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Families of Power

Family and identity are extremely important to the Rom.  This is even more true in the World of Darkness than in our own.  Persecution is greater, and the Gypsies are more often targeted for assimilation or genocide.  This persecution has begun to cause rifts between certain Gypsy families - even among those who still value the true knowledge which built their race.  Such is human nature.

Still, the family is not the be-all and end-all of the Gypsy world.  Most Gypsies freely associate with other Rom, so long as there is no specific feud between the two individuals.  The general maxim is that a Rom is to be trusted until proven unworthy, while a gaje is an enemy until proven otherwise (a difficult task at best for the poor Gaje!).  While Gypsies from different families often have preconceived notions of what members of other Gypsy familiar are like, a fellow Rom will be given the benefit of the doubt unless the two families are currently feuding.

Innumerable Rom families remain scattered throughout the world.  Each family has its own unique traditions and ways of interacting with the universe.  Some families mix freely, while others have been feuding for years.  Some of the more prominent Gypsy familiar, those that have carefully maintained their birthright of knowledge and power - or claim to have done so, are described here.  This does not mean there are not other families with members possessing such knowledge, but the knowledge may be peripheral to the family's functioning, or the family me simply be less well-known in Romani lore.

You will have to read World of Darkness: Gypsies for the individual stories behind these families. What are listed here are only cursory role-playing hints.

 

The Lupines

The Lupines are almost all humans and all are kin, either by blood or marriage, to werewolves. Sarrath's descendants are kin to the Silent Strider tribe are the traditional keepers of Ruzlekin, the Seed of Burning Tears.

This is one of the oldest families in existence. It traces its history back to Daenna and her brother, Sarrath, who were at one point more than siblings. This union resulted in the Children of Sarrath, the Lupine family.

Through the centuries the Lupines have kept close ties with the werewolves and while all are related to a werewolf tribe, only about 10 percent of this family are Garou themselves.

Although the human family is sympathetic to the cause of the werewolves they definitely think they have the inside track on reality and the world. They feel that they have the best of both worlds, the passion and fierceness of their lupine kinfolk and they are privy to Gypsy knowledge.

The Children of Sarrath often organize their family groupings into carnivals or circuses. They generally travel in a regular circuit setting up outside a small town or city and wait for the gaje to come running, practically begging to have their money taken.

When in cities, the family often performs street shows in the seedier parts of town or set up small shows that range from "artistic dancing" to cock-fights to bujo set-ups. Anything to turn a fast buck.

Whenever the Lupines are around gaje they are always on the lookout for more than just money. They continually search for lost cubs. In fact, the Lupines have been quite adept at discovering and aiding such youths. Such children are raised by the carnival until they reach puberty, at which point they are turned over to the Silent Striders for initiation into their appropriate Garou tribe. The rescue of these cubs is probably the one kernel of truth in all the gaje legends of Gypsy child-thieving.

Some members of this family possess the Blood Affinity known as Spirit of the Wolf. This is considered a Blood Affinity according to creation rules.

Family Skill: Spirit of the Wolf

Level One: The Lupine may grant other humans the ability look past the Veil and avoid the effect of Delirium at the sight of a werewolf. The Rom must engage in a simple mental challenge vs. a difficulty of the target's mental traits. They may lift the Veil for as many humans as their Blood Purity rating.

Level Two: At this level the Gypsy is able to imitate the speed of a wolf. By expending Willpower they may perform an additional attack as per the Celerity discipline, Swiftness.

Level Three: By expending Willpower the Rom may gain the use of WolfÕs Claws, as per the Protean Discipline, for one scene.

Level Four: The Rom may now call upon the power in their blood and use any single basic Silent Strider or Homid gift as if they were a full blood Garou. The Rom must declare at creation what gift they possess.

Level Five: The Gypsy is able to produce the Howl of Fear. These eerie, high-pitched shriek costs one Willpower to perform and the Gypsy must engage in a mental challenge will all targets. This may effect up to 5 targets for every challenge. Any target that fails the test must flee the scene for 10 minutes. Any who are successful in the challenge are 2 traits down on all tests against the Lupine and her allies.

 

The Ravnos

Guardians of Kooserin, the Seed of Earthly Awakening, this family has walked a fine line between the blood-velvet darkness of the undead world and the harsh bloodshot mornings of human awakening. Such a path is not easily trod, and too many Ravnos have taken one step too far, plummeting into addiction and undying pain.

Branches of this family may be found throughout Europe and the Americas but their greatest concentration has always focused around the Balkans and Eastern Europe. The roots of the Ravnos family plunge deep.

The human Ravnos tend to live in the extremes, even for the Rom. They have an intense passion and hold their live-for-the-moment attitude as dearly as most gaje clutch their remote controls. But the flip side to this coin, and perhaps the driving force behind their determination, comes from two places. First, stems from within the family itself. The family name itself is from the first shilmulo who walked in their midst as a Rom. The number of Ravnos vampires has grown steadily and even those who are embraced from outside the family are forever a member of the Ravnos.

These vampires may seek out members of the Ravnos family for aid whenever necessary. Many Ravnos are careful that their homes, vans, trailers and such have at least one space where sunlight never touches. Sometimes a Ravnos vampire will adopt a kumpania and travel with it, too often feeding off its own kin. Vampires who do this almost always loose themselves in addiction as the abilities they once possessed in life come flooding back to them through the blood and it works both ways. Many young Ravnos become intoxicated from drinking the blood of shilmulo, becoming addicted to the power it grants them. But most Ravnos fear the attentions and ministrations of their vampiric kin.

Many are the stories of entire kumpaniyi destroyed by a vampire or vampires too power drunk on Gypsy blood to keep from slaughtering their own people. Others worry that the young Rom will see immortality and sell their Blood for the chance to become shilmulo. For every Gypsy that walks this path another small thread is pulled from the Gypsy tapestry and it will only survive so long before completely unraveling. Through such transformation the Ravnos may do what no gaje has ever done and destroy the Ravnos family, perhaps all Gypsies.

The second onus the Ravnos bear is the ever-present threat of slavery and genocide by the gaje. Gaje persecution affects all Rom, but the Ravnos seem to have a knack for being in the wrong place at the wrong time.

After many years of torment in Romania the Ravnos and Phuri Dae, lead by the Ravnos shilmulo Durga Syn, revolted against the oppression. This success only lead to a greater loathing and fear by their neighbors. To counter this apprehension the Phuri Dae attempted to blend into the woodwork. Not so the Ravnos.

Emboldened by their success the Ravnos poured into the cities of Eastern Europe and the Middle East. Masters of trickery and the con game they quickly took over the local black markets. They have also brought the art form of begging to a new art form while laughing and the pathetic gaje who give them money for their antics.

Whenever the Ravnos hear of gaje remarking on how pathetic and shiftless the Rom are perceived, the Ravnos have to laugh. The Ravnos know that it is they who are mocking the cloying gaje who cling so tightly to material possessions.

After surviving the genocide of the Holocaust and an earlier attempt in Albania, the Ravnos once again face acute and active loathing by the gaje. This loathing has once again become more prevalent and more violent, especially throughout the Czech Republic, Albania, Slovakia, and of course, Romania.

As always the Ravnos family has adopted an optimistic slant on the growing persecution. Most feel the upswings of hatred in this country signal the coming of the Convergence of which they will be the guests of honor.

Many Ravnos have extremely good contacts with shilmulo kin. Through such contacts they have a variety of advantages. Additionally, a human Ravnos can put out the word when she needs help from her vampiric kin. However, it had better be made worth the vampire's while or they may find themselves in dire straits. Family loyalty only goes so far with a shilmulo. To reflect these ties a Ravnos automatically gains the merit: Vampiric Ally.

Ravnos are also likely to have contacts in the underground community of any city she passes through. A Ravnos family member automatically possesses one free Underworld or Street influence.

 

The Urmen

The Urmen are probably the most eccentric of all the Gypsy families of power. They are also the smallest in number having only three modern branches; one of these may have slipped between the cracks of the worlds into the realms of Arcadia. The Phuri Dae speak with concern for the Pestralla branch who may have disappeared amongst the craggy heights and cold depths of the Scottish highlands about 50 years ago. This concern is heightened through their fear that the Urmen are in danger of disappearing completely and by an even greater worry that the a member of the Pestralla is the current Guardian of Jalomasin, the Seed of Stars, the Seed traditionally held by the Urmen.

While certainly of the Blood, the Urmen are odd, even by Gypsy standards. The Urmen are the Gypsies that ally themselves with the Seelie court and the legions of faerie. Rumors have always circulated among the other families of power that the Urmens' loyalties may be skewed in favor of their Arcadian friends.

At one time the Urmen numbered more than 9 branches of their family. They are convinced that the Rom are the midwives to the Seelie courtÕs rebirth into the physical world at the Convergence. In preparation for this event the Urmen search out ways to increase the mana of the world.

The Urmen take the view that the increased persecution of the Rom in Russia and the Slavic counties are certain signs that the Convergence is coming; that powerful parties do not want the Rom to be able to play their role when the time comes. This is one area that the families of power agree.

All Blood members of the Urme family of Rom have at least some Seelie blood mingled with the Romani Blood in their veins. Due to this intermingling of blood types an Urme may never have a Blood Purity rating higher than four. However, family members are able to perform certain tricks and powers inaccessible to all others, save the faeries themselves.

Family Skill: Faerie Threads

The Affinities granted by faerie blood are never controlled by human will. Instead, each individual Urme capable of reaching this part of her soul has a unique peccadillo, her own thread of magic. Any Urme must consult with the Changeling narrator and Storyteller prior to play when devising her threads to ensure the Affinity is balanced. This Affinity does not provide a Rom with the level of a true Art.

Level One: The Urme can recognize Changelings and other disguised faeries.

Level Two: The Urme may possess one, single special Affinity. This ability may be performed once per story.

Level Three: The Urme may use her Affinity twice per story. They may also perform a mental challenge vs. a variable amount of traits to see if a faerie has recently been present or if an item is of faerie creation.

Level Four: The Urme may use her Affinity up to three times per story.

Level Five: The Gypsy may use her Affinity Four times per story.

 

The Phuri Dae

Children of Deanna in spirit as well as Blood, the Phuri Dae are most closely associated with the Seeds of Knowledge. There is ongoing debate on whether this family includes only the traditional Guardian of Eiavelan, the Seed of Brightest Waters, or if another member is the Guardian of Bonnerin, the Seed of Balanced Scale. This is only the most visual aspect of a much deeper debate, whether the Phuri Dae represent the epitome of all Rom, or just an part of the whole.

If they are only a single, although very necessary, part, then it is generally said that some individual kumpania will jumble together to form a kinetic whole, becoming more than the sum of their flesh and spirit and Blood. Such a kumpania would play an important part at the Convergence.

This like of thinking is not held by the conservative elements of the Phuri Dae, often viewed as the self-important seers of the Rom by others of their kind. Those who accuse the Phuri Dae claim that the burden of knowledge has taken their toll on this family and blinded them to possibilities. The disenfranchised among the Dae are the only ones who feel the sting of such words.

Those Rom still invested in their role as holders of all knowledge worth knowing vehemently maintain that, as the epitome of Deanna's children in both spirit and Blood, that they will be the ones who minister at the Convergence.

For now these Rom wait while other families play a more active role in the transforming of the world. In the recombining of spirit and body, when the elements are empowered to transcend into some new reality we can only now call spirit, we will see the ultimate expression of the soul.

But such entropy as not afflicted all the Phuri Dae. Many younger members, American branches in particular, say that the family must do more than watch and wait for the co-called Convergence. Instead they hold that the Phuri Dae must delve into the gaje worldÕs activities, using their knowledge of the true workings of the world, to tear off the veil of scientific assurance that so many maintain. Only through the expanding of their understand of all who share this earth can the Rom prepare the world for the Convergence. This is not saying that they are suicidal, such expansion is more often accomplished through subtlety. The shocked mind too often rejects that which is obvious unless slowly coaxed towards the truth.

They watch for gaje (and sometimes shilmulo and werewolves) whos minds are flexible and will not shatter in madness. When such a being is found they present more private showings, telling the stranger, truer tales. Through such converts, allegedly including Byron, Blake, and Lovecraft, the Rom have achieved greater influence in gaje thinking. Through these individuals does their truth-by-denial show-and-tell spread blurred truth, preparing gaje for the future.

Family Skill: Patteran

All forms of this Affinity involve the ability to reach beyond the rigid forms of understanding and learning normally relied on by human understanding. Those who possess this Affinity are not limited to one or two patterns of thinking. Instead, they are free to consciously choose to see the world on a multiple of levels.

Level One - Eyes of the Child: With this ability the Rom is able to gain a new perspective on any situation. This Affinity does not grant an instant answer solving all problems but it can give the Gypsy a hint or point them in a direction that was overlooked.

When faced with a problem that they are unable to get a resolution, the Gypsy may perform a simple mental challenge. If successful the Storyteller will give an appropriate hint to the player. This Affinity should not be used without first attempting to resolve the issue yourself.

Level Two - Intuitive Understandings: With this Affinity the Rom can read a piece or writing, hear an individual's statement, or otherwise receive a piece of information and, by spending a point of Willpower, can determine what the author/speaker meant to convey.

When a character uses this Affinity, the Storyteller should relay the actual truth behind the message. This does not mean that an outright lie will reveal a truth, only that the Rom will know the words to be untrue and perhaps the type of deception (evasion, substitution, reversal, etc.). The intent behind the words is made clear.

Level Three - Tales of the Blood: This Affinity allows the Rom to tell tales specifically meant to inspire in her fellow Rom some quality shown by one or more of their ancestors. This might even inspire the Gypsies to fight even harder against what looks like might bad odds.

In order to use this Affinity the Rom must have at least a few minutes to tell the tale to her fellow Rom. The tale must be applicable to the emotion she is trying to evoke. She must then engage in an extended Social challenge (see Oblivion). The number of successes determines the number of Rom that she inspires. Each listener gains two additional traits in the applicable challenge for the duration of the scene. A tale about how a Gypsy outwitted a band of hunters might aid in a mental challenge. A tale of Gypsy bravery in a battle may inspire to fight better, granting physical traits. This Affinity may not be used more than once per scene on a single Rom.

Level Four - Noahe's Knot: This Affinity allows the Gyspy to go manipulate the thread of time and fish to find information. When fishing the Rom must bait the trap with a piece of knowledge of the type she is looking for. For example, if the Rom is looking for information on the Shadowlands, she may offer up a piece of information about the realm such as tempests or maelstroms that exist or about Necropoli in the area.

She must then perform at least one mental challenge and may continue for each Affinity level possessed. With each success she gains a piece of knowledge but if any challenge is failed, the Gypsy looses the piece of knowledge that she had.

One Success: The Rom learns one, specific, useful fact.

Two Successes: One general concept is also learned.

Three Successes: The Rom learns a key piece of information about the subject.

Four Successes: The Rom learns the general history of the subject and immediately gains one level to her knowledge ability dealing with that subject.

Five Successes: The Rom learns all she needs to know about the subject on hand.

The amount of time that would be required to spend will be determined by the storyteller based upon such factors as the type of Affinity rating of the Gypsy and the type of knowledge being used/searched for.

Level Five - Shadow Walking: At this level the Rom understands the process by which each person creates her own reality to such an extent that the Rom may, to some extent, distance herself from reality. By expending Willpower, the Rom is able to loosen her body's ties to the physical world and walk the sliver-path of reality the Rom call the Shadowed Path, where the spiritual and physical realms meet.

When walking in the Shadows, the Gypsy can still perceive both the physical and spirit realms clearly and is affected by any objects in either realm. In order to detect the Gypsy, she must be defeated in a mental challenge.

Because she is connected to both realms the Gypsy may manipulate objects, communicate, etc by performing a successful physical challenge against a difficulty assigned by the storyteller, normally the local gauntlet rating.

The Gypsy can Shadow Walk for an hour for each Willpower trait in their pool. This Affinity may not be combined with Mediumship.

 

The Tsurara

The Tsurara, or "Knife Tribe", is a new and radical family. They were first gathered together during the 1940s by a young Gypsy mage named Kurasca who believed in Rom superiority above all others and the superiority of the Knife Tribe over the Rom.

They claim to be the new Guardians of Bonnerin, the Seed of the Balanced Scale, and that the Convergence is just around the corner. They also believe that they shall be the driving blade that cuts through the strings of power held by others, most especially the vampires'

The first Tsurara, Korasca, was the only member of his family to survive the Holocaust. Embittered and alone, he wandered through Europe searching for other lost Rom like himself. He eventually found a vampire neonate who relayed a tale of how other Rom had been part of an uprising at Glodker, on of the NAZI concentration camps. The shilmulo neonate went into detail of how another shilmulo had Embraced many of the Rom of the camp and how they had then risen against their captors, destroying the camp.

Although gladdened by the news, Korasca became more and more horrified that Romany had so freely given up the Blood, their heritage, to be free of the concentration camp. In KorascaÕs mind those Rom had performed a greater crime than the Third Reich by turning against themselves and destroying their own Blood. Korasca knew what he must do. Taking a shovel and pick he dug up the shilmulo and exposed her to the purifying rays of the sun, destroying his first "traitor to the Blood".

This family has dedicated itself to keeping the Romani blood pure. The family is convinced that when the Convergence arrives, Romani of the true Blood must be ready. The Tsurara look forward with fevered imaginings to the time of the Convergence, when they can lash out, cutting away the impure, cancerous growths, leaving only the truly pure behind.

Who is pure and who is marhime is a fiercely debated topic among the members of the family. They do agree however that all vampires and all Ravnos shilmulo must be ecxised. The Tsurara view the Ravnos shilmulo as the worst of traitors. Humans of the Ravnos family are almost as bad but the family concedes that those of sufficient purity may be salvaged.

The most heated debate is that of the werewolves and their kin. Some insists that the werewolves embody the physical rage and power of the Rom while others believe that since werewolves are part animal have their own allegiances and thus cannot be pure Gypsies in both mind and soul.

The Slayers agree that Rom must only lie with Rom to ensure purity. Having a child with gaje is considered a crime against the Blood and carries severe penalties, up to and including death.

The Knife Tribe encourages its members to hone all Affinities to the fullest. To aid in this process the family also encourages young members to tour with other families, even Ravnos, to glean information and learn their abilities. However, this has become increasingly difficult because many kumpania have been refusing youths of the Tsurara. Because of the suspicions, many Tsurara pretend to come from a lesser-known family in order to gain easier admission to tour.

The Tsurara actively search out all vampires, especially the Ravnos. The demographics of this clan are disproportionately young and male. These Slayers wander from city to city looking for trouble. Young Slayers often shave and tattoo their heads or wear their hair long and unkempt. Many fall into the trap of using mind-altering drugs to enhance their Affinities. Unfortunately, many soon reach a point where they are unable to use Affinites without the drugs leading to a cycle that ends with death and may lead to the clan's death as well.

Family Skill: Blood Sense

At some point Kurasca discovered that the Blood provided him with a method for discerning both the purity of a Rom's Blood and the blood of others.

This ability is a strictly guarded skill. Slayers who learn it must swear on their own Family that they will not reveal its secrets to any not of the clan.

The ability to sense blood enables a Slayer to sense the quality and nature of blood itself. A Tsurara must first expend Willpower and perform a mental challenge against the target. The level of Affinity determines the result.

 

Level One - The Slayer is able to determine if the individual has Romani Blood. Additional successes may determine the purity of the Blood and detect a vampire that currently has Romani blood in her veins.

Level Two - The Slayer is able to determine if the individual is a mage. Additional successes may determine the nature of the mage's abilities.

Level Three - The sensor can determine if the subject is a vampire or a werewolf. Vampires who have Obfuscate are more difficult to detect. The Tsurara must defeat the target in an additional mental challenge.

Level Four - Once the blood of a vampire, Rom, or werewolf has been first sensed, the Slayer can "smell" the person's blood for up 1 hour and up to one mile simply by concentrating on it. Unless the Rom is actively using the Affinity the Rom must perform another mental challenge to regain the "scent" after one hour.

Level Five - At this level the Slayer can sense a known target up to three miles for one hour, unless actively hunting the target. Additional tests allow the sensor to determine what physical state the subject is in: active, wounded, asleep, etc.

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