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Banu Haqim

I see youre yet another one of those with delusions about your existence. No matter, that will simply make this much less pleasant for you.
The Childer of Haqim are a covenant of hired killers, spies and assassins. They are among the deadliest of Kindred and their reputation often puts them in the role of bogeyman, next to the most notorious of Acolytes, Belials Brood or even VII. The founders of the covenant lived among the original assassins in the mountain fortress of Alamut. As is expected, the covenant counts most of its members in the Arabic world. The assassins of Alamut have access to the alchemy of Cauldura and the potions and poisons of their trade that make them deadly. History speaks of Alamut, the mountain fortress of the Hassassin, the followers of the old man of the mountain a man named al-Hasan ibn-al-Sabbah and according to Awakened history, a Mastigos. Of an army of fanatics who did not even fear death. Of a heavenly garden and great riches. Of dark secrets and a river of blood. Of the first terrorists and their effect on the world. There that the first Childer of Haqim started their Requiems. In 1258, a few years before the final fall of the original assassins, a coterie of Kindred sent to kill the master of the sect, as some say infiltrated the fortress and before long, the men who put fear in the hearts of Crusaders, faced something beyond their understanding, or power. One by one, the elite spies and hitmen fell. For reasons unknown, one of the Kindred Embraced one of the fallen, known as Haqim, and soon after the attack ended, with the coterie along with the new childe leaving Alamut and a bunch of confused Hassassin behind. All info on Haqims Sire or the coterie is lost but their number is known. Seven. Due to some details in the Covenants origin, there are those who link them to VII, a rumor the Elders of the Childer neither confirm nor deny. As is expected, only a handful of Kindred are insane or determined enough to prove there is a connection between the two.

Members
Open to all Clans, the Covenant urges its members to learn how to use their Disciplines as efficiently as possible. Age is respected but that doesnt mean younger Kindred have no place in the Covenant, after all, foot soldiers are always needed. While new recruits are often mistaken for cold blooded assassins, even they are disciplined enough to not draw too much attention to themselves. Older and wiser Childer, are the ones training the rest and dealing with security. In some cities, no Childe can accept a contract unless his Elders approve it, or simply assign him to it.

Philosophy
Once a Hassassin, always a Hassassin but unlife has a way of changing things more than anybody can imagine beforehand. Because of this, not all the ideals of Hasan can be translated into the realities of the Requiem. This of course does not stop the Elders especially those who were alive during the days of Alamut to keep trying if it worked then, it should work now or so they keep telling themselves. Nobody can Escape Death For the Hassassin, Death was the path to Heaven, to their promised reward, for the Childer of Haqim, Death is well, they are Death actually and even though they will eventually meet Final Death, they are the instruments of death for others. As Death is inescapable, so must they be. Their reputation hints that they take this creed very seriously. Fear is the True Path to Power The Hassassin were spies as well as killers, as such, they were feared by all. Fear, gave them respect, it gave them power. This legacy of fear is one the Elders of the Covenant seek to maintain. Even though Childer often are employed by Princes as Hounds or in similar positions, it is clear that they have their own hidden agenda and more so than other humans, what Kindred do not understand and cannot destroy they fear.

Overview
After the initial attack, Haqim returned to Alamut every few years, to bring into the fold more of his former brethren. In those raids, he often took the childer of his Sires coterie-mates who he trained in the ways of the Hassassin. Those Kindred would later become the founders of the Childer and arguably among the most feared Undying of history. Where they are now is everyones guess, though most believe they are either in Torpor or met Final Death centuries ago. The founders of this Covenant were skilled assassins and spies even before they were Embraced and they kept their tenets and training, refining them and adjusting to their newfound powers.

Rituals and Observances


Traditional to the point of being anachronistic, the Assassins keep the spirit of Alamut alive, centuries after the mountain stronghold fell. Haqim himself and his childer made sure to convert those rituals and practices of the assassins, so that they could work for the undying version, as well as the living. The Garden of Blood Mortals Embraced into the Covenant, undergo a ritual that has its roots in the days of al-Sabbah. Before they awaken undying, they are transferred into a garden with riches, attractive mortals and plenty of blood. They are told they are in Heaven or for the less religious ones, simply a place where they are rewarded for their loyalty. Those already Embraced are asked to drink from drugged mortals and are carried to the Garden before they snap out of it. Stronger than Steel Legend has it that when Hasan requested, his Hassassin took their own lives, just to demonstrate his power over them. A variation of this theme works for the Childer. When the Elders of the Covenant ask, the Childer are expected to meet Final Death by their own hand. In some domains, this only stands for the Childer that failed to complete a contract, or otherwise disgraced the Covenant. After all old and wise Childer claim it is foolish to destroy your best weapons during a war and for the Childer of Haqim, there is always a war.

Rafeek Those bearing this title are the elite assassins of the Covenant, a killers killer. They serve both as bodyguards to Hujja and Viziers alike, as well as to hunt down the most dangerous enemies of the Childer. As is expected, when employed by outsiders, the boon owed to the Covenant is double.

Clans in the Covenant


Daeva One would expect the Succubi to be rather numerous among the Childer thanks to their affinity to physical Disciplines. Their lack of control however, along with the Covenants lack of obvious influence reduce them to shock troops and cannon fodder, with the occasional muscle or bodyguard. That said, many Daeva serve as the Covenants public relations experts and recruiters. Gangrel Feared and respected for their survival skills, many Gangrel find the Childer a Covenant that accepts them as they are, in return they often have to instruct others in their skills and in turn be instructed, becoming more deadly and fearsome. While their feral streak often makes them unpredictable, they are still considered more in control than Daeva. Mekhet By far the most numerous Clan in the Childer, the Mekhets affinity to stealth and secrets makes them ideal for the Childer. It is not surprising that most of the low ranking Childer are Mekhet, or that the same trend shows in the Childer that are known to most Kindred as experts in the field or even more importantly, to those that forever remain in the shadows. Nosferatu Not as numerous as the Mekhet, Nosferatu often find the Childer as the perfect Covenant for them and their skills. Some of the Covenant elders are Haunts and quite skilled at their Clan Disciplines, as well as the secret arts of the Childer and any skills befit an assassin or spy. Ventrue Being kings more than king-makers, Ventrue are most often on the receiving or hiring end of the Childer and rarely among their ranks. So few are the Lords that join the Covenant that elders usually are suspicious of them, as Ventrue are notorious of using everything and everybody to advance their own agenda.

Titles and Duties


The Childer of Haqim, true to the traditions of Alamut, keep the old ranks and titles alive. If someone managed to witness a Childe meeting, he would have a hard time not thinking it is something out of centuries past. Titles, duties, mannerisms, they all point to a time where Alamut still stood and the Hassassin stirred fear in the hearts of their enemies. That said, the chance of an outsider being witness to any inner Covenant ceremony, is next to zero or at least the survival rate is. Hujja This was originally the rank given to al-Sabbah, the old man of the mountain himself. These nights, this rank is given to the eldest Childe in a city and, some speculate, to the head of the Covenant in general, if such a person even exists. The Hujja is responsible for giving out assignments, for approving all contracts and dealing with the other Covenants and local authorities. Vizier As was always the case with those holding that title, a Vizier is an advisor in this case, of the Hujja. If Childer numbers in a city allow, there are six with this title, but even then their role is completely advisory even if they all agree on something, it is the Hujja that has the final say. That said, most wise Hujja listen to their Viziers after all, nobody can escape Death. Amr Caliph The top alchemists of the Covenant, those with this title know all possible applications of Cauldura and are responsible almost exclusively responsible for new solutions. When an Amr Caliph is in a city, he becomes the most important member of the Childer and is protected at all costs.

Factions within the Covenant


There are no known Factions within the Childer of Haqim. This could mean the Elders of the Covenant rule united, or that Kindred simply do not know enough about the assassins.

Bloodlines within the Covenant


Jinn The Jinn are a bloodline of Outcasts from Persia cursed in antiquity by mortal Magi. Refugees from their own domains their line is still being hunted to this night and they are universally feared, loathed and mistrusted by most of Kindred society. Some have found protection under the shadowy aegis of a powerful and respected Mekhet Bloodline called the Ibn Khalil The Judges and wise men western Kindred call the Sons of Khalil while others are nomadic mercenaries feared throughout the night as spies and assassins without equal. They are the immortal equivalent of the Hashashiyyin, the Thuggee and the Shinobi, and

they can strike as if from nowhere and escape without a trace leaving nothing more than blood and ashes in their wake. Sons of Khalil Born from the bloody tears of vengeance the Sons of Khalil are the embodiment of Kindred authority. Able to weigh the unbeating heart of the dead and see their crimes these are the fearsome Judges and Viziers of the night. Cross them at your peril.

False Scent
(Level-One Cauldura Solution) Unfortunately for would-be assassins, their targets often have a small pack of dogs guarding their homes and havens. Fortunately for the Childer of Haqim, this Solution smells exactly like them but more intensely, as to distract, confuse and mislead any dog or tracker based on scent. This Solution is so powerful that scent-wise, whatever is coated with it registers as the user himself, even another person. Additionally, after the next dawn, the scent fades and is even removed from the memory of anybody who took notice of it.

Cauldura

Akin to the Ordo Draculs selection of Blood Solutions, the unique form of Blood Alchemy of the Childer of Haqim employs the mystic abilities of Vitae to grant many different effects to the user. Unlike the Dragons Solutions though, those of the Assassins are not necessarily consumed, but they can be thrown at someone, or even applied on to produce the desired effect. The Blood Potency of the one creating the Solutions does not matter. Cauldura Solutions function much like the rites of Crac and Theban Sorcery. The vampire must have the Cauldura Discipline at a level equal to or higher than the solution he is trying to create. Vampires who leave the Childer of Haqim for other covenants invariably take their knowledge with them, but find it all but impossible to increase it. A character must have at least one dot of Covenant Status (Childer of Haqim) in order to learn Cauldura. A player who takes at least one dot worth of that Merit at character creation may spend one of his characters three Discipline dots on Cauldura if he wishes. Any time a player wants to increase his characters Cauldura score, the vampire must still have at least one dot of Covenant Status (Childer of Haqim) to do so. Cost: Each Solution requires a number of Vitae equal to its level and only from the user himself, not a donor, willing or otherwise. Dice Pool: Manipulation + Science + Cauldura Action: Extended. The number of successes required to create the Solution is five times the level of the Solution. Each turn represents five minutes of mixing. Note also that each point of damage suffered in that time is a penalty to the next mixing roll made for the Character, in addition to any wound penalties that a caster might suffer. Vitae is spent and lost before the mixing starts, without the possibility of ever being reclaimed. Roll Results Dramatic Failure: The solution fails to be created, or is created with different effects, but the user of Cauldura is blissfully ignorant and considers the solution a success, something that can often lead to disastrous effects and has claimed the life of many a Childe of Haqim. Failure: The solution is not created, but the caster can try again without any penalty. Success: The solution is created and remains usable for a number of nights equal to the successes rolled. Exceptional Success: No added effects, additional successes are their own reward.

Shrouding Veil
(Level-One Cauldura Solution) Sometimes called smoke bomb by Childer of Haqim relatively young, this solution has exactly that effect with a twist. When a vial of this Solution is destroyed, a blood red cloud is released that shrouds the senses of all but the assassin that used it. All awareness rolls made by others, suffer a -2 penalty. Auspex or similar powers can override that effect.

Sand of Dreams
(Level-Two Cauldura Solution) Left to dry for three nights after creation, this Solution comes in the form of dust, all the more easier to blow it in someones face. When used, Sand of Dreams will do what the name implies, vampire targets will succumb to daysleep, even in the middle of the night, while Mortals, Mages or Lupines will fall asleep provided they fail the reflexive Stamina + Blood Potency roll of course. Any damage inflicted will wake the subject up at once, without the need of further rolls.

Straight Arrow
(Level-Two Cauldura Solution) Even the most skilled marksmen often need to rely on something more than skill and luck is simply not trustworthy enough. Because the Childer have a reputation to uphold, they often use Straight Arrow. This solution enchants a melee weapon or a projectile such as an arrow, stone or bullet so that it finds its target easier. All attacks with a weapon or projectile coated with this Solution gain a +2 bonus.

Deathmark
(Level-Three Cauldura Solution) Younger and less pompous Childer of Haqim, call this Solution Bullseye and apparently for good reason. Once a person or item is covered by Deathmark, there is simply no place to hide. On one hand the Solution is immediately absorbed and turns invisible, on the other hand it remains active only for one night or till it is removed. When tracking down the marked target, the assassin gains a +3 bonus and has a faint idea of where the target is a form of targeted Direction Sense.

Haqims Vengeance
(Level-Three Cauldura Solution) Legend speaks of an Elder who once hired Haqim for a kill but when the deed was done, refused to fulfill his end of the contract. Haqim left the Elder safe and sound, but before the end of the night, the unfortunate and unwise Elder was a pile of ashes.

This Solution is a poison so vile it inflicts one level of aggravated damage per hour. It lasts till dawn or until the person who consumes it, does the same with at least one Vitae doing so does not trigger Vinculum or Blood Addiction or at least that is what the Assassins claim and as expected so far the ones who have tested this are dramatically few.

Devouring Acid
(Level-Four Cauldura Solution) One of the most feared applications of Cauldura, Devouring Acid is a Solution that introduced many vampire to Final Death and whatever lies beyond. The initial use however is somewhat different as early records of the Childer show. In order to be able to reach their targets, they sometimes had to bypass iron bars, heavy doors, or other obstacles even Disciplines would not ignore easily. Smashing a vial of the Acid on any object with destroy 1 points of Structure per turn, till it is removed. The effects are even more devastating if the object in question is a person, as each vial is able to cause unnatural burns that equal to one level of aggravated damage.

Blood of Elders
(Level-Five Cauldura Solution) Arguably the most potent of Solutions, Blood of Elders is consumed to grant the user abilities beyond what is normal. With this ritual, the assassin gains one Vitae and his Blood Potency is treated as one higher for the remainder of the scene. This enables the assassin to possibly be able to use more Vitae per turn, store more Vitae in his body and ignore any feeding restrictions of his new Blood Potency while the effects last.

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