The Banu Haqim, sometimes known (ignorantly or disparagingly) as Assamites, are one of the thirteen vampire clans of the World of Darkness. Based in their hidden fortress Alamut in the Middle East, they are traditionally seen by Western Kindred as dangerous assassins and diablerists, but in truth they are guardians, warriors, and scholars who seek to distance themselves from the Jyhad. Throughout their history, they have remained a self-sufficient and independent clan.

Abilities
Disciplines
Celerity
Supernatural quickness and reflexes
Characteristics
■ Type: Physical
■ Masquerade Threat: Medium-High. Most Celerity powers are clearly inhuman, the only saving grace being that they’re very hard to catch on film or photograph.
■ Blood Resonance: Choleric. Fear and utter terror, runners, athletes, amphetamine and alkaloid users, habitual players of first-person shooters, and other twitch games.
Blood Sorcery - Discipline
The use of the Blood to perform magic
Characteristics
Blood Sorcery is a special Discipline in that it both confers powers, like other Disciplines, and also unlocks the ability to perform Rituals up to and including the level the user holds in the Discipline. Ghouls of Blood Sorcerers or thin-bloods drinking from Sanguine temperaments gain temporary access to the Discipline powers, but not to Rituals. Its regular powers seem comparatively weak, but the versatility of the Rituals more than compensates, assuming the user can learn them. At character creation, a player can choose one Level 1 ritual if they have at least one dot in Blood Sorcery. Characters can buy new rituals at the cost of the ritual’s level x 3 experience points. Learning new Rituals during play requires both experience and time. Expect a Ritual to take at least the square of its rating in weeks to learn.
■ Type: Sorcery
■ Masquerade Threat: Low-High.
The individual appearance
of the powers and Rituals in Blood Sorcery varies as widely as their effects.
■ Blood Resonance: Sanguine. Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.
Obfuscate - Discipline
The ability to remain obscure and unseen, even in crowds
Characteristics
Obfuscate powers work through ambient, low-level mesmerism. Observers see the vampire but their minds choose to ignore it. Witnesses unconsciously move out of the way if the user blocks their path and rationalize their behavior if pressed. Obfuscate affects all five senses unless otherwise noted.
The Discipline does have limits: the illusion fails if the observer cannot ignore the user or if the user backs the observer into a corner. A vampire blocking a doorway cannot maintain Obfuscate against someone walking through it. Likewise, violent action jeopardizes the façade, as does actions like raised voices, failed pickpocket attempts, and weapons raised to strike. Whispering without breaking Obfuscate is still possible.
Generally, the Discipline offers no protection against machine surveillance. A human staking out the vampire has a hard time pointing the lens in the right direction, but automatic cameras and other types of detectors can catch them.
A vampire with Sense the Unseen (Auspex 1) can detect Obfuscated characters by rolling Wits or Resolve + Auspex vs Wits + Obfuscate. Anyone can detect an Obfuscated vampire who draws attention to themselves; such observers detect such accidental revelations with a contest of Wits + Awareness (or Resolve + Awareness for an active searcher) vs Wits + Stealth. This also applies to surprise attacks from Obfuscate
– a victim always has a chance to sense the danger a moment before the strike.
■ Type: Mental
■ Masquerade Threat: Low. Avoiding detection is the whole point of this Discipline.
■ Blood Resonance: Melancholic.
The ignored and unseen, the homeless, forgotten, and depressed; spies, pickpockets, excellent servants, roadies and stagehands, and all the background people.