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 Tzimisce - Fiends

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Tzimisce - Fiends Empty
PostSubject: Tzimisce - Fiends   Tzimisce - Fiends EmptyFri Mar 26, 2010 10:26 pm

The Tzimisce, or ‘Fiends’, as they are known as are the soul of the Sabbat; their nickname has been passed on by kindred of old who have witnessed the horrors of the tortures and creations of this clan mastery, Vicissitude. Their reputation can be seen as being unwarranted, as the majority of the Tzimisce are rational reserved individuals, very intelligent and inquisitive, making impeccable guests. However, this quite human appearance is but a veneer for something quiet different. Some see the Tzimisce as unflinchingly evil; their unaderstanding of the vampiric condition has simply allowed them to bend their minds and bodies to new levels of understanding, while youngsters of the clan can be seen to take perverse pleasure in inflicting this on others, it could be stated that elders of the clan simply fail to understand mercy and suffering, or it could be that hey no longer have any use for such irrelevant emotions. In ancient times the Tzimisce were powerful. Though many tried, it was the Tremere who succeeded in uprooting them, using the Tzimisce’s blood to give birth to the Tremere's undead condition. It is from this that the Tzimisce possess an unflinching hatred for the Warlocks. During the Anarch Revolt, the young of the clan discovered mystical means to break the blonds inflicted upon them by their elders, rising up and destroying what was left of their elder’s power base. Today, the Tzimisce serve the Sabbat as scholars, advisors and priests. Many of the sect’s customs originate from this clan. The Tzimisce are consummate explorers, always looking to discover the greater prepose of Kindred as a whole.

Clan Flaws: Tzimisce are fiercely territorial creatures, maintaining heavily guarded havens. Whenever a Tzimisce sleeps, they must surround themselves in at least two handfuls of dirt from a place important to them as a mortal. Failure to do so halves the Tzimisce dice pools for every 24 hours, until all actions only use one dice. This remains until they rest among their earth once more for a full day.

Clan Discipline: Animalism, Auspex, Vicissitude
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Tzimisce - Fiends Empty
PostSubject: Re: Tzimisce - Fiends   Tzimisce - Fiends EmptySat Mar 27, 2010 5:53 pm

Pain Tolerance (2 pt Physical Merit)
Maybe youve deadened your nerves through Vicissitude. Maybe youre a tough bastard. Maybe it turns you on. Regardless, you ignore one-dice wound penalties. That is, at Hurt or Injured, you suffer no wound penalties. You still suffer full wound penalties at Wounded and below. You must have a Conviction or Courage rating of 3 or more to take this Merit. If you possess the advanced Vicissitude power Ecstatic Agony, you gain no additional dice until you are at least Wounded; your indifference to pain deprives you of its power.

Dracons Temperament (3 pt Mental Merit)
Taking the notion of Azhi Dahaka to new levels, youve emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperaments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or youre so mutable that you can be anybody. At the beginning of each Story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This doesnt change your identity; it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.

Haven Affinity (3 pt Supernatural Merit)
Caines curse resonates strongly in your bones, but it possesses a proven advantage. You are connected to the soil of your prime haven, granting you an extra die to all dice pools when you operate there. It also acts as a mystic beacon to you, allowing you to home in on its location with a standard Perception + Survival roll (difficulty 6), + 1 difficulty when a state or country separates you; + 2 if youre halfway across the globe. This applies only to your prime haven and to none of your auxiliary shelters.

Revenant Disciplines (3 pt Supernatural Merit)
The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were innate to you as a ghoul have remained so as Cainite. At character creation, select the ghoul family from which you hail. Instead of the T zimisces standard complement of Animalism, Auspex and Vicissitude, you instead draw from your three family Disciplines for your starting allocation
(though you may buy other Disciplines with freebies, as normal). Also, you learn your family Disciplines at the cost of a clan Discipline. Its either or, however, meaning you cannot buy both the Tzimisce and family powers at clan cost unless they both share a particular ability like Vicissitude.

Ancestral Soil Dependence (2 pt Supernatual Flaw)
Dependence on their native soil hampered the Tzimisces flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vulnerable to enemies who knew of this weakness. In the modem nights, rapid transportation makes such a threat much less severe, but even childer sired generations after their ancestors relocated occasionally manifest this Flaw.
The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood - soil from a place important to you as a mortal wont do. You actually need two handfuls of the tainted Eastern European soil of the Tzimisce homeland Ancestral Soil Dependence most commonly manifests in the childer of koldun and the branch of the clan thought to be descended from Yorak. Characters Embraced in Eastern Europe cant take this Flaw ( theyre already dependant on the local soil).

Scarface (2 to 4 pt Physical Flaw)
Youre a walking mess of scars. Although you heal damage with Cainite efficiency, the manner in which you do so is all too human. For some reason, the regenerating flesh returns as scar tissue. Vicissitude doesnt help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. While this doesnt hamper you physically, it does affect your interactions with other people. For 2 points, all Social roll difficulties increase by one.
If you purchase Scarface as a 3-point Flaw, your face and body are so horribly blemished that your Appearance rating can never exceed 2. This is in addition to the limitations mentioned previously. As a 4-point Flaw, the swath of scars is thick enough to hinder your actions through skin-resistance.
All Dexterity roll difficulties also increase by one, in addition to the other penalties this Flaw imposes at lesser levels. Youcan ignore this penalty for one specific action by taking one level of (unsoakable) bashing damage; essentially, youre tearing the scar tissue for greater range of motion. Once you heal that damage, however, the penalty returns.

Revenant Weakness (3 pt Physical Flaw)
You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clans weakness and your revenant familys limitation; whether its the Bratovitchs propensity to fly into a rage, the Grimaldis blood bond to the Sabbat, the Obertus instability or the Zantosas weak will. The Storyteller might also let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical detective work.

Consumption (5 pt Physical Flaw)
Portions of the Antediluvian are not only within you, theyre active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesheating bacteria. At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you'll simply vomit it out like any other food- this does not impart the benefits of the Eat Food Merit.

Pain Tolerance (2 pt Merit)
Note: you must have a Callousness and Morale rating of 3 or higher to take this Merit.
Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain, This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to actions at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.
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