Friday, December 7, 2012

Fastasy Core RPG: The Gypsy

FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Fantasy Core PDF 
NPC PDF

NPC Index


The Gypsy
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
1st
+1
+0
+2
+2
2nd
+2
+0
+3
+3
3rd
+2
+1
+3
+3
4th
+3
+1
+4
+4
5th
+3
+1
+4
+4
6th
+4
+2
+5
+5
7th
+4
+2
+5
+5
8th
+5
+2
+6
+6
9th
+5
+3
+6
+6
10th
+6
+3
+7
+7
Description: The Romany are clans of insular, travelling of traders and entertainers.  They will typically settle in an area for a while before wearing out their welcome.  Their reputations as thieves and entertainers makes them distrusted and desired company at the same time.  Rightly or wrongly they are blamed by the locals for any misfortune in the area.  They are notorious flirts, yet haughty and prideful.  Gypsies are at all times passionate in love and in family, and in revenge if either are thwarted or threatened.  A clan can be invaluable allies if defended or helped, and a deadly foe if harmed.  An attack on one is an attack on all, with revenge usually taking the form of an indirect assault on a person, their friends, family, reputation, or prized possessions.
Hit Die: d6.
Prime Abilities: Dex, Int, Wis, Cha.
Subprime Ability: Con.
Weapon and Armor Proficiency: Gypsies are proficient with daggers, clubs, light crossbows, short bows, rapiers, spears, and short swords. Gypsies do not wear armor.  They favor flashy, garish clothes, probably showing an immodest amount of skin.
Standard Starting Gear: 5+1d10 GP, pack, 3 days rations, waterskin, 4 useful items (likely stolen), Thief tools; dagger and light crossbow with 20 bolts.

Gypsy Thief Skills: The Gypsy adds 1/2 level + ability bonuses to attempts.  In general, figure DC 12 for difficult tasks or against someone of equal or less HD; DC 18 for very hard tasks or higher HD.  
(Dex + Int + Wis)/3: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Pick Pockets
(Dex + Str)/2: Acrobatics (Balancing, jumping), Climb
(Cha + Wis)/2: Charm, Negotiate, Intimidate (Psychologically)

Mounted Charge
A successful mounted attack by a Gypsy using a spear at a full gallop causes maximum damage + Stun 1 rd.  Only one charge attack may be made per rd, and a charge requires one rd of gallop first and enough distance to get up to speed.  The Gypsy will automatically have the initiative in the attack as long as they have the longer weapon. (Gypsy warriors seldom ride around with spears unless they are defending their caravan from an attack, but they do practice the skill frequently in contests.)
Mounted Archery
A mounted Gypsy may make a ranged bow attack with their full BAB. 

Animal Handling
Calm Animals: Wis Bonus + ½ level vs. DC 12, Calms (2d4 + level) HD of animals. (Will Sv)
Charm Animal: Wis Bonus + ½ level vs. DC 12, Makes one animal your friend. Lasts 1 day or 1 encounter.  (Will Sv)

First Aid: A Gypsy knows how to apply first aid to heal the wounded.

Gypsy Knowledge: Gypsies get around and hear lots of stories and rumors.  Int Bonus + ½ level, DC 12 minor factoid, DC 18 very specific.  This skill is good for general area rumors, trivia, personalities, and gossip, not anything scholarly.  Please don't roll if the knowledge is somehow important to the story. 

Gypsy Performance
Gypsies are excellent at song and dance and love to show off their skills and charm others (it’s also a good distraction for their pickpockets).  A group of at least two musicians (guitar and rhythm) and a dancer is needed for a performance.  

Roll 1 + (Cha + Wis)/2 + ½ Level to use, DC 12 Social/DC 18 Hostile Crowd.  Use the highest skilled performer and add +1 for each performer who has a +3 Cha and Wis, up to +4.  With a good performance, add +4 to someone else’s attempt to influence the audience or a specific person.  Assume at least 1 turn for any performance. 

Gypsies usually perform for tips from the crowd (and whatever they’ve pilfered from them).  Command performance pricing is usually at least 100 gp (with an assurance of non-larcenous behavior). 

Gypsy Witches
Gypsy women of 6th level and up will have two specific magic abilities.  The origin of these abilities is unknown. 
● Magical Healing: Full healing all hp damage Wis bonus x a day, including themselves and those below 0 hp, but not yet dead.
Gypsy Curse: A Gypsy Witch can cast a Curse spell once per day.  It cannot be taught to outsiders.  Wis Bonus + ½ level vs DC 12 to cast.  The victim must make a DC 18 Will Sv.  Ceremony spell and requires a Sympathy, a personal object from the victim.  This spell is not cast without a mitigating cause, someone has done some type of harm or insult to the Romany.  The effects should be creative and fit the crime, but never directly lethal.  A Gypsy Witch may dispel it at will (good luck with that), otherwise it will require a Paladin or someone with similar powers to break the curse. 
Most Gypsy Witches also make claims of being able to see the future via various means (Crystal Ball, Tarot Cards, Palm Reading, etc).  This is typically a load of bunk designed to relieve suckers of their money.  But, who knows?  (Ref’s here’s where to drop your plot hints in a vaguely ominous fashion.)        

Other Gypsy Tribe Members
While very clannish, Gypsies will take in helpful outsiders and make them one of their own.  The itinerant Romany lifestyle has its attractions to those on the run, rootless individuals, and general outcasts.  Absolute loyalty to the clan and being useful to them are the two main requirements.  These outsiders are free to leave whenever they want, unless they marry a Gypsy, in which case they are then formally a member for life. 


As such, other classes of characters will often be present in a Gypsy camp or caravan.  Ostracized Demi-Humans will find an accepting home here, especially Tieflings, Halflings, and Half-Elves.  Fighters (usually married into the clan and providing security for the group), Rangers (dispossessed from their native lands), and Bohemian Wizards are the most common.  Unless the entire Player Character group is part of a tribe, a PC Gypsy is likely an exile, perhaps on the run from them.  

No comments:

Post a Comment