One thing I sometimes regret with my Quest is that I write it (and mostly like it, but then sometimes, regret) and play it mostly in a talky, politics sort of way.

So there are far fewer chances to do cool explicit worldbuilding/monster-building like that. I mean, I have the Pledgebound, Changeling's answer to the Proximi, I have the concept of Sorceror's, tons of new Tokens...okay, I don't actually have that little in the way of worldbuilding, but because most of it is sorta in the background or mostly portrayed via narrative (because there's been no need for rolls sometimes) it sometimes feels less, whereas with Panopticon, apparently, entire new Spheres/etc are being made.

Though I did like my idea behind 'Sorcerors' *pouts*.

Maybe I should work on that more?

The point being, very very good @MJ12 Commando , so good I'm feeling jealous!
 
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I always found nWoD antagonists really convenient and easy to build, and I wrote up a few in my time that I liked.

Sadly it was all lost with the WW forums, and even if it wasn't I wouldn't even remember how to search for them.

Heh, you know, writing up some nWoD homebrew is stuff I haven't done in a long time and could be fun.

I don't have any inspiration of my own at the moment though, and when I take prompts from people I tend to run wildly with the concept and not deliver what they really needed.
 
I always found nWoD antagonists really convenient and easy to build, and I wrote up a few in my time that I liked.

Sadly it was all lost with the WW forums, and even if it wasn't I wouldn't even remember how to search for them.

Heh, you know, writing up some nWoD homebrew is stuff I haven't done in a long time and could be fun.

I don't have any inspiration of my own at the moment though, and when I take prompts from people I tend to run wildly with the concept and not deliver what they really needed.

You might have answered this, but what nWoD gamelines do you like? Just out of curiosity.
 
You might have answered this, but what nWoD gamelines do you like? Just out of curiosity.
Mainly Changeling, Vampire, and bluebook WoD when it goes in some weird places. I'm entirely not up to date on 2e Changeling, though. I have passing familiarity with Mage, Promethean and one-shot stuff like Slashers and Immortals (Purified for Best Splat All Year Every Year).
 
Mainly Changeling, Vampire, and bluebook WoD when it goes in some weird places. I'm entirely not up to date on 2e Changeling, though. I have passing familiarity with Mage, Promethean and one-shot stuff like Slashers and Immortals (Purified for Best Splat All Year Every Year).

I'm not up to date on 2e Changeling either, and don't necessarily want to be.

But yeah, 1e Changeling is my thing. If my voters/players would actually go into the Hedge more often, there'd be chances of meeting friendly/enemy Goblins who are cool that I get to make, but because they're avoiding it thus far, even when I dangle shinies in front of them, I haven't made as many Goblins as I was expecting to.
 
I'm not up to date on 2e Changeling either, and don't necessarily want to be.

But yeah, 1e Changeling is my thing. If my voters/players would actually go into the Hedge more often, there'd be chances of meeting friendly/enemy Goblins who are cool that I get to make, but because they're avoiding it thus far, even when I dangle shinies in front of them, I haven't made as many Goblins as I was expecting to.
The best reception I have had to an element of a game I ran, ever, to the point that the players brought it up themselves a year later in an unrelated discussion going "man that was cool," was a random Hedge NPC I made up on the spot to give them something to interact with in an otherwise empty scene.

There is just something about the setting of Changeling that sparked my creative juices like nothing had before.
 
The best reception I have had to an element of a game I ran, ever, to the point that the players brought it up themselves a year later in an unrelated discussion going "man that was cool," was a random Hedge NPC I made up on the spot to give them something to interact with in an otherwise empty scene.

There is just something about the setting of Changeling that sparked my creative juices like nothing had before.

Yeah, but if I wasn't so busy doing the actual Quests and I had motivations, I'd be starting to build up 'Sorceries' for the various Goblins. It's an original concept I've introduced, and even shown off partially with two different antagonists (though both were short-lived) but there hasn't been a chance to expand on it.

There's a lot in the setting that is like that, for my muse, but I do love making it anyways.
 
I'm not up to date on 2e Changeling either, and don't necessarily want to be.

But yeah, 1e Changeling is my thing. If my voters/players would actually go into the Hedge more often, there'd be chances of meeting friendly/enemy Goblins who are cool that I get to make, but because they're avoiding it thus far, even when I dangle shinies in front of them, I haven't made as many Goblins as I was expecting to.
Part of the issue is that you've made so many shinies via your extensive worldbuilding that we can't turn anywhere without wading through a pile of metaphorical glitter. Its a fun experience, but I guess it deprives you of a common player-directing tool.

Also, our last foray into the hedge did kinda end with us being threatened by our keeper's agents, getting disemboweled, having our leg maimed, and losing a dot of clarity from having to hack through massive numbers of sentient goblins.
 
Part of the issue is that you've made so many shinies via your extensive worldbuilding that we can't turn anywhere without wading through a pile of metaphorical glitter. Its a fun experience, but I guess it deprives you of a common player-directing tool.

Also, our last foray into the hedge did kinda end with us being threatened by our keeper's agents, getting disemboweled, having our leg maimed, and losing a dot of clarity from having to hack through massive numbers of sentient goblins.

Well sure! But a super smart Changeling detective/power player just pointed you in the direction of shinies and world travels, and what happened? No bites! I need to get better bait :p

Plus, I call all of that "Character building." Don't you want to build character?
 
Part of the issue is that you've made so many shinies via your extensive worldbuilding that we can't turn anywhere without wading through a pile of metaphorical glitter. Its a fun experience, but I guess it deprives you of a common player-directing tool.

Also, our last foray into the hedge did kinda end with us being threatened by our keeper's agents, getting disemboweled, having our leg maimed, and losing a dot of clarity from having to hack through massive numbers of sentient goblins.
The last time my RL players went into the Hedge, they were almost abducted back to Arcadia, one of them screwed up and nearly got them all killed, another abandoned the group when they needed her to save her own skin, their Privateer antagonist got killed, and a True Fae found itself oath-bound to hunt down and kill them all despite having absolutely no desire to bother doing so.

It was simply beautiful in the way no one got what they wanted and everyone was worse off in the end, even the nightmarish fairy demigod.
 
The last time my RL players went into the Hedge, they were almost abducted back to Arcadia, one of them screwed up and nearly got them all killed, another abandoned the group when they needed her to save her own skin, their Privateer antagonist got killed, and a True Fae found itself oath-bound to hunt down and kill them all despite having absolutely no desire to bother doing so.

It was simply beautiful in the way no one got what they wanted and everyone was worse off in the end, even the nightmarish fairy demigod.

To be fair, I don't mean for the Hedge to be this entirely hostile realm where there's no reason to go. If my players went more often, rather than only going when there was major trouble brewing, they might even be able to find Goblin...well, not allies, but people willing to work with them or sell them things.

But instead they mostly go for crisis. Also, the last time they went wasn't that time. The last time, they had a fun time hunting for Hedge Fruits, catching up with an old friend, and reaching the site where an unholy ritual had been done a few days before by a Mad True Fae Scientist to unleash a Strix that somehow wound up in a Box belonging to them upon the world. In other words, nothing bad happened to Rose! Then.

Later on in the day when they ran into the Strix and it took away the vampire they were about to kill, though...

But that encounter didn't end poorly!

And I'll have you know the players *chose* to go after the target, for the Assault on Faith Fortress. They could have voted to say "Screw you guys, I'm going home" and nobody would have blamed her.
 
I think figuratively my approach to the Hedge is Ali Baba's cave of wonders.

You can go in there, and it might require a riddle or a test of cunning to figure out how to get the best of it, but then it has endless strange and wondrous treasures to offer you.

But if you're there in the wrong place at the wrong time, or if you go too deep or stay too long, then the Forty Thieves might come a-knocking.
 
I think figuratively my approach to the Hedge is Ali Baba's cave of wonders.

You can go in there, and it might require a riddle or a test of cunning to figure out how to get the best of it, but then it has endless strange and wondrous treasures to offer you.

But if you're there in the wrong place at the wrong time, or if you go too deep or stay too long, then the Forty Thieves might come a-knocking.

I do some of that, though it's also the means for the greatest smuggling operations (though also quite dangerous) imaginable. Historically, in my own fanon, Changelings make a shit-ton of their money smuggling things via the tried and true method of humping it through the Hedge, since depending on the location it might be a five minute walk. Sure, a dangerous walk, which is why you bring bodyguards/the rest of your Motley/etc.

Also to remember: Hollows. Not always safe, but little patches of much greater safety throughout the Hedge.
 
I do some of that, though it's also the means for the greatest smuggling operations (though also quite dangerous) imaginable. Historically, in my own fanon, Changelings make a shit-ton of their money smuggling things via the tried and true method of humping it through the Hedge, since depending on the location it might be a five minute walk. Sure, a dangerous walk, which is why you bring bodyguards/the rest of your Motley/etc.

Also to remember: Hollows. Not always safe, but little patches of much greater safety throughout the Hedge.
A Hollow was one of the big features of the plot I mentioned above. The players' troubles really started when they got lured into one of the only Hollows they could get, a safe place with a house and stuff in which they were warmly welcomed by the resident.

The resident was a Privateer. That kickstarted the chain of disaster that led to the last session. Sadly I doubt I'll ever get to run the follow-up.
 
A Hollow was one of the big features of the plot I mentioned above. The players' troubles really started when they got lured into one of the only Hollows they could get, a safe place with a house and stuff in which they were warmly welcomed by the resident.

The resident was a Privateer. That kickstarted the chain of disaster that led to the last session. Sadly I doubt I'll ever get to run the follow-up.

Damn Privateers! Speaking of, in a way...

I still don't get why they'd complain. I mean, Rose got to fight Pirate Goblins. Think about that for a moment. Goblins who sailed the vast Hedge-version of the Missouri river.

And Rose got to fight them. Pirate Goblins!

Wouldn't you just jump at the idea of fighting a bunch of pirates?

One of the lieutenants had a Hedge Beast Parrot that did its bidding.

And there were giant cats/jaguars/big-cats that were controlled by a beastmaster whose entire job was to sniff out rats, both figuratively, and literally. And then kill them. They were so big because the sorts of rats they deal with...

And the Captain of the pirates had an eyepatch and everything.
 
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Damn Privateers! Speaking of, in a way...

I still don't get why they'd complain. I mean, Rose got to fight Pirate Goblins. Think about that for a moment. Goblins who sailed the vast Hedge-version of the Missouri river.

And Rose got to fight them. Pirate Goblins!

Wouldn't you just jump at the idea of fighting a bunch of pirates?
Only if I got a magic flintlock pistol out of it.
 
The way I ran the Hedge when I ran a Changeling game was... well, basically as Fallout 3's Wasteland. Complete with the overgrown ruins of buildings reflected by the nearby mortal world, and a fairly solid "if things still look like the mortal world, you're probably not in too much danger relatively speaking" guideline. There's abandoned shops and buildings you can loot (for Hedge Fruit which grows in overgrown supermarkets in the shelves, in packages which don't make sense), there's bandit camps who mark out their territory, and if you're cautious, you can avoid the worst dangers.

Basically, you want Changeling players to feel like the near Hedge is safe-ish, and they can take calculated risks to go and harvest the fruit and set up Hollows and the like. You want them to feel like they can control the risks, and as long as they're careful and the follow the rules and don't lose sight of the near Hedge where things look like overgrown versions of the real world, then they're safe. You want them to get used to it.

Because once they're used to it and they know the rules, you can put them in a place where they have to break the rules to get what they want. They have to go into the Deeper Hedge. They have to cross into Bandit Hob territory. They have to venture into the Hedge when they know there's a Fae hunt going on.

That way, they're in trouble because they broke the rules knowing full well that they're landing in hot water by doing so. And that's perfect for the fairytale things of Changeling.

(also, if they think they know the rules, you can occasionally throw an "actually, they're more like guidelines" at them once in a while as a curveball. But not enough so they become paranoid of using the Hedge and avoid it)
 
Only if I got a magic flintlock pistol out of it.

Well, nope! Rose still hasn't actually bothered to check her loot. There were flintlocks, though!

She got shot with one. This was *before* one of the big mouser bobcats disembowled her. But *after* she was nearly killed in a damp and flooding lower portion of the castle.

The way I ran the Hedge when I ran a Changeling game was... well, basically as Fallout 3's Wasteland. Complete with the overgrown ruins of buildings reflected by the nearby mortal world, and a fairly solid "if things still look like the mortal world, you're probably not in too much danger relatively speaking" guideline. There's abandoned shops and buildings you can loot (for Hedge Fruit which grows in overgrown supermarkets in the shelves, in packages which don't make sense), there's bandit camps who mark out their territory, and if you're cautious, you can avoid the worst dangers.

Basically, you want Changeling players to feel like the near Hedge is safe-ish, and they can take calculated risks to go and harvest the fruit and set up Hollows and the like. You want them to feel like they can control the risks, and as long as they're careful and the follow the rules and don't lose sight of the near Hedge where things look like overgrown versions of the real world, then they're safe. You want them to get used to it.

Because once they're used to it and they know the rules, you can put them in a place where they have to break the rules to get what they want. They have to go into the Deeper Hedge. They have to cross into Bandit Hob territory. They have to venture into the Hedge when they know there's a Fae hunt going on.

That way, they're in trouble because they broke the rules knowing full well that they're landing in hot water by doing so. And that's perfect for the fairytale things of Changeling.

(also, if they think they know the rules, you can occasionally throw an "actually, they're more like guidelines" at them once in a while as a curveball. But not enough so they become paranoid of using the Hedge and avoid it)

Yeah, the near Hedge is normally fairly safe, honestly. Rose and a Fall Courtier went up and around it, harvesting fruits for an hour or two without running into any trouble. Now, I didn't describe it as much as I should have, partially because I had other things I was going to write about, and partially because it was 3 AM IC, so she wasn't paying much attention, but the near-Hedge is actually reasonably safe, ya.

One day they will journey to London, I know they will! It'll be fun. Or get to see the Changeling Emperor of New Delhi.

For the moment, though, the Hedge is not deeply explored, and I might use some of that in my description.
 
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And I'll have you know the players *chose* to go after the target, for the Assault on Faith Fortress. They could have voted to say "Screw you guys, I'm going home" and nobody would have blamed her.
Well, yeah, we didn't have too, but guardian is basically our vice. Honestly, I quite regret making it a virtue, since it's basically us relapsing into the mindset of our durance.
Damn Privateers! Speaking of, in a way...

I still don't get why they'd complain. I mean, Rose got to fight Pirate Goblins. Think about that for a moment. Goblins who sailed the vast Hedge-version of the Missouri river.

And Rose got to fight them. Pirate Goblins!

Wouldn't you just jump at the idea of fighting a bunch of pirates?

One of the lieutenants had a Hedge Beast Parrot that did its bidding.

And there were giant cats/jaguars/big-cats that were controlled by a beastmaster whose entire job was to sniff out rats, both figuratively, and literally. And then kill them. They were so big because the sorts of rats they deal with...

And the Captain of the pirates had an eyepatch and everything.
Don't worry, we had plenty of fun, it just tired us out, and then there was another pile of crazy with the vampires and the teleporting strix, and the whole wendigo thing.
 
Well, yeah, we didn't have too, but guardian is basically our vice. Honestly, I quite regret making it a virtue, since it's basically us relapsing into the mindset of our durance.

Don't worry, we had plenty of fun, it just tired us out, and then there was another pile of crazy with the vampires and the teleporting strix, and the whole wendigo thing.

Fair point. Depending on how things go, the things on your plate *might* stop piling up even as they get more complex, though I have to admit that part of the point of that was thematic. There are too many things to do, and just keeping up requires an investment of time and energy. A fast paced world where you can't possibly keep your finger on the pulse of everything.

Of course, Rose *could* choose to not bother with that and stay home painting, or at least reduce her presence, but the more she interacts with others, the more Pledges happen, the more grudges, connections, friendships and the like will drag her into the world.

For a Changeling, and for a human as well, to be bound is to have power.

It's only a Tabletop game where 'having responsibilities' could be a weakness of Pledgecrafts. Only a game where you play Adventurers/free radicals, when most people know 'having responsibilities' as 'being an adult.' Though to be fair, RPGs can be escapism.

But Rose has won acclaim, a name, and a certain reputation already. Incidentally, did I tell the discount for the first dot of Spring Court Goodwill? Because you totally got a discount for that. And potentially Fall, if you help out a little more or keep on being friendly with Asha.

To bring it back around to the topic of the thread rather than me talking about my Quest, everyone knows that the splats/etc are in some way thematic. Werewolves are puberty, vampires are sexual deviants or something, Mages...etc, etc.

I too like to have thematic content in the Quests I write :)

Also, if you read that book any more, or start looking up Strix, you could get a discount for Occult (Strix) or Occult (Vampire 2).

Which is something I also made up, or rather borrowed because I liked it, the idea of having specializations beyond a single dot, or something. Because most RPG systems don't actually work well in portraying how knowledge actually works, IMO.
 
So hey, I did a thing inspired by @MJ12 Commando's thing on the previous page.


Spooks

A man in black, vacant eyes unblinking behind his sunglasses, observes an enemy of the state from his van. He no longer remembers which state he is trying to defend.
A group of policemen, their uniforms stained and disused, pace the street with perfect coordination. They are not looking for crime; they are looking for an excuse.
An officer in a grey jacket decorated with the insignia of a country that no longer exists records hundreds upon hundreds of phone calls and bugged conversations. His fax machine still prints out orders from a higher command that has long been dissolved.


Spooks are a societal cancer, a manifestation of the otherworldly infecting the mundane world and turning it upon itself. They have no purposes, and their origins are unknown. Some assume they are the results of an alien reality seeping through this one and causing it to "glitch." Others believe they can trace back the source to a memetic virus, spreading through ideas and words until it finds its preferred host. Whatever the correct answer, no one has ever managed to destroy the infection - only its individual manifestations.

The usual environment of spooks is a country with a powerful organism of law enforcement that has, to an extent, manage to sever itself from the rest of the government, and are no longer fully accountable to other authorities. Often, these are "secret polices" and "intelligence agencies." Though this is a fundamentally human phenomenon, it provides the grounds in which the spook manifestation will plant and fester. The infection does not at first affect an entire institution: rather it manifests in individual "cells," localized subdivisions of the greater organisation. The potential for several infected cells to grow to the point that they could override the entire organization is largely theoretical, though a few closed call have occurred during the Cold War.

A spook manifestation can be divided into three stages and a culmination.

In the first stage, the normal chain of commands and order of operations is disrupted. Without apparent causes over than human error, reports are misfiled, memos disappear orders are transmitted to the wrong people, modified during transmission, or otherwise changed from their original intent. As this goes on, the actions of the cell are disrupted without the cell being aware of it, until new orders are received that were never sent in the first place and the cell ceases proper communication of their activities to their hierarchy. The vast majority of spook manifestations are halted there without anyone realizing what has happened: a strong hierarchy intervenes, believing the issue to be one of bureaucratic disorganization and human error, people are disciplined, teams are reorganized, and the manifestation ends before it could take root.

Should this not happen, the manifestation enters its second stage. Vulnerable agents start suffering emotional and psychological influence. The first symptom is forgetfulness in matters of personal life - dates, birthdays, celebrations, appointments disappear from memories and agendas. The pleasure one derives from the company of one's family seems to dull, and individuals feel estranged from all people except their colleagues. As their social ties decay to the point of removing themselves from the world entirely, their sense of empathy fades, as well as their interest in the rationale behind their cell's organization: all that matters is fulfilling its purpose and carrying it out its orders. The effects of the first stage worsen: all orders received by the cell come from nowhere, and the higher-ups who should monitor the cell begin receiving falsified reports that appease any concern to an undue extent, and which were never written by anyone. At the apex of this stage, the cell is severed from its hierarchy. It disappears from the records, and no one remembers its existence.

The third stage is known as metastasizing. Agents have forgotten their personal lives and live only to carry out the orders received by their cell, which now bear only a vaguely thematic connection to their agency's intended purpose. They feel an inherent connection and no longer need to talk to communicate. Murder, abduction and torture feature very frequently in their "duties," and they rapidly develop the appropriate skills. Soon, new agents appear who never existed - one day this corner of the room was empty, and the next it has a desk and Agent Grey sitting behind it. The space of whatever headquarters the cell is using distorts to accommodate this new population, though never to too great an extent; when there is no more room for the new agents, they leave, secure another building and create a new cell there. This is the point where the manifestation is hardest to root out, as it is now spreading on its own. Occasionally, agents who die in the course of their duties reappear at headquarters after what they perceive as a "medical leave." Memories of their first death tends to make them even harder to confront the next time.

The cell may now come into conflict with the agency to which it nominally belongs if their activities are investigated. This is the point of culmination of the infection. Two things may happen. Most often, the infected cell comes under enough scrutiny and investigation that it goes to ground, abandoning its headquarters and finding new locations, at which point it loses much of the power that came from its centralization but also becomes almost impossible to destroy entirely, cropping up to cause new problems for years afterwards. These are generally labelled as rogue or terrorist organizations, and believed to be mundane. Rarely, the infected cell "reintegrated" into the agency, and the interrogations and investigations conducted cause new cells to come into contact with the infection. Though a strong enough reaction can prevent a disaster, failure will cause the infection to crawl up the chain of command, infecting more and more of the agency as a whole. In extreme cases the agency will split in two, the "original" human organization and the now fully overridden spook organization. In this case, the supernatural nature of the manifestation is hard to ignore, and supernatural influence is brought into play against it - either from interested third parties, or from a government's own paranormal resources.

Agent White

A member of a third-stage, "metastasized" spook cell, Agent White does not know if he ever was truly human or appeared one day all suited in his office - nor does he care. His name is one of a long string of color-based monickers, once an internal joke among agents and now their only identity. Connected to his allies by a crude telepathic link with a range of a few hundred meters, Agent White is at his best when acting as part of a group. In fact, isolating him from his comrade is one of the few things that can make him stop acting like a human machine, and causes him great amounts of anxiety and psychological suffering. Acting as part of a group, however, brings him peace of mind and comfort. Following his orders lets him feel that his place in the world is understood and secured.

Agent White is currently deployed in Chicago, where his cell was once tasked with monitoring criminal activity of a specific type, now forgotten as their purpose inflated to cover all of crime, everywhere. Bugs and wires all over the city provide the sleepless headquarters of the cell with a constant flux of information; ground agents like White form the strike teams which, upon orders from "on high," break down doors and spray rooms with bullets. Agent White understands that his cell's methods, though effective, would be questioned by the judiciary system, and so he allows the suspects no chance of contesting his verdict. Besides, they already killed him twice; he's only repaying the favor.

Attributes
Strength 3 Dexterity 4 Stamina 4
Intelligence 3 Wits 2 Resolve 5
Charisma 1 Manipulation 3 Composure 5


Skills
Athletics 4 (Relentless Pursuit, Urban Environments), Firearms 3* (Ordnance Pistol, Close Quarter Shoot-Outs, Coordinated Attack), Streetwise 3* (Chicago Criminal Underground, Black Market), Investigation 3* (Forensics), Stealth 2 (Small Unit Tactics), Brawl 2 (Grappling), Larceny 2 (Cover-Up, Framing the Perp), Computers 2 (This Is Most Certainly Illegal), Medicine 2 (First Aid), Drive 2 (Unmarked Van, Relentless Pursuit), Intimidation 2 (They Will Never Find Your Body, Agent Grey Is A Lot Less Nice Than I Am)
*Asset Skills

Merits
Professional Training 5 (Spook), Firefight Style 3, Parkour Style 3, Contacts 3, Small Unit Tactics 2, Quick Draw 1

Advantages
Health: 9/9
Willpower: 10/10

Supernatural Features
Unnatural Will: Many forms of supernatural influence that would affect a normal person are inapplicable against Agent White; as a rule of thumb, anything that plays on human emotional responses is going to fail unless he is isolated from his hive mind, but "brute force" influence may still function.
Telepathic Link: Agent White can communicate mentally with any other member of his cell within a three hundred yards radius, faster and more clearly than with words.
One of Many: Agent White may spend Willpower on behalf of another agent within his telepathic radius. Several agents can combine Willpower expenditure in this fashion, though any point beyond the first adds only one die to a pool rather than three, or one point to a static value.
Solitude Anxiety: As long as there is no other member of his cell within his telepathic radius, Agent White is incapable of spending or regaining Willpower.
 
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Is it just me or in Requiem 2E there isn't anymore the Auspex vs Obfuscate conflict anymore?


Sometimes, two Disciplines clearly oppose one another. If
the normal systems for the Disciplines fail to resolve this, such
as when two vampires attempt to Dominate the same person,
or Auspex is turned against a vampire hidden by Obfuscate,
there is a Clash of Wills.

It takes some time to find, considering that this isn't actually listed under any of the relevant Disciplines.
 
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I come to you ladies and gentlemen, to know your opinion on an interesting question. What is the weakness of the Assamite clan? Exactly what was the weakness of the clan, with which Cain cursed Hakim.

Because everyone knows that their pain from the Vite is the result of the curse of Tremere. And their previous weakness is the result of a sudden ... the curse of Baali as described in the revised edition (I must say that I think it's one of the best books of the clan). So what is the original curse of the clan?
 
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Warriors : Diablerist Aura even if they had not even tasted the blood of another vampire
Vizirs: Obsession for a given subject
Sorcerers: Aura evidently magical.

As the Assamite clan is composed of three subclans, it is difficult to see what's the original curse was but I note that two of the bloodlines are unable or encouter diffiiculties to hide their nature to other Kindred
 
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