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The Tzimisce
Topic Started: Aug 5 2016, 01:37 AM (8 Views)
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If you described a Tzimisce as inhuman and sadistic, it would probably commend you for your perspicacity, and then demonstrate that your mortal definition of sadism was laughably inadequate. The Tzimisce have left the human condition behind gladly, and now focus on transcending the limitations of the vampiric state. At a casual glance or a brief conversation a Tzimisce appears to be one of the more pleasant vampires. Polite, intelligent and inquisitive they seem a stark contrast to the howling Sabbat mobs or even the apparently more humane Brujah or Nosferatu. However on closer inspection it becomes clear that this is simply a mask hiding something alien and monstrous.

The Tzimisce clan weakness dictates that whenever a Tzimisce sleeps, they must surround themselves with at least two handfuls of Earth from a place important to them as a mortal.


Organization

Historically, the Tzimisce embraced broods who maintained a particular plot of land. Tied to the land, Tzimisce broods were incestuous, violent hierarchies of hateful creatures who maintained a bare modicum of civility through raw power and the blood bond. The central government of the Tzimisce, so to speak, was the Council of Voivodes, guided by the Viceroy. The Viceroy was elected by his peers, but his tenure was set "for life". However, given the jealousy and suspicion among the Clan, there was a fairly regular progression of Viceroys, as one after another fell to the political or physical traps set by another ambitious clanmember. The Council had anywhere from less than a dozen to nearly a hundred members during the Dark Ages, making it the single most influential factor in Clan politics.

With the elimination of this hierarchy during the Anarch Revolt, the Tzimisce have become intensely solitary creatures. They now tend to embrace more....unusual individuals, psychopaths and sadists are common choices as are people who indulge in self-mutilation, however intelligence and dignity are still key concerns: the Tzimisce would choose Hannibal Lecter over Leatherface any day of the month.

In the modern era, the Tzimisce have a recognized clan head, the voivode, but the office is largely religious. For most Tzimisce, authority is a function of power.

Tzimisce who have awakened their zulo shape (i.e.:, have achieved the fourth level of Vicissitude), who have at least one level of Koldunic Sorcery, and who have demonstrated wisdom and loyalty to the sect and clan are known among the clan as zhupans. Zhupans are respected for their knowledge and power, and may "suggest" courses of action to lesser Tzimisce. The lesser Tzimisce are not required to heed a "suggestion," but ignoring a zhupan is considered extremely rude and will almost inevitably alienate the zhupan so snubbed.

Within the Sabbat, the Tzimisce are the spiritual leaders and scholars, in contrast with the Lasombra's preference to leadership and temporal power. While the Lasombra are the Cardinals and Bishops, the Tzimisce prefer being pack priests, Prisci, or even not having titles at all and focusing on personal development. Some people even ponder (out of earshot, of course) that the Tzimisce are not very sincere in their attachment to the sect, and that the only reasons they are even present amongst the Sabbat is their dislike of Camarilla clans (especially the Tremere) and not fitting with the Camarilla's policy of hiding among humans (Tzimisce tend to see humans as mere plaything below their consideration). However, those Tzimisce who show genuine dedication to the Sabbat ideal are paragons of their sect, impressing (and even scaring) other Sabbat with their fervor and contributions.

However, in Eastern Europe, many Tzimisce give only lip service to the Sabbat, and prefer to live solitary unlives following their own pursuits. Most Sabbat give these Tzimisce leeway, since most of them are very old and very powerful. More than one upstart neonate has been toyed into an unrecognizable visceral mess by angry Tzimisce wanting to be left alone.



Tzimisce Antitribu

There are no Tzimisce antitribu.

The vast majority of the Tzimisce belong squarely to the Sabbat; the rest are apolitical. There aren't even a bare handful of Tzimisce in the Camarilla, and those few are only there for personal reasons, and tend to leave once their objectives are completed. The presence of the Tremere virtually guarantees that the Tzimisce have no interest in remaining. Although a scant few individual members may join temporarily, it cannot be said that there is enough of an ideological difference, or enough members to declare an antitribu bloodline.



Culture

Even before the rise of the Sabbat, the Tzimisce viewed their mortal charges as little more than a sophisticated form of herd beast; following the Anarch revolt, the majority of Tzimisce have abandoned lordship in favor of their own projects. To purify their thought and detach themselves from human subjectivity, Tzimisce either founded or developed the various Sabbat Paths of Enlightenement. These beliefs and rituals serve diverse purposes: engendering solidarity among vampires, providing new habits to replace human-learned ones, and fostering an understanding of what it means to be a vampire. As a result, the Tzimisce are intensely focused on the Vampiric condition: they gladly abandon their Humanity in favor of the Paths of Enlightenment, and they have spent more time thinking about their state than any other clan. One of the immediate results of this is that Sabbat culture is derived from medieval Tzimisce culture; traditions such as Vaulderie derive from Tzimisce custom.

Tzimisce culture, philosophy and self-image is intimately tied with their practice of Vicissitude. The Tzimisce view Vicissitude as a key to unlocking higher mysteries of the vampiric state, and consequently see deeper mastery of Vicissitude as part and parcel with vampiric enlightenment. Tzimisce almost invariably modify their own appearance using Vicissitude, sometimes on a nightly basis.

Tzimisce also use Vicissitude as a solution to a variety of problems that wouldn't occur to a vampire possessed of a conscience. Unlike most rulership clans (e.g., the Ventrue or Lasombra), Tzimisce have no particular facility for Dominate. As a result, they rule their subjects not by mind control, but through sheer fear, using creative applications of Vicissitude to strike that fear home. Giant sculptures of living flesh, tables made from ghouled children, lovers glued together and transformed into dogs, all of these are tools for a sufficiently insightful Tzimisce. The most infamous of these creations, the szlachta and vozhd, are used as bodyguards and tanks.

The Tzimisce are also the last practitioners of a form of Koldunic Sorcery.

A particularly interesting phenomenom which is practically exclusive to the Tzimisce is the existence of Revenants. Revenants are families of ghouls constantly maintained by the Tzimisce, who serve as mortal pawns and possible candidates for the Embrace. Centuries of vampiric contact, infusions of vampiric blood and inbreeding have transformed the Revenants into a distinct type of supernatural creature. They produce a weak vampiric-like vitae, which sustains their bodies far beyond normal human lifespans (although not immortal, Revenants can live to be hundreds of years old), and also gives them the ability to use Disciplines. Revenants are fanatically loyal to their vampiric masters, and consider themselves superior to the average human, as well as "regular" ghouls. This, added to their treatment by the Tzimisce and their inbred, unsavory lifestyles, have shaped their mindsets into completely alien directions. Most Revenants could never function as normal human beings. The four Revenant families also provide the Tzimisce with a very diverse "breeding stock," giving the clan a lot of flexibility in its membership. Warriors, scholars, aristocrats and freaks are all found in equal measure amongst the Revenants, and this translates to them being found amongst the Tzimisce as well, once they Embrace the Revenants in question. Although there are other Revenant families in the World Of Darkness, the four Tzimisce families (the Bratovitches, the Obertus, the Grimaldi and the Zantosas) are the biggest and most well established.
What follows is a description of the four families:

  • The Bratovitches are the muscle of the four families. Violent and animalistic, they are quick to anger, rough and savage. They are also the kennel masters for their lords, raising dogs, wolves and other wild animals so that their masters may shape them into fearsome creatures they may hurl at their foes.

  • The Grimaldi are the Tzimisce's main liaison with human society. They are the most "human" of the Revenant families, and are usually in charge of maintaining Tzimisce estates and handling mortal endeavors like finance and politics. They are also the most independent of the Revenant families, some of them even secretly plotting to free themselves from their masters' yoke. Other Revenant families see the Grimaldi as soft, and hold them in contempt. The Grimaldi return the favor, seeing the other families as mindless slaves and freaks.

  • The Obertus are scholars and occultists, and are held in high esteem by the Tzimisce, as many of their greatest scientists, spiritualists, leaders and sorcerers have been Embraced from their ranks. Sascha Vykos, the most famous (and notorious) Priscus of the Sabbat, was formerly Myka Vykos of the Obertus family.

  • While the Grimaldi are the Tzimisce's pawns in mortal society, the Zantosas are their main link to culture. Zantosas are hedonistic social butterflies, on par with any Toreador in their dealings with human culture. They stimulate their senses and play with humans with reckless abandon. They are probably the Revenants in least control of themselves (even moreso than the Bratovitches), and many believe the only reason the Tzimisce haven't wiped them out is because they value their tradition and history. The Fiends' anachronistic mindset may be the only thing saving the Zantosas from annihilation.



The Tzimisce are unique in how much their culture is centered around their signature Discipline, Vicissitude. This unique and quite disturbing Discipline allows the Tzimisce to shape flesh and blood (both living and unliving) into practically any shape they can think of. Their exploration of it rivals (some people even say surpasses) that of the Tremere towards Thaumaturgy, and the Tzimisce ascribe a spirituality that contrasts with the Tremere's practical view of their own Discipline. This results in most Tzimisce not looking at all like humans, having shaped themselves into alien or monstrous forms, or even looking beyond human, having sculpted themselves into paragons of mortal beauty canons, more beautiful than any human created by nature. In fact, this exploration of the Discipline, along with their studies into how it affects the body, mind and soul of the user or subject of its use, have led to whole philosophies being based around it, particularly the Path of Metamorphosis (it also fascilitates studies in the other Tzimisce path of enlightenment, the Path of Death and the Soul). Rumors of [Tzimisce]'s godlike proficiency with the Discipline have given way to the Fiends giving it an almost religious importance. While other clans may have their own personal Disciplines (like the Gangrel's Protean, or the Assamites' Quietus), none base their unlives around them like the Tzimisce do with Vicissitude.

Torture

It is an unpleasant fact to some Kindred, that a large portion of the Tzimisce culture revolves around ways and means of hurting other beings. Many Kindred would understandably prefer to ignore or gloss over this aspect of the clan. Still, Tzimisce are dubbed Fiends for a good reason, and information from that perceived evil that is the Clan Tzimisce, may be particularly useful to those used to a more benevolent Camarilla perspective.

Psychological preparation is vital for any torture session and Tzimisce disciplines are admirably suited to this. Vicissitude allows the torturer to assume a shape appropriate for the situation. Perhaps an incredibly beautiful member of the gender to which the victim is attracted, to heighten their shame; or an impossibly hideous one, to heighten the revulsion and terror; or even the form of the victim's worst enemy, or closest friend. Auspex allows the Tzimisce to discover the victim's phobias and dirty little secrets, and to discern which areas of the victim's body are particularly sensitive.

Tzimisce disciplines also vastly aid in the actual torture session. Vicissitude allows the torturer to become his own tool kit, reforming his extremities (or the victim's extremities) into a variety of intrusive implements, perfectly shaped to fit the victim (or, not quite fit, as the case may be...). Then, too, the sight of one's bones heaving of their own accord through one's skin is always disconcerting -- and it becomes difficult to find release in a scream when one's tongue has been grafted to the roof of one's mouth... Animalism allows for a variety of noxious creatures (particularly those inspiring panic in the victim) to be summoned and precisely directed around, on top of, or even into the victim.

Of course, as is commonly physical torture has it's limits and this is particularly true concerning Kindred. Most Elders worthy of that title have experienced massive body trauma at least once during their unlife and thus, are somewhat numb to the standard concept pain. Moreover, Kindred scoff at threats that would break many mortals, such as amputation or castration, given their regenerative capabilities. And how does one threaten a Nosferatu with disfigurement? Sometimes even mortals display surprising resilience.

Unfortunately for such victims, Tzimisce are equally skilled at emotional torture. Centuries of unlife have given Tzimisce torturers an uncanny degree of psychological insight into the way the human, and Kindred mind operate. Furthermore, Tzimisce control over the Blood Bond provides torturers with a variety of fiendish new ways to hurt their victims. For example, two Kindred may be forcibly Blood Bound to one another and then one painstakingly disfigured before the other's eyes. Alternatively, the Tzimisce may break one victim's Bond, while leaving the other still Bound; then the un-Bound victim may then be re-Bound to the torturer and induced to inflict physical or emotional pain on the other remaining victim. Tzimisce may also, through rituals, can cause already Bound beings to feel emotions other than love. A victim capable of bearing the most atrocious wounds without flinching may be utterly broken by a contemptuous slap from the hand of the now hostile love (or childer).


Hospitality

The rights and treatment of guests forms an indelible part of Tzimisce culture. There are many and archaic rules concerning deportment, manners, greetings, goodbyes, allowances, and settlement of grievances, but there are a few Clan-wide obligations that are always honored.

A guest of the Tzimisce is entitled to several things:
  • shelter and nourishment for three days and three nights (not counting the night of arrival)
  • the protection of the host against third-party aggressors
  • suspension of inter-family grievances for the duration of the stay
  • the best quarters in the home of the host (up to and including the host's own chambers)


However, the guest also has a few obligations that makes them worthy of such special treatment:
  • a ritual exchange of gifts or services (on arriving, departing, or sometimes both)
  • respecting the host's boundaries and property
  • not needlessly angering the host or any of his family
  • not staying any longer than the requisite three days and three nights unless invited to.



The balance of these laws is to ensure that no advantage is taken of either the host or guest - a Fiend's honor can be completely shattered by infringing upon either one of these sets of rules. Given the warfare that exists between lineages of Tzimisce, exercising patience and honoring these laws is a way to ensure that there is always a sort of "neutral ground" where combative families can meet and prevent any further outrages.

The older a Tzimisce is, the more seriously they treat these laws, for they remember the nights when the only shelter to be had was in the domain of a rival voivode, when travel was arduous and only undertaken when neccessary. Most elder Tzimisce respect these laws in the modern nights, but their grandchilder may not even be aware that these laws exist, much less still enforced in their ancestors' domains. Minor breaches can be forgiven, though some sort of effort must be made to show that the trespasser is apologetic. Major breaches can fix a Tzimisce's reputation in a very bad way - slaughtering guests during the day is a sure way to make sure no-one comes to visit you, or ever wants to make a deal.



Embraces

Historically, the Tzimisce have viewed mortal life as largely irrelevant before the Embrace. While they do look for certain mortal characteristics, they tend to see this as the barest flicker of potential rather than a compelling argument. Tzimisce Embraces are supremely selfish - often based around specific obsessions or interests of the sire, rather than any distinctive characteristic of the childe. Those with interests matching their own are particularly prized, and many Tzimisce childer were masters of their field in life - whether this field was medicine or serial murder is a trifling distinction though.

That said, the Tzimisce have a reputation for choosiness, largely from a general disdain for mortals. The Tzimisce have partly addressed this by instituting breeding programs among mortals, resulting in ghoul families such as the Bratovitch or Zantosa line, which serve as the preferred fodder for an embrace.


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Animalism

Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.

Official Abilities

Standard Abilities
  • Level One - Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet
  • Level Two - Beckoning: Summon animals of a particular type to you
  • Level Three - Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.
  • Level Three - Quell the Beast: Cow a mortal into a state of fear or apathy
  • Level Four - Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.
  • Level Five - Drawing Out the Beast: When about to frenzy send your Beast into another person



If you wish to know more about Animalism, please click here to visit White Wolf Wikia.


Auspex

Auspex is a Discipline that grants vampires supernatural senses. It is one of the most common and favored Discipline among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. Furthermore, it has been known to grant some degree of oracular ability, particularly when alerting a Cainite to danger, even if they are in torpor.

Official Abilities

Standard Abilities
  • Level One - Heightened Senses: Raise one of your five senses to superhuman levels
  • Level Two - An Ear for Lies: Know when someone lies to you
  • Level Two - Aura Perception: Learn various qualities of a person from their aura
  • Level Three - Artist's Intent: Learn details of an artist's state of mind in relation to a piece of art
  • Level Three - The Spirit's Touch: Learn something of an object and its previous owner from its resonance
  • Level Four - Telepathy: Briefly probe someone's mind or project a telepathic message to them
  • Level Five - Psychic Projection: Free your mind to travel the world in astral form



If you wish to know more about Auspex, please click here to visit White Wolf Wikia.


Vicissitude

Vicissitude is the trademark Discipline of Clan Tzimisce, and one of the most horrifying powers available to Cainites. With it an experienced crafter can sculpt the flesh and bone of a subject, making them a creature of alien beauty or gnarling them into a deformed monstrosity. Tzimisce use Vicissitude on themselves extensively, altering their appearances with their mood or changing their bodies to be as vile as their souls.

Outside of Thaumaturgy, Vicissitude is the most versatile of the Disciplines, and is often used in tandem with extensive ghouling. Tzimisce tend to deform their servants into war-forms szlachta, which are optimized for combat through extensive bone plating, spiked forearms and other modifications. True masters of fleshcrafting are capable of fusing multiple victims together into mammoth killing machines known as vozhd, but such creations are incredibly rare. Vicissitude was also used to create the Blood Brothers bloodline, and their Discipline Sanguinus is a derivation of the Tzimisce art. While its effects are normally permanent, vampires of lower generation can heal fleshcrafting transformations over time. Likewise, the clan curse of the Nosferatu cannot be removed through use of Vicissitude.

The nature of Vicissitude is shrouded in mystery, with even the most elder Fiends only speculating as to its origins and true potential. More than just a Discipline, it seems to act as a virus that "infects" others through transmission of blood. It is assumed to be invented by the Tzimisce Antediluvian, with some speculating that Vicissitude itself is an extension of the Elder Tzimisce and that it continues to learn and experiment through those that fleshcraft. The Tzimisce themselves view the control over physical forms granted by the Discipline as proof of their superiority over mortals who are slaves to their bodies. Practitioners of the Path of Metamorphosis go a step further and consider Vicissitude the path to achieve individual evolution and transcendence through a somewhat scientific approach of research and experimentation.

Official Abilities

Standard Abilities
  • Level One - Malleable Visage: Alter body height, build, voice, facial features, hair, and skin tone
  • Level Two - Fleshcraft: Alter muscle, fat, and cartilage
  • Level Three - Bone Craft: Alter bone
  • Level Four - Horrid Form: Transform into the war-form zulo.
  • Level Five - Body Arsenal: Transform the bones in your body into weapons.



If you wish to know more about Vicissitude, please click here to visit White Wolf Wikia.



[ * Credit to Caine of Vampire: The Masquerade Roleplay on Habbo. * ]
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