Ownership. That is what defines the Tzimisce. Full of avarice, and a territorial fervour, the Dragons sit upon their possessions as if guarding a hoard. It is one thing to have something, or someone, but it is another thing entirely to own it. The act of embracing another individual, or turning them into a thrall or ghoul, is no different from claiming them as an object of your possession as far as The Fiends are concerned. They would rather burn their havens, businesses, Childer, or being, to ash and cinder before they allow anyone else to claim what they deem is rightfully theirs. Slumlords, oligarchs, business owners, military commanders, and bearers of grudges. The Stokers are despotic, embodying the philosophy behind “scorched earth”.
This voracious possessiveness extends not just to the external, but also to their own minds and bodies. A Tzimisce is unable to comprehend that they could be owned, or adhere to the constraints of anyone other than themselves. Some spend decades asserting true control over their bodies: shedding the shackles of traditional physiology. Through the art of Vicissitude, or Flesh-craft, they warp their own bodies into terrifying forms. In the cases of some,
they seek metamorphosis: to transcend the vampiric condition and its limits. Is it surprising that often, they choose to alter their Childer and ghouls in a similar fashion.
Many of the Clan find a hard time getting along with the ancient beings that make up the ranks of their Elder brood. How dare they seek to control the youth, as if they are lesser, nothing but peons and tools. At home amongst the Anarchs, they fight out of sheer disdain for their hated sires. No longer claiming towns, castles, forests: they have modernised to fit the world as it is now. The Anarch Revolts began with them, and the Fiends will bear this grudge until there is nothing left to control them. Be that Camarilla, Second Inquisition, or Dragon.
Clan Weakness - Grounded Monsters
Every dragon has their horde - and even these obsessions run deep in the Modern nights. Each Tzimisce has their own claim; something that they view absolutely their own. Their charge can vary from a specific location to a concept, or a group of people. Slums, land, cities, or perhaps a concept given form. Each day, they must sleep surrounded by it, and each night they are compelled to protect and control it. This drive to control is central to the clan, and they are known to be more than willing to engage in decade-long schemes to stay in control. When faced with a threat to what they see as theirs, violence and monstrosity are never off the table if it means keeping ahold of that which they own.
[[We encourage the players of Tzimisce characters to choose a charge that is central to their character. When their monopoly on this charge is threatened, the player should feel free to respond in whatever way suits them staying in control of this thing: be it by flying into a bestial rage to assert dominance over an area of the city that someone has voiced interest in buying up, or punishing another lick for laying claim to an idea that they see themselves as the owner of. Of course, if the player has any questions on the matter then we encourage them to rhea out to the game team so that we can help.]]
Discplines:
Click a discpline below to learn more and read our suggested rules for each power:
Tzimisce also have access to an Amalgam: