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Ravnos genre packet for One World by Night was written to lay a better foundation of which the Ravnos are as a clan and from where they came. All Ravnos can be burglars, cheats or lawbreakers. They can come from a myriad of backgrounds; crooked banker, street magician, pickpocket or bank robber. This packet will cover much of the Ravnos genre as it relates to the rules in OWbN, but for a more complete understanding
Ravnos genre packet for One World by Night was written to lay a better foundation of which the Ravnos are as a clan and from where they came. All Ravnos can be burglars, cheats or lawbreakers. They can come from a myriad of backgrounds; crooked banker, street magician, pickpocket or bank robber. This packet will cover much of the Ravnos genre as it relates to the rules in OWbN, but for a more complete understanding
Ravnos genre packet for One World by Night was written to lay a better foundation of which the Ravnos are as a clan and from where they came. All Ravnos can be burglars, cheats or lawbreakers. They can come from a myriad of backgrounds; crooked banker, street magician, pickpocket or bank robber. This packet will cover much of the Ravnos genre as it relates to the rules in OWbN, but for a more complete understanding
Table of Contents Table of Contents Table of Contents Table of Contents
Section I The Ravnos Page 3 Introduction Ravnos Families
Section II The Path of Paradox Page 6 Western Path of Paradox Eastern Path of Paradox
Section III The Ravnos Arts Page 9 Abilities Backgrounds Merits and Flaws Weapons
Section IV Ravnos Disciplines Page 15 Chimerstry Combination Disciplines
Section V Ravnos Blood Magic Page 17 Sadhana
Section VI Ravnos Rarity Page 22
Section VII Credits and References Page 23
3 Section I The Ravnos
Introduction This Genre Packet for One World by Night was written to lay a better foundation of which the Ravnos are as a clan and from where they came. This packet will go over a few general rules and guidelines to playing and storytelling a Ravnos in OWbN. All Ravnos can be burglars, cheats or lawbreakers. They can come from a myriad of backgrounds; crooked banker, street magician, pickpocket or bank robber. You could even meet a Ravnos who has a strong sense of loyalty and code of honor. But always remember their vice. At heart they are the tricksters and thieves of the Kindred world. And we love them for it.
This Genre Packet will cover much of the Ravnos genre as it relates to the rules in OWbN, but for a more complete understanding of Ravnos and their history, please see the Revised Ravnos Clanbook and other supplemental books. See Section VII of this packet for a more complete list of books that will help in your understanding of the wonderful world of Clan Ravnos!
Week of Nightmares The Week of Nightmares was a horrible, horrible event. It should strike fear, sadness, hatred and a dozen more emotions in the hearts of all Ravnos when reminded of this fateful week. When writing a background for a Ravnos, never forget to include a description of this week. Try not to cop out of this part of your story with I was in torpor during the Week of Nightmares. Your story about this occurrence can be some of the best roleplay you have while playing your Ravnos. For additional information of everything that happened during the Week of Nightmares, see the Revised Ravnos Clanbook pages 34-37 and the Laws of the Night Storytellers Guide pages 77-79.
Secrets and teaching them to outsiders The Ravnos have abilities and powers that are not available to others (with the exception of being taught them by a Ravnos). Having these secrets gives them a leg up on those seeking their destruction. So why would we teach others these secrets? The few Elders of the clan that have survived the Week of Nightmares are watching those that are teaching these secrets and are becoming more and more jealous of all non-Ravnos that are taught these clan secrets. The number of Ravnos has greatly diminished since the Week of Nightmares and if the clan has nothing more to offer the Kindred population as a whole, we will have our secrets used against us and be easy pickings for any group seeking our destruction. Keep your secrets safe.
The Treatment The treatment holds less weight then it once held. Once, even the thought of the Ravnos uniting and reeking havoc on a city was enough to cause the opinions of a Prince to sway. With the depletion of numbers and the fright of being around a group of other Ravnos (thanks to the Week of Nightmares), the Treatment has become less of an option and more of an empty threat. Can the clan unite enough in these dark nights, gather strength and prove that they are still a force in Kindred society that should not be pushed around? Only time can tell
Clan Prestige & Organization Currently, the Ravnos are not unified or numerous enough to agree on or have a system of Prestige, and even if they were they would most likely not have one. They are in agreement on one thing however, there are some that need to be either avoided or not treated as equals within the family. These individuals are Chandalas. They are low ranking Ravnos and are to be considered Caitiff. They are not allowed to Embrace and are looked down on by all Ravnos and even hunted by others. Most Chandalas are those Ravnos that follow the Path of Paradox and have been caught violating the tenants. But some have been given this moniker by teaching clan secrets to those not of true Ravnos blood. As far as organization within the clan, after the Week of Nightmares the Ravnos have been loathe to meet in groups or return to any of the methods of organization they once had. There are still Ravnos out 4 there in the world who are attempting to formally unite the clan to the height and power they once were, but the fears and uncertainties of the whole of the clan are understandable and widespread. Will they ever be able to gather and form back into the proud clan they once were?
Ravnos Families Gypsy The Gypsy bloodlines are a tight knit group of mortals from which Ravnos and Gangrel alike are embraced. A majority of Ravnos come from the Ravnos line of Gypsies, and there is still a strong showing that comes from the Phuri Dae family. The Urmen have minimal showing, and the others have no currently embraced Ravnos Kindred in their ranks in the OWbN world.
Lupines The Lupine Gypsy family has close ties and dealings with the Garou and keep far from Kindred whenever possible. No Ravnos is Embraced from the Lupine Gypsy bloodline without severe repercussions. No PC or NPC Ravnos may be from Lupine Gypsy Blood.
Phuri Dae The fortune-tellers and spiritualists of the Gypsies, the Phuri Dae are exceptional seers. They closely guard all the stories of the Gypsies told for many generations. These gifted tricksters replace Fortitude with Auspex as one of their starting in clan disciplines.
Ravnos The Gypsy mortal family of Ravnos houses the most Kindred Gypsy Ravnos. Unlike most other Kindred, the Ravnos from the Ravnos Gypsy lineage keep track of their mortal families and stay in touch with them over their unlife.
Tsurara / Wuzho This Gypsy line is a small, tight knit bunch of Vampire hunters. They embrace from all of the Gypsy families, forming their own family called Wuzho. The Wuzho are the self proclaimed protectors of the Ravnos. They are solely determined to end the existence of all Vampires. No PC or NPC Ravnos may be from Tsuara Gypsy Blood.
Urmen The Urmen have relationships with the faeries, or Changelings. They will chase them and follow them for years just to study their ways. Some Urmen are even said to possess the blood of the Fae. They are a small family that is currently located solely in Russia and Greece. The Urmen must learn Chimerstry as far as possible before learning any other discipline; they may not expend experience points on any other discipline until this pinnacle has been reached.
Indian Jati Jati is the Hindi word for caste. From the Indian Ravnos, these bloodlines were just as important as their mortal lineage. Since the Week of Nightmares however, the bloodlines have become less important, survival becoming more important on their list of things to worry about.
Brahman The Brahmans are the keepers of the secrets of Ways of Mayaparisatya and have the gift of sight. They are spiritual advisors, philosophers and advisers. They must be on the Eastern Path of Paradox and they replace Fortitude with Auspex as one of their starting in clan Disciplines.
Kshatriyas Kshatriys are the Indian Ravnos traditional warriors. They are more militaristic in their nature and are the first line of defense against the asuratizayya. Since the week of nightmares, they consider their fight near futile. Most Indian Ravnos fall into this category.
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Vaisyas The Vaisyas are Embraced from the merchant class and are best suited for dealing with the mortal populace. They usually have many contacts and influence with mortal society even before their Embrace.
6 Section II The Path of Paradox
Mayaparisata The Eastern Path of Paradox is the original Mayaparisata. Literally translated Mayaparisata means truth through illusions. The path is taught and practiced mainly by those Ravnos with Indian lineage of who are Embraced as one of the Indian Jati of Ravnos. The Eastern Path of Paradox teaches Conviction and Self-Control and is here forward to be refered to as the Path of Mayaparisata.
The Path of Mayaparisata (The Eastern Path of Paradox) Mayaparisata O Bans- Embracing needlessly or out of personal desire, and being blood bound to someone. Explanations- You have a duty to embrace only the best, and I don't mean best looking. Everyone has something to offer, but you only take the best and the brightest. You also cannot function to your full potential when your will is twisted around the whims of another. Don't let it happen. RP tips- Yeah, your buddy really wants to play a Ravnos, we got the fun powers that let your imagination explode, but your character is extremely choosy about whom to embrace. Because let's face it, if everyone has the nifty powers, why do they need your character around? Being blood bound to your girlfriends/boyfriends character sounds like fun to do, express your love and faithfulness in character and all that, but honestly, it can cause your character to not hold onto the same concept that you created him/her with.
Mayaparisata OO Bans- Allowing cainite or asuratizayya affairs to precede one's swadharma, and failure to aid another's swadharma. Explanations- The Camarilla and Sabbat problems are their own, never let them come between you and your goals. If someone else is pursuing their goals as an individual and not an institution, you have to help them out, but not at the expense of your own personal honor and needs. RP tips- First off, asuratizayya are demons in India. Unless you want to be infernal, just don't. Secondly, what the Ravnos are, they are Ravnos first and then sect members. Don't get so wrapped up in your Prince/Pack Leader/Baron's orders on what to do and how to do it that you don't pursue your character's needs first. Yeah, it sounds selfish, but the out on this is if you can achieve their goals and your own at the same time, then it's cool.
Mayaparisata OOO Bans- Killing a mortal for reasons other than survival, and failing to destroy another vampire who repeatedly refuses to acknowledge his swadharma. Explanations- You're a vampire, you're better than some mindless serial killer. Yeah, if it's the difference between some mortal dying and you getting caught out in a cell with a sunrise view, kill the mortal, otherwise leave others to live and breed. Other vampires that are repeated screw-ups and laugh it off with no attempt to learn from the things that they do are not only fair game, but it's your moral duty to get them gone. RP tips- Don't leap to kill the gang banger/ hooker/ soccer mom as your first method of dealing with things that don't go your way. You've got to let them live out their own destiny now. The other vampires have a destiny too. Give them a few tries to correct their behavior, three should work fine. If they still can't learn, waste them. This doesn't mean direct confrontation; it can mean taking six months to set them up so the Prince/Archbishop kills them for being a moron.
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Mayaparisata OOOO Bans- Killing a mortal for simple sustenance, and destroying another Ravnos. Explanations- Everyone has their destiny. We can feed without killing and you know it, so don't do it. When they die, their destiny is cut short and then you will be personally responsible for ending it. You shouldn't kill your brother or sister either. Now that doesn't mean that you can't box them indefinitely or ship them off to the Baro that taught you how to live your unlife this way so he can inform them what they're doing wrong. Go with the rule of three on this, if you have to remind yourself on three different nights not to kill him/her then ship them off. If they come back three times and still won't learn. Then maybe they can get it right with the next spin of the wheel. RP tips- See explanation. You're allowed to be frustrated with the stupidity of others, don't think you have to take it with a smile.
Mayaparisata OOOOO Bans- Embracing outside the jati, and embracing a woman. Explanations- If the gods wanted him to be a Ravnos, they damn well would have made him Rom, or for those of Indian decent, they'd have made him a child of India. Gaje Ravnos are a pale imitation to the Rom/Indian Ravnos and you won't embrace anything but the best. Traditionally those that were sacrificed to the gods were males as well, who are you to argue with that kind of logic? RP tips- It doesn't matter if she's the best role-player out there, you cannot embrace her anymore. As for that uber ghoul that you've wanted to poach, check to see if he's Rom/Indian before you steal him away from his current regnant and make him your childe.
The Western Path of Paradox The Western Path of Paradox is a more European look at Mayaparisata. The main followers of the path are those from Gypsy blood. Like her sister path, the Western Path of Paradox teaches Conviction and Self-Control.
The Western Path of Paradox Paradox O Bans- Accepting a Blood Bond, and allowing others to know too much about you Explanations - Our unlives depend on secrets. You don't want people knowing all about where you're from and what your mortal sister's kids do for a living. It's all too easy to spill those secrets if someone owns your will. RP tips- Being blood bound to your girlfriends/boyfriends character sounds like fun to do, express your love and faithfulness in character and all that, but honestly, it can cause your character to not hold onto the same concept that you created him/her with. The same thing goes if for having him/her living in your haven and being your constant buddy when you're not at Elysium/Gatherings.
Paradox OO Bans- Failing to attempt to erode a Cainite power structure, and failing to get items or knowledge that will increase personal power or if it can't be taken, failing to destroy it. Explanations- This is pretty self explanatory. RP tips- Just because you're on a mission to stick it to the rest of Cainite society, doesn't mean you have to quit going to Elysium/Gatherings without attempting to fire bomb it back to the stone age. More often than not, you can do more damage on the inside than the outside, as well as gathering up a following of people that are fully convinced that you're looking out for their best interests. Words are much more destructive than fists and guns and can be used to convince just about anyone to do just about anything. Use them to get the Prince to give you free reign. Failing that, take the Princedom. Just remember, don't get caught...
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Paradox OOO Bans- Getting caught indulging your sin, and failing to indulge the urge to sin Explanations- Both mortal and Cainite society frown upon many of the things that make up our activities however, they can't say or do anything if they don't see anything. Similarly, if you kill them, they didn't see anything. Don't push away your sin in order to keep them from finding out, that would be to deny who you are, and any dime-store shrink will tell you that's unhealthy. RP tips- Nobody likes to be blackmailed, and similarly, if you just had to take the Sin/Vice of pyromania, and the Prince is livid that someone lit the fuse that was put in her gas-tank, well... you don't want anyone to have seen that. Thats not to say not to do it... just make sure there are no witnesses.
Paradox OOOO Bans- Failing to gratify desires for knowledge, power, items, people, or well... anything. Failing to attempt to undermine mortal society Explanations- Self explanatory RP tips- You are a Ravnos. You are sneaky and tricky. You deserve the best that there is and no one should be able to stop you. This does not mean developing kleptomania and taking everything on a night long crime spree that keeps the cops in the surrounding five states busy for years. Sometimes little things work best. Sometimes that just means getting to the donut shop five minutes before the cops and buying all of the donuts with chimerical money. Take time, plan, and make damn sure that you want whatever or whomever it is you're about to walk off with. Don't get careless with this one; it could end you if you aren't careful.
Paradox OOOOO Bans- Refusing to turn a promising candidate to Paradox, and avoiding slowly taking an elder's unlife -- his allies, power, and existence -- apart piece by piece (preferably ending in diablerie) Explanations- If someone is able to learn, it is your duty to show them the correct way. After all, look at how much enrichment you've gained in your life due to this. As for the Elders, the other clan's Elders are very powerful indeed. Your clan is more deserving of that power however, take it and make it work for you instead. RP tips- Talk to your buddy that you're thinking of converting to Paradox. Drop subtle hints into the conversation, failing the ability to be subtle in real life, pull them aside and tell him/her that you want to teach them more about the wonderful Path you're on. If they turn you down, don't go all fanatic on them. Either they'll come around later when they see how well it works for you, or they weren't able to learn. The Elders portion of this is to be done very, very slowly. This is not something that can be done in a night, week, or even a couple months. This takes time, planning, and a damn good ability to be flexible with how you handle things. Remember, most elders tend to be stagnant and stuck in the line of thinking that has worked well for them and gotten them to this stage in their unlives. Think way outside the box and be prepared to lay down some massive resources in order to steal theirs.
9 Section III The Ravnos Arts
New Abilities Diversion You have learned the art of directing the attention of others to where you wish it to be! With a social challenge you can divert your opponents attention to where you like, defender may retest with Empathy.
Escapology The fine art of escaping! In any situation where you are tied up, manacled, chained or handcuffed, Escapology will be able to assist! Difficulty of test should be equivalent to the type of binding used, storytellers discretion.
Legerdemain Legerdemain is the art of using misdirection to fool and trick your opponent. Legerdemain requires a mental versus physical challenge retest with Legerdemain, defender may retest with Awareness.
Sleight of Hand Sleight of Hand is the art of using nimble fingers and dexterity to trick others. Sleight of Hand requires a physical versus mental challenge retest with Sleight of Hand, defender may retest with Alertness.
New Background Instinct Instinct is the Ravnos sixth sense. The Ravnos will decide to not answer the door when a Jehovahs Witness is knocking or not take that shortcut down a back alley where a gang of muggers is just waiting for him. The storyteller should set difficulties based on circumstances and the level of Instinct the Ravnos possesses.
New Derangement Dissociative Perceptions Syndrome At first the vampire suffers as if from the Dementation power, The Haunting. If the vampire continues to overuse Chimerstry then she starts to experience full sensory hallucinations. These hallucinations can happen at any time, especially moments of great stress. They can range from seeing a friend as an enemy (or vice versa) to seeing a busy street as completely empty. The hallucinations start at relatively low scale and build up over time until they become potentially threatening to the vampires existence. If the vampire realizes shes experiencing hallucinations, the player can spend a temporary willpower trait to negate the hallucination for one scene.
New Lores
Gypsy Lore This represents the knowledge of Gypsy history, lore and stories. More information can be found in Gypsies.
O You have sat through a few of grandma's stories. OO You know the mundane history of the Rom. OOO You have heard of the Seeds of Knowledge and Daenna. OOOO You know the true power of the Blood of Rom. OOOOO You have heard all the tales and understand the Rom's role in history.
10 Ravnos Lore O *You know that the primary Ravnos Disciplines are Animalism, Chimerstry, and Fortitude, and that Chimerstry is unique to their Clan and is used to create illusions. *You know that Ravnos are traditionally prone to thievery and vice, to the point where such actions have become innately compulsive and are not to be trusted. * You know that the Ravnos do not ally themselves as a whole with any sect in Vampire society. They are wanderers, much like the Gangrel. *You are familiar with the Karavalanisha Vrana (Wounds of the Night's Sword), an ancient Indian epic regarding the history of the Ravnos Clan. *You know that the Clan's Antediluvian is either A) according to Noddist traditions, a man named Dracian B) according to Karavalanisha Vrana, a creature known as Zapathasura, who is charged by the gods with hunting down a race of demonic entities or C) according to some folklore, a simple Rroma named Ravnos. *You know that the Clan has strong ties with India and with the Rroma (gypsies) and that several lines of Ravnos were entirely Rroma descended. *You know that many Indian Ravnos follow the Path of Paradox, a Path of Enlightenment which espouses adherence to ones jati, or caste, and fulfillment of svadharma, or purpose. *You know that during 1999, a disaster known as the Week of Nightmares struck the entire Clan, causing members to frenzy and devour one another and wiping it out save for a handful of Cainites. You know that many claim it was sparked by the rising of the Ravnos Antediluvian. *You know if you shut the Ravnos out of a city, they will return in greater numbers and trash it.
OO *You have heard that in Noddist mythology, Dracian was Embraced by Irad, a member of the Second Generation. This occurred after he was caught stealing from his home, and after the fall of the Second City Caine cursed him with the insatiate need to sin. *You have heard that in the Karavalanisha Vrana, Zapathasura was a dead man wronged by great demonic beings known as the asuratizayya (known in the modern nights as the Cathayans) and that the Gods granted him immortality and power that he might pursue them to the ends of the Earth. *You have heard that in the Story of Ravnos, Ravnos was the son of Tshurka, a wandering Rroma who took Caine (called Kaen in the legends) into his kumpania as an act of kindness after they had both left Cainite society. Kaen later Embraced Ravnos after Tshurka was killed by wandering Cainites, and he in turn Embraced many of his kumpania. *You know that in every legend of the Ravnos progenitor, he is said to have made an eternal enemy of Ennoia, the Gangrel Antediluvian. *You know that the Path of Paradox focuses on attaining understanding of the mayaparisatya, the grand illusion of life, and that it claims that all Kindred are locked eternally outside of the cycle of life and death (samsara), and hence must realign their purpose in life, hence the focus on jati and svadharma. You are familiar with the term shilmulo to refer to adherents of this Path. *You know that the Rroma-descended Ravnos practiced a bastardized version of the Path of Paradox, which espoused debauchery and general mayhem, and that Indian elders have, in recent nights, made attempt to revive the old Path. *You are familiar with the basic jati (or castes) of the Indian shilmulo. *You know that it was the European Rroma-descended Ravnos who were hit hardest by the Week of Nightmares, possibly because they had a tendency to travel in kumpania. *You are familiar with the Medieval tradition of "The Treatment", in which mobs of Ravnos gang up on a Domain that has been unkind to them and attempt to spread chaos therein. *You have heard of legendary Ravnos such as Durga Syn, an ancient Methusaleh who has an ongoing feud with the Nosferatu Baba Yaga, and whose brood was one of the only notable European groups to survive the Week of Nightmares. 11 *You know that honor between Ravnos and freedom are both highly valued. *You know of the Right to Challenge when your honor is questioned. *You probably know a handful of Ravnos related Rom words, such as: Kumpania, Gaje, Phralmulo, Kris, etc. *You know that the groups the Gypsy Ravnos travel in are led by a Baro, and know the local Baro and suspect he may be ruled by others. * The Ravnos created in Europe tend to be from the Rom, though many of the American Ravnos are not.
OOO *You have heard that in Noddist mythology, Ennoia blamed Dracian for tempting her into slaying the Second Generation, and that they have feuded ever since. *You have heard that in the Karavalanisha Vrana, that the Gods both blessed and cursed Zapathasura. You hear that Kali, goddess of war and bloodshed, gave him a thirst for vengeance; that Indra, the god of storms and crops, gave him the gift of fertility, that he might make other men to fight for him; that Hanuman, the monkey king, gave him the power to speak to animals; that Devi, the core form of femininity, gave him power over the maya; and that Himuvaat, god of moutains, gave him the durability of stone. You know, on the other hand, that other gods refused to bless him, saying he was an unclean and polluted thing - being dead. These were Surya, the God of the Sun; Agni, the God of fire; and Brahma, the God of Creation - who left him prone to fire and sunlight, sterile and starving. *You have heard that in the Karavalanisha Vrana, the asuratizayya were once known as the siddhi, beings who were charged with tending to and protecting humanity. According to the epic, they eventually trafficked with the true demons, and were cast into their fallen state as punishment. You are aware, at this point, that these myths seem to correspond with those of the Cathayans. *You have heard that in the Karavalanisha Vrana, Ennoia once, like Zapathasura, was charged with combating the asuratizayya, but was cursed by the gods because she rejected them after learning the price of her power. As a result Gangrel are thought to be forever barred from fulfilling their proper destiny. *You have heard that in the Story of Ravnos, Ennoia was the lover of Ravnos, and the daughter of Lillith, and that she betrayed Ravnos unto death in the hopes of being taken back into the Second City, from which she had been exiled. In the story, Kaen returned after Ravnos' destruction and cursed Ennoia for her treason. You have also heard mention of the figure of Laetshi, Ravnos' sister who was able to see into the future and predict Ennoia's treachery. *You know that the cosmology of Path of Paradox is tied in some ways to the Discipline of Chimestry, and that shilmulo claim that the power is a way of altering the maya, or the world. *You are familiar with the five alleged childer of Zapathasura from which the major Ravnos jati evolved. They are: The Black Mother, an old crone from which the Brahman jati descends; Rakashasa, the great deceiver, who allegedly fled to Africa; Chandraputra, a great warrior from whom the Kshatriyas jati descends; Ravana, who apparently made pacts with demons and later disappeared; and Ramessu, from which the Vaisyas jati descends. *You know that the Brahaman develop the Discipline of Auspex rather than Fortitude. *You know that the Rroma-descended Ravnos are also known as the Phuri Dae to the Indian Ravnos, and that they originally were said to have come from the Brahman jati. Within the group however, they call themselves the phralmulo and use the term Phuri Dae to refer to those who are able to use Auspex (unbeknownst to them, in the manner of the Brahman). The Phuri Dae also reportedly call their Indian brethren the Vrita. *You are familiar with the Phuri Dae tradition of the kris, in which Rroma-born Ravnos hold communal judgement over one another; and the tradition of patshiv, in which Rroma-born Ravnos gather to celebrate. *You are aware that the Ravnos have been credited with embracing such historical figures as Mata Hari (although this is disputed by the Assamites). 12 *You have heard of legendary Ravnos such as Bramaparush and Gayal, two great Ravnos elders credited with the foundation of the Path of Paradox and for siring several of the largest broods of the Clan in Sri Lanka and South Asia; Ivan Krenyenko, who was simultaneously hunted by the Sabbat, Camarilla, Society of Leopold and the KGB due to his exploits; and Ezmerelda, a Rroma woman (or series of women) who is said to bear a the crescent shaped birthmark that forbodes Gehenna. *You know the Krisnatori who keeps watch over your Kumpaniya and more or less where they are
The below knowledge is considered a killable offense if known by members of another Clan
OOOO *You have at some point read a copy of the Karavalanisha Vrana. You are very cognizant of the fact that it refers to deities that did not come into existence until 4,000 years after it was alleged to be written, and that it is probably the work of a collection of Ravnos and not the writing of Zapathasura alone, as is claimed. *You have heard legends of the diaspora, in which Rakashasa, Ramessu, Ravana and the Black Mother all left Zapathasura in turn, leaving Chandraputra as his one loyal childe. You hear that Ravana gained terrible power form the true demons at some point and returned to taunt Zapathasuram, and that the Black Mother eventually created the lineages known as the Alexanderites and later the Sybarites, who founded the false Path of Paradox and were reknowned as pirates and brigands. You have also heard of the Phaedymites, a small group of honor-bound Ravnos who served as couriers during the Midde Ages. *You have heard of Bashir, and the heretical Christian Paradox cult he founded, known as the Bashirites, who sought to bring about the Biblical Apocalypse in the Middle Ages. *You hear that it is possible on the true Path of Paradox for some Gangrel to reclaim their svadharma, and that this belief is known as "The Gangrel Heresey" among the shilmulo. *You have heard of the saddhu, a scant few Ravnos antitribu and Elder Indian Ravnos who serve as teachers for the Path of Paradox in it's uncorrupted form. You hear that they are capable of performing great acts of blood sorcery known as Sadhana and are to be respected and feared. *You have heard of Ravnos Neve, Ravnos that appear to have been native to North America at the time when Europeans first arrived. *You have heard of the Wuzho, fanatical Phuri Dae descended from the Rroma bloodline known as the Tsurara, who vowed to eradicate all the undead from the Earth. *You have heard of some of the now mostly extinct Phuri Dae Ravnos families of Europe, including the Spanish Gitano, the Enligh Juna and the German Sinti. * You know of the Kris - the Ravnos court. *You probably believe in the Kaen's Favored Son legend, as you now have heard much more about it *You are fully knowledgeable about the Path of Paradox, and capable of teaching it with some skill. *You are familiar with many Ravnos legends, including the Hok-Kanu Baro, the Seeds of Power and families of Vampire hunters among the Rom *You have heard the other two origin tales of the Ravnos and have a view on which one is correct (depending on one's Path and background- Rom likely believe the Rom-based tale, followers of Paradox likely believe the Indian origins, others likely still believe the Cainite version) *You know at least one other Baro and more or less where they are *You've heard tales of most of the Ravnos (you may make a Static Mental Challange against 7 Traits to recognize the name of an Elder, 9 to recognize Ancillae or those embraced for at least 50 years, and 12 to recognize Neonates or those Embraced for at least 5 years) *There was a time very long ago when the Ravnos and some werewolves fought together to protect Rom from harm at the hands of some corrupting force.
13 OOOOO *You know that Bashir made claims to have had personal contact with Christ and that the Bashirite movement specifically attempted to bring about the endtimes by plunging the world into sufficient sin to give cause for Christ's second coming, and as such heavilly contributed to the Western bastardization of the Path of Paradox. (LS4: 13) *You have heard of the Yoryari, a small splinter group of the Sybarites who founded a number of now forgotten philosophical variants on the false Path of Paradox. *You are aware that the arts of Chimestry can deal lethal harm to fairies. *You may have some idea of the identity of others with as much knowledge as you. *You know of the Samadji and the true power of the Amria *You know a few of the Krisnatoria, at least by name and reputation, and what continent they travel on *You recognize the signs of the passing of a Kumpaniya and can track one, and are familiar with the general travel patterns of the major Kumpaniyi *You know that Chimerstry can hurt the Fae *You understand that phralmulo who feed on their mortal cousins absorb their power, and know of incidents in which kindred have slaughtered their Rom kin out of bloodlust. *You know most of the Krisnatori and many of the Baros, as well as the region they are currently in *You are familiar with every major decision of any Kris that has transpired *You know the legends of some of the artifacts of Power and possibly the region or area they might be located *You know of the actual words Kaen spoke to Ravnos (or at least the summary) *You know more or less where to find the Ravnos in any city *You know what caused the week of nightmares, and what resulted from it. *All other information in the Clanbook (1 st Edition and Revised), with the key understanding that some of it is composed of half-truths, or flat-out wrong -- you simply don't know which parts.
New Merits & Flaws Family Allegiance (2-point Merit) You have earned the trust of one of the mortal Gypsy families. This family knows you well and respects you. When dealing with any member of that family, you are up 2 traits in any social challenge. The family will assist you whenever possible, and unless you do something to loose this respect and trust they have for you they will always be nearby. The easiest way to loose their trust is to steal from them (this includes feeding from any of them). Note: You may not take a Family Allegiance with the Tsurara, Lupine or the Ravnos Families.
Phralmulo (3-point Merit) Phramulo represents your Gypsy family prior to Embrace. With Phramulo, you are from strong mortal Gypsy blood (your sire does not necessarily need to have Phramulo for you to purchase this Merit as it only represents your mortal Bloodline). Phramulo may only be taken at character creation.
Truth of Rom (3-point Merit) You either have a knack for hiding the truth or are truly a very sincere person. Either way lies are believable coming forth from your mouth. You are granted a free retest whenever someone uses an ability or supernatural power against you that would cause them to determine if you are lying. *Note: this Merit has no effect on a Bone of Lies; any other magical items are at the Storytellers discretion.
Clear sighted (5pt Merit) Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or practiced skill. Vampiric Obfuscation, Chimerstry and other Disciplines or gifts that deceive most observers won't work as well as they should with you. You have an additional 2 traits when trying to pierce 14 through any Chimerical Illusions or Obfuscation. Any other powers are at the discretion of a Storyteller.
Family Enmity (2-point Flaw) This flaw is run in the same manner as the flaw Clan Enmity except the player must choose one of the Gypsy families or Indian Jati of Ravnos. Just because they are a smaller group does not mean they are less deadly. Note: You may not take a Family enmity with the Tsurara or the Ravnos Families.
Wuhzo Enemy (2 point Flaw) You have drawn the attention of one of the Wuhzo. The enemy is quite dangerous, as he wishes nothing more that to send you to your end. Though he does not confront you directly, he works to thwart your plans wherever possible-- destroying family ties or angering other vampires against you-- waiting for a night when you are no longer able to defend yourself against him.
Marhime (3-point Flaw) Something happened in your past that grievously upset or infuriated one of the Gypsy families. They will not actively seek you out to cause you discomfort, but should you get wind of them coming into town, it may be best for you to leave until they have passed through. Any Ravnos with Gypsy Lore (appropriate level determined by Storyteller) can tell that you have this Flaw and should act accordingly depending on the family you have enraged.
Weapons The Talith The Talith is a large heavy scarf worn around the shoulders. In the hem of the scarf are woven hundreds of small metal or glass shards. The Talith is wielded by a using many spinning dancing techniques. You must have had appropriate training to properly use the Talith. Without the training, the weapon is considered Clumsy x3 and only has one bonus trait. You must have performance x3 with a specialization in Talith to be considered properly trained in the use of this weapon. The Talith statistics are:
Bonus Traits: +2 Negative Traits: Clumsy Concealability: Jacket Damage: 2 Health Levels (Puissance does not grant additional level of damage with the Talith) Rate: 3 (using elder levels of speed will ruin the scarf) Availability: Must be Custom Made by an individual with Craft: Talith to be balanced and sewn appropriately. If it is created with Craft: Talith x4 or higher the clumsy negative trait is removed and the weapon carries no negative traits.
15 Section IV Ravnos Disciplines
Chimerstry Chimerstry is a tricky discipline to use and even trickier are the rules for pointing out exactly how it affects others. It is highly recommended that as a player you speak to your storyteller about how the discipline works in their chronicle before using the Discipline. Storytellers should read the power carefully and thoroughly prior to using the discipline and making PC or NPC Ravnos a part of your chronicle. The Ravnos Coordinator Team is well aware of the many house rules on Chimerstry and any clarifications here would not change said house rules. While we defer to the local storytellers and their rulings on how the Discipline works, we are always available to issue forth our interpretation and answer any questions any player or Storyteller might have. Please never feel shy about sending an email to the Ravnos Coordinator or any of the Sub-Coordinators, thats what we are here for.
Combo Disciplines The following combination disciplines are Ravnos clan specific disciplines and are only available to be learned by Ravnos PCs and NPCs.
Beast's Vigor (Animalism 3, Fortitude 3; 7 experience points) Beasts Vigor allows the transfer of wounds from the Ravnos to one of his Animal Ghouls. The Ravnos makes a physical challenge, difficulty 8, and on a success one wound level taken by the Ravnos is transferred to the ghouled animal. Retests are made with the Animal Ken ability. Appropriate Humanity/Path tests should be done if the animal is killed. This counts as a reflex action.
Heart's Desire (Auspex 4, Chimerstry 2; 10 experience points) Use as written in the Clanbook: Ravnos (Revised), retests are made with Empathy.
Mask of Cathay (Animalism 3, Chimerstry 3; 15 experience points) Use as written in the Clanbook: Ravnos (Revised)
Mind of the Wilds (Animalism 2, Auspex 4; 8 experience points) The Ravnos with this power is capable of gaining knowledge of approximately one acre of land. With one full turn of concentration, he obtains information about the basic layout and creatures. He cannot ascertain whether the creatures on the land are supernatural, nor does he obtain information on exact quantity. What he can gather is the information about types of creatures on the land (squirrels, wolves, humans) and if the land itself and if it is habitable, the land layout, any possible hiding places, etc. To get the information, the Ravnos must engage in a mental challenge difficulty 10, retesting with the Animal Ken ability.
Nightmare Curse (Auspex 4, Chimerstry 5; 15 experience points) With Nightmare Curses, the Ravnos can bring to light the most frightening thing to life for one entire evening for his victim. The nightmare is only sensed to the victim, but occasionally others in the company of the victim may get a small hint of the nightmare. To activate this power, the Ravnos must expend one willpower trait for mortal victims and two willpower traits for supernatural victims then engage them in a social challenge, retesting with the Intimidation ability. The victim must be in your presence and a verbal curse must be made directed at them. If successful, the victim is treated as if under the influence of the Dementation power Haunted as well as the flaw Nightmares (if a challenge is required in the chronicle for Nightmares, treat as if the challenge has failed).
Sympathetic Agony (Chimerstry 2, Fortitude 4; 10 experience points) Clarification: The victim takes the wound penalties, not the wounds. (If they have Fortitude or anything that reduces these penalties, treat as if they do not have those abilities.) The Ravnos 16 Takes the wounds, but not the wound penalties. These wounds may not be tested down after the power is used, but may be used after the initial damage, before Sympathetic Agony is used. If the Ravnos uses Aegis in the same round, the victim no longer suffers the wound penalties (as wounds were never received), but the Ravnos and the victim still loose any social traits that were lost or spent in the challenge.
17 Section V Ravnos Blood Magic
Ravnos Sadhana For any Ravnos possessing Sadhana, use the below rules; any rules found in the Setite Sorcery packet will not be used for Ravnos Rakta-Sadhus. Sadhana, the Hindu for Ganing, is the blood-magic of the Indian sub-continent. Sadhana is practiced primarily by Daitya (Followers of Set blood sorcerers) and Rakta-Sadhus (Ravnos blood sorcerers). Based largely on ancient practices of the Hindu religion, it is the closest to Hermetic Thaumaturgy of the theocratic sorceries. Along with meditation, mantras and fasting, the Brahminist tradition holds that a letter perfect sacrifice compels the gods to work the Rakta-Sadhus will. Like Tremere Thaumaturgy, Sadhana paths call for a Mental challenge (unless otherwise noted) and rituals function the same. Unlike Hermetic magi, a Ravnos Rakta-Sadhus must learn the Meditation ability to practice her sorcery. Rakta-Sadhus cannot employ path magic at a higher level than his Meditation Trait rating, though he may perform rituals at a higher level. He still knows his primary path to the level of his full Thaumaturgical mastery; he simply lacks the spiritual force or focus to use it. When the player raises the characters Meditation Trait, he can use the path to a higher level. At the Storytellers discretion, a Ravnos Rakta-Sadhus player can retest Sadhana with Meditation instead of Occult but at the cost of the power taking as much time as a ritual of the same level. Meditation is not quick. In order to teach, learn, or use Sadhana, the Ravnos Rakta-Sadhus must possess the Merit Code of Honor: Hinduism, to reflect faith in the Hindu religion. They must also follow one of the two Paths of Paradox.
You can find a more thorough description on Sadhana in Blood Sacrifice: the Thaumaturgy Companion from pages 53-67.
Ravnos Sadhana Paths
Path Name Rarity Book* Page Alchemy (Rasayana) 1 BM 69 Blood Nectar 4 BS 62 Corruption 3 GC 83 Conjuring (Brahma-Vidya) 1 LN 182 Curses 3 BM 78 Elemental Mastery (Yaksha-Vidya) 1 GC 76 Focused Mind (Echo of Nirvana) 3 ST 50 Hands of Destruction (Hand of Mahakala) 3 LN 183 Karma 4 BS 63 Movement of the Mind (Rishis Hand) 1 LN 180 Oneiromancy (Lakshmis Wishes) 2 ST 54 Praapti 4 BS 64 Spirit Manipulation (Asura-Raja) 2 GC 89
*Books published by White Wolf BM- Blood Magic: Secrets of Thaumaturgy BS- Blood Sacrifice: A Thaumaturgy Companion LN- Laws of the Night GC- LotN: Guide to the Camarilla ST- LotN: Storytellers Guide
Each path, if it varies from the original description in the published book, is listed below with updated or revised rulings on how the path is to be used by Ravnos Rakta-Sadhus in OWbN. Some powers may differ from the write-up in other clan packets as well. These minor alterations are to show the difference in Ravnos Sadhana. The starting paths that may be taken by the Rakta-Sadhus are Alchemy, Conjuring or Elemental Mastery. No other path that the Ravnos Rakta-Sadhus learns may exceed the level in their primary path.
Alchemy (Rasayana) This path must be used in a controlled, laboratory setting. The amount of Mass/Volume that the castor can affect is based on the amount of additional mental traits that the castor expends when the path is activated. Nothing larger than a Car can be affected.
Mental Traits Mass/Volume (examples) 2 A coin 4 A brick 6 A table 8 A safe 10 A car
Blood Nectar All levels function as published save that activation requires a Mental Challenge (difficulty seven plus level of the path being used).
Curses All levels of the Path of Curses require an expenditure of a temporary willpower trait as well as a blood trait. Unless otherwise stated below, each power lasts only until sunrise for supernatural creatures, and one day per permanent willpower for mortals. No victim may be the target of more than one curse (from this path) at a time. The Path of Curses is an obvious power as you must invoke a curse aloud directed at your victim (they do not need to understand the language). The curse issued should be appropriate for the situation and for the specific curse. Example for Pariah: For the insults you have thrown at my family, I curse you to feel what it is like to be treated as you have treated me!
O Stigma This curse puts your victim down one social trait on all challenges. OO Malady Malady curses your victim with physical pain. They gain the negative physical trait lame and they are down one physical trait on all challenges. OOO Pariah Pariah works as per the book. The victim must wear a tag stating Pariah has been used against them and role-play is highly encouraged. OOOO Corrupt Body Corrupt Body puts the victim down one trait on all challenges for the first three turns after the curse has been issued. After the three turns, the victim suffers from the negative traits Repugnant x3 and lose any appearance related social traits they may have. These negative traits do not stack with the Nosferatu clan disadvantage, but they still suffer the three turns of discomfort. Any Kindred with Mask of 1,000 Faces active is forced to drop until fourth turn after the power was used against them.
19 OOOOO Fall From Grace This powerful curse prevents the victim from easily succeeding at anything. For a scene or an hour, the victim loses all initial challenges. He may retest as normal, but the first challenge always fails and they lose an appropriate trait that would have been bid.
Karma All levels function as published except as detailed below. O Threads of the Past This power requires a Static Mental Challenge against the target. OO Weave of the Future This power requires a Static Mental Challenge against traits decided by the storyteller. OOO Certain Fate This power requires a Static Mental Challenge against the target. OOOO Past Lives This power requires a Static Mental Challenge against the target to use on others, or a Static Mental Challenge against eight traits to use on ones self. Using the power on himself allows the Sadhu to gain one ability trait of their choice (no single ability may be raised above three) for one scene. The types of abilities obtainable through this power are limited to those that would reasonably have been available to the character during a prior lifetime. OOOOO Master of Samsara All usage of this power requires a Mental Challenge against the target and the expenditure of a temporary Willpower trait.
Praapti You must expend a temporary willpower trait to use this power. It also requires a mental challenge against eight traits plus the level of the power used. Below are the distances you may travel with this power. You may never travel outside of a chronicles influence. This power must be activated at the beginning of the round and goes off at the end of the round. The exact location you end up in and whether you appear in the same space as another being or structure is up to the storytellers discretion.
O Teleport up to 10 meters (30 feet) OO Teleport up to 100 meters (300 feet) OOO Teleport up to 200 meters (1/8 mile) OOOO Teleport up to 400 meters (1/4 mile) OOOOO Teleport up to 800 meters (1/2 mile) 20 Ravnos Sadhana Rituals
Ritual Name Level Rarity Book* Page Animaa Basic 1 BS 65 Armor of Diamond Serenity Basic 1 BS 64 Ash of Agnis Curse Basic 1 BS 65 Aurava Intermediate 1 BS 65 Clinging of the Insect Intermediate 3 SA 132 Craft Bloodstone Basic 1 ST 65 Defense of the Sacred Haven Basic 1 LN 185 Deflection of Wooden Doom Basic 1 LN 185 Destinys Call Intermediate 1 BS 65 Encrypt Missive Basic 1 ST 65 Eyes of the Past Intermediate 2 EL 83 Firewalker Intermediate 4 SA 132 Garimaa Basic 1 BS 65 Impassable Trail Basic 1 ST 66 Impressive Visage Basic 1 ST 66 Incorporeal Passage Intermediate 2 LN 186 Iron Body Basic 3 AN 67 Jinx Basic 2 ST 66 Lepers Curse Intermediate 1 BS 65 Lion Heart Advanced 4 EL 92 Major Creation Intermediate 2 ST 71 Milk of Puutanaa Intermediate 1 BS 65 Purity of the Flesh Basic 1 CG 110 Rakta-Maya Rituals Basic 1 BS 64 Scry Intermediate 2 ST 71 The Open Passage Basic 1 LN 186 Transcendentally Satisfying Body Filling Advanced 1 BS 66 Ward vs Cathayans Intermediate 3 SF 103 Ward vs Demons Advanced 2 CG 114 Ward vs Fae Intermediate 2 ST 73 Ward vs Ghosts Advanced 2 CG 114 Ward vs Ghouls Basic 1 LN 186 Ward vs Kindred Intermediate 2 CG 113 Ward ve Lupines Intermediate 2 CG 113 Ward vs Spirits Advanced 2 CG 114 Warded Womb Intermediate 1 BS 66 Warding Circle vs Demons Advanced 3 CG 111 Warding Circle vs Ghosts Advanced 2 CG 111 Warding Circle vs Ghouls Basic 2 CG 111 Warding Circle vs Kindred Intermediate 1 CG 111 Warding Circle vs Lupines Intermediate 2 CG 111 Warding Circle vs Spirits Advanced 2 CG 111 Water Walking Basic 1 BS 65
*Books published by White Wolf BS- Blood Sacrifice: A Thaumaturgy Companion LN- Laws of the Night GC- LotN: Guide to the Camarilla ST- LotN: Storytellers Guide SA- LotN: Guide to the Sabbat SF- San Francisco by Night AN- LotN: Anarch Guide EL- Elysium
21 Each ritual, if it varies from the original description in the published book, is listed below with updated or revised rulings on how the path is to be used by Ravnos Rakta-Sadhus in OWbN.
Basic Rituals Animaa Magnification is based on the following chart: Traits Spent Magnification 1 Mental Trait 10x 2 Mental Traits 30x 3 Mental Traits 50x
Armor of Diamond Serenity If the ritual succeeds the Rakta-Sadhus becomes immune to Frenzy and Rtschreck for the rest of the night. The character is also up two Traits on defensive Willpower challenges. On the other hand, the Rakta-Sadhus cannot expend vitae to gain Physical Traits while this ritual remains in effect.
Craft Bloodstone This ritual has the additional requirement of a blood sacrifice at its casting for the Rakta-Sadhus.
Deflection of Wooden Doom This ritual has the additional requirement that the wood fragment used have been passed through a sacrifices heart prior to use for the Rakta-Sadhus.
Garimaa If the ritual succeeds an effective 17 Physical Traits resists any force that attempts to move the Rakta-Sadhus against his will. The caster does not actually gain these Traits, and may not actively utilize them.
Rakta-Maya Rituals Unlike other Sadhana rituals, these illusions call for a Static Social Challenge against the difficulty of an audience members Traits (Storyteller should select an average audience member at random). These rituals take only a round to cast.
Water Walking The duration of this ritual is a scene or one hour.
Intermediate Rituals Aurava The duration of this ritual is a scene or one hour.
Incorporeal Passage This ritual requires a bloodied blade, rather than a mirror fragment for the Rakta-Sadhus.
Advanced Rituals Lion Heart This ritual has the additional requirement of two traits of lion blood for the Rakta-Sadhus.
Thanks to the Setite Coordinators Office and the Setite Sorcery Packet as well as the creators of the OWbN Thaumaturgy Packet for providing assistance with rules guidelines for Sadhana.
22 Section VI Ravnos Rarity
Ravnos are not as populace as most of the clans in OWbNs World of Darkness. This is a list of rarity and approval that is needed for the various types of Ravnos throughout the organization. Any questions about rarity of the various types of Ravnos will go directly through the Ravnos Coordinator. The extended list can also be found in Rare and Unusual Bylaws of One World by Night located at www.owbn.org. This packet has covered a lot of really neat new powers available to a Ravnos and the many sub- categories of the clan. Please keep in mind however, that clan Ravnos still has an extremely limited population. After the Week of Nightmares only about 100 Ravnos survived. In the following years there have been Embracing and deaths, which have only moved the population a little bit higher. At present in the OWbN chronicle, there are approximately 175 Ravnos in the world.
Type Description Rarity Approval Needed Ravnos-Antitribu Sabbat Ravnos Common ST Approval PC sired Ravnos Ravnos Unusual Ravnos Coordinator Notify Non-Rakta-Sadhus Ravnos with Sadhana Ravnos who has been taught Sadhana; They cannot teach the Blood Magic. Approval Ravnos Coordinator Approval NPC Elder Ravnos (7 th Gen or lower) for Chronicle use Usually this type of NPC is put into play for the purposes of teaching Chimerstry. These NPCs must be approved for the chronicle prior to use as there are very few Ravnos Elders alive after the Week of Nightmares. Approval Ravnos Coordinator Approval Possessing out of clan Advanced Chimerstry Any non-Ravnos possessing Advanced Chimerstry Approval Ravnos Coordinator Approval NPC sired Ravnos Ravnos Rare Majority Vote Phuri Dae and Brahman Ravnos, PC or NPC sired They replace Fortitude with Auspex. Rare Majority Vote Ravnos-Antitribu sect defector Sabbat Ravnos attempting to successfully leave the Sabbat Very Rare 2/3 Majority Vote Ravnos Rakta- Sadhus, PC or NPC sired Ravnos Sorcerers, must be approved at character creation; they can teach Sadhana to others Very Rare 2/3 Majority Vote Any other character (non-Ravnos) with Ravnos Sadhana Character other than a Ravnos who has been taught the ways of the Ravnos Blood Magic Very Rare 2/3 Majority Vote 23 Section VII Credits & References
Blood Magic: Secrets of Thaumaturgy Copyright 2000 White Wolf Publishing, Inc
Blood Sacrifice: the Thaumaturgy Companion Copyright 2002 White Wolf Publishing, Inc
Clanbook: Ravnos (1 st Edition) Copyright 1997 White Wolf Publishing, Inc
Clanbook: Ravnos (Revised) Copyright 2001 White Wolf Publishing, Inc
Guide to the Camarilla Copyright 1999 White Wolf Publishing, Inc
Gypsies Copyright 1997 White Wolf Publishing, Inc
Laws of Elysium Copyright 2000 White Wolf Publishing, Inc Laws of the Night (Revised) Copyright 1999 White Wolf Publishing, Inc
Laws of the Night: Anarch Guide Copyright 2003 White Wolf Publishing, Inc
Laws of the Night: Camarilla Guide Copyright 2000 White Wolf Publishing, Inc
Laws of the Night: Sabbat Guide Copyright 2000 White Wolf Publishing, Inc
Laws of the Night: Storytellers Guide Copyright 2001 White Wolf Publishing, Inc
San Francisco by Night Copyright 2000 White Wolf Publishing, Inc
For more information on One World by Night please visit www.owbn.org For more information on the Ravnos in the One World by Night world wide chronicle, please visit the OWbN Ravnos Clan page at www.owbn.org/Ravnos
This document is an entirely unofficial use of the Vampire: The Masquerade and A World of Darkness gaming materials published by White Wolf Game Studios and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. The creator of this document is not affiliated with White Wolf Games Studios in any way.