These are the flaws that were published
in Clanbook: Assamite revised, pages 76 and 77. Note that the descriptions
have been summarized - for the full texts you'll have to buy the book.
(3- or 5-pt. Physical Flaw)
Whether through a weak will, a lingering anomaly from your mortal days
or overuse of ritual components like kalif, you have become
addicted to the alchemical psycho-active drugs that some sorcerers use to
focus their blood magic. Going beyond a mere physical or psychological
addiction, this dependence goes so far as to affect your very mastery of
the powers at your command. Your competence with Assamite Sorcery is
dependent on the frequency at which you cater to your addiction.
(3-pt. Supernatural Flaw)
For whatever reason, the Tremere curse was stronger in you than in
most of your clanmates. This was no great liability while all of you were
so afflicted. However, when ur-Shulgi cast the Breaking, the great
ritual's power did not fully cleanse you. You now share your caste's
thirst for Cainite blood - but for you, the very substance you crave is
still a poison.
The following merits were written by Clayton Oliver for Clanbook:
Assamite revised and Libellus Sanguinus III. They didn't make it to the
final print, and as such are unedited and undeveloped. Storytellers are, of
course, free to (dis)allow them in their games.
(4-pt. Supernatural Merit)
You are a throwback to ancient times: the way the Curse has changed
you is proof that all three castes are somehow interconnected by ancestry
and common Blood. You exhibit some of the Discipline affinities of a caste
besides your own, effectively giving you four Disciplines for which you
pay in-clan experience costs. If you are a warrior, you gain Auspex. If
you are a sorcerer, you gain Celerity. If you are a vizier, you gain
Obfuscate. Those Assamites who know what you are hold you in high esteem,
and the more superstitious members of the clan consider you a good luck
However, this blessing does not come without an offsetting curse. You
have manifested the blood-borne weakness of another caste in addition to
that of your own, effectively giving you two clan weaknesses (note that
this requires use of the optional caste weakness rules from the Revised
Clanbook). Warriors receive the sorcerers' pierced concealment, sorcerers
are cursed with the viziers' obsessive dementia, and viziers bear the
vitae addiction of the warriors. You may take this in conjunction with the
Flaw: UnBroken (see the Revised Clanbook), effectively giving you three
clan flaws and a very interesting unlife.
Only Assamite characters may take this flaw. It is available to
Assamites of all castes and political affiliations, including Dispossessed
(but not Assamite-sired Caitiff).
MET: This Merit functions in exactly the same manner in Mind's
(2-pt. Supernatural Merit)
Your skin does not darken as does that of most Assamites. While this
is of little advantage to the average neonate, it will become
progressively more valuable as you grow older. Characters with this Merit
have the same physical appearance as Cainites of other clans - that is,
pale and lifeless - but they do not encounter the typical Assamite social
difficulties after their first few centuries of unlife and they find
passing as a member of another clan much easier. Only an Assamite of tenth
generation or lower may take this Merit, and it is lost if she drinks her
way to ninth generation or higher.
The next few Merits and Flaws were submitted by Szine.
(5-pt Supernatural Merit)
Perhaps your Sire specialized in a non-clan Discipline, or your
Kindred lineage contains an hereditary abnormality. Regardless of the
cause, you find yourself quite proficient in a Discipline uncommon to your
clan, but you are struggling with one of your clan's usual Disciplines.
You can exchange one of your clan Disciplines for any one of the
This Merit allows the exchange of only one Discipline, and you cannot
exchange a Discipline that is considered a clan specialty (such as Quietus
or Assamite Sorcery).
(5- or 7-pt. Supernatural Flaw)
Due to some unknown abnormality during your Embrace your body is incapable
of utilizing the full physical potential inherent to the undead state. As
a result you are unable to learn any of the three physical Disciplines
(Celerity, Fortitude and Potence). You can never possess even a single dot
in any of these Disciplines.
For seven points the damage to your Kindred vitae is so extensive that
you cannot raise your physical attributes either through the use of blood.
No matter how much vitae you spend, you are unable to enhance your
Strength, Dexterity or Stamina. Only through experience can you raise
(1- to 5-pt. Supernatural Flaw) (Adapted from Mage: the Ascension.)
This flaw, appropriate for Assamite sorcerers, flows from the supernatural
nature of these beings. It is degreed from 1 to 5 points and causes
reality around the character to behave unnaturally. If taken for 1 point
the flaw's effect is barely noticed; milk curdles, water whirls in the
other direction that it is supposed to, and similar effects.
For higher levels the effects are more distinct; smoke from a cigarette
flows against the wind, or light breezes permanently accompany the
At the highest levels the flaw is quite severe; things start to
levitate, door swing shut, sweet tastes bitter, shadow falls in the
opposite direction, and so on.
This flaw doesn't create things that don't exist, like hallucinations.
It is reality's recoil from the magical essence of a vampire mage.
This Merit was submitted by Jonathan
(4-pt Supernatural Flaw)
In your past you diablerized an enemy of yours, after doing so their blood
still circulates in your veins for some strange reason. Anyone ingesting
your blood will suddenly gain traits from your old enemy such as hair
color, eye color, facial features, body structure, ect. Depending on the
amount ingested from you.
Embracing someone completely transforms the person into the person you
once diablerized and ghouling someone changes the person in a extreme
Those drinking of you or ingesting your blood not through the Embrace
or Ghoul (such as other kindred) would gain certain traits of the person
depending on how much is taken:
1 Blood Point - mannerisms, gestures
2 Blood Points - Voice of Person
3 Blood Points - Hair, Eyes, Skin Color
4 Blood Points - Height, Weight
5+ Blood Points - Entirely Transformed
Mind you the effects only last as long as the Kindred has the blood in
their body, until dispersed from them they are transformed to this person
you once encountered. This Flaw can also be a slight blessing, and I say
slight because its all its good for. It will discourage anyone who decides
to drink from you and also anyone who is to diablerize you will gain this
flaw yet the person they change others to will be you. Like a disease it
is passed on by carelessness.
The following flaw was submitted by Yves.
(2-pt Supernatural Flaw)
Somehow your vitae isn't suited for the toxic effects of the Quietus
discipline. It takes more effort to transform your blood into poisons and
other offensive substances. All blood point cost for appropriate
Quietus powers are doubled, or their effects are halved.
For example, with Taste of Death each blood point causes one die of
aggravated damage instead of the usual two dice.
The following merit was submitted by Karunama.
(5-pt Supernatural Merit)
(Only available to followers of the Path of Blood) The teachings of Haqim are strong within you, and while you may be unable to resist the temptation of Diablerie, you gain more from it than most Kindred. You are more likely to gain multiple generations, or any at all from those only slightly more powerful than yourself. You also have a strong chance of learning the disciplines of those you diablerie, espescially clan disciplines.
If you have any custom merits and flaws that are particularly appropriate
for Assamite characters, please let me know
and I'll put them on this page.