Revenants use the same Character creation rules in Laws of the Night, modified as follows:

All vampiric Generation rules apply to Revenants as well. Revenants can buy down their starting Generation, same as Vampires. Revenants automatically get an effective Generation drop ever 100 years of their life, starting at 12th. Thus a two-hundered year-old Revenant would be equivalent to 11th Generation. This is NOT combined with the buying-down process. Instead, use whichever Generation value is lowest. This is the only method for lowering Generation; Diablerie is not possible. Some claim the Tremere ritual Nectar of the Bitter Rose will work if modified slightly, but that is up to Storyteller jurisdiction. Revenants can never go below 8th Generation.

Aside from only being able to feed on Vampires, most other Blood Pool rules apply for Revenants the same as for Kindred. However, Revenants regain one Blood Trait at the start of each night -- this is the reverse of Kindred.

Revenants cannot feed on each other, not can they Blood Bond others to themselves -- not vampires, not ghoules, not mortals. They can, however, be Blood Bound, and often are. All Revenants are fully aware of any Blood Bond, however, equivalent to the Merit: Aware of False Love.

Obviously, Revenants cannot Embrace anyone. If they are embraced, their new Generation is one lower than their sire, or one higher than their original value, whichever is less. Thus a 9th Generation Revenant embraced by a 12th Generation vampire would end up being 10th.

Revenants are not adversely affected by Sunlight. They are alive, after all. They have all the other advantages for not being dead, same as Ghouls. Revenants also have the same options for Merits and Flaws as both Vampires and Ghouls. Always take the higher cost if a Merit is available to both.

While Revenants are still technically mortal, their vampiric vitae does provide certain longevity benefits. Revenants grow up normally until somewhere in their 20's, then their aging process slow downs down. From 25 onward, a Revanant only gains one effective year of age for each decade. Thus a 75 year-old Revenant would be equivalent to a 30 year-old, while one who had lived six centuries would approximate a human in their 80s.

Like Ghouls and Mortals, Revenants may start off with Humanity Traits, if the player wishes. However, given their life-style, these Traits dwindle away pretty quickly. This option only applies to new characters who have lived sheltered lives, and even then, your maximum number of Humanity Traits is six (three starting). Most Revenants follow a Path of Enlightenment, like their Patrons.

Revenants start with three Basic in-clan Disciplines, appropriate to their Family. They may learn additional Disciplines, in the same manner as Vampires. Advanced Disciplines cost twice as much, however, and Revenants may never purchase Master-level Disciplines.


Revenant Families

Revenant Families work exactly the same as Vampiric Clans. Each provides three in-clan Disciplines, as well as Advantages and Weaknesses. Additional background material can be found in Storyteller's Handbook to the Sabbat and Dirty Secrets of the Black Hand.

Bratovitch
Disciplines: Animalism, Potence, Vicissitude
Advantage: May make Ghoul Animals, as described in Libre des Goules.
Weakness: All have the Flaw Short Fuse (-2 Traits to resist Frenzy).
Bratoviches avoid most technology, and may not purchase the Equipment Background.

Enrathi
Disciplines: Dominate, Obfuscate, Potence
Advantage: All have the Merit Sugar Daddy from Libre des Goules.
Weakness: May not purchase Humanity.

Grimaldi
Disciplines: Celerity, Dominate, Fortitude
Advantage: Begin with one additional Influence.
Weakness: All start Blood Bound to their patron, usually a Bishop or Archbishoip.

Marijava
Disciplines: Celerity, Obfuscate, Presence
Advantage: Begin with one additional Influence.
Weakness: May become Blood Bound after only one feeding. Marijava who feed off mixed blood only get a Viniculumn rating.

Obertus
Disciplines: Auspex, Obfuscate, Vicissitude
Advantage: Gain one Trait in the Mentor Background and the Merit: Occult Library.
Weakness: Must begin play with one Derangement, usually Obsession.

Rafastio
Disciplines: Animalism, Auspex, Thaumaturgy
Advantage: Begin with two Traits in any Lore Ability. Cannot be embraced.
Weakness: On the new moon, they must bid one extra Trait on all Challenges. On the quarter moon, they are down one Trait when comparing ties. On the full moon, they are up one Trait when comparing ties. Cannot be embraced.

Zantosa
Disciplines: Auspex, Presence, Vicissitude
Advantage: Generally ignored by most Sabbat; never begin play Blood Bound.
Weakness: Must start with one Additiction (as the Flaw).