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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