Ravnos
Tricksters and travelers — Disciplines: Animalism, Chimerstry, Fortitude.
The Ravnos are travelers, tricksters, and illusionists — a clan with roots in South Asian nomadic traditions (particularly the Romani people, whom they are associated with in WoD canon, though this association is handled with varying degrees of sensitivity across editions). They are charming, impossible to entirely trust, and constitutionally incapable of playing it straight. Their Chimerstry makes deception a supernatural art.
Nickname: Deceivers
Sect: Independent
In-Clan Disciplines: Animalism, Chimerstry, Fortitude
Weakness
Compulsion: Each Ravnos has a specific vice — a compulsive behavior tied to their personality and cultural background. This vice must be indulged at least once per night or the Ravnos loses one temporary Willpower point.
Common compulsions: theft (even of worthless items), deception (telling at least one significant lie), gambling, seduction, destruction of certain types of property, specific forms of indulgence. The compulsion must be something that creates risk or social friction — a vice that conveniently advances every goal is not sufficient.
Week of Nightmares
In 1999 (in canon), the Ravnos clan was nearly destroyed. Their Methuselah antediluvian — Ravana, the first Ravnos — awoke in Bangladesh after millennia of torpor. The resulting psychic shockwave drove every Ravnos on earth simultaneously mad; those who survived the Frenzy found themselves being hunted to extinction by Camarilla, Sabbat, Kuei-jin, and other forces who saw the opportunity. Estimates suggest 90%+ of the clan was destroyed in a single week.
The surviving Ravnos are scattered, traumatized, and without the clan structure they once had. In post-1999 chronicles, Ravnos are rare. In chronicles set before 1999 (like this one), they exist as a full — if always independent — clan.
Clan Culture
Travel: Ravnos culture centers on the road. Staying in one place too long is seen as weakness or failure. Domain politics bore them; they pass through other vampires’ territories like weather.
Family networks: Like the mortal Romani communities they’re associated with, Ravnos maintain extended family networks across wide distances. A Ravnos arriving in a new city may already have distant cousins there — or know where to find them.
The con: Ravnos rarely take anything by force when they can take it through wit. They are patient con artists who think in terms of long games and elaborate setups.
Roleplaying Notes
The compulsion weakness is characterization fuel. What your Ravnos must do nightly says everything about them. The tension between what the vice demands and what the situation requires is exactly where interesting decisions happen.
Chimerstry’s power to create convincing illusions pairs naturally with the Ravnos’s trickster identity — but the Discipline has limits. Physical interaction breaks it. The Ravnos who relies entirely on illusion eventually meets a situation where the illusion isn’t enough, and then they need to actually run.
Merits & Flaws
Antitoxin Blood (1pt. Merit) — Immune to all drugs, poisons, and toxins, including supernatural venoms and toxins created by Discipline powers.
Brahmin (1pt. Merit; Brahmin jati only) — Once per session, if you fail an Academics or Expression roll, you may immediately reroll it.
Kshatriya (1pt. Merit; Kshatriya jati only) — Once per session, you regain 1 Willpower when you successfully use a combat maneuver (V20 pp. 274–278).
Legerdemain (1pt. Merit) — Exceptional sleight of hand. All Subterfuge rolls for physical trickery, shell games, and card tricks are at −2 difficulty.
Mute Devotion (1pt. Merit) — Your Animalism lingers in the animals you command. When anyone else attempts to command a creature you previously controlled with Animalism, their difficulty is at +2.
Vaishya (1pt. Merit; Vaishya jati only) — Once per session, you may invoke one of your Backgrounds as though it had one additional dot (up to the normal maximum of 5).
Critters (2pt. Merit) — Small animals constantly seek to befriend you. Add 1 die to Social rolls affecting small animals. Once per game session, an animal companion brings you a useful piece of information or a small relevant item.
Heart of Needles (3pt. Merit) — Your exposure to your own perfect illusions has hardened your heart. All powers and Social challenges attempting to manipulate your emotions are at +2 difficulty.
Chandala (1pt. Flaw; Chandala jati only) — As a member of the lowest jati, you bear the social burden. All Social rolls against other Ravnos are at +2 difficulty.
Flawed Reality (2pt. Flaw) — Your illusions always contain a notable flaw. The difficulties of all rolls to disbelieve your illusions are reduced by 2.
Oathbreaker (2pt. Flaw) — You broke a formal oath (sealed with palm-spit and ceremony). Your aura shows a sickly red slash visible to Auspex. You may not spend Willpower to resist your Ravnos vice, and you do not gain Willpower from fulfilling your Nature until the broken oath is redeemed.
Lost Svadharma (3pt. Flaw) — Your destined purpose has passed you by and you failed it. Other Ravnos know and hold it against you. Your total Willpower score is permanently reduced by 1, and you may not spend Willpower when performing actions where other Ravnos are directly involved.