Rules for The Romeny, or Tinkers
by Liam Routt
Occult Knowledge - Folk Magic
The Romeny only learn a sinlge occult technique: Folk Magic,
rather than the three styles associated with traditional western
Nephilim. There are three circles of knowledge within Folk Magic:
- Herbalism
- Spiritualism
- The Divine
As with traditional occult techniques, it is necessary
to advance to at least 90% in one circle before
starting to learn the next circle.
There are few written documents describing Folk
Magic, and– the knowledge is usually passed directly
from one Romeny to another. The path of Folk
Magic is a much more personal journey, and for that
reason although some concepts can be taught, the pupil
must discover part of each technique for itself. For
these reasons learning Folk Magic requires an
expenditure of 3x the usual experience points.
Occult knowledge is less formalized for the Romeny than it is for
Nephilim who follow the traditions of the East or the West. Their nomadic
nature has lead tot the development of a less formalized occult
tradition, one which is handed down by word-of-mouth, rather than in the
pages of ancient tomes. For that reason, the generation of a Romeny using
the Advanced Past Lives System differs
slightly from the standard rules.
Spend Experience Points
Romeny use the following table, rather than that provided for the
standard Western traditions.
- 20 points - increase Ka by 1 and Khaiba by 1%
- 10 points - learn a new skill for the Romeny,
starting with 0%
- 1 point - add 1% to any non-occult skill. May not
spend more points than the span of the incarnation on any individual
skill.
- 3 points - add 1% to a circle of Folk Magic
- 10 points - learn or discover a a new spell
- 10 points & 2 Ka - Inscribe a spell previously
learned
Back to Liam Routt : Nephilim
Version August 16, 1995 /
Liam Routt /
repulse@zikzak.net