All information on this page was converted over from the World of Darkness: Gypsies. Any page numbers listed here refer to that book. This page is rather dry as it only converts over game mechanics to create a Gypsy. Players are required to read WoD: Gypsies before playing their character. There are concepts and role-playing tips for Gypsies not converted here. If you do not follow the general concept rules in WoD: Gypsies, your character will be denied.
Gypsy characters are created using these rules:
Backgrounds
- Level 1: You possess talismans worth one level of draba.
- Level 2: You possess talismans worth two levels of draba.
- Level 3: You possess talismans worth three levels of draba.
- Level 4: You possess talismans worth four levels of draba.
- Level 5: You possess talismans worth five levels of draba.
Elements (Optional: Can only be taken during character creation)
When a newborn Romani enters the world, his mother often consults a wise one or mystic to determine whether her child is destined for a particular role in the family. These "birth readings" only give a positive result in perhaps one out of every two or three readings, but if a baby is claimed by one of the five elements (earth, air, fire, water, or spirit), it's certain that he will be trained in what the Romani feel are compatible skills.
When a mystic performs a birth reading, he takes a babe outside on the first new moon of the child's life. Traditionally, the mystic then places the babe beside a low fire. Next to the fire stand a bowl of cool water, a fan made of feathers, a piece of dark stone such as onyx or hematite, and a black mirror. These five items represent fire, water, air, earth, and spirit, the elements may be represented by a gas stove, a running faucet, an electric fan, a chunk of brick, and a portable TV tuned to static. As long as the seer is comfortable with the symbols, the ritual will work.
While the baby's parents look on, the seer uses his particular method of evoking the Sight, be it tarot cards, thrashing, fire reading, etc. As the seer reaches into the strands of time, one of the elements may reach out and claim the child. Such claimings vary in their intensity, but are unmistakeable to anyone watching. For instance, if a baby is claimed by the element of fire, a burning twig may snap and hit the child's foot, leaving a small, but permanent, mark. If the element of spirit claims the child, the baby's eyes may suddenly turn gray as she stares at the shifting screen of the TV. No matter which element claims the child, it will leave some sort of mark on the young one.
If a player decides that his character was claimed by an element during a birth reading, he must then decide which element his character is connected to. Elements definitely confer certain advantages on a character, but they also tend to dictate the course of his life.
All Rom with an Element gain one point in a Blood Affinity in addition to any other Blood Affinities they normally gain during character creation. This holds true even if this gives the Gypsy more Blood Affinities than her Blood Purity score. The exact Affinity gained is determined by the character's particular Element.
An Element can only be choosen during character creation. It costs 5 freebie points, and the character can never be claimed by more than one element.
The five Elements and their meanings are explained below.
Earth -- Romani touched by this element are usually the backbone of the family. Often weavers, smiths and now hackers, these characters are especially skilled at manipulating devices and working at physical tasks. In addition, such characters are adept at recognizing and manipulating patterns of all kinds.
Earth-touched Romani, known as Dhartime, may choose from one of the following Blood Affinities: Instinct or the Draba form of Gypsy magic.
At any time, Dhartime may spent a Willpower Trait to heal (or repair) one Health Level of damage to a person or item; any given target may only benefit from this power once per scene.
Air -- These are the Rom who most easily glide among the gaje. Such Rom move effortlessly through gaje cities, breezing in with nothing and coming out with more gaje loot than they can carry. Such Gypsies are often thieves, gamblers and con-artists, relying on their wits and abilities to reap what others have sworn. Air-touched Gypsies, known as Jhanaki, may choose from one of the following Blood Affinities: Luck or Truth of the Rom.
Jhanaki may choose to spend a Willpower Trait to win any single Challenge or Static Test. This power reflects the Jhanaki's ability to escape even the worst scrapes intact.
Fire -- These Rom are always gifted warriors. Throughout time those Rom marked by fire have fought to keep the ways of their people alive.
Fire-seared Rom, known as Kuyan, always receive the Affinity known as Dance of Knives.
At any time Kuyan may choose to spend a point of Willpower to ignore two wound levels. The Kuyan may even function when he would normally be incapacitated, though he can still die, and he can spend as much Willpower as he desires. This effect lasts for the duration of a scene.
Water -- These Rom are known for their mastery of both words and body. Performers by nature, the cleverest tale spinners and most graceful acrobats often are those claimed by this element.
Water-claimed Rom are known as Jastima. A Jastima may choose from the following Affinities: Truth of the Rom or Zapaderin.
Jastima may choose to spend a point of Willpower in order to either negate another character's use of Willpower, or to drain a temporary Willpower trait from a nearby target.
Spirit -- Such Gypsies are the rarest of the claimed. These Rom are known for their long memories, and the Blood always seems to run strong among such folk. Blessed with at least a small amount of magic, these Gypsies have a remarkable understanding of human nature and the true consequences of people's actions. Many of these Rom become the wise ones of their families, while others become matchmakers or historians, committing tremendous amounts of knowledge to memory.
Spirit-kissed Rom are called Satarma. Satarma may choose their special Affinity from any of the four types of Romani Magic.
Satarma may spend a point of Willpower to temporarily increase their skill in any form of magic by one level. This increase lasts for one scene, and it can even enable a Satarma to increase her ability above her Blood Purity level. Although this effect is not cumulative, a Satarma may use another point of Willpower to increase a second magical specialty (if she has one) during the same scene.
The amount of pure Romani blood flowing through your veins dictates how much Affinity your character may possess and the drawbacks associated with your lineage. You many never have more than 5 levels of blood purity.
Every level of blood purity costs 2 points. You may over the course of a story increase your blood purity level after character creation.
To reflect tensions towards Gypsies your character possesses additional negative social traits based upon your blood purity rating while interacting with non-Romany PCs. Since these traits are only perceived you do not possess them from a personal, role-playing perspective but they may be called in a social challenge. They may never be bought off nor count towards your bonus creation points. You possess 1 negative social trait for every 2 points of blood purity, rounded up. At least one of these must be 'untrustworthy'.
For every point in blood purity you gain one Gypsy Prestige trait, these Prestige Traits may be used in all social challenges dealing with other Rom. This includes dealing with Ravnos. These are never lost except through a storyteller.
Affinities cost 3 points for levels 1 and 2, 6 points for levels 3 and 4, and 9 points for level 5. No Affinity may be taken higher than your Blood Purity rating.
Dance of Knives: Because of the power of the blood in your veins you are able to move at speeds faster than the normal human. By expending a level of this affinity you may make an additional attack during the normal action phase for every level possesed by the Gypsy. This does not give a Gypsy any celerity actions. The first additional action will take place on the Swiftness action, providing that any Celerity is called. All addtional actions will take place once Celerity has finished. A Gypsy may never take a rating of this affinity higher than their blood purity level.
Truth of the Rom: This affinity allows the Rom to lie truthfully. Anyone attempting to read your aura must engage in a static challenge against your current affinity rating. A Gypsy may also expend a level of this affinity to guarantee a truthful aura for one scene. This must be done prior to any aura reads.
Zapadarin: You have learned the intricate, almost seductive, dance known as the Zapadarin. By expending a level of this affinity you may cause the same effects as the discipline Entrancement on up to 5 targets. Each target must win a simple social challenge against the level of this affinity or be effected by the dance. The entrancement is immediately broken if the Rom stops dancing.
Instinct: For every level that a Gypsy has in this Affinity, they gain a Simple Test to determine if there is strong or immediate danger in store for their character.
Luck: For each trait in this Affinity, the Gypsy may call for a retest once per night.
Magic: There are four different types of magic available to Romany. Each one is counted as a separate affinity and must be purchased as such. You may not purchase an affinity called 'magic', as there is none. The four types of magic are:
Evil Eye: This allows the Gypsy to place and remove curses.
Mediumship: This affinity is akin to the merit 'medium' but allows more contact with the spirit world.
Draba: The ability to create magical items such as charms, potions, and amulets.
The Sight: This affinity allows a Gypsy to peer into the past or gaze into the future.
The Evil Eye: Any character with this affinity receives an addition one trait penalty to all social challenges with gaje or Romani above and beyond any penalties from blood purity. For simplicity we use the Cursing Numinae rules in Laws of the Hunt PlayerÕs Guide for this affinity. There are 5 levels of the numinae that correspond to the 5 levels of blood purity. A Gypsy may perform up to the level of affinity she possesses. This affinity may never be purchased higher than your blood purity rating.
If the Gypsy fails the test, then a simple challenge is required. No retest is applicable. If this simple challenge is failed, the effect reverts onto the Gypsy. The same Gypsy that cursed the individual may remove the evil eye at any time.
Mediumship: This affinity operates the same as the merit medium. It also allows some additional benefits as well. For each level of mediumship the Gypsy may leave her body and travel in the shadowlands for 1 hour but may only be done between sunset and sunrise. If the Gypsy has not returned to her body before sunrise she is trapped until sundown. If the Gypsy has not returned to her body within 24 hours the body will slip into a coma. Her body is completely helpless and vulnerable to possession by spirits and the souls of the dead.
While in the Shadowlands, the Gypsy is treated the same as a wraith embodied in the Skinlands would be. The Gypsy does not gain the innate abilities of a wraith, nor can she learn arcanoi. The Gypsy may not take any physical objects over to the other side but certain draba may aid the Gypsy in defending herself while in the Underworld.
A Gypsy may expend a level of this affinity to banish a wraith from from a building or area it is haunty. A successful social challenge is required to do this. If the Gypsy fails the challenge she gains the flaw 'haunted' for a period determined by the storyteller based on such things as the mediumship level of the Gypsy and the type of wraith she is attempting to banish.
A Gypsy medium may also have spirit allies depending on the level of mediumship that she possesses. These spirits may be sent on brief errands. It is up to the storyteller when such a contact occurs but the medium will more than likely have to perform tasks for the wraith as well in order to maintain the contact.
Draba: Draba is the Gypsy art of creating charms, amulets, foci, and potions. These items generally last for a short while but provide Romany with a plethora of useful items. Only those of Gypsy blood or Ravnos shilmulo with Gypsy blood may use draba. Gypsies may start with one draba for each level of this Affinity.
A Gypsy may only create a draba of equal or lower skill level possessed by the creator. When attempting to create a draba, the Gypsy must temporarily expend a level of this affinity win a mental challenge vs a number of traits equal to the level of the draba to be created. The base time for creating a draba is 1 day/level of the draba being created unless it has never been made before. In this case the time is increased to 2 days/level. She may continue to risk the same trait in additional challenges. For each success the time is reduced by 12 hours to a minimum of 1Ú2 the allotted time. If any test fails no more may be performed to reduce the time of that item.
Affinity Tests
Many of the draba listed in WoD: Gypsies have time limits or dosages that depend on success based on the character's affinity level. When required, a simple test may be performed for every level of affinity to determine duration or dosage.
Level One
Earring of Earthly Grounding - This draba may be placed within any type of silver jewelry but is most commonly found in the form of an earring. Any jewelry created for this purpose must also contain a piece of amber as a source of mystical grounding. While wearing the earring, the character gains one trait when attempting to resist magical effects. The earring will function for one month per successful affinity test.
Philter of Desire - This sweet mixture alters emotions when imbibed, causing the drinker to fall in love with the first person they see. The person is under the effect of the discipline Entrancement for one week per successful affinity test. The person may expend a willpower trait to grant him simple tests to resist the potion. For every success until failed, one week is removed from the length. If a test is failed the person must expend an additional willpower trait for additional tests.
Healing Balm - This draba will cure one normal wound. It may only be used once per month on any individual. The number of applications is dependent on successful affinity tests.
Disk of Bedevilment - This charm is placed on a specially created computer disk. The disk looks just like any other disk but has a faint magical aura. When placed into a computer, the disk releases a tiny gremlin into the system. Anyone not of the blood must possess at least 2 levels of computer ability and expend 2 mental traits on any challenges using the infected computer. Any character of the blood does not require a computer ability to use and gains 1 additional mental trait for all challenges using the infected computer. Given the gremlin's short attention span it will only reside in the computer for 5 minutes per level of blood affinity.
Level Two
Deltumnimos (God's Embrace) - This concoction of wine, mugwort and powdered amethyst expands the awareness and senses of any Rom. While under the effects of Deltumnimos, the character gains one free retest on all challenges for the Sight or Mediumship affinity. The effects of the brew lasts for one hour per successful blood affinity test.
Diklo of Anyara - This draba is created from a scarf that is worn about the head. When the wearer expends one willpower trait the diklo grants the wearer and almost impenetrable disguise. The effects of the scarf last for one scene. It will not fool machines but eyewitnesses must engage in a mental challenge against your affinity rating to remember any details. Each success grants one piece of information (e.g., gender, height, etc.).
Dook Angustri - This magical amulet is always crafted in the form of jewelry and worn next to the skin. The amulet will become warm in the presence of a magical item or creature. The intensity of heat varies with the proximity and strength of magic although never hot enough to burn the skin. The amulet lasts for one month per successful affinity test.
Whuzo Ointment - This balm may cure impurities from an individual. Impurities include non-magical poisons and disease, but do not include such things as changing a vampire back into human form. The number of applications is dependent on successful affinity tests.
Level Three
Amulet of Mechanical Aptitude - This amulet is normally a ring or bracelet welded together from computer chips and wires. The amulet allows the Rom to better work with machines as well as spirits or faeries inside a machine. While wearing the amulet, the Rom has an instinctive feeling as to what actions or commands will best achieve her goals. The Gypsy must expend one willpower point to activate the amulet. The amulet then grants 3 temporary computer abilities to the Rom. The amulet may be used as many times equal the creator's draba affinity level.
Mystic Veil - This item may take the form of any object that covers the eyes or face. Traditionally it appeared as a gauzy veil. In modern times it is often seen in the form of sunglasses or a bandana. The bearer must expend a mental trait to activate this draba. While wearing the veil, the Rom is hidden from all senses, granting the same abilities as the vampiric discipline Unseen Presence, for one scene. It may be used as many times as successful affinity tests.
Snake Oil - This light green mixture grants the Rom the charismatic gifts of the legendary fork-tongued reptile. When applied to the tongue, the Rom is two traits up on all speaking-based social challenges. When applied to the face and eyelids, the Rom is two traits up on all presence-based social challenges. When applied to the fingers the Rom is two bids up on any physical challenge requiring dexterity. The effect lasts for one scene and the number of applications per vial is dependent on successful affinity tests.
Charm of the Wanderer - This focus is created from the feathers of a magpie or parrot. It is normally placed on a necklace or hair adornment for ease of carrying. The charm allows the wearer to speak with any individual know to the weaver (including spirits and faeries), no matter how distant the target.
The wearer must spend a willpower trait while brushing the feather across her eyes, ears and forehead. They must then perform a mental challenge with a difficulty set by the storyteller. The conversation may not be overheard by anyone other than the target and neither party needs to speak out loud to communicate. The length of the conversation is 5 minutes for each successful affinity test. This drabarne may only be used once because the feather will fall apart once the conversation is ended.
Soul-Chain - The soul-chain is an amulet that contains a piece of birth caul, normally of the person the soul-chain was created for. When worn, the amulet protects the bearer's body from attack by spirits and disembodied (or dead) souls of all kinds. The number of successful affinity tests determines the amount of traits required to defeat in an appropriate challenge before any action may be taken against your person. These traits are not lost in a challenge. The amulet also allows an automatic success against spirits of any kind. Every use of this removes one trait from the amulet. The soul-chain must be recharged (recreated) every year and a day or it becomes useless. The caul at the center of the amulet may be reused in another amulet.
Level Four
Baxt Charm - The baxt charm can be worked on any small personal item. However, when the charm is created, it must be made for a specific Gypsy and an item of some sentimental importance to the bearer must be placed on it.
The charm gives the bearer the Luck of the Gypsy (as per the merit Luck). It may be activated at any time by simply rubbing it in her hands and spending one point of willpower. The charm lasts for one month per successful affinity test.
Cat's Paw - This magic sigil must be tattooed into the skin by a skilled drabarne in the shape of a cat's paw. It may be placed anywhere on the body. The cat's paw takes one willpower trait to activate. When activated, the tattoo grants the Rom cat-like reflexes and magical speed. They gain two dexterous traits and it grants the use of Alacrity. The effects last for one scene and it may be used as many times as successful affinity tests. When used for the final time the tattoo will burn for a moment leaving only a slight yellowish discoloration that will go away in a few weeks.
Mule-Vi - Literally "ghost-sight" this focus is always created from a piece of glass, normally of a lens of some sort. A mule-vi has two uses. First, the device enables the Rom to see into the spirit world. The bearer must perform a successful mental challenge against the local gauntlet rating to activate the device. The effect lasts for five minutes per success. Second, it allows the Gypsy to perceive the true form of anyone she sees through the lens. Vampires, werewolves, mages, wraiths, and spirit-beings appear in their true form (or radiate some sort of magic) to the Rom. The Rom must make a successful mental challenge against the target to detect the true form. The mule-vi may be used as many times as successful affinity tests before it cracks and becomes useless.
Shadow Brew - This bitter potion is never brewed in more than a single draught consisting of five drops of dark brown liquid. The strength of the poisons is such that if anyone were to swallow more than a single draught in a 24-hour time period they could immediately die, very painfully. The Rom must perform a physical challenge against 6 traits. No retest is allowed.
When consumed, the shadow brew enables a Rom to loosen the ties of her spiritual and physical form to the physical plane. The Gypsy can then slip into the mystical shadow realm. The shadow realm is the area between the skinlands and the shadowlands. While in the shadow realm the Rom may perceive both the physical and spiritual worlds clearly. She may not be perceived in either realm however unless they are defeated in a mental challenge. Because the Rom is still tied to the physical realm they may not travel at more than normal speeds. They may manipulate objects in either realm with a successful mental and physical challenge. The effects last for one scene.
Level Five
Dukkerin Disc - Certain drabarne have learned that certain charms may be placed on compact discs. Only one who has the Sight may create this charm. In a ritual that lasts from dusk to dawn, the drabarne decides what information she is seeking along the time line (in either direction) and then allows her consciousness to fly free as she reaches into the threads of time and binds certain threads to the disc. The drabarne may only pull information from the timeline she can normally travel when using the Sight. The drabarne must expend two willpower traits and successful affinity tests determine the number of songs weaved by this focus.
Once the ritual is completed, the drabarne plays the CD to hear what information she has recorded. Each song (success) achieved adds another dimension to the information available. The information is much clearer than what is normally achieved through the Sight. However, the information is always conveyed by warped lyrics of the songs already on the CD; the music itself stays the same.
Suspended Blood Focus - This focus may only be performed in the presence of at least five Rom. Prior to the ritual the drabarne crafts an unusual box or shell from a piece of onyx or petrified wood. The focus, once prepared, is passed around to all the Rom at the ritual. Each one allows several drops of blood to drop into the focus. As the box is passed around, the drabarne concentrates her will to contain the energies of the blood, unmixed, in the shell. Each Gypsy participating must spend one point of willpower. The combined amount of Blood Purity points of the Gypsies is focused in the shell.
If successful, the suspended blood focus can store up to 20 Blood Purity points within itself. Unlike a normal blood focus the suspended blood focus does not need to be attuned to any particular Gypsy nor does it have a time constraint on use.
The suspended blood focus works in a different manner than a normal blood focus. The Gypsy attuned to the focus may draw upon the Blood Purity pool at any time. Each point removed from the focus grants the Gypsy one level to an affinity. The Purity pool of the focus does not have to be used at once but the object is rendered useless when the last Blood Purity point is used.
Needle of the Mind's Eye - This amulet always takes the form of a large needle, at least 6 inches long, carved from ivory or ash wood and is decorated with tiny runes. To activate it's powers, the Rom must pierce his skin with the needle while simultaneously expending one point of willpower.
The magic of the needle allows the user to walk the multiple paths of the spirit plain. It serves as an anchor connecting the Gypsy's spirit to his physical body through a thin thread of the Gypsy's own soul (visible on the spirit plain).
While using the power of this focus even the most inexperienced spiritual traveler can find his way to different areas of the astral plane. He only has to concentrate on the area or information he seeks, and a second threat leads the way. While travelling in the spirit realm the Gypsy is visible to any others in the spiritual plain and vulnerable to attack.
The needle may be used 5 times before it looses its power. The needle will work for 1 hour per use. If the character remains away from its body longer than this, the Rom must perform a physical challenge against 5 traits in order not to loose the connection. This must be performed every 10 minutes the Gypsy's spirit is away from its body. If he does loose connection, the traveler may attempt a physical test for every willpower point they have to regain contact. For every failure the character looses one willpower trait, permanently.
Sarrath's Claw - Any weapon successfully engraved with the symbol of Sarrath and empowered through the force of the drabarne's will becomes a weapon capable of causing aggravated damage to all supernatural creatures. In addition to the immediate damage, the weapon has a chance of inflicting additional damage in the three following rounds as small pieces of the claw work their way deeper into the target's body. For the following three rounds the target must pass a simple physical challenge or take an additional aggravated wound.
The damage from the claw is not cumulative. After the initial damage, no additional damage will occur until after the three rounds have past even if successfully hit.
Prior to being used the claw must be bonded to the Gypsy through a permanent expenditure of one mental trait and one willpower trait. The claw may be used only once per successful affinity test.
The Sight:
Storyteller note: Due to the magnitude of what this affinity allows, the storyteller reserves the right to regulate whom may purchase its use. The storyteller must relay all visions acquired through this affinity and makes no promises or guarantees that visions seen or learned through this affinity will occur as explained, or at all. The cost of this affinity is 5 points/level.
A Gypsy who is allowed to learn this affinity will favor one or two types of fortune-telling (or dukkerin) methods. A Gypsy with the sight greatly values all of her tools and protects them very carefully. They are the tools of her trade and any contact by anyone other than herself could make her tools impure and corrupt the visions.
A player must choose either one of the major methods of Seeing or two of the minor methods listed on pp. 67-70. If the Gypsy is forced to use a method she is not familiar with or does not have her own favorite tools the difficulty level of the vision will increase.
When performing a Seeing, the player must tell the storyteller what information the character is looking for. The storyteller will then assign a difficulty rating in affinity cost and trait difficulty. The Gypsy must then spend the assigned amount of affinity and engage in a mental challenge at a given difficulty level. If the test is successful, the clarity of the vision is determined by the level of affinity possesed by the Gypsy. The Gypsy may never possess more levels of this affinity than her blood purity rating.
The Gypsies learned through bitter struggle that in great times of need the power of the blood can be enhanced.
In order to perform a blood focus a group of Gypsies must pour several drops of blood over an object and expend one willpower. The bearer of the focus is the last to pour her blood and willpower into the object. This bonds the object to that Gypsy.
A blood focus willl only enhance a affinity possesed by the gyspy. The focus grants one extra trait in an applicable challenge while the affinity is being used for every level of blood purity embibed into the focus. This lasts for one scene and the traits may be lost in the normal manner of any challenge.
Steve the Gypsy wants to enhance his affinities for an upcoming battle. Steve then finds 4 other Rom and they perform a blood focus ritual to aid their brethren. Together the other four Gypsies have a blood purity rating of 13. This adds 13 traits to Steve's challenges for the duration of the scene unless they are lost in a challenge.
The focus must be used before the blood dries, usually 15 minutes. The focus must be worn on the person at all times or is immediately lost.
Bujo: A Gypsy may use this as a retest in any social challenge where they are trying to convince a PC of something. Players should always attempt to role-play the conversation first. It is not applicable in combat related challenges or in any attempt to break through Majesty.
Diversion: This ability allows a Gypsy to call a fair escape even if they are within conversational distance of their opponent. In order to use this ability they must win a social challenge with their target. They may also use this ability to get the undivided attention of a target. If the Gypsy wins in a social challenge the target is focused on the Gypsy for 1 minute paying attention to nothing else unless attacked.
Drinking: You have learned, through hard experience, how to hold your liquor. You are now able to drink a large amount of alcohol without having it impair your abilties much at all. This comes in handy in all sorts of situations, from getting information out of the local biker gang to drinking your latest gaje friend ( and benefactor) under the table and then helping yourself to the money you're sure he was about to lend you...
Characters with this Ability are able to drink large quantities of alcohol without becoming impaired. The character's Drinking rating should be added to all Stamina related challenges involving alcohol consumption.
Fortune-Telling: When it comes to gazing into crystal balls. making tables rise and rolling your eyes back in your head, you know your stuff. The gaje eat this junk up, even though it doesn't have a thing to do with real magic of the Sight. But it's a good way to get information and money out of the gullible, and anyone who falls for these tricks needs to be taught a lesson!
This Ability is simply the ability to convince others that your character knows how to tell fortunes, read palms, etc. Characters with this Ability can set up a fortune-telling business and make some money at it. Additionally, characters can add the number of Levels they have in Fortune-Telling to all Manipulation related Mental Challenges when attempting to gain information from one of their clients.
Storytelling: You are able to weave a web of language that can keep your audience entertained for hours on end. You have whiled away many an evening spinning your tales and sagas to others of your kind as well as the gaje. You are held in high esteem by your fellow Rom for your clever tongue and keen wit.
Characters with this Ability are able to tell interesting and entertaining tales. This Ability is higly prized among the Rom, and any Gypsy who can tell a good story will most certainly find herself plied with warm food, cold drink and a comfortable place to sleep.
The Talith: You are skilled in the use of a weapon know as a Talith. A physical representation is required to own this weapon. "The Talith is a heavy scarf, or diklo, of some 5-6' in length, with weighted barbs along each end." (p. 50) You may use this ability in addition to melee when using your Talith. Non-gypsy characters may have this ability but only if it is taught in game by a Rom, are limited to 2 abilities, and they cost 2 points each instead of the standard 1 point.
Romany Lore: This ability allows the Gypsy to know the legends and secrets of the Rom. A narrator must clear information gathered from this ability.
The Lupines
The Lupines are almost all humans and all are kin, either by blood or marriage, to werewolves. Sarrath's descendants are kin to the Silent Strider tribe are the traditional keepers of Ruzlekin, the Seed of Burning Tears.
This is one of the oldest families in existence. It traces its history back to Daenna and her brother, Sarrath, who were at one point more than siblings. This union resulted in the Children of Sarrath, the Lupine family.
Through the centuries the Lupines have kept close ties with the werewolves and while all are related to a werewolf tribe, only about 10 percent of this family are Garou themselves.
Although the human family is sympathetic to the cause of the werewolves they definitely think they have the inside track on reality and the world. They feel that they have the best of both worlds, the passion and fierceness of their lupine kinfolk and they are privy to Gypsy knowledge.
The Children of Sarrath often organize their family groupings into carnivals or circuses. They generally travel in a regular circuit setting up outside a small town or city and wait for the gaje to come running, practically begging to have their money taken.
When in cities, the family often performs street shows in the seedier parts of town or set up small shows that range from "artistic dancing" to cock-fights to bujo set-ups. Anything to turn a fast buck.
Whenever the Lupines are around gaje they are always on the lookout for more than just money. They continually search for lost cubs. In fact, the Lupines have been quite adept at discovering and aiding such youths. Such children are raised by the carnival until they reach puberty, at which point they are turned over to the Silent Striders for initiation into their appropriate Garou tribe. The rescue of these cubs is probably the one kernel of truth in all the gaje legends of Gypsy child-thieving.
Some members of this family possess the Blood Affinity known as Spirit of the Wolf. This is considered a Blood Affinity according to creation rules.
Family Skill: Spirit of the Wolf
Level One: The Lupine may grant other humans the ability look past the Veil and avoid the effect of Delirium at the sight of a werewolf. The Rom must engage in a simple mental challenge vs. a difficulty of the target's mental traits. They may lift the Veil for as many humans as their Blood Purity rating.
Level Two: At this level the Gypsy is able to imitate the speed of a wolf. By expending Willpower they may perform an additional attack as per the Celerity discipline, Swiftness.
Level Three: By expending Willpower the Rom may gain the use of WolfÕs Claws, as per the Protean Discipline, for one scene.
Level Four: The Rom may now call upon the power in their blood and use any single basic Silent Strider or Homid gift as if they were a full blood Garou. The Rom must declare at creation what gift they possess.
Level Five: The Gypsy is able to produce the Howl of Fear. These eerie, high-pitched shriek costs one Willpower to perform and the Gypsy must engage in a mental challenge will all targets. This may effect up to 5 targets for every challenge. Any target that fails the test must flee the scene for 10 minutes. Any who are successful in the challenge are 2 traits down on all tests against the Lupine and her allies.
The Ravnos
Guardians of Kooserin, the Seed of Earthly Awakening, this family has walked a fine line between the blood-velvet darkness of the undead world and the harsh bloodshot mornings of human awakening. Such a path is not easily trod, and too many Ravnos have taken one step too far, plummeting into addiction and undying pain.
Branches of this family may be found throughout Europe and the Americas but their greatest concentration has always focused around the Balkans and Eastern Europe. The roots of the Ravnos family plunge deep.
The human Ravnos tend to live in the extremes, even for the Rom. They have an intense passion and hold their live-for-the-moment attitude as dearly as most gaje clutch their remote controls. But the flip side to this coin, and perhaps the driving force behind their determination, comes from two places. First, stems from within the family itself. The family name itself is from the first shilmulo who walked in their midst as a Rom. The number of Ravnos vampires has grown steadily and even those who are embraced from outside the family are forever a member of the Ravnos.
These vampires may seek out members of the Ravnos family for aid whenever necessary. Many Ravnos are careful that their homes, vans, trailers and such have at least one space where sunlight never touches. Sometimes a Ravnos vampire will adopt a kumpania and travel with it, too often feeding off its own kin. Vampires who do this almost always loose themselves in addiction as the abilities they once possessed in life come flooding back to them through the blood and it works both ways. Many young Ravnos become intoxicated from drinking the blood of shilmulo, becoming addicted to the power it grants them. But most Ravnos fear the attentions and ministrations of their vampiric kin.
Many are the stories of entire kumpaniyi destroyed by a vampire or vampires too power drunk on Gypsy blood to keep from slaughtering their own people. Others worry that the young Rom will see immortality and sell their Blood for the chance to become shilmulo. For every Gypsy that walks this path another small thread is pulled from the Gypsy tapestry and it will only survive so long before completely unraveling. Through such transformation the Ravnos may do what no gaje has ever done and destroy the Ravnos family, perhaps all Gypsies.
The second onus the Ravnos bear is the ever-present threat of slavery and genocide by the gaje. Gaje persecution affects all Rom, but the Ravnos seem to have a knack for being in the wrong place at the wrong time.
After many years of torment in Romania the Ravnos and Phuri Dae, lead by the Ravnos shilmulo Durga Syn, revolted against the oppression. This success only lead to a greater loathing and fear by their neighbors. To counter this apprehension the Phuri Dae attempted to blend into the woodwork. Not so the Ravnos.
Emboldened by their success the Ravnos poured into the cities of Eastern Europe and the Middle East. Masters of trickery and the con game they quickly took over the local black markets. They have also brought the art form of begging to a new art form while laughing and the pathetic gaje who give them money for their antics.
Whenever the Ravnos hear of gaje remarking on how pathetic and shiftless the Rom are perceived, the Ravnos have to laugh. The Ravnos know that it is they who are mocking the cloying gaje who cling so tightly to material possessions.
After surviving the genocide of the Holocaust and an earlier attempt in Albania, the Ravnos once again face acute and active loathing by the gaje. This loathing has once again become more prevalent and more violent, especially throughout the Czech Republic, Albania, Slovakia, and of course, Romania.
As always the Ravnos family has adopted an optimistic slant on the growing persecution. Most feel the upswings of hatred in this country signal the coming of the Convergence of which they will be the guests of honor.
Many Ravnos have extremely good contacts with shilmulo kin. Through such contacts they have a variety of advantages. Additionally, a human Ravnos can put out the word when she needs help from her vampiric kin. However, it had better be made worth the vampire's while or they may find themselves in dire straits. Family loyalty only goes so far with a shilmulo. To reflect these ties a Ravnos automatically gains the merit: Vampiric Ally.
Ravnos are also likely to have contacts in the underground community of any city she passes through. A Ravnos family member automatically possesses one free Underworld or Street influence.
The Urmen
The Urmen are probably the most eccentric of all the Gypsy families of power. They are also the smallest in number having only three modern branches; one of these may have slipped between the cracks of the worlds into the realms of Arcadia. The Phuri Dae speak with concern for the Pestralla branch who may have disappeared amongst the craggy heights and cold depths of the Scottish highlands about 50 years ago. This concern is heightened through their fear that the Urmen are in danger of disappearing completely and by an even greater worry that the a member of the Pestralla is the current Guardian of Jalomasin, the Seed of Stars, the Seed traditionally held by the Urmen.
While certainly of the Blood, the Urmen are odd, even by Gypsy standards. The Urmen are the Gypsies that ally themselves with the Seelie court and the legions of faerie. Rumors have always circulated among the other families of power that the Urmens' loyalties may be skewed in favor of their Arcadian friends.
At one time the Urmen numbered more than 9 branches of their family. They are convinced that the Rom are the midwives to the Seelie courtÕs rebirth into the physical world at the Convergence. In preparation for this event the Urmen search out ways to increase the mana of the world.
The Urmen take the view that the increased persecution of the Rom in Russia and the Slavic counties are certain signs that the Convergence is coming; that powerful parties do not want the Rom to be able to play their role when the time comes. This is one area that the families of power agree.
All Blood members of the Urme family of Rom have at least some Seelie blood mingled with the Romani Blood in their veins. Due to this intermingling of blood types an Urme may never have a Blood Purity rating higher than four. However, family members are able to perform certain tricks and powers inaccessible to all others, save the faeries themselves.
Family Skill: Faerie Threads
The Affinities granted by faerie blood are never controlled by human will. Instead, each individual Urme capable of reaching this part of her soul has a unique peccadillo, her own thread of magic. Any Urme must consult with the Changeling narrator and Storyteller prior to play when devising her threads to ensure the Affinity is balanced. This Affinity does not provide a Rom with the level of a true Art.
Level One: The Urme can recognize Changelings and other disguised faeries.
Level Two: The Urme may possess one, single special Affinity. This ability may be performed once per story.
Level Three: The Urme may use her Affinity twice per story. They may also perform a mental challenge vs. a variable amount of traits to see if a faerie has recently been present or if an item is of faerie creation.
Level Four: The Urme may use her Affinity up to three times per story.
Level Five: The Gypsy may use her Affinity Four times per story.
The Phuri Dae
Children of Deanna in spirit as well as Blood, the Phuri Dae are most closely associated with the Seeds of Knowledge. There is ongoing debate on whether this family includes only the traditional Guardian of Eiavelan, the Seed of Brightest Waters, or if another member is the Guardian of Bonnerin, the Seed of Balanced Scale. This is only the most visual aspect of a much deeper debate, whether the Phuri Dae represent the epitome of all Rom, or just an part of the whole.
If they are only a single, although very necessary, part, then it is generally said that some individual kumpania will jumble together to form a kinetic whole, becoming more than the sum of their flesh and spirit and Blood. Such a kumpania would play an important part at the Convergence.
This like of thinking is not held by the conservative elements of the Phuri Dae, often viewed as the self-important seers of the Rom by others of their kind. Those who accuse the Phuri Dae claim that the burden of knowledge has taken their toll on this family and blinded them to possibilities. The disenfranchised among the Dae are the only ones who feel the sting of such words.
Those Rom still invested in their role as holders of all knowledge worth knowing vehemently maintain that, as the epitome of Deanna's children in both spirit and Blood, that they will be the ones who minister at the Convergence.
For now these Rom wait while other families play a more active role in the transforming of the world. In the recombining of spirit and body, when the elements are empowered to transcend into some new reality we can only now call spirit, we will see the ultimate expression of the soul.
But such entropy as not afflicted all the Phuri Dae. Many younger members, American branches in particular, say that the family must do more than watch and wait for the co-called Convergence. Instead they hold that the Phuri Dae must delve into the gaje worldÕs activities, using their knowledge of the true workings of the world, to tear off the veil of scientific assurance that so many maintain. Only through the expanding of their understand of all who share this earth can the Rom prepare the world for the Convergence. This is not saying that they are suicidal, such expansion is more often accomplished through subtlety. The shocked mind too often rejects that which is obvious unless slowly coaxed towards the truth.
They watch for gaje (and sometimes shilmulo and werewolves) whos minds are flexible and will not shatter in madness. When such a being is found they present more private showings, telling the stranger, truer tales. Through such converts, allegedly including Byron, Blake, and Lovecraft, the Rom have achieved greater influence in gaje thinking. Through these individuals does their truth-by-denial show-and-tell spread blurred truth, preparing gaje for the future.
Family Skill: Patteran
All forms of this Affinity involve the ability to reach beyond the rigid forms of understanding and learning normally relied on by human understanding. Those who possess this Affinity are not limited to one or two patterns of thinking. Instead, they are free to consciously choose to see the world on a multiple of levels.
Level One - Eyes of the Child: With this ability the Rom is able to gain a new perspective on any situation. This Affinity does not grant an instant answer solving all problems but it can give the Gypsy a hint or point them in a direction that was overlooked.
When faced with a problem that they are unable to get a resolution, the Gypsy may perform a simple mental challenge. If successful the Storyteller will give an appropriate hint to the player. This Affinity should not be used without first attempting to resolve the issue yourself.
Level Two - Intuitive Understandings: With this Affinity the Rom can read a piece or writing, hear an individual's statement, or otherwise receive a piece of information and, by spending a point of Willpower, can determine what the author/speaker meant to convey.
When a character uses this Affinity, the Storyteller should relay the actual truth behind the message. This does not mean that an outright lie will reveal a truth, only that the Rom will know the words to be untrue and perhaps the type of deception (evasion, substitution, reversal, etc.). The intent behind the words is made clear.
Level Three - Tales of the Blood: This Affinity allows the Rom to tell tales specifically meant to inspire in her fellow Rom some quality shown by one or more of their ancestors. This might even inspire the Gypsies to fight even harder against what looks like might bad odds.
In order to use this Affinity the Rom must have at least a few minutes to tell the tale to her fellow Rom. The tale must be applicable to the emotion she is trying to evoke. She must then engage in an extended Social challenge (see Oblivion). The number of successes determines the number of Rom that she inspires. Each listener gains two additional traits in the applicable challenge for the duration of the scene. A tale about how a Gypsy outwitted a band of hunters might aid in a mental challenge. A tale of Gypsy bravery in a battle may inspire to fight better, granting physical traits. This Affinity may not be used more than once per scene on a single Rom.
Level Four - Noahe's Knot: This Affinity allows the Gyspy to go manipulate the thread of time and fish to find information. When fishing the Rom must bait the trap with a piece of knowledge of the type she is looking for. For example, if the Rom is looking for information on the Shadowlands, she may offer up a piece of information about the realm such as tempests or maelstroms that exist or about Necropoli in the area.
She must then perform at least one mental challenge and may continue for each Affinity level possessed. With each success she gains a piece of knowledge but if any challenge is failed, the Gypsy looses the piece of knowledge that she had.
One Success: The Rom learns one, specific, useful fact.
Two Successes: One general concept is also learned.
Three Successes: The Rom learns a key piece of information about the subject.
Four Successes: The Rom learns the general history of the subject and immediately gains one level to her knowledge ability dealing with that subject.
Five Successes: The Rom learns all she needs to know about the subject on hand.
The amount of time that would be required to spend will be determined by the storyteller based upon such factors as the type of Affinity rating of the Gypsy and the type of knowledge being used/searched for.
Level Five - Shadow Walking: At this level the Rom understands the process by which each person creates her own reality to such an extent that the Rom may, to some extent, distance herself from reality. By expending Willpower, the Rom is able to loosen her body's ties to the physical world and walk the sliver-path of reality the Rom call the Shadowed Path, where the spiritual and physical realms meet.
When walking in the Shadows, the Gypsy can still perceive both the physical and spirit realms clearly and is affected by any objects in either realm. In order to detect the Gypsy, she must be defeated in a mental challenge.
Because she is connected to both realms the Gypsy may manipulate objects, communicate, etc by performing a successful physical challenge against a difficulty assigned by the storyteller, normally the local gauntlet rating.
The Gypsy can Shadow Walk for an hour for each Willpower trait in their pool. This Affinity may not be combined with Mediumship.
The Tsurara
The Tsurara, or "Knife Tribe", is a new and radical family. They were first gathered together during the 1940s by a young Gypsy mage named Kurasca who believed in Rom superiority above all others and the superiority of the Knife Tribe over the Rom.
They claim to be the new Guardians of Bonnerin, the Seed of the Balanced Scale, and that the Convergence is just around the corner. They also believe that they shall be the driving blade that cuts through the strings of power held by others, most especially the vampires'
The first Tsurara, Korasca, was the only member of his family to survive the Holocaust. Embittered and alone, he wandered through Europe searching for other lost Rom like himself. He eventually found a vampire neonate who relayed a tale of how other Rom had been part of an uprising at Glodker, on of the NAZI concentration camps. The shilmulo neonate went into detail of how another shilmulo had Embraced many of the Rom of the camp and how they had then risen against their captors, destroying the camp.
Although gladdened by the news, Korasca became more and more horrified that Romany had so freely given up the Blood, their heritage, to be free of the concentration camp. In KorascaÕs mind those Rom had performed a greater crime than the Third Reich by turning against themselves and destroying their own Blood. Korasca knew what he must do. Taking a shovel and pick he dug up the shilmulo and exposed her to the purifying rays of the sun, destroying his first "traitor to the Blood".
This family has dedicated itself to keeping the Romani blood pure. The family is convinced that when the Convergence arrives, Romani of the true Blood must be ready. The Tsurara look forward with fevered imaginings to the time of the Convergence, when they can lash out, cutting away the impure, cancerous growths, leaving only the truly pure behind.
Who is pure and who is marhime is a fiercely debated topic among the members of the family. They do agree however that all vampires and all Ravnos shilmulo must be ecxised. The Tsurara view the Ravnos shilmulo as the worst of traitors. Humans of the Ravnos family are almost as bad but the family concedes that those of sufficient purity may be salvaged.
The most heated debate is that of the werewolves and their kin. Some insists that the werewolves embody the physical rage and power of the Rom while others believe that since werewolves are part animal have their own allegiances and thus cannot be pure Gypsies in both mind and soul.
The Slayers agree that Rom must only lie with Rom to ensure purity. Having a child with gaje is considered a crime against the Blood and carries severe penalties, up to and including death.
The Knife Tribe encourages its members to hone all Affinities to the fullest. To aid in this process the family also encourages young members to tour with other families, even Ravnos, to glean information and learn their abilities. However, this has become increasingly difficult because many kumpania have been refusing youths of the Tsurara. Because of the suspicions, many Tsurara pretend to come from a lesser-known family in order to gain easier admission to tour.
The Tsurara actively search out all vampires, especially the Ravnos. The demographics of this clan are disproportionately young and male. These Slayers wander from city to city looking for trouble. Young Slayers often shave and tattoo their heads or wear their hair long and unkempt. Many fall into the trap of using mind-altering drugs to enhance their Affinities. Unfortunately, many soon reach a point where they are unable to use Affinites without the drugs leading to a cycle that ends with death and may lead to the clan's death as well.
Family Skill: Blood Sense
At some point Kurasca discovered that the Blood provided him with a method for discerning both the purity of a Rom's Blood and the blood of others.
This ability is a strictly guarded skill. Slayers who learn it must swear on their own Family that they will not reveal its secrets to any not of the clan.
The ability to sense blood enables a Slayer to sense the quality and nature of blood itself. A Tsurara must first expend Willpower and perform a mental challenge against the target. The level of Affinity determines the result.
Level One - The Slayer is able to determine if the individual has Romani Blood. Additional successes may determine the purity of the Blood and detect a vampire that currently has Romani blood in her veins.
Level Two - The Slayer is able to determine if the individual is a mage. Additional successes may determine the nature of the mage's abilities.
Level Three - The sensor can determine if the subject is a vampire or a werewolf. Vampires who have Obfuscate are more difficult to detect. The Tsurara must defeat the target in an additional mental challenge.
Level Four - Once the blood of a vampire, Rom, or werewolf has been first sensed, the Slayer can "smell" the person's blood for up 1 hour and up to one mile simply by concentrating on it. Unless the Rom is actively using the Affinity the Rom must perform another mental challenge to regain the "scent" after one hour.
Level Five - At this level the Slayer can sense a known target up to three miles for one hour, unless actively hunting the target. Additional tests allow the sensor to determine what physical state the subject is in: active, wounded, asleep, etc.