                       AN ALTERNATE VERSION OF QUIETUS




"Soon I discovered that this Rock thing was true.
 Jerry Lee Lewis was the Devil,
 Jesus was an architect previous to his career as a prophet."
 - Ministry, Jesus Built my HotRod



   * Taste of Blood: same as the first power of Thaumaturgy. By means of
   the emerging spiritual connection between the Assamite and blood, a
   variety of information about the blood may be gleaned. Such things as
   blood concentration, approximate generation and diseases present may
   all be learned. The blood must be touched to learn anything about it.
   It is by means of this power that Assamites are rarely deceived as to
   the payments they recive, as well as discovering if their clients
   information of the target was a little lax.

   System: The player must roll Pereception + Empathy (difficulty 7). The
   number of successes determines how much information is received and
   how accurate it is.

   ** Body Wrack: The virulence of the Assamites blood is now sufficient
   to cause extreme pain to anyone who takes any of that blood into their
   system. The Assamite can actually bring some of their own blood onto
   the surface of their palm. If this blood is touched to another's skin,
   it is absorbed through their skin, and enters their system. The
   Assamite could also add a little of their blood to food or a beverage
   which, if consumed, will cause the same effect. In this case, the
   blood must be consumed within a few minutes or else it's potency is
   lost.

   System: The Assamite must spend a single blood point, and enter it
   into the victim's system in one of the ways described. Once the blood
   is in the target's system, the Assamite rolls Stamina + Empathy at a
   difficulty of the target's Stamina + Self Control. The number of
   success is the size of the dice penalty the target suffers to all
   actions due to excrutiating pain. Note that the Assamite can increase
   the effectiveness of the attempt by increasing his Stamina with blood.
   The Assamite can make multiple attempts to affect the target.
   Subsequent attampts will replace the original, if more successes are
   achieved, or add 1 to the total, if less or equal successes result.
   The effect will last for a scene before the victim's system expunges
   the toxins. If the target is able to resist the effect of wound
   penalties, then they may similarly resist the effect of Body Wrack
   seperately from any wound penalties. A frenzying vampire, for example,
   can subtract it's Stamina from the number of the dice penalty from
   Body Wrack, in addition to subtracting it's Stamina from wound
   penalties in the usual way.

   *** Blood Agony: A character with this power can use his blood to
   cause aggravated wounds. The blood is used to coat a weapon like a
   sword, a knife or even fingernails. The weapon does damage normally,
   but each wound thus caused is an aggravated one.

   System: For every blood point the character spends to coat the weapon,
   it will do aggravated damage on a number of hits equal to the rate the
   character can spend blood points per turn. If an eighth generation
   Assamite were to coat his sword with 3 blood points, it would be good
   for 9 successful hits. If a successful hit results in no damage, it
   still uses one of the pontential aggravated hits. Note that the amount
   of blood one can smear on a weapon depends on the size of the weapon.
   Fingernails can only carry 1 blood point, while a sword might carry 4
   or 5.

   **** Crawling Death: The characters blood is now of such virulence
   that it can be used to attack and kill its target directly. By
   entering some of the characters blood into the victim's system, in one
   of the ways described under Body Wrack, the blood will move through
   the victim attacking his system and destroying his blood. This
   generally kills any human target, and often puts vampiric targets into
   torpor.

   System: As with Body Wrack, the Assamite spends a blood point and
   enters the blood into the target, either by touching them with a blood
   covered palm, or contaminating their food with the blood. The Assamite
   then makes a Stamina + Empathy roll at a difficulty of the target's
   Stamina + Self Control. The target can attempt a standard soak roll to
   reduce the number of the Assamite's successes. The number of remaining
   successes are divided evenly between levels of damage done, and blood
   points destroyed. Left over successes destroy blood points.

   Each turn after the initial attack, the Assamite makes a new Stamina +
   Empathy roll in a identical fashion to that described above,
   reflecting the destructive course of the blood through the victim's
   body. This continues until the target successfully soaks all of the
   Assamites successes made in a single turn, until the target has lost
   all their blood points, or until the traget dies. Note that with each
   passing turn, the target will be suffering from greater and greater
   wound penalties, and must generally best the attack in the first few
   turns in order to survive.

   The Assamite can increase the effectiveness of the attack by
   increasing his Stamina with blood, but must do so for the initial
   attack. Increasing Stamina after this has no effect on the blood
   already in the victim.

   Example. The Assamite scores 5 successes on the initial attack, of
   which only 2 are soaked. The target takes 1 level of damage and loses
   2 blood points. The next turn, the Assamite scores 3 successes, the
   target scores 2. The target loses a single blood point. In the third
   turn, both Assamite and target score 3 successes. The target is not
   harmed, and the assamites blood ceases it's effect.

   As with Body Wrack, the Assamite can make multiple attempts at this
   attack. Every successful attempt after the first adds 1 to the
   Assamites dice pool in subsequent turns. In the actual turn it is
   initiated, if it is more successful than the attack in progress, it
   replaces it. If it is less successful, or equally successful, as the
   attack in progress, it adds 1 success to the total used that turn.

   ***** Bloody Sympathy: The character has by now a sufficient spiritual
   connection with blood that he can cause other Quietus powers to affect
   a target spontaneously, without the need for contact or placing some
   of his own blood in the target's system. The Assamite can cause the
   targets own blood to exhibit the qualities of the Assamites blood,
   which then affect the target normally. Under the right circumstances,
   the character could use Taste of Blood, Body Wrack or Crawling Death.
   As Blood Agony requires the use of a weapon to actually instigate it's
   effect, this power cannot be used sympathetically.

   System: In order to use Blood Sympathy the target must be no more than
   20 feet away per point of Perception the Assamite has. The Assamite
   must also have line of sight to the target. A target behind a window
   is fair game, a target behind a wall is not. The Assamite then spends
   a Blood Point and rolls Perception + Empathy (difficulty of the
   target's Willpower). The Assamite must acieve at least as many
   successes as the level of the power he wishes to use. Crawling Death
   would require at least 4 successes. Note that the Assamite must choose
   the power he wishes to use sympathetically before the roll is made.

   If the requisite number of successes were rolled, then in the same
   turn, or in the turn immediately following, the Assamite can attempt
   to use the desired power sympathetically. This power will have the
   same cost in Blood Points as normal. However, the rolls will
   substitute Perception for physical attributes on all rolls.

   Example: The Assamite attempts to use Crawling Death sympathetically.
   Spending a Blood Point and rolling Perception + Empathy, he scores the
   4 successes needed, achieving sympathy. The next turn, he spends
   another Blood Point and makes the attempt, rolling Perception +
   Empathy. If the attack proceeds beyond the first turn, the Assamite
   will continue rolling Perception + Empathy, instead of the usual
   Stamina + Empathy.

   If some of the Assamites blood is already in the victim's system,
   although not in the service of any other Quietus power, then the
   Assamite need only score a single success on the initial Perception +
   Empathy roll to initiate any Quietus power. Thus an Assamite's own
   ghouls are highly susceptible to the use of Blood Sympathy.

   Assamites of the Seventh or earlier generations find it easier to use
   Quietus powers sympathetically, due to the growing potence of their
   own blood. The difference between a vampire's Generational Maximum and
   5 is the number of successes less that the vampire needs to roll to
   initiate a power, to a minimum of 1. Thus the Assamite Antedeluvian
   can sympathetically activate any Quietus power of up to and including
   the sixth level with only 1 success on the initial roll, but would
   need 5 successes to use a Tenth level power.

   ****** Gout of Blood: By now, the Assamite has attained sufficient
   spiritual connection with his own blood in order to make it move and
   flow in certain ways. With Gout of Blood, the Assamite can vomit forth
   a stream of blood from his mouth, in order to cover a target. While
   not having any other intrinsic potential, the Assamite can use other
   powers related to attacking the target, such as Body Wrack or Crawling
   Death.

   System: The Assamite can vomit forth a number of blood points in a
   single turn equal to his capacity for spending blood points. Obviously
   if the amount vomited equals the Assamites spending capacity, he will
   have no points available in that turn to spend on other
   characteristics. Medium range for this attack equals the Assamite's
   Strength X 5 in feet. Long range is twice this. Note that Potence adds
   to this range. The Assamite rolls Dexterity + Athletics at a
   difficulty of 7. The attack can be dodged as a firearm attack, at 1
   difficulty easier due to the lower velocity of the attack. Every
   success achieved equals two blood points that have hit the target. It
   is thus prudent to make several small attacks rather than a single
   long attack, where more blood will be wasted. Further effects depend
   upon the accompanying power used.

   ****** Sense of Blood (plagarised from Deird'Re Brooks): This power is
   a far more potent version of the First level power, Taste of Blood. It
   allows the Assamite to empathically "feel" a Kindred's current
   generation, initial generation (before any diablerie or use of the
   Thaumaturgy power Blood of Potency), wether the target indeed has
   committed diablerie, to which Clan the target belongs, or has affinity
   to (in cases where the target is Caitiff, but sired by a Clan member),
   as well as all information covered by the power Taste of Blood, and
   any other blood related information that one may think of.

   System: The Assamite must touch the blood in question, and roll
   Perception + Empathy (difficulty 7). The number of successes
   determines the amount and accuracy of the information. This power can
   be used Sympathetically.

   ****** Crawling Final Death: This power works identically to the
   Fourth level power Crawling Death, but can result in the deaths of
   even Kindred and Garou. It is no more effective against mortals than
   the earlier power: dead is dead, after all.

   System: All rolls made and difficulties are identical to that found
   under Crawling Death. However, with this level of power, all damage
   inflicted is aggravated, posing a much greater threat to Kindred and
   Garou. The destruction of the target's blood is the same in any case.
   This power can be used Sympathetically.

   ******* Black Blood: An Assamite can now make his blood so total
   venomous as to be certainly fatal to any living thing, including Mages
   and Garou. It cannot effect Kindred or Faeries. If the Assamite can
   get the target to internalize any of the poison in one of the usual
   ways, then death is guaranteed.

   System: The Assamite must use at least a single blood point and get it
   into the target, either by raising the blood to the palm of his hand
   and making a successful attack, or placing it in the target's food or
   in any other way. Once internalized, the target makes a Stamina roll
   (difficulty 6), with the number of successes attained being the number
   of turns the target has until death.

   The trarget has that long to do something about it. For mortals there
   is little that can be done: there is no known antidote to this attack.
   Mages and Garou have several avenues open to them. Various Gifts and
   Rotes will neutralize the poison, if they have the time to use them.
   If it becomes an issue of difficulty, the poison should be a
   reasonably difficult one to overcome.

   This poison is not a painful one, the target feeling more and more
   drowsy and disjointed as the moment of death approaches. This power
   can be used Sympathetically.

   ******* Blood Fan: The Blood Fan is a step up from the Gout of Blood,
   allowing the Assamite to physically project his blood out of his body.
   In the case of the Blood Fan however, the blood projects at high
   velocity out of the skin of the Assamites neck in a 360 degree circle,
   affecting not just one, but a number of targets around the Assamite.
   Again this power has no intrinsic effect on the targets, except when
   used in tandem with another power.

   System: The Assamite can project a number of blood points up to his
   capacity for spending blood points in a single turn. The Assamite
   rolls Dexterity + Athletics (difficulty 7). Medium range for the
   attack is Strength X 2 in feet, long range is twice this, and Potence
   adds to the range. The successes are not divided up, but apply equally
   to each target. Targets may attempt to dodge the attack as a firearm,
   with a 1 difficulty bonus. Targets the Assamite cannot actually see
   receive another 2 difficulty bonus on their dodge attempt.

   Blood Points sprayed are divided equally between potential targets,
   with any left over going to random targets. Note that no target can
   have more than half of the total blood points sprayed allocated to
   him, regardless of the number of targets available. For each success
   the Assamite achieves against a target, a single blood point has
   struck the target. If fewer successes are achieved than potential
   blood points allocated to a target, then unused blood points are
   wasted. Further effects depend on the accompanying power used.

   ******* Empty of Vitae: This power is largely the same as the Fourth
   level Thaumaturgy power, Theft of Vitae, although it is more
   effective. It is also different in that it is not some magically
   translocation of the blood from one vessel to another, but rather a
   spiritual syphoning of that which is important in the blood from the
   target to the Assamite. However the effect is just the same.

   System: The Assamite rolls Intelligence + Empathy. The difficulty is 6
   if the blood is outside of a living (or unliving) entity, or equal to
   the target's Willpower otherwise. This can be attempted at a range of
   the Assamites Perception X 20 in feet, and the Assamite must have line
   of sight to the target. Each success equals two blood points that have
   been taken. Unlike Theft of Vitae, it is not in any way apparent as to
   whom is stealing ones blood, although it will be immediately apparent
   to anyone that something is wrong. Note that with this power,
   Assamites can feed on the blood of Kindred, draining the necessay
   vitality without the concomitant spiritual repercussions. They cannot,
   however, diablerise a vampiric target with this power.

   ******** Blood Mist: This power represents another step up in an
   Assamite's ability to project his blood from his body. However in this
   case, the projection takes the form of a slow release of a fine mist
   of blood which hangs in a cloud. Once again, this blood has no effect
   on others unless used in tandem with another power. This Blood Mist
   can be mentally controlled by it's originator, floating with him in a
   defensive cloud around him, hanging in a single spot as a nasty trap,
   or actively moving to attack others. While the blood is finely
   dispersed when in mist form, it is attracted by "living" things, and
   converges at a target in sufficient concentration to take effect.

   System: The Assamite must build the Blood Mist gradually, spending no
   more than a single blood point per turn towards it's creation. However
   there is no limit to the total number of blood points that go towards
   making a single Blood Mist. Each blood point spent creates an area of
   Blood Mist in a cube, with sides of 5 to 10 feet, as chosen by the
   Assamite. A single Blood Mist must be comprised of such cubes of equal
   size. These cubes are arranged in whatever manner the Assamite
   desires, such as a 3 X 3 X 1 structure. This may seem artificial, but
   it helps for game purposes.

   The Blood Mist is not discriminating, and will effect anything larger
   than a cat, although the Assamite can choose at the time of creation
   to make this bottom level of effect even smaller. Each time a viable
   target enters the Blood Mist, a single blood point of the Mist will
   converge on the target and effect them with whatever potential the
   Mist has been given. Each time this happens, the Mist will diminish in
   area by a single cube of the appropriate size. In this way it is
   possible for a single target to blunder their way through the entire
   Mist and absorb the entire effect.

   The Assamite can choose to alter the structure of the Blood Mist at
   any time, including the size of each cube. This takes a single turn to
   complete. However, he cannot seperate an existing Blood Mist into two
   or more such Mists. If he wishes to reduce the size of a Blood Mist he
   must allow some of it to disperse, at which point those blood points
   are lost. The Assamite can also choose to reabsorb the Blood Mist,
   being unaffected by his own blood. This works the same as for any
   other target moving through the Blood Mist, although it is
   discretionary for the Assamite. With each area traversed the Blood
   Mist shrinks and the Assamite regains a blood point. The Assamite can
   also add to a Blood Mist at any time. A single Blood Mist has a
   duration of a single scene, unless the Assamite retains mental control
   beyond this point. If after this point the Assamite drops control, as
   he will when he goes to sleep during the day, then the Mist instantly
   dissipates. Note that while engaged in active control, the Assamite
   cannot do much more than move about and engage in conversation.

   In order to gain mental control of the Blood Mist, the Assamite must
   have line of sight to the Mist, although range is unimportant. He then
   rolls Wits + Empathy (difficulty 6). The number of successes is the
   number of turns before the Assamite needs to attempt to establish
   control again. The Blood Mist moves at a speed up to the Assamite's
   own maximum movement rate.

   While an Assamite can create more than one Blood Mist at a time, he
   cannot mentally control more than one at a time. If a Blood Mist is
   not under active mental control, or the Assamite fails to renew mental
   control, it ceases all movement and hovers until control is again
   attained.

   Blood Mist is unaffected by natural winds, although supernatural
   phenomenon are another story. Whenever an Assamites control over a
   Blood Mist is contested by a magikal wind generated by a Garou's Gift
   or a Mage's Rote, then the two play off in a resisted Willpower
   contest (each difficulty 7). The one with the most successes has
   temporary control, and if either gains 5 more successes than the
   other, the the other has failed to control the Blood Mist, and cannot
   attempt again against that particular Blood Mist.

   ******** Corroding Blood: A particularly insidious power available to
   Assamites, Corroding Blood is not used to kill a target, but
   permanently cripple them. The vitriolic blood eats away at the target,
   burning off parts of their body and causing wounds that cannot be
   healed. This affects even Kindred, Garou and Mage with wounds they
   cannot recover from.

   System: Having entered a blood point into the target, the Assamite
   rolls Stamina + Empathy at a difficulty of the target's Stamina + Self
   Control. Each success gained is a level of damage that cannot be
   healed, and can only be soaked with Fortitude (difficulty 8). However,
   regardless of the number of successes attained on this attack, no
   target can be brought lower than Crippled, which is the point of
   saturation of the toxin. The attack will also cause horrific scarring
   to the victim, possibly even causing loss of appendages, blindness,
   deafness and other such disabilities (Storyteller's discretion).

   Although it is a general rule that such damage cannot be healed, it
   seems possible that the use of healing powers greater than the
   destructive powers of the Assamite may be effective. The powers of
   other ancient Kindred, Salubri, Oracle's and Incarna may be effective,
   but would take some effort to seek out. This power can be used
   Sympathetically.

   ******** Mass Blood Sympathy: allows an Assamite to achieve the usual
   Blood Sympathy, but achieve it with a number of targets
   simultaneously. Otherwise, it is identical to the Fifth level power
   Blood Sympathy.

   System: The power works identically to Blood Sympathy, only the
   Assamite can effect a number of targets equal to his Wits. Only a
   single roll is made, and compared to the Willpower of each target. As
   with Blood Sympathy, the accompanying power must be choosen before
   making the attempt. Those targets for which the Assamite scores the
   requisite number of successes are affected, while the other targets
   are not. The Assamite must have line of sight to all potential
   targets, and must spend an initial blood point for each target he
   hopes to achieve sympathy with. In order to activate the actual
   sympathetic power, the Assamite need only spend the requisite number
   of blood points for the power per target he actually achieved sympathy
   with.

   ********* Spirit Blood: By using this power, the Assamite can exercise
   his spiritual connection with blood to such a degree that his blood
   actually takes on a spirit form, at the discretion of the Assamite.
   While it is so constituted, the Assamite cannot use his blood to
   affect physical targets, such as mortals, Kindred, Garou and Mages.
   However, the Assamites own blood cannot be drained by other Kindred or
   by Thaumaturgy and he cannot be diablerised. Additionally, while his
   blood is in spirit form, it can be used to affect Ghosts and spirits
   in the Umbra, including Garou in the Umbra. Of course, attacks against
   Umbral creatures assumes that the Assamite can in some way perceive
   them.

   System: In order to effect the change, the Assamite must concentrate
   for a turn and achieve a single success on a Intelligence + Empathy
   roll (difficulty 9). The effect lasts as long as the Assamite desires,
   even lasting during sleep, but not torpor. The Assamite will continue
   to lose a single blood point each day, and the moment he drinks a
   single blood point, his entire blood pool reverts back to its physical
   state. Attacks made with Spirit Blood operate normally, with any
   appropriate substitution of attributes for the targets.

   ********* True Black Blood: True Black Blood is the same as the
   Seventh level power Black Blood, but taken one step further. It will
   affect any target at all: mortal, Garou, Mage, Kindred or Faerie. It
   will even affect spirits and ghosts, if used in conjunction with the
   Ninth level power Spirit Blood.

   System: This power is otherwise identical as the Black Blood power.
   However, if the potency of the poison is a factor in determining
   wether a certain power can overcome it, then True Black Blood should
   be considered an extremely virulent toxin.

   ********** Blood of the Weeping World: At this, the theoretical limit
   of the Assamite's blood's destructive capabilities, the Assamite can
   use his blood to affect all things: living, unliving, animate,
   inanimate. Acting like a super acidic agent, the blood causes all
   objects to break down to a similiar residue. It might be speculated
   that just as lower level Quietus powers attack living and spirit
   things, Blood of the Weeping World attacks the "life" of reality, what
   the Garou might call the Weaver. Certainly the power of such blood to
   corrode does not seem to be a factor of the chemical or atomic
   composition of the subject corroded: it has no more trouble corroding
   diamond than it does wood or even paper. It can even "corrode" liquids
   and gases in the same fashion.

   System: Against "living" targets, this power operates as a combination
   of True Black Blood and Corroding Blood, with little or no chance of
   countering the effect, and equally little chance of healing the damage
   in the unlikely event of survival. Against inanimate objects, it works
   as an entropic agent, causing things to fall apart. A single blood
   point of this substance will destroy 1 cubic foot of any solid
   material, regardless of what it might be. A single blood point will
   also destroy 8 cubic feet of any liquid (2 feet cubed), or 27 cubic
   feet of any gas (3 feet cubed). Note that the blood does not eat its
   way through the target, but rapidly permeates the entire volume before
   destroying the entire mass in one go. The entire process takes no more
   than a single turn.

   Being so destructive, the delivery of the blood becomes a matter of
   importance. So long as the blood remains in contact with the Assamite,
   such as one the palm of the hand, it remains inert. However the moment
   such contact is lost, it begins to attack any substance it is in
   contact with, attacking a solid before a liquid, and a liquid before a
   gas. So smearing the blood on a wall will put a great hole in it, but
   will not attack the atmosphere around the wall. If the Assamite uses
   such powers as Gout of Blood, Blood Fan or Blood Mist to project the
   blood, it will attack the air directly in front of, or around the
   Assamite the moment it leaves the Assamites body. This power can be
   used Sympathetically.

   The consequences of this destruction of matter is left to the
   discretion of the Storyteller. It is generally impossible to suffocate
   a target by destroying the air around them, or even rupture their
   cardio-vascular system due to lack of air pressure, as the atmosphere
   around them will rapidly rush in to fill the gap. Some damage may
   result from the shockwave produced, although a significantly large
   area of gas, or liquid, would need to be destroyed to precipitate such
   an effect. More obvious consequences of the use of this power would be
   the destruction of machinery, and compromising the structual integrity
   of buildings.

   The residue that remains after the use of this power is the same in
   all cases: a quantity of grey dust and fragments, which are totally
   inert, and appear to have no chemical composition or atomic structure.
   It is speculated that such residue would make an extremely potent
   component in entropic magik and mystical items. Each "unit" of matter
   destroyed by a single blood point will yield about a single small
   handful of this substance.

   Used in combination with the Spirit Blood power, the Blood of the
   Weeping World would have a similarly lethal effect on spirit creatures
   and spirit substances. For this reason, it should be noted that this
   power is not specifically "of the Wyrm" as the Garou might say. It is
   not a power of corruption, but total emptiness and end, and would be
   just as detrimental to the Wyrm and it's minions as it would be to the
   Weaver or the Wyld. Of course, the Garou would argue that as this is a
   Kindred power, it is obviously of the Wyrm ipso facto.

   ********** House of Blood: As a means to escape Final Death, the
   possessor of House of Blood can send his spirit from his dying body
   out to another specially prepared vessel. The virtually total
   spiritual connection between the Assamite and his blood allows the
   Assamites spirit to maintain its integrity and seek a new host if any
   of the Assamites blood remains somewhere in the world. This transfer
   is instantaneous and occurs at the moment of the Assamites death.

   System: The Assamite's vessel must be any living target that has some
   of the Assamites own blood in it. Any number of such vessels can be
   prepared ahead of time, and the Assamite can choose as to which vessel
   it enters at the time of death.

   The Assamite need do nothing ahead of time, except insure that someone
   somewhere has at least one blood point of the Assamite's blood in
   their system. At the moment of the destruction of the Assamites old
   body, the Assamite and his intended vessel must engage in an extended
   resisted psychic contest. The Assamite rolls Charisma + Intimidation
   (difficulty 7) while the target rolls Willpower (difficulty 7). Each
   success the Assamite achieves reduces the targets Willpower pool by 1,
   which doesn't affect the target's dice pool. When the target reaches
   zero Willpower, then the Assamite has succeded in occuping the
   target's body. However, the Assamite has only 10 turns to achieve
   this. If the Target can hold out for the 10 turns, then the Assamite
   has failed, and goes on to whatever happens to normal dead Kindred.

   Obviously, given the above system, the Assamite is rarely going to
   lose such a contest. This is fair enough, considering that we are
   talking about an Antedeluvian engaged in psychic combat with a human.
   However, certain complications can arise in the choice of vessel, such
   as a vessel who is actually a mage, or who has true faith. Such
   possibilities are too numerous and complicated to detail their effects
   here. However, sufiice to say that the Assamite will choose it's
   vessels very carefully so as to avoid any such unpleasant suprises.
   The target will probably be some absolute nobody in the middle of
   nowhere in particular, who has little in the way of Willpower.

   Following a successful transfer to the new body, the Assamite will
   need several weeks to reach his old potential. All his Physical
   Attributes and his Appearance will drop to 1, and all Disciplines will
   drop to half their usual rating. These will all rise at the rate of 1
   a week, until they have reached there old level. The Assamite will
   have it's old Willpower, Humanity, Virtues, Abilities, Derangements
   and so on. Even the Assamite's Appearance will rise to the old level,
   although the Assamite will appear as the vessel did, only much better
   looking (assuming of course that the Assamite had a greater Appearance
   than the vessel).

   During this period of recuperation, the Assamite is far more
   vulnerable than at any other stage. However, he is protected from any
   attempt to locate him via scrying with Auspex or Magik, unless the one
   attempting to locate the Assamite knows exactly who the vessel was.
   The leap from one body to another throws up sufficient spiritual
   "static" to hide the Assamite in his new body. Only the very most
   powerful of scyers have any hope of locating the new Assamite, and one
   can assume that the Assamite Antedeluvian has plenty of contingency
   plans to protect himself in the unlikely event of his "death".
