

Sanguine Sands
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.