The End Is the Beginning Is the End
Long held in ill regard by other Kindred, the Deceivers nonetheless claim one of the oldest legacies of all the race of Caine. A young, vibrant clan, the Ravnos adapt, making the most of a hostile world and turning it to their advantage as best they can. To that end, was their near-total annihilation a Biblical punishment or a rebirth from the ashes of the impending Gehenna? -- Clanbook: Ravnos - Revised Edition
According to the Wounds of the Night’s Sword, the Ravnos first appeared in India when a group of angelic guardians betrayed their duty and used their powers to spread war and tyranny across the face of the Earth. These beings, called the siddhi, were summoned before the gods to face justice for the betrayal of using their power to drain the life from the humans they were charged to protect. Their punishment was to become one with the darkness they embraced and hounded to the four corners of the Earth by one they had betrayed. This drove them into Eastern Europe where they found kindred spirits among the Romanian Gypsies. These formidable Romanians shared their powers over the Occult, and the two became something much more through the mingling of their heritages and blood.
Ravnos Revealed
A dozen truths can create the most beautiful of lies.
There are two truths to the Ravnos clan. The first is that every Ravnos is a criminal. And the second is every Ravnos is a criminal. The Embrace awakens the Beast within all Kindred, but the Ravnos Beast is more cunning, more deceptive and more underhanded than that of other Kindred. It is their curse to betray, to steal, and to lie. Doing such quickens their blood in an almost addictive way that compels them on this path. And the ill-gotten gains is so much sweeter with the knowledge they got away with it.
Ravnos suffer from compulsions that range from the pedestrian habit of kleptomania to the far more exotic and dangerous drive to commit diablerie on fellow Kindred. Fortunately, relatively few Ravnos are driven to the latter. For every Ravnos, the crime is different — some bear strong similarities to each other, but the driving motivation and intent usually differs in some keyway. Ravnos develop criminal inclinations based on their activities in life, either a temptation they indulged often as mortals or something they especially despised, as the Embrace is an ironic gift.
The Ravnos move like the rumors that surround them. They are the thief in the night, the raksha chased by the wind, the nightmare-dream too fearful to be real. Whether associated with the Romani folk of Europe or the grave-robbing ghûl of Western Asia, Kindred society burdens the Ravnos with prejudices of foulness, uncleanliness, and wickedness.
With reputations like these, the Ravnos are considered outsiders even among those Kindred who do not ally themselves with Sects. Many young Ravnos tend toward nomadic existences, moving from one domain to the next or hiding on the fringes of established territories where they can escape if local Kindred sentiment turns against them. This reinforces their reputations as transients, gypsies, and vagrant scourges, but Ravnos vampires adapt well, thriving in their marginalized role. In fact, many choose to make themselves into the ravening terrors that other Kindred believe them to be.
The Corruption of Light Amongst the Dark
The more enlightened among the Ravnos follow a Clan ideology inspired by the cycle of reincarnation espoused by many Indian faiths. Among some young and unprincipled members of the Clan, however, this philosophy becomes a penchant for capriciousness or an excuse for chaos. It is these latter Kindred who give so many Ravnos a bad name, but even the devout seem bizarre to many vampires.
The Art of Deception
The Ravnos practice a unique Discipline known as Chimerstry that convinces their enemies that they see things that do not exist. Chimerstry does much to convince Kindred that the Ravnos trade in lies and misdirection, but it can also prove to be a Deceiver’s salvation and ease the vagaries of an outcast unlife.
There is much art in deception, and so few outside the Ravnos Clan can understand the intricacies and beauty of the most carefully crafted lies. Much like Michelangelo chose his colors, his brushes and canvas, so too do the Ravnos select the tantalizing truths to be woven into the lies they intricately paint. Such talent is sadly unappreciated for the artistry it entails.
ABOUT CLAN RAVNOS
Quote: What? Those aren’t bones, they’re just wind chimes. Everything is going to be fine. Relax.
Nickname: Deceivers
Sect: Clan Ravnos often has a difficult time heeding the rigorous order of many Camarilla cities, and has no inherent love for the violence of the Sabbat. But with that said, the Ravnos currently recognize that being affiliated with the Camarilla is most certainly in their best interest. While the Sabbat are powerful, their strength in numbers is overshadowed by the growing empires created by the Camarilla. However, Ravnos elders constantly monitor which side is gaining strength so they can agilely switch allegiances when needed.
Appearance: Young Ravnos often come from either India or Eastern European Romani stock, with a relative rarity of “non-gypsy” or Indians in the ranks. What few elders of the Clan may remain are presumed to come from Indian or Middle Eastern origins. Given that the Clan is widely spread and holds no traditional central domain, no consistent look can be said to be predominant, and any mendicant Kindred might be of Ravnos origin.
Haven: Many Ravnos take to the road instead of establishing permanent havens, dwelling temporarily among itinerant communities, at roadside rest stops, or even in vehicles. When a Deceiver does putdown roots in a domain, his permanent haven is often away from high-profile Kindred territories. Havens in ethnic ghettos, industrial outskirts, and isolated geography are safest and most easily cultivated for the Ravnos.
Background: The Ravnos are scattered and suspicious, and those childer who don’t have the tendency toward self-sufficiency don’t last long. In many cases, a Ravnos will either never sire, or sire for companionship or safety, with little concern for how well a childe will fare as a vampire. Ravnos rarely seek out childer actively, instead drawing from those whose paths they cross on any given night. As such, the hard-luck drifter reputation tends to follow the Deceivers.
Embrace: Ravnos create new childer for a vast number of reasons. Some Ravnos select a criminal mind as carefully as an artist seeks a protégé, while others look for candidates who can assist them in their own schemes.
In many cases, a Ravnos sire expects his childer to stay around for a long time and many Ravnos structured their broods as families, albeit dysfunctional ones. The Ravnos clan as a whole adheres to no single rule that all must follow — everything is fairly informal among most of them. Only those who turn their Damnation into a religion — the Paradox followers—have codified who, when, how and why a childe receives the Embrace.
Among the Indian Ravnos, a prospective sire petitions her sire for the right to Embrace. With the permission and blessing of both her sire and the eldest Ravnos in her city, she brings her new childe into the fold.
Neonates aren’t expected to turn to Paradox before the first century of unlife passes, nor are they pressed to accept it. They are, however, expected to abide by its tenets when in the presence of their elders.
Character Creation: Outsiders and selfish natures are common among the Clan. Savvy Ravnos develop a breadth of Backgrounds that can give them an edge when they’re on the move or in a tight spot, such as stashed Resources, defensible Domain, and a few Allies or Contacts.
Clan Disciplines: Animalism, Chimestry, Fortitude
Weaknesses: A turbulent history makes the Ravnos slaves to their vices. Each Ravnos has a penchant for some sort of vice — lying, breaking and entering or theft, for example. Some have a compulsion to steal and collect a particular type of item, such as gold jewelry with rubies, or something more bizarre, such as panties worn by female judges. And it needs to be stolen, not given. The list is endless.
When presented with the opportunity to engage in that vice, the Ravnos must indulge it unless the Player succeeds on a Willpower roll (difficulty 60).
Organization: The Ravnos are a far-flung Clan, with little to unite them and an open acknowledgement that each Deceiver looks after his/her/their own best interests first. That said, Ravnos often like to make a great show of Clan camaraderie and cultural ritual, even though they know that promises made to one another are as fleeting as whispers on a night wind. Deceivers have been known to ally against common enemies such as tyrant Princes or Sabbat pogroms, but these alliances quickly fade once the threat no longer exists.
The Ravnos are known as masters of illusion, although the reason why is lost to history. Rumors abound of Ravnos ghûls, rakshasas, and shapeshifters, but whatever its origins, Chimerstry remains a potent and powerful weapon for the Deceivers.
The Discipline is, fundamentally, an art of conjuration that converts the vampire’s Will into phantoms that confound the senses and technology alike. (Imagine an evil Merlin, or demonic David Copperfield.) Even vampires can easily fall under the sway of the Ravnos’ illusory world, unless they have a strong enough grasp of Auspex.
The Ravnos often use this power to swindle and seduce their victims into acts that work out badly for the victim (but great for the Ravnos). Illusions created by Chimerstry can be seen for what they are by a victim who “proves” the illusion’s falsehood (e.g., a person who walks up to an illusory wall, expresses his disbelief in it, and puts his hand through it effectively banishes the illusion)
Explicitly incredible illusions can be seen as false immediately (e.g., dragons breathing fire or gravity working in reverse).
Sometimes, frequent targets of Chimerstry end up attempting to disbelieve everything around them, leading to derangements (and, quite often, to the amusement of the Ravnos).
How to Play Chimerstry
Chimerstry is not Obfuscate. Chimerstry can’t make anything “invisible.” But unlike Obfuscate, Chimerstry DOES affect cameras, motion detectors and other technological sensing devices (but it won’t trigger tripwires or pressure plates since illusion has no substance).
Chimerstry rarely manifests substance, often giving the appearance of tactile presence. It derives solely from the Ravnos’ ability to visualize an image and bring it to life. It does not rely so much on the human mind’s tendency to fill in the blanks, at least not to the extent that Obfuscate does.
Anyone who’s seen the 80s movie Lost Boys probably recalls the sequence where the rice in the Chinese food appears momentarily as maggots. This is a good example of Chimerstry in a vampire story. Indeed, Chimerstry is a fine way to evoke psychological horror.
Description:
The vampire may conjure a minor, static mirage that confounds a single sense that affects all within the area of effect (smell, hear, taste, touch, see). For instance, the Ravnos may evoke a sulfurous stench, the appearance of stigmata, or the sound of a glass shattering. He may even make a fresh-baked croissant taste like sawdust.
Note that though tactile illusions can be felt, they have no real substance; an invisible but tactile wall cannot confine anyone, and invisible razor-wire causes no real damage. Similarly, the vampire must know the characteristics of what he’s creating. While it’s easy enough to estimate what a knife wound might look like, falsifying a person’s voice or a photograph of a childhood home requires knowledge of the details.
System:
The player spends one point of Energy/Blood and makes a successful roll. There is no resist, unless another Player in the scene has an in-character reason to use Auspex. Just because a character knows that a Ravnos can create illusions is not sufficient reason to disbelieve everything a Ravnos does.
The volume of smells, ambient lighting, smoke clouds, and the like are limited to roughly 3 Meters per level of Chimerstry. (A Ravnos who has purchased Level 5 in Chimerstry would be able to affect 15 meters in distance.)
The illusion lasts until the vampire leaves its vicinity (such as stepping out of the room) or until another person sees through it somehow. The Cainite may also end the illusion at any time with no effort.
Description:
The Cainite can now create illusions that effect all the senses, though these illusions remain static. For example, the vampire could make a filthy cellar appear as an opulent ballroom, though she could not create a glittering chandelier or a score of graceful dancers (these require movement).
Again, the illusion has no solid presence, though it’s easy enough to fool an enraptured visitor with suggestions of what she might expect. A bucket of brackish water is as cool as chilled champagne, after all.
System:
The Player spends a point of Energy/Blood and makes a successful roll. These static images remain until dispelled, in much the same way that an Ignis Fatuus illusion does.
Description:
Not really a power unto itself, Apparition allows a vampire to give motion to an illusion he has already created with Ignis Fatuus or Fata Morgana. Thus, the Cainite could create the illusion of a living being, running water, fluttering drapes, or a roaring fire.
System:
The creator spends one blood point of Energy/Blood and makes a successful roll to make the illusion move in one significant way, or in any number of subtle ways.
For example, the vampire could create the illusion of a lurking mugger lurching at her victim, or she could create the illusion of a desolate street, down which a chill wind blows trash while a streetlamp flickers and hums.
Once the creator stops concentrating on the illusion, it can continue in simple, repetitive motions – roughly speaking, anything that can be described in a simple sentence, such as a guard walking back and forth in front of a steel door. After that, the vampire cannot regain control over the illusion – she can either allow it to continue moving as ordered, or let it fade as described under Ignis Fatuus.
Description:
This power, also used in conjunction with Ignis Fatuus or Fata Morgana, allows a mirage to persist even when the vampire cannot see it or has left the area. In this way, Ravnos often cloak their temporary havens in false trappings of luxury, or ward off trespassers with illusory guard dogs.
System:
The Player makes a successful roll and spends one point of Energy/Blood. The vampire the illusion becomes permanent until dissolved (including “programmed” illusions like those created by Apparition).
Description:
Rather than create simple illusions, the vampire can now project hallucinations directly into a victim’s mind. The target of these illusions believes completely that the images are real; a hallucinatory fire can burn him, an imaginary noose can strangle him, and an illusory wall can block him. It’s best applied in subtle and believable ways.
This power affects only one person at a time; though others can see the illusion, it doesn’t impact them in the same way (or cause the physical damage). Other people can try to convince the victim that his terrors are not real, but he won’t believe them.
System:
The Player spends 3 points of Energy/Blood and, in local chat, designates the main Target of the Horrid Reality. If the roll is successful, the Ravnos sets the hallucination in motion and it torments the Target for an entire scene (though its effects may last longer; see below). While all can see the illusion, only the main Target can take damage from it.
If the Target failed to make their resist, that Character immediately takes 10 HP of damage. If the Target makes their resist roll, they are still plagued by the terrifying hallucinations, but do not take any physical damage.
The Target's Player may roll every other turn in an attempt to realize the image is an illusion. If the Target makes his Resist roll during the scene, the illusion will disappear and all others who are witnessing the horrid illusion will also no longer see it. However, the damage will still have occurred since the Target's mind will have psychosomatically caused it to happen.
While a speeding car created with Fata Morgana won’t run anyone down, a car created with Horrid Reality is a deadly threat to its “victim” for the scene. A bonfire will burn the victim every time he steps near it for the duration of the scene. An illusionary stake will find the heart unerringly and immobilize the victim throughout the scene.
Secondary effects (such as frenzy rolls for illusory fire or silver for Garou) may also occur. This power cannot actually kill its victims (though a target with a heart condition may well die from fright). A victim “killed” by an illusory attack loses consciousness or enters torpor.
NOTE: Targets and all those witnessing the Horrid Reality who have more dots in Auspex than the Ravnos has in Chimerstry may roll for Seeing the Unseen.
Description:
A Ravnos of this level is now a master of mental concentration, allowing him to will into existence a Demon Blade with physical and deadly form. This weapon maintains its physical form as long at the Ravnos who created it is capable of continuing to focus his concentration, and as long as he keeps it in his hands.
System:
The Player spends 2 points of Energy/Blood and makes a successful roll. The Demon Blade will shimmer into its physical form in the hands of the Ravnos using this ability. This takes one turn to perform.
To maintain focus and retain the weapon's form, the Ravnos must again make a successful roll (DIF 110, Mod PS, MS, OCC) every other turn to continue giving his weapon physical form.
For Example: The first turn begins with the summoning roll of the weapon, and may attack once the same turn.
On the second turn, the Ravnos may take his two attacks that round.
On the third turn, the Ravnos must make a successful roll to keep the Demon Blade physical. If his roll is successful, he may take his two attacks that same turn. But, if he fails the roll, his weapon is no longer physical, however it still appears in his hands and those around him do not know that his weapon is now merely a harmless illusion.
If at any time the Ravnos is disarmed, or it is no longer in physical contact with the Vampire, it will cease being physical, but it will retain its tactile illusion. This means that anyone can pick it up and attempt to use it, but it will cause no damage. However, any damage caused by the weapon previously is very real and does not disappear with the weapon.
Description:
The Kshatriya caste of India developed this power to shift the pain and a partial damage of wounds inflicted on them to their enemies. Whenever a target strikes a Ravnos using this power, the target feels the pain instead of the Ravnos. They also receive 5 HP of damage along with the pain for every strike that hits the Ravnos. This power enabled Kshatriya to better survive their wounds and more quickly dispatch their enemies. It also makes an enemy think twice about attacking the Ravnos a second time.
System:
The Player spends 10 points of Energy/Blood and names the Target in local chat. If the roll is successful, and the Target has failed their Resist Roll, that specific attacker will suffer all the pain of the wounds he inflicts on the Ravnos, plus 5 HP of damage (no matter how much or little damage his attack actually caused.)
The Ravnos still suffers from the wounds and the diminished health points inflicted, but simply doesn’t feel it for the duration of the scene. This Power only affects one specific Target/Attacker. However, if the Ravnos has enough Energy/Blood points available, he/she/they can use this ability on any number of attacking enemies.
NOTE: This ability only works with Physical Attacks. Mental Attacks do not reflect back.
Description:
This diabolical Occult ability inflicts total sensory deprivation of a Target. They can neither see, hear, smell, taste nor feel. Victims of this terrifying mental attack often just fall over, not being able to feel their legs or arms and it is all they can do to simply keep breathing and not choke on their own saliva.
System:
The Player spends 10 points of Energy/Blood and name the Target of this attack in local chat. The player then makes a successful roll. If the Target fails their roll to resist, they loose access to all five senses at once for three full turns. On the forth turn, the Target's Player may make a resist roll for each consecutive turn following the third. They will remain in total sensory deprivation until they make a successful roll to resist.
During total sensory deprivation, the Target will be unable to attack or defend. They may attempt to speak, scream or call out, but will not be in control of their own volume. Those Targets subjected to Frenzy must make a successful roll vs Frenzy every other turn. If a Target falls into frenzy, one of their senses returns (subject to Storyteller's choice or random).
The Beast resides within all creatures, from scuttling cockroaches to scabrous rats up through untamed wolves and even powerful Kindred elders. Animalism allows the vampire to amplify his intensely primordial nature. He can not only communicate with animals, but can also force his will upon them, directing such beasts to do as he commands.
As the vampire grows in power, he can even control the Beast within mortals and other supernaturals. Beasts grow distinctly agitated in the presence of a vampire who lacks this Discipline or the Skill of Animal Ken, often to the point of attacking or running from the vampire.
In contrast, vampires possessing Animalism exude a dominant vibe to lower creatures, which attracts them. Animalism is commonly found with vampires of the Gangrel and Nosferatu Clans. Persuasion and Mental Skill are important for the use of Animalism powers; the stronger the vampire’s personality, the more influence he has over the animals he seeks to command.
Animalism & Clan Ravnos
The Animalism Discipline is often underestimated and overlooked. It lacks the flash and style of Disciplines like Chimerstry. So you can summon a pack of dogs or a flock of birds; what’s the big deal?
For the Ravnos, Animalism is probably their most useful discipline if applied in an intelligent fashion. It demands subtlety and planning to a degree that even Chimerstry does not require. Many Ravnos consider Animalism an extension of their Beast, which they see as more evolved than that of other clans. It whispers to them in the night and pushes them to commit sophisticated acts of malice beyond those inspired in the frenzy.
While this compulsion is by no means an advantage, it gives Ravnos a greater understanding of their Beasts and makes it easier for them to communicate with the Beasts of others. A Ravnos using Animalism can, to a limited extent, perceive another’s Beast while using the Discipline on that individual. Rather than an extra-sensory ability like Auspex, Animalism gives a sense of another’s animal consciousness — that part of the mind that drives others to blind rage or unreasoning panic. The Ravnos doesn’t really deal with the person or animal, but the Beast within that person or animal.
Description:
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn’t necessary to actually “speak” in chirps, hisses, or barks, some vampires find that doing so helps strengthen the connection with the animal.
Eye contact must be maintained the entire time; if it’s broken, the Kindred must re-establish contact to continue communication. The simpler the creature, the more difficult it becomes to connect with the animal’s Beast.
Mammals, predatory birds, and larger reptiles are relatively easy to communicate with. Insects, invertebrates, and most fish are just too simple to connect with. Feral Speech provides no guarantees that an animal will want to deal with the vampire, nor does it ensure that the animal will pursue any requests the vampire makes of it. Still, it does at least make the creature better disposed toward the Kindred.
The manner in which the vampire presents his desires to the animal often depends on the type of creature. A Kindred can often bully smaller beasts into heeding commands, but he’s better off couching orders for large predators as requests. If the vampire successfully uses the power, the animal performs the command to the best of its ability and intellect. Only the very brightest creatures understand truly complex directives (orders dealing with conditional situations or requiring abstract logic). Commands that the animal does understand remain deeply implanted, however, and guide its behavior for sometime.
System:
No roll is necessary to talk with an animal, but the character must establish direct eye contact first. Issuing commands requires a Persuasion+ Mental Skill roll. The difficulty depends on the creature:
NOTE: All communication between characters and animals must be roleplayed.
Issuing Commands
While it does not require a roll for the Vampire to communicate with an animal, the Vampire must roll higher than the Animal's unmodified resist roll in order to command it. To command any Animal:
For Example, Rolling for Influence Level: a Bear rolls an unmodified 65 to resist. The Vampire must roll a minimum of a modified 70 in order to exert enough influence to issue Level 1 Commands; 80 to issue Level 2 Commands; 85 to issue Level 3 commands; and 85+ to issue Level 4 Commands.
IMPORTANT NOTES:
The nature of the Player's Character is a great influence in how he approaches these conversations. The character might try intimidating, teasing, cajoling, tempting or rationalizing. The Player should understand that he does not simply play his character in these situations, but the Beast Within as well.
At levels 1-3, using this power cannot force an animal to do something against its nature, or to force a creature to risk its life. While the a bear or panther would stand guard to the vampire’s haven and even fight for it, it would not do so against obviously superior numbers or something overwhelmingly supernatural. A predatory bird might be convinced to harry a target, but would definitely not hold ground. A docile dog or skittish cat would have no problem with reporting something it had seen, but it wouldn’t enter combat unless given no other option — though it would likely agree to stand and fight and then flee at the first opportunity. (Storyteller's discretion.)
Description:
The vampire’s connection to the Beast grows strong enough that he may call out in the voice of a specific type of animal — howling like a wolf, shrilling like a raven, growing like a panther, etc. This call mystically summons creatures of the chosen type. Since each type of animal has a different call, Beckoning works for only a single specie sat a time.
All such animals within earshot are summoned, and some percentage of them will heed the Beckoning if it is successful. While the vampire has no further control over the beasts who answer, the animals who do are favorably disposed toward him and are at least willing to listen to the Kindred’s concerns. (The vampire can then use Feral Speech on individual animals to command them, which is then performed at a reduced roll rate.
System:
The player makes a successful roll to determine the response to the character’s call; consult the Roll Chart below. Only animals that can hear the cry will respond. If the Storyteller decides no animals of that type are within earshot (40 meters), the summons goes unanswered.
The call can be as specific as the player desires. A character could call for all bats in the area, for only the male bats nearby, or for only the albino bat with the notched ear he saw the other night.
Roll Chart:
1-10: Botch! Not only do no animals respond to your obviously fake call, the sound you make alerts everyone within earshot of your exact location and chases all animals from the area for the duration of the scene.
11-59: No Response, but you can try a different animal type on your next turn.
60-69: A single animal of the type you called responds.
70-79: Three animals of the type you called respond.
80-89: Seven animals of the type you called respond.
90-99: Ten animals of the type you called respond.
100+: All animals of the type you called respond. (Storyteller's discretion, but a minimum of 11 animals.)
Description:
By singing, humming, playing an instrument or even making a low crooning sound, the Vampire using this ability can soothe an angry or agitated beast, even those that are supernatural (including Garou). This ability makes beasts docile and can even prevent them from attacking or being aggressive. In addition, it can bring a Vampire back from Frenzy.
System:
The Vampire makes a successful roll and makes a soothing sound or sings a soft song. The sound must be low and soothing, almost like a lullaby. If the Target fails his Resist roll, then he cannot attack for three full turns, becomes docile and any anger or aggression is wiped from his mind. If the Target is a Vampire or Garou in the state of Frenzy, he will immediately come out of Frenzy, become docile and be unable to attack for 3 full turns. A Garou coming out of Frenzy will have his Rage Meter dropped to zero.
Description:
By locking his gaze with that of an animal, the vampire may mentally possess the creature. Some elders believe that since animals don’t have souls but spirits, the vampire can move his own soul into the animal’s body. Many younger vampires think it a matter of transferring one’s consciousness into the animal’s mind.
In either case, it’s agreed that the beast’s weaker spirit (or mind) is pushed aside by the Kindred’s own consciousness. The vampire’s body falls into a motionless state akin to torpor while his mind takes control of the animal’s actions, remaining this way until the Kindred’s consciousness returns. Some haughty Tzimisce eschew this power, considering it debasing to enter the body of a lesser creature. When they do stoop to using it, they possess only predators. Conversely, Gangrel revel in connecting to the natural world in this way. They delight in sampling different animals’ natures.
System:
The Player makes a successful roll. If the Animal fails it's resist roll, then for he duration of the scene the Player's Character pushes his consciousness into that of the Animal, taking over it's mind and body. The Player's Character falls into a torpor-like state and cannot be roused until the Vampire wills his consciousness back into his body, allowing the Animal to return.
While in the Animal's body, the Vampire can use any of his mental skills and abilities, as long as he does not need to speak or use any physical motions. He also retains his own Mental Attacks and Defenses, but all of his Physical Skills/Attacks/Defenses are that of the Animal he is possessing.
This power entwines the character’s consciousness closely with the animal’s spirit, so much so that the character may continue to think and feel like that animal even after breaking the connection. This effect continues until the character spends a total of seven nights to resist and finally overcome the animal nature.
Any damage the Animal takes is also felt and taken by the Vampire. And any pleasure or pain is also experience by the Vampire. If the animal dies while the Vampire possesses it, the Vampire's soul instantaneously shoots back into his body and he falls into Torpor. If the character leaves the animal’s body (by choice, if his body falls asleep, or after sustaining significant injury), the vampire’s consciousness returns to his physical form instantaneously. Although the vampire has no conscious link to his body while possessing the animal, he does form a sympathetic bond. Anything the animal feels, the vampire also experiences, from pleasure to pain.
NOTE: This skill can only be used on natural creatures and has no effect on supernatural creatures.
Description:
At this level of Animalism, the Kindred has a keen understanding of the Beast Within, and is able to release his feral urges upon another mortal, supernatural creature or vampire. The recipient of the vampire’s Beast is instantly overcome by frenzy.
This is an unnatural frenzy, however, as the victim is channeling the Kindred’s own fury. As such, the vampire’s own behavior, expressions, and even speech patterns are evident in the subject’s savage actions. Gangrel and Tzimisce are especially fond of unleashing their Beasts onto others. Gangrel do so to stir their ghouls into inspired heights of savagery during combat. Tzimisce care less about who receives their Beast than retaining their own composure.
System:
The Player spends 13 Energy/Blood points, announces in local chat that he is using Drawing Out the Beast, who the Target is, and then makes a successful roll. (The Target must be someone within the Vampire's immediate line of sight.)
If the Target fails his Resist Roll, then based on your Attack Roll use the Roll Chart below to determine the level of the Beast inflicted on him.
If the Target Botches his Resist Roll, he immediately goes into Frenzy, and accidently steals the Vampire's Beast permanently. Botching this roll is even more catastrophic, causing heightened frenzy that grows so extreme that no intervention can curb its duration or effects. The character is a hapless victim to the terrible fury of his Beast, and may well hurl herself into a savage, flesh-rending rampage that leaves the Masquerade (and unfortunate nearby onlookers) in tatters.
While the Vampire is no longer vulnerable to frenzy, the Character can no longer use or regain Willpower and becomes increasingly lethargic. To recover the Beast, the unfortunate Vampire must find the person who now possesses it (who likely isn’t enjoying herself very much) and coax the Beast into its proper vessel. The most effective way to do so is to behave in ways that will make the Beast want to return — however, this isn’t a guarantee that it will wish to do so. Alternatively, the character can simply kill the host (thus causing the Beast to return to the vampire immediately).
Roll Chart:
1-10: Botch! You immediately go into Frenzy instead of your intended Target.
11-79: Nothing happens and the Vampire fails to transfer his Beast.
80-89: The Vampire transfers the Beast, but unleashes it upon a random individual instead of the Target. (Storyteller's discretion.)
90-95: The Vampire transfers his Beast to the intended Target, but it temporarily stuns the Target. The Target may act normally during the turn, but will Frenzy at the beginning of his second turn.
96+: The character transfers the Beast successfully to the intended Target. In this case, the frenzy lasts twice as long as normal and is twice as difficult to shrug off; its severity also increases exponentially.
Description:
A Vampire with this power gains so much more than mere sustenance from the blood she drinks. The blood also transmits insights and even abilities as well. Moreover, if the being from which the vampire drinks has recently fed, she may gain similar awareness of that creature if it was recently eaten in the last 24 hours before being consumed. It is much like an ecstasy within the blood where the Vampire walks through the garden of his Victims, consuming their talents as one might eat the ripest of fruit picked from a tree.
System:
The Player's Character must first drink the blood of his prey. The Player then declares he will use Tier of Souls in Open Chat, then spends 10 Energy/Blood points and makes a successful roll. What he gains is determined by how high he rolls. This must be done in the presence of a Storyteller, Mod or Sim Admin. In the event your roll is 106+, you must have a Storyteller/Mod/Sim Admin submit your notecard to gain the desired skills.
Roll Chart
1-10: Botch! For the duration of the scene, your victim gains access to your highest level of abilities. For example, if Fortitude is your highest level of purchased points, your Victim receives every bonus you have currently earned, as well as every skill you've purchased in that ability. If Protean is your highest level, they will gain access to every purchased skill or spell as if it were their own for the duration of that scene.
11-80: You enjoy the taste of the blood and the warmth of it as it slips across your tongue. But nothing more.
90-95: You gain access to a specific memory of your choice from your Victim, or your Victim's last Victim.
95-99: You gain access for the duration of the scene to your choice of any one of your Victim's (or Victim's Victim's) abilities. For example, your Victim is a Toreador (or fed on one within the last 24 hours) and you select her skill in Majesty.
100-105: You gain access for the duration of the scene to any entire skill level of your Victim, or your Victim's Victim. For example, instead of simply taking on a Toreador's ability in Majesty, he takes on every ability she knows in Presence.
106+: You permanently gain your choice of your Victim's or your Victim's Victim's first three skills in any level they have. For example, your Victim or your Victim's Victim was a master of Auspex. You can permanently gain access to Auspex 1 (Heightened Senses), Auspex 2 (Aura Perception), and Auspex 3 (Spirits Touch).
NOTE: This skill has a 48 hour (real time) cool down.
Description:
Some Kindred are so attuned to the Beast that they can unleash it in another individual at will. Vampires who have developed this power are able to send adversaries into frenzy with a finger’s touch and the resultant momentary contact with the victim’s Beast.
The physical contact allows the vampire’s own Beast to reach out and awaken that of the victim, enraging it by threatening its territory. Be forewarned. Releasing another's Beast is unpredictable at best and can result in that person attacking the Vampire who unleashed it.
System:
The Player spends 22 Energy/Blood points and makes a successful roll. The Player's Character then touches the target. The victim makes aSelf-Control/Instinct roll (difficulty 5 + the number of successes); failure results in an immediate frenzy. A botch (natural 1-10) causes the character to unleash his own Beast and frenzy instead.
This power maybe used on those individuals who are normally incapable of frenzy, sending ordinary humans and normally docile animals into murderous rages worthy of the most bloodthirsty Brujah berserker.
Description:
Unlike any other Kindred, Vampires who have learned Master the Beast has become so familiar with his own Beast that he is intimately aware of all its basest needs, desires and motivations. So much so that it no longer has any control over him — he controls it. This allows the Vampire to Frenzy at will, and (with rare exception) end the Frenzy at any time he wishes. He may slip in and out of the Beast as easily as slipping a cloak from his shoulders and letting it pool to the floor at his feet.
Because of this complete knowledge of the Beast's nature, he can temporarily access a small amount of his own Beast without succumbing to a full Frenzy. And, he can shred it into any number of pieces and place it into other creatures, mortals or supernatural beings. Because it is only a small piece of the Vampire's mastered Beast, the Vampire selects only the favorable qualities it bestows, temporarily gifting those he deems worthy with his fierce gifts. Typically this is done before battles to fortify allies.
System:
The Player declares in Open Chat that he will attempt to use Master the Beast, and names any others in his group besides himself who will receive his Beast's Gifts. He then spends 15 points of Energy/Blood and makes a successful roll. The Vampire will always be the first to receive the Temp buffs, but how many in his party will also receive it depends on his roll (see Roll Chart below).
Roll Chart:
1-10: Botch! The Vampire temporarily loses all control of his own beast and immediately Frenzies. It will take him three full turns to end the Frenzy, but during this time he will attack and attempt to kill those physically closest to him. This is the rare exception where the Vampire cannot immediately end his Frenzy.
11-79: Nothing happens. Apparently, the Beast is taking a nap and doesn't wish to be disturbed. Well that's embarrassing.
80-85: Only the Vampire receives the Temp buffs.
86-89: The Vampire and the named ally closest to him receives the Buffs.
90-95: The Vampire and two other named allies closest to him receives the Buffs
96-99: The Vampire and three other named allies closest to him receive the Buffs
100+: The Vampire and all allies named receive the Buffs.
Although all vampires have an unnatural constitution that make them much sturdier than mortals, Fortitude bestows a resilience that would make an action movie hero envious. Vampires with this Discipline can shrug off agonizing trauma and make the most bone-shattering impact look like a flesh wound. The power even offers protection against the traditional banes of vampires, such as sunlight and fire, and the Gangrel, Ravnos, and Ventrue all find that edge incredibly useful.
System:
A character’s rating in Fortitude adds to his Physical Defense. This helps in avoiding taking damage during combat, as well as other damage associated with falling or other physical trauma. The first four levels in Fortitude add +5 to the Character's Physical Defense ratings, making it more difficult to land a blow that does any damage.
Permanent Affects:
+5 Physical Defense
Permanent Affects:
+5 Physical Defense
Permanent Affects:
+5 Physical Defense
Permanent Affects:
+5 Physical Defense
Description:
Nobody likes to get hit, not even Cainites. The easiest way to ensure that one is not hit (or shot, or stabbed) repeatedly is to take the weapon with which one is assaulted away from one’s attacker and break it. That’s where Personal Armor comes in. This application of Fortitude, derived from one popular in the 12th century, causes anything that strikes a Kindred who employs Personal Armor to shatter on impact.
System:
This passive ability is always active and does not require a roll or the expenditure of Energy/Blood points. Every time you fail to defend and take damage from a non-magical melee weapon (bullets and other projectiles are excluded), the weapon has a 30% chance of breaking. The vampire still takes normal damage if the attack is successful, even if the weapon shatters in the process. A hand-to-hand attack causes the attacker to suffer 3 HP of damage.
Melee Weapons:
Hand-to-Hand Combat:
Guns:
Description:
It’s one thing to laugh off bullets, rather another to watch the ricochets mow down everyone around you. Many Kindred have wished, at one time or another, that they could lend their monstrous vitality to those around them. Those few vampires who have mastered Shared Strength can — if only for a little while.
System:
The Player spends 8 pts. of Energy/Blood and makes a successful roll. The Player's Character targets one person of their choosing by pressing a drop of their blood to the recipient's forehead to transfer a portion of his Fortitude. This person gains +20 Physical Defense for the duration of the scene. There is no limit to how many people the Vampire can use this ability on, but this ability must be used individually on each person, requiring a successful roll and the expenditure of 12 Energy/Blood points.
Furthermore, the Vampire must mark his target by pressing a drop of his blood onto the target’s forehead. This stain remains visible as long as the power is in effect. This can be done in advance of a battle since the effect comes into play during combat, but only last the number of turns based on the Player's initial roll to activate this ability.
Roll Chart:
1-10: Botch! The Vampire is incapable of attempting this ability again on any other person for the duration of the scene.
11-89: You place a drop of your blood on the forehead of the Target. It smears across his skin and leaves a sticky stain. But that's about it.
90-95: The Target receives a +20 Physical Defense boost for two combat turns
96-100: The Target receives a +20 Physical Defense boost for three turns.
101-105: The Target receives a +20 Physical Defense boost for four turns.
105+: The Target receives a +20 Physical Defense boost for the duration of the scene.
Description:
A vampire of this level has learned to fortify his mind, if only temporarily, as he fortifies his body. If the Vampire so chooses, he can project this fortification to any other of his choosing.
System:
The Player spends 14 pts. of Energy/Blood and makes a successful roll. The Player can select his Character to receive this ability, or he can have his Character select another to receive the benefits. For two full turns, the recipient is immune to all forms of mental attack.
Description:
Staking a vampire in the heart instantly causes the kindred to fall into a death-like state called torpor. A Vampire who is a Master of Fortitude has the amazing ability to slowly move stakes from his heart even while torpored. Vampires of lesser skills will remain in a state if torpor until someone releases him by removing the stake. Curse The Laurel gives Vampires the ability to push the stake from their bodies and release themselves over time.
System:
If a Player's Character has been staked in the heart, that Character will fall into Torpor. While the Character is in a torpored state, he cannot move, speak, or use any other ability except for Curse The Laurel. Each turn, the Player may make an unmodified roll to dislodge the stake in his Character's heart.
The Player spends 14 Energy/Blood points and makes a successful roll. The stake then begins to push out of the Vampire's body over the course of three turns. At the end of the third turn, the Player's Character will regain consciousness and act as normal.
If the Player does not make a successful roll, then the Character will remain torpored until a successful roll is made, or another character pulls the stake from his heart.