Hunter's Winds
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.
1) Scent of Deception
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: Success indicates the Assamite can change or simply negate her scent, making tracking her far more difficulty. Failure means nothing happens, while a botched roll actually amplifies her scent or makes it noticeably offensive.
2) Chameleon's Skin
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: If successful, this power makes the subject is virtually impossible to see (+4 difficulty on all Perception rolls) so long as he remains stationary. Slight movements might be mistaken for the wind, but any sudden change in position negate the effects. The player must roll Perception + Stealth (difficulty 6, or 9 if anyone is actively looking for him) if the character tries to change his environment, such as moving from the tree-camouflage to that of a brick wall. While the texture of the skin changes, it remains skin: No increases or decreases in the character's Stamina occur as a result of this sorcerous power. The ability lasts for one scene.
3) Unassuming Pose
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: If successful, people simply do not notice the Assamite, no matter how hard they might be looking. Observers using technological means of surveillance, like video cameras, can still see him, though. This power lasts for one scene.
4) Whiff of Kalif
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: Any character looking directly at the Assamite as the effect is activated must roll Wits + Alertness (difficulty 7) or face intoxication. Any obvious threat to a character activates his subconscious defense mechanisms and snaps him out of the kalif dream. Otherwise, this power, once activated, lasts for one hour for every success garnered on the activation roll.
5) Ghost Body
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: This power require (sic) three blood points instead of the usual one. Once in the Ghost Body, the subject cannot be seen, heard or touched. Despite the name, this power does not actually place the character within the realms of the dead, and does not allow interaction with the ghosts from the Underworld. Some Assamites have reported seeing very strange things while in this form, however, and most are very cautious about attaining the Ghost Body. Once the character decides to affect the physical world again, she is once again visible and solid. No other Disciplines work while the Assamite uses this power - she may not Dominate anyone, activate Celerity or even use Auspex, if she has it.