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 Ravnos - Gypsies

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Ravnos - Gypsies Empty
PostSubject: Ravnos - Gypsies   Ravnos - Gypsies EmptyFri Mar 26, 2010 10:16 pm

These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs.

Although many Ravnos see themselves as great tricksters, the generally benevolent tricks of Coyote and Raven aren't so much their style. Instead, they draw on a tradition of illusion and deceit inherited from the rakshasas and ghuls of the Middle and Far East. A Ravnos is a highly dangerous being with whom to sup or bargain. And these devils have been making their wagers and bargains for a long time indeed The Ravnos are nomadic to the core and care little for permanent havens or positions in a city's established power structure. Even those who have chosen a given city for their home tend to establish and abandon havens as the mood strikes them, taking whatever lairs they like, doing as they please, and moving on when bored. This habit infuriates princes across the world, who resent the Ravnos' disregard for the Tradition of Hospitality. Few punish violators, though, for fear drawing the malice of the clan as a whole.

Although the clan has long-standing ties with the Gypsies, few Ravnos enjoy the hospitality of their mortal kin. Perhaps the Gypsies know these vampires' true natures too well, and are loath to offer friendship to the undying. Perhaps the Ravnos themselves alienate their mortal families through their dangerous tricks. Whatever the reason, a Ravnos typically has no allies he can rely on regularly. His charm may win him a few temporary companions, and clan loyalty may draw fellow Ravnos to his side in times of dire need, but the vampire's path ultimately lies alone

Naturally, the princes of many cities are leery of allowing such tricksters free rein in their domains. The Ravnos' eccentric code of honor is strong, but rarely coincides with another Kindred's definition of the term. A Ravnos may break her word at will, unless she's spit in her palm and shaken on the deal. She'll defend her "good name" for all it's worth - depending on what she considers slander. And she'll usually come to the defense of a clanmate, and vice versa; the Ravnos may take advantage of one another, but they consider it their privilege. Outsiders aren't allowed the same.

Weaknesses: The Ravnos have indulged in their particular vices so long that they have become addicted to them. Each Ravnos has a weakness for some form of trickery, deceit or mischief, whether it be gambling, lying, theft, blackmail or even cleverly framed murder. When the opportunity to indulge presents itself, a Ravnos must make a Self-Control roll (difficulty 6) or succumb to her compulsion.

Organization: Most Ravnos trust nobody, not even their own clanmates, but work together when necessary to bilk, rob or topple an outsider enemy. They often make grandiose pledges of family loyalty to one another, although neither party expects very much to come of the vows.

Clan Disciplines: Animalism, Chimerstry, Fortitude.
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 43
Location : Ottawa

Ravnos - Gypsies Empty
PostSubject: Ravnos Specific Merits/Flaws   Ravnos - Gypsies EmptySat Mar 27, 2010 5:36 pm

Charmed Samadji (1-4 pt Merit);;
Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba unlil you sire your own progeny, then pass the gift to her. Power levels ofsamadji wwy greatly; a samadji might reduce target numbers on certain actions (1-2 pt), or even provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence (4 pt). Samadji may be activated in any of a number of ways. Design your samadfi with the Storyteller, who will assign a final value to it.

Family Allegiance (2 pt Merit)
Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulty numbers involving social interaction with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady Sources of blood ), the family will not turn away trom you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families.

Phralmulo (3 pt Merit)
You were Embraced from within the Rom, from one of the families of power (see A World of Darkness: Gypsies). Because of your heritage, you may be able to regain Blood Affinities by feeding on Rom and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phralmulo characters need not pick a specific crime as their weakness; the phralmulo, show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be georgio.

Family Enmity (2 pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding," you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.

Marhime (3 pt Flaw)
You have committed some grievous crime against the Rom, and arc now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls mwdving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeemed by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.

Wuzho Enemy (2 pt Flaw)
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible -- destroying family ties or angering other mulo against you -- waiting for the night when you are no longer able to defend yourself against him.
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