
Assamite characters may take these Merits and Flaws in addition to any listed in The Players Guide.

Marijava Contact (1 pt Merit)
You have an ally who is a member of the Marijava ghoul
family (see Dirty Secrets of the Black Hand), and can be
called upon for a favor from time to time. Likewise your
Marijava friend may call upon you fro help occasionally.
The clan is aware of this relationship and will normally
grant you leave t ehlp your ally (knowing that you have
given your word to do so), provided that the clan's interests
are not compromised in the process. The storeyteller creates
the ghoul character, but should not reveal Trait scores and
other game-sensitive information to you.
Unconquered Ally (2 pt Merit)
You have a friend and ally among the Unconquered.
The Storyteller creates this character, but should not reveal
any information to you beyond that warranted by the two
characters' acquaintance. Your Unconquered ally may be
called upon for assistance and may also enlist your support
from ume to time. Naturally, neither of you may do anything
which endangers your side of the clan without incurring
the considerable wrath of your superiors.
Unconquered Enemy (1 pt Flaw)
You have an enemy among the Unconquered who will
try to thwart your plans and may even try to destroy you if
this can be done without being found out. Your enemy has
been blackening your name, and as a result you find that all
dealings with the Unconquered are at + 1 difficulty.
Disgraced (2 pt Flaw)
You broke the laws of the khabar at some point during
your training, and though you have since partially made
amends (enough to prevent yourself from being destroyed
on the spot, and to be grudgingly accepted as a rafiq), your
name still bears the stain of your misdeed. All dealings with
other Assamites are at + 1 difficulty, though the Storyteller
has the discretion to vary this penalty for individuals who
know you well or whom you have served well or badly in the
past. Clearing your name will be a strong motivation for
performing well in all respects while on an assignment.
Silsila Enemy (2 pt Flaw)
A member of the silsila has taken against you for some
reason -- faction enmity, for example -- and will exert
influence to thwart your chances of promotion, make sure
you get difficult or inglorious jobs, and generally make your
existence uncomfortable. The Storyteller should decide
whether you know who your enemy is at the start of the
game, though you may do what you can to find out.
Du'at Enemy (4 pt Flaw)
During your apprenticeship at Alamut, you somehow
incurred the displeasure of one of the du'at, and your
existence will be considerably more difficult as a result. Your
enemy is unlikely to be your direct commander (the caliph
in the case of warriors), and you may not even know his
identity -- though you may certainly try to find out and
make your peace somehow.