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Descendant of Al-Ashrad

436 bytes added, 18:57, 29 January 2021
fixed some typos, added a few more sentances of flavour text, and altered the "Seed of Evil" feature so the demonic aura marks aren't so easy to remove
'''
Since the foundation of Alamut, the ancient mountain fortress of the Children of Haqim, Al-Ashrad has been the Amr, the leader of the clan's sorcerers, the Amr, and . He has also been at the head forefront of the clanBanu Haqim's effort efforts to break the curse laid upon them by clan Tremere blood (the curse (which has seemingly suceeded been broken in recent nights, though rumours claim Al-Ashrad was not the one behind it). Al-Ashrad was once a mortal mage of great power, believed to be the most powerful of his era who was an ally of Haqim himself. Resentful of this mortal who held such favour with Haqim, a group of Banu Haqim attacked Al-Ashrad but were slain by spells and powerful magical artifacts. This conspiracy caused an argument between Al-Ashrad and Haqim which was only resolved by the mage sacrificing his left eye and arm, and being brought fully into the clan by Haqim's second childer (also rumoured to be a sorcerer of astounding power).
The recent schism of the Banu Haqim caused by religious and idealogical ideological conflicts between clan members was cemented when Al-Ashrad led a score of "moderate" Banu Haqim and led them in an exodus from Alamut. He and other elders have managed to negotiate their entry into the Camarilla and it is rumoured Al-Ashrad has joined the Inner Council. Not all of the former Amr's descendants have left Alamut, but many did, and his grand-childer continue to embrace progeny to train in the Banu Haqim's ancient tradition of sorcery.
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|level1name='''Magus Contractor'''
|level1body=You have made yourself useful to the other Kindred in your city by offering your magical services for sale. At the start of every story, you have a standing offer to ply your trade in exchange for payment; information, money, or other service services equivalent to one temporary dot of an appropriate background. You may also be given additional offers, or you could try to negotiate more contracts for your selfyourself.
|level2name='''Diverging Path'''
|level2body=Despite agreeing with Al-Ashrad’s decision to secede from Alamut, you did not follow him to the Camarilla. You gain one dot of Anarch Status for having the guts to oppose both main factions of your clan, and once per story you can convince your associates among the Camarilla to pass along some insider information (Equivalent to a 2 dot Contact). You may be considered an enemy by any Banu Haqim aligned with the Camarilla or Alamut (individual Haqimites might have differing opinions but their superiors may still send agents after you).
|level5name='''In the Shepherd's Flock'''
|level5body=All who descend from Al-Ashrad are also part of Ur-Shulgi’s lineage, you have taken after the Black Shepherd far more than the former Amr. Choose one of the following.
- '''War Mage:''' Ur-Shulgi singlehandedly turned the tide of the Baali war with his powerful magic, creating tides of blood with his mass slaughter. You have but a shadow of the Black Shepherd's great power but that shadow is a potent one. Any discipline use that causes damage inflicts an additional health level of damage, even if the roll would normally cause no damage one wound is dealt if the power successfully activates and connects with the target. Once per session you may roll an additional Rouse check to deal 3 additional wounds.
- '''Curse Breaker:''' Ur-Shulgi was able is believed to break be the one who broke the Tremere curse on the Assamites , doing so shortly after rising he rose from torpor, you can . You are on the cusp of discovering a way to replicate your ancestor’s greatest great feat on a smaller scale. Once per session you can enact a special Blood Sorcery ritual that temporarily alleviate alleviates a Kindred’s clan Bane (their Bane Severity is reduced as if their Blood Potency was three levels lower for once one scene). You can also use this ritual to remove other curses such as possession, taboos, or even stranger things. Doing so This ritual may require research or special ingredients at the Storyteller’s discretion.
- '''Seed of Evil:''' According to whispered legend, Ur-Shulgi was destined to be a great force of evil and carries infernal corruption within him. If true, this demonic contamination would have been passed on by Ur-Shulgi and may manifest in some of his descendants. You can detect infernalism and demonic creatures by making a Wits + Awareness rolls contested by the target’s Composure + Performance (locations and objects can’t hide from your detection unless they are specifically warded for concealment or to hide their fiendish auras). Additionally, you may draw power from some mysterious demonic source. Once per story you may heal up to 3 levels of Aggravated damage on yourself and reduce your hunger Hunger by 1 level. Your wounds do not heal normally but become dark stone-like scar tissue for the rest of the story, and your aura is marked with demonic emanations until the next time you feedyour Hunger level reaches 5 (even diluted by feeding the infernal aura con only be cleansed by fasting or a purge of the blood).
|author=Enby of Skulls
|othercred=
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