Tzimisce
Tzimisce
Vampire.
Character Creation
Tzimisce equally prize Mental and Physical
Attributes. While the image of the Tzimisce warrior cutting
a gory path through a battlefield is a common (and accurate)
stereotype, the clan also boasts its share of scholars, priests,
monks, and sorcerers, meaning any given Tzimisce might
favor any Skills, Talents, or Knowledges. For a clan defined
by its relationship to the land it rules, Domain is by far the
most important Background. Herd is vital for any Tzimisce;
one cannot call oneself a ruler without subjects. Road of
Kings is most common among the Fiends. The Road of
Metamorphosis is populated almost entirely by Tzimisce,
though they are still very much a minority. Dracul Tzimisce
(old Clan) reject Vicissitude as the bane of their clan.
Clan Disciplines: Animalism, Auspex, Vicissitude
Dracul Disciplines: Animalism, Auspex, Dominate
Weaknesses: Tzimisce draw their mandate to rule from
the very land itself, but this comes with a price. A Tzimisce
must rest with at least two handfuls of native soil that is,
soil from a place of importance to them, usually their home
or their grave. For each day of rest without it, halve all dice
pools (round down), cumulatively, until the pool reaches one
die. A full day of proper rest with her native soil will restore
the dice pools to their normal value.
Attributes
Abilities
Disciplines
Backgrounds
Lores
Virtues
Max Merits bought with Flaws
Starting Status (free)
Freebies
Neonate
7/5/3
13/9/5
4
5
4
7
7
1
75
Ancillae
7/5/3
13/9/5
4
5
4
7
7
2
175
Age
Max number of Disciplines
allowed
Max dots in each Discipline
Max number of Physical
Disciplines allowed
Max dots in Celerity, Fortitude
or Potence
Neonate
2
Ancilla
3
3
2
4
2
(Per Dot)
5
2
7
4
Ritual Level
1
1
2
1
2
1
Stereotypes
Anda: These newcomers remind us of Gangrel, but
understand loyalty and family. I would like to know more.
Brujah: I respect their prowess, but not their cause.
Which cause? None of them.
Gangrel: Unruly and unkempt, but as close to brothers
as we will ever have outside our own.
Ghouls: Useful, sometimes even worthy of respect. So
long as they are ours.
Tremere: Nothing worth discussing. Soon others will
only speak of their memory. Then we will kill them as well,
and the Tremere will simply never have existed.
Ventrue: Theirs is no true authority; they have no
mandate to rule. They have played this charade for too long;
they will kneel now or suffer for their insolence.
Lupines: Do not underestimate these beasts; they have
their own connection to the land, which makes them very
dangerous.
Animalism
Eye of the Szlachta
Many Fiends can possess the lowly beasts of the
wild, but some few can ride any ghoul who shares their
blood. By locking eyes with her ghoul, the Fiend can transfer
her soul into the creature. Although some Tzimisce consider
such intimate contact with their servants distasteful,
sometimes it is necessary to calm a rampaging vozhd in a
disposable vessel. More than one Fiend has faked their death
in the body of a cleverly fleshcrafted ghoul.
System: Use the system for the Animalism Power
Subsume the Spirit.
Vicissitude
Ecstatic Agony
Pain is transformative. Pain awakens primal
potential in the tortured flesh. A Fiend with this ability
delights in every slash of the blade and caress of bullet,
transmogrifying agony into physical prowess and incredible
displays of Caines Gifts.
Body Armory
(ProteAn , Vicissitude )
Combination
Disciplines
(AnimAlism , Vicissitude )
(AusPex , Vicissitude )
Flaying Touch
(Potence , Vicissitude )
Wound Sculpting
(Fortitude , Vicissitude )