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The Rom in the Old World

by Rev. Garett Lepper

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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.

 

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