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#the desire to conquer and dominate is not a necromantic one. it is a deeply and horrifyingly human one
merrygejelh · 3 years
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Not to condone genocide, imperialism, and abuse on main but I truly am obsessed with John Gaius. I can never thank Ms Muir enough for this fascinating and strange little god man. I would love to study him. I know everyone else is in this fandom because of the lesbians but the best experience I’ve had reading these books is seeing the figure of god teased out and alluded to throughout gtn and learning in htn that he is Just Some Guy with the most Just Some Guy name of all time. And then later in htn learning that he is also, fundamentally, horny. The necrolord prime, emperor of the nine houses is a terrifying megalomaniacal immortal hell bent on interplanetary domination who is also, and I cannot stress this enough, a fucking nerd. This is peak character concept and peak villain. Everyone go home
John Gaius is like if Jonah Magnus succeeded at ending the world but still retained all of his mundane human shitty boss qualities. John Gaius is like if the creepiest of your high school teachers ascended to godhood but still wanted to overshare about his marriage problems to his students every now and then. John Gaius has been god for 10,000 slutty slutty years and he misused every single one. John Gaius makes meme references that were probably already incredibly out of date when he was alive, and yet he’s STILL MAKING THEM 10,000 years later. John Gaius is the universe’s shittiest absent father. John Gaius sees one of his few surviving old friends repeatedly attempt to murder the child under his care and goes “hm. Concerning” before doing Nothing about it. I am OBSESSED with this deeply human and messy all-powerful malevolent god, nobody is doing it like him
Edit he ordered the child murder. How did I forget that he ordered the child murder. And then he told the child he wished she was his daughter. Cool and normal things!
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papodenerdbr · 3 years
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Tzimice V5 – Vampiro a Máscara 5° Edição🥇
Os Tzimice são um dos Clãs disponiveis para os personagens jogadores no RPG Vampiro a Máscara 5° edição, são eles:
Banu Haqim (Assamitas) V5 – Brujah V5 – Gangrel V5 – Hecata V5 (Cappadocios, Giovanni etc etc) – Lasombra V5 – Malkavianos V5 – O Ministerio (Seguidores de Set) V5 – Nosferatu V5 – Ravnos V5 – Salubri V5 – Toreador V5 – Tremere V5 – Tzimice V5 – Ventrue V5 – Caitiff V5 – Sangue-Fraco V5 –
Veja Tambem:
Vampiro A Mascara 5 edição Português [Tradução Completa]🥇
Tudo sobre o Clã Tzimice🥇
Tudo sobre o Antediluviano Tzimice🥇
Tzimice no V5
Apelidos dos Tzimice: O Clã da Morte, Necromantes, Coveiros, A Familia, Duros, Corpos, Membros Demonios, Lazarenos
To the Tzimisce, possession is all. They aim to conquer and rule the subject of their possessiveness, jealously guarding it like their namesake dragon would its hoard. The clan’s charges have traditionally been defined geographically, such as a land or a regional people, and elder Tzimisce have reputations for being the shuddersome lord in the castle that looms above the crags. The young generations, though, have extended their obsessions to more liberal claims of possession: cults, companies, gangs, even military units. Their covetousness limited only by lack of expansive ambitions, they are exceedingly hard to dislodge once they’ve sunk their claws in.
Who Are the Tzimisce? To have been Embraced a Tzimisce means to own for the sake of owning, and to keep it out of the hands of others at all costs. In fact, many Tzimisce regard the Embrace itself as an act of ownership, and have decidedly traditional relationships with their childer, whom they may even regard as property in extreme cases. If pushed to the edge they’d rather burn with their charge than let it fall into the hands of others; as dragons, they are utterly familiar with the meaning of “scorched earth.” Even tonight, they are the iron fist, with the velvet glove entirely optional. In a few cases their subjects are willing, but in most cases these subjects live in fear of an aloof master caring not about the happiness of its prize — only that it stays theirs. Visiting members of other clans are occasionally shocked to see Tzimisce domains that are run-down, neglected, or barren, until they remember that the Dragons don’t necessarily care whether their charges flourish, only that they are wholly owned. A decrepit tenement is just as likely to be a Tzimisce holding as an opulent estate on ancestral lands. This relentless possessiveness extends as well to the physical form — and beyond — of the Tzimisce, who consider themselves the ultimate owners of
their bodies, even beyond the limitations of the Curse of Caine itself. Many Dragons practice a specialization of the Protean Discipline known as Vicissitude that allows them to rework their bodies and those of subjects and even less willing victims. Indeed, those savvy to the lore of the clan recall the early nights of Vicissitude, when the Tzimisce refused to heed Protean limitations of wolf- and batforms, and pushed their mastery even further. Even beyond the practice of physical Vicissitude, the Dragons are eager to extend that mastery into the realm of the mind and spirit. These Tzimisce practice a form of transcendentalism that concerns itself with the very limits of vampirism itself. They transform themselves into statues or ikons, or alter the traits of gender (such vestigial mortal trappings…), or cultivate retinues of lookalikes to subsume their own individuality. To hear the hoariest tales, some Voivode lords have themselves become one with their havens, or even suffused themselves into their homelands, merging their consciousness with the very soil of the domain. What better way to show ownership of the land and its folk than to become that very land and sustain the generations to come? As might be expected, this makes for harsh divides between young Tzimisce, who often have little that would be considered property in the traditional sense, and older Dragons, who have had time to claim and redouble their precious holdings, and this has been true since time out of mind. No surprise, then, to learn that the Tzimisce participated vigorously in the Anarch Revolt, and were one of the founding clans of the Sabbat, rebelling against the tyranny of elders. Even tonight this wariness exists, and Dragons are exceptionally cunning when it comes to defining the charges over which they claim ownership, lest a more-covetous voivode seize the charge for their own. Few carry a grudge or hate an elder like a Tzimisce, and the clan has numerous members in both the Sabbat and the Anarchs. Among the Black Hand, a nigh-medieval mindset drives the grasping Dragons to destroy the pawns of the despised ancients. Similarly, being shut out of the most desirable domains often drives young Tzimisce into the modern ways of the Anarchs, as they redefine themselves and their charges to claim holdings relevant to the night. Some few Tzimisce, generally arch-traditionalists, find a familiar (some would say anachronistic or even stagnant…) comfort in the neofeudalism of the Camarilla, but these are comparatively rare, and most Camarilla courts have little love for their avarice. Few Tzimisce see sect as much more than a means to a personal end, and the Camarilla gives them little trust in return. At their worst, the Tzimisce are tyrants, without the sense of obligation or duty that nobility usually conveys. Disciplines ANIMALISM: Some Tzimisce cultivate Animalism as an extension of their oneness with their domains. Others see it as a tool the better to command hosts of lesser beasts in order to claim those domains. In any case, Tzimisce have long felt an affinity with the more bestial denizens of their ancestral lands. DOMINATE: The perfect Discipline for enforcing one’s edicts through sheer mental force. Dominate not only helps the Dragons seize the object of their obsession, but also conditions long-term servitors into extensions of the Fiend’s unquestionable will. PROTEAN: As masters of their own physical forms, the Tzimisce use Protean to force themselves into other shapes, especially those associated with many of the ancestral lands of the Old Clan, such as the bat and wolf. Beyond these traditional Kindred guises, many Tzimisce practice the methods of Vicissitude, which allows them to transcend the rote forms of Protean and treat their own bodies and those of their subjects as primal clay. Bane The Tzimisce are grounded: Each Tzimisce must choose a specific charge — a physical domain, a group of people, an organization, or even something
more esoteric — but clearly defined and limited. The Kindred must spend their daysleep surrounded by their chosen charge. Historically this has often meant slumbering in the soil of their land, but it can also mean being surrounded by that which they tonight rule: a certain kind of people, a building deeply tied to their obsession, a local counterculture faction, or other, more outlandish elements. If they do not, they sustain aggravated Willpower damage equal to their Bane Severity upon waking the following night. COMPULSION: COVETOUSNESS When a Tzimisce suffers a Compulsion, the Kindred becomes obsessed with possessing something in the scene, desiring to add it to their proverbial hoard. This can be anything from an object to a piece of property to an actual person. Any action not taken toward this purpose incurs a two-dice penalty. The Compulsion persists until ownership is established (the Storyteller decides what constitutes ownership in the case of a non-object) or the object of desire becomes unattainable. Tzimisce Archetypes Landlord Since time immemorial, the Tzimisce have been the lords of their domains. In the modern nights, however, the lord on the mountain has all but vanished. The Tzimisce are a crafty clan, though, and though they may no longer be manorial lords in ancestral Old World estates, they find ways to exert control over urban domains and rural territories where they may. Landlords may own tenement slums or fashionable high-rises, but the result is the same: They bleed their tenants for their wealth just as they bleed their victims for their blood, and they consider both to be extensions of their property.
Gang Leader It’s not a gang so much as it is a way to make sure everyone’s watching everyone else’s back when the rest of the world has written them off. The Gang Leader goes out of the way to show how everyone working toward a common goal that society tells them they can’t have simply needs to reach out and take it. If they weren’t running a drug cartel or a protection racket, the Gang Leader would be hailed as a captain of industry. Grudgebearer So long as the Tzimisce have claimed domain, they have been in conflict with those who seek to take it from them, which is often everyone to the covetous Fiends. In particular, the Tzimisce have longstanding hostilities toward the Tremere, Gangrel, and Nosferatu, whom they see variously not only as usurpers of the Blood but also as interlopers in territories that rightfully belonged to them or their sires. Grudgebearers rise each night to exact some small mote of cold revenge against those they perceive to have slighted them, and that guilt may well have transferred through a reviled lineage, leaving the Stoker to prosecute vendettas against the childer of childer of hated rivals. Special Forces Commandant Possessed not of a traditional land domain, the Special Forces Commandant has instead the nighfanatical respect of their unit, and their soldiers would follow them into Hell itself. So the Special Forces Commandant bides their time and trains their troops, for when they can perhaps parlay an insurrection or policing action into a greater claim of domain. Servitor Ghouls More than just fleshcrafted victims, infamous Tzimisce ghouls known as szlachta and vozhd are created through long-forgotten rituals, endowing them with Blood-imbued weaponry and a loyalty far beyond even Blood Bound thralls. While extremely rare in the modern nights, still-active elder Fiends have been known to make use of these inhuman creatures, if only as a last resort, and some now-masterless thralls may still protect the havens of long-departed Kindred. Beyond even these shuddersome creatures, rumors persist of entire families of ghouls in service to hoary elders, the Tzimisce foremost among them. Whether that means such elders feed great torrents of their blood to entire families or have somehow contrived a way to have the quality of being a ghoul pass on through familial congenital is too foul to think.
Szlachta The loyal minions of Tzimisce masters, szlachta are often chosen for their existing loyalty rather than having it ingrained in them. Still, it never hurts to be sure…. Szlachta take many forms, from the subtly altered majordomo of a Fiend’s estate to the twistedto- purpose bearers of the master’s sedan chair. Especially among the retinues of young Tzimisce, more specialized and modern szlachta may be found in service. Which is to say, there’s no such thing as an “average” szlachta — presented below is a baseline servant that Storytellers can modify to suit story needs. Standard Dice Pools: Physical 4, Social 2, Mental 4 Secondary Attributes: Health 10, Willpower 4 Exceptional Dice Pools: One specialised skill: 8 Disciplines: Two level 1 powers Special: When crafted for war, the rituals imbue the bone spurs of the szlachta with properties equivalent to Feral Weapons. Some szlachta with especially ruthless conditioning are effectively immune to mind-bending powers and Disciplines such as Dominate or Presence.
Vozhd These nightmarish leviathans are hybrids created from dozens of szlachta who have been grafted together through Vicissitude and Blood Sorcery. Primeval juggernauts, they are said to be employed in remote areas almost like the siege engines of eras past, with terror and mayhem as its primary goals. The vozhd has no personality. It cannot choose to defy its master, nor can it creatively interpret its purpose. That also means it cannot be tricked, though it may be evaded, outrun or even, however unlikely the thought, defeated by even more potent combatants. It needs nothing to eat to sustain it, other than the master’s blood once per month, yet its appetite seems infinitely ravenous. Storytellers should feel free to adjust individual Traits to reflect the unique nature of each vozhd, but players are unlikely to deal with these war-ghouls frequently enough for such nuances to be truly recognizable. Standard Dice Pools: Physical 10, Social 0, Mental 4 Secondary Attributes: Health 14, Willpower 6 Exceptional Dice Pools: Brawl: 12 Melee: 12 Disciplines: Potence 3 Fortitude 3 Special: A vozhd has Vicissitude-augmented physical modifications that behave as weapons, dealing non-halved Superficial damage (+4 damage modifier) to vampires and other supernatural creatures. They are also covered with the equivalent of 4 (or more) points of armor, and Storytellers are encouraged to be creative in regards to further modifications. They are immune to mind-altering powers, let alone simple reasoning. Good luck!
Referências
V5 – V5 Companion, pag 18 a 23
Veja Tambem:
Banu Haqim (Assamitas) V5 – Brujah V5 – Gangrel V5 – Hecata V5 (Cappadocios, Giovanni etc etc) – Lasombra V5 – Malkavianos V5 – O Ministerio (Seguidores de Set) V5 – Nosferatu V5 – Ravnos V5 – Salubri V5 – Toreador V5 – Tremere V5 – Tzimice V5 – Ventrue V5 – Caitiff V5 – Sangue-Fraco V5 –
Vampiro A Mascara 5 edição Português [Tradução Completa]🥇
Tudo sobre o Clã Tzimice🥇
Tudo sobre o Antediluviano Tzimice🥇
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from Papo de nerd https://papodenerd.com.br/tzimice-v5-vampiro-a-mascara-5-edicao/
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