STAND UP, ROMA I have traveled far over long roads, And I have met happy Roma. Oh, Roma from wherever you come, With your tents Along fortunate byways, Oh, Roma, Oh, Romani youth I too once had a big family, But the Black Legion murdered them; Come with me, all Roma of the world To where the Romani roads have opened. Now is the time, stand up Roma. We shall succeed where we make the effort, Oh, Roma, Oh, Romani youth.
This is a Rom young lady, who, as an orphan, has seen her tribe hurt, hunted, and killed. She knows that there is more out there than mankind believes and is friends to both kindred and faerie, as well as knows something about Magi (if not the principle 'how-to', she at least understands the 'why's'). Hers is the Scottish branch of gypsies, the Pestralla, thought to be long-missing. She is well-traveled, and in recent years, has taken to traveling among the gaje--entertaining them via the Zapaderin for money when it's needed--hitchhiking, or otherwise traveling throughout America. She has the secrets of the Zapaderin at her fingertips, and practices it almost daily. (See character sheet, and Gypsies insert for more details) Someday, she wants to become a vampire, but not quite yet. She isn't certain when that'll be. She's got alot of life in her yet.
<--To learn more about Rain, visit the Group
Rain McAnbis
Rain McAnbis
Vampire the Masquerade
Character Sheet
Name:
Rain McAnbis
Nature:
Gallant
Generation:
Player:
Dee (Denise)
Demeanor:
Loner
Haven:
Forest Glade
Chronicle:
The Twin Realm
Clan:
n/a
Concept:
Gypsy/Urme/Sybarite
Age:
19
ATTRIBUTES
Physical
Social
Mental
Strength
* * * 0 0
Charisma
* * * * 0
Perception
* * * * 0
Dexterity
* * * * 0
Manipulation
* * * 0 0
Intelligence
* * * 0 0
Stamina
* * * 0 0
Appearance
* * * * 0
Wits
* * * 0 0
ABILITIES
Talents
Skills
Knowledge
Acting
* * * 0 0
Animal
Ken * * * * *
Bureaucracy
0 0 0 0 0
Alertness
* 0 0 0 0
Drive
0 0 0 0 0
Computer
0 0 0 0 0
Athletics
* * 0 0 0
Etiquette
* 0 0 0 0
Finance
0 0 0 0 0
Brawl
* 0 0 0 0
Firearms
* 0 0 0 0
Investigation
0 0 0 0 0
Dodge
* * 0 0 0
Melee
* * * * 0
Law
0 0 0 0 0
Empathy
* * * * 0
Music
* * 0 0 0 (Sing)
Linguistics
(Rom) * 0 0 0 0
Intimidation
* * 0 0 0
Repair
0 0 0 0 0
Medicine
* 0 0 0 0
Leadership
0 0 0 0 0
Security
0 0 0 0 0
Occult
* * * 0 0
Streetwise
* 0 0 0 0
Stealth
* * * * 0
Politics
0 0 0 0 0
Subterfuge
* * 0 0 0
Survival
* * * 0 0
Science
0 0 0 0 0
ADVANTAGES
Disciplines
Backgrounds
Virtues
Animalism
0 0 0 0 0
Generation
0 0 0 0 0
Conscience
* * * * 0
Fortitude
0 0 0 0 0
Resources
0 0 0 0 0
Self-Control
* * * * *
Protean
0 0 0 0 0
Retainer
0 0 0 0 0
Courage
* * *
Presence
0 0 0 0 0
Herd
0 0 0 0 0
Contact
0 0 0 0 0
Humanity
* * * * * * * * * 0
Influence
0 0 0 0 0
Willpower
* * * * * * 0 0 0 0
Allies
* * * 0 0
Blood Purity
R R R
BLOOD AFFINITIES
Other Traits
Health
Magic
Bujo
* * 0 0 0
N/A for online
® The Sight * *
* 0 0
Diversion
* 0 0 0 0
® Draba * * * 0
0
Faerie
Lore * * 0 0 0
Zapaderin
* * * * *
Faerie
Thread * 0 0 0 0
Dance
of Knives * * * 0 0
Fortune-Telling
* * 0 0 0
Magus
Lore * 0 0 0 0
Pick
Pockets * * * 0 0
Seduction
* * 0 0 0
Spirit
Lore * 0 0 0 0
Backpack:
jean jacket
t-shirt
jeans
socks (a few pairs)
underwear (again, a few pairs)
broomstick skirt in a light chamois tone and a matching white peasant blouse
mascara, eyeliner, blush, hair ties, and a hair brush
heels and Nikes hightops
cell phone and card-the one tied into a network of allies who can assist her in an emergency
beretta which she knows how to aim and shoot (one point)
knife that would prolly be very illegal in real NYC!
set of knives for the Dance of the Knives
pack of gum
wallet and $$ (hidden pocket)
few Sumadji (heirlooms) that she wouldn't part with for the world
can of pepper spray in an outer pocket
tarot deck
few odd ingrediants that look like spell components (Draba ingrediants)
vivarin
power bars
a pipe, in a soften pocket, so it doesn't spill, with the lighter (thanks Chelo!)
change of clohting
toiletries which won't get named--toothpaste, shampoo, etc!
portable tape player (like the college dictation ones, with both headphones and speaker when standing alone, to practice with, and a few cassette tapes (including Lizzy Borden)
her dancing outfit -- a ripaway skirt, and a tie-front blouse, and a g-string
dancing shoes (like ballerina, but no pointes)
Information from the Gypsies' Handbook
Typist note: The ST in one of my clubs asked me to please put Gypsy information from the WoD sourcebook on my sheet to better help them in their rulings, as they don't have a handbook of their own. What follows are those outtakes:
BLOOD PURITY
All Gypsies begin with one point of Blood Purity. Additional points of Blood Purity can only be gained by spending Freebie Points. Blood Purity reflects the connection a Gypsy has to the Blood of Daenna flowing through her veins. Although a "full-blooded" Gypsy is more likely to have a high Blood Purity score, it is entirely possible that even a Gypsy with only one parent pf partial Gypsy lineage could have as high a score. This is possible because a "marginal" Gypsy might have a more intense connection to the magic in her Blood than a diffident, full-Blooded Gypsy. However, it is rare for Gypsies of less than one quarter "pure" Blood (descended from Daenna) to have a Blood Purity score higher than two.
It is the Blood that makes Gypsies Rom. Blood Purity is valued by all Gypsies; however, its most important effect is in the magical abilities and Blood Affinities it gives to many of the Rom.
Even Gypsies with no magical powers value Blood Purity highly, for their number of Blood Purity dice is added to all rolls when using any Blood Affinities. Their Blood also grants the Rom group power. Gypsies are sometimes able to aid their fellows through the strength of their Blood. The more powerful an individual Rom's Blood, the more help she is in such workings. (See Chapter four for more information on group power.)
Blood Purity also limits the number of Blood Affinities a Gypsy can attain. A Gypsy may only have a number of Affinities equal to his Blood Purity score. If his Blood Purity increases over time as a result of honing his connection to his heritage, the Gypsy may then learn another Blood Affinity. (Typist comment: Freebies points 1 point more in Blood Affinity = 4 points)
The only problem with having a high level of Blood Purity is that gaje feel uneasy around truly powerful Rom. The stronger the Blood sings in the veins of a Rom, the stronger the gaje's aversion. Such an aversion manifests itself in a variety of responses, ranging from avoidance and hestitancy in trusting the Gypsy, to outright hatred and even murder. The reaction depends on both the circumstances and the individuals involved.
1-You qualify as a true member of the Rom...barely. Your first Social roll involving a particular gaje is made at +1 difficulty. You can have one Blood Affinity.
2-You probably have at least one full-Blooded Romani grandparent, and you are aware of the poewr that flows in your veins. You can have two Blood Affinities.
3-The Blood flows strongly in your veins. Your first social interaction involving gaje are made at +2 difficulty. The difficulty of all Romani Social rolls are reduced by 1. You can have three Blood Affinities.
4-You can feel the Blood sing in your veins, and you have learned how to channel its power with great facility. You can have four Blood Affinities.
5-You are as in tune with the harmonies of the Blood as Daenna herself. All initial social interactions involving gaje are made at +3 difficulty and future rolls are made at +1 difficulty. All social interacitions with Romani receive -2 to difficulty level (minimum 3). You can have up to five Blood Affinities.
BLOOD AFFINITIES
The abilities below can only be used by the Rom, as they require the special magic that flows within Gypsy Blood. So although a gaje may learn the moves of a dance or the words of a song, he will not be able to produce the effect that a Gypsy can. Despite this, the Rom do not consider such powers to be true magic, thinking of them as simply gifts of their Blood. When using these special talents, a Gypsy rolls Blood Purity + (Talent Rating) to determine success. During character creation Gypsies receive 3 points to spend on Blood Affinities.
The Freebie cost of these abilities is listed on the chart below. After the initial character creation process, these special abilities may only improve with experience and Storyteller permission.
DANCE OF KNIVES
You have mastered the ancient Romani art of fighting from the soul. As you move your body to the rhythm of your Blood, your knives become an extension of your body, and thus of your Blood. When performing the Dance, you move at speeds far beyond your normal capabilities, and your body and knives combine in a lethal whirlwind of motion.
This skill combines the beauty of the dance with the violence of combat. Gypsies with this ability use the power of their Blood to fall into a trance-like state, in which they become extremely efficient fighting machines. The dancer may either use her knives and feet in hand-to-hand combat, or she may hurl her knives at a more distant opponent. The character’s rating in this skill indicates the number of attacks possible in a turn, so a character with a rating of three could attack up to three times in one turn. This also means that a character with only one dot in the Dance of Knives attacks normally. The first dot merely represents the initial learning of the moments. True mastery comes at higher levels.
Due to the tremendous difficulty of the Dance of Knives, the character’s rating in this skill may never exceed her Blood Purity.
INSTINCT
You always seem to know when to look over your shouver and when not to take that shortcut through the dark alley. When you get a bad feeling about someone, it really means something, and you sometimes notice things that don’t seem important at the time, but end up being critical.
This talent is a mild form of the “sixth sense.” Characters with this Affinity add their Instinct rating to any rolls regarding the character’s personal safety. The Storyteller may even wish to roll the character’s Instinct dice in situations where a strong danger exists, but the character has no normal way to detect this. In such cases Instinct + Perception should be rolled (difficulty of 8). If the roll is successful, the character should get a bad feeling about the situation. This would range from feeling “funny” about a person who means to bilk the character out of money to not wanting to start a car wired to explode.
If a roll is botched, the Storyteller should give the character some misleading information. (Botches work much better when the Storyteller makes the Instinct roll). For example, if the character is deciding which alley to run down to avoid the pack of angry thugs she just swindled, the character would get a bad feeling about the alley that leads to a clean getaway. Whoops.
This Affinity only works in regard to the character herself and is not added to rolls where the character is not in any personal danger.
1-Novice: You generally have an umbrella with you when it rains.
2-Practiced: You never get cold-cocked in a fight.
3-Competent: Good private eye material.
4-Expert: You never answer the phone when a creditor calls.
5-Master: Jungle predators could learn from you.
LUCK
Ever since you were small you’ve been able to get out of even the roughest scrapes. It seems like whenever you really need it, the dice roll in your favor, the man looks the other way, or she believes your excuse about that flat tire.
This talent enables the character to add an extra die or two to the dice pool when she decides things look really bad. However, each Luck die can only be used once per story. So, if the character has three points of Luck she might use one point (die) early on to win at gambling, but then she only has two Luck dice to use when she’s confronted by the three angry bouncers at the club.
1-Novice: You find pennies on sidewalks.
2-Practiced: You can always find a parking spot.
3-Competent: You would have been kicked off the Titanic before it set sail.
4-Expert: You’ve been thrown out of a lot of casinos.
5-Master: Compared to you, James Bond is one unlucky guy.
MAGIC
There are four different types of magical skills peculiar to the Rom. Each one of these is an unique skill although some powerful mages have more than one gift at their disposal. No Gypsy can acquire any magical skill at a rating greater than that of her Blood Purity score. The magic of the Rom is explored in detail in Chapter four, but the four types of magic are described briefly here.
Evil Eye: This ability allows the Gypsy to place or removed curses upon victums of her choosing.
The Sight: Gypsies with the Sight can gain insights into both the recent past and possibilities of the future.
Mediumship: The ability to contact the spirit world.
Draba: The ability to create magical devices such as charms, potions, and amulets.
TRUTH OF THE ROM
You are an extremely sincere person. You always tell the truth no matter who you are talking to—even when you speak to a gaje. You seen to be able to convince even yourself of the real truth of any situation, regardless of those seeming “facts” others speak of.
This ability enables a Rom to lie truthfully. In other words, the character is such a good liar that he even believes himself (while telling the “truth”). This is not to say that the character doesn’t realize what actually happened, but just that he pushes the information so far back in his mind that, when necessary, even he doesn’t remember it. This enables the character to beat any sort of lie detector, Empathy Talent, or shrewd cop. Whenever the character attempts a lie, each point of this talent subtracts one success from the target’s Perception roll. So if the character has two points in Truth of the Rom, someone using a lie detection device would need at least three successes to detect any deception at all.
1-Novice: Can manage simple yes/no situation.
2-Practiced: Can call in sick with conviction.
3-Competent: Can get through an LAPD interrogation.
4-Expert: Able to pass a lie detector test with flying colors.
5-Master: Even Mom believes the dog ate your homework.
ZAPADERIN
You have learned the rhythmic motions, intricate patterns and fluid gestures of the mesmerizing dance known as the Zapaderin. When you perform this dance, all those not of the Blood soon come under the spell of your grace, the trance of the rhythm. This mesmerizing dance requires constant practice and discipline which you have in full measure.
A character with this skill is able to cause anyone not of Romani Blood to become mesmerized. Unlike hypnotism, this skill does not require a willing target. However, watchers are not completely powerless. If a character can perform this dance for at least 10 minutes, she causes anyone watching to fall into a state in which they become far more compliant and agreeable to suggestions. The effective Willpower of those watching the dance falls by one for every success the character rolls on an Appearance + Zapaderin roll (difficulty 6). This effect lasts for as long as the character dances.”
1-Novice: Can perform the dance without any blatant errors.
2-Practiced: People love to watch you move.
3-Competent: You make belly dancers jealous.
4-Expert: When you dance all eyes are on you.
5-Master: Salome, eat your heart out!
10/30/01, 10:11 am Everyone who's played through the past month gets 3 exp! Great job, game well played :-D ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ March 1, 2002, 11:17 am Anyone who posted within the last "Night" <<two months>> gets 1 exp. The four that I mentioned (Malk, Scott, Tarrant, and Dee) get an additional 2 points for excellent play. Rock on Raven ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rain gets 4 points--questingraven May 1, 2002 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Total now of 10 points to spend, Dee 5-1-02 Brought Zapaderin up to 5 8-23-02 to use in Omega.