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Draba

Draba is the Gypsy art of creating charms, amulets, foci, and potions. These items generally last for a short while but provide Romany with a plethora of useful items. Only those of Gypsy blood or Ravnos shilmulo with Gypsy blood may use draba. Gypsies may start with one draba for each level of this Affinity.

A Gypsy may only create a draba of equal or lower skill level possessed by the creator. When attempting to create a draba, the Gypsy must temporarily expend a level of this affinity win a mental challenge vs a number of traits equal to the level of the draba to be created. The base time for creating a draba is 1 day/level of the draba being created unless it has never been made before. In this case the time is increased to 2 days/level. She may continue to risk the same trait in additional challenges. For each success the time is reduced by 12 hours to a minimum of 1Ú2 the allotted time. If any test fails no more may be performed to reduce the time of that item.

Affinity Tests
 

Many of the draba listed in WoD: Gypsies have time limits or dosages that depend on success based on the character's affinity level. When required, a simple test may be performed for every level of affinity to determine duration or dosage.

 

Level One
 

Earring of Earthly Grounding - This draba may be placed within any type of silver jewelry but is most commonly found in the form of an earring. Any jewelry created for this purpose must also contain a piece of amber as a source of mystical grounding. While wearing the earring, the character gains one trait when attempting to resist magical effects. The earring will function for one month per successful affinity test.

 

Philter of Desire - This sweet mixture alters emotions when imbibed, causing the drinker to fall in love with the first person they see. The person is under the effect of the discipline Entrancement for one week per successful affinity test. The person may expend a willpower trait to grant him simple tests to resist the potion. For every success until failed, one week is removed from the length. If a test is failed the person must expend an additional willpower trait for additional tests.

Healing Balm - This draba will cure one normal wound. It may only be used once per month on any individual. The number of applications is dependent on successful affinity tests.

Disk of Bedevilment - This charm is placed on a specially created computer disk. The disk looks just like any other disk but has a faint magical aura. When placed into a computer, the disk releases a tiny gremlin into the system. Anyone not of the blood must possess at least 2 levels of computer ability and expend 2 mental traits on any challenges using the infected computer. Any character of the blood does not require a computer ability to use and gains 1 additional mental trait for all challenges using the infected computer. Given the gremlin's short attention span it will only reside in the computer for 5 minutes per level of blood affinity.

Level Two

Deltumnimos (God's Embrace) - This concoction of wine, mugwort and powdered amethyst expands the awareness and senses of any Rom. While under the effects of Deltumnimos, the character gains one free retest on all challenges for the Sight or Mediumship affinity. The effects of the brew lasts for one hour per successful blood affinity test.

Diklo of Anyara - This draba is created from a scarf that is worn about the head. When the wearer expends one willpower trait the diklo grants the wearer and almost impenetrable disguise. The effects of the scarf last for one scene. It will not fool machines but eyewitnesses must engage in a mental challenge against your affinity rating to remember any details. Each success grants one piece of information (e.g., gender, height, etc.).

Dook Angustri - This magical amulet is always crafted in the form of jewelry and worn next to the skin. The amulet will become warm in the presence of a magical item or creature. The intensity of heat varies with the proximity and strength of magic although never hot enough to burn the skin. The amulet lasts for one month per successful affinity test.

Whuzo Ointment - This balm may cure impurities from an individual. Impurities include non-magical poisons and disease, but do not include such things as changing a vampire back into human form. The number of applications is dependent on successful affinity tests.

Level Three


Amulet of Mechanical Aptitude - This amulet is normally a ring or bracelet welded together from computer chips and wires. The amulet allows the Rom to better work with machines as well as spirits or faeries inside a machine. While wearing the amulet, the Rom has an instinctive feeling as to what actions or commands will best achieve her goals. The Gypsy must expend one willpower point to activate the amulet. The amulet then grants 3 temporary computer abilities to the Rom. The amulet may be used as many times equal the creator's draba affinity level.

Mystic Veil - This item may take the form of any object that covers the eyes or face. Traditionally it appeared as a gauzy veil. In modern times it is often seen in the form of sunglasses or a bandana. The bearer must expend a mental trait to activate this draba. While wearing the veil, the Rom is hidden from all senses, granting the same abilities as the vampiric discipline Unseen Presence, for one scene. It may be used as many times as successful affinity tests.

 

Snake Oil - This light green mixture grants the Rom the charismatic gifts of the legendary fork-tongued reptile. When applied to the tongue, the Rom is two traits up on all speaking-based social challenges. When applied to the face and eyelids, the Rom is two traits up on all presence-based social challenges. When applied to the fingers the Rom is two bids up on any physical challenge requiring dexterity. The effect lasts for one scene and the number of applications per vial is dependent on successful affinity tests.

Charm of the Wanderer - This focus is created from the feathers of a magpie or parrot. It is normally placed on a necklace or hair adornment for ease of carrying. The charm allows the wearer to speak with any individual know to the weaver (including spirits and faeries), no matter how distant the target.

The wearer must spend a willpower trait while brushing the feather across her eyes, ears and forehead. They must then perform a mental challenge with a difficulty set by the storyteller. The conversation may not be overheard by anyone other than the target and neither party needs to speak out loud to communicate. The length of the conversation is 5 minutes for each successful affinity test. This drabarne may only be used once because the feather will fall apart once the conversation is ended.

 

Soul-Chain - The soul-chain is an amulet that contains a piece of birth caul, normally of the person the soul-chain was created for. When worn, the amulet protects the bearer's body from attack by spirits and disembodied (or dead) souls of all kinds. The number of successful affinity tests determines the amount of traits required to defeat in an appropriate challenge before any action may be taken against your person. These traits are not lost in a challenge. The amulet also allows an automatic success against spirits of any kind. Every use of this removes one trait from the amulet. The soul-chain must be recharged (recreated) every year and a day or it becomes useless. The caul at the center of the amulet may be reused in another amulet.

 

Level Four
 

Baxt Charm - The baxt charm can be worked on any small personal item. However, when the charm is created, it must be made for a specific Gypsy and an item of some sentimental importance to the bearer must be placed on it.

The charm gives the bearer the Luck of the Gypsy (as per the merit Luck). It may be activated at any time by simply rubbing it in her hands and spending one point of willpower. The charm lasts for one month per successful affinity test.

Cat's Paw - This magic sigil must be tattooed into the skin by a skilled drabarne in the shape of a cat's paw. It may be placed anywhere on the body. The cat's paw takes one willpower trait to activate. When activated, the tattoo grants the Rom cat-like reflexes and magical speed. They gain two dexterous traits and it grants the use of Alacrity. The effects last for one scene and it may be used as many times as successful affinity tests. When used for the final time the tattoo will burn for a moment leaving only a slight yellowish discoloration that will go away in a few weeks.

Mule-Vi - Literally "ghost-sight" this focus is always created from a piece of glass, normally of a lens of some sort. A mule-vi has two uses. First, the device enables the Rom to see into the spirit world. The bearer must perform a successful mental challenge against the local gauntlet rating to activate the device. The effect lasts for five minutes per success. Second, it allows the Gypsy to perceive the true form of anyone she sees through the lens. Vampires, werewolves, mages, wraiths, and spirit-beings appear in their true form (or radiate some sort of magic) to the Rom. The Rom must make a successful mental challenge against the target to detect the true form. The mule-vi may be used as many times as successful affinity tests before it cracks and becomes useless.

Shadow Brew - This bitter potion is never brewed in more than a single draught consisting of five drops of dark brown liquid. The strength of the poisons is such that if anyone were to swallow more than a single draught in a 24-hour time period they could immediately die, very painfully. The Rom must perform a physical challenge against 6 traits. No retest is allowed.

When consumed, the shadow brew enables a Rom to loosen the ties of her spiritual and physical form to the physical plane. The Gypsy can then slip into the mystical shadow realm. The shadow realm is the area between the skinlands and the shadowlands. While in the shadow realm the Rom may perceive both the physical and spiritual worlds clearly. She may not be perceived in either realm however unless they are defeated in a mental challenge. Because the Rom is still tied to the physical realm they may not travel at more than normal speeds. They may manipulate objects in either realm with a successful mental and physical challenge. The effects last for one scene.

Level Five

Dukkerin Disc - Certain drabarne have learned that certain charms may be placed on compact discs. Only one who has the Sight may create this charm. In a ritual that lasts from dusk to dawn, the drabarne decides what information she is seeking along the time line (in either direction) and then allows her consciousness to fly free as she reaches into the threads of time and binds certain threads to the disc. The drabarne may only pull information from the timeline she can normally travel when using the Sight. The drabarne must expend two willpower traits and successful affinity tests determine the number of songs weaved by this focus.

Once the ritual is completed, the drabarne plays the CD to hear what information she has recorded. Each song (success) achieved adds another dimension to the information available. The information is much clearer than what is normally achieved through the Sight. However, the information is always conveyed by warped lyrics of the songs already on the CD; the music itself stays the same.

Suspended Blood Focus - This focus may only be performed in the presence of at least five Rom. Prior to the ritual the drabarne crafts an unusual box or shell from a piece of onyx or petrified wood. The focus, once prepared, is passed around to all the Rom at the ritual. Each one allows several drops of blood to drop into the focus. As the box is passed around, the drabarne concentrates her will to contain the energies of the blood, unmixed, in the shell. Each Gypsy participating must spend one point of willpower. The combined amount of Blood Purity points of the Gypsies is focused in the shell.

If successful, the suspended blood focus can store up to 20 Blood Purity points within itself. Unlike a normal blood focus the suspended blood focus does not need to be attuned to any particular Gypsy nor does it have a time constraint on use.

The suspended blood focus works in a different manner than a normal blood focus. The Gypsy attuned to the focus may draw upon the Blood Purity pool at any time. Each point removed from the focus grants the Gypsy one level to an affinity. The Purity pool of the focus does not have to be used at once but the object is rendered useless when the last Blood Purity point is used.

Needle of the Mind's Eye - This amulet always takes the form of a large needle, at least 6 inches long, carved from ivory or ash wood and is decorated with tiny runes. To activate it's powers, the Rom must pierce his skin with the needle while simultaneously expending one point of willpower.

The magic of the needle allows the user to walk the multiple paths of the spirit plain. It serves as an anchor connecting the Gypsy's spirit to his physical body through a thin thread of the Gypsy's own soul (visible on the spirit plain).

While using the power of this focus even the most inexperienced spiritual traveler can find his way to different areas of the astral plane. He only has to concentrate on the area or information he seeks, and a second threat leads the way. While travelling in the spirit realm the Gypsy is visible to any others in the spiritual plain and vulnerable to attack.

The needle may be used 5 times before it looses its power. The needle will work for 1 hour per use. If the character remains away from its body longer than this, the Rom must perform a physical challenge against 5 traits in order not to loose the connection. This must be performed every 10 minutes the Gypsy's spirit is away from its body. If he does loose connection, the traveler may attempt a physical test for every willpower point they have to regain contact. For every failure the character looses one willpower trait, permanently.

Sarrath's Claw - Any weapon successfully engraved with the symbol of Sarrath and empowered through the force of the drabarne's will becomes a weapon capable of causing aggravated damage to all supernatural creatures. In addition to the immediate damage, the weapon has a chance of inflicting additional damage in the three following rounds as small pieces of the claw work their way deeper into the target's body. For the following three rounds the target must pass a simple physical challenge or take an additional aggravated wound.

The damage from the claw is not cumulative. After the initial damage, no additional damage will occur until after the three rounds have past even if successfully hit.

Prior to being used the claw must be bonded to the Gypsy through a permanent expenditure of one mental trait and one willpower trait. The claw may be used only once per successful affinity test.

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