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Known mostly to elders from the Old World, mortal feelings of compassion, love, and guilt are chains

the Tzimisce are a bloodline infamous for to be cast off in ones unlife, for they shackle what it
their unbound cruelty. With their really takes to succeed as a creature
frightening discipline of of the night, ambition and
Vicissitude, Tzimisce are wisdom and control of the
known for their ability to Beast. Tzimisce consider the
reshape the flesh as a sculptor Beast an ally rather than an
shapes clay. Using this foul art, enemy, as it provides the vampire the
Tzimisce make servants into hideous will to survive and surpass. Tzimisce
monsters, and use them to control their indulge their Beasts in all sorts of games and
domains. Though there are a few rumors to the diversions. They do not consider this degeneration,
contrary, Dracula apparently has nothing in but rather exercising their superiority over
common with the Tzimisce except ethnic creatures of a lower order, whether they be
background. Still, some Tzimisce have joined the humans or vampire trespassers in their domains.
Order since its inception, though they are usually The Beast is less likely to rage if its taken out for a
held at arms length by more experienced teachers of walk now and then, they say.
the covenant, who find them unpleasant and The Tzimisce have an intricate relation to their
disturbing. lands. Their bloodline weakness means they dont travel often.
This fearsome reputation often seems unwarranted at first. Overpopulation eventually resulted in a few Fiends seeking
Many Tzimisce are reserved and perspicacious beings, a far cry greener pastures. This trickle turned into a flood after the
from the howling monsters many would believe them to be. communists came to power in Eastern Europe. Few Tzimisce
Most Tzimisce appear as rational creatures, formidably could challenge the established power of Western Europeans
intelligent, possessed of an inquisitive and scientific bent, and elders though, so many came to the New World. The fugitives
unstintingly gracious of guests. A Tzimisce childe could show settled on the East Coast, unwilling to travel further. Here they
more compassion and humanity than a Toreador artist could. created childer to seek out new abodes for them if they ever
An offshoot of the Ventrue clan, the first Tzimisce lords need to leave again. This means Tzimisce can be found in quite
appeared in the hoary mountains of Eastern Europe near 1000 a few American and Canadian cities.
A.D., and quickly became renowned for their insular nature as Parent Clan: Ventrue
well as for their cruelty. When Teutonic Ventrue tried to make Nickname: Fiends
inroads into the east during the Crusades, they found their
Covenant: Though some early Tzimisce saw the light of the
clan-mates to be hospitable to a fault, but also distastefully
Lancea Sanctum while others walked the Circle of the Crone,
strange or corrupt. It is unknown as to whether this was the
the Tzimisce of the Dark Ages traditionally belonged to
cause, but soon after the last of the Crusades, power struggles
Invictus, as they were understood to be a prestigious Ventrue
erupted in that area between native Tzimisce and western
bloodline, even if Kindred of other lands did not know much
Ventrue, who came to gentrify the region. A rift has existed
else about them. After the rift from the parent clan, many
between the bloodline and the clan ever since.
Tzimisce ignored the inner circle of Invictus and parodied their
Records on the founding of the clan are few and mostly organization while remaining separate, forming the small, little
anecdotal, leaving their truths vulnerable to normal vampiric known Oradea League Covenant, made up of a council of
proclivity for exaggeration or subterfuge. What can be certain is Tzimisce princes, or voivodes. Little truly changed, as the
the first Tzimisce, usually called just Tzimisce by his get, Oradea league was simply an organization of oligarchs bent on
probably hailed from the Byzantine Empire, either a prince or a holding their domains and keeping the neonates in check.
captain in the legions. Most stories have that the founder was
Some Tzimisce claim that the founder was initiated as an aco-
embraced but fell into dementia and fled to the wilds. The
lyte of the Circle of the Crone and that pagan rites are where
stories then diverge, but most contain trials of various kinds
the bloodline gained its discipline of Vicissitude. Since many of
which end with Tzimisce surmounting his obstacles and
these elders never wrote much down or left any proof of these
learning to master his new home, usually through extreme
claims, they are given little credence. But some Tzimisce learn
viciousness, persistence, and guile.
the ways of the Circle to better understand their bloods myster-
It is these qualities which most Tzimisce take to heart. ies.
Clinging to their ancestral homeland, many Tzimisce say that
A few of the eldest Tzimisce are still members of the Circle of Haven: Tzimisce havens are very personal things. Tzimisce
the Crone. They can shape and change their bodies and create share the proclivity with their Ventrue clan-mates for large,
life, or at least twisted mockeries of it. Since the inceptions of ostentatious havens, and even share the tradition of providing
the bloodline, the Tzimisce have been involved in pagan cults sanctuary to other Ventrue. They delight in playing gracious
and their fight against oppression. They will take the place of host (though few would choose this option unless absolutely
the blood gods the Acolytes worship and they will show their necessary, as often what might be comfortable and pleasing to a
worshipper the true meaning of tribulation. The inhumanity Tzimisce is not anyone elses idea of those concepts).
and cruelty of a Tzimisce Acolyte is almost unsurpassed in the One thing that does set Tzimisce apart from other Ventrue is
Danse Macabre. Those who dont hold themselves to the ve- their zeal in defending their havens. Bound by their bloodline
neer of nobility masking the beast of the Fiends can most often weakness (see below), Tzimisce consider trespassing on their
be found in the Circle of the Crone. domain a capital offense, and respond accordingly. As a result
The Ordo Dracul is an interesting case, there are some ru- of this, most Tzimisce pay a lot of attention to the security of
mors of its founder having been Tzimisce. The Tzimisce vehe- their havens. If an enemy manage to destroy a Fiends haven,
mently deny this, as does the Order. Still, in recent nights, his Final Death is only a matter of time after all.
some Tzimisce have been accepted by the Order because their Most Tzimisce make their havens away from places where lots
signature discipline is considered worth exploring as a method of mortals gather. This is partly because of an urge to make a
of understanding change. But many in the Ordo Dracul hold land for oneself, not bothered by the Kine masses, and partly
their Tzimisce brothers at arms length. because someone might hear the screams.
Most Fiends are members of the Ordo Dracul. Their scholarly Background: Tzimisce choose childer who are distinctive and
bent and emphasis on transcending the vampiric condition ap- not necessarily traditionally professional or noble. They look for
pealed instantly to those Tzimisce preaching the path of Meta- traits that make a mortal worthy of the Embrace, scoffing at
morphosis. Many Fiends flocked to the Dragons banner, even the notion of it as a curse. They are attracted by exceptional
when it was dangerous to do so. Tzimisce can mostly be found genius or cunning, or acts of great willpower. Tzimisce are as
among the Sworn of the Dying Light and the Sworn of Myster- likely to embrace a psychopath as a scientist if they think the
ies. The Sworn of the Axe hold little attraction to the very cer- mortal has a trait of interest. Whatever their mortal form, the
ebral Tzimisce. elders hope, the chaff will fall away and they will become a
Like all members of the Ordo Dracul, Tzimisce seek to better more refined, deadly, formidable vampire. Some Tzimisce only
themselves. They search for the perfect form, altering them- embrace from ghouls whom they have trained for years in prep-
selves in strange and disturbing ways. Many study the tradition- aration. Rumor says that, in the Dark Ages, Tzimisce had whole
al Coils as well as Vicissitude, hoping that a merger of the two ghoul families under careful tutelage.
studies will yield something truly revolutionary. Most Tzimisce are still Eastern European in origin. Several
The undead nobility of the Invictus appeals to most Fiends, families have been manipulated by the Tzimisce through histo-
and so the second largest faction of the Tzimisce can be found ry. These lineages were made to be the best breeding stock for
among their ranks. The Voivodate styles itself a feudal hierar- childer. The madness of the Tzimisce took its toll on these fam-
chy and thus the medieval society of the Invictus is a natural fit ilies. Subjected to torture and cruel experiments during their
for those looking for temporal power. Those rare Tzimisce who lives, over half the family members turn into fleshcrafted mad-
join the Lancea Sanctum embody the very worst of a church of men. Stories of inbred monstrosities in Eastern Europe still sur-
predators. Sanctified Fiends often serve as priests or spiritual face from time to time. These failed experiments are sometimes
leaders of some kind. These positions are an outlet for their set free by particularly callous Fiends and roam the countryside
eerie fanaticism. of the Baltic nations.
No Tzimisce has joined the Carthian Movement. The Fiends Character Creation: Tzimisce favor either Mental or Social
have shed their mortal lives and they no longer see the need to attributes over brute strength, but often learn to back up what-
keep its trappings. Unbound are rare among modern Tzimisce, ever weakness they may possess. Ultimately the fiends learn
but can still be found in Eastern Europe. There they dwell in how to make others fear them, as it is their best defense. Crafts,
their ancestral keeps with no company but their experimental Medicine, Science, Intimidation, Persuasion, and Brawl are
subjects. While the traditional imagery of a Fiend terrorizing his common. Social merits are often of great use to a Tzimisce, and
subjects from a gothic castle is mostly outdated, a few Tzimisce the Haven merit is particularly useful.
still cling to the old ways, masquerade be damned. Bloodline Disciplines: Animalism, Dominate, Resilience, Vi-
Appearance: With their Discipline, Tzimisce can vary wildly cissitude.
in appearance, often not even looking human. Usually, howev- Weakness: Like Ventrue, the Tzimisce are prone to de-
er, they represent some extreme of beauty or horror. Elders who rangements as they degenerate (which is quite common): they
have become insular or deranged may have quite eccentric ap- often are haunted by agoraphobia, obsessive-compulsive disor-
pearances depending on their origins, wearing strange or archa- der, or megalomania. In addition, the Tzimisces player loses
ic clothing, or in some cases nothing at all. Modern Tzimisce one die from all pools for every day that the character fails to
tend to blend in better, but even they can sometimes be twisted sleep in her special earth (special, because the earth must be
and strange. from an area important to the character birthplace, grave
site, etc. The specifics vary from Tzimisce to Tzimisce, but any
given character has only one such site). This modifier cannot strous and horrifying creature drinking [the] blood of the pa-
grow larger than 5, but once it reaches this point it persists gans in Transdanubia [modern-day Hungary]. This report goes
until the character has spent a full night in at least two hand- on to the describe a cult based around this creature, a vampire
fuls of appropriate soil. that could mold its own body and the bodies of its servants.
Organization: Tzimisce are not known for working well to- The Tzimisce dont appear in the scant documentation from
gether unless there is a common enemy. In that case, they can the following period, and only gained their infamy far later,
be quite effective, but without some kind of overarching need when Teutonic Ventrue from Die Unbesiegt tried to wrestle the
to combine forces they quickly fall back into petty bickering Baltic region from the Fiends grasp. This campaign was a land
and war for power. On the other hand, sire/childer relationships grab by the Ventrue Hardestadt, who tried to install his own
are quite strong, as the pecking order is usually quite estab- bloodline in Lithuania. Where the crusaders conquered and
lished and not prone to changing. Many sires force their childer converted the last pagan kingdom of Europe, the Tzimisce
into Vinculum early on to secure their loyalty for all time. stood fast against the Christian Kindred. Die Unbesiegt didnt
Theoretically, every Tzimisce has his place in the Voivodate. manage to establish a permanent foothold in Lithuania and the
Practically, the need for privacy means the Voivodes dont have so-called Omen War ended when the Invictus emperor refused
much say in the night-to-night business of the Fiends. Never- to give any more resources to Hardestadt.
theless, the old ways are respected. The Voivodes act as spiritu- At least, this is the way the Fiends tell the story. Invictus
al leaders for the Fiends, whether they be Invictus, Acolytes, scholars point to the total amnesia surrounding the emperor
Dragons or Sanctified. Under the Voivodes, the other Tzimisce and doubt that the Tzimisce would remember this so clearly.
are considered vassals. The leadership of the entire bloodline Whatever the cause was, the war was over and the Voivodate
lies in the hand of the Voivode of Voivodes. Regional leaders reigned supreme in the Baltic States and big parts of
are Knzi and the warlocks of the Voivodate are referred to as Transdanubia. Their Koldunic sorcerers used rituals to create
Koldunic sorcerers. Powerful Tzimisce have an advisory role in many monstrous servants, an army of horrors defending the last
Voivodate politics. Every Fiend over 150 years old becomes one pagan strongholds of Europe.
of the Szlachta, a noble council advising the Voivodes and
Knzi.
Concepts: Crime lord, sociopath, antiquated nobility, corpo- (Animalism , Vicissitude ,
rate profiteer, driven professor, obsessive occultist, modern war- Blood Potency )
lock, yuppie psycho, cenobite wannabe, butcher, mad scientist.
Cost: at least 15 ghouls

The vozhd is a war machine not seen since the war between
the Teutonic Ventrue and the Baltic Tzimisce in the Dark Ag-
es. The Tzimisce fleshcrafts the ghouls together, forging the
The myth of their origin is told thusly:
bodies in a single entity. The Fiend then feeds the mess of bod-
When the Eldest came to Eastern Europe, the land spit him out.
ies a mixture of the ghouls blood, creating a kind of proto-
The beasts hunted him and the forest rose up against him. The Eld-
vinculum among them. This bond in place, the Fiend uses An-
est was a powerful Fiend, but not equipped to fight the land itself. In
imalism to coalesce the minds of the ghouls into one insane and
his despair he cried out a name he knew from his mortal life: Kupala.
imperfect Beast that drives the vozhd to crush or devour every-
This was the name of a god, a devil, or a powerful spirit. The na- thing in sight.
ture of Kupala is lost now, because the Eldest was the last one who
System: Roll Intelligence + Crafts + Vicissitude. The stand-
knew the secrets of his people, a tribe he slaughtered after his em-
ard time is one year to create the vozhd. Subtract one month for
brace. How this tribe knew of Kupala and where they lived is as
each success. Subtract one die for every 5 ghouls below 30 used
mysterious as the name of the Eldest and the nature of Kupala him-
in the creation of the vozhd. Add one die for every 10 ghouls
self.
over 30 used in the creation of the vozhd. If human ghouls are
Kupala answered the call and stepped over the mountains that used in the creation of the vozhd, the creator automatically los-
separated this world from the next. Where he entered this realm, he es a dot of humanity and has to roll for degeneration.
left a crater. This crater is still a holy site to the Koldn. He spoke to
This power costs 40 experience points to learn.
the Eldest in a long lost language and taught him the magic of the
elements. And with this magic the Eldest conquered the land, and we
inherited it from him. So it became our land, till the day Kupala
arises and the stars go out. This wouldnt last though. The Tzimisce could not exist in
the newly Christened world and slowly the Voivodate ceded
ground to the Invictus and the Lancea Sanctum. From the
The origin of the bloodline is clouded in myth. The only thing North, the Circle of the Crone also appeared. They used the
that is sure about the birth of the Tzimisce is that it occurred same practices that the cults of the Voivodate used, but they
around the Baltic region sometime earlier than 653 A.D. Most werent exclusive to one lineage. The numerical superiority and
elders point to a document from this year as proof of their an- inclusiveness managed to draw far more members to the cove-
cient claim to their lands. The document in question is ad- nants and the Voivodate could no longer control the Baltic
dressed to the Camarilla of Byzantium and describes a mon-
Region around 1300 A.D. Transdanubia was lost way before Animals, as well as humans, can be used to create these
that time, at the end of the Omen War. beasts. In the Old World, most Tzimisce who knew the proper
Today, the Voivodate isnt big enough to be covenant and rituals used wolves, goats and falcons, even the horses and live-
membership in it does no longer exclude membership in the stock of their subjects when other animals were scarce. Few
Invictus or any other covenant. The decline of the Voivodate Tzimisce know how to create vozhdi in the modern nights, but
also has another cause. During the 1700s, it still existed as a in Riga, rumors persist of a titanic monstrosity composed of
covenant in the Baltic Region and it was powerful enough to human bodies mingled with household pets, sea creatures and
compete with the other covenants in most cities. thousands of smaller animals such as rats or snakes.
This fell apart when the Ordo Dracul appeared. They were To create a vozhd, the Fiend fleshcrafts the ghouls together
persecuted in a lot of Kindred domains, but the Fiends wel- into something like a cohesive entity. Perhaps she forms all the
comed them with open arms. They were hungry for their secrets ghouls skeletons into one structure then wraps it with the
and their coils. When they couldnt get to those by force, most ghouls flesh and organs. Though the process can take months,
joined the Ordo Dracul. Its methods and ideology appealed to the Fiend must hurry because these broken creatures, not yet
many Tzimisce, who had their own ideas about transcending one entity, require constant infusions of vitae to prevent death
the Curse. from shock. Still, a certain amount of prolonged suffering is
necessary to give the resulting vozhd the proper rage.
Most Fiends who joined the Ordo Dracul still retained their
vassalage to the Voivodate. Since the Ordo Dracul wasnt a Once the construction is complete, the Tzimisce feeds the
fully formed covenant yet, this wasnt an exceptional occur- ghouls a concoction of blood drawn from each of them, in ef-
rence. Only when the Dragons became more powerful did fect creating a blood bond among all the minds that will even-
membership in the Ordo become more important than the tually become the vozhd. Building upon this bond, the Fiend
Voivodate. must coalesce the minds within into a single, albeit broad and
imperfect, Beast.
The final nail in the coffin for the Voivodes was the power
wielded by the Ordo Dracul in Transylvania and the other an- Even at the height of the clans dominance in the Baltic na-
cestral lands of the Tzimisce. Many Fiends traveled back to the tions, few Tzimisce knew the proper ritual and fewer still re-
domains they were chased out of centuries earlier. Of course sorted to the creation of such uncontrollable wrecking ma-
the fog of ages obscured many claims to land, but the Ordo chines. In the modern nights, most Tzimisce think the vozhdi
Dracul welcomed every new ally they could get in those first extinct and too big of a Masquerade violation to recreate.
decades of its existence. Sample Vozhd
Attributes: Intelligence 1, Wits 2, Resolve 3, Strength 8, Dex-
terity 2, Stamina 6, Presence 0, Manipulation 0, Composure 3
Status in the Voivodate acts as social bonus dice against Skills: Brawl 2, Intimidation 5, Survival 4
Tzimisce in some situations. Additionally, anyone with dots in Willpower: 6
Voivodate Status can buy the Domain and Retainer merits for Initiative: 5
half price. This bonus only applies after character creation and Defense: 2 (highest of Wits or Dexterity)
can only be used in a situation where the Voivodate is distinct Speed: 15 (species factor 5)
as a covenant. Kindred with dots in Voivodate status have ac- Size: 8
cess to Koldunic Sorcery, the magic created or stolen by the Disciplines: Resilience 4, Vigor 5
Tzimisce in time past. Vitae/per Turn: 20/2
Weapons/Attacks:
Type
Bite or Claw
Damage
0 (L)
Dice Pool
10
Vozhd are gigantic lobotomized amalgamations of many lesser Slam 0 (B)* 10
ghouls, at least two stories tall and weighing almost six tons. * Special: Knockdown (See the World of Darkness Rulebook,
Their very bodies are implements of destruction, covered as p. 168.)
they are with mouths full of razor-sharp teeth, six-foot bone Health: 14
spikes jutting out at every possible angle and tentacles to draw
prey into their reach. These creatures have little intelligence, Attempts to influence a vozhd with Animalism carry a 3
are notoriously too enraged to control reliably and have but one penalty. This penalty is raised to 5 if the character attempting
use: to destroy everything in sight. the Animalism isnt one of the vozhds creators. A vozhd cannot
use any weapons, but might deal lethal damage, depending on
The creation of such a monstrosity requires at least 15 crea- its parts. A vozhd follows the rules for ghouls laid out in the
tures, though some include well over 30. The Ordo Dracul Vampire: The Requiem rulebook. Keep in mind that a being
chapterhouse in Vienna houses an account of a vozhd created as single mindedly aggressive as a vozhd will get violent if denied
from 100 ghouls contributed by six different Fiends. The pro- his vitae.
cess of becoming a vozhd invariably drives the component be-
ings insane; to circumvent this, the victims are usually loboto-
mized via Vicissitude before the gestalten assembly occurs.

(Auspex , Obfuscate , Vicissitude )
Vicissitude can be found on pp. 35-36 of Vampire Transla-
tion Guide. The Aura is a byproduct of the body. Change the body,
change the soul. The bodys experiences can be summed up in
Another version of Vicissitude can be found on pp. 3-6 of
the aura, but this phenomenon is the product of physical forces.
Mike McConnells Tzimisce, which includes suggested success
By crafting certain locations on the body a Tzimisce can paint
thresholds for extended actions and penalties for instant ac- whatever aura he chooses. Auras summarize the individual,
tions. revealing the emotions, the Curse and even the stain of diable-
Transviscera can be found on pp. 9-11 of Paul OConnells rie
The Strigoi, which rebalances the discipline and changes the
This power lasts for a scene, after that time, the aura goes
fourth and fifth dots into devotions.
back to its original colors.

Cost: 1 Willpower
Dice Pool: Wits + Subterfuge + Vicissitude
Action: Instant
Suggested Modifiers
(Dominate , Vicissitude ) Modifier Situation
This power allows a vampire to become insubstantial and Change the shade of the Aura (bright or weak)
physically enter a host, controlling them from within like an
obscene marionette. -1 Change the primary color of the Aura
Cost: 1 Vitae, 1 Willpower. -2 Change the other colors in the Aura
Dice Pool: Intelligence + Intimidation + Dominate versus -3 Conceal the Curse or the stain of diablerie
Resolve
-4 Conceal the Curse and the stain of diablerie
Action: Contested.
The vampire must be in blood form, and must surround a tar- This power costs 21 experience points to learn.
get. There is no discreet way of doing this other than doing it
in a secluded area, as victims will panic and scream as they fight
back. This facilitates the physical union of the vampire in the (Animalism , Vicissitude )
body, as it enters any available orifice. A Fiend with this power may release and temporarily enhance
The Conquering Blood is different from Possession, in that the beast inside of another Kindred, whereupon it immediately
the possession is rapid and unstable, and leaves the victim some sets about warping flesh and bone to better accommodate its
willpower. The physical presence of the vampire in all parts of monstrousness. The hapless host writhes in agony, skin slough-
the victims bloodstream allows him to overwhelm whats left. ing off and muscles boiling into new and terrible forms. Once
Roll Results the change settles, the host frenzies as a terrible living weapon,
wreaking a swath of carnage until the vampire bids the beast to
Dramatic Failure: The vampire becomes a prisoner inside the
calm.
targets body, vaguely able to perceive what he does but unable
to leave. The vampire may attempt to escape with a Resolve + Cost: 2 Vitae, 1 Willpower
Stamina roll, maximum of one per hour. Tales tell of foolish Dice Pool: Manipulation + Empathy + Animalism versus
vampires who were trapped only to free themselves too close to subjects Composure + Blood Potency
dawn to find safety. Action: Instant
Failure: If the victim acquires more successes, it resists the The subject is forced to spend two Vitae as an instant action
vampires attempts. to painfully transform into the Horrid Form (this takes two
Success: If the vampire acquires more successes, it takes pos- turns if the subject can only spend 1 Vitae/turn) and then at-
session of the victim for a number of hours equal to its success- tacks all those nearby in frenzy. The physical changes return to
es. Subtract its successes from the victims willpower. The result normal after the frenzy calms down. Leashing the Beast can end
is the number of times per hour that a victim can attempt to the frenzy (and the effects of this power) prematurely, as nor-
reestablish control. mal.
Exceptional Success: As per Success, but the vampire may This power costs 30 experience points to learn.
re-enter the same target at a later night without spending a Note: If using the rules for Transviscera, this devotion re-
Willpower point. quires Form of the Zulo Beast as a prerequisite.
This power costs 30 experience points to learn.
Note: If using the rules for Transviscera, this devotion re-
quires Body of the Sanguine Humor as a prerequisite.

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