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Assamite Paths Assamite sorcery paths, like mainstream Thaumaturgy, require the expenditure of one blood point and a Willpower roll, in which the difficulty equals the power's level + three. Failure indicates that the effect does not come to be, while a botch costs the character a permanent Willpower point.
The Assamites are known as the assassins of the Kindred world for a reason. Their viziers provide them with ways to avoid detection that go above and beyond the vampiric Discipline of Obfuscate. Assamite magic can do more than merely blind a person to their presence or confuse a target's senses: Those benefiting from the Path of the Hunter's Winds have learned to do many of the things for which the Nosferatu are infamous, but in a more physical sense. Viziers bestow these gifts on "field" Assamites, making contact in person or through the ritual Reach the Earth or through the use of a talismanic stone created through the ritual Pebble From the Mountain. The subject holds the activation of the power in abeyance until he needs to trigger it; at any one time he can maintain a number of dormant effects equal to his current Willpower. The recipient does not learn if the vizier's magic was successful until he tries to activate the effect.
When this power is employed the recipient can mask or completely alter her scent. The original purpose for this ability was to avoid the hunting dogs of nobles and crusaders, but it proves just as effective at throwing off any Lupines, ghouls or Gangrel who might be following too closely for comfort. System:
The subject can change the color of his skin and the texture as well. If resting against a tree with rough bark, the skin and clothing alike of the Assamite take on the same coloration including any variations and changes to mimic the form. System:
The subject uses this power to blend into virtually any crowd, no matter what size. Anyone seeking the character simply fails to see her, automatically assuming that the Vampire belongs there. System:
The Assamite distorts the perceptions of those around him, so that they experience a distractingly powerful feeling of intoxication. They may enjoy a pleasant hallucination, or may just stand there blissing out, not caring what the Assamite is up to. System:
The Assamite triggering this power can move through solid objects, without being seen or heard. For all intents and purposes, the Assamite becomes intangible. The side effect of this power is that the Assamite cannot affect anything material around her any more than it can affect her. System:
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