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The Ravnos
Topic Started: Aug 5 2016, 01:01 AM (6 Views)
Tyrant
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Nobody in the west understood the Ravnos, and now in the Final Nights, it's too late to do so. Misunderstood as a clan of gypsies and tricksters, the western Ravnos are a minor and heretical branch of the undead lords of India. Gifted with the power to manipulate maya, the Ravnos saw themselves as tempters and avengers, replacing the fallen Kuei-Jin in the scheme of the universe.

Due to their inherent clan weakness, The Ravnos clan are all criminals; each Ravnos has a specific vice ranging from plagiarism to mass murder. When the opportunity to indulge that vice is present, Ravnos must succeed in a self-control check to avoid indulging it.



Organization

Western Ravnos are largely individuals without larger clan loyalties outside of perhaps tribal (and Rroma loyalties).

Eastern Ravnos have their own caste system, developed from the lineages that descended from Zapathasura. These jati are effectively bloodlines with the clan:

  • The priests of the Indian Ravnos were the Brahmin, who maintain mayaparisatya and advise the other castes. The Brahmin replace Fortitude with Auspex, and many learn Sadhana. The Western cousins of this caste, the Phuri Dae, are treated as a distinct bloodline due to their variant clan Disciplines. Clanbook: Ravnos Revised erroneously names this caste as "Brahman".
  • The Kshatriya were the military leaders of the Ravnos and ran the war against the asuratizayya.
  • Vaisyas maintained the equivalent of a Masquerade in India and also managed mortal resources. The Vaisyas were effectively a military manager caste.
  • Chandalas were the Ravnos equivalent of Caitiff; and Caitiff in India were automatically classified as Chandalas. Demotion to Chandala status was a common punishment for heresy.

    These jati are directly related to the jati of Hindu society, with the equivalent of the Shudra caste being ghouls.



Ravnos Antitribu

The Ravnos antitribu is possibly the least 'anti' as antitribu goes. They, too, revel in trickery and deceit. They too want to wander as they please.

They seem to have not joined the Sabbat but to have stuck to the anarchs.



Culture

Western Ravnos, historically connected with the oppressed Rroma, maintained a strong sense of clan solidarity for a very long time. The most common manifestation of this solidarity was through a form of retaliation called "The Treatment". The Treatment was a vengeance attack where a mistreated Ravnos would contact fellows in the clan, who would then swarm upon the city where the original Ravnos was victimized. In general, a dozen Ravnos running amok could bring even the most experienced Prince to the brink, and well-placed exaggerations about the impact of the Treatment was the main weapon the Ravnos used to squeeze out what place they did have in Western society.

Past that, Ravnos culture was dominated by its religious role; the greatest division between Indian and Western Ravnos being the differences between mayapisatya and the Path of Paradox. In 1998, Ravnos elders began to "educate" (with knives) their heretical cousins, setting the clan back on the straight and narrow.

In India, the Ravnos dominated the continent, probably the largest concentration of a single clan in one country. In several ways, the Ravnos paralleled the Assamites - both clans had a caste system invisible to outsiders, and both clans were defined by a military role.



Embraces

As with everything else in the clan, Embraces differed between Indian and Western Ravnos. Western Ravnos generally embraced only Gypsies (with the exception of the Ravnos antitribu who were noted for embracing gorgios) and generally embraced for any reason. Indian Ravnos viewed the Embrace as a means to fulfilling the fledgling's svadharma. In India, one's jati in life also defined one's jati in undeath.


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Animalism

Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.

Official Abilities

Standard Abilities
  • Level One - Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet
  • Level Two - Beckoning: Summon animals of a particular type to you
  • Level Three - Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.
  • Level Three - Quell the Beast: Cow a mortal into a state of fear or apathy
  • Level Four - Subsume the Spirit: Possess the body of an animal.
  • Level Five - Drawing Out the Beast: When about to frenzy send your Beast into another person



If you wish to know more about Animalism, please click here to visit White Wolf Wikia.


Fortitude

Fortitude is a Discipline that grants Kindred incredible resilience and the ability to resist fire and sunlight, the natural banes of the undead. Normally Fortitude doesn't need to be activated.

Unofficial Abilities

Standard Abilities
  • Level One - The vampire is able to deal with more physical damage than expected without severe consequences. For example: it would take significantly more hits to break a bone than usual.
  • Level Two - Heavy hits that would usually knock-back or cause greater damage than normal hits are soaked up by the vampire. Also bladed/edged weapons do not pierce the vampire's body as much they should, as if somewhat blunted. For example, being battered over the head by a crowbar or being shot at.
  • Level Three - The vampire takes reduced damage from fire, however still enters Rotschreck upon facing such situation.
  • Level Four - The vampire soaks up a quarter of the physical damage dealt to them in combat.
  • Level Five - The vampire soaks up half of the physical damage dealt to them in combat.



If you wish to know more about Fortitude, please click here to visit White Wolf Wikia.


Chimerstry

Chimerstry is the trademark Discipline of the Ravnos that conjures illusions into existence. Such phantom images are as real as the Cainite's skill allows, and will even fool technological sensors. While its origins are lost in myths and half-truths, it is assumed to have been developed by the Ravnos Antediluvian, and over the centuries has greatly contributed to the perception of Ravnos as tricksters and con artists. Because Chimerstry works best when targets do not realize they are being deceived by illusions most practitioners keep their knowledge of it a secret. Even then, it is not always easy to dismiss the phantoms created by this Discipline even when one knows them to be false. Vampires with levels of Auspex may see through the effects of Chimerstry, as described on pg. 152 of Vampire: The Masquerade Revised Edition.

Official Abillities

Standard Abilities
  • Level One - Ignis Fatuus: Create a motionless illusion that affects one of the five senses.
  • Level Two - Fata Morgana/Dweomer: Create a motionless illusion that can affect any of the five senses
  • Level Three - Apparition: Add motion to an illusion created by Ignis Fatuus or Fata Morgana
  • Level Four - Permanency: Make an illusion created by Chimerstry last until dismissed
  • Level Five - Horrid Reality: Subject a target to an illusion that is completely real to them


If you wish to know more about Chimerstry, please click here to visit White Wolf Wikia.


Ravnos Antitribu

Ravnos Antitribu have the same Disciplines as the main clan, which are located above.


[ * Credit to Caine of Vampire: The Masquerade Roleplay on Habbo. * ]
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