Assamite
Assassins and judges — Disciplines: Celerity, Obfuscate, Quietus.
The Assamites are the Kindred’s hired killers — and judges, and scholars, depending on which caste you’re dealing with. Based in the mountain fortress of Alamut, they were historically feared by every Sect because they could be contracted to kill any vampire, regardless of political affiliation. The Tremere curse in 1496 put a stop to the assassination contracts, but the clan and its capabilities remain.
Nickname: Assassins, Web of Knives
Sect: Independent (historically); some have joined the Camarilla or Sabbat in various chronicles
In-Clan Disciplines: Celerity, Obfuscate, Quietus
Weakness
The Tremere Curse: In 1496, the Tremere laid a clan-wide curse on the Assamites to stop them from diablering other Kindred (a practice that had made them increasingly powerful and dangerous). The curse has two effects:
Blood addiction: Assamite who consume the vitae of other Kindred (even accidentally) must succeed at a Self-Control roll (difficulty 8) or become addicted, seeking Kindred blood at every opportunity.
Darkening skin: Over time, Assamite flesh grows darker with age and diablerie — elder Assamites are nearly black-skinned, which identifies them and their history visibly. (Note: This aspect of the canon weakness has been handled with varying sensitivity across editions; Storytellers should evaluate its use carefully.)
In V20 chronicles post-1998: The Assamites broke the Tremere curse, though some chose to keep their connection to it or had the curse partially lifted.
Caste System
The Assamites are divided into three castes, each with different functions:
Warrior caste: The assassins. Celerity, Obfuscate, and Quietus specialists. These are the Assamites other Kindred know — the ones who appear from shadows with contracts.
Sorcerer caste: Blood mages who practice Dur-An-Ki (Assamite sorcery, older and differently structured than Thaumaturgy). Scholars and occultists.
Vizier caste: Advisors, scholars, politicians. The Assamites who deal openly with the wider Kindred world.
Clan Culture
Alamut: The clan’s base in the mountains of the Middle East is a fortress that has never been successfully stormed. Every Assamite returns there — the mountain is clan, home, and judgment simultaneously.
The web of judgment: The Assamites do not just kill — they assess. Contracts historically came with conditions: the target must be judged worthy of death. Killing without cause is not Assamite practice.
Roleplaying Notes
Assamite characters in Camarilla games carry the weight of the clan’s reputation — every Kindred who knows what they are assumes they might be a contract killer. Managing that perception while building genuine political relationships is the core challenge.
The blood addiction weakness means that feeding on other vampires, even accidentally, requires careful Willpower management. In cities where Kindred blood is available, this is a constant temptation.
Merits & Flaws
Sectarian Ally (1pt. Merit) — You have a close contact in one of the Kindred sects (Camarilla, Sabbat, or Anarch). They can help you navigate their sect’s politics, but may ask for favors in return.
Thousand Meter Killer (1pt. Merit) — Proven member of the Thousand Meter Club. All sniper-rifle rolls are at −1 difficulty, and you double the normal range of sniper rifles.
Broken Antitribu (3pt. Flaw) — You are an Assamite antitribu who still labors under the Tremere Curse. You cannot commit diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. All Social rolls against other Sabbat members are at +2 difficulty.
Multiple Curses (3pt. Flaw) — In addition to the normal curse of your caste or sect, you suffer one additional Assamite clan curse. Most commonly applies to rare viziers or sorcerers in the Sabbat who carry the Baali Curse alongside their caste-specific curse.
Outcast (2pt. Flaw) — You have rejected the ethos of the caste into which you were Embraced. Your sire and fellow caste members reject you. All Social rolls against members of your caste are at +2 difficulty.
Caste Variant Quietus Powers
Sorcerer and vizier caste Assamites may replace specific Quietus powers with caste variants. When purchasing the power, the player decides which version to take. Combination Disciplines that specify a caste-specific version require only that exact power to be the caste variant; all other Quietus prerequisites may be either version.
Sorcerer Variants
Silence of Death (●) — The sorcerer can still speak within the silence zone. This enables verbal incantations for Assamite Sorcery while the power is active.
Scorpion’s Curse (Scorpion’s Touch ●●) — Instead of a contact poison, the sorcerer places a blood ward on any solid surface (door, floor, object). The ward fades visibly (Perception + Awareness diff 9, or Perception + Investigation diff 7 to detect). It lasts a number of days equal to the sorcerer’s Occult dots. Anyone touching the warded area triggers the Discipline as if the sorcerer had used Scorpion’s Touch directly.
Dagon’s Call (●●●) — As the standard warrior version, but targets the mind rather than the body. Roll Manipulation vs the target’s Intelligence (difficulty: other’s permanent Willpower). Each net success strips temporary Willpower rather than inflicting lethal damage. Additional WP expenditure and continued rolling can strip permanent Willpower dots. A target reduced to zero permanent Willpower becomes a mindless husk.
Baal’s Caress (●●●●) — The sorcerer smears blood over their eyes (1 blood point) to perceive dematerialized spirits for the scene. Additional blood points applied to a melee weapon allow it to strike such targets normally. (A sorcerer who has learned Baal’s Sight as a combination discipline gains the spirit-sight permanently, without cost.)
Taste of Death (●●●●●) — Works exactly as the warrior version, but only affects dematerialized spirits — targeting them as if they were solid material beings.
Vizier Variants
Silence of Death (●) — The vizier can choose who within the silence zone can hear them speak. This enables private communication and delivery of Dominate or Presence commands without bystanders hearing.
Ishtar’s Touch (Scorpion’s Touch ●●) — Instead of a contact poison, the vizier converts blood into a touch-activated narcotic. Spend a variable number of blood points (up to Generation maximum) and roll Willpower (diff 6). On a successful touch, the target rolls Stamina + Fortitude (diff 6); remaining successes determine the effect: the target cannot spend Willpower to resist the vizier’s social or mental manipulation, and all such roll difficulties are reduced by the number of blood points spent (minimum 4). Duration by successes: 1 = one turn; 2 = one hour; 3 = one day; 4 = one month; 5 = one year.
Dagon’s Call (●●●) — As the sorcerer variant above.
Baal’s Caress (●●●●) — On a successful Brawl or Melee strike, the blow deals no damage. Instead, each success on the damage roll strips one temporary Willpower. If all temporary Willpower is depleted, the target is temporarily fully blood-bonded to the vizier for one scene (or the remainder of the night for Tremere, who are unusually vulnerable). During this period the target responds as if they have drunk the vizier’s blood three times. Existing blood bonds allow the target a Resolve roll (diff 7) to resist commands that conflict with their regnant.
Taste of Bliss (Taste of Death ●●●●●) — Instead of acid, the vizier exhales a fine reddish mist. Range: 10 feet per dot of Strength + Potence combined. Hitting requires Stamina + Athletics (diff 6). Roll 2 dice per blood point spent against the target’s current Willpower. Each success strips temporary Willpower; depleting it creates a full blood bond to the vizier until sunrise. Any Willpower loss also counts as one dose for blood bonding purposes.
Caste Weaknesses
The Curse of Obsession — Afflicts the vizier caste. Manifests as Obsessive-Compulsive disorder (V20 p. 434).
The Curse of Prominence — Afflicts the sorcerer caste. Creates an unusually vivid aura marking them as wielders of magical power to anyone using Auspex or comparable mystical senses (V20 p. 434). Some sorcerers view this as a natural aspect of their magical heritage rather than a curse.