Rom Relations with Others
All Rom experience some prejudice and persecution
in their lives from the people whom they travel amongst. In
desperate times, Old Worlders will often accuse the Rom of being
responsible for the Old Worlder's current problems, and violence
against the Rom is not unknown. There have been massacres in
the past by outraged and terrified citizens, and the Rom are
often without the legal protection and privileges that the locals
enjoy. In Kislev, the Border Princes, and the Empire they are
tolerated. They are probably on their best behavior in the Empire,
and a little more reckless in Kislev and the Border Princes.
In Bretonnia they tend to become a little more immersed in criminal
activities due to the lax environment and the corrupt and negligent
authorities. In Tilea the Rom take an outright criminal role
in many cases. The Rom in Estalia are very clannish and introverted,
since they face considerable hostility from the rural populations
who view them as little better than witches.
The Rom have their closest relationships with Gnomes! Many Gnomes
wander about the Old World before settling down, doing artisan
work and the like, or a bit of entertaining, and they are readily
accepted by the Rom, and the Rom are always welcome in Gnome
communities, where the Rom are remarkably well-behaved. When
the Rom are being persecuted by locals, or face the threat of
violence, they often flee to Gnome communities for assistance,
and the Gnomes will always intervene to mediate. This is particularly
true in Tilea. The Rom also help out Gnomes, and Gnome merchants
are notorious for selling cheap goods that were smuggled in
by the Rom. There are also a number of Gnome circuses and entertainers
that travel about like the Rom, and have close ties with Rom
clans, and Gnome circuses and Rom clans often travel about from
festival to festival entertaining and delighting. It is said
that when the Rom were driven from their ancient homeland, that
a magpie sent to them by Ranald led them to safety at a Gnome
community, where the Gnomes taught them illusionist magic, and
to this day the two groups have had close relations.
The Rom also are on good terms with Halflings, and it is not
uncommon for the carefree halfling to join the Rom as well.
When the Rom arrive in Mootland, it is said that the Halfling
cooking and the Rom entertainment makes for a festival unparalleled
anywhere in the Old World!
Rom PCs
A Rom PC uses the human chart for determining their starter
profile.
All Rom speak "Roma", which is a dialect of Old Worlder
that can be unintelligible to others if they so desire.The Rom
use the following "Rom Skill Chart", regardless of
their Career Class:
Rom Skill Chart
d100 Skill
01-05 Acrobatics
06-10 Acute Hearing
11-15 Ambidextrous
16-17 Astrology
18-22 Blather
23-29 Dance
30 Divination
31-40 Drive Cart
41-45 Excellent Vision
46-47 Flee!
48-50 Fleet-footed
51-55 Lightning Reflexes
56-65 Luck
66-67 Muscianship
68-70 Palm Object
71-75 Ride (or Sailing if a River Clan)
76-80 Sing
81-85 Sixth Sense
86-90 Speak Additional Language
91-93 Street fight
94-95 Very Resilient
96-100 Wit
Rom Warrior Career Chart
01-20 Bodyguard
21-40 Labourer
41-60 Outlaw
61-80 Protagonist
81-00 Ruffian
Rom Ranger Career Chart
01-20 Boatman
21-25 Coachman
26-40 Fisherman
41-60 Herdsman
61-70 Hunter
71-85 Muleskinner
86-95 Outrider
96-00 Trapper
Rom Rogue Career Chart
01-05 Beggar
06-30 Entertainer
31-35 Footpad
36-40 Gambler
41-45 Grave Robber
45-50 Minstrel
51-60 Pedlar
61-65 Raconteur
66-70 Rustler
71-75 Sensitive
76-85 Smuggler
86-95 Thief
96-00 Tomb Robber
Rom Academic Chart
01-25 Artisan's Apprentice
26-50 Herbalist
51-55 Hypnotist
56-65 Initiate (of Ranald)
65-85 Seer
86-90 Sensitive
91-00 Wizard's Apprentice (or Hedge Wizard's Apprentice)
Trappings for the Rom: Rom, due to their impoverishment,
usually start off with only 2d6 GCs rather than 3d6, but they
will have an additional d3 daggers concealed on their person.
They are adorned
in brightly patterned clothing (woman more-so), have scarves
over their hair, and will have d6 pieces of cheap jewelry on
their hands, ears, nose, or tied into their hair. Each piece
is worth d10 shillings.
Gypsy Caravan Generator
First
determine the number of wagons in a family caravan. For large
gatherings of a family, you can multiply the number of wagons
by d3, to replicate the gathering of a clan multiply the number
of wagons by d6. To determine the base number of wagons in a
family roll d6.
To determine the number of Rom in a caravan roll
one d6 per wagon.
Then roll to determine the number of horses, rolling
d4 horses per wagon.
A Rom caravan usually has a number of guard and
hunting dogs, multiply the number of wagons by d3 to come up
with the number of horses.
Consider the means of livelihood for those in
the caravan. Its not uncommon for the Rom to pursue multiple
means of income. They could trap, train, and sell wildlife,
peddle small goods, raise horses, train falcons, act as merchants,
produce textiles or other trade goods, herd, brew alcohol, run
games of chance, and run circuses or perform as entertainers.
10% chance of secret
01-60 Criminal
Activity
01-20 Concealing
Fugitives
21-30 Concealing Mutants
31-40 Fixed Gambling
41-50 Involved
in Organized Crime
51-75 Petty Crimes/Crimes
of Opportunity
76-00 Smuggling
Goods
61-75 Occult
Activity
01-15 Agents
of Necromancers
16-34 Agents
of Vampires
35 Cannibals/Ghouls
36-45 Exorcists/Ghost
Finders
46-60 Guardians
of Occult Artifact/Occult Knowledge
61-70 Hunting
Vampires or Ghouls
71-75 Practice
Proscribed Religion (Khaine, Stromfels, Nagash, Ushoran)
75-88 Practicing
Necromancy
88-90 Serve Chaos
91-100 Smuggling
Unholy Tomes or artifacts
76-80 Cursed
- The family or clan is laboring under a curse placed on them
by another Rom family. The type of curse and the reason for
the curse are to be determined by the GM
81-85 Haunted
- Perhaps the traditions of the Rom weren't closely followed
or the dead were not satisfied or crave vengeance, but the family
or clan is haunted by their ancestors. By custom they cannot
exorcise them and are seeking to find a way to appease the dead.
86-90 Hunted
- Roll again on the table to see why this family or clan is
hunted. They may be hunted by the authorities for suspected
crimes, by crime syndicates for shady dealings, by religious
persecutors, angry communities, or even vampires.
91-95 Part of
Secret Society - The Rom have long traditions and custom, and
many families or clans formed secret societies within their
network. Some were political, others magical or religious, many
date back to ancient Nehekharan societies. The GM is free to
decide which kind of society this is.
96-100 Stigmatized
- The family or clan is believed guilty of some horrible crime
in the past and have not been forgiven by the other Rom people.
They may be unwilling or unable to fulfill the tasks for redemption.
The nature and extent of the crime is to be determined by the
GM and the members of this family or clan are avoided and feared
by all other clans and families.

