Nocturne V.2
A World of Darkness Sim
REVENANTS
FAMILIES OF BLOOD
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Revenants are the children of ghouls for whom the condition has become hereditary, and who are capable of generating vitae within their own veins.
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Revenant families were bred over many generations to serve the sabbat. They are not quite human, somewhere between human and vampire, they exist outside of society's norms. Some worship vampires as Gods, some aspire to achieve that state themselves.
Unlike normal ghouls, revenant's are born, not created by drinking Kindred blood. Revenants' bodies naturally produce a weak vampire-like vitae, which sustains their bodies far beyond normal human lifespans (although not immortal, revenant's can live to be hundreds of years old; they age at approximately one-quarter the rate humans do)
Some Revenants are divided into families, and like Vampire clans, each family has particular roles to play, specific disciplines and weaknesses. These humans were bred over many generations, and genetically they are quite different from the average human. They age 5 times slower. A hundred year old revenant may appear to be in their twenties while revenant that looks like 80 year old man is actually 400 years old.
Also many of the family's philosophies are indoctrinated into them from an early age,The personality of the average revenant is often freakish and alien by society's standards, and inbreeding is not uncommon.
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NOTE: It is possible to play a hereditary revenant of any clan. It is very possible for ghouls who fall pregnant to give birth to Revenants after escaping their vampire masters. Although these Revenants are the exception and not the rule. Such revenants typically stay out of the sight of vampires.
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BLOOD BONDS & GHOULING
Revenants can be blood bonded but they gain no Discipline bonuses out of it.
Revenants are immune to Delerium and The Fog of Wraiths
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REVENANT BLOOD POOL
◉◉◉◉◉◉◉◉◉X (10)
May spend 1 blood points per round
May NOT create Blood Bonds
Do not need to feed and gain nothing from such attempts
Spent Blood is regenerated the following day.
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Unlike Ghouls, A Revenants blood is their own blood. Functionally Revenants have 10 blood points.
However one of these (X) is unspendable as it is required to keep the revenant alive. If a Revenant loses all blood points it simply dies.
The corpse will return to its -actual- age upon death, decomposition sets in almost immediately.
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FAMILY DISCIPLINE ONE â—‹â—‹â—‹XX
FAMILY DISCIPLINE TWO â—‹â—‹â—‹XX
FAMILY DISCIPLINE THREE â—‹â—‹â—‹XX
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A Revenant starts with 3 points to spend on the family disciplines
Cannot Achieve Level 4 Disc or learn additional or new disciplines.
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REVENANT HEALING
Revenants heal 1 bashing/lethal/aggravated damage per day
Additionally they may spend 1 Blood Point to heal 1 damage instantly.
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They may regrow lost limbs or scars over time.
A digit or eye or tongue costs 1 blood point
A Hand or Foot costs 2 blood points
A Leg Or Arm costs 5 blood points
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WEAKNESS
Clan weakness of heritage clan or family weakness of the Revenant family (see below)
Frenzy and rotschrek as vampires do
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BLOOD Buff
Revenants are able to make use of the vampire blood in their systems to permit them to perform amazing feats of physical ability.
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Free Action.
Spend 1 Blood Point.
Raise Strength, Dexterity, Stamina, or Athletics by 1.
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EMBRACING A REVENANT
A Revenant who is embraced inherits the clans weaknesses and bonuses however they keep their own disciplines as they are and they stay to be in clan cost. While their new Disciplines may be learned without a mentor but do come for out of clan cost.
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Creating your own family
You may talk to the storyteller about creating your own independent or clan related revenant with 3 picked Disciplines.
Storyteller will work with you but there are a few restrictions.
You may NOT pick combination of Celerity, Potence, and Fortitude as your 3 Disciplines.
You may NOT pick more than one Discipline between Blood Sorcery, Necromancy, Obtenebration, Vicissitude, Protean.
You do NOT have access to Thaumaturgy, Necromancy Ceremonies, Akhu, or any other magic like that.
THE BIG FIVE TZIMISCE FAMILIES
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Bratovitch
The Bratovitches are the muscle of the four families. The historical hound-keepers and visible lords for the Tzimisce, the Bratovitches are noted for savage, animalistic violence and barely-controlled rage. Brutish monsters that usually serve the Tzimisce, they are fighters and trackers, and rarely engage in finer social events. They are also the kennel masters for their lords, raising dogs, wolves, and other wild animals for their masters to shape into fearsome creatures they may hurl at their foes. Most Bratovitches know little about humanity and follow Paths or Roads.
Disciplines: Animalism, Fortitude, Vicissitude
Weakness: Bratovitches are easily angered — some would say psychotic. They make all rolls to resist frenzy at +2 difficulty, and do not get along well with normal mortals.
Grimaldi
The most important of the ghoul families, the Grimaldi are the Tzimisce's main liaison with human society. These revenants spend their time in society and social atmospheres, maintaining a facade of normalcy. They are the most "human" of the revenant families and are usually in charge of maintaining Tzimisce estates and serving as go-betweens for the Sabbat in mortal endeavors like finance and politics. They are also the most independent of the revenant families, some even secretly plotting to free themselves from their masters' yoke. Other revenant families see the Grimaldi as soft, and hold them in contempt. The Grimaldi return the favor, seeing the other families as mindless slaves and freaks. Although the Grimaldis serve as diplomats, they have a more critical role as the enforcers of the Sabbat's internal "Masquerade". In this capacity, they are the most humane (and ironically, useful) of revenants.
Disciplines: Celerity, Dominate, Fortitude
Weakness: Blood Pool 9 instead of 10.
Obertus
Possibly the oldest ghoul family, the Obertus can trace their history to ancient Constantinople. The Obertus are scholars, occultists, and obsessive researchers, focusing on occult issues and questions of vampiric or Noddist lore. They are held in high esteem by the Tzimisce, as many of the clan's greatest scientists, spiritualists, leaders and sorcerers have been Embraced from their ranks. Sascha Vykos, possibly the most famous (and notorious) priscus of the Sabbat, was formerly Myca Vykos, a student of the Obertus monks.
Disciplines: Auspex, Obfuscate, Vicissitude
Weakness: One derangement
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Oprichniki
A ghoul family which originated with the secret police of Ivan the Terrible, 'rescued' by the Tzimisce. They primarily serve independent Russian Tzimisce and are generally not known to the entire clan as a whole.
Disciplines: Animalism, Obfuscate, Vicissitude
Weakness: Cursed by ghosts, increasing the botch from 1-2 to 1-4.
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Zantosa
While the Grimaldi are the Tzimisce's pawns in mortal society, the Zantosas are their main link to culture. Zantosas are decadent, wealthy, hedonistic social butterflies, on par with any Toreador in their dealings with human culture. They stimulate their senses in pursuit of pleasure and play with humans with reckless abandon. The Zantosas are probably the revenants least in control of themselves (even less than the Bratovitches). The Zantosas party, drink, snort, smoke, dance and fuck themselves into the void. In the Dark Ages the name of the family was Szantovich.
Disciplines: Auspex, Presence, Vicissitude
Weakness: Zantosas are rather weak-willed when it comes to resisting temptation. Accordingly, whenever a Zantosa is exposed to a particularly pleasurable experience, she must make a Willpower roll difficulty 20.
Failure indicates that the Zantosa is now obsessed with or addicted to that particular sensation (which can be anything from doing a new drug, to performing a particular sexual position, to enjoying a sumptuous wine, to the act of being fed upon), and will do damn near anything to experience it again.
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Tremere Family
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Ducheski
A family formerly named Krevcheski and owned by the Tzimisce that now serves the Tremere, they are known for their skill at magic and at making mechanical devices, particularly implements of torture. Many Tremere have the Ducheski maintain their libraries and laboratories.
Disciplines: Auspex, Dominate, Blood Sorcery
Weakness: Ducheski have grown quite far from the human side of their beings. Isolation and inbreeding has caused an aberration in the minds, bodies, and personalities of the Ducheskis, who betray the birth defects and skittish personalities of those too far removed from outside human contact. - 2 to all Charisma rolls.
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Hecata Family
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Rosselini
The Rosselini family were once mortal necromancers that crossed paths with the Giovanni. Being "persuaded" to become a part of the family, the Rosselinis underwent an unknown necromantic ritual to be transformed into Revenants, while others eventually became full vampires.
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Disciplines Dominate, Foritude, Necromancy
Weakness: The Rosselini suffer from an affliction that gives them permanent deathsight. This allows to always see ghosts but also lowers their Perception by 1.
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