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Among the myriad factions and bloodlines of the While Decebalus had long wanted the gift of

Ordo Dracul, few represent the motives of the undeath, he had wanted to prepare for it. He
Covenant as strongly as the Tzimisce. Even other understood that the vampiric form was unchanging,
Dragons grow uneasy around these eerie Kindred, and thus he had wanted time to prepare his body for
the bloodline’s nickname of “Fiends” was given to them immortality.
in nights past by horrified Kindred of other lines. The Despite his vanity however, he had let the life of a
Tzimisce’s signature Discipline of Vicissitude is the king spoil him. He had grown fat and lazy. And at the
subject of particular dread; tales speak of crippling time of his Embrace, he was unshaven and his face was
disfigurements inflicted on a whim, of ghastly scarred from a wound he received while on the run.
“experiments” and tortures refined beyond human – or In the end, Decebalus and his master managed to
vampiric – comprehension or endurance. escape to freedom. But life eternal was not as Decebalus
This fearsome reputation often seems unwarranted at had imagined it. He had lost all of the power and glory
first. Many Tzimisce are reserved and perspicacious he knew as a mortal, and worst of all he would forever
beings, a far cry from the howling monsters many would be fat, scarred, and unshaven. It was this self hatred that
believe them to be. Most Tzimisce appear as rational eventually drove him to frenzy and commit diablerie
creatures, formidably intelligent, possessed of an upon his master.
inquisitive and scientific bent, and unstintingly gracious In the centuries to come, Decebalus studies the
of guests. vampiric form, its strengths and weaknesses. He joined
Kindred who treat with the Tzimisce, though, realize the Ordo Dracul when it was still in its infancy and
that the Fiends’ human traits are the merest veneer over helped to develop the foundation of the Coils still
something…else. For nearly two millennia the Fiends practiced in modern nights. But for all his success, the
have explored and refined their understanding of the ability to change the vampiric form eluded him. Why
vampiric condition, bending their bodies and thoughts could nearly every aspect of the vampiric condition be
into new and alien patterns. And should it prove changed or overcome, but he must return to the same
necessary, enlightening or simply enjoyable, many state each night before waking?
Tzimisce do not hesitate to bend their victims in similar Eventually, during a dispute over ownership of a pair
fashion. While younger Fiends might be described as of Dragon Lines, Decebalus came to know a mortal
merciless or sadistic, elders of the line simply fail to sorcerer who displayed an interest in helping him. With
comprehend mercy or suffering – or perhaps the do the aid of the sorcerer, Decebalus and his childer set
comprehend, but no longer consider those emotion about performing a number of experiments in an effort
relevant. to secretly develop a new Coil.
It is said that the origins of the Tzimisce date back to They were beginning to show some progress when,
the fall of the kingdom of Dacia, nearly two thousand during one of the rituals, the sorcerer lost control of his
years ago. The first is believed to have been the king of spells. From the darkness between worlds, a
Dacia, Decebalus, who was a proud ruler, but the manifestation of the Abyss emerged and fused itself to
puppet of a powerful Vantrue. Decebalus, who had been the focus of this particular
The story goes that Decebalus’ army was defeated. ritual. How it happened is not clear, but the alien spirit
Hunted and surrounded by Roman detachments, became bound to Decebalus, infecting his vitae like an
Decebalus fled with his master and his master’s two abyssal disease.
most favored childer. They fled for weeks, but their luck In time, Decebalus learned that he could not only
finally ran out. Fleeing the Romans, Decebalus’ master control his own body in ways he’d never imagined, but
was forced to grant him the Embrace so that the could also manipulate the flesh and bone of others.
limitations of his mortal form would not slow their Over the centuries, Decebalus perfected his fleshcrafting
escape. arts, founding the Discipline now known as Vicissitude.
Though it started as one of the Coils of the Dragon, it or possibly the Circle of the Crone. Most Tzimisce like
evolved into something more. to keep their pets, and such thinking is most unpopular
Like all members of the Ordo Dracul, Tzimisce seek among the Carthians. And there are few things the
to better themselves. They search for the perfect form, Tzimisce do that the Lancae Sanctum don’t find
altering themselves in strange and disturbing ways. heretical.
Many study the traditional Coils as well as Vicissitude, Appearance: As masters of the Vicissitude Discipline,
hoping that a merger of the two studies will yield Tzimisce often have striking appearances – whether
something truly revolutionary. strikingly beautiful or strikingly grotesque depends on
The Tzimisce often serve the Order as scholars, the whim of the Fiend in question. Younger Tzimisce,
advisors, and something akin to priests. In fact, many of seeking to explore their inhuman natures, perform all
the Order’s modern practices originated from Tzimisce manner of body modifications on themselves. Their
teachings. By exploring the possibilities and limits of elders, though, often effect flawless, symmetrical forms;
vampirism, the clan hopes to discover the greater the body is merely a passing useful machine, after all.
purpose of the Kindred as a whole. If this means the Tzimisce faces often resemble masks of blank perfection,
wholesale destruction of archaic elders, the razing of the and the Fiends typically laugh little, though some have
other Covenants, and the vivisection of millions of kine been known to chuckle during particularly elaborate
victims, well, all experiments have their consequences. experiments.
Such experimentation takes a lot of time, and many Haven: Tzimisce are exceedingly private beings,
find they could use a helping hand…or tentacle. The placing great value on the sanctity of the haven. In fact,
Tzimisce are fond of servants, most especially ghouls. the bloodline has an entire series of elaborate protocols
Many of the Fiends use their powers to create servants based around hospitality. Guests invited into a Fiend’s
far removed from the mortal stock they haven are protected with the host’s unlife; trespassers
came from. Ghouls are often are pursued to the ends of the Earth and punished in
granted bone spurs, plating, some gruesome and lingering fashion. Surprisingly,
distended jaws and any number of Tzimisce havens, or “manses”, are not necessarily
other “perfections” to make them comfortable or well kept. The amenities of mortals
more suitable to the task their masters matter little to the Fiends.
demands they perform. Inevitably such Background: Tzimisce are very careful about who
servants go mad from the they Embrace. Many feel choice of childer reflects on
mistreatments they endure, the sire. Thus Fiends choose only those mortals who
after which they are they feel have the capacity to improve the bloodline as a
discarded and replaced. whole. “Brilliance” and “insight” are particularly prized;
Parent Clan: Ventrue whether the potential progeny’s brilliance and insight
Nickname: Fiends manifest in scientific theory or serial murder is a trifling
Covenant: The distinction.
Fiends are found Character Creation: Mental attributes are most prized
almost exclusively among the Tzimisce. Although descended from a
within the Ordo background of nobility, the typical Fiend is
Dracul. As a whole, unconcerned with petty social interplay; thus Social
the Order matches the Attributes are rarely primary. Tzimisce often have Status
philosophies of the (Ordo Dracul), Resources and Retainers (ghouls).
Fiends perfectly, and Bloodline Disciplines: Animalism, Auspex,
Tzimisce are very picky Dominate, Vicissitude
about who they Embrace. If a mortal Weakness: Tzimisce are very territorial creatures,
cares nothing about evolving into maintaining a particular haven and guarding it
something superior, then perhaps they ferociously.
would simply make a more suitable servant, In addition to the normal weakness of the Ventrue
or just a quick snack. Because of this, rare is clan, Tzimisce characters must roll to avoid frenzy (5
the Tzimisce created that doesn’t already favor successes needed) whenever someone enters their haven
the philosophies and tenants of the Ordo uninvited. In addition, they strongly respect the territory
Dracul. of others. Tzimisce must spend a Willpower point to
The rare Tzimisce that doesn’t belong to the enter another’s home or territory without an invitation,
Order is most likely going to gravitate to the Invictus be it a Kindred’s haven or a mortal’s home.
Vicissitude With only one level of Vicissitude, the vampire must
physically mold the alteration, literally shaping his flesh
into the desired result. This is an extended action.
Vicissitude is the signature power of the Tzimisce and Upon gaining a second level of Vicissitude, these
is almost unknown outside the bloodline. Similar in changes can be performed at will as an instant action.
some aspects to Protean, Vicissitude allows the Fiends to Cost: 1 Vitae
shape and sculpt their own or others’ flesh and bone. Dice Pool: Dexterity + Crafts +Vicissitude
Then a Tzimisce uses Vicissitude to alter mortals or Action: Instant or Extended, (1+ successes, based on the
ghouls, the effects of the power are permanent. If used detail and complexity of the change; each roll represents
on a vampire of the same or higher blood potency, the ten minutes of physical manipulation) Instant at two
victim may heal the effects. If Vicissitude is used to deal levels of Vicissitude.
damage, the effects are reversed as the damage is healed. Roll Results
If it is used to make alterations to the victim, the victim Dramatic failure: The character becomes hideously
heals the change as if he suffered one point of lethal disfigured and has difficulty restoring his form.
damage for every success the Vicissitude user got on his Correcting the mistake requires five successes on
activation roll. another Malleable Visage use, or it can be healed as if
Victims of lower blood potency can heal the effects of the user had suffered two points of aggravated damage.
Vicissitude as well, but they must heal it as if it were Failure: The vampire has difficulty achieving the
aggravated damage. Though actual damage inflicted desired shape and reverts to the same shape he had
with Vicissitude based attacks (such as from bone spikes before using this power.
or blades) are always bashing or lethal, for low blood Success: The character’s features change as desired.
potency vampires, healing body alterations can be The number of successes required, (or in the case of an
especially difficult. instant action, the penalty) to make the change depends
So, for example: If a vampire with blood potency of 1 were on what the vampire is trying to achieve.
attacked by a Tzimisce with blood potency 3 who attacked To make the change permanent, the vampire must
with bone claws, he would suffer normal lethal damage. spend a Willpower dot. Otherwise his body will revert to
However, if the same Tzimisce managed to get a hold of his its natural shape while sleeping the following day.
victim and used Vicissitude to bend the unfortunate vampires Exceptional Success: The change can be made
elbow backwards, the low blood point vampire would need to permanent with the expenditure of a Willpower point
heal the disfigurement in the same manner as aggravated instead of a dot.
damage. So if the Tzimisce got 4 successes to cause the Suggested Modifiers
disfigurement, the afflicted vampire would have to spend # of Successes Required/
enough blood to heal 4 points of aggravated damage, even Intended Change Instant Action Modifier
though he wouldn’t actually have suffered any Health loss Change Eye Color 3/-1
from the attack. Change Hair Color/Length 4/-2
Note that while this Discipline permits powerful and Change skin tone 5/-3
horrific effects, the wielder must obtain skin-to-skin Duplicate a face or voice 5/-3
contact and must often physically sculpt the desired Add 6” to height (Max 1’) 6/-4
result. At lower levels, this even applies to the use of the Shift 10% of Body Weight 7/-5
power on oneself. Tzimisce skilled in Vicissitude are Shift 40% of Body Weight 8/-6
often inhumanly beautiful; those less skilled are simply Gain the Striking Looks •• Merit 10/-8
inhuman. Gain the Striking Looks •••• Merit 15/-12

• Malleable Visage •• Flesh Craft


A vampire with this power may alter her own body:
height, build, voice, facial features, skin tone, hair This power is similar to Malleable Visage, above, but
length, eye color, etc. Such changes are cosmetic and allows the vampire to perform drastic, grotesque
minor in scope – no more than a foot of height gained alterations on himself and other creatures. Tzimisce
or lost, for example. often use this power to transform their servitors into
monstrous guardians, the better to frighten foes. Only
flesh (skin, muscle, fat and cartilage, but not bone) may When used on another, the effects apply to the victim
be transformed. as if the flesh crafter had higher blood potency than the
Like Malleable Visage, flesh craft requires physical victim, even if he does not.
contact with the chosen victim. Even when used on Suggested Modifiers
oneself, the vampire must sculpt the flesh by hand to get # of Successes Required/
the desired result. Intended Change Instant Action Modifier
When used on another, the victim must either be Crude “yank-and-tuck” 1/-0
immobile (or otherwise helpless) or grappled. Shift 10% of Body Weight (on another) 3(4)/N
The vampire may also elect to use this power Shift 40% of Body Weight (on another) 5(6)/N
(extended action only) on himself or others to move Gain/Grant the Striking Looks •• Merit 8(10)/N
clumps of skin and muscle tissue, thus providing Gain/Grant the Striking Looks •••• Merit 10(15)/N
additional padding where needed. For each success
scored, the vampire may reduce his Strength or Stamina
by one and gain a point of Armor (that works against ••• Bone Craft
bashing damage only).
Cost: 1 Vitae This terrible power allows a vampire to manipulate
Dice Pool: Dexterity + Crafts +Vicissitude bone in the same manner that flesh is shaped. In
Action: Instant or Extended, (1+ successes, based on the conjunction with Flesh craft, above, this power enables
detail and complexity of the change; each roll represents a Vicissitude practitioner to deform a victim (or himself)
one hour of physical manipulation). Note that any sort beyond recognition. This power should be used in
of precise work on another will almost certainly require conjunction with the flesh-shaping arts, unless the
and extended action. vampire wants to inflict injury on the victim (see below).
Roll Results When used on another, the victim must either be
Dramatic failure: When used on oneself, the user immobile (or otherwise helpless) or grappled.
becomes hideously disfigured and has difficulty The vampire may also elect to use this power
restoring his form. Correcting the mistake requires ten (extended action only) on himself or others to move and
successes on another Flesh Craft use, or it can be healed reshape bones, thus providing additional structural
as if the user had suffered four points of aggravated support where needed. For each success scored, the
damage. vampire may reduce his Dexterity or Stamina by one
If used on another, the vampire’s own hand is and gain a point of Armor.
changed instead of the victim. Correcting the mistake Weapons created from the body always deal lethal or
requires five successes on another Flesh Craft use, or it bashing damage. Vicissitude does not call upon the
can be healed as if the user had suffered two points of vampiric Beast for its power, thus unlike Claws of the
aggravated damage. Wild (Protean•••), these weapons do not deal
Failure: The vampire has difficulty achieving the Aggravated damage.
desired shape and reverts to the same shape he had Cost: 1 Vitae
before using this power. Dice Pool: Strength + Crafts +Vicissitude
If used on another, the victims form remains Action: Instant or Extended, (1+ successes, based on the
unchanged. detail and complexity of the change; each roll represents
Success: The victim or character’s body changes as one hour of physical manipulation). Note that any sort
desired. The number of successes required, (or in the of precise work on another will almost certainly require
case of an instant action, the penalty) to make the and extended action.
change depends on what the vampire is trying to
Roll Results
achieve. Dramatic failure: When used on oneself, the user
To make the change permanent on himself, the becomes hideously disfigured and has difficulty
vampire must spend a Willpower dot. Otherwise his restoring his form. Correcting the mistake requires ten
body will revert to its natural shape while sleeping the successes on another Bone Craft use, or it can be healed
following day. as if the user had suffered four points of aggravated
Exceptional Success: A change to oneself can be damage. In addition, the character’s Dexterity is reduced
made permanent with the expenditure of a Willpower by one until the change is healed.
point instead of a dot. If used on another, the vampire’s own hand bones are
changed instead of the victim. Correcting the mistake
requires five successes on another Bone Craft use, or it
can be healed as if the user had suffered two points of With Body Sculpt, the vampire need no longer
aggravated damage. In addition, the hand is rendered physically sculpt his own flesh and bone. He can instead
useless until the change is healed. simply will his form to change in ways that would be
Failure: The vampire has difficulty achieving the nearly impossible to do by hand.
desired shape and reverts to the same shape he had This power allows Flesh Craft and Bone Craft powers
before using this power. to be used as instant actions and with greater effect. For
If used on another, the victims form remains example, Armor created with this level of Vicissitude
unchanged. can be gained as an instant action.
Success: The victim or character’s skeletal structure In addition to the benefits listed above, Body Sculpt
changes as desired. The number of successes required, grants a +3 bonus to all Vicissitude rolls when using this
(or in the case of an instant action, the penalty) to make Discipline upon oneself.
the change depends on what the vampire is trying to Cost: 1 Vitae and 1 Willpower
achieve. Dice Pool: Composure + Crafts +Vicissitude
To make the change permanent on himself, the Action: Instant
vampire must spend a Willpower dot. Otherwise his Roll Results
body will revert to its natural shape while sleeping the Dramatic failure: When used on oneself, the user
following day. becomes hideously disfigured and has difficulty
If used without Flesh Craft, this power can cause restoring his form. Correcting the mistake requires ten
damage to the victim as the flesh reps and stretches successes on another Bone Craft use, or it can be healed
around the deformed bones. Each success gained inflicts as if the user had suffered six points of aggravated
one point of lethal damage, resisted by the victim’s damage. In addition, the character’s Dexterity, Strength,
Stamina. As with all Vicissitude applications however, and Stamina are all reduced by one until the change is
the victim must first be helpless or grappled. healed.
Exceptional Success: A change to oneself can be Failure: The vampire has difficulty achieving the
made permanent with the expenditure of a Willpower desired shape and reverts to the same shape he had
point instead of a dot. before using this power.
When used on another, the effects apply to the victim Success: The characters flesh and skeletal structure
as if the bone crafter had higher blood potency than the changes as desired. The modifier to make the change
victim, even if he does not. depends on what the vampire is trying to achieve.
Suggested Modifiers To make the change permanent on himself, the
# of Successes Required/ vampire must spend a Willpower dot. Otherwise his
Intended Change Instant Action Modifier body will revert to its natural shape while sleeping the
Cripple Limb 1/-3* following day.
Reduce Victim’s Physical Attribute by 1 2/-4 Exceptional Success: A change to oneself can be
Make Joint Work in both Directions 2/-4 made permanent with the expenditure of a Willpower
Gain Bone Claws (+1 Damage) 2/N point instead of a dot.
Gain Arm Blade (+2 Damage) 4/N Suggested Modifiers
Gain Body Spikes (+1 Damage when Grappling) 6/N Intended Change Instant Action Modifier
Gain Improved Bite (+2 Damage with Bite) 8/N Shift 10% of Body Weight -1
Make Joint Work in both Directions -2
When granting these modifications to another, Gain Bone Claws (+1 Damage) -3
increase the number of requires successes by 2. Gain Arm Blade (+2 Damage) -4
* This type of change is contested by the victim’s Shift 40% of Body Weight -5
Stamina. Mimic Another’s Entire Body -6
Gain Body Spikes (+1 Damage when Grappling) -7
Gain Improved Bite (+2 Damage with Bite) -8
•••• Body Craft Gain the Striking Looks •• Merit -9
Gain the Striking Looks •••• Merit -10
This power represents near mastery of the flesh and
bone shaping arts. At this level, the vampire has
developed an instinctive understanding of his own
body, and can make changes to it much faster and much
more accurately.
••••• Horrid Form

The vampire uses his mastery of Vicissitude to take


the shape of a hideous monster; naturally, this provides
great advantages in combat. The vampire’s stature
increases to a full eight feet; the skin becomes sickly
grayish-black chitin; the arms end in razor sharp black
nails; and the face and head warp into something out of
a nightmare. A row of spines sprout from the vertebrae,
and the external carapace exudes foul-smelling grease.
Despite the Vicissitude practitioner’s ability to take
nearly any form, all who take the horrid form look
strangely similar. Some suspect this is the shape of the
Abyssal demon that infects their blood. Others of course
dismiss this theory as nonsense.
Cost: 2 Vitae and 1 Willpower
Dice Pool: Composure + Crafts +Vicissitude, Bonus
from Body Craft does not apply.
Action: Instant
Roll Results
Dramatic failure: The change halts before complete.
The user ends up hideously disfigured and has difficulty
restoring his form. Correcting the mistake requires
twelve successes with Body Crafts, or it can be healed as
if the user had suffered eight points of aggravated
damage. In addition, the character’s Dexterity, Strength,
and Stamina are all reduced by two until the change is
healed.
Failure: The vampire has difficulty awakening the
Horrid Form and reverts to his normal form.
Success: The number of successes the vampire gets on
Learning Vicissitude
his activation roll can be distributed as bonus points of Because of the discipline’s unique origins,
Strength, Dexterity, or Stamina as the character sees fit. Vicissitude cannot be learned by vampires of other
In addition, the vampire automatically gains the bloodlines without having first tasted the blood of a
following modifications: Giant Merit, Bone Claws (+1 Tzimisce (or another vampire who has developed
Damage), Body Spikes (+1 Damage when Grappling), the discipline).
Improved Bite (+2 Damage with Bite), Armor 2/2.
At the end of the scene, the vampire reverts to his
normal form and must roll a degeneration check as
though he had committed a level four sin against his
Humanity.
Vampires who routinely give in to the creature within
find themselves become less and less human.
Exceptional Success: The vampire need not roll the
degeneration check at the end of the scene.
turn and for two turns thereafter. A new Vitae
expenditure
and roll is required each time the vampire wishes to
reactivate the Devotion.
This power costs 15 experience points to learn.

Devotions
Body of Will
(Resilience •••, Vigor •)
Truly tough Kindred can call upon personal reserves of
will
to shore up their toughness in the face of adversity. By
means
of this Devotion, a vampire learns how to funnel his
strength
of will through his supernaturally altered form, allowing
him
to shrug off the deleterious effects of his wounds — for a
time.
Cost: 1 Vitae
Dice Pool: Composure + Athletics + Resilience
Action: Reflexive
Each success gained on the activation roll allows the
character to ignore any current wound penalties, as well
as any penalties he acquires from new wounds, for one
turn. Therefore, if three successes are rolled, the
character
is wound-penalty-free for the duration of the existing

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