Ravnos Clan Newsletter June, 2003 1. Fictiony Stuff. Not really my thing. Legbiter writes enough for two, so let's pretend he's picking up my slack. However, I do enjoy all the backstory associated with the game, so here's some bits culled from http://vampirerpg.free.fr. It's a great site to visit if you want to know more about who or what various cards represent. History The clan is supposedly founded by a gypsy who sold her secrets in return for immortality. Dannae (or Daenna, or Deanna) bit into the Fruit of the Tree of Knowledge, later went to search for Dracian she beloved and found him dead. She is supposed to have created a unique progeny, Ravnos, from her blood and what was left of Dracian's. More probably, Dracian is a progeny of Caine who embraced his lover (called Ennoia by the Gangrel and Deanna by the Gypsies). Being cast out after Dracian's death she founded the Gangrel, and the Ravnos are descendant of the other progeny of Dracian (e.g. Ravanna). [VRev] revealed the older members of the Ravnos Clan are not of Gypsy origin. Instead they are an ancient lineage of vampires of India, and have spread into Africa. It is the Clan's outcasts who traveled east joining the migrating groups that would become known as the Gypsies. The Ravnos of India were battling the Kuei-jin and were losing, so they started doing mass embraces, that awoke several Ravnos Methuselahs, some of them died against the Kuei-jin, that awoke their antideluvian (in Bangladesh). He was destroyed after a battle against three Bodhisshava and the Technocracy, and cursed his progeny which didn't help him. That was the Week of Nightmares leving about only 100 Ravnos, and only two Methuselahs : Durga Syn and Hazimel. Note that most of the Sabbat Ravnos survived, protected by the pack. If you like to visualize your game at all, Hindi vampire mystics are way kewler than Gypsy thieves. The whole "I steal your stuff, hee hee" is only surpassed by Kooky Malks in lameness. Instead, all those Chimestry cards you're laying down are, like, "there is on spoon". Also, note that bit about the Sabbat. We'll be coming back to that later. 2. Strategy Blood management is /the/ design obstacle you must overcome in order to build a successful Chimestry deck. Prior to Final Nights' introduction of The Path of Paradox, the blood intensity of their signature discipline made the Ravnos practically unplayable. You should acquire several copies of this card, if you can. If you can't, I highly suggest convincing your group to allow proxies (if they don't already), since just a handful of a few power cards transform the Ravnos from borderline to solid contenders. You'd have to borrow them from somewhere for tournaments, of course, but odds are nobody you know is going to be playing these guys at a tournament anyway. If you can defend the Path of Paradox, great. But even if you can't, the card is still worth it even as a one pool transient, if played intelligently. An action-intensive deck (such as this newsletter's Deck of the Month) could easily have three minions in play. If each minion plays three Chimestry cards the turn you bring the Path into play, you've just conserved nine blood. Some tables never catch on, but every other turn you get out of it, you should view as bonus. The Coven is the next most useful cards to help the Ravnos with blood management. It should always be played straight from the hand, but its power really comes to the fore once the game has collapsed to a three - or two - way. Getting The Coven every turn means that these blood management issues I've been discussing have essentially vanished. Other cards worth considering are Giant's Blood, Park Hunting Ground, Ravnos Carnival, and Blood Doll, according to the particular needs of your deck. The Anarchs have opened up some new tech with the trifle Into the Fire. This card can be more or less bolted on to existing decks with minimal impact on card flow, and allows you to make use of The Hungy Coyote and Festivo dello Estinto. Each of these cards would provide a major boost in blood gain for the clan. An implicit component in the Ravnos' need to conserve blood is the eventual presence of The Week of Nightmares. More on this card later, but if it's in play, once your minions get low they tend not to come back. Some of the miserliness comes from the goal of avoiding that state altogether. Once the Week is in play, the Coyote will actually become a hindrance as your vampires hunt of each other for *two* blood, while Festivo will become your dream as your vampires bypass the Weeks restriction and fill to capacity from the blood bank (technically, they are still hunting off each other for zero blood but the result is the same). The next most important thing to understand about the Ravnos is the psychology of playing with Sensory Deprivation. This card is /the/ reason the Ravnos are feared. Provided you don't overdo it, the mere threat of a SenseDep can get you concessions from the table, and getting something for nothing is ee-NORMous. The down side is that nothing makes someone else want you dead like this card will. It provokes more hostility that flat out burning vampires. The reason for this is that, if you are ousted, they get their guy back. Yes, they could burn the minion to do it, but that requires more precision than most decks can achieve. Ousting players, though, is something every deck has some capacity to do. Partly for this reason, partly for others, SenseDep should default to an upstream action. Since that guy already wants you dead, you really haven't incurred any penalty other than, perhaps, putting him in overdrive ("overdrive", minus that minion you just stitched up, heh heh). SenseDep can also be a good choice for a wallish prey. It may seem wasted on a player with piles of untap, but the SenseDep ensures that he'll /have/ to have an untap in hand every time that minion wants to block. Very few decks will have the resources for this, especially with Red Herrings falling from the sky. The worst prey to apply this card to is a vote deck. Vote decks can easily sling massive pool damage backwards in order to get their guys back; I've got the scars to prove it. 3. Power Cards Assuming you have taken the necessary steps to make their play sustainable, there exist three card which, when played in tandem, grant the Ravnos a powerful means of getting their actions through: Red Herring, Mirror Image, and Fata Morgana. Name: Red Herring [FN:C2/PR] Cardtype: Action Modifier Cost: 1 blood Discipline: Chimestry [chi] Only usable when this acting vampire is blocked. Untap the acting vampire, do not tap the blocking minion, and cancel the current action and combat. Take the card played to perfrom the action (if any) back into your hand. Your vampires cannot attempt the same action this turn. Discard down to your hand size. [CHI] As above, but tap the blocking minion. Name: Fata Morgana [DS:C2, FN:PR4] Cardtype: Action Modifier Cost: 1 blood Discipline: Chimestry [chi] +1 stealth [CHI] You cannot play another action modifier to further increase the bleed for this action. +1 bleed, or +1 bleed and +1 stealth. Name: Mirror Image [FN:C2/PR] Cardtype: Action Modifier/Combat Cost: 1 blood Discipline: Chimestry This card can be used as an action modifier or combat card. [chi] +1 stealth. [CHI] Strike: combat ends. If this vampire was blocked while performing an action other than bleeding, the action continues as if unblocked. Chimestry will never be as good as Obfuscate, or even Protean or Obtenebration, at raw stealth. Instead, these cards combine to form a complex series of light stealth to draw out intercept resources, and minion-tapping effects to send those resources to the bin. Pay careful attention to the text on Red Herring: none of your minions may attempt to perform that same /action/ again. This is both good and bad. It is only mildly bad in the sense that you must include a reasonably diverse array of action types, lest you be left with nothing to do after you've got your target tapped and vulnerable. It is especially good because Red Herring only applies to the specific action card you played; for bleed decks, this means that your other minions can continue to bleed with other cards. These cards also provide the benefits of dual-use. Fata Morgana is superior to Bonding, since it can be played as vanilla stealth on any action you take. Mirror Image is simply +1 stealth or S:CE, all rolled up into one card. The action-continuing effect is a powerful bonus, but the card is simply good even without it. The order in which you play these cards will depend on what you think your opponent is likely to play. If you are fairly confident that he has no answer to S:CE, Mirror Image is the best card to lead with; it can be played multiple times to leave a string of tapped minions in its wake. One Forced Awakening or Wake with Evening's Freshness will allow that minion to block the acting vampire regardless of ending combat and continuing the action. Rotschreck takes effect before your strike, so minions capable of generating agg damage are better stealthed by, as well. It is usually best to begin you rturn by declaring the action you least care about succeeding, and Red Herring'ing (bleah) those actions until you are clear to perform the really hideous ones. With Red Herring, you aren't really wasting those actions that get blocked, but merely postponing them for a turn. Many players can be demoralized by successive use of Red Herring to the point that actions that do not create an immediate large swing in the game state sail through unopposed (but don't count on it). 4. Vampire of the Month Name: Gabrin [FN:U2] Clan: Ravnos Group: 2 Capacity: 8 Discipline: dom for ANI CHI Independent: Cards that require Chimestry cost Gabrin 1 less blood to play. Gabrin can tap an ally or younger vampire as a +1 stealth (D) action. Hands down, the best Ravnos. Eight is just barely inside the "easily playable" zone, and they luckily have several much smaller vampires that can provide good support for The Powerhouse. He has a built-in Path, which stacks to enable him to play Chimestry cards for two less blood. This is nice, but the guarantee of playing all the one blood cards for free is what is truly important. Also note his other special ability. This compliments Red Herring very well, since their minion is going to be tapped either way. If the action is not blocked, Gabrin has the potential to Freak Drive and untap. If it is blocked, he can Red Herring the action and, dang, no one else can take his built in ability this turn. Oh, yeah, he has Dominate. 5. Deck of the Month Deck Name: Ravnos Sabbat Created By: David Cherryholmes Description: Crypt: (12 cards, Min: 10, Max: 32, Avg: 5.25) ---------------------------------------------- 4 Gabrin ANI CHI dom for 8, Ravnos 1 Joaquina Amaya ANI CHI FOR 6, Ravnos 1 Vaclav Petalengro ANI CHI for pot 6, Ravnos 1 Khalil Ravana ani CHI for pre 5, Ravnos 1 Salbatore Bokkengro CHI for pro 4, Ravnos 1 Tsigane aus chi 3, Ravnos 1 Vedel Esbreno chi for 3, Ravnos 1 Spleen ani chi 2, Ravnos 1 Sasha Miklos chi 2, Ravnos Library: (85 cards) ------------------- Master (22 cards) 4 Blood Doll 1 Chimerstry 1 Coven, The 1 Dominate 1 Festivo dello Estinto 1 Fortune Teller Shop 1 Giant's Blood 1 Hungry Coyote, The 4 Into the Fire 3 Path of Paradox, The 2 Storage Annex 2 Week of Nightmares Action (19 cards) 1 Army of Rats 1 Arson 4 Computer Hacking 2 Fiendish Tongue 2 Govern the Unaligned 3 Nightmare Curse 5 Sensory Deprivation 1 Tier of Souls Action Modifier (22 cards) 8 Fata Morgana 6 Freak Drive 8 Red Herring Reaction (3 cards) 3 Deflection Combat (4 cards) 4 Illusions of the Kindred Retainer (1 cards) 1 Raven Spy Equipment (2 cards) 2 Treasured Samadji Combo (12 cards) 4 Draba 8 Mirror Image I would judge this to be a fairly complex deck to play. As I recently commented on a very similiar deck, "If you try to play it like Stealth/Bleed, expect to die. The Storage Annexes are a powerful piece of tech. First, they are just generally good cards that will help keep you from filling up with an unlucky string of the same card. Most importantly for this deck, though, is the ability to park the Week of Nightmares there and wait for your moment. And that's what you do. Bleed just a little for most of the game, and get you rprey into the rythm of that. On some level, everyone knows the Week exists as a card, but few people respect the bleeding power of the Ravnos, so use this to your advantage. I have consistently won games by watching my prey spend himself down to twelve to fifteen pool, overextending to really try to get his prey, because he thinks he can soak it even if I go all out, and then flipping up the Week from the Annex, pounding him out in one shot, and taking his prey quickly after that. The Sabbat tech is untested; it may turn out to be worse than the previous version of the deck, but it will take a reasonable number of games before I can develop an opinion on that. There is some anti-deflection tech available to the deck, though it won't be useable consistently. If you judge it to be worth the activity (I often do), you may play Draba at inferior on your own minions. Afterward, bleed with that minion at stealth. If bounced, burn the Draba to drop your own stealth to zero and encourage your grandprey to block. Play Red Herring at inferior, retrieve your bleed card, untap your acting minion, and your grandprey stays untapped. That's about the best recovery I know of from being bounced, since you are not doing your prey's work for him and you get your bleed card back in hand for next turn. It requires an action to set up, but it's also one of the few useful things your small minions without CHI can perform. Well, that's the end of my first newsletter. I can't promise to make it a regular thing, but it'd been a long time since one was written and I felt I had enough to say for at least one. -- David Cherryholmes VEKN Prince of Durham, NC