Ravnos
Baby, you were born to run. The Blood just made it mandatory.
What Are You?¶
You were Embraced because you're a survivor who travels light and thinks fast. The Ravnos recruit from con artists, messengers, drifters, pickpockets, spies, and anyone who's already comfortable living off the grid and burning bridges behind them. Your sire saw someone who could adapt to anything, charm their way through anything, and disappear before anyone figured out what happened. The Clan was nearly wiped out not long ago; every Ravnos walking tonight is proof that the line refused to die.
Your people are wanderers, tricksters, and opportunists. You move between domains selling your services as a spy, a saboteur, a negotiator, or whatever else pays and keeps you reasonably safe. A secret network of signs and signals helps Ravnos find each other on the road, and when you do meet up, the tradition is storytelling; swapping rumors, trading intel, one-upping each other's exploits. Some of your Clan build identities around trickster mythology, treating their craft as something close to sacred. Others just like the thrill. Either way, your methods favor wit and illusion over brute force, and you'd rather vanish than fight a battle you didn't choose.
The cost is stillness. Your blood carries a fire that ignites if you stay in one place too long. Sleep in the same spot twice in the same week and you'll literally start burning from the inside out; no flame, no warning, just searing pain and scorched flesh. Every Ravnos maintains multiple havens, fake identities, go-bags, and an exit strategy for the exit strategy. You can never truly settle down, and the moment you get comfortable somewhere is the moment you need to leave. What the hell are you doing in a Coterie?
Disciplines¶
Choose 2 to start: Animalism | Obfuscate | Presence
Bane: Doomed to Wander¶
You cannot sleep in the same location more than once per seven days (locations must be at least a mile apart to count as different). Each time you violate this, take 1 Aggravated Harm as fire scorches you from within. At Blood Potency 3+, this increases to 2 Aggravated Harm. This applies even in Torpor. A mobile Haven (a big van, a boat, a train, etc.) is safe as long as it's parked in a different spot each day.
Compulsion: Tempting Fate¶
When you're faced with a problem that has both a safe solution and a risky one, the blood demands you take the dangerous path.
Until you commit to the most daring approach available or the scene ends, take an Ongoing penalty equal to your Blood Potency (minimum 1) to all rolls pursuing a cautious or conventional solution. If you go all-in on the riskiest option, gain +1 Ongoing when taking that approach instead.
Clan Perks¶
You get 2 unique abilities:
Lucky Devil: Once per session, you may reroll any single roll you've just made and take either result. The dice of fate favor you — you just sometimes need to remind them.
Phantom Trick: You can conjure brief, minor sensory illusions at will: a sound from the wrong direction, a flicker of movement in peripheral vision, a phantom scent on the breeze. They dissolve under direct scrutiny. When you weave one into any Move as a distraction or misdirection, gain +1 Forward to that roll.
Clan Experience¶
Once each per session, gain +1 XP when you...
- Pull off a plan so risky that your Coterie questioned whether you'd survive it
- Provide someone with a crucial escape route, safehouse, or false identity when they needed it most
- Deceive someone dangerous in a way that directly benefits your Coterie's position
Archetypes¶
- Courier: The package arrives on time, every time. Don't ask what's inside.
- Blood +1 | Shadow +2 | Resolve +0 | Demeanor +1 | Wits -1
- Grifter: The best cons are the ones where the mark thanks you afterward.
- Blood -1 | Shadow +1 | Resolve +0 | Demeanor +2 | Wits +1
- Antiquarian: Everything has a history, a value, and an owner who doesn't deserve it.
- Blood +0 | Shadow +1 | Resolve -1 | Demeanor +1 | Wits +2
- Custom Archetype: Create your own by distributing these stats: +2 | +1 | +1 | +0 | -1