Ravnos
 Once a great clan like the other 12, the Ravnos have, in modern nights, been reduced to a shell of their former selves. The treacherous tricksters once walked randomly among the other Cainites, untrusted and beholden to no one. In a recent storm of madness and death, though, they have been slain and lost until they are but a shadow of their former ranks. No more than a few hundred now claim Ravnos lineage and the strange illusions and philosophies that come with it.  The Ravnos came originally from India, predating the exodus of the Gypsy peoples by a few centuries. At first misunderstood, they wandered from place to place, ignoring the strictures of Cainite society and bringing chaos with them. Many vampires wondered if the Ravnos were Cainites at all, due to their strange behavior, foreign beliefs and unusual Disciplines. As the Dark Ages passed and the Camarilla and Sabbat arose, the Ravnos changed little; they cared not for the beliefs of the Westerners. Instead, the Ravnos continued to spread their unique brand of illusions and mind-twisting treachery across Europe. By the modem age, they had become known well enough that any court would dread the arrival of Ravnos, but they would never be barred from a city for fear of bringing down a horde of vengeful Deceivers. Obviously, the charlatanry of the Ravnos grates on the other clans, yet none have bothered to move against the Deceivers. Perhaps it's because Ravnos solidarity ensure that any aggressor would suffer an excruciatingly annoying demise,
maybe it's just because the Ravnos aren't worth the time. For their part, the Ravnos seem to espouse a philosophy that places most Cainites somewhere below invertebrate on the karmic scale - the Ravnos, the undead are without purpose in the greater scheme of things, and they must be taught properly (by tearing the veils of illusion from their eyes through lies, subterfuge and thievery) or destroyed. It is for that reason that the Ravnos spread discord in their wake: They hope that an enlightened few will awaken to their true purpose as heralds of change, while others may he slain and reincarnated into new roles.  During their heyday, the Ravnos most often brought in new recruits from the Gypsy families, mostly male. The diluting blood and customs of the modem age brought in a few more worldly recruits, and now that the Ravnos are scattered and few, they take potential childer where they can get them. Just about anyone with a keen wit can qualify for entry into the clan. Once regarded as buffoons, the Ravnos are now deadly serious. It seems that they may be the first casualties of an impending Gehenna.  
  
   Roleplaying Hints: It's not only the power of the illusions that you craft, but the voices that bubble in your blood. You are one of the few survivors of a world gone mad. Svadharma has taken hold of the Ravnos as a whole and spun them about, slaying many and leaving only a. few to balance the wheel of karma. The world continues on a terrifying course to destruction, and there is no time left to save it.  Perhaps all you can do now is survive, playing off greater forces while you hide and see what madness strikes next-

 Disciplines: Animalism, Chimerstry, Fortitude

 Advantage: The Ravnos tricksters, even those not of Romani blood, are expected to be chaotic whirlwinds of deception. Those who fall into their labyrinthine plots often blame themselves for their stupidity, and they would be too embarrassed to admit to their foolishness in any case. Thus, Ravnos can often get away with cons and deceptions that would land other Cainites in a great deal of trouble.  Since they all tend to practice various vices and move from city to city, all Ravnos gain one level of Streetwise Ability for free. They also have a level of Street Influence or Transportation Influence.

 Disadvantage: Perhaps trickery runs in the blood, or maybe the Ravnos truly are harbingers of some greater chaos. Whatever the cause, all Ravnos suffer from a particular weakness for their own favored con games, scams and crimes. Each Ravnos has a particular "signature crime"; once each game session, the Ravnos must make an attempt to indulge in the particular vice, unless a test of Self-Control / Instinct
 (difficulty of three Traits) can be made, with the usual risks for failed Virtue Tests.

 Bloodlines: The Ravnos hail from several families of Gypsy stock. Different sorts of Ravnos thus have different capabilities. A Phuri Dae Ravnos learns Auspex instead of Fortitude; the Urmen learn Chimerstry more than any other Discipline, and the Vritra and Kalderash remain in India and the East, where they supposedly deal with the Cathayans. A few younger Ravnos - mostly gorgio - are found as antitribu in the Sabbat, but they are functionally similar to their independent cousins.




Ravnos antitribu of the Sabbat


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