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Ravnos

Rogues, Ravens, Daredevils.

The Ravnos are one of the fourteen vampiric clans. Masters of misdirection, the Ravnos preffer not to fight or bleed for something they can obtain by subtler means. Able to charm another and vanish from sight within the same mortal breath.
Many Rogues claim that their clan's curse is proof of a divine heritage. The deities and similar figures chance with every lip that makes the claim, but are consistently trickster gods of some kind: Loki, Prometheus, Wu Kong, etc.

The Ravnos clan was nearly annihilated during the Week of Nightmares, as the clan as a whole went into a wild Frenzy and began killing and diablirizing each other. Rumour has it their Antediluvian woke up during this time, and during its havoc caused this mania amongst its descendants. Their clan's bane changing after the Week of Nightmares a direct result of its supposed destruction.

The Ravnos majority of Ravnos are either Anarchs or Autarkis.

History

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Culture

Embrace

The Daredevils look to mortals with a knack for misdirection and willingness to succeed even when the odds are against them. Those willing to take any risk, and even rig the odds in their favour. Con-artists, venture capitalists, stunt performers, travelers are examples of whom Ravnos sires look to Embrace.

Mortal Society

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Kindred Society

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Clan Disciplines

Animalism

Whether to use as spies, distractions, or good company on the road. The Ravens like to keep good relations animals.

Obfuscate

Able to disappear from sight and mind as other clans. The Ravnos are best known for using Obfuscate to cast illusions and hallucinations to trick others.

Presence

When natural charm doesn't cut it, the Ravens know how to employ Presence to great effect. (Also a requirement for making their signature illusions.)

Unique Powers

  • Chimestry (Level 2 Obfuscate amalgam, requires 2 dots in Presence)
  • Fata Morgana (Level 3 Obfuscate amalgam, requires 2 dots in Presence and the Chimestry power)


Bane

Doomed

Anytime the Ravens daysleep within the same place more than once in seven nights, roll a number of dice equal to their Bane Severity. If they receive any 10's they then take 1 Aggravated damage for each as they are scorched from within, as though burned by sunlight. What constitutes as the same place is defined by the chronicle, but generally will need a mile distance between the two resting places before the bane is triggered. Mobile havens do work as long as the haven is moved a mile away. Due to this, the Ravnos may not take the No Haven Flaw.

Compulsion

Tempting Fate

When faced with their next problem, the Daredevil must attempt the solution with the most dangerous or daring of actions, anything less incurs a two-dice penalty. Context appropriate flashy or risky attempts may even net bonus dice. They are free to convince others to follow them in their actions but may as well go it alone. This Compulsion persists until the problem is solved or further attempts become impossible to accomplish.
Genetic Ancestor(s)

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