Tzimisce

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.

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.

Disciplines

Animalism, Dominate, Protean

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.

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