The Tzimisce: Horror in The Clay
The Tzimisce: Horror in The Clay
The Tzimisce: Horror in The Clay
The Tzimisce
"Well, as I was saying, it costs a lot to be authentic, madam. And one can't be
stingy with these things, because you are more authentic the more you resemble
what you've dreamed you are.”
- Agrado, Todo Sobre Mi Madre
These muscles…no longer necessary. Your eyes and ears remain. You must see. You
must witness. Next comes education. I will teach you what it means to be Tzimisce. We are
the wisdom of the dark earth, and we do such things! We travel to the furthest regions of
experience, to a place more than demonic, more than divine. We slough off our humanity to
achieve something wondrous. We alone among the dead can achieve significant change. We
can become yesterday, now, and tomorrow.
Let me put you upright. You look so fitting, hung upon the wall. Within every Usurper is
something that belongs to us. This face—I shall smooth it over. Let me liberate you from
identity, like looking into a mirror so long your face becomes a stranger, like repeating a word
until it is an alien thing crawling on the tongue.
Awaken, Usurper.
Awaken.
You are not alone. See? I have grafted you to your fellows—other sets of eyes and mouths—
you may recognize some of them. To each of you, I teach interlocking fragments of our lore. Do
you see? I weave a historical tapestry. When complete, it will sing the layered chronicle back to
me as I walk down the hall.
I will share with you the deeper secrets. I will illumine the Way of All Flesh. I will show you fear
in a handful of clay.
O, my dear Usurper. Still afraid to die? By blood, by sky, by the hungry soil, I promise that so
long as you are within my walls, you will never, ever die.
Ah! What sweet whistling you make.
The Deluge
Others of the blood will say the Eldest hid up in the mountain crags during the
Flood. They're wrong. What did the Eldest have to fear of water? It went right in.
Its mind changed. Its body changed. It learned to glide through the blackness,
adapted to survive the crushing depths that strangle out the sun. It learned to
catch prey, to summon the creatures it could not catch, and commune with the
creatures it could not kill. It discovered whole new mysteries of Metamorphosis
from the things that live at the bottom of the abyss. In that fathomless womb it
gestated, and it came out changed. It's true! I saw it. I saw it all in dreams.
Kupala
Kupala is the name, and the name has a thousand mouths, and the mouths jabber blasphemies
and secrets in the soil. The Eldest favored the lands of Yorak, but it did not know why.
Something whispered to it. Something caressed its dreams, tickled its atrophied gifts as a seer.
The shaper practiced its old mortal oneiromancy and learned to talk back to the spirit of the
mountains, the great beast known as Kupala.
There are legends that gods, or perhaps the shapeshifting wolves, did battle with the demon,
folded the very earth over it. The Carpathians form the gargantuan sarcophagus that contains
Kupala. The demon taught the Eldest sorcery, and the Eldest taught its childer, and so rose
the kolduns. And whether that magic was used to bind or free Kupala is still a point of vicious
contention in our clan.
Kupala’s Night
It happened on a night of a swollen, pregnant moon. The sky was ready to burst. Conditions
were just right. The fire of the Inquisition burned. Tyler’s Anarch Revolt raged. News of
Gratiano’s diablerization of the Lasombra Antediluvian echoed like a chiropteran shriek.
Teutonic Knights had braved the Pripet Marshes, attacking and nearly killing the ancient
Byelobog. In that weakened state, the Methuselah fell to the fangs of Lugoj Blood-breaker, the
first voice of Tzimisce dissent. With all of these events aligned aright, and the maddeningly
potent heart’s blood boiling in his belly, Lugoj hatched a plot of maximum audacity.
It was a perfect night. Kupala’s Eve. Night of immemorial sanctity. Logoj and his ally Velya
the Flayer (later called Velya the Vivisectionist) summoned the clan’s youth to a festivity.
Their memories grown feeble, the elders could not recall the night’s full significance, and they
acquiesced.
We met in the Carpathians. There was a great bonfire. Scores of sacrifice stood bound, like
a writhing forest. We all wore our zulo form, camaraderie in the transcendental flesh. Lougoj
stood, with his back to the fire, and held aloft something precious. He said these words:
“This is Kupala’s sacred fire-flower, just as the legends say. The search was long and teeming
with perils, but the night has no peril as great as we. I found it. Deep amid a holy place of the
shapeshifters, I found it. Do you remember what the legends say of this flower?”
We remembered. On that night, of all nights, the sacred flower gave one the authority to bind
or free demons. We howled its name. Kupala! Kupala! We asked but for one favor. Freedom.
Bathed in blood, Lugoj leapt through the fire. We all followed after.
The Blood Bond shattered. Usurper, when it becomes necessary to utter four words, can you
even grasp their significance? The Blood Bound shattered. That was the first Auctoris Ritus.
Though the sect would not form for sometime thereafter, that was the night the soul of the
Sabbat was born.
Aži Dahāka
As a rule, with a few notable exceptions, Tzimisce do not tend toward devoted piety. Why
worship some distant god when you can craft yourself into one? Yet there is something that
Fiends from nearly every faction revere. Not really a deity. Not really a dogma. Aži Dahāka is
the symbol, fetish, and focus of the philosophy of Metamorphosis.
From the Dracon to Illuyankas, Dracula to the Leviathan, dragons are woven deeply into our
mythology. What the kine fear, we aspire towards — not the literal, physical form, but what the
dragon represents as harbinger of transformation. We quest for the transcendental, walking the
sinuous spiral of Aži Dahāka’s coils, gazing into its many mouths and eyes. Where chaos and
forever meet in motion, that is where we will find the dragons’s beating heart, and we will drink
deep.
Metaphor made manifest. Riddle made flesh. Aži Dahāka s the chiropteran cherub of our
secular, alien spirituality
Neofeudalist
Behold the fiendish Don Quixote. A broken anachronism to some, a folk hero to others. Most
likely, a bit of both. Not a faction, in the strictest sense, but an ideal, an attitude that can
bleed into the other factions. It creates strange camaraderies. The Old Clan Fiend and the
Metamorphosist, normally at each others’ throat, find grudging respect and native pride, when
they acknowledge their mutual neofeudalist leanings.
The neofeudalists seek a return to the nights of kings and serfs. They claim vast domains, sire
large broods, are the most gracious hosts, but demoniacal to any who trespass uninvited. As
a point of honor, they are self-sufficient from the Sabbat, whom they are at odds with nearly as
often as the Camarilla.
On the cutting edge of today, few espouse this ideal. Fewer still actually live it. And even fewer
survive it for long. Seeing such an exemplar causes something resembling admiration to squirm
in our wormy hearts. However, nostalgia, even for something so majestic, is still a pathetic,
atrophied organ of humanity. Kiss the vestigial hand growing out of your cousin’s head, if you
must, but know when to break it off.
Exanguinists
The Eldest explored the terrible vistas of possibility, stared into the transcendentaly grotesque,
and the only thing that disturbed it was the Hunger. Immortality is relative, and if we truly want
to dance with eternity, the Hunger must be conquered. The Exsanguinists understand this. They
know that feeding the Hunger only deepens it, only erodes and widens the ravenous well inside
us, until all that we are is nothing.
Unlike other blood cults who gorge on gore, the Exanguinists practice feeding abstinence. This
Metamorphosist offshoot has developed ignoblis ritae to avoid drinking blood for as long as
possible. They teach meditative techniques. They throw themselves into distraction. If they
can increase the length of time between each feeding, perhaps they can unlock the secret to
transcend the curse.
They are perpetually on the edge of frenzy. I would not recommend them as pleasant company.
Tzimisce Antitribu
Semantics make for a tedious game, but the Tzimisce, by and large, do not bother with terms
like “antitribu.” Though our personal visions, and even our symmetries, may differ, a Fiend is still
a Fiend. Most belong to the Sabbat. The rest, particularly the elders, are apolitical.
Not even the Oradea League bandies about the word “antitribu.” They are an alliance of ancient
Tzimisce, powerful fiends who survived the Anarch Revolt. They maintain their feudal lands
around the Romanian city of Oradea. A pledge of unity ensures that an outside force attacking
one these puissant monsters will face them all. The League has refused to submit to either the
Camarilla or Sabbat.
There may be some few individual Tzimisce who have joined the Camarilla. But in a clan
of monsters of such individuality, this notion does not aggravate our vanity as it does the
Lasombra. Likely, the motivations of a Fiend walking in the Ivory Tower would be very personal,
specific, and temporary, to make them stomach the company of the Warlocks. Perhaps there
are Fiends there in hiding. Perhaps they wear faces that are not their own.
Example Concepts
The Barker
“Step right up!”
You used to travel from town to town, a peddler of the bizarre and grotesque. Ever the
showman, your macabre charm brought in the audiences to gaze upon your freak show
attractions. Occasionally, you took their blood. Sometimes you kept an audience member and
added them to the menagerie. These days, you lead a more stationary life. You’ve opened a
House of Oddities in the city. Your creations hide in plane sight. This modern world celebrates
the grotesque. The gawkers come to you. Why just last week, a small band of thieves tried
break into your place. The look on their faces, when the pickled punks leapt out of the jar to
defend you, well that was just priceless.
“Safe home, dear friends, and come again!”
Sometimes you focus on one legend, refining the minutia of its image as you travel. You find
Metamorphosis through the nuanced regional differences you discover from town to town,
forced evolution along the road.
Scary stories are fun when you're dead!
The Weaver
You wield your bone shears with the gentle grace of an artist. The miracles you can work with
human leather. The osseous jewelry. The bioluminescent gown. The still-living great coat, kept
alive with vitae, covered in eyes that still blink. The flesh and bone coffin you designed for the
Archbishop herself, that lovingly opens for her, every dawn, with the deliberation of a Venus fly
trap.
For all the Sabbat's talk of transcending human customs, they still preen like demon peacocks
when they gather. Shock and awe. You give that to them. You are in high demand. You give
them post human fashion—post mundane. Not just garments, you give them designer ghouls
and designer selves. The packs strive to be monsters, reach for freakishness, but many
do not have the skill to truly transform. The poor dears. Why should the Fiends be the only
ones to experience Metamorphosis? Your clanmates are so self-centered. You were always
extraverted. You want to share. You want to give.
Conspiracy Fiend
You've read the writings of an ancient of the Old Clan. An Obertus monk preached to you
about the Dracon's immaculate conception. You once talked to a guy who talked with Lambach
Ruthven. You've put it together. You know what's going on. But now, it knows that you know. It
began in small ways. You woke to find your your clothing torn, things in your haven rearranged,
a knife in one hand and fingers missing from the other. One dusk, you found the words "BE A
GOOD LAD" flesh-scrawled into your chest. It's in there, watching you now, isn't it?
Now you spend all your time in the lab. You've missed several auctoritas ritae. The others
are beginning to talk. Who can you trust? You experiment until you collapse with the sun.
You write your findings in the dark, so it won't see. You tried to exsanguinate all of your
vitae. You removed your own limbs. It does no good. No going back. You scream from the
hyperawareness of something the size of a planet greasily slithering between your dead cells.
You try to warn the other Fiends, but no one listens. They say you are insane. Really? Do they
think so? Oh…how glorious that would be if it were true.
Postmodern Prometheus
You don't remember who you were before the Embrace; none of you do. You are your sire's
most recent experiment. The memories are fragmented—the naked organs, flesh, and liquified
bone of a dozen people tossed into a vat. The reaction to spilled vitae was extreme. The viscera
awoke and hungered. You pieced yourself together and ate the rest.
You are the patchwork vampire, a visceral gestalt and stew of memories. So many voices speak
in your head. Though you could barely muster the consensus to form the coordination to walk
your first few steps, when awareness cursed your minds, you all agreed on one unanimous
point. You would have revenge on your creator.
Foundation Recruiter
The blood of the revenant families has spread so far and so thin. The right talent and genes
can surface almost anywhere in the world. The Romanian Legacy Foundation sends you out to
find the descendants of the revenant houses who are now far beyond the ancestral lands. You
maintain a Foundation website. You give presentations in hotel convention rooms. You follow
emails, birth certificates, genealogy studies—the nearly invisible trail of Tzimisce blood that
spans the globe. You conduct interviews. When you find the worthy, you bring them in, saving
them from the fate of dying as exceptionally talented mortals.
Merits
Bioluminescence (1pt Merit)
Perhaps through biological expertise, or perhaps by unlocking something primordial within, you
have accessed the secrets of bioluminescence. Using the Vicissitude, you may grant yourself
(Malleable Visage) or others (Fleshcraft) the ability to emit a soft glow. With muscle control and
practice, you can control the color and pattern of the illumination. This can be used to create a
soft light in the dark, create beautiful displays, or even a primal form of communication. Some
Fiends grant their ghouls or childer bioluminescence, developing a eerily nuanced and wordless
language with their thralls and broods. Only characters with at least one dot of Vicissitude may
purchase this Merit.
Flaws
Unblinking (1pt Flaw)
Your eyes do not close. Ever. Perhaps you have left your humanity too far behind to upkeep
such habits, or perhaps you fleshcrafted some form of transparent eye-scale or nictitating
membrane. Your quirk probably makes astute observers uncomfortable (+1 to the difficulty of
friendly social interactions with anyone whose makes a successful Perception + Alertness roll at
difficulty 8 to notice).
Combo Powers
Ears of the Bat
Prerequisites: Auspex ● and Vicissitude ●
The vampire grows long, pointed ears and achieves echolocation, much like a bat. She can
“see” in pitch darkness and that sense extends 360° around her, leaving no blind spots for
would-be ambushers to exploit.
System: The player must spend a blood point and roll Intelligence + Medicine (difficulty 7).
While manifesting the Ears, the character suffers a +1 difficulty to all Social rolls with mortals
unless she takes steps to hide her ears.
This combination power costs 8 experience points to learn.
Flaying Touch
Prerequisites: Potence ●● and Vicissitude ●●
With this cruel power, a Tzimisce can tear away a victim's skin as easily as removing a robe,
all without disturbing the muscles and other tissue beneath. The Fiend simply grabs a handful
of skin and pulls it away or surgically slices it with the artful caress of a fingertip. Regardless of
the method used, the target suffers excruciating pain and begins bleeding profusely from the
exposed flesh. Even if a target somehow survives the blood loss, the area of skinless flesh soon
becomes infected. Cainites have less to fear from the power, though they too suffer blood loss
until they can regenerate the missing tissue.
System: This power requires the same roll as a conventional use of Fleshcraft, though the
difficulty is always one higher than normal (maximum difficulty 9). The vampire need not restrain
the victim as long as he strikes exposed skin (requiring a Dexterity + Brawl roll as usual), in
which case the activation roll is reflexive. Each success inflicts one level of lethal damage,
which may be soaked (if the victim can soak such damage) at difficulty 8 . If the damage
exceeds the victim's Stamina, she can only writhe and scream in pain for the rest of the turn.
Victims continue bleeding profusely from their exposed skin. Mortals suffer a number of levels
of bashing damage each minute equal to the initial damage, while vampires apply any damage
after soak as a loss of blood points. Once any of the original damage is healed or the wound
is stanched (Dexterity + Medicine, difficulty 9), the bleeding slows to one level of damage per
hour. Only when the original injury is completely healed does the bleeding stop.
This power costs 14 experience points to learn.
Soul Decoration
Prerequisites: Auspex ●●, Obfuscate ●●, and Vicissitude ●●●
In the Metamorphosist philosophy, the body and soul are linked. Outer change brings inner
change (and vice versa). The body’s experiences can be summed up in the aura, but this
phenomenon is the product of physical forces. By fleshcrafting certain locations on the body—
chakras, joints, erogenous zones—a Tzimisce with this power can “paint” whatever aura he
chooses. Auras summarize the individual, revealing mood, the stain of diablerie and the Curse
of Caine. When under the gaze of perceptive eyes, sometimes it’s better to conceal such things.
System: After spending three Willpower points, the player rolls her character’s Perception +
Empathy. The difficulty of this roll is equal to the subject’s Willpower—stronger personalities
resist alteration. The number of successes indicates how completely the aura can be changed
to the Tzimisce’s specifications.
[PRODUCTION: TABLE START]
1 success Can alter shades (pale or bright)
2 successes Can alter the main color
3 successes Can alter psychological state (frenzied, psychotic, etc.)
4 successes Can conceal or falsify diablerie and magic use
5 successes Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.)
[TABLE END]
The deception lasts one night per success. During this time, the aura doesn’t change to reflect
new conditions in its owner. This power changes only the aura, not the subject herself. At the
Storyteller’s discretion, the subject may feel token emotions to match her new colors. She might
feel somewhat distrustful if her aura was painted light green, for instance.
This power costs 20 experience points.
Body Armory
Prerequisites: Protean ●●● and Vicissitude ●●●
This power enables the vampire to form wicked weapons from her own body. The vampire may
create sword blades, axes, and even spiked mauls. These weapons do terrible damage to their
targets. Many Tzimisce make sword-arms and knife-bladed knuckles and the like, but more
dramatic implementations are possible.
System: This power costs two blood points per weapon Grafted (though larger weapons like
two-handed swords and great axes cost four), and the player must roll Dexterity + Medicine
(difficulty 7). Weapons created in this manner cause aggravated damage.
This power costs 21 experience points to learn.
Wound Sculpting
Prerequisites: Fortitude ●●● and Vicissitude ●●
A vampire with this power may vastly accelerate her healing by concentrating and willing flesh
to mold back to its original form.
System: The player spends one blood point and rolls Wits + Medicine (difficulty 8). Each
success heals one level of lethal or bashing damage. This power cannot heal more health levels
per turn than the vampire's generational limit for blood expenditure. Any healing beyond this
limit extends into subsequent turns until complete.
This power costs 21 experience points to learn.
Pater Szlachta
Prerequisites: Protean ●●●● and Vicissitude ●●●
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of
Vicissitude. Forces of chaotic change surge through the Fiend’s body, forces he must direct
while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the
body settles into the Pater Szlachta or bogatyri form — so named by Tzimisce anarchs to insult
either their servants or the “elder valiant champions” who served the anarchs’ sires. In the
modern nights, this power is still known to a few Tzimisce, who sometimes use it in contests of
improvisational fleshcrafting.
System: Spend two blood points and roll Stamina + Medicine (difficulty 7). The change takes (5
- the number of successes) turns to complete, during which the Tzimisce can only howl, drool
vitae, and writhe. The character can rearrange his Physical Attributes (one dot per success),
but no Attribute can exceed the limit imposed by generation. The player can describe what sort
of alterations he wants to make, but the process is difficult to control. In the end, the Storyteller
is the final arbiter, choosing one physical state for the character in bogatyri form or certain
Vicissitude modifications such as bone spikes, spine-saws, etc. Botches earn whatever physical
Flaws the Storyteller chooses. The change lasts for one scene.
Example: The player of Csikos Thesz spends two blood points and earns four successes on
his Stamina + Medicine roll. Csikos Thesz spends one turn changing into the bogatyri form,
during which he struggles to rearrange his muscles and body fat to better absorb impacts; he
also concentrates on drawing forth bone mass to his knuckles, visualizing them coming to thick,
knobby studs. After the change, his player can rearrange four dots of Physical Attributes. Before
the change, Csikos had Strength 3, Dexterity 3, Stamina 2. He moves a point from Strength and
two from Dexterity into Stamina and doesn’t use the fourth success, leaving him with Strength 2,
Dexterity 1, Stamina 5. Since four successes indicate an “exceptional success,” the Storyteller
decides that Csikos has grown bony nodules on his knuckles that inflict lethal damage.
This power costs 18 experience points.
Elder Disciplines
Ecstatic Agony (Vicissitude ●●●●● ●)
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 Caine’s Gifts.
System: After spending two Willpower points, the character becomes empowered by pain.
Add his wound penalties to all non-reflexive actions involving a Physical Attribute or use of
a Discipline. As the character heals, this bonus wanes. Treat Incapacitated and Final Death
normally. This power lasts for one scene.