Gypsy - title
        Submitted by Ole Kjaer

    Author's Note: This is not meant as a discimination against Sinti and Roma gypsies, don't kill me don't curse me - just let me live.

    The Gypsy discipline might be seen as a variant of the travelling troubadour discipline or perhaps the journeyman, although gypsies usually travel in a group and make performances at many small towns and villages .
    Gipsies are free people, they believe in family and tradition and will go to great lengths to protect both. They have a deep understanding of honor and a slight problem with the interpretation of written laws. Nevertheless here it is:

       

      Important Attributes : Dexterity and Charisma.

      Artisan Skills : Acting, Music, Dancing, Juggling, Storytelling.

      Racial Restrictions: Obsidiman, Troll and if used Rei'dar, Minotaurs and Centaurs.

      Karma Ritual : Same as troubadour, although it is usually perform in the circle of the family or Gypsy clan.


    * denotes a Discipline Talent


      FIRST CIRCLE : 
        Talents:
      • Karma Ritual
      • Throwing Weapons*
      • First Impression
      • Picking Pockets*
      • Silent Walk*
      • Avoid Blow

      SECOND CIRCLE :
        Talents:
      • Anticipate Blow
      • Durability ( +6/+5 )
      • Taunt*

      THIRD CIRCLE :
        Talents:
      • Climbing
      • Melee Weapons

      FOURTH CIRCLE :
      Karma: The Gypsy may spend a Karma Point on any action using Charisma only.
        Talents:
      • Thread Weaving* (Clan Weaving)
      • Speak Language

      FIFTH CIRCLE :
      Physical Defense: Increase the Gypsy's Physical Defense by one.
        Talents:
      • Trap Initaitive
      • Disarm mechanical Trap

      SIXTH CIRCLE :
      Initiative :Increase the Buccaneer's Initiative Step by one.
        Talents:
      • Animal Bond
      • Fast Hand*

      SEVENTH CIRCLE :
      Best Face: For the cost of 2 strain Points, the Gypsy can add 3 steps to any charisma test based on persuasion or any of seduction.
        Talents:
      • Animal Training*
      • Winning Smile

      EIGHTH CIRCLE :
      Spell Defense: Increase the Gypsy's Spell Defense by one.
        Talents:
      • Conceal Weapon
      • Mimic Voice

      NINTH CIRCLE :
      The Tale: See Troubadour 9th Circle.
        Talents:
      • Lip Reading
      • Trick Riding
      • Ventiloquism*
      TENTH CIRCLE :
      Physical Defense: The Gypsy's Physical Defense is increased by one. Recovery Tests: The Gypsy gains an additional Recovery Ttest per day.
        Talents:
      • Lion Spirit
      • Blade Juggle*


      NEW TALENTS :

      Ventriloquism
         Step Number: Rank+Perception    Action: Yes
         Skill Use: Yes    Requires Karma: No         Strain: 1
         Discipline Talent Use: Boatman, Buccaneer
         May be learned with the Versatility Talent.
         The Ventriloquism talent gives a charater the ability to ventriloquis voices he has memorized with the mimic voice talent.
      The character may try to throw the voices in a radius of 10 times his rank in yards and may even try to let them sound from another characters mouth by making a successful test against the newfound speaker's spell defense.
      The character need not know the language, but as with mimic voice, he will then only produce baby babble.


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