GYPSY (By Fionnghal Nic Phaidin of the Wetlands) GARB: Must wear a multicolored bandanna that covers the head and a bright tunic. WEAPONS: Short swords, daggers and throwing daggers only. ARMOR Up to 1 point at 5th level. SHIELD: None LIVES: 4 NOTES: 1) Gypsies cannot attack other Gypsies, their kinship to one another is too strong. 2) Affected by Bardic Presence as per Barbarian (Due to the kinship they have with Bards.) 3) There can only be one Gypsy King/Queen (6th level) in a game. LEVELS: 1st (Beggar) Steal (1/life) Luck Point (1/life) (not same as Duelist's Luck Point, see below) 2nd (Peddler) "Pass without Trace" (2/game) as per Druid ability. 3rd (Tinker) Sleep Powder Bolt OR Poison Weapon (1/game) as per Assassin ability Antidote to Poison as per Assassin ability. 4th (Soothsayer) Prophecy (1/game). Heal (1/life) 5th (Gypsy Prince/Princess) May use a sword without loss of dexterity armor point. Dying Gasp Curse 1/game May wear up to 1 point of armor. 6th (Gypsy King/Queen.) "Evil Eye" (1/Game) ABILITES: Luck Point - Gypsy says "Luck Point", "Ha, that missed!", "Tis' only a flesh wound!" or some other nonsense. This allows the Gypsy to ignore the first previous hit. Luck points must be announced immediately following the hit to be ignored. Works against any physical blow (including all spellballs). Must be indicated by a purple or multicolored ribbon and is negated if the Gypsy wields a sword until 5th level. Gypsies are most comfortable with knives and prefer close combat. Any Gypsy would most likely prefer to sell a sword seeing it more for its monetary value than its advantage on the battlefield. Steal - Range 20 feet, must say "I steal that (object)"x3. The object may be retrieved from the Gypsy within a 100 count by making the Gypsy return or drop the object. The Gypsy may drop the object at any time during the initial 100 count by saying "I drop this (object)" x1. The owner of the object may then stop for a count of 5 to retrieve the object. If the object is not retrieved within the 100 count, the object and any enchantments are considered lost. The player must return to base for a 100 count to retrieve a new object. This ability only SIMULATES the theft, it does not allow the Gypsy access to other people's equipment. Once something has been "stolen", it is unusable unless it is retrieved from the Gypsy by killing him or having him drop it, or a new object is retrieved after a 100 count at the base. The player does NOT give the equipment to the Gypsy. This ability does not work on Game Items, Garb, Armor, Enchanted Shields, or any item that is in use when the Gypsy Chant began. (example: a Warrior engaged in combat cannot have his sword stolen, but if the warrior is just standing around, sword in hand, it can be stolen. A Wizard casting a spell cannot have his spellbook stolen, but it can be stolen if he is fighting using swords and not casting magic.) Sleep Powder - One purple padded Sleep Powder Bolt. (Reusable. Only one can be carried at a time.) To charge, hold in hand and say "Sleep Powder"x5. Upon a hit, the victim must "Sleep" for 300 count and cannot be attacked. Since this simulates the victim being drugged only berserkers and those immune to poisons are immune to this ability. Cure Poison or Antidote to Poison removes the effects of Sleep Powder. Prophecy - This is a magical enchantment. Once per game. Must hold a yellow ribbon in hand and say "I foresee a disaster"x10, tie on ribbon. This will negate only one physical hit or magical attack. Usable on self or another. This simulates the Gypsy "foreseeing" the future for himself or another, and thus allowing the barer to advert disaster. Dying Gasp Curse - 20 ft range. When the Gypsy is killed he/she has the option of cursing his/her opponent upon his/her last dying gasp. Gypsy states upon dying "I curse thou with my last dying gasp"x1. Will kill after a hundred count unless removed by Remove Curse or if the victim is bearing Protection from Death enchantment. Only 5th level or higher Monks are immune. Evil Eye - Once per Game. 50ft range. (As per Druid's Finger of Death in that it is instantaneous death.) Point finger at victim and say "(Name or class)" then say " I call for your Death"x5. Only 5th level or higher monks are immune or if the victim is bearing Protection from Death enchantment. GYPSY BAND POWERS: Gypsies on the same team can form a Gypsy Band. Gypsies in a band have powers that they collectively can utilize depending on the size of the band. Perform (2/game) - Requires 2 or more Gypsies. The Gypsies must state collectively "Come one, come all, We the Gypsies are about to Perform"x3. They must then either dance, perform music, sing or tell stories, tell jokes etc. During which the Gypsy Band cannot move from their places, be harmed nor can they harm others. They must perform no more than 4 ft from one another and Perform ends when they are all are simultaneously silent for more than five seconds or when one or more separate further then 4ft from the others. Note: Once Perform is begun, no more Gypsies may join. Gypsy Charm (2/game) Requires 4 or more Gypsies. Has a 20ft range. The Gypsies must state collectively to intended victim (Name or Class) "Come and run away with the Gypsies"x3. Victim is then charmed by the gypsies for 300 count and must perform one reasonable request. The victim cannot be harmed while charmed. Those immune to charm magic are immune. Plead for sanctuary (1/game) Requires 6 or more Gypsies. Victim must be visibly a Knight, Squire, Royalty, or Nobility. (i.e. wearing a circlet, cornet or crown denoting rank and/or a white or red belt, unadorned chain or spurs.) Gypsies must surround the victim in a circle of no more than a 20' radius, kneel before him/her and state collectively "We plead for your protection oh mighty and fearless one."x3. The victim must then defend the Gypsy Band for the rest of that life. No one is immune.