Post by Head Moderator on Dec 18, 2013 0:03:49 GMT -5
A Note to Begin
The Romani Gypsies of our world bear a resemblance to the real world gypsies, but they are a distinct breed. Much of the persecution inflicted upon them is the same as is inflicted in our world. We will also be using similar Romani words and life philosophy. However, our gypsies do have their differences than the real world gypsies as you will see as you continue to read. There is prejudice and pain in our gypsies as well as the real world gypsies. The Romani of Arith face poverty, ignorance and hatred. Despite the hardships, the gypsies of Arith retain a sparkling sense of humor, shown great courage and have always been a free-thinking people.
Brief History
The Gypsies are an ancient people with many, many clans. They have traveled the world and witnessed the rise and fall of many civilizations, always remaining apart. It is the gypsy's destiny and way of life to do so. The gaje consider the gypsy to be merely thieves and con artists, but we know no one truly owns anything, we simply borrow them for awhile.
Many have tried to get them to settle down, sometimes by coersion, sometimes even by force. Though they massacre them by the thousands, the Rom still exist. They are hated and feared, and many hold them in suspicion because they can tell they are different, they have power in their Blood.
The mother of all gypsies is said to be a woman named Daenna. She was a woman of great beauty, possessing intelligence and spirituality. Strong and tall, with a mind as sharp as a blade. (Finish History here)
The Gypsy World
The family and the clan are the two main social structures in a gypsy's life. The family includes all relations, but the closer the blood relation, the stronger the bond. When a gypsy marries, the family of the spouse becomes her own. In a broad sense, anyone with the Blood is considered family, and they will always treat another gypsy with far more respect than a non-gypsy.
Gypsies do feud with one another at times, though. When the leaders of two opposing factions declare war, there is little they will not do to win. They may even bring gaje into the dealings to try and gain ground.
But normally, the gypsies band together against those not of the Blood.
Possessions
Gypsies view possessions differently than other cultures. They see that it is far too easy to become a slave to your possessions, and cannot understand the killing of even innocents to gain possessions. To a Rom, freedom is the greatest possession. Gypsies do enjoy helping possessions come their way, but when a Gypsy is wealthy, he is not so attached to his possessions that he will not risk them on some whim. Or he may just simply leave it all behind if it becomes a burden. Gypsies view possessions as tools to further their happiness, comfort and freedom.
Gypsy Families
There are many, many gypsy families throughout Arith. Each has their own unique traditions and ways, and some may even speak the language a bit differently. Each family also has a King and Queen, who arbitrates disputes and has final say. Various gypsies have attempted to state they are the King or Queen of the Gypsies, but only gaje believe that nonsense. Save for Daenna, there has never been a single leader of the gypsies.
Most of the families have been watered down and tainted with the more sedentary lifestyles, their Blood weakened. But, there are five families that retain their pureblood, and still hold the magic of the Blood.
The Five Families
These five families still retain the esoteric knowledge taught by Daenna to her people. There are many other gypsy families scattered over Arith that at least recognize a small measure of the innate powers and position in the world's past and future.
The Ravnos
This family of gypsies is related to certain shilmulo, or vampires; some members themselves are even shilmulo. Individual Ravnos vampires watch over the whole family, and always are looking for those that are worthy of being embraced. Although most gypsies know enough to be polite to vampires they meet, the Ravnos are very active in vampire politics.The Ravnos shilmulo sometimes travel with humans, acting as guards or retainers. However, not all gypsy families look kindly onto the Ravnos, and sometimes a young Gypsy is transformed against the will of her family.
The Lupines
Daenna's brother, Sarrath, was one of the first of the line of Lupines. Nearly all gypsy families have a respect for the wolf. The Lupine clan is made up of gypsies who are kin to werewolves, or who are themselves werewolves. Traveling families of this clan often form carnivals and circuses, allowing them to keep wolves in their midst.
The Urmen
This clan has maintained a relationship with faeries. These gypsies not only acknowledge faerie changelings, but go out of their way to support them. This clan is reclusive, and families have been known to disappear for even as long as 50 or more years, only to reappear again- their members looking the very same as when they disappeared. It is rumored that some of this family may even have faerie blood mixed into their gypsy blood, and such gypsies often have fantastic powers.
The Phuri Dae
This family boasts the most adept fortune-tellers and spiritualists of all the families. Often, when a young gypsy displays these types of talents, she is married into this family. Although there are extremely talented seers in all gypsy families, the Phuri Dae are the most carefully trained. It is the Phuri Dae who are the true carriers of the gypsy heritage. The members of this family pass on the stories of Daenna, the Tree of Knowledge, and the remaining Seeds. A Phuri Dae gypsy is likely to know a good deal about vampires, werecreatures, faeries, ghosts, the undead, and much more.
The Tsurara
This extremely tight-knit family is also one of the smallest. Unlike other families, the Tsurare (or also known as the Slayers, or Knife Tribe) are almost unrelentingly committed to the destruction of all vampires, primarily the Ravnos whom they view as traitors to the Gypsies and no longer of the Blood. They are taught to actively hunt them, as well as other enemies of the Rom. Younger members tend to be radicals, and sometimes form very violent gangs.
The Blood
The Romani value their bloodlines perhaps more than any other people. According to Gypsy legend, when Daenna, the mother of all Gypsies, bit into the Fruit of the Tree of Knowledge her Blood and the Blood of her descendants was forever altered. The Phuri Dae say she gained the ability to read minds and foretell the future. She is also said to gain a different view of time. All of her descendants have some level of this power in their Blood. This does not mean all Gypsies are psychic or have magical powers, just that they carry the legacy of the Blood.
Blood Purity
Blood purity reflects the connection a Gypsy has to the Blood of Daenna flowing through their veins. There are full-blooded gypsies. Even if you only have one parent that is a Gypsy you can still be considered full blooded if your blood has a more intense connection to the magic in the Blood. It is the Blood that makes you Rom. Blood purity is valued by the Gypsy, it effects your abilities and power.
Wildcards
Throughout history, it seems that more often than not, a Gypsy ends up playing a key role. Gypsies are known as the wildcards, or trumps of fate. They know there is no way to know if someone will be chosen for this, but as children they are often told that if they are chosen, they will know it when the time comes.
The Gaje
The Gypsies hold a different set of ethics when it comes to outsiders (gaje). Even if she stands before her most hated Romani enemy, a gypsy will treat that enemy with more respect than an outsider. This double standard has evolved over centuries, and probably came about due to the knowledge and abilities granted to them through their Blood, and the mistreatement from other races.
Gypsies do not feel it is ethical to lie, cheat or steal from another Romani. However, it is perfectly acceptable to manipulate and use a gaje. After all, if a gaje is slow-witted and gullible enough to fall for the gypsy's tricks, then the Gypsy was meant to succeed at that endeavor. This double standard has caused the gaje to misunderstand, and even hate the Gypsies. It also has led the gypsies to create all manner of plots and schemes to exploit the gaje for money and trinkets.
Many gaje view the word of the gypsy as untrustworthy, and to a gaje it probably is. But when a gypsy gives her word to another gypsy, it is solid as stone. When interacting with one another they are trustworthy, honest, faithful and loyal. But the gaje are not to be trusted, and therefore unworthy of a gypsy's trust.
Touring
It is common practice for young gypsies of various families to band together and do a tour. This allows the young gypsies to pick up tools of the trade from other families, and to see the world and expose them to different lifestyles and traditions. Rom youth will often form their own kumpanias, or traveling caravan for a time. Rom that are lazy, or prematurely set in their ways may come home to find a pile of clothes packed for them and a note, "We'll see you when you get back. Beat it. Baxt! (Good luck)." The goal of this kumpania of young gypsies is very basic - survive. If you gain stories to tell, or learn something useful on the way, that's just icing on the cake.
Elements
When a newborn Romani enters the world, his/her mother often consults with a wise one or mystic to determine whether the child is destined for a particular role in the family. These "birth readings" only give a positive result for about one out of every two or three readings, but if a baby is claimed by one of the five elements (earth, air, fire, water, spirit) it is certain they will be trained in compatible skills.
A mystic performs the birth reading on the first new moon of the babe's life. The baby is placed near a low fire, next to the fire is a bowl of cool water, a fan of feathers, a piece of dark stone such as onyx or hematite, and a black mirror. The five items represent the elements. While the parent's look on, the mystic uses whatever they are gifted with using as a seer such as tarot cards, fire reading, tea leaves, etc and the seer reaches into the strands of time. As the seer does this, an element may reach out and claim the baby. Such claimings are unmistakable to those watching. For instance, if claimed by fire, a twig may break off from the fire and hit the child's foot, leaving a permanent mark. If spirit claims a child, their eyes may turn gray.
Earth
Romani touched by this element are the backbone of the family. Often weavers, smiths and crafters, they are skilled at manipulating devices and doing physical tasks. They are also very good at recognizing patterns of all kinds. Earth-touched Romani are known as Dhartime.
Air
These are the Rom that glide most easily among the gaje. They 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, charmers or con artists who rely on their wits and abilities. Air-touched gypsies are known as Jhanaki.
Fire
These Rom are gifted warriors, those marked by fire strive to keep the ways of their people alive. Fire-seared Rom are known as Kuyan.
Water
These Rom are known for the mastery of both body and words. They are performers by nature. Bards, tale spinners, and acrobats are often water-touched Rom. Water-claimed Rom are known as Jastima.
Spirit
Such gypsies are the rarest of the claimed. These are known for their long memories, and the Blood flows strong in these. Blessed with at least a small amount of magic, these gypsies have an understanding of human nature and consequences. Many become the wise ones of their family. Others become historians, or even match-makers, commiting tremendous amounts of knowledge to memory. Spirit-kissed Rom are called Satarma.
Skills of the Gypsy
Here are a list of some types of abilities that you may choose to work into your gypsy's storyline. They are not "skills" but simply ways to play your gypsy.
Bujo
You are excellent in the art of the swindle. You can convince the gaje to freely give you their gold and valuables in exchange for "cleansing their soul", or "removing bad luck" or any number of cons. This is often done with fortune-telling schemes.
Drinking
You know how to hold your liquor, which comes in handy in situations like getting info from people, or drinking your gaje "friend" under the table for a bet. You can drink large amounts of alcohol without being impaired.
Fortune-Telling
This has nothing to do with having real Sight, it has to do with making the gaje believe you can tell the future, so they give you gold. You can convince others you read palms, or tell futures, enabling you often to even glean information you need.
Storytelling
You can weave a story that keeps your audience entertained for hours. You have whiled away entire evenings spinning tales and sagas to other gypsies as well as the gaje. You are held in high esteem for your wit and clever tongue.
The Talith
You know how to use the Romani weapon, the talith. A talith is a heavy scarf, or diklo, of some 5'to 6' in length with weighted barbs and hooks along each end. It's useful for disarming, as well as attacking with the barbs and hooks. It is difficult to master and requires good coordination and lots of practice. It doesn't do a ton of damage, but can be easily concealed. It also works as a secondary weapon for the off-hand. (Talith does 1d5 Damage)
New Knowledge: Romani Lore
If you take the skill Knowledge, you may choose "Romani Lore" as one of your knowledges for free. You know the old tales and lore of your people.
Talismans
This gypsy possesses many magical talismans, or draba. Draba are magical items, created by a drabarne. They have powers only usable by those of the Blood.
Dance of Knives
You are a master of the Gypsy art of fighting with knives, they have become an extension of your body and of your Blood. When performing the dance, you are able to move at great speeds, your body and knives proving lethal to your enemies. This combines the beauty of dance with the violence of combat. They often use their Blood to go into a trance-like state, making them even more efficient. Knives can be used in melee combat, or hurled at distant opponents.
Instinct
Your Blood allows you to just know when to look over your shoulder, and when not to take that shortcut down the alley. When you get a bad feeling about something, it really does mean something. This is like a sixth sense.
Zapadarin
You have learned the intricate, almost seductive, dance known as the Zapadarin. This dance entrances those that see you.
Gypsy Magic
There are four different types of gypsy magic:
Evil Eye: This allows the Gypsy to place and remove curses.
Mediumship: This allows contact with the spirit world.
Draba: The ability to create magical items such as charms, potions, and amulets.
The Sight: This ability allows a Gypsy to peer into the past or gaze into the future.
CREATING A GYPSY
1. Your character will probably either be from one of the five families listed above, or have joined one of those families early in life.
2. Determine the race. If you choose vampire or werewolf, choosing a family is very easy.
3. Figure out how your gypsy spent his/her youth, or childhood if they are still young.
4. Determine which element has touched them. Decide how their birth reading affected them.
5. Determine if they have any allies, and whom that might be.
Information has been converted from "World of Darkness: Gypsies". It has a ton more information so feel free to look it up and read it.
The Romani Gypsies of our world bear a resemblance to the real world gypsies, but they are a distinct breed. Much of the persecution inflicted upon them is the same as is inflicted in our world. We will also be using similar Romani words and life philosophy. However, our gypsies do have their differences than the real world gypsies as you will see as you continue to read. There is prejudice and pain in our gypsies as well as the real world gypsies. The Romani of Arith face poverty, ignorance and hatred. Despite the hardships, the gypsies of Arith retain a sparkling sense of humor, shown great courage and have always been a free-thinking people.
Brief History
The Gypsies are an ancient people with many, many clans. They have traveled the world and witnessed the rise and fall of many civilizations, always remaining apart. It is the gypsy's destiny and way of life to do so. The gaje consider the gypsy to be merely thieves and con artists, but we know no one truly owns anything, we simply borrow them for awhile.
Many have tried to get them to settle down, sometimes by coersion, sometimes even by force. Though they massacre them by the thousands, the Rom still exist. They are hated and feared, and many hold them in suspicion because they can tell they are different, they have power in their Blood.
The mother of all gypsies is said to be a woman named Daenna. She was a woman of great beauty, possessing intelligence and spirituality. Strong and tall, with a mind as sharp as a blade. (Finish History here)
The Gypsy World
The family and the clan are the two main social structures in a gypsy's life. The family includes all relations, but the closer the blood relation, the stronger the bond. When a gypsy marries, the family of the spouse becomes her own. In a broad sense, anyone with the Blood is considered family, and they will always treat another gypsy with far more respect than a non-gypsy.
Gypsies do feud with one another at times, though. When the leaders of two opposing factions declare war, there is little they will not do to win. They may even bring gaje into the dealings to try and gain ground.
But normally, the gypsies band together against those not of the Blood.
Possessions
Gypsies view possessions differently than other cultures. They see that it is far too easy to become a slave to your possessions, and cannot understand the killing of even innocents to gain possessions. To a Rom, freedom is the greatest possession. Gypsies do enjoy helping possessions come their way, but when a Gypsy is wealthy, he is not so attached to his possessions that he will not risk them on some whim. Or he may just simply leave it all behind if it becomes a burden. Gypsies view possessions as tools to further their happiness, comfort and freedom.
Gypsy Families
There are many, many gypsy families throughout Arith. Each has their own unique traditions and ways, and some may even speak the language a bit differently. Each family also has a King and Queen, who arbitrates disputes and has final say. Various gypsies have attempted to state they are the King or Queen of the Gypsies, but only gaje believe that nonsense. Save for Daenna, there has never been a single leader of the gypsies.
Most of the families have been watered down and tainted with the more sedentary lifestyles, their Blood weakened. But, there are five families that retain their pureblood, and still hold the magic of the Blood.
The Five Families
These five families still retain the esoteric knowledge taught by Daenna to her people. There are many other gypsy families scattered over Arith that at least recognize a small measure of the innate powers and position in the world's past and future.
The Ravnos
This family of gypsies is related to certain shilmulo, or vampires; some members themselves are even shilmulo. Individual Ravnos vampires watch over the whole family, and always are looking for those that are worthy of being embraced. Although most gypsies know enough to be polite to vampires they meet, the Ravnos are very active in vampire politics.The Ravnos shilmulo sometimes travel with humans, acting as guards or retainers. However, not all gypsy families look kindly onto the Ravnos, and sometimes a young Gypsy is transformed against the will of her family.
The Lupines
Daenna's brother, Sarrath, was one of the first of the line of Lupines. Nearly all gypsy families have a respect for the wolf. The Lupine clan is made up of gypsies who are kin to werewolves, or who are themselves werewolves. Traveling families of this clan often form carnivals and circuses, allowing them to keep wolves in their midst.
The Urmen
This clan has maintained a relationship with faeries. These gypsies not only acknowledge faerie changelings, but go out of their way to support them. This clan is reclusive, and families have been known to disappear for even as long as 50 or more years, only to reappear again- their members looking the very same as when they disappeared. It is rumored that some of this family may even have faerie blood mixed into their gypsy blood, and such gypsies often have fantastic powers.
The Phuri Dae
This family boasts the most adept fortune-tellers and spiritualists of all the families. Often, when a young gypsy displays these types of talents, she is married into this family. Although there are extremely talented seers in all gypsy families, the Phuri Dae are the most carefully trained. It is the Phuri Dae who are the true carriers of the gypsy heritage. The members of this family pass on the stories of Daenna, the Tree of Knowledge, and the remaining Seeds. A Phuri Dae gypsy is likely to know a good deal about vampires, werecreatures, faeries, ghosts, the undead, and much more.
The Tsurara
This extremely tight-knit family is also one of the smallest. Unlike other families, the Tsurare (or also known as the Slayers, or Knife Tribe) are almost unrelentingly committed to the destruction of all vampires, primarily the Ravnos whom they view as traitors to the Gypsies and no longer of the Blood. They are taught to actively hunt them, as well as other enemies of the Rom. Younger members tend to be radicals, and sometimes form very violent gangs.
The Blood
The Romani value their bloodlines perhaps more than any other people. According to Gypsy legend, when Daenna, the mother of all Gypsies, bit into the Fruit of the Tree of Knowledge her Blood and the Blood of her descendants was forever altered. The Phuri Dae say she gained the ability to read minds and foretell the future. She is also said to gain a different view of time. All of her descendants have some level of this power in their Blood. This does not mean all Gypsies are psychic or have magical powers, just that they carry the legacy of the Blood.
Blood Purity
Blood purity reflects the connection a Gypsy has to the Blood of Daenna flowing through their veins. There are full-blooded gypsies. Even if you only have one parent that is a Gypsy you can still be considered full blooded if your blood has a more intense connection to the magic in the Blood. It is the Blood that makes you Rom. Blood purity is valued by the Gypsy, it effects your abilities and power.
Wildcards
Throughout history, it seems that more often than not, a Gypsy ends up playing a key role. Gypsies are known as the wildcards, or trumps of fate. They know there is no way to know if someone will be chosen for this, but as children they are often told that if they are chosen, they will know it when the time comes.
The Gaje
The Gypsies hold a different set of ethics when it comes to outsiders (gaje). Even if she stands before her most hated Romani enemy, a gypsy will treat that enemy with more respect than an outsider. This double standard has evolved over centuries, and probably came about due to the knowledge and abilities granted to them through their Blood, and the mistreatement from other races.
Gypsies do not feel it is ethical to lie, cheat or steal from another Romani. However, it is perfectly acceptable to manipulate and use a gaje. After all, if a gaje is slow-witted and gullible enough to fall for the gypsy's tricks, then the Gypsy was meant to succeed at that endeavor. This double standard has caused the gaje to misunderstand, and even hate the Gypsies. It also has led the gypsies to create all manner of plots and schemes to exploit the gaje for money and trinkets.
Many gaje view the word of the gypsy as untrustworthy, and to a gaje it probably is. But when a gypsy gives her word to another gypsy, it is solid as stone. When interacting with one another they are trustworthy, honest, faithful and loyal. But the gaje are not to be trusted, and therefore unworthy of a gypsy's trust.
Touring
It is common practice for young gypsies of various families to band together and do a tour. This allows the young gypsies to pick up tools of the trade from other families, and to see the world and expose them to different lifestyles and traditions. Rom youth will often form their own kumpanias, or traveling caravan for a time. Rom that are lazy, or prematurely set in their ways may come home to find a pile of clothes packed for them and a note, "We'll see you when you get back. Beat it. Baxt! (Good luck)." The goal of this kumpania of young gypsies is very basic - survive. If you gain stories to tell, or learn something useful on the way, that's just icing on the cake.
Elements
When a newborn Romani enters the world, his/her mother often consults with a wise one or mystic to determine whether the child is destined for a particular role in the family. These "birth readings" only give a positive result for about one out of every two or three readings, but if a baby is claimed by one of the five elements (earth, air, fire, water, spirit) it is certain they will be trained in compatible skills.
A mystic performs the birth reading on the first new moon of the babe's life. The baby is placed near a low fire, next to the fire is a bowl of cool water, a fan of feathers, a piece of dark stone such as onyx or hematite, and a black mirror. The five items represent the elements. While the parent's look on, the mystic uses whatever they are gifted with using as a seer such as tarot cards, fire reading, tea leaves, etc and the seer reaches into the strands of time. As the seer does this, an element may reach out and claim the baby. Such claimings are unmistakable to those watching. For instance, if claimed by fire, a twig may break off from the fire and hit the child's foot, leaving a permanent mark. If spirit claims a child, their eyes may turn gray.
Earth
Romani touched by this element are the backbone of the family. Often weavers, smiths and crafters, they are skilled at manipulating devices and doing physical tasks. They are also very good at recognizing patterns of all kinds. Earth-touched Romani are known as Dhartime.
Air
These are the Rom that glide most easily among the gaje. They 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, charmers or con artists who rely on their wits and abilities. Air-touched gypsies are known as Jhanaki.
Fire
These Rom are gifted warriors, those marked by fire strive to keep the ways of their people alive. Fire-seared Rom are known as Kuyan.
Water
These Rom are known for the mastery of both body and words. They are performers by nature. Bards, tale spinners, and acrobats are often water-touched Rom. Water-claimed Rom are known as Jastima.
Spirit
Such gypsies are the rarest of the claimed. These are known for their long memories, and the Blood flows strong in these. Blessed with at least a small amount of magic, these gypsies have an understanding of human nature and consequences. Many become the wise ones of their family. Others become historians, or even match-makers, commiting tremendous amounts of knowledge to memory. Spirit-kissed Rom are called Satarma.
Skills of the Gypsy
Here are a list of some types of abilities that you may choose to work into your gypsy's storyline. They are not "skills" but simply ways to play your gypsy.
Bujo
You are excellent in the art of the swindle. You can convince the gaje to freely give you their gold and valuables in exchange for "cleansing their soul", or "removing bad luck" or any number of cons. This is often done with fortune-telling schemes.
Drinking
You know how to hold your liquor, which comes in handy in situations like getting info from people, or drinking your gaje "friend" under the table for a bet. You can drink large amounts of alcohol without being impaired.
Fortune-Telling
This has nothing to do with having real Sight, it has to do with making the gaje believe you can tell the future, so they give you gold. You can convince others you read palms, or tell futures, enabling you often to even glean information you need.
Storytelling
You can weave a story that keeps your audience entertained for hours. You have whiled away entire evenings spinning tales and sagas to other gypsies as well as the gaje. You are held in high esteem for your wit and clever tongue.
The Talith
You know how to use the Romani weapon, the talith. A talith is a heavy scarf, or diklo, of some 5'to 6' in length with weighted barbs and hooks along each end. It's useful for disarming, as well as attacking with the barbs and hooks. It is difficult to master and requires good coordination and lots of practice. It doesn't do a ton of damage, but can be easily concealed. It also works as a secondary weapon for the off-hand. (Talith does 1d5 Damage)
New Knowledge: Romani Lore
If you take the skill Knowledge, you may choose "Romani Lore" as one of your knowledges for free. You know the old tales and lore of your people.
Talismans
This gypsy possesses many magical talismans, or draba. Draba are magical items, created by a drabarne. They have powers only usable by those of the Blood.
Dance of Knives
You are a master of the Gypsy art of fighting with knives, they have become an extension of your body and of your Blood. When performing the dance, you are able to move at great speeds, your body and knives proving lethal to your enemies. This combines the beauty of dance with the violence of combat. They often use their Blood to go into a trance-like state, making them even more efficient. Knives can be used in melee combat, or hurled at distant opponents.
Instinct
Your Blood allows you to just know when to look over your shoulder, and when not to take that shortcut down the alley. When you get a bad feeling about something, it really does mean something. This is like a sixth sense.
Zapadarin
You have learned the intricate, almost seductive, dance known as the Zapadarin. This dance entrances those that see you.
Gypsy Magic
There are four different types of gypsy magic:
Evil Eye: This allows the Gypsy to place and remove curses.
Mediumship: This allows contact with the spirit world.
Draba: The ability to create magical items such as charms, potions, and amulets.
The Sight: This ability allows a Gypsy to peer into the past or gaze into the future.
CREATING A GYPSY
1. Your character will probably either be from one of the five families listed above, or have joined one of those families early in life.
2. Determine the race. If you choose vampire or werewolf, choosing a family is very easy.
3. Figure out how your gypsy spent his/her youth, or childhood if they are still young.
4. Determine which element has touched them. Decide how their birth reading affected them.
5. Determine if they have any allies, and whom that might be.
Information has been converted from "World of Darkness: Gypsies". It has a ton more information so feel free to look it up and read it.