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.
Magical Addict
(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.
UnBroken
(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.
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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.
Dual-Blooded
(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 charm.
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 Eye Theatre.
Unaging
(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.
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The next few Merits and Flaws were submitted by Szine.
Bloodlined
(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 following Disciplines:
Animalism
Auspex
Celerity
Dominate
Fortitude
Obfuscate
Potence
Presence
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).
Damaged Blood
(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 these Attributes.
Echoes
(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 vampire.
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.