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weather. Some of the older Ravnos that hold onto pride over
functionality wear brightly dyed woolen garments such as
saris and sarongs. Younger Charlatans have eschewed any
ties they may have once had to their Indian roots, preferring
European styles over anything else.
Haven: Ravnos do not stay in any one place for too long.
For some, the only havens they can lay claim to are traveling
caravans or roadside inns for a few nights. The Charlatans
are experts at finding out of- the-way places and small towns
to stay in for short periods of time. It is rare for Ravnos to
haven in a city held by other vampires. Yet, when she
decides to do so, there is very little the Prince of that city can
do to eradicate her, else her entire family comes down on
him.
Character Creation
Age
Max number of Disciplines
allowed
Max dots in each Discipline
Max number of Physical
Disciplines allowed
Max dots in Celerity, Fortitude
or Potence
Neonate
2
Ancilla
3
3
2
4
2
Attributes
Abilities
Disciplines
Backgrounds
Lores
Virtues
Max Merits bought with Flaws
Starting Status (free)
Freebies
Neonate
7/5/3
13/9/5
4
5
4
7
7
1
75
Ancillae
7/5/3
13/9/5
4
5
4
7
7
2
175
(Per Dot)
5
2
7
4
Ritual Level
1
1
2
1
2
1
Stereotypes
Assamites: Demon hunters and warriors. I could see us
allying with the Assassins if they would stop ignoring us
while they try to suck up to all the other clans.
Ventrue: It is a shame the Ventrue cannot see past their
noses while looking down on us. We could prove more
useful to them than they think. They are the only ones who
might be able to truly understand our strict adherence to
lineage and blood relations.
Carriage Horses
(Animalism , Fortitude )
Chimerstry
Subtle Spy ( )
The user of this power may create a perceivable,
understandable illusion (such as a lamp or a person) that
incorporates part of her own consciousness, effectively
granting the illusion a small amount of independent
intelligence. When the Ravnos dispels that illusion, she
may draw this intelligence back into herself, learning
anything that her illusion witnessed as if she had
experienced it firsthand.
System: Imbuing an illusion with Illusory Mind
costs two Willpower points, and lasts for one night (or
less, if the Ravnos wills the illusion to dispel). If the
illusion is an object, it will witness anything that the
Ravnos could sense from the objects location. If the
illusion is mobile (a person or animal), then it may be
programmed as per Apparition, and at the end of its
existence, the Ravnos will learn everything the Apparition
sensed. Further, this Apparition is vaguely conscious, and
can knowingly change its actions in small ways: stepping
around an obstacle, giving the appropriate response to a
simple question, and so forth.
The user of this power does not know what is
occurring around her illusion if she is not otherwise there
to sense it. She may dispel the illusion at any time, and at
any distance, drawing back to herself the substance (and
experiences) of that illusion as it is destroyed. If the
illusion is dispelled or disbelieved before the Ravnos can
reincorporate it into herself, the illusion is destroyed and
Combination
Disciplines
This power originated among Ravnos
kumpaniyas. Most traveling groups had animal ghouls for
the purpose of protecting and guarding the vampires
during the day, and some clever individual learned how to
make those retainers serve an even greater purpose. By
the use of this power, a Ravnos can transfer a point of
damage he has suffered to one of his animal ghouls.
System: If the Ravnos has any animal ghouls
within sight, he may elect to use this power. The player
spends one blood point and rolls Stamina + Animal Ken
against a difficulty of 8. Each success transfers one Health
level of damage (any type) to the animal. This can only be
used immediately after the vampire is wounded (after the
soak roll) and counts as a reflexive action.
This power costs 15 experience points to learn.
Eventide Strength
(Chimerstry , Fortitude )
Typically, the powers of Chimerstry are dispelled
by the touch of sunlight. However, a Ravnos who has
studied this power has learned subtle tricks to reinforce
the maya within her illusions, rendering them less
vulnerable to the sun.
System: A Ravnos who has learned this power
can strengthen her uses of Chimerstry, causing it to
survive one hour of sunlight.
This power costs 12 experience points to learn.
Hearts Desire
(Auspex , Chimerstry )
With this power, a Ravnos reaches into a targets
emotion and creates an image of the targets greatest wish.
This desire manifests as some sort of material object: a
love letter, a stack of money, or the golden crown of a
Prince. No matter what manifests, the Ravnos who used
this power understands the meaning and nature of the
item, and is able to comprehend the targets deepest
desire. The Ravnos has no magical ability to understand
Sympathetic Agony
(Chimerstry , Fortitude )
The Kshatriya caste developed this power as a
weapon of last resort, punishing their enemies with
illusory agonies in the throes of combat. After a target
strikes a Ravnos who has successfully used this power,
the target feels the pain of that specific attack instead of
the Ravnos.
System: The user of this power rolls
Manipulation + Intimidation against a difficulty equal to
the victims Perception + Self-Control. If successful, for
the rest of the scene the target will feel a supernaturally
augmented reflection of any pain she inflicts by attacking
you. Any time your target attacks you, she immediately
suffers a penalty to all physical actions equal to the
successes you scored when activating this power.
Penalties inflicted by Sympathetic Agony last for three
full turns. Penalties from this power do not stack; a
character under the effects of multiple applications of
Sympathetic Agony suffers a penalty equal to the highest
number of successes scored on a single use of the powers
activation.
This power costs 18 experience points to learn.
Waking Dream
(Chimerstry , Fortitude )
You may briefly treat an illusion youve created
as though it were real.