point per turn towards it's creation.
However there is no limit to the total number of blood points that
go towards making a single Blood Mist. Each blood point spent
creates an area of Blood Mist in a cube, with sides of 5 to 10
feet, as chosen by the Assamite. A single Blood Mist must be
comprised of such cubes of equal size. These cubes are arranged in
whatever manner the Assamite desires, such as a 3 X 3 X 1
structure. This may seem artificial, but it helps for game
purposes.
The Blood Mist is not discriminating, and will effect anything
larger than a cat, although the Assamite can choose at the time of
creation to make this bottom level of effect even smaller. Each
time a viable target enters the Blood Mist, a single blood point of
the Mist will converge on the target and effect them with whatever
potential the Mist has been given. Each time this happens, the Mist
will diminish in area by a single cube of the appropriate size. In
this way it is possible for a single target to blunder their way
through the entire Mist and absorb the entire effect.
The Assamite can choose to alter the structure of the Blood Mist at
any time, including the size of each cube. This takes a single turn
to complete. However, he cannot separate an existing Blood Mist
into two or more such Mists. If he wishes to reduce the size of a
Blood Mist he must allow some of it to disperse, at which point
those blood points are lost. The Assamite can also choose to
reabsorb the Blood Mist, being unaffected by his own blood. This
works the same as for any other target moving through the Blood
Mist, although it is discretionary for the Assamite. With each area
traversed the Blood Mist shrinks and the Assamite regains a blood
point. The Assamite can also add to a Blood Mist at any time. A
single Blood Mist has a duration of a single scene, unless the
Assamite retains mental control beyond this point. If after this
point the Assamite drops control, as he will when he goes to sleep
during the day, then the Mist instantly dissipates. Note that while
engaged in active control, the Assamite cannot do much more than
move about and engage in conversation.
In order to gain mental control of the Blood Mist, the Assamite
must have line of sight to the Mist, although range is unimportant.
He then rolls Wits + Empathy (difficulty 6). The number of
successes is the number of turns before the Assamite needs to
attempt to establish control again. The Blood Mist moves at a speed
up to the Assamite's own maximum movement rate.
While an Assamite can create more than one Blood Mist at a time, he
cannot mentally control more than one at a time. If a Blood Mist is
not under active mental control, or the Assamite fails to renew
mental control, it ceases all movement and hovers until control is
again attained.
Blood Mist is unaffected by natural winds, although supernatural
phenomenon are another story. Whenever an Assamites control over a
Blood Mist is contested by a magical wind generated by a Garou's
Gift or a Mage's Rote, then the two play off in a resisted
Willpower contest (each difficulty 7). The one with the most
successes has temporary control, and if either gains 5 more
successes than the other, the other has failed to control the
Blood Mist, and cannot attempt again against that particular Blood
Mist.
CORRODING BLOOD: A particularly insidious power available to
Assamites, Corroding Blood is not used to kill a target, but
permanently cripple them. The vitriolic blood eats away at the
target, burning off parts of their body and causing wounds that
cannot be healed. This affects even Kindred, Garou and Mage with
wounds they cannot recover from.
SYSTEM: Having entered a blood point into the target, the Assamite
rolls Stamina + Empathy at a difficulty of the targets Stamina +
Self Control. Each success gained is a level of damage that cannot
be healed, and can only be soaked with Fortitude (difficulty 8).
However, regardless of the number of successes attained on this
attack, no target can be brought lower than Crippled, which is the
point of saturation of the toxin. The attack will also cause
horrific scarring to the victim, possibly even causing loss of
appendages, blindness, deafness and other such disabilities
(Storyteller's discretion).
Although it is a general rule that such damage cannot be healed, it
seems possible that the use of healing powers greater than the
destructive powers of the Assamite may be effective. The powers of
other ancient Kindred, Salubri, Oracle's and Incarna may be
effective, but would take some effort to seek out. This power can
be used Sympathetically.
MASS BLOOD SYMPATHY: Mass Blood Sympathy allows an Assamite to
achieve the usual Blood Sympathy, but achieve it with a number of
targets simultaneously. Otherwise, it is identical to the Fifth
level power Blood Sympathy.
SYSTEM: The power works identically to Blood Sympathy, only the
Assamite can effect a number of targets equal to his Wits. Only a
single roll is made, and compared to the Willpower of each target.
As with Blood Sympathy, the accompanying power must be chosen
before making the attempt. Those targets for which the Assamite
scores the requisite number of successes are affected, while the
other targets are not. The Assamite must have line of sight to all
potential targets, and must spend an initial blood point for each
target he hopes to achieve sympathy with. In order to activate the
actual sympathetic power, the Assamite need only spend the
requisite number of blood points for the power per target he
actually achieved sympathy with.
LEVEL NINE
SPIRIT BLOOD: By using this power, the Assamite can exercise his
spiritual connection with blood to such a degree that his blood
actually takes on a spirit form, at the discretion of the Assamite.
While it is so constituted, the Assamite cannot use his blood to
affect physical targets, such as mortals, Kindred, Garou and Mages.
However, the Assamites own blood cannot be drained by other Kindred
or by Thaumaturgy and he cannot be diablerised. Additionally, while
his blood is in spirit form, it can be used to affect Ghosts and
spirits in the Umbra, including Garou in the Umbra. Of course,
attacks against Umbra creatures assumes that the Assamite can in
some way perceive them.
SYSTEM: In order to effect the change, the Assamite must
concentrate for a turn and achieve a single success on a
Intelligence + Empathy roll (difficulty 9). The effect lasts as
long as the Assamite desires, even lasting during sleep, but not
torpor. The Assamite will continue to lose a single blood point
each day, and the moment he drinks a single blood point, his entire
blood pool reverts back to its physical state. Attacks made with
Spirit Blood operate normally, with any appropriate substitution of
attributes for the targets.
TRUE BLACK BLOOD: True Black Blood is the same as the Seventh level
power Black Blood, but taken one step further. It will affect any
target at all: mortal, Garou, Mage, Kindred or Faerie. It will even
affect spirits and ghosts, if used in conjunction with the Ninth
level power Spirit Blood.
SYSTEM: This power is otherwise identical as the Black Blood power.
However, if the potency of the poison is a factor in determining
whether a certain power can overcome it, then True Black Blood
should be considered an extremely virulent toxin.
LEVEL TEN
BLOOD OF THE WEEPING WORLD: At this, the theoretical limit of the
Assamite's blood's destructive capabilities, the Assamite can use
his blood to affect all things: living, unliving, animate,
inanimate. Acting like a super acidic agent, the blood causes all
objects to break down to a similar residue. It might be speculated
that just as lower level Quietus powers attack living and spirit
things, Blood of the Weeping World attacks the "life" of reality,
what the Garou might call the Weaver. Certainly the power of such
blood to corrode does not seem to be a factor of the chemical or
atomic composition of the subject corroded: it has no more trouble
corroding diamond than it does wood or even paper. It can even
"corrode" liquids and gases in the same fashion.
SYSTEM: Against "living" targets, this power operates as a
combination of True Black Blood and Corroding Blood, with little or
no chance of countering the effect, and equally little chance of
healing the damage in the unlikely event of survival. Against
inanimate objects, it works as an entopic agent, causing things to
fall apart. A single blood point of this substance will destroy 1
cubic foot of any solid material, regardless of what it might be.
A single blood point will also destroy 8 cubic feet of any liquid
(2 feet cubed), or 27 cubic feet of any gas (3 feet cubed). Note
that the blood does not eat its way through the target, but rapidly
permeates the entire volume before destroying the entire mass in
one go. The entire process takes no more than a single turn.
Being so destructive, the delivery of the blood becomes a matter of
importance. So long as the blood remains in contact with the
Assamite, such as one the palm of the hand, it remains inert.
However the moment such contact is lost, it begins to attack any
substance it is in contact with, attacking a solid before a liquid,
and a liquid before a gas. So smearing the blood on a wall will put
a great hole in it, but will not attack the atmosphere around the
wall. If the Assamite uses such powers as Gout of Blood, Blood Fan
or Blood Mist to project the blood, it will attack the air directly
in front of, or around the Assamite the moment it leaves the
Assamites body. This power can be used Sympathetically.
The consequences of this destruction of matter is left to the
discretion of the Storyteller. It is generally impossible to
suffocate a target by destroying the air around them, or even
rupture their cardio-vascular system due to lack of air pressure,
as the atmosphere around them will rapidly rush in to fill the gap.
Some damage may result from the shockwave produced, although a
significantly large area of gas, or liquid, would need to be
destroyed to precipitate such an effect. More obvious consequences
of the use of this power would be the destruction of machinery, and
compromising the structural integrity of buildings.
The residue that remains after the use of this power is the same in
all cases: a quantity of grey dust and fragments, which are totally
inert, and appear to have no chemical composition or atomic
structure. It is speculated that such residue would make an
extremely potent component in entopic magic and mystical items.
Each "unit" of matter destroyed by a single blood point will yield
about a single small handful of this substance.
Used in combination with the Spirit Blood power, the Blood of the
Weeping World would have a similarly lethal effect on spirit
creatures and spirit substances. For this reason, it should be
noted that this power is not specifically "of the Wyrm" as the
Garou might say. It is not a power of corruption, but total
emptiness and end, and would be just as detrimental to the Wyrm and
it's minions as it would be to the Weaver or the Wyld. Of course,
the Garou would argue that as this is a Kindred power, it is
obviously of the Wyrm ipso facto.
HOUSE OF BLOOD: As a means to escape Final Death, the possessor of
House of Blood can send his spirit from his dying body out to
another specially prepared vessel. The virtually total spiritual
connection beaten the Assamite and his blood allows the Assamites
spirit to maintain its integrity and seek a new host if any of the
Assamites blood remains somewhere in the world. This transfer is
instantaneous and occurs at the moment of the Assamites death.
SYSTEM: The Assamite's vessel must be any living target that has
some of the Assamites own blood in it. Any number of such vessels
can be prepared ahead of time, and the Assamite can choose as to
which vessel it enters at the time of death.
The Assamite need do nothing ahead of time, except insure that
someone somewhere has at least one blood point of the Assamite's
blood in their system. At the moment of the destruction of the
Assamites old body, the Assamite and his intended vessel must
engage in an extended resisted psychic contest. The Assamite rolls
Charisma + Intimidation (difficulty 7) while the target rolls
Willpower (difficulty 7). Each success the Assamite achieves
reduces the targets Willpower pool by 1, which doesn't affect the
targets dice pool. When the target reaches zero Willpower, then
the Assamite has succeeded in occupying the targets body. However,
the Assamite has only 10 turns to achieve this. If the Target can
hold out for the 10 turns, then the Assamite has failed, and goes
on to whatever happens to normal dead Kindred.
Obviously, given the above system, the Assamite is rarely going to
lose such a contest. This is fair enough, considering that we are
talking about an Antediluvian engaged in psychic combat with a
human. However, certain complications can arise in the choice of
vessel, such as a vessel who is actually a mage, or who has true
faith. Such possibilities are too numerous and complicated to
detail their effects here. However, suffice to say that the
Assamite will choose it's vessels very carefully so as to avoid any
such unpleasant surprises. The target will probably be some absolute
nobody in the middle of nowhere in particular, who has little in
the way of Willpower.
Following a successful transfer to the new body, the Assamite will
need several weeks to reach his old potential. All his Physical
Attributes and his Appearance will drop to 1, and all Disciplines
will drop to half their usual rating. These will all rise at the
rate of 1 a week, until they have reached there old level. The
Assamite will have it's old Willpower, Humanity, Virtues,
Abilities, Derangements and so on. Even the Assamite's Appearance
will rise to the old level, although the Assamite will appear as
the vessel did, only much better looking (assuming of course that
the Assamite had a greater Appearance than the vessel).
During this period of recuperation, the Assamite is far more
vulnerable than at any other stage. However, he is protected from
any attempt to locate him via scrying with Auspex or Magic, unless
the one attempting to locate the Assamite knows exactly who the
vessel was. The leap from one body to another throws up sufficient
spiritual "static" to hide the Assamite in his new body. Only the
very most powerful of scryers have any hope of locating the new
Assamite, and one can assume that the Assamite Antediluvian has
plenty of contingency plans to protect himself in the unlikely
event of his
"death".