Tzimisce

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“The world is forever fluid, infinitely mutable, eternally new. This is the secret of change, that all things are crouched in eagerness to become something else, waiting only for a cunning hand to unleash them.” — Ratti-Ben, Sister of Blood

Nickname: Fiends

Disciplines: Animalism, Auspex, Vicissitude

Since before recorded history, the Tzimisce have resided in the mountains and fastnesses of the Old World, shutting themselves away from the pathetic mortal herd from which they feed. Absolute rulers of their territories, they are jealous, possessive creatures, deeply connected to the land and its mystic powers. They protect their domains viciously, living in groups based on lineage – a sire and her adoring childer – and know how to manipulate the blood bond with a cruel and expert touch.

Aeons in their stone castles have twisted the Tzimisce’s spirit, and long centuries of study have given them mastery over flesh; they have the ability to shape and craft it as one might alter clay. They practice a philosophy revering metamorphosis, looking beyond the fragile physical body in an attempt to discover the nature of the soul. Detached and scientific, Tzimisce use mortals both for food and for experimentation. They care nothing at all about humans, discarding the poor creatures ruthlessly when they are of no further use.

Tzimisce mystics know a great deal about the spirits of the earth, and practice a form of magic they call koldunism. They jealously guard these secrets, particularly from the Tremere, whom they see as usurpers of their ancient power. They look upon the other clans as pretenders and weaklings, rutting and living among the very animals they eat. To show their disdain, many Tzimisce craft their own flesh into strange, monstrous works of art, with crowns of horn and clothing fashioned from sculpted skin.

Organization: The Tzimisce are deeply mistrustful of other vampires, convinced that the other clans envy their secrets and will do anything to obtain them. They organize in small, tightly-knit family units based around ancestral fortresses in the Old World or recently obtained holdings in the New World. The leader of each such lineage is known as a voivode, and her power within her own domain is absolute.

Clan Weakness: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of native soil — earth from a place important to her from her mortal days, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each day spent without this physical connection to her land inflicts a cumulative -1 penalty to all of the Tzimisce’s attack test pools (maximum -5). These penalties remain until she rests for a full day amid her earth once more.

Clan Merits: Tzimisce can purchase any of the following Tzimisce-only merits.

  • Blood of the Tzimisce (1 point merit): You gain insight from your connection to the earth and to your ancestors.
  • Szlachta (2 point merit): You can turn your Retainers into twisted abominations.
  • Bloodline: Carpathian (3 point merit): You’re a member of the Carpathian bloodline. Your in-clan disciplines are Animalism, Auspex, and Dominate. Carpathians can never learn Vicissitude but may learn Protean without a teacher.


Bloodline: Carpathians (3 point merit)

“Eternity is a mirror. Within it, you see yourself wrapped in the things you cannot forgive.” — The Dacian

Disciplines: Animalism, Auspex, Dominate; Carpathians can never learn Vicissitude and cannot make szlachta, but they may learn Protean out-of-clan without a teacher.

A faction of Clan Tzimisce predates the clan’s study of flesh-crafting. These old clan Tzimisce regard Vicissitude as a foul corruption, barely better than trafficking with the infernal, and they refuse to learn or utilize it. The Carpathians are set in their ways, deeply invested in the clan’s noble heritage and dignified traditions. They protect their territories jealously, even from other Tzimisce, and do not allow unwanted trespassers to survive. Carpathians rarely venture out of Eastern Europe, but with the encroachment of technology, the quiet nights of regal custom may be drawing to an end.


The Clans

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