By Thomas De Vore (deacon@pinkfloyd.com)
The Phuri Dae: This Family boasts the most adept fortune-tellers and spiritualists of all the families. It is the Phuri Dae who are the true carriers of the Gypsy heritage.
The Ravnos: This family is related to certain Shilmulo, or vampires; some members are themselves shilmulo. Individual Ravnos vampires tend to watch over their family line for those worthy of the Embrace.
The Tsurara: This extremely tight-knit family is one of the smallest of all the families. Unlike other families, the Tsurara are almost unrelentingly committed to the destruction of all vampires.
The Urmen: This family has maintained a relationship with those most elusive beings: the Faeries. It is rumored that the family has had faerie blood mixed with the blood of their Romany heritage.
Earth: Earth-touched receive an additional point from Instinct or Draba affinities. Also they can spend 1 Willpower to heal 1 level of damage.
Air: Air-touched receive an additional point in Luck or Truth of the Rom Affinities. Also they may spend a mental trait once per session and call "Fair Escape".
Fire: Fire-seared receive an additional Point in the Dance of Swords Affinity, and they can also can spend a mental trait and ignore 1 wound penalty for a scene. (This may be used over and over)
Water: Water-claimed receive an additional point in Truth of the Rom. They also can spend a Willpower and make a mental challenge with anyone listening or watching them to make them forget what they have seen.
Spirit: Spirit-kissed receive an additional point in any of the four Magics. They also can increase one of these magics for a scene by spending a Willpower.
Architect | Bully |
Caregiver | Conniver |
Crackerjack | Critic |
Curmudgeon | Daredevil |
Deviant | Explorer |
Fanatic | Gallant |
Hunter | Jester |
Judge | Loner |
Martyr | Paladin |
Peacock | Penitent |
Rebel | Sage |
Sensualist | Supplicant |
Survivor | Traditionalist |
Visionary |
Animal Ken | Awareness | Brawl |
Computer | Crafts | Dodge |
Drive | Electronics | Enigmas |
Firearms | Investigation | Linguistics |
Lore | Medicine | Meditation |
Melee | Occult | Performance |
Psychology | Science | Scrounge |
Security | Sleight of hand | Subterfuge |
Diversion: You can direct the attention of other where you wish it to be.
Storytelling: You are able to weave a web of language that can keep your audience for hours on end.
Romany Lore: You are knowledgeable in the lore of your people, the Rom.
This is the Gypsy equivalent to Celerity.
Instincts
Basic: You may once per night call "Fair Escape." This must be done at the beginning of the entanglement.
Intermediate: You may now choose to attack first before the Celerity round because of your Instincts.
Advanced: Once per Story you may spend a Willpower and cancel out a scene.
Luck
This affinity is simular to the Merit by the same name. Each level allows you a single retest per night for any challenge. There is 1 basic, 2 Intermediate and 1 Advanced levels.
Truth of the Rom
This affinity gives you extra Social traits for the Purpose of outright lying. With a successful challenge you are able to convince others of just about anything. (Aura Reading and other power will not pick up the lies).
Basic: 2 traits
Intermediate: 4 Traits
Intermediate: 6 Traits
Advanced: 8 Traits
Magic
Evil Eye: This is the equivalent to Cursing (Laws of the Hunt Players Guide).
Sight: This is the equivalent to Divination (Laws of the Hunt Players Guide).
Mediumship: This is the equivalent of Ephemera (Laws of the Hunt).
Draba: This is the equivalent to Enchantment Laws of the Hunt Players Guide).
Basic: The Rom may lift the veil from as many targets as he wishes to spend mental traits for.
Basic: By spending a mental trait the Rom may grow wolf claws that will do Aggravated Damage.
Intermediate: The Rom may use any Basic or Intermediate Silent Strider or Homid Gift as if he were a Garou. Advanced: By spending a Willpower and making a social mob challenge the Rom may unleash a Scream that works like dread gaze to all those that are close enough to here.
The Urmen -- Faerie Threads
Basic: the Urmen can recognize changelings and other disguised faeries when they meet them.
Basic: The Urmen can recognize if a faerie has been in a certain location recently or if an item is of faerie craftsmanship.
Intermediate: At this level the Urmen may cause some minor bit of Chaos to happen to a single target by spending a Willpower.
Advanced: Now the Rom's power over chaos has grown and he may cause greater and more major chaos to a target by spending a Willpower and a permanent mental trait.
The Phuri Dae -- Pattern
Basic: When the Rom is confronted with a problem that she can't solve she may spend a mental trait to receive a hint from a Storyteller.
Intermediate: This level allows a Rom to Inspire others by telling a story. By spending a social trait per person to be inspired the Rom can grant them the traits Enduring, Tireless and Dedicated.
Advanced: By risking a permanent mental trait or ability the Rom my try to gain some bit of knowledge. If the Rom succeeds she gets the information she need, she ties she just loses the challenge and if she flat out loses the challenge she loses the trait bid permanently.
Advanced: By spending a Willpower the Rom may now step onto the Shadowed Path which lies between the true spirit realm and the material world. The Rom can perceive both realms but can only interact with those on the path with them.
The Tsurara -- The Blood Sense
Basic: This allows the Rom to sense if there are any supernatural creatures around. And with a Static mental challenge the Rom can sense if a specific someone is supernatural.
Basic: By spending a Willpower the Rom may see through Obfuscate for one scene.
Intermediate: Once the Rom has picked up on a supernatural creature, he may track that creature if it is anywhere within a 1 mile radius.
Advanced: The Slayer may now track the supernatural creature if it is within 3 miles off the Rom, and the Rom may make a static Mental challenge to know what state the creature is in.
Blood Purity | Starting Willpower | Max. Willpower | Max. Traits | Different Affinity |
1 | 1 | 2 | 8 | 1 |
2 | 1 | 2 | 10 | 2 |
3 | 2 | 4 | 10 | 3 |
4 | 2 | 4 | 12 | 4 |
5 | 3 | 5 | 14 | 5 |
Attribute | 1/Trait |
Ability | 1/Trait |
Element | 4 |
Blood Affinities | 3 Basic, 6 Intermediate, 9 Advanced |
Backgrounds | 1/Trait |
Influences | 1/Trait |
Blood Purity | 3/Trait |
Willpower | 3 |
New Attribute | 1/Trait |
New Ability | 1/Trait |
New Blood Affinities | 3 Basic, 6 Intermediate, 9 Advanced |
New Backgrounds | 1/Trait |
New Influences | 1/Trait |
Willpower | 3 |
Bonus Traits: 2
Negative Trait: Clumsy