WORLD OF DARKNESS HERO

GYPSY HERO

I) CHARACTER CONSTRUCTION

Abilities

A) The Elements - One of every two or three Romani are chosen by one of the five elements at birth and receive special powers.

1) Earth—Earth-touched Romani (Dhartime) are gifted with manipulating "patterns" of all sorts. This translates to a healing touch, both with regard to flesh and machines.
Earth—(a)1d6 BODY Healing, Extra Time (1 Turn, -1), (b) +2 5 point Skill Levels with rolls relating to fixing machines
Active Cost: (a) and (b) 10
Real Cost: (a) 5, (b) 10

2) Air—Air-touched Romani (Jhanaki) breeze through bad situations. This translates to extra ability to get out of bad situations intact.
Air—+2 10 point Skill Levels, only with rolls involved in escaping from bad situations (-1/2)
Active Cost: 20
Real Cost: 13

3) Fire—Fire-touched Romani (Kuyan) are tough warriors that can take a beating and keep on knifing.
Fire—5 points Resistance
Cost: 5

4) Water—Water-touched Romani (Jastima) are graceful in speech and movement, and can weaken the will of gaje looking their way.
Water—1d6 EGO Drain, Recover 5 points/hr (+1), Area Effect: Radius (+1), Personal Immunity (+1/4), Only versus gaje (-1/4), Gaje must be looking at/talking to the Gypsy (-1/2)
Active Cost: 32
Real Cost: 15

5) Spirit—Spirit-touched Romani (Satarma) have a special affinity for magic.
Spirit—2d6 Aid to Gypsy magic powers, any two at a time (+1/2), Self only (-1/2)
Active Cost: 30
Real Cost: 20

B) Blood Foci—1d6 Aid to Gypsy powers, +40 to maximum, Fade 5 active/minute (+1/4), one at a time (+1/4), Gestures (cut self and drip blood onto item/person, -1/4), Extra Time (1 Turn, -1), Cannot use on self (-1/2)
Active Cost: 45
Real Cost: 16

Backgrounds

A) Talisman—Independent Focus

Disadvantages

Disadvantage Value
Physical Limitation: Gaje feel uneasy around Gypsy -10 to -20
Psychological Limitation: Loyalty to family
Normal Characteristic Maxima -20

II) BLOOD AFFINITIES

General Blood Affinities

A) Dance of Knives—The mystical martial art of the Rom. Practitioners of this art can slice down foes in seconds.
Dance of Knives—(1) WF: Blades, (2) Two-weapon fighting (HTH), (3) +1 SPD, Only to use Dance of Knives maneuvers (-1/2), (2) KS: Dance of Knives, (3) Maneuvers; Use with blades is free with knife maneuvers (see below)

Maneuver Phase Pts OCV DCV Damage/Effect
Defensive Knife Throw 1/2 3 -1 +2 Weapon
Dodge 1/2 4 +0 +5 Dodge all attacks, Abort
Lunge 1/2 5 +1 -2 Weapon + 4d6
Offensive Knife Throw 1/2 4 -1 -1 Weapon + 4d6
Quick Knife Throw 1/2 4 +1 +0 Weapon + 2d6
Side/Back Kick 1/2 3 +0 +1 STR + 2d6
Slash 1/2 4 +0 +2 Weapon + 2d6
Straight Kick/Roundhouse Kick 1/2 5 -2 +1 STR + 4d6
Thrust 1/2 5 +1 +3 Weapon

B) Instinct—A form of sixth sense that tells the Gypsy when he's in trouble.
Instinct—Danger Sense, Any danger (+10 points), Immediate vicinity (+5)
Cost: 30

C) Luck—Pretty damn self-explanatory
Luck—xd6 Luck
Cost: 5 points/d6

D) Truth of the Rom—The ability to lie so convincingly that no one, not even the liar himself, can tell that he's lying.
Truth of the Rom—(1) Invisibility to Detect Lies, Reduced END (0; +1/2), Persistent (+1/2), Always on (-1/2), (2) 20 points Mental Defense, Only versus Telepathy intended to detect lying (-1)
Active Cost: (1) and (2): 20
Real Cost: (1) 13, (2) 10

E) Zapaderin—With this dance, the gypsy can make an audience more pliant and suggestible.
Zapaderin—2d6 EGO Drain, Recovery 5 points/hr (+1) Area Effect: Radius (+1), Personal Immunity (+1/4), Requires PS: Dancer skill (-1/2), Recovery starts as soon as dancing stops (-1), Gestures (Dance, -1/4), Extra Time (10 minutes, -2)
Active Cost: 65
Real Cost: 14

F) Magic

1) The Sight—The ability to "see" the past and future, known by all self-respecting Gypsy fortunetellers.
The Sight—(a) Clairsentience (Sight and normal hearing), Precognition, Retrocognition, Precog/Retrocog only (-1), Concentrate (1/2 DCV, -1/4), Extra Time (1 minute, -1 1/2), Time modifiers (-1/2), Visions vague and unclear (-1/2), (b) Telescopic sense for Clairsentience, +22 to PER roll, Requires PS: Fortune-Teller roll (-1/2), Focus (preferred tools of divination, OAF, -1)
Active Cost: (a) 65, (b) 22
Real Cost: (a) 14, (b) 9

2) The Evil Eye—The classic old Gypsy woman curse. The Gypsy stares at the target, pronounces the nature of the curse, and the target is transformed to someone with the Bad Luck disadvantage or into someone afflicted with some malady defined by the pronounced curse. Strong curses require a larger investment of character points into this power.
The Evil Eye—1d6 Cosmetic/Minor/Major Transform, person to person with some minor or major affliction or poor fortune, Reversed by other gypsy with Evil Eye, Improved target group (+1/4), Continuous (+1), Uncontrolled (+1/2) Fully invisible power effects (+1), Limited target group (persons, -1/4), Incantations (-1/4), (b) +10 OCV with Transform attack
Active Cost: 19/37/56
Real Cost: (a) 13/25/37, (b) 20

3) Mediumship—The Gypsy ability to contact and communicate with the spirits of the dead, banish ghosts from haunted places, and travel in spirit to the Shadowlands. Gypsies with this ability also have Contacts that are ghosts. The ability to contact specific spirits is facilitated by having items relating to the spirit.

Mediumship --
(a) Contact Spirits:
1) 3d6 Mind Scan, +4 to attack roll, Transdimensional (the Shadowlands, +1/2)
2) +2d6 Mind Scan, +3 to attack roll, Transdimensional (the Shadowlands, +1/2), Variable Limitation (Focus: Item belonging to spirit when he was alive, IAF; or in presence of person who knew the deceased; -1/4)
3) +2d6 Mind Scan, +3 to attack roll, Transdimensional (the Shadowlands, +1/2), Must be in home of the deceased or place of death (-1/2)
4) +2d6 Mind Scan, +3 to attack roll, Transdimensional (the Shadowlands, +1/2), Must be near place where the Shroud is thin (-1)
5) +2d6 Mind Scan, +3 to attack roll, Transdimensional (the Shadowlands, +1/2), Focus (Fetter of the wraith, IAF, -1/2)
Limitations in common: Limited target (ghosts, -1/4), Extra Time (1 Turn, -1)
(b) 4d6 Telepathy, Transdimensional (the Shadowlands, +1/2), Only to communicate with ghosts (-1/4), Communication only (-1/4) (c) Banish Ghost: 9d6 Mind Control, Transdimensional (+1/2), Set Effect (one command, "Leave this place and haunt here no more", -1/2), Extra Time (full phase, -1/2), (d) Travel to the Underworld: EDM to Shadowlands, Astral Form (physical body and non-magical possessions left behind, can't move, perceive, or act, damage to astral or physical form can kill character, -1), Extra Time (1 minute, -1 1/2), Can only move between sunset and sunrise (-1/4), (e) Spirit Contacts: Contact, 12-, has useful skills, good relationship 6/contact
Active Cost: (a)130, (b) 30, (c) 67, (d) 20
Real Cost: (a) 50, (b) 20, (c) 33, (d) 5, (e) 6/Contact

4) Draba—The ability to make magical charms and potions. These can be purchased individually or put into a VPP if it will save points.

VPPs for potions and other alchemical items are constructed with the following limitations on the Control Cost: Powers can only be changed in a lab (or with the proper equipment; -1/2), Only for alchemical items that Gypsy knows how to construct (-1). Also, the Control Cost (and every item produced through the VPP) takes Requires KS: Draba skill roll (-1/20 Active points, -1/4), Focus (Alchemical Item; OAF, Fragile, Expendable, -1 1/2), Concentrate (1/2 DCV, -1/4), and Extra Time (1 day to construct, -4). The "Extra Time" limitation may range in value from -4 (1 day) to -4 1/2 (5 days) depending on the power of the item.

If a Gypsy wants to be able to make an item but doesn't have a large enough Pool to accommodate the item, he may (with the GM's discretion) buy it separately from the VPP, and fold the points into his VPP at a later date. Unless otherwise specified, all alchemical items (but not spells) must be purchased with the Charges modifier set to +0, although a mummy may make more charges than specified if he has the points in his Pool.

The Amulet VPP Control Costs take the limitation "Only for spells/amulets that the Gypsy knows how to cast/construct (-1)". Amulets take Focus (IAF, Universal focus, amulet, -1/2) and Short-Lived (-1/4). The latter limitation represents the fact that the amulets lose power after a period of months. As for alchemical items, if a Gypsy wants to be able to make an amulet but doesn't have a large enough Pool to accommodate the item, he may (with the GM's discretion) buy it separately from the VPP, and fold the points into his VPP at a later date.

Alternative rule: Since amulets are likely to be handed out to the Gypsy's allies on a provisional basis, amulet effects can be built with the Usable On Others advantage (One or more others, not usable simultaneously unless more than one such item is produced, Ranged, possibly Reduced END and Persistent), which usually ends up being +1 1/2, with the Differing Modifiers option (HERO System Fifth Edition, p. 177). In addition, the character must buy the Uncontrolled advantage for making the item, to eliminate the restriction on the range at which the item can be used. Amulets produced this way can take a limitation for the amount of time required to make the amulet at half value.

If the Gypsy knows both amulet and potion Draba, he can use the same VPP for both.

Alchemical Draba

A) Philter of Desire—A Gypsy love potion that makes the imbiber fall in love either with a specific individual or with the first person he sees.
Philter of Desire—8d6 Mind Control, telepathic command (+1/4), Trigger (target drinks potion, +1/4), Charges (16, +0), Set effect (Love specific person or first person you see, -1), Extra time (1 day, -4), Requires KS: Draba roll (-1/4), Focus (potion, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 60
Real Cost: 7

B) Healing Balm—An ointment that provides some low-level healing with applied diretly to wounds.
Healing Balm—1d6 Healing, Trigger (apply ointment, +1/4), Charges (16, +0), Extra time (1 day, -4), Requires KS: Draba roll (-1/4), Focus (ointment, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 12
Real Cost: 2

C) Deltumnumos (God's Embrace)—This heady brew of wine, mugwort, and powdered amethyst augments the imbibers Sight and Mediumship capabilities.
Deltumnumos (God's Embrace)—3d6 Aid to The Sight (Telescopic Sense) and Mediumship (Mind Scan, Telepathy, and Mind Control) powers, all at once (+1), Fade rate of 5 Active points/hour (+1), Trigger (drink concoction, +1/4), Charges (16, +0), Extra time (2 days, -4), Requires KS: Draba roll (-1/4), Focus (potion, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 97
Real Cost: 14

D) Whuzo Ointment—This balm rids one of diseases and non-magical poisons when applied.
Whuzo Ointment—Life Support: Immunity to all terrestrial poisons and diseases, Charges (1, lasts one season, +1), Trigger (apply ointment, +1/4), Only protects against poisons and diseases with which target is currently afflicted (-1), Extra time (2 days, -4), Requires KS: Draba roll (-1/4), Focus (ointment, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: 45
Real Cost: 6

E) Snake Oil—This green tincture can augment a person's social or athletic abilities or boost one's appearance, depending on where it's applied. Charges taken on the Multipower represent total charges for everything. There are enough points in the Multipower reserve to have all three effects running at once.
Snake Oil—42 point Multipower, Charges (4, lasting 5 minutes, -0), Extra Time (3 days, -4), Requires KS: Draba roll (-1/4), Focus (ointment, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Cost: 6
Flexible slot 1: +3 with Interaction skills, Trigger (apply to tongue, +1/4) Cost: 1
Flexible slot 2: +3 with Agility skills, Trigger (apply to tips of fingers, +1/4) Cost: 1
Flexible slot 3: +6 COM, Trigger (apply to face and eyelids, +1/4) Cost: 1
Total Cost: 9

F) Shadow Brew—This concoction allows a character to slip into the Shadow
Realm, a place between the physical and spiritual realms. No one can see a Gypsy in the Shadow
Realm, but he can see and manipulate objects/persons in either world.
Shadow Brew—(a) Extradimensional Movement (to the Shadow
Realm), Trigger (quaff potion, +1/4), Charges (16, +0), Extra Time (4 days, -4 1/4), Requires KS: Draba roll (-1/4), Focus (ointment, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4), (b) Naked Advantage, Transdimensional on STR, (Earth and Shadowlands, +3/4), Only while in Shadow
Realm (-1)
Active Cost: (a) 25, (b) STR x 1.75
Real Cost: (a) 3, (b) Active Cost/2

G) Suspended Blood Focus—Identical to Blood Foci, except the Blood can be collected, sealed within an item, and activated at a later time.
Suspended Blood Focus—1d6 Aid to Gypsy powers, +52 to maximum, Fade 5 active/minute (+1/4), one at a time (+1/4), Trigger (aided one bleeds on item, +1/4), Charges (16, +0), Extra Time (5 days, only to construct, -2 1/4), Requires KS: Draba roll (-1/4), Focus (box or shell, OAF, fragile, -1 1/4),
Active Cost: 63
Real Cost: 13

Amulet Draba

A) Disk of Bedevilment—This portable computer storage medium carries with it a gremlin that, when inserted into a computer, helps any Rom computer operators, but hinders any gaje that subsequently attempt to use the computer.
Disk of Bedevilment—(a) -3 3-point Penalty Skill Levels versus Computer Programming and two other Computer operation-related skills, Trigger (when storage medium is inserted into computer, +1/4), Only versus gaje (-1/4) (b) +3 3-pt Skill Levels with the same skills, Trigger (when storage medium is inserted into computer, +1/4)
Limitations in common: Charges (3, lasting 5 minutes, +0), Extra Time (1 day, -4 ), Requires KS: Draba roll (-1/4), Focus (ointment, OAF, fragile, -1 1/2), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) and (b) 11 each
Real Cost: (a) 1, (b) 2

B) Earring of Earthly Grounding—This enchanted jewelry provides protection against magical attacks.
Earring of Earthly Grounding—(a) 10 points Mental Defense, (b) 10 points Power Defense, (c) 5 PD/5 ED Armor
Limitations in common: Only protects against magical attacks (-1/4 for Mental and Power Defense, -1 for Armor), Focus (IIF, jewelry, -1/4)
Active Cost: (a) and (b) 10 each, (c) 15
Real Cost: (a) and (b) 7 each, (c) 7

C) Diklo of Anyara—When worn, this head scarf prevents anyone who sees the wearer from remembering anything about his appearance.
Diklo of Anyara—Shapeshift (Sight) to person with obscure, hard-to-remember features, Costs END only to change shape (+1/4), Psionic (-1/2), Focus (IAF, scarf, -1/2)
Active Cost: 12
Real Cost: 6

D) Dook Angustri—This enchanted jewelry becomes warm in the presence of a magical item, effect, or creature, with the intensity of heat increasing with closer proximity and higher strength of the magic.
Dook Angustri—Detect Magic, Ranged, Sense, 360 Degrees, Discriminatory, Focus (jewelry, IIF, -1/4), Discriminatory only gives info about relative strength of the magic (-1 1/2 on Discriminatory points)
Active Cost: 22
Real Cost: 16

E) Amulet of Mechanical Aptitude—This bit of draba, cobbled together from computer chips and wires, enhances the ability of the Gypsy to work with mechanical devices and can provide the Gypsy with information about or involving a particular mechanical item.
Amulet of Mechanical Aptitude—(a) +3 5 point Skill Levels with machine-related skill rolls, (b) Detect Hidden Properties of Mechanical Devices, Discriminatory, Extra Time (1 Turn, -1)
Limitations in common: Focus (IAF, amulet constructed from machine parts, -1/4), Costs END (-1/2)
Active Cost: (a) 15, (b) 10
Real Cost: (a) 9, (b) 4

F) Mystic Veil—This "veil" (which can be gauze, sunglasses, or a bandanna) makes the wearer invisible.
Mystic Veil—Invisibility to Sight, Hearing, and Smell/Taste groups, 0 END (+1/2) Psionic (-1/2), Invisibility dispelled and cannot be re-established if gypsy makes a ruckus (-1/2), Cannot be established if gypsy is under observation (-1/2), Costs END to initiate (-1/4), Focus (IAF, "veil", -1/2)
Active Cost: 60
Real Cost: 18

G) Charm of the Wanderer—This feather allows the bearer to communicate with anyone he knows, wherever they are.
Charm of the Wanderer—(a) 9d6 Mind Scan, +12 to attack roll, Transdimensional (any dimension, +1), Gestures (-1/4), Extra Time (1 Turn, -1), Charges (16, requires 3 days of effort to recover, -1/2), (b) 3d6 Telepathy, Communicative Telepathy (-1/4)
Limitations in common: Only with people known to the Gypsy (-1/2), Focus (Feather, OAF, Expendable, -1 1/4)
Active Cost: (a) 138, (b) 15
Real Cost: (a) 31, (b) 5

H) Soul-Chain—This amulet contains a piece of the wearer's birth caul and protects the wearer's body against assaults from spirits. It can also help the wearer offensively in combat with spirits.
Soul-Chain—(a) Protective Effects: 10 points Mental Defense, 10 points Power Defense, 10 PD/10 ED Armor, Only to protect Rom's body against spirit assaults (-1), (b) Offensive Effects: 3d6 Aid to any offensive power involved in battling spirits, one effect at a time (+1/4), Fade rate 5 Active points/Turn
Limitations in common: Focus (IAF, amulet, -1/2)
Active Cost: (a) 50, (b) 37
Real Cost: (a) 20, (b) 25

I) Baxt Charm—A Gypsy good luck charm, identical to Luck Blood Affinity, except with focus and charges
Baxt Charm—xd6 Luck, Focus (IAF, -1/2), Charges (4, charges require 4 days and a ritual to recover, -1 1/2)
Active Cost: 5/d6
Real Cost: 2/d6

J) Cat's Paw—This tattoo gives the bearer a temporary boost of cat-like speed and agility.
Cat's Paw—(a) +2 SPD, (b) +6 DEX
Limitations in common: Charges (4, lasting 5 minutes each, charges require 4 days and ritual to recover, -1/2), Focus (tattoo, IIF, -1/4)
Active Cost: (a) 20, (b) 18
Real Cost: (a) 11, (b) 10

K) Mule-Vi—With this lens, a Gypsy can see into the "spirit realms" and also identify the true nature of anyone observed through the lens.
Mule-Vi—35 point Multipower, Focus (lens, OAF, Fragile, -1 1/4), Charges (5, each lasting 5 minutes, charges require 4 days and a ritual to recover, -1/4)
Pool Cost: 14
(ultra slot 1): Clairsentience (Sight), Transdimensional ("spirit realms", +3/4), Normal sight only (-1/4) Cost: 1
(b) Detect True Nature, Ranged, Discriminatory Cost: 1
Total: 16

L) Dukkerin Disc—With a ritual and a compact disc or videotape, a Gypsy can create draba that will provide specific details (unlike The Sight) about the future or past. Separate PER rolls should be made for each detail about a past or future event.
Dukkerin Disc—Clairsentience (Sight) with Precognition and Retrocognition, Precognition or Retrocognition only (-1), Extra Time (6 hr, -3 1/2), Focus (CD/videotape, OAF, Fragile, -1 1/4), Concentrate (0 DCV, -1/2)
Active Cost: 60
Real Cost: 8

M) Needle of the Mind's Eye—This long engraved wood or ivory needle allows the Gypsy to travel the "spirit realms".
Needle of the Mind's Eye—EDM to the "spirit realms" (any location in any dimension, Charges (64, charges require 5 days and a ritual to recover, +0), Astral Form (physical body and non-magical possessions left behind, can't move, perceive, or act, damage to astral or physical form can kill character, -1), Extra Time (1 minute, -1 1/2), Can only move through dimensions for 5 hours at a time (-1/4)
Active Cost: 40
Real Cost: 11

N) Sarrath's Claw—This ritual modifies a weapon so that it leaves shards behind in the bodies of opponents. The shards move around and continue to cause aggravated damage.
Sarrath's Claw—1d6 BODY Drain, Recover 5 Active/month (+2), Continuous (+1), Uncontrolled (+1/2), Charges (16 clips of 5, charges require 5 days + ritual to complete, -1/4), Drain only occurs if skin penetrated by weapon focus (-1/4), Focus (OAF, bladed weapon, -1)
Active Cost: 45
Real Cost: 18

Family Blood Affinities

1) Spirit of the Wolf—These are the blood affinities of the Lupine Gypsy clan.
(a) Emulating the Speed of the Garou: +1 SPD, Costs END (-1/2), Increased END Cost (5x, -2)
Active Cost: 10
Real Cost: 3
(b) Resist Delirium: +20 Mental Defense, Usable by Others (four others at range, +1 1/4), Only to help mortals resist Crinos PRE attack (-1 1/2)
Active Cost: 45
Real Cost: 18
(c) Lupine Claws: 1/2 d6 HKA (1d6 with STR), Requires CON roll (variable), Costs END to initiate (-1/4)
Active Cost: 10
Real Cost: Variable
(d Legacy of the Lupine Blood: Any Homid or Silent Strider Gift from Werewolf HERO,
(e) Howl of Fear: 10d6 Mind Control, Area Effect (hex, +1/2), MegaScale (1 hex = 1 km, +1/4), Fear only (-1), Incantations (howl, -1/4)
Active Cost: 87
Real Cost: 39<

2) Faerie Threads—Affinities of the Urme Rom.
(a) Detect Fae, Ranged, Sense, Transdimensional (Earth and the Dreaming, +3/4)
Cost: 17
(b) Other faerie-like or -associated power, to be constructed in consultation with GM (see World of Darkness: Gypsy, p. 94).

3) Patteran—Affinities of the Phuri Dae
(a) Eyes of the Child: Overall Skill Levels, Only for solving problems (-1/2)
Active Cost: 10/+1
Real Cost: 7/+1
(b) Intuitive Understanding: Detect True Meaning of Written Documents, Discriminatory
Cost: 7
(c) Tale of the Blood: Overall Skill Levels, Usable by Others (8 others at range, persistent, +2), Requires Oratory roll (-1/20 Active points, -1/4), Extra Time (1 minute, -1 1/2)
Active Cost: 30 points/+1
Real Cost: 11/+1
(d) Noahe's Knot: 5-pt Skill Levels with Knowledge Skills
Cost: 5/+1
(e) Shadow Walking: (i) Extradimensional Movement (to the Shadowed Path), Concentrate (1/2 DCV, -1/4), (ii) Naked Advantage, Transdimensional on STR, (Earth and Shadowlands, +3/4), Only while in Shadow
Realm (-1)
Active Cost: (i) 20, (ii) STR x 1.75
Real Cost: (i) 16, (ii) Active Cost/2

4) Blood Sense—The Blood Affinity of the Tsurara
(a) Detect Romani Blood, Ranged, Discriminatory
Cost: 13
(b) Detect Mage, Ranged, Discriminatory
Cost: 15
(c) Detect Vampires and Werewolves, Ranged, Discriminatory
Cost: 20
(d) Telescopic Sense on some or all of the above Detects, +14 for one mile and +20 for three miles.
Cost: 14 (for sensing at approximately 1 mile), 20 (for sensing at approximately 3 miles)