Clanbook: Assamite
By
Graeme Davis
1995,
66 pages
Offensive accent included free of charge! |
I have a severe bias against the
Assamite clan. When I first started
playing RPGs back in the ‘90s, my group included too many power gamers, and
Clan Assamite is a power gamers wet dream.
The clan’s disciplines, Celerity, Obfuscate, and Quietus, are a wet
dream for any player who wants to make an unstoppable murder machine. The Assamites operate beyond the laws of the
city’s Prince or Primogen. They answer only
to their clan’s leaders (with the obvious exception of the Assamite
antitribu). Most importantly, since most
Assamites follow the Path of Blood, they aren’t held to the normal morals
against killing; instead, they are expected to kill, ruthlessly and efficiently
for their elders. This combination of
factors draws power gamers or just players who want to be “evil” for the sake
of being evil. My bias is based on
disruptive nature of the kind of player who loves to be the evil badass
assassin that murders at will.
However, Clanbook Assamite doesn’t
devolve into glorification of the wet dreams of power gamers, but this book
does contain some powerful artifacts and new powers to tempt those power gamers
who read it. The most surprising element
of this clanbook was a clear and consistent theme of anti-colonialism with
Caine as the original villainous colonist destroying the sanctity of the first
city. Using this theme the book expands
outward taking the Assamite clan and developing it into its own sect, separate
from the rest of Kindred, with its own vocabulary, view on vampire history, and
methodology. Instead of falling into the
trap of making the Assamites another paper thin, evil organization, the clan is
given depth as well as breadth.
This fucking guy turned Africa into a graveyard |
While many other clans have an
idyllic view of the founding of the 13 clans and the utopia of Kindred rule,
the Assamites see a history of invasion and occupation beginning with the
arrival of Caine. Caine entered Enoch,
the first city, and turned the king and queen into vampires like himself. However, Haqim, the Assamite Antediluvian and
the general of the armies of Enoch, saw his king and queen corrupted by the
invader Caine. He slew the king and
queen and took their blood to turn himself into a vampire. He battled Caine but was defeated. Haqim’s most loyal soldiers saved him and
together they traveled into the mountains to wage a war against the monster that
had conquered his home. From the
greatest of his soldiers, Haqim created the Assamites to continue his war for revenge against Caine’s corruption of his city and
king. The Assamites have since sold
their skills as assassins to other Kindred under the theory that they can
doubly profit by gaining Kindred Blood, which they use for an elixir to lower
their generation circumventing the Tremere curse and their clan weakness, and
they can destroy other vampires which they would do regardless.
Without turning this review into a
discussion on colonialism and post colonialism, Clan Assamite’s history of the
Kindred is reminiscent of any number of colonial adventures, whether it’s the
conquest of the Aztecs and Incas by the Spanish conquistadors, the British
colonization of India, the Belgians conquest of Africa, or the Soviet Union’s
war in Afghanistan. Because the
Assamites were regarded as a continuation of racist Middle Eastern stereotypes,
White Wolf needed to offer a more nuanced view of the clan and move them beyond
the stereotype. By creating a history of
colonial conflict from the clan’s founding, Clanbook: Assamite avoids those same stereotypes, and
the author even includes suggested reading material to further enlighten
players about Middle Eastern and Islamic culture.
Revised Edition Assamite |
Of all the clans, the Assamites have
the most strict rules on selecting potential initiates who must be selected by
the Elders of the clan for introduction into a training program that prepares
the initiates for the Embrace and membership in the clan. Potential Assamites are typically drawn from
the ranks of soldiers, freedom fighters, mercenaries, and others with a combat
focus, but specialists such as scholars, scientists, and occultists are also
Embraced rounding out the clan. The clan
itself is hierarchical with the Master, the Old Man of the Mountain, making
decisions alongside a council of Elders, the Du’at, made up of the Assamite
warlord, the Caliph, the chief scholar, the Vizier, and the head priest, the
Amr. Below these are the Silsila or the
clan’s elders. Finally there is the
clan’s rank and file, the Rafiq, and the newly embraced initiates or the
Fida’i. The clan is divided into three
further groups based on their skills:
The Scholars, the Warriors, and the Magi. The expansion of the Assamites beyond just a
clan of assassins allows for a wider variety of potential characters rather
than the usual professional soldiers.
Let's avoid the ninja with big boobs stereotype too, please |
But no matter how rigidly structured
or well-trained a group of assassins may be, without a code of conduct, they
are just a sociopathic cult. The
Assamites code is the Khabar, and it defines the clan’s activities. Loyalty to the clan is the penultimate
decree. Beneath loyalty, the Assamites
value Brotherhood, Honor, Vengeance, Secrecy, Faith and Community. The overlapping values of Loyalty,
Brotherhood, and Community define this deeper view of the clan while Vengeance
against the Kindred who corrupted the First City continues the theme of
anti-colonialism. Also, Clanbook: Assamite introduces players to first mechanics
for the Path of Blood and the morality of the Assamites.
As far as systems and mechanics,
Clanbook: Assamite offers a selection of
the useful and the overpowered.
Alchemical dusts that replicate abilities of the discipline Quietus
offer single use items that can be given as rewards to neonate Assamite
characters that haven’t developed Queitus fully. Kali’s Fang, on the other hand, is a weapon
that always does aggravated damage and can destroy a vampire if it strikes the
vampire’s heart. Kali’s Fang could be
one of the most powerful items in the game, and except for story purposes,
Storytellers shouldn’t let players acquire it.
The new Merits and Flaws provide allies for the Assamite amongst the
Assamite Antitribu or the Marijava ghoul family and enemies amongst the
Assamite Antitribu, the Assamite Elders or the Du’at, the Assamite’s ruling
council. All of these are helpful for explaining
why an Assamite might travel with a coterie.
High
level options for the Assamite’s signature Discipline, Quietus, are given
including two for the sixth rank and one for the seventh rank and one for the
eighth rank. As with all Disciplines
beyond the fifth level, these can be either overpowered or just generally
useful. Some new Thaumaturgy Rituals are
also included. A Level 5 ritual that
turns any artificial light source into a potent weapon that replicates the
effects of sunlight could be overpowering, but the Ritual only last for two to
ten minutes. A level seven ritual also
allows a character to heal aggravated wounds as if they were normal
wounds.
Step 1 is always be sneaky! |
New
Secondary Abilities, weapons, and combat systems are included that expanded on
the Second Edition systems, but these are not useful for groups who have
migrated to the 20th Anniversary Edition. The weapons could be easily brought over into
V20 with little work. However, the existence
of these systems and abilities may offer some suggestions for players who want
to create a character that uses exotic weapons such as a blowgun or
garrote.
Because
of the Assamite’s historic hatred of the other clans, Storytellers will need a
reason why an Assamite has joined a coterie of infidels. The section Leopards Among Jackals offers three reasons methods for a
Storyteller to include Assamites in traditional coteries. The most obvious is Secret Teams where an
Elder would assemble a group of neonates to complete a task. The hiring of an Assamite for such a group
adds combat and stealth ability to this “Dirty Dozen” assembled by a
resourceful Elder.
The
templates section carries a great mix of both stereotypical and unique concepts
for Assamite player characters. The
stereotypes are cut from the same cloth representing the most obvious options
for Assamite characters. The Holy
Warrior, Professional, Mercenary, and Avenger are typical Assamite warriors. On the other hand, the Playboy concept is a
charming thief who uses guile, seduction, and his wits to take advantage of his
victims. Furthest from the archetypal
assassin is the Scholar Template who was a mortal scientist that was hired to
find a cure for the Assamite’s curse; he was eventually Embraced so that he
could continue his work for the clan for centuries to come. And unlike the controlled, ruthless assassins
that populate the ranks of the clan, the Psycho Killer Template is a serial
killer who enjoys the thrill of each new murder. Each of these concepts twists the usual idea
of an Assamite into a unique character.
The struggles to remove racist stereotypes continues |
This clanbook doesn't feature many images outside the of the pages opposite the start of a new chapter and the templates section. Instead images of weaponry, especially knives and bullets provide the interior art. This could be a continuation of the Assamite's theme of eschewing material wealth and favoring personal growth. Another option for the lack of images is the Islamic hatred of idols. Finally, the author could have just wanted to avoid including images of stereotypical Middle Eastern assassins.
Clanbook: Assamite is one of the best of the First
Edition/Second Edition clanbook series because it offers a complete experience,
a clan history, clan beliefs, new mechanics, and great templates. This book expands on the themes of the clan
giving the Assamites both breadth, with all of the new character possibilities and
depth with the inclusion of a history that provides an alternative to the
classic Vampire the Masquerade legends. For
players who always play Assamites, this book is a must have. Storytellers who have that one power gamer
who always plays an Assamite will find this book helpful, too, because of the
added depth given to the clan. Templates
and other mechanics may need adjusting for groups using V20, but that shouldn’t
be too difficult.
Clanbook: Assamite is available at DriveThruRPG as PDF, but unfortunately, there is no listing for Clanbook: Assamite on Amazon currently, so I would suggest checking Ebay.
Had a complicated relationship with this one - while the book was indeed everything positive you said of it, the theme could also engender a sort of "us vs them, all kindred are corrupt" mindset that could be very disruptive to the making of mixed coteries, while previously it was possible to be chill about the Assamite attitude, playing them as something between hitman & bounty hunter.
ReplyDeleteA power gamer that thinks he's actually role-playing by playing a loud freedom fighter/suicide bomber stereotype can be even more bothersome than vanilla power gamer...
That said it's the only bone i even have to pick with the whole book and have some fond memories of actually convincing the STs in a LARP i played in of letting me set up a Mission Impossible-style Assamite cell, with each PC actually faking being from some other clan...fun time that.
Also, trying to think up an Assamite elder of Aztec or Inca origin now. Thanks for that.
The Assamites have always been a draw to power gamers, at least in my experience, but I think the book does a good job of developing the clan. Regardless of the book, players will still try to abuse the Assamite's ideals to power game and diablerize.
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