V20 LORE OF THE CLANS PDF
David “Lost in Translation” Hill, for helping me keep pace with V20 Dark .. What each listener and reader takes away from a Clan's lore will be. V20 Lore of the Clans - Ebook download as PDF File .pdf), Text File .txt) or read book online. V20 Lore of the Clans of vampire. V20 Lore of the Clans - Lore of the Clans My sire always told me, “There's no instruction manual for PDF + Hardcover Color Book (Premium).
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V20 - Anarchs pixia-club.info, , KB. file, V20 - Beast pixia-club.info V20 - Lore of the pixia-club.info, , KB. file, V20 - of. Lore of the Clans is a sourcebook for Vampire: The Masquerade 20th Anniversary Edition. It is a single volume PDF: $ to each Clan. Revising and updating more classic Vampire: The Masquerade material to V DOWNLOAD PDF. Report this file. Description. Download V20 Lore of the Clans Free in pdf format. Sponsored Ads. Shop Related Products. Ads by Amazon.
I finished up a closed alpha playtest, and got some good feedback. Maybe they left, maybe they died out. You may know it as the Howling Terror. Wild roombas terrorizing the land? It leads to some tension. Are they machines? Are they something else?
But the idea is that the humor acts as a gateway into the weirder and darker aspects of the world. Or is it all technology? Glad to have you here. Meet EddyWebb of Onyx Publishing. Some of them are also animal-based, but some are straight-up weird. Most of the world has been reclaimed by nature, but there are ruins that exist that dogs and other races can explore.
Because I could use some capital to make this game. Some of the other characters are Rex Pyrenees, Sgt. How about Poodles? Size categories of dog. Giants with the head of a dog and a cat. Inky-black shadows that walk on all fours.
Huge eyeless white rats with a taste for dog flesh. These are creatures that are insane, destructive, or otherwise create chaos in the world. Here be monsters. So, the possibilities are endless.
They are bred to look good on laps and not much else. Note: I have owned four pugs. I know how useless they are. I hope it works out as well as I think it will in my head. Everyone has to play a version of one of the pets they actually have.
But one of the big ones is that I ditched XP entirely. And do you use skills? Dabbled with it on a forum, released a first draft, person found an exploit within five minutes of release. And yet, I had the same problem — turns out my healing rules had a really large hole in which clerics could heal for free, forever, without penalty.
So, it happens to everyone. What are you working on, out of curiosity? PDF early releases are great! I can jump between products easily enough. I know officially the timeline is sorta frozen at 2nd Ed, more or less right before Revised. In C. It would be the last time those dogs would dare to act so openly, but our victory was pyrrhic. Even as our warriors and sorcerers brought down the walls of the infamous hell-city of Chorazin, the Baali smote their attackers with a terrible infernal curse.
The warriors were the first and most heavily affected. I like to think that the reliance of the viziers and sorcerers upon reason and rationality was what protected us, and I cannot help but note that the extremist warriors fell to the curse more easily than those who eschewed emotionalism. Regardless, within a century, most of the warriors and a sizeable percentage of the other castes suffered, contaminated with a terrible lust for Cainite blood.
In time, the other Clans would come to think of us as nothing but a depraved Clan who had always thirsted for their blood. They were ready to embrace the hunger imposed by the Baali Curse as just an obstacle on the path to godhood.
Finally, the extremists had a name for their movement: It was against this backdrop that the Crusades came to the Middle East. Despite our differences, the Children united against the intruders. The Islamic Assamites, along with the much smaller cadre of Jewish Assamites, wished to protect the Holy Lands of their religions against Christian. The viziers and sorcerers wished to defend the territories that were our political domains from theft by potential enemies. The Christian Assamites and there were indeed some elected to defer to the will of a majority that gravely outnumbered them and was suspicious of their loyalty.
The Web of Knives, for the most part, reveled fattening themselves on the vitae of European Cainites. Once more, the Children fully immersed themselves in the Jyhad to the point that we would one day direct the heirs of the Prophet to sack fabled Constantinople itself. How Haqim must have wept if he could see it. Nor was the Jyhad limited to the Holy Lands. Warriors in and out of the Web of Knives used atrocities committed by crusaders as pretext for their own forays into Europe, aided by the social upheaval accompanying the Anarch Revolt.
Entire cities were denuded of their Cainite populations, elder and Anarch alike, consumed by our assassins. Our conflicts with the other Clans continued into the fifteenth century C. Even we viziers laughed at this, until the Nosferatu spy was captured in the very heart of Alamut.
The discovery sent a shockwave through the Children. Since time immemorial, Alamut was. After bitter arguments some violent , the Old Man in the Mountain made his decree: We had to obtain peace with the Camarilla. The truth is a secret held only by those four: Al-Ashrad believed that if the Tremere gained access to Heartblood, they might be able to target Haqim himself with a killing curse through his sympathetic link with the Mountain.
Through him, they could enslave or even slay the entirety of the Clan wherever we might hide. Therefore, it was that our representatives bound the entire Clan to the Treaty of Tyre, thereby providing the Tremere with a sympathetic link that let them target us with a less destructive punishment.
In the space of a single night, the Tremere cursed every Assamite to suffer pain and to risk Final Death upon the consumption of Kindred vitae.
The Web of Knives raged. No longer could. For those who did not pursue the Path of Blood, the results of the Tremere Curse were more It effectively neutralized the much more debilitating Baali Curse, and largely defanged those adherents of the Path of Blood who were openly genocidal in their aims. However, those positive benefits were outweighed by the humiliation of our defeat at the hands of the Camarilla.
On the other hand, not all of the Children were victims of the Tremere Curse. Al-Ashrad counseled that undoing the curse would be the work of centuries, but some of the Children, mainly the eldest leaders of the Web of Knives, were impatient. They journeyed in secret to the forgotten ruins of Chorazin and did Al-Ashrad has advised me that I should not ask about the matter, and while I find that condescending, I also find the way he counseled me to be unnerving enough to acquiesce.
Few things in this world frighten the Amr. Suffice it to say that a sizeable contingent of warriors freed themselves from the Tremere Curse, apparently killing the handful of viziers and sorcerers who accompanied them in the process. In doing so, they judged themselves superior to the rest of the Children and washed their hands of us, opting instead to join the nascent Sabbat as the Assamite antitribu.
I am told that the most potent of them rule the Sabbat to this night from the shadows as lords of the socalled Black Hand.
The majority of the warriors remained among the Children. Lacking the ability to freely pursue the vitae of other Cainites, they petitioned the Amr for some way to do so indirectly, and, with some reluctance, he complied. Enough vitae converted in this manner allows a devotee of the Path of Blood to eventually bring himself closer to Haqim in a manner similar to diablerie, but without the soul-damaging side effects. The most disruptive elements of the Web of Knives were gone altogether, having abandoned the Clan to become antitribu.
In this manner, the Children achieved. Constantinople fell, but other predominantly Muslim governments, empires, and caliphates rose in its place. The viziers shaped them as best they could, mainly with the goal of preventing the European vampires from encroaching into our domains. We were as surprised as anyone else was, mortal or Cainite, by that atrocity.
Within months of the attack, America and its allies were dropping bombs. By seeming coincidence, a few of the American bombing campaigns struck our holdings in the affected areas with unusual accuracy. The first clue we had that it was more than mere coincidence came when American forces in Baghdad, due to an apparent communications error, failed to secure the National Museum. As a result, a large number of antiquities were looted, some of which unbeknownst to the kine dated back to the time of the Second City.
While the theft was an embarrassment to the American government, it would be worse if they knew the truth. Our agents who had infiltrated the Americans brought back the bodies of the last few guards to remain at the museum before the looting. They had been burned beyond recognition — not by any conventional incendiary, but by a supernatural attack so obscure that our sorcerers cannot identify its origin.
Her final prophecy was one so horrific that she died from its making. It predicts the rise of the Black Shepherd, one of the sobriquets used by the slumbering Methuselah Ur-Shulgi. It predicts a culling of our Clan. Combined with the mysterious enemy who has used the fog of war to infiltrate our domains, I must assume the worst.
The Assamites must prepare as best we can, even if it means doing the unthinkable. What does it mean to be an Assamite?
A difficult question, for no other Clan is as diverse as the Assamites, and we have never been as much in flux as we are right now. Three distinct bloodlines united under a common identity, plus more bloodlines on the outside looking in.
An independent Clan with close ties to the Sabbat, but whose leaders are considering mass defection to the Camarilla for protection from a rising Methuselah who may not even exist. Two deeply felt and completely incompatible religious movements, plus a plethora of smaller religions chafing under their own lack of Clan influence. A dominant caste completely unsuited to lead the Clan in the modern era, but which does so anyway just because it outnumbers the other two combined.
After millennia of evolution, who are the Assamites tonight? Religion plays a greater role among the Children of Haqim than in any other Clan save, perhaps, the Followers of Set I have not bothered to learn of their ways.
Among the main Clan, the vast majority of our new recruits who joined within the last two centuries were Muslim at the time of their Embrace. A much smaller percentage was ethnically and religiously Jewish in life, and an even smaller cohort is comprised of a wide cross-section of religious views, ranging from Zoroastrianism and pre-Christian and pre-Islamic polytheism among elders to Catholicism, Protestant, and Evangelical Christianity.
While it is not unusual to cling to mortal beliefs for the first few years, most do not have a faith strong enough to survive undeath without breaking or bending. Among Assamites who have been among us long enough to reconsider their faith, barely a plurality still follows the precepts of Islam, though this does include many influential elders. The next largest religious affiliation effectively worships Haqim himself. More accurately, they worship the image of Haqim the Destroyer fashioned by the Web of Knives as a focus for their beliefs — an image at odds with Haqim as most of the elders who were his contemporaries remember him.
A sizeable number of. The latter two are especially common among those Assamites who dwell in India, along with a smaller number of Sikh Assamites. Muslim Assamites typically follow the Five Pillars of Islam, albeit in a manner adapted to the vampiric condition. For example, they observe the custom of Salat, ritual prayer in the direction of Mecca, but the Assamite prays five times during the night instead of the day.
Likewise, Assamites are generally unable to perform the Hajj a pilgrimage to Mecca unless they have permission and assistance from the mysterious vampires who have appointed themselves guardians of that holy city. As those custodians are selective about whom they allow into Mecca, most Muslim Assamites will instead make at least one pilgrimage to Alamut to pray to Allah in the presence of the Well of the Heartblood, a practice the Web of Knives grudgingly tolerates.
Instead of fasting during Ramadan, the Assamite must reduce his blood intake to the minimum needed to avoid torpor and frenzy. Anyone who wishes to contract with the Assamites for assassinations must usually do so through the Silsila, though in cities where an Assamite openly resides, she will usually be willing to facilitate introductions for a fee. No Assamite loyal to the Clan will accept a contract that has not gone through the Silsila. Assassinations of mortal targets are usually paid in cash, although at exorbitant rates: If the target is supernatural or is under the protection of supernatural beings, the price goes up accordingly.
If the client is a vampire, blood is always the price, which the client must bleed into a magically prepared clay vessel while the Assamite watches. The vessel is not a storage medium but a transference device. The blood. The Silsila has a formula by which the relative difficulty of the kill is balanced against a particular quantity and quality of vitae to be paid.
The assassin must tithe ten percent of all payments to his sire, and another ten percent to the Clan. The Vizier collects any money or other material payments for appropriate reinvestment. Occult artifacts go to the Amr, who compensates the assassin as appropriate. Most Assamites know of and at least attempt to follow the laws laid down by Haqim when he founded Alamut. The problems lie in differing interpretations and in disagreement on which laws are most important. Honor the Eldest among you, for he is to rule my House when I am absent.
Most elders are afforded respect by their juniors regardless of caste. The Web of Knives is the exception; its members generally scoff at the idea of acknowledging the Vizier and the Amr as being in any way equal to the Caliph and the Eldest.
Warriors outside the Web of Knives are more respectful to the elders of the other two castes, but even they assume the primacy of the Caliph and the Eldest.
For their part, Tegyrius and Al-Ashrad both recoil from the idea of submitting to an inhuman blood-god like Ur-Shulgi should he arise, no matter how old the Black Shepherd is. Increasingly, those Assamites outside the Web of Knives feel moved to protect mortals from those of us who look upon humans as livestock rather than beings worthy of consideration.
Slay not those of the Blood, for that judgment is for the elder alone. As noted, the Clan is divided on who is and is not of the Blood, with the Web of Knives openly espousing genocide against the other Clans.
Deceive not those of the Blood, for my House is founded on Truth. Truth is subjective. Assamites rarely lie to one another, but neither do they feel compelled to keep those with whom they disagree up to date on their plans. As with the Law of Destruction, a sharp division exists within the Clan on the question of who deserves punishment and what punishments are appropriate.
The Web of Knives demand the ultimate sanction against all vampires outside the Clan for violations against their interpretations of the Laws of Haqim. More humane Assamites look back to the lessons of the wars against the Baali and interpret this as a commandment to fight and punish vampires who prey indiscriminately, or those who truck with demons. The warrior caste represents a majority of our Clan.
Of those, about half joined the Clan through indoctrination into the Web of Knives, while the rest were Embraced according to older traditions. In the latter case, the sire typically chooses a suitable candidate, Embraces her, and then largely leaves her to her own devices with minimal oversight beyond ensuring that she fulfills her tithing obligations to the Clan.
The leader of the warrior caste is the Caliph, usually the oldest and most powerful of the warriors. Personal power is more important to the office of Caliph than age or respect. Any warrior can theoretically challenge a Caliph to a duel of honor for any perceived failure in the performance of his duties. He is a devotee of the corrupt version of the Path of Blood, and since he predates Islam by over six centuries, he has very little respect for either its precepts or its practitioners, an attitude that is the source of his antipathy towards the current Old Man.
In almost five centuries, no one has ever challenged his authority over the warrior caste.
They suffer from the Tremere Curse and the Baali Curse, though the former negates the latter. Should anything ever lift the Tremere Curse, the Baali Curse would immediately affect all warriors. The viziers represent about a third of the Children. There are very few viziers found among the Sabbat, but a sizeable number are Dispossessed.
Viziers fulfill a variety of roles within the Clan. In many ways, they are the Assamite answer to both the Ventrue and the Toreador, and many Dispossessed viziers note with some sadness that they generally get along with those Clans better than they do Assamites of the other two castes. The leader of the viziers is, well, the Vizier. Unlike the Caliph, a democratic vote decides the position of Vizier, after a period of intense politicking and influence peddling.
Once elected, the Vizier serves for a term of 63 years, unless he is removed prematurely through whatever means. Viziers may service multiple terms, but not consecutive ones. The current Vizier is Tegyrius, who is in his third term. For much of the last two centuries, the declining influence of the viziers over the Children of Haqim has demoralized Tegyrius. However, since the invasion of Iraq, he has become galvanized by his firm conviction that the rise of Ur-Shulgi is imminent.
They suffer from the Tremere Curse and the Curse of Obsession. A few viziers have contracted the Baali Curse from their warrior kin.
In such viziers, the Baali Curse often supplants the Curse of Obsession, to which these viziers are usually but not always immune. The remainder of our Clan belongs to the insular sorcerer caste. Both the warriors and the viziers see great value in the power of the sorcerers, but neither group quite trusts them.
Clan legends pertaining to the Baali are just too ingrained for the typical Assamite to be comfortable around someone who can command demons and djinn with a word. As with the viziers, there are very few sorcerers among the Sabbat. There are a few sorcerers among the Dispossessed, but the rarity of the sorcerers and the loneliness of their lifestyle compels them to seek the company of others of their kind. The leader of the sorcerer caste is the Amr, a position that has been synonymous with Al-Ashrad for nearly two-thousand years.
A mage himself for well over five centuries even before his Embrace, Al-Ashrad defines the post of Amr so completely there is only one Assamite of antiquity who is a match for his power. Al-Ashrad is not alone in his origins, as a small but vital percentage of the sorcerers were mortal mages prior to the Embrace. Some of them have even retained connections to their prior occult affiliations, which can occasionally provide valuable intelligence to the Children.
The sorcerers suffer from the Tremere Curse and the Curse of Prominence.
A few sorcerers have contracted the Baali Curse from their warrior kin. In such sorcerers, the Baali Curse usually supplants the Curse of Prominence, but some sorcerers suffer from both. In earlier nights, the Silsila consisted of equal numbers of the three castes, but warriors have dominated it for the last millennium. Naturally, Assamites outside that faction are less respectful of the Silsila, though usually not to their faces. The Silsila also acts as point agency for outsiders who wish to contract with Assamites for assassination purposes.
If a Cainite finds that she needs an Assamite to kill for her and she is not incompetent, she will eventually make contact with the representative of one of the Silsila, who will then contact her for negotiations.
Counterbalancing the Silsila is the Council of Scrolls, an advisory body of fifteen Assamites consisting primarily of viziers and sorcerers, though no ban exists preventing warriors from membership.
Founded at the dawn of the twelfth century C. Its founders were all hardline Assamite warriors who disapproved of the effect that Islam. These founders sought to forge a technique for transitioning new recruits directly from mortal existence into the brutal, blood-soaked world of their new religion.
When one of the Dervishes finds a mortal who is exceptionally skilled at combat, he gives the mortal the opportunity to join the Children. Sometimes, he is even honest enough to say that the alternative is death.
Those who survive long enough to impress their masters become ghouls, and spend more years learning how to kill supernatural beings as easily as other mortals, all while becoming even more devoted to the Web of Knives and the Path of Blood. Typically, this phase of the training lasts for seven years or so, at which point survivors who have proven their loyalty have one final test: Those who succeed receive the reward of the Embrace.
The penalty for failure is self-evident. The Preservationist Conspiracy is a faction so new that it barely has a name. The conspiracy is the brainchild of the Vizier Tegyrius and the Amr Al-Ashrad, both of whom have concluded that the Children of Haqim are doomed so long as they remain on their present course.
The Web of Knives is out of control, and their lust for violence has turned much of the Middle East into a charnel house. They reject both Islam and modernity in favor of a debased ideology that calls for genocide against all Cainites. While the order was founded in the twelfth century C. For most of its existence, the Web of Knives was a small organization, although its political influence was wildly disproportionate to its size. Warrior Assamites who did not belong to the organization nevertheless admired its dedication and intensity.
By the time the Americans invaded Iraq in C. They, in turn, led the next round of recruitment, this time of soldiers who fought in Iraq and Afghanistan as well as particularly skilled terrorists and insurgents. All of them. However, the Web of Knives alone would not be an insurmountable obstacle. What tips the scales towards treason against the rest of the Clan are the clear signs of Baali moving behind the scenes, and the possibility of one of the most terrifying Methuselahs in the world rising to purge the Clan.
Neither Tegyrius nor Al-Ashrad has any illusions about which factions are likely targets for purging, nor which faction will lead the purge. Accordingly, desperate measures are necessary to preserve the true legacy of the Children of Haqim. So was born the Preservationist Conspiracy.
At present, the conspiracy includes a bare majority of the viziers and the sorcerers. Those who have demonstrated the most loyalty to the conspiracy and the most political and social acumen have already been sent abroad to form connections, gain allies, and pave the way for more refugees if and when the Final Nights begin. Among such forerunners, the viziers and the sorcerers gravitate towards Camarilla territories. The former have had good luck posing as Toreador.
The latter must usually pose as Caitiff and hope that no one asks too many questions. Many Kindred mistakenly assume that the Assamite antitribu represent a separate bloodline. That is untrue. The antitribu are simply Assamite warriors who are not subject to the Tremere Curse.
Among the Tremere, the conventional explanation for that oddity is that the antitribu had already abandoned their Clan before the curse took hold, and thus they were not subject to the sympathetic magic. Among the Assamite sorcerers, more sinister theories hold sway, theories suggesting that those who became the antitribu somehow invoked the power of the Baali to overcome the magic of the Tremere.
There, the Angels of Caine could sate their lust for vitae and their desire to lower their Generation via diablerie without sanction. Few outside the antitribu understand it, but there are really two factions of Assamites in the Sabbat.
The first wave of Assamite antitribu consists primarily of elders who clearly remember their time among the Children. To them, the Sabbat is a means to an end — the destruction of the Camarilla and especially the Tremere so that the rest of the Clan can be freed. In that capacity, those elders became the backbone of the Black Hand, the military generals of the Sabbat.
However, as part of their duties, those Assamite elders were forced to Embrace haphazardly and without opportunity to teach their childer the ways of the Assamite Clan.
They know only that they hunger for the blood of Cainites. This does not endear the antitribu to the Children of Haqim, and vice versa. The Leopards of Zion have come and gone over the centuries.
As long as the Assamites have recruited from the Middle East, they have recruited Jews. As long as there have been Jewish Assamites, there have been Leopards ready to defend their people against whoever would threaten them. The Leopards of Zion are an informal group of loyal Jewish Assamites who invariably support the Jewish people and the State of Israel wherever possible.
Lore of the Clans
This often causes friction between Leopards and Palestinian Assamites, and so the Leopards must tread softly. Currently the group papers over such divisions. Like the Leopards, the Thousand-Meter Club is a social group. Instead of an alliance based on ethnicity, club members unite in their mutual respect for mastery of a single weapon: Membership is extended to any Assamite who successfully assassinates a target from a distance of 1, meters or more without the use of any Disciplines.
The unofficial founder is Sgt. Randy Hopkirk, a U. Marine sniper from Alabama who had over fifty confirmed kills in World War II before his sire selected him for the Embrace. There are no official requirements for joining the Thousand-Meter Club other than a confirmed kill from at least 1, meters.
As a practical matter, however, that usually requires exceptional skill with firearms. The Dispossessed are not really a faction. The term is ancient, and reportedly used after the fall of the Second City to describe Clan members who sought their own destinies instead of journeying with Haqim to Alamut.
Arguably, the Preservationist Conspiracy can be viewed as. A family of inbred ghouls, created by the Assamite Sorcerers of Al-Qayrawan as a method of studying and experimenting after the Assamites encountered the Tzimisce revenants in Europe. Some are merchants and deal with the viziers more than other Assamites, while others still have ties to the sorcerer caste.
Well, not alive. You were definitely dead when you dug yourself out of the grave. They said you were an Assamite, and you were as surprised as anyone was when you survived the Crusade. Once you realized you were a goddamned vampire, you thought about killing yourself.
It was the right thing to do. But before you had the chance, you got into a scrape with the one of the local Camarilla vamps, and you drained the bitch dry. It was better than coke, even better than sex. So you decided that you were probably damned anyway. Contract Assassin You were 14 the first time you killed a man. Granted, it was your own father and it was because you were tired of his disgusting touch in the night. Luckily, for you, someone thought your actions were both justified and skillful.
Your sire was not a part of the Web of Knives, which was why he was even considering a female. You gathered that he wanted to prove a point to his political rivals.
Three years later, he was sufficiently satisfied with your skills with a gun, a knife, a bottle of poison, or your bare hands to receive the Embrace. Crypto-Kabbalist The Leopards have always defended Israel.
Once that meant using swords, then guns, and then jet airplanes. Then, an Assamite sorcerer recruited you to see if it was possible to do Kabbalah-based numerology rituals with computers.
Demon Hunter You were a little girl the first time you saw a djinn well, you thought it was a djinn. He looked at you and giggled. Then he set your parents on fire. You knew differently and devoted yourself to learning everything you could about the djinn, the efrit, and the other evil spirits of the Middle East.
Your studies led you to the Children of Haqim and your devotion as well as your unusual ability to see dematerialized spirits eventually led to the Embrace. Now, you wander Lebanon and Syria as you will, ignoring the violence of the kine in your search for the evil spirits that fatten themselves on it, spirits that you either bind into your service or destroy in the name of Allah and Haqim.
Dispossessed Anarch You never asked for the Embrace, and you certainly never asked to be Embraced as an Assamite warrior. From the start, you wanted nothing to do with your weird Clan of crazy Islamist killers. He taught you just enough to survive, and other Kindred you encountered taught you where to go. A year later, you were in L.
You fought back and helped out as you could, and you even saved the unlife of an important Anarch Baron. He repaid you by bringing you into his crew and by not asking any questions about your occasional use of Quietus. Envoy to the Camarilla In life, you were a Jew whose work with the Danish Resistance led to becoming an Israeli intelligence operative after your post-war emigration.
In death, you discovered that you had joined a Clan that was hostile towards women, towards Westerners, and increasingly towards Jews.
Your fellow viziers were all right, but your parents had told you stories about what it was like in the s before everything went to hell, and you could see the writing on the wall.
Then you asked what you could do to help. You play the part of a. You and women like you fought for Mother Russia and for the Revolution against the Nazis. Your specialty was the sniper rifle, and with over fifty confirmed kills, you were damned good at it. The conflict between the governments bored you, as did the conflict between Sunni and Shia.
You were a soldier, you were paid to kill, and you were good at it. Sometimes, it bothered you when your fellow soldiers looked at you like a monster, but that was their weakness not yours. After the war was over, you mustered out and were looking for work when a man showed up at your home. Without even introducing himself, he spat in your face and then tossed you a knife. Even though you were armed and he was not, he still beat you senseless.
Despite that, he still smiled at you and said you had potential. Then he showed you his fangs and asked whether you wanted to be a killer or a victim. You never hesitated. You never will. Oil Company Executive In life, you were a minor relative of an Arab oil sheik, not connected enough to be wealthy in your own right, but close enough to get a good education, including a business degree from America. More importantly, your reputation as a savvy and ruthless businessman preceded you; so much so, it attracted the attention of a vizier elder who was having some problems grasping the intricacies of the energy sector as it applied to late twentieth century geopolitics.
He needed your. Tonight, you split your time between the boardrooms of Riyadh and the pleasure palaces of Dubai. There are deals to make in both venues. The Seer You were nine when you first had a vision of the future.
You were fifteen when your vision told you how and where you would die. You were seventeen when you vision told you that your death was not your end but your true beginning. You were eighteen and a woman when you left your home in the south of Morocco for Egypt, where you wandered the nights until you found a particular apartment that called out to you. Merits and Flaws Sectarian Ally 1pt. Merit You have a close friend in one of the Kindred sects.
Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement. Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time.
Thousand Meter Killer 1pt. Merit You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle. The difficulty of all rolls associated with sniping is reduced by You also double the normal range when using a sniper rifle as a weapon.
Outcast 2pt. Flaw Your have rejected the ethos of the caste into which you were Embraced. Perhaps you are one of the few viziers or sorcerers to support the Web of Knives or pursue the Path of Blood. Perhaps you are a warrior who has little stomach for combat, preferring instead to be a diplomat or a student of the occult.
Perhaps you made some kind of public spectacle that revealed your disdain for your fellow caste members. Your sire now rejects you, as do the other members of your caste.
Broken Antitribu 3pt. Flaw You are one of those most pitiful things — an Assamite antitribu who still labors under the Tremere Curse. You have pledged yourself to the Sabbat, but you cannot perform diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. Multiple Curses 3pt. Flaw In addition to the normal curse imposed upon you by your caste or sect, you suffer one additional one associated with the Assamite Clan.
In general, the warriors favor these powers for their combat applications. However, a vizier seldom has need to kill an enemy by spitting in his face and a sorcerer even less so.
Accordingly, below are alternate versions of the common Quietus powers available to the vizier and sorcerer castes — only the modifications to the powers listed in V20 are presented here. The player of a vizier or sorcerer character must decide when purchasing the individual power whether to take the traditional version associated with the warriors or the caste-specific version. While this may seem a meaningless distinction, many applications of Assamite Sorcery require verbal incantations, which this power allows the sorcerer to use without drawing attention to herself.
It allows the sorcerer to place a ward on a solid surface such as a door, a section of floor, or even a small object such as a box or a letter. Investigation roll difficulty 7. Mechanically, this power works the same as the warrior version except as follows: Second, instead of inflicting lethal damage, each net success for the Assamite strips the target of temporary Willpower.
If the Assamite spends a Willpower point and continues to roll even after the target has lost all her temporary Willpower, additional successes strip the target of one dot of permanent Willpower.
With this power, the sorcerer can spend one point of blood that he smears across his eyes. For the rest of the scene, the sorcerer can perceive dematerialized spirits and similar creatures as if they were material.
If he spends additional points of blood to coat a melee weapon such as a dagger or sword, that weapon can strike such targets and harm them normally despite their intangibility. More importantly, he can deliver instructions backed by Presence or Dominate without anyone else noticing.
If any successes remain, the power takes effect. While the effect lasts, the target is unable to spend Willpower to resist mental or social manipulation by the vizier, and the difficulties for all rolls by the vizier for such manipulation whether natural or supernatural are reduced by the number of blood points spent, to a minimum of 4. Thus, while the power is active, he can allow one or more people.
Subjugation is much more desirable. The vizier may coat a weapon with her vitae just as the warrior does with her version of this power. However, on a successful strike, the blow does not inflict any damage at all. Instead, success on the damage roll causes the target to. If the target is already bound to another vampire, she may roll Resolve difficulty 7 to resist commands from the vizier that conflict with the wishes of her regnant as she understands them.
Ironically, Tremere, due to their Clan weakness, are particularly vulnerable to this power, and will remain under the effect of the temporary blood bond for the remainder of the night rather than a scene. Instead of spitting out a deadly acid, the vizier softly exhales a fine reddish mist towards the target. The vizier may target someone up to 10 feet 3 meters away per dot of Strength and Potence he possesses.
Each success strips the target of one point of temporary Willpower, and if the target loses all of her Willpower, she treats the vizier as if she has a full blood bond to him until the sun rises. Moreover, if the attack succeeds in causing the target to lose even one point of Willpower, treat the attack as if the target had actually consumed a point of blood for normal blood bonding purposes.
Combination Disciplines If a combination Discipline power lists a caste-specific version of Quietus as a requirement, only the exact power listed must be of the caste type. If no caste-specific version is mentioned, any version of Quietus will suffice as a prerequisite. This power removes the requirement that they do so. Upon learning this power, the sorcerer gains the permanent ability to see dematerialized spirits and the like.
There is no roll and no cost for doing so, and this counts as part of the requirement for the sorcerer version of Taste of Death p. This power costs 18 experience points to learn. While many Assamite elders still know it, Draught of the Soul is useless to those who cannot drink the blood of other Cainites.
The antitribu can still make use of it, however, and if the Tremere Curse is ever lifted, all Assamites will have the potential to drink the memories of their victims instead of just their souls. This power can only be used when an Assamite commits diablerie. These experience points should be kept in a separate pool.
This power costs 27 experience points. The Assamite must touch the target to activate the power. This power can only be used to scry on someone who the Assamite has physically touched, and the connection only lasts for an hour. Such a character automatically realizes the intrusion if the Assamite uses Command From Afar and the control attempt is unsuccessful. This power costs 21 experience points to learn. This counts as activating Celerity for a turn. During this turn, the character may take no action other than selfdefense, but she can defend herself with her full dice pool whether dodging or parrying against every attack made against her on that turn.
This power costs 15 experience points to learn. This power cannot be used in combat but can aid the Assamite in moving with great speed without the debilitating vitae cost of conventional Celerity.
The Assamite spends a number of blood points equal to half his Celerity rating, rounded up. For a number of hours equal to his Fortitude, the Assamite multiplies his normal running speed by his Celerity rating.
This power costs 12 experience points to learn. This power assures the vizier that, no matter. For the remainder of the scene, the difficulty for all rolls to persuade, manipulate, or interrogate a single target through mundane conversation are reduced by the number of successes rolled to a minimum of 4. This power costs 9 experience points to learn. At the beginning of any turn in which the Assamite has activated Celerity and in which her first action is an evasive one, the player may spend an additional blood point to activate Shadow Feint.
For younger Assamites, this is a minor inconvenience — after a century, most Caucasians will look vaguely well-tanned, most Arabs and Middle Easterners will look dusky, and most Africans will have ebony skin. After three to five centuries, the skin tone becomes distinctly unnatural. There are, after all, no ethnicities in the world whose skin tone is literally jet-black, which is common among Assamite elders.
Both of these penalties can be overcome with appropriate levels of Obfuscate. Most Assamites think this curse is an inversion of the minor curse on the other Clans, who generally grow paler as time passes. The Amr, who for some reason is immune to this curse, is of the opinion that the Curse of Growing Darkness was the original curse levied on the Clan by Caine, and that the other various Clan weaknesses came later. The Baali Curse or the Curse of Hunger This curse — an unquenchable thirst for Kindred vitae — currently afflicts only the Assamite antitribu as described in V20, p.
Until the imposition of the Tremere Curse, it afflicted many of the warrior caste and a few members of the vizier and sorcerer caste. Now the curse has spread. Although this curse is presently dormant in mainline Assamites, if the Tremere Curse were lifted, it would likely return with a vengeance.
In such a case, the Curse of Hunger would automatically take root in all warrior caste Assamites. For viziers and sorcerers, suffering this curse on top of their normal caste curses constitutes a three-point Flaw.
The Curse of Obsession This curse afflicts the vizier caste. Its origins are unknown, and it may date back to the Second City. It manifests as an Obsessive-Compulsive disorder as described in V20, p. The Curse of Prominence This curse afflicts the sorcerer caste. It manifests as an unusually vivid aura that marks all sorcerers as having magical power in the eyes of anyone with Auspex or comparable mystic senses, as described in V20, p. It causes Assamites to suffer a deadly allergic reaction to the consumption of Kindred vitae, as described in V20, p.
If Ur-Shulgi rises, it is likely he will lift this curse as his first act. New Dur-An-Ki Ritual: The sorcerer creates an alchemical substitute for vampiric blood, allowing an Assamite who drinks enough to decrease her Generation. The ingredients include a wide variety of chemicals, herbs, and other exotic materials, but the most important ingredient is Kindred blood. For example, an Assamite who sought to reduce her Generation from Eighth to Seventh would need to procure twenty-eight points of blood from Kindred whose own Generation was Seventh or lower.
Regardless of how much vitae that is, the result of the alchemical process will evaporate down into a thick sludgy material that the imbiber must consume in a single attempt. The potion is foul, and requires the imbiber to successfully roll Willpower difficulty 9.
If that roll succeeds, the Assamite must then successfully assimilate the blood into her body. This requires an extended Willpower roll difficulty 9 , seeking 15 successes for a new Generation. Assimilation is so painful and distracting that any attacks made against her during this time face a difficulty of only 2. Part of her was still uma of her attack made it even mor tra The ed. Instead, amazed to be alive about to be raped and probably kil was she t tha e sur felt she ey, burning dragged her into the all etime later with a headache and a som up e wok she n the and k, nec and was a few blocks away there was a sharp pain in her out of the wrong end of the alley red gge sta she ed, Daz.
Then she heard the whistle. She had dodged safe part of Chicag past 51st Street. She now rea e she might well get raped and kil lik ked loo it and r, the ano o int e one encounter only to stumbl actually seemed like bigger ll and that burning in her throat sku her in ng ndi pou t tha w, eho all. Yet som ng thugs. She trio leered at her, and his two bud the of der lea The e.
The boys laughed and igh Ton er. The tin red t wen g hin ryt eve n The se. However, eas , oat thr her n dow ed flow us like a sledgehammer and delicio right up until something that felt She awoke sometime later in another place. The thirst was still there, but weaker and, for the moment, manageable. The pounding in her head was much fainter but still there, as if waiting for the right moment to crank back up again.
She was on a couch in a tasteful yet Spartan apartment. Framed pictures of concert posters covered the wall. Across the room was a young black male who looked to be in his early twenties if not younger, sitting in a leather office chair behind a smart IKEA desk. As Shelly sat up, he set the book aside on top of some other books about Greek philosophy, mainly Aristotle. Or are you gonna frenzy again? I mean, a black guy hitting a white girl just looks bad, you know? Then it was gone.
When were you Embraced? You know, into a vampire? Sometime recently, maybe earlier tonight, some asshole attacked you, bit you on the neck, and made you pass out. Sound familiar? Did you see the vampire who did this to.
Or did he say anything? He was big and wearing a heavy coat. But he did say something. Dre cursed softly. Smiling Jack is my sire too. But he answered all my questions after my Embrac e, and he can do the same for you.
He turned back to Shelly. Accordingly, reliable records about our earliest nights are There are disagreements as to names, dates, genders, and motivations. What I tell you of those nights is merely the most commonly recited fable.
Caine, the first vampire, founded the city of Enoch, and abandoned his childer and grandchilder after the Great Flood destroyed the city. His heirs rebuilt, but conflict broke out in the Second City between those of the Second and Third Generations, with the latter destroying the former. The city fell soon after. At some point during this conflict, the one we call Brujah was slain. Most say one of her Fourth Generation childer, a man called Troile, committed diablerie upon her, but there are other stories saying that Brujah was murdered by the Ventrue Antediluvian and Troile diablerized him in retaliation.
According to those stories, the bloody enmity between the Brujah and the Ventrue dates to that night. Then again, other stories say Troile was the Antediluvian and Brujah his murdering childe or maybe hers, since even the genders of the relative parties are speculative. The early Brujah were considered a Clan of learning, at least according to our collective mythology.
It seems unlikely to me that the entire Clan had such restrained proclivities. Then again, perhaps the earliest Brujah, resentful of our legendary temper, sought to fight against their natural instinct for violence by becoming more intellectual and philosophical. The jewel of the Phoenician Empire, Carthage. The Idealists among us say that it was a utopia in which Kindred and kine lived together in peace and mutual respect.
The Ventrue, unsurprisingly, disagree. Moreover, since the winners write the history books, most mortal historians ascribe to Carthage a lurid culture of human sacrifice, and most Kindred historians accuse Troile of consorting with demons.
The initial conflicts between Carthage and Rome were the sort of military skirmishes that one might expect to flare up between two competing empires sharing spheres of influence. Probably the Malkavians, who infested Rome and spread madness and paranoia in their wake.
Eventually, Rome took the city, burned it to the ground, and salted the earth, supposedly to prevent any Kindred who had melded into the soil from emerging. According to some tales, Troile himself lies buried beneath the Tunisian soil, trapped for eternity. Certainly, he has never made his presence felt in all the nights since. Well, not his physical presence.
Some think our hereditary tendency towards frenzy is a result of a blood-based link to a crazed Clan founder who lies trapped for eternity in agonized hunger beneath the sands of Tunis. The broader effect of the loss of Carthage can be seen in the rise of Roman and therefore Ventrue hegemony. Without Carthage, there was nothing to stop Rome from becoming the dominant socio-political force in Europe, the Middle East, and North Africa. With it came the authoritarian megalomaniacs of Clan Ventrue, who spent the next two millennia convinced that their destruction of Carthage justified their right to rule over all other Kindred.
While in the process of burning Albigensians at the stake over various doctrinal disputes, the Inquisitors discovered to their surprise that some of the Cathars were, in fact, vampires. Upon finding conclusive proof of our existence, Mother Church did exactly what one would expect of a religion that sprang from authoritarian soil fertilized by the Ventrue — they tried to kill us all. For a time, they were quite successful. So much so that the European elders decided to send their own childer to their Final Deaths against the Inquisition in the hopes that once all the foot soldiers were dead, the Church would think the war over.
Understandably, some of those childer balked at dying for such a purpose, but they lacked not just leadership but the ability to articulate a response other than suicidal obedience. As it happened, there were relatively few Brujah Princes in Europe caught in the path of the Inquisition. Our anti-authoritarian bent, combined with the antipathy of the Ventrue and their bootlickers, largely prevented the Brujah elders of the day from achieving temporal power.
Ironically, this was a boon to our Clan during the Inquisition. Barred from the levers of power but still gifted at persuasion and rhetoric, those Brujah found themselves uniquely positioned to offer an alternative course of action to the terrified childer of the other Clans: Just Say No! The Brujah presented young vampires of the other Clans with an idea that had honestly never occurred to them: Defy your sires.
Reject their commands. Live your own unlives free of the dictates of others. Have no ruler. The idea spread so well, a word developed for those Kindred who would have no ruler: While our Clan certainly led the Anarch Revolt, we are not so arrogant as to claim we did everything. The Tzimisce Anarchs defeated the blood bond with a ritual that rescued many potential recruits from slavery.
The Lasombra also played their part, though in a way that even many of the Brujah Anarchs found troubling — they diablerized their own Clan founder — an event that sent shockwaves through the Kindred of Europe, and one soon repeated against the Tzimisce founder. It was a War of Generations, after all, and diablerie was one of the few ways to even the odds between elders and ancillae. However, to every Kindred back then diablerie was the vilest of sins, and cannibalization of two Antediluvians shook the Anarchs even as it galvanized the elders into harsher countermeasures.
Then, one of our own elders, Patricia of Bollingbroke, attacked Hardestadt, one of the most influential Ventrue in Europe, and according to some tales, actually diablerized him. The forces against us were insurmountable no matter how hard we fought, but I chose to believe that in the end, we defeated ourselves. The moral clarity of the Anarch cause was blurred and sullied by the high-profile diableries, and even more so when the Assamites offered us their assistance.
Basically, if we would provide information on the movements and havens of traditionalist elders, the Assamites would remove said elders, claiming their blood in the process. What started out as a movement of noble freedom fighters fell into a disarrayed collection of Judas goats. We were just enslaving them to different masters.
Beset at all sides by the nascent Camarilla, by the Inquisition, by the Assamites, and by bloodthirsty cannibals within our own ranks, the Anarch leaders simply surrendered. The Treaty of Thorns allowed most of us — mainly the ones with no black marks in our auras — to join the Camarilla.
For many of the Revolt, especially those of Tzimisce or Lasombra stock, that was. First, their pride would not allow it. Second, many of them were exuberant diablerists and would never have been accepted. Finally, most of them had become addicted to both the Vaulderie and the taste of elder blood.
Thus, from the ashes of our noble idea, the nightmare of the Sabbat was borne. To this day, the Ventrue point to the Sabbat as an example of why other Kindred should never listen to us. Pompous fuckers. After Thorns, a small percentage of our Clan chose to join the Sabbat as antitribu, but the rest of the Brujah returned to the fold. They see it as a strength, but we know it for what it really is. It guaranteed us all the same rights. It required anyone who had seized our domains to return them to us, while requiring us only to return assets we had seized to our sires or Clan elders, most of whom were Anarchs just like us.You can decide if they are good or bad.
To this day. For the rest of the scene. You were a soldier, you were paid to kill, and you were good at it. I have spoken with many of you before now.
What matters is where we are today and what decisions we make next. He looked at you and giggled.