Tzimisce Ghouls

In ages past, at the height of the Clan’s power, the Tzimisce heavily relied on ghouls for a variety of purposes. When other Clans think of Tzimisce ghouls, they remember tales about the terrifying szlachta and the vozhd, war ghouls that have not been seen by outsiders in centuries. The Clan is also attributed with the creation of a new type of ghoul: revenants. Bred for centuries, revenants naturally produce vitae, have limited use of Disciplines, and do not require regular feedings, so they tend to develop autonomy and agendas of their own. While the Clan has not created every revenant family, they have founded many of them, and only a handful have survived into the modern nights. Some of these families, like the Bratovich, have knowledge of Vicissitude and use it to modify hounds they use to guard their estates.
Over the years, as the Clan fell into disarray, the Fiends began relying more and more on ghouls instead of revenants out of necessity. Though they have never stopped experimenting on ghouls and animals, some Tzimisce domitors eventually understood that fleshcrafted ghouls stood out and drew their enemies back to their sprawling castles. As their once-proud estates crumbled and their resources dwindled, Tzimisce masters created ghouls who could help them in other ways. Some were used as scouts and spies, while others cleared safe routes to transport the Fiends and their soil out of eastern Europe. Others, however, were heavily relied upon as couriers, transporting coded messages between one Tzimisce domitor to another as they relocated to safer havens and strongholds as the Sabbat expanded. Most Tzimisce vampires operate out of a desire for self-preservation, and their diaspora was, in part, fueled by the attacks on them, their ghouls, and their revenant families. At that time, ghouls were used as they always had been, and were created in greater numbers to move their native soil across the Atlantic to the Americas. 
Of course, many elder Tzimisce remained behind in their traditional domains, and continue to employ ghouls in modern nights as they have in the past. Younger Tzimisce, however, now use ghouls indiscriminately. Some are even going so far as to seek architects who can help build or renovate new fortresses that will withstand a direct assault and blend into the local, modern skyline. Other domitors may not understand technology or social mores, but they suspect there are certain conventions that are important, and use ghouls to supplement what they don’t know or, in many cases, what they don’t have.
While Tzimisce domitors experiment on ghouls and revenants in their fortified estates, they also choose candidates to serve them who fall beneath the notice of their rivals. In many ways, the other Clans suspect and watch for fleshcrafted ghouls as a sign of their presence, and the Fiends use this to their advantage. Some choose gardeners, botanists, geologists, and environmental engineers who would have a natural reason for transporting soils, while others find archaeologists, linguistics experts, occultists, and cryptographers to research ancient sites or encrypt messages. More often than not, Tzimisce domitors make good use of information brokers who can keep an eye on the world around them, as well as negotiators who are able to sell their services in exchange for much-needed resources.
Though these ghouls are left alone long enough to fulfill their masters’ commands, working for a Fiend does not come without great cost. Tzimisce ghouls that operate semi-independently are never truly alone, as their domitors encourage them to travel together, to keep an eye on one another, and to report if anything is amiss. Tzimisce domitors make it a point to show their ghouls the true brunt of their powers, and punish transgressors by turning them into horrific mockeries of their former selves. Altered beyond recognition, they are turned into living coat racks, chairs, and lampshades to warn other ghouls what happens if they dare to cross their masters.
In addition to their use of Vicissitude, the Tzimisce also have a reputation regarding how they treat their invited guests. The Clan’s hospitality is well-known, and the Fiends go to great lengths to ensure their visitors are treated with the utmost respect. To fulfill the requirements of their visitors, no matter how mundane or bizarre their tastes might be, Tzimisce masters allocate ghouls for this task: butlers, housekeepers, majordomos, and other servants devoted to maintaining the splendor of the Tzimisce manse.
Lastly, there are some ghouls selected for their skills as occultists and scholars. Among the members of the Old Clan Tzimisce, they remain quiet and studious, attempting to unravel the secrets of Koldunic Sorcery. While some ghouls are employed as bodyguards, these servants are modified through the use of Vicissitude to gain advantages in combat. Mostly, however, the Dracul are concerned with unlocking long-forgotten mysteries, and recruit candidates to help them decipher old texts and track down rare ingredients.
Appearance: It is difficult to spot a Tzimisce ghoul, for they are more common than most Clans suspect. They have a tendency, however, to seem less than human. They stick to the shadows, have greasy hair, or wear too much makeup to hide their bruises. Though they don’t intentionally ignore their upkeep, Tzimisce ghouls are creepy, even if their domitors have not modified their flesh. Those ghouls who have been modified are unique; some might have a third eye on their forehead, while others have an extra limb or bony armor.
Character Creation: Tzimisce ghouls who wish to survive long-term should specialize in a useful service or trade their domitors need. The Fiends don’t understand the nuances of positions within a certain field, like computer science, so it’s often up to ghouls to ferret out the specifics. Generally speaking, the Tzimisce Clan prize intellectual or physical traits over social.
Weakness: While Tzimisce ghouls are not undead, the vitae that flows through their veins causes mortals to be wary and uneasy around them. Because of this, difficulties of all rolls related to social interaction with mortals untainted by vitae are increased by two.
Quote: “I am more than my flesh, and I will prove it to you.