Ravnos

A clan almost annihilated in the opening salvo of the Gehenna War, its embers are now growing brighter with each passing night. Others know them as message-bearers, wanderers, and mind-fuckers, but the Ravnos know their legacy to be far greater. They walk in the footsteps of Anansi, Coyote, Hanuman, Hermes, Rabbit, Loki, and their ilk, a flame of capricious divinity simmering in their Blood. They range across domains and continents, only rarely settling down, always a step ahead of the Antediluvian judgement that pursues them (and occasionally brings them into conflict with clans like the Gangrel, who otherwise might share an affinity for the world’s liminal spaces). Their methods are not brute force, adoration of crowds, or meticulous centuriesspanning plots, but rather wit and panache, artful charm, and outright illusion.
Or, as one Ravnos put it: “Tomorrow we may burn, but tonight we’re on fire!”

Ravnos Archetypes

Midnight Motorcycle Courier

When the package absolutely needs to be delivered in one piece, on time and in the dead of night, the Midnight Motorcycle Courier is on the job. The Courier isn’t listed on any known website, but those of note, mortal and undead, have their number on speed dial. The Courier knows which routes to take when the sect war flares up, whose palms to grease when domains are to be crossed, and where to lay low when it all comes tumbling down. Above all, they have options. Playing the players of the city like a concrete Yojimbo, they nevertheless have a gassed-up unregistered cross-country dirt bike ready. Just in case.

Operative for Hire

The Operative is a rare breed among Rogues: discreet, professional and above all, trustworthy. They will perform their mission according to spec, whether it involves espionage, diplomacy or the occasional assassination. On payment, they disappear until called upon again. Everyone knows the Operative works for all sides, but they’re just too damned useful to move against. And besides, nobody wants them as an enemy. Most keep the Operative on a small retainer, to guard against that risk. The Operative likes it that way

Travel Agent

Seeing the world can be a daunting proposition for those who spontaneously combust in sunlight and have the scattered eyes of global intelligence looking for them. That’s where the Travel Agent comes in. Operating a discreet agency with contacts in the far corners of the globe, nowhere is unreachable. Their clients know what they sign up for, or they’re out of options anyway. Whether it means spending 13 days in a refrigerated truck trailer or playing the part as cargo raided by pirates from the Gulf of Guinea, the Travel Agent gets them to their destination. The client might not be quite the same when they get there, but that’s a risk they’ll have to take.

Antiquarian

With a keen sense of history, an eye for detail, and personal reasons to seek out forgotten artifacts, the Antiquarian seems forever on the verge of another significant discovery. Sometimes these translate into personal gains, such as by selling artifacts to museums or private collectors. In other cases, though, the Antiquarian specializes in unearthing items of distinct interest to Kindred, whether bibelots exalting individual lineages or relics of import to the Damned as a whole. If it’s worth finding, the antiquarian can find it and dig it up… or at least convince you that’s what you’re seeing.

Disciplines

Animalism, Obfuscate, Presence

Bane

The Ravnos are doomed. The sun’s fire that incinerated their founder rages through the Blood of the clan, erupting from their very flesh if they ever settle down for long. If they slumber in the same place more than once in seven nights, roll a number of dice equal to their Bane Severity. They receive aggravated damage equal to the number of 10’s (critical results) rolled as they are scorched from within. This happens every time they spend the day in a location they’ve already slumbered less than a week before. What constitutes a location in this regard depends on the scope of the chronicle, but unless otherwise stated, two resting places need to be at least a mile apart to avoid triggering the Bane. Furthermore, a mobile haven, such as a movers’ truck, is safe so long as the place where the truck is parked is at least a mile from the last location. Ravnos characters cannot take the No Haven Flaw at character creation.

Compulsion

TEMPTING FATE The vampire is driven by their Blood to court danger. Haunted as they are by righteous fire burning its way up their lineage, why not? The next time the vampire is faced with a problem to solve, any attempt at a solution short of the most daring or dangerous incurs a two-dice penalty. (Suitably flashy and risky attempts can even merit bonus dice for this occasion.) The Daredevil is free to convince any fellows to do things their way, but is just as likely to go at it alone. The Compulsion persists until the problem is solved or further attempts become impossible.

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