top of page

Symmetria Wellness Group

Public·10 members
Jack Adams
Jack Adams

Tzimisce Clanbook Revised PDF 17: The Ultimate Sourcebook for the Sabbat's Most Terrifying Clan



Tzimisce Clanbook Revised PDF 17: A Review of the Vampire Role-Playing Game




If you are a fan of vampire role-playing games, you might have heard of Clanbook Tzimisce, a sourcebook for the World of Darkness game Vampire: The Masquerade. This book explores one of the most ancient and terrifying clans of vampires, the Tzimisce, who are known for their mastery of flesh-shaping and their allegiance to the Sabbat. In this article, we will review the revised edition of Clanbook Tzimisce, which was released in 2001 as part of the third edition of Vampire: The Masquerade. We will cover what is new in this edition, what makes it worth reading, and what you can expect to find in its pages.




tzimisce clanbook revised pdf 17



Introduction




What is Clanbook Tzimisce?




Clanbook Tzimisce is a supplement for Vampire: The Masquerade that focuses on one of the thirteen major clans of vampires, the Tzimisce. The Tzimisce are a clan of scholars, philosophers, and flesh-crafters who seek to transcend their mortal limitations through constant transformation. They are also loyal members of the Sabbat, a sect of vampires who oppose the Camarilla and embrace their monstrous nature.


The book provides detailed information on the history, culture, powers, weaknesses, characters, and stories of the Tzimisce clan. It also includes new rules, disciplines, merits, flaws, bloodlines, and rituals for Tzimisce characters. The book is intended for both players and storytellers who want to create or run Tzimisce characters or chronicles.


What is new in the revised edition?




The revised edition of Clanbook Tzimisce is an updated and expanded version of the original book that was published in 1998. It incorporates the changes and developments that occurred in the World of Darkness setting since then, such as the rise of the Antediluvians, the fall of elders, and the emergence of new threats. It also adds new content and features that were not present in the previous edition, such as:



  • A new introduction that sets the tone and theme of the book.



  • A new chapter on the history and culture of the Tzimisce clan, with more details on their origins, beliefs, traditions, factions, and enemies.



  • A new chapter on the powers and weaknesses of the Tzimisce clan, with more options and variations for their disciplines, especially Vicissitude.



  • A new chapter on the characters and stories of the Tzimisce clan, with more examples and templates for creating or playing Tzimisce characters.



  • A new appendix that contains additional rules and resources for Tzimisce chronicles.



Why should you read it?




If you are interested in playing or running a Tzimisce character or chronicle, Clanbook Tzimisce is a must-read. It will give you a deeper and richer understanding of the clan, its history, its culture, its powers, and its goals. It will also inspire you with new ideas and possibilities for your stories and scenarios. Whether you want to play a loyal Sabbat warrior, a twisted flesh-shaper, a rebellious anarch, or a renegade scholar, you will find something to suit your style and preferences in this book.


Even if you are not planning to play or run a Tzimisce character or chronicle, Clanbook Tzimisce is still worth reading. It will give you a different perspective on the World of Darkness, one that is more dark, more horrific, and more alien. It will also challenge you with moral and ethical dilemmas that will test your limits and convictions. Whether you want to explore the themes of metamorphosis, monstrosity, freedom, or loyalty, you will find something to stimulate your imagination and emotions in this book.


The History and Culture of the Tzimisce




The origins of the clan




The Tzimisce clan traces its lineage back to the second generation of vampires, the progeny of Caine, the first vampire. Their founder was Tzimisce, a powerful and mysterious being who ruled over a vast domain in Eastern Europe. Tzimisce was obsessed with transcending his vampiric condition and achieving godhood. He experimented with his own blood and flesh, creating new forms and creatures. He also taught his childer, the first Tzimisce vampires, the secrets of his discipline, Vicissitude.


However, Tzimisce's quest for divinity was interrupted by the arrival of the Antediluvians, the third generation of vampires who rebelled against their sires and killed them in an event known as the First City. The Antediluvians sought to dominate the world and enslave their descendants. Tzimisce resisted their tyranny and fought against them in a war that lasted for centuries. He also allied himself with other clans who shared his vision of freedom and rebellion, such as the Lasombra, the Brujah, and the Gangrel.


Eventually, Tzimisce and his allies managed to defeat the Antediluvians and drive them into torpor. They then established their own domains and societies in different regions of the world. The Tzimisce clan settled in Eastern Europe, where they became the lords and masters of their lands. They ruled over their mortal subjects with an iron fist, demanding tribute and obedience. They also continued to practice their flesh-shaping arts, creating new horrors and wonders.


The role of the Sabbat




The Tzimisce clan enjoyed their dominance and power for millennia, until the rise of the Camarilla, a sect of vampires who sought to preserve the Masquerade and hide their existence from humanity. The Camarilla viewed the Tzimisce as barbaric savages who threatened their security and stability. They launched a crusade against them, invading their territories and destroying their strongholds.


The Tzimisce clan fought back against the Camarilla with ferocity and cunning. They also joined forces with their old allies, the Lasombra, who were also targeted by the Camarilla. Together, they formed a new sect of vampires called the Sabbat, a brotherhood of rebels who opposed the Camarilla's tyranny and embraced their monstrous nature.


The Sabbat declared war on the Camarilla and waged a bloody conflict that lasted for centuries. The Tzimisce clan played a vital role in the Sabbat's formation and survival. They provided leadership, strategy, resources, and troops. They also contributed to the Sabbat's ideology and culture. They advocated for freedom from elder control, loyalty to the sect above all else, constant evolution through metamorphosis, and preparation for Gehenna, the final battle against the Antediluvians.


The philosophy of metamorphosis




The Tzimisce clan has always been fascinated by change and transformation. They believe that they are not bound by their physical or spiritual limitations. They seek to transcend their vampiric condition and achieve godhood. They do so by using their discipline of Vicissitude to manipulate their own blood and flesh, as well as that of others.


overcoming one's limitations and achieving godhood by becoming a new form and function.


The Tzimisce clan applies this philosophy to every aspect of their existence. They constantly modify their bodies and minds, as well as those of their servants and enemies. They create new creatures and artifacts, such as flesh golems, zulo forms, and kolduns. They also pursue various paths of enlightenment, such as the Path of Metamorphosis, the Path of Death and the Soul, and the Path of Caine.


The Powers and Weaknesses of the Tzimisce




The discipline of Vicissitude




The discipline of Vicissitude is the signature power of the Tzimisce clan. It allows them to manipulate blood and flesh, both their own and that of others. They can reshape their bodies and faces, heal wounds and diseases, create weapons and armor, and perform surgery and torture. They can also alter the bodies and minds of others, making them more beautiful or ugly, more loyal or fearful, more human or monstrous.


The discipline of Vicissitude has five basic levels, each with a different effect. The first level allows the user to mold their own flesh like clay, changing their appearance and features. The second level allows the user to mold the flesh of others with physical contact, altering their appearance and features. The third level allows the user to manipulate bones as well as flesh, creating spikes, claws, wings, and other appendages. The fourth level allows the user to manipulate organs as well as bones and flesh, enhancing or impairing their functions. The fifth level allows the user to manipulate blood as well as organs, bones, and flesh, creating blood bonds, blood pools, and blood forms.


The discipline of Vicissitude also has many advanced levels and variations, which are known only to a few Tzimisce elders and masters. Some examples are: Chiropteran Marauder, which allows the user to transform into a giant bat-like creature; Horrid Form, which allows the user to transform into a massive beast with multiple limbs and mouths; Fleshcrafting, which allows the user to create new creatures from raw materials; Soulcrafting, which allows the user to alter the souls of others; and Zulo Shape, which allows the user to transform into a towering humanoid with enhanced strength and resilience.


The discipline of Animalism




The discipline of Animalism is a common power among many clans of vampires. It allows them to communicate with and control animals. They can sense their emotions and thoughts, command their actions and loyalty, and even take over their bodies. They can also use this discipline to affect humans who have a strong connection to their animal nature.


The discipline of Animalism has five basic levels, each with a different effect. The first level allows the user to sense the presence and mood of animals nearby. The second level allows the user to communicate with animals verbally or mentally. The third level allows the user to command animals to do their bidding. The fourth level allows the user to create a psychic bond with an animal, sharing its senses and emotions. The fifth level allows the user to possess an animal's body, leaving their own in torpor.


, which allows the user to calm frenzy in others; Feral Whispers, which allows the user to communicate with and control insects and vermin; Song of Serenity, which allows the user to soothe and charm animals and humans; and Subsume the Spirit, which allows the user to permanently merge with an animal's body.


The discipline of Auspex




The discipline of Auspex is another common power among many clans of vampires. It allows them to enhance their senses and perception. They can see in the dark, hear whispers, smell blood, taste emotions, and touch souls. They can also use this discipline to access psychic abilities, such as telepathy, clairvoyance, and precognition.


The discipline of Auspex has five basic levels, each with a different effect. The first level allows the user to heighten one of their senses at a time. The second level allows the user to see auras, which reveal the emotions and nature of others. The third level allows the user to hear thoughts, which reveal the intentions and secrets of others. The fourth level allows the user to see through walls, doors, and other barriers. The fifth level allows the user to see glimpses of the past or the future.


The discipline of Auspex also has many advanced levels and variations, which are known only to a few seers and psychics among different clans. Some examples are: Astral Projection, which allows the user to leave their body and travel in spirit form; Psychic Projection, which allows the user to project their mind into another's body; Spirit's Touch, which allows the user to read the memories and emotions imprinted on an object; Telepathic Communication, which allows the user to send and receive thoughts with others; and The Sight Beyond, which allows the user to see beyond the physical realm and into the spiritual one.


The clan flaw: territoriality




While the Tzimisce clan has many powers and advantages, it also has a major weakness: territoriality. The Tzimisce are very attached to their lands and domains, which they consider extensions of themselves. They invest their blood and flesh into their territories, shaping them according to their will and preferences. They also guard their territories fiercely, marking them with signs and symbols that warn intruders.


However, this attachment also makes them vulnerable. The Tzimisce suffer from a psychological compulsion to return to their territories regularly and sleep in their own soil. If they are away from their territories for too long or sleep in foreign soil, they become restless and anxious. They also lose some of their power and resilience. They may even develop physical or mental defects over time.


This flaw also makes them enemies of other vampires who covet their lands or challenge their authority. The Tzimisce are very hostile and aggressive towards anyone who trespasses on their domains or threatens their sovereignty. They will not hesitate to use their flesh-shaping arts or their Sabbat allies to punish or destroy their rivals.


The Characters and Stories of the Tzimisce




The notable Tzimisce vampires




The Tzimisce clan has produced many notable vampires throughout history, who have influenced or shaped the World of Darkness in various ways. Some examples are:



  • Tzimisce: The founder of the clan and one of the second generation vampires. He was a powerful and mysterious being who sought to transcend his vampiric condition and achieve godhood. He taught his childer the secrets of Vicissitude and led them in rebellion against the Antediluvians. He disappeared after the First City was destroyed and his fate is unknown.



  • Dracula: The most famous Tzimisce vampire and one of the most influential figures in history. He was a prince of Wallachia who fought against the Ottoman Empire in the 15th century. He was embraced by a Tzimisce elder named Lambach Ruthven and became a member of the Sabbat. He later renounced his allegiance to the sect and became an independent vampire. He inspired many legends, myths, and stories about vampires.



  • Sascha Vykos: One of the most feared and respected Tzimisce vampires and one of the leaders of the Sabbat. He was born as a hermaphrodite in Byzantium in the 12th century. He was embraced by Symeon, a childe of Tzimisce, who taught him Vicissitude and koldunic sorcery. He became a master of flesh-shaping and a scholar of vampiric lore. He also participated in many wars and intrigues, such as the Anarch Revolt, the Convention of Thorns, and the Gehenna War.



  • Yorak: One of the most ancient and powerful Tzimisce vampires and one of the founders of the Path of Metamorphosis. He was a childe of Tzimisce who ruled over a castle in Ceoris, Transylvania. He was obsessed with transcending his vampiric condition and becoming a new being. He experimented with his own body and soul, as well as those of others. He also collected many books and artifacts of occult knowledge.



  • Dragos: One of the most rebellious and innovative Tzimisce vampires and one of the founders of the Revenant bloodline. He was a childe of Yorak who disagreed with his sire's vision of transcendence. He believed that vampires should embrace their humanity and individuality, rather than seek to become something else. He created a new breed of ghouls, called Revenants, who could reproduce and inherit vampiric traits. He also founded a secret society, called the Oradea League, which opposed the Sabbat and the Camarilla.



The sample characters and templates




The book also provides several sample characters and templates for creating or playing Tzimisce characters. They represent different types and styles of Tzimisce vampires, such as:



  • The Fleshcrafter: A Tzimisce who specializes in shaping flesh and creating new forms. He uses his discipline of Vicissitude to modify his own body and that of others, according to his whims and desires. He may also create new creatures or artifacts from raw materials. He views flesh as a medium for art and expression.



  • The Koldun: A Tzimisce who specializes in koldunic sorcery, a form of elemental magic that draws power from the land. He uses his discipline of Koldunism to manipulate earth, fire, water, air, and spirit. He may also use other forms of occult knowledge, such as alchemy or necromancy. He views magic as a tool for understanding and mastering the world.



  • The Philosopher: A Tzimisce who specializes in philosophy and enlightenment, a form of intellectual pursuit that seeks to transcend one's limitations. He uses his discipline of Auspex to enhance his perception and insight. He may also follow a path of enlightenment, such as the Path of Metamorphosis or the Path of Death and the Soul. He views knowledge as a means for achieving godhood.



  • The Warrior: A Tzimisce who specializes in combat and warfare, a form of physical challenge that tests one's strength and resilience. He uses his discipline of Animalism to communicate with and control animals. He may also use other forms of martial skills, such as weapons or tactics. He views violence as a way of proving oneself and defending one's territory.



  • The Anarch: A Tzimisce who rebels against the Sabbat and the Tzimisce clan, a form of social defiance that expresses one's individuality and freedom. He uses his discipline of Vicissitude to alter his appearance and identity. He may also join or form an anarch group, such as the Oradea League or the Panders. He views authority as a source of oppression and corruption.



The story hooks and chronicle ideas




The book also provides several story hooks and chronicle ideas for running or playing Tzimisce chronicles. They represent different scenarios and themes that involve the Tzimisce clan, such as:



  • The Gehenna War: The Antediluvians have awakened from their torpor and are preparing to destroy the world in an event known as Gehenna. The Sabbat is mobilizing its forces to fight them in a final battle. The Tzimisce clan is divided between those who want to join the war and those who want to avoid it.



  • The Voivodate: The Camarilla is launching a new crusade against the Tzimisce clan, aiming to conquer their domains in Eastern Europe. The Tzimisce clan is organizing its defenses under the leadership of a voivode, a warlord who commands several domains. The voivode is looking for allies and enemies among other Tzimisce vampires.



their Tzimisce masters and seeking to establish their own domains and societies. The Tzimisce clan is facing a new threat and a new challenge from their own creations.


  • The Oradea League: The Oradea League is a secret society of Tzimisce vampires who oppose the Sabbat and the Camarilla. They were founded by Dragos, a renegade Tzimisce vampire who wanted to create a new sect of vampires. The Oradea League is working to undermine and sabotage both sects and promote their own agenda. The Tzimisce clan is unaware of their existence and their plans.



  • The Path of Metamorphosis: The Path of Metamorphosis is a path of enlightenment that seeks to transcend one's vampiric condition and become a new being. It was founded by Yorak, an ancient Tzimisce vampire who experimented with his own body and soul. The Path of Metamorphosis is followed by many Tzimisce vampires who want to achieve godhood. The Path of Metamorphosis is also dangerous and demanding, requiring constant transformation and sacrifice.



Conclusion




The Tzimisce clan is one of the most ancient and terrifying clans of vampires in the World of Darkness. They are mas


About

Welcome to the group! You can connect with other members, ge...

Members

bottom of page