

Charmed Samadji (1-4 pt: Merit)
Your family or sire has gifted you with an item of
power. You are expected to carry this powerful draba
unlil you sire your own progeny, then pass the gift to
her. Power levels ofsamadji wwy greatly; a samadji might
reduce target numbers on certain actions (1-2 pt), or
even provide the user with effects equivalent to low-level
Disciplines, such as Unseen Presence (4 pt).
Samadji may be activated in any of a number of ways.
Design your samadfi with the Storyteller, who will
assign a final value to it.
Family Allegiance (2 pt Merit)
Through your travels, you have gained the favor of
a mortal Gypsy family. The family aids you in your
exploits whenever possible, providing shelter from enemies or
acting as a method of transportation to or from
a city. All difficulty numbers involving social interaction
with the family in question are reduced by two. So
long as you do not abuse your trust (such as using family
members as steady Sources of blood ), the family will not
turn away trom you. Note: You may not take a Family
Allegiance with the Tsurara or Ravnos families.
Phralmulo (3 pt Merit)
You were Embraced from within the Rom, from
one of the families of power (see A World of Darkness:
Gypsies). Because of your heritage, you may be able to
regain Blood Affinities by feeding on Rom and may
begin with Abilities or Backgrounds available only to
Gypsy characters. In addition, phralmulo characters
need not pick a specific crime as their weakness; the
phralmulo, show a general (but compulsive) contempt
and disregard for all the laws of the gaje. Note: Without
this Merit, a Ravnos player character is assumed to be
georgio.
Family Enmity (2 pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding,"
you have gained the scorn of one of the
families. They will not offer any assistance to you, and
may even alert your enemies to your presence in a city.
Until you redeem yourself, be it through unrewarded
loyalty or perhaps remarkable cunning, they will interfere
with your plans and darken your name wherever
they travel. Note: You may not take a Family Enmity
with the Tsurara or the Ravnos families.
Marhime (3 pt Flaw)
You have committed some grievous crime against
the Rom, and arc now shunned by their families (including
the Ravnos). Though they do not work against
you, they avoid contact, as you might contaminate
them (difficulties of all Social rolls mwdving other
Gypsies increase by two). Cleansing yourself of your
crime is an arduous uphill battle; until you are redeemed
by a kris, you are unable to travel in the
company of your people for anything longer than a few
nights before they drive you away.
Wuzho Enemy (2 pt Flaw)
You have drawn the attention of one of the Wuzho.
This enemy is quite dangerous, as he wishes nothing more
than to send you to your end. Though he does not confront
you directly, he works to thwart your plans whenever
possible -- destroying family ties or angering other mulo
against you -- waiting for the night when you are no longer
able to defend yourself against him.