Ravnos
The Ravnos
clan shares many characteristics with the Gangrel, but there
is no other clan with which it more differs. The Gangrel
are loners; the Ravnos love companionship. The Gangrel are
combative; the Ravnos try to avoid direct physical confrontations.
The Gangrel are honest and forthright; the Ravnos are masters
of lies and deceit. The most obvious similarity between
Ravnos and Gangrel is the nomadic lifestyle common to both.
Few Ravnos would ever consider staying in one city for an
extended amount of time. Those who have adapted to an urban
lifestyle change their havens on a regular basis, never
staying in one for more than a month.
The other
prominent similarity between Ravnos and Gangrel is both
clans' connection with Gypsies. However, while the Gangrel
are widely accepted among Gypsies, the Ravnos are accepted
only within their own family group (if they are of Gypsy
blood). Though Ravnos live much like Gypsies, they are not
accepted by them. While most blame this on the Ravnos' unquenchable
compulsions to lie and steal from those around, others say
the very auras of the Ravnos repulse the sensitive Gypsy
mystics.
Theft
and con games are the most common aspects of the Ravnos
lifestyle. Constant traveling makes it harder for Ravnos
to be caught engaging in their favorite pastimes, and gives
them an infinite number of marks and shills to take advantage
of. Ravnos find no greater pleasure than taking advantage
of other Kindred, and a vampire is advised to watch his
wallet, gun and pants while these Licks are around.
Free movement
is very highly regarded by Ravnos. They freely move back
and forth between cities controlled by the Camarilla and
those controlled by the Sabbat. Anyone who attempts to prevent
Ravnos from entering a city is given the "treatment"
- large groups of the clan will enter the city and give
it a thorough scouring. Few princes have the courage to
risk such and, despite their disgust, most do not prevent
Ravnos from entering their city.
Ravnos
take their personal and clan honor very seriously, and it
is one of their most prized possessions. However, the code
of honor by which they live is quite different from the
rules most folk follow. They do not place much pride in
keeping their word unless they shake hands on it - after
spiting into their palms (with blood, of course). They are
honor-bound to avenge themselves if anyone besmirches their
honor or "good name." They do not cheat or steal
from others of the clan, but feel no such compunctions about
outsiders. Friendship is valued very highly, and they will
always come to the aid of those whom they consider "brothers."
Nickname:
Gypsies
Appearance:
Ravnos are almost always of Gypsy descent, and thus are
often swarthy in complexion, with dark hair and black eyes.
However, these traits are not universal. There have been
blond, blue-eyed Gypsies, Oriental Gypsies and Gypsies of
African heritage. Furthermore, in North America, where Gypsy
culture has become more urban, Ravnos have been known to
Embrace gorgio (non-Gypsies). In Europe, however, all of
this clan are still of the Gypsy blood, and any gorgios
Ravnos would immediately be extinguished.
Haven:
Ravnos constantly travel from city to city. Though they
may settle somewhere for a time and even establish havens,
after a few months they always hit the road again. Usually
the princes of their temporary abodes "persuade"
them to leave much sooner than that.
Traditional
Ravnos make their homes in gaudily colored, covered caravans
which travel the countryside, stopping here and there to
trade, celebrate holidays or just for a change of pace.
In North America, where Gypsies have moved into the cities,
the Ravnos have followed suit. Now they make their temporary
homes in the basements of fortunetellers' shops and in the
backrooms of Gypsy houses. Still, some Ravnos in the New
World follow the old ways, while others have adapted them
and travel across the continent in convoys of old luxury
cars, vans and RVs.
Background:
Ravnos generally sire few childer, and those they do Embrace
are generally the most promising members of their own families.
Younger Ravnos have been known to be more willing to sire,
however, and neonate Ravnos from all backgrounds are beginning
to plague the Kindred community.
Character
Creation: Ravnos usually have drifter and outsider concepts.
They generally have Jester-type Natures but are willing
to change their Demeanors at a moment's notice. Social Abilities
and Talents are generally primary, and they almost always
have a number of family members as Retainers. Some also
have high Resources in the form of gold and jewels they
have accumulated through the years. Such trinkets are highly
prized among them as symbols of success and expertise.
Clan Disciplines:
Animalism, Chimerstry, Fortitude
Weaknesses:
Ravnos are infamous for their trickery. Each has a specific
area of thievery and deception in which she is especially
interested, and practices it every chance she gets. In fact,
a Ravnos must make a Self-Control roll (difficulty 6) not
to perform her crime of choice when the opportunity presents
itself.
The player
should decide during the creation process what type of "crime"
attracts the character. Some common crimes include con games,
thievery, gambling, cheating and extortion. Players and
Storytellers should feel free to create new ones.
Organization:
There is no organization to this clan, for no Ravnos would
trust another to keep his word. However, when two or more
Ravnos meet somewhere, they will likely put on a great show
of camaraderie, pledging each other their undying loyalty
- a vow that is quickly forgotten.
Gaining
Clan Prestige: The best way to gain the respect of other
Ravnos is to pull off wonderful cons, the tales of which
are then retold for years to come. Getting a prince to trade
her favorite vessel for a worthless knickknack or stealing
a Methuselah's coffin from his haven would earn a Ravnos
a great deal of esteem within the clan. The more souvenirs
a character can collect from his exploits, the better; it
is considered bad taste to talk about oneself unless one
has something to show ( the idea is to talk about the object
not oneself)
Quote:
"How could anyone take seriously the form we have been
given? It's fun! We can do anything we want and all these
others sit around trying to be statues. They act like they've
been crucified on a trushul. That could never be the unlife
for me."
Stereotypes:
* The
Camarilla - They died once and seem intent on dying again.
They live unlives of quiet desperation, doing nothing and
voluntarily jailing themselves in their cities.
* The
Sabbat - Humorless brutes. They kill for no reason and have
even less of an appreciation for comedy than do the stone-faces
of the Camarilla.
* The
Inconnu - As boring as these musty old fogies may seem,
they are really the only ones who seem to understand what
we do. They are never what they seem.