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Breed
Homid
The most common of all the breeds, homid Garou
are born to a human or homid mother and suffer from her lack of connection
to Gaia. Because humanity has separated itself from the Wyld and has become
focused on the trials and tribulations of civilization, members of the homid
breed have become disassociated from their wild inner selves.
This is why so many homids are lost cubs, Lunatics
who do not know their true heritage. Many times the Kin Fetch (see Baptism
by Fire) for a homid will be lost when she is young, and a homid child
will have her First Change in a strange place without Garou aid. Still, it
might be argued that the homids are the most hardy of the breeds, able to
adapt to almost any environmental threat. Many Garou believe that the homids
will be the last breed to fall before the end of the Apocalypse.
-
Natural Form: Homid
-
Beginning Gifts: Persuasion, Smell of
Man.
-
Beginning Gnosis: Homids begin with only
one Gnosis Trait.
Lupus
This is a Garou whose mother is either a wolf
or a lupus Garou. This breed is the least represented among the Garou population.
It is a sad state of affairs when even the metis, who are considered abominations
among some of the Garou, are more populous than the lupus. This is, in part,
because of the nearly genocidal killing of wolves throughout North America
and Europe.
Wolves once had the largest natural range of
any terrestrial mammal except man. Currently, the only significant populations
of wolves in North America are in Canada, Alaska and northern
Minnesota.
Part of playing a lupus character is understanding
her lupine nature. You must keep in mind some facts about wolves that make
lupus Garou different from homid or metis Garou.
Wolves are nocturnal or crepuscular (meaning
that they come out at night or twilight), although diurnal activity, especially
during cool weather and in winter, is not uncommon. Lupus Garou are often
night creatures and tend to be lazy and sleepy during the day.
They are almost entirely carnivorous. Some lupus Garou have adapted enough
to eat foods other than meat, but they usually like their meat bloody, warm
and freshly killed.
Lupus do not understand some human concepts at
first. The concept of time is difficult, as is using money and operating
technology (the lupus refer to it as weavertech). Human laws,
bureaucracy and computers are totally alien to them.
Also, lupus do not communicate like humans do.
In fact, they have to learn human tongues by painstakingly taking Homid form
and trying to form strange words. They are used to howling, posturing and
marking territory with their scent glands to get their point
across.
Lupus characters howl during mating, during
courtship, as a warning, as part of worshipping the moon and in celebration.
In addition to howling, wolves also bark, growl and whine. The bark is associated
with surprise and warning. Growling occurs during challenges and is associated
with threatening others or asserting ones rights. Whines are associated
with greetings, hungry cubs, playtime and other signs of anxiety, curiosity
or inquiry. These noises are intimate messages that lupus Garou make to other
wolves and to each other.
Lupus will posture to show dominance: the most
common pose for this is placing ones paw on another lupus as that lupus
rolls over to accept dominance. Lupus also mark possessions and territories
with their scent glands, which, in Crinos form, are located on the wrists
and the neck.
The dominant members of a lupus pack are the
alpha male and alpha female. In a lupus pack, only the alpha pair breeds
with wolves, and this pair also suppresses breeding in all other pack members.
However, all pack members will help care for pups and feed them as well.
Unlike homid and metis Garou, many lupus packs also have Kin-folk wolves
as members.
Lupus Garou respect other Garou more when they
take Lupus form to communicate with them. They generally have a hard time
considering possible actions in terms of future results or as a result of
past actions. They live in the present for the most part, and often take
the most logical, most common-sense course of action rather than involving
themselves in complicated schemes. They do not often make elaborate plans
instinct usually guides them.
They believe that Gaia watches over them, and
that she will provide for them. They are perhaps the most spiritual of the
breeds. They are known to respect Theurges (of any breed) more than the other
auspices, and in the Umbra, they show respect for all spirits
encountered.
-
Natural Form: Lupus
-
Beginning Gifts: Heightened Senses,
Catfeet
-
Beginning Gnosis: Lupus Garou begin with
three Gnosis Traits.
-
Restrictions: A lupus cannot have certain
Backgrounds or Abilities
Metis
When a Garou mates with another Garou, the result
is a metis. This mating is proscribed by the Litany and is usually considered
a perversion among the Garou. In these last days, when so many Garou are
dying and not many are born among the lupus or homids, it is very tempting
for some of the remaining Garou to consider producing more Garou this way.
Still, the fact that they are born disfigured is proof enough to most Garou
that metis are somehow tainted by the Wyrm from birth.
Despite the stigma, metis do usually grow up
fully aware of their Garou heritage and have the unmistakable proof that
they are Garou from the day they are born. This is a powerful thing, largely
because they do not have to go through the traumatic First Change as homids
or the lupus do, and they are often taught Beginning Gifts before they even
show signs of changing. They sometimes take their first trip in the Umbra
as children, as it is a simple thing for them to step sideways even before
they first learn to walk. It is a good thing that a metis has Garou
parents not many human parents could handle a toddler whose natural
form is a growling Crinos. Garou mothers usually assume Crinos form in order
to give birth to metis, but the births are always difficult and
dangerous.
Metis are considered to be the cursed of Gaia
because of the sin that caused their birth. They are, by nature, infertile,
and they each have at least one disfigurement. The disfigurement is always
detrimental (see Metis Disfigurements )
-
Natural Form: Crinos. Unlike homid or lupus
Garou, metis always regenerate their damage in Crinos. They are truly an
amalgam of human and wolf, and there is no true natural form
for them to assume.
-
Beginning Gifts: Sense Wyrm, Create
Element
-
Beginning Gnosis: Two Gnosis
Traits
Metis Disfigurements
You must choose a disfigurement from the list
below or make up your own and have it approved by your Narrator. All mandatory
Negative Traits do not count towards the normal bonuses gained by Negative
Traits (you cannot gain extra Traits simply by choosing to play a
metis).
| Hunchback: |
You cannot take any of the following Social
Traits: Beguiling, Charming, Elegant, Friendly, Gorgeous, Magnetic, Persuasive
or Seductive. You must take the Negative Trait: Repugnant. |
| Malformed Limb: |
You cannot take the Physical Trait: Dexterous,
and you must take the Negative Trait: Lame. |
| Widely Spaced Eyes: |
You are automatically recieve a one Trait penalty
when bidding for ranged attacks, and you must take the Negative Social Trait:
Bestial. |
| Musk: |
You smell. Most humans attribute this to bad
perfume, but it sets animals on edge, and it causes lupus Garou to avoid
you. You are easily tracked by your smell, and you must take the Negative
Social Trait: Obnoxious. |
| Madness: |
You are slightly mad. Your mental
wiring is a little bit off. When in a stressful situation, you
must spend a Willpower Trait or have a temporary Derangement imposed on you
by a Narrator. This can cause many Garou to distrust you. |
| Cleft Lip: |
You have a cleft lip at least you can
snarl. You must take the Negative Social Trait: Repugnant, but it only applies
to homid or human opponents. You should roleplay this disability: its
hard for others to understand you when you get excited. |
| Bad Hearing: |
You must take the Negative Mental Trait: Oblivious,
and you must roleplay your disability. This can actually be useful: you can
encourage other Garou to repeat themselves. Of course, many Garou have frenzied
for simpler reasons. |
| Hairless: |
You have no hair on your body. This is not
necessarily a disadvantage in homid form, although you will probably attract
some notice. In any other form, however, other Garou will shun you. You must
take the Negative Social Trait: Repugnant, which applies to Garou only. When
it is cold, you must also take the Negative Trait: Delicate, which applies
to nearly every situation. |
| Lack of Claws: |
You have no claws, and you do not do aggravated
damage, ever. The only way you can fight efficiently in wolf form is if you
create some kind of fetish that gives you weaponry in that form. Furthermore,
you need twice the amount of Glory if Glory is a requirement for you to advance
in Rank. Its a wonder that you werent euthanized at
birth. |
| Human Face: |
You retain a human face in all your forms. This
is disgusting to most Garou take the Negative Social Trait: Bestial
(only other Garou can use this Trait against you, however). You also do not
gain any Trait bonuses for perception while in Lupus form. |
Auspices
The Touch of
Luna
It is often difficult to explain the nature of
auspice to those who dont have Garou blood coursing through their veins.
Some, in their ignorance, assume it to be some form of petty astrology. Others
with some understanding of such things dislike the sense of destiny this
idea suggests. Many young Garou who are disdainful of anything that hints
at constraint make similar false assumptions. Ones auspice is not a
predestined and inflexible path a Garou is forced to follow. Instead, it
is a silvery beacon that serves to illuminate her path through life. The
influence of an auspice comes as much from within as it does from
without.
Auspice also serves as an important focus of
Garou social life. The Garou as a whole lack the vast diversity of potential
interaction that their human counterparts enjoy. Therefore, it is not uncommon
for Garou of the same auspice to gather together for fellowship. These meetings
are informal and not at all closed to other Garou. The Society
section provides more details on these meetings.
In addition to the distinctions of the phases
of the moon, many werewolves notice a difference between a Garou with a waxing
auspice and one with a waning auspice. When waxing, the moon provides a more
positive, aggressive and direct auspice. When waning, the moon causes a more
negative, introspective and indirect auspice. Thus, a waxing Galliard may
be a great public performer, while a waning Galliard may only create songs
for herself and dwell on things in quiet places.
It should be noticed that the brighter, more
clearly-seen planets (Mars, Venus, Mercury and Jupiter) are sometimes also
noted in the night sky on the day a Garou is born, as well as whether those
planets are rising or falling in the sky. Saturn is ignored, as it is regarded
as the Star of the Wyrm.
Ragabash
The penultimate outsiders, Ragabash are the breakers
of boundaries, the outcasts, the rogues, the pranksters and the scapegoats
of Garou society. They are always playing the fool, breaking rules and making
new paths and new traditions.
Some Ragabash rebel just because it is their
nature, while others do it out of a reasoned and essential need to question
authority. Sometimes a No-Moon can go from a cynical hardcase to a trusting
idiot in seconds. They are often adept at following their noses, listening
to their instincts and trusting in their luck.
Theyre often found in the midst of trouble,
and when theyre caught, they usually claim innocence. Whether a Ragabash
is responsible or reckless, its quite likely that he can get himself
out of just about any situation he uncovers.
The Coyote Totem has been known to consort with
Ragabash, and they are fond of playing jokes not just on Garou, but also
on mages, vampires and especially faeries.
Ragabash are not tied to tradition: indeed, they
are expected to break it. They usually follow rules only when it suits
them.
-
Beginning Gifts: Blur of the Milky Eye,
Open Seal, Scent of Running Water.
-
Nickname: Trickster, No-Moon
-
Stereotype: A Ragabash is regarded as a
shifty, untrustworthy prankster who must be watched every minute. In reality,
however, only Garou who lack a sense of humor have something to
fear.
-
Beginning Rage: A Ragabash begins with
one Rage Trait.
Quote: Just because the Moon is
dark doesnt mean that we walk always in darkness. We hold within us
the inner light of Gaia, and we find our way out of the darkness to new paths
that were never before known. We are the pathfinders, the scouts for our
Garou brothers. We will always be on the outside, but we are an intrinsic
part of the Garou Nation.
Theurge
Theurges explore the paths of the spirit and are
most familiar with the spirit world. They serve as healers, prophets, warders,
exorcists, diviners, spiritual counselors, purifiers, artificers and summoners.
They use spirits to accomplish their magic, and many Theurges develop rites
of their own to use when they reach elder status.
Because they are allied with the spirit world,
they often have conversations with people who arent there and develop
complicated superstitions. Some of these superstitions are geasa laid on
them by spirits. (See Geasa in the section on Spirits
and as part of the Rite of Spirit Summoning.)
-
Beginning Gifts: Mothers Touch, Sense
Wyrm, Spirit Speech
-
Nicknames: Seer, Shaman
-
Stereotype: Although Theurges are powerful
in the spirit world, the more physically-oriented Garou often see Theurges
as strange, unearthly and weak in combat. This is not the case: many Theurges
learn the martial arts in order to potentially intimidate or do battle with
spirits.
Still, it is not a coincidence that many of the Theurges of a sept will tend
to gather together in Medicine Circles, for only a true Theurge can truly
understand another.
-
Beginning Rage: Theurges begin with two
Rage Traits.
Quote: Quiet! Do you hear the wind?
Ive listened to its sighs every morning and every evening for the space
of a moon. Do you know why? I await my messenger, who has been sent into
the Deep Umbra to search out other realms and other places. What do you think
it will say when it returns? Will it still speak my language? Will it hold
secrets of a new race of people? Will it tell the tale of another Gaia-spirit
out there in the void? Or will it never return, like a stone dropped in a
bottomless well? Quiet! Listen! You may hear something...
Philodox
Much about the Garou is a matter of balance: balance
between wolf and man, spirit and flesh, and creation and destruction. Born
when Lunas face sits on the threshold between light and darkness, Philodox
are the physical incarnation of this balance. Among the Garou, they are known
for their unbiased outlook. Indeed, the words of a Philodox are often taken
to heart by the most radical of Garou factions. They value this honor and
strive to maintain their image as fair and impartial judges in the eyes of
other Garou. The Philodox who does otherwise may find himself ostracized
by other Half-Moons.
A Philodox character is often the mediator and
peace-maker in his pack. As she grows older and wiser, she should expect
to be called upon as a judge and arbitrator for a wide variety of matters.
And although a Philodox can not help but see the world in terms of balance,
she is loathe to express her views unless others ask her. This reluctance
to become involved often makes her seem unconcerned to other auspices. Sometimes,
by playing the devils advocate, she actually hinders necessary
split-second decisions. Such is her nature, however, and few would argue
her inestimable value to the already fractious Garou.
-
Beginning Gifts: Resist Pain, Scent of
the True Form, Truth of Gaia
-
Nickname: Bard
-
Stereotype: The Philodox are often seen
as mediators. Of all the Garou, they are typically perceived as being the
most honorable.
-
Initial Rage: A Philodox begins with three
Rage Traits.
Quote: You do not know of what you
speak. Do you both truly mean the curses that you spit at each other? Would
the two of you truly tear each other apart? Would you slay your own brother
while the Wyrm coils and readies to strike at us from the darkness? Have
you no wits about you? Now is the time for unity, not strife the Apocalypse
is nearly upon us!
Galliard
The Garou born under this phase of the moon are
imbued with the spark of creation. The greatest poems, songs and tales of
the Garou have sprung from their fertile minds. Their thoughts are like
quicksilver, racing and fluid, dashing headlong into places where few other
Garou give a passing glance. The Moon Dancers lead the sept in its howls
during the time of the moot. Their energetic and inspirational performances
infect the whole sept, filling them with a sense of belonging and tradition.
This is an important role in a time when so many Garou are losing their sense
of direction and purpose.
The Galliard character is a creative and intuitive
spirit. He will be the member of her pack most likely to come up with an
original or previously unconsidered solution to a problem. This Trait, combined
with the ability to quickly and powerfully communicate his unique views to
others, often allows a Galliard to inspire his fellows to great accomplishments.
However, his continual deviance from the norm threatens some conservative
Garou. This lack of restraint is deeply ingrained into the Galliard auspice.
A Galliard will sometimes have to force himself to stick with time-honored
or direct solutions, even when they are the best options.
-
Beginning Gifts: Beast Life, Call of the
Wyld, Mindspeak
-
Nickname: Moon Dancer
-
Stereotype: The Galliard are seen as having
little sense of restraint and no sense of self-control. Instead, they possess
a great capacity to understand others and guide them.
-
Initial Rage: Galliards begin with four
Rage Traits.
Quote: Your traditions and customs
confine you like chains. Who are you to question passion? That is the only
truth before Gaia. I will be true to myself as I live my
life.
Ahroun
The Ahroun are the undisputed battlelords of the
Garou. Born under the power and majesty of the full moon, they are the first
in battle and the last to retreat. Even as pups, those born under the full
moon are taught the martial ways and take great pride in their warrior status.
The impending Apocalypse requires strong warriors, both in mind and body,
to assault the forces of the Wyrm, and the Ahroun of all Thirteen Tribes
are prepared to face that challenge.
Most prefer death to defeat, and many have lived
and died by this ideal.Unlike other auspices in the Thirteen Tribes, the
Ahroun do not segregate themselves because of their tribes. They tend to
be a close-knit family despite tribal politics. It is a familiar sight to
see Ahroun from all tribes congregate to share tales of glory while those
of other auspices remain detached from their peers. Other Garou could learn
a lesson from their example.
-
Beginning Gifts: Razor Claws, Inspiration,
The Falling Touch
-
Nickname: Spirit Warrior
-
Stereotype: The Ahroun are seen as rugged
individuals and leaders (at least in times of war). They are perceived as
being socially inept, often showing too much of their wolf-like nature when
in public.
-
Initial Rage: Ahroun begin with five Rage
Traits.
Quote: Death holds no power over
me, for I do not fear it. I will gladly meet her vicious onslaught and rend
her very essence with my teeth and claws before she brings me down. These
are the final days, the Apocalypse. My death is already accounted for in
the grand scheme of things it is only a question of when I will die
in battle.
Tribes
Black Furies
The Black Furies exist as a counterpoint to the
somewhat male-dominated Garou society. Ever since their ancestors left the
rest of the Garou and went to the farthest places to establish a place where
they could be alone, Black Furies have been separate and strong. They believe
that their Goddess, Artemis (Luna in another guise), wants them to remain
apart from men. The only men in their tribe are those who are of the infertile
metis breed.
They believe that their tribe has remained strong
and pure with their own heritage throughout the centuries, and they can trace
their heritage all the way back to prehistoric times.
Among the Furies, there are many reactions to
the current Apocalypse. Some choose to save everyone they can, some choose
to defend only women, some search through the world looking for lost sacred
places and missing artifacts, and some choose to worship Artemis as their
Goddess. Despite these disparate goals, they are all united under one tribe,
and when they are unified under a common cause and bring their might to bear,
they are a powerful foe.
-
Totem: Pegasus
-
Initial Willpower: One Trait
-
Tribe Advantage: Sisterhood
A Black Fury can share Willpower Traits with any other Fury or any other
female member of her pack.
-
Tribe Drawback: Protectors of the
Daughter
The totem of the Black Furies will provide them with a spiritual warning
whenever a woman in the area is in danger. This warning (or call) can come
at any time and will usually supersede the Black Furies other priorities.
A Black Fury can ignore this call if she expends one Willpower Trait. However,
she may lose Honor or Glory because of it.
-
Backgrounds: Black Furies may select any
Background.
-
Beginning Gifts: Sense Wyrm, Heightened
Senses, Sense of the Prey
-
Wolf Form: Black Furies tend to be dark,
with a glossy coat and white or silver streaks. A few of them have natural
double-headed ax tattoos or birthmarks.
-
Organization: The Black Furies are run
by two major bodies, called Calyxes. The Outer Calyx is made up of 13 ranked
Black Furies from all over the world, chosen by lot. The Inner Calyx consists
of five Furies chosen directly by Artemis herself. The Outer Calyx coordinates
Fury actions all over the world and provides regional administrators. The
Inner Calyxs five positions equate to the five auspices and act as
a council, deciding policy, interpreting tradition and creating laws for
the tribe. Those who Artemis calls for the Inner Calyx are of all ranks and
abilities, not just the elders of the tribe, and this has caused some discord
among the Outer Calyx, who believe that they should be chosen for service
eventually.
-
Habitat: Wherever there is wilderness left
in the world, the Black Furies will be there. Wherever there are ancient
artifacts that might fall into the talons of the Wyrm, the Black Furies will
be ready to fight. Wherever there are women in danger, the Black Furies will
come to their aid.
-
Protectorate: Black Furies see themselves
as protectors of the Wyld, a force that embodies the source of mystery and
the force of Nature. They tend the wild places that are left in the World
of Darkness, and they have charged themselves with the recovery, protection
and conservation of ancient, semi-mythical places and things. They see themselves
as protectors of women and unspoiled places, and they will go to great lengths
to uphold their duty to them.
-
Outlook: The Black Furies ally themselves
with the Children of Gaia and the Silent Striders, as they usually work together
well. They respect the Stargazers, the Wendigo and the Red Talons, but
cant seem to get along with them. They dislike the Fianna, the Glass
Walkers and the Bone Gnawers, but they will not usually raise talons against
them. They dearly hate the Get of Fenris and the Shadow Lords, and they sorely
resent the position of dominance the Silver Fangs hold, although they follow
the wisdom of their leaders and generally only attack these politically powerful
Garou when they have permission. You can expect Black Furies to give most
men attitude. The stereotype of all Black Furies as hardcases
is misleading... even if it does contain a kernel of truth.
Quote: Follow you? Why? You show
as much common sense as a half-trained cub. I wouldnt follow you into
a paper bag, because Im sure you couldnt find your way out of
one!
Bone Gnawers
As hungry mutts, the Bone Gnawers have survived
for centuries using their canny ability to sniff out food and sneak about
unseen. Its possible that they were originally of jackal stock, although
their legends say that they were the runt of the litter back
in the old days: young, tough, and stringy. Today, they tend to be play the
role of convenient scapegoats, although the Children of Gaia tend to stick
up for them in septs. A few Bone Gnawers have gained enough Renown on their
own to form their own septs. They often discover or build caerns in the secret
places of the city they use on their own.
Throughout history, Bone Gnawers have followed
the dispossessed and the homeless. They hate slavery and oppression in general,
but theyre usually too busy just surviving to care about most of Garou
politics.
Because they are allied with all the dogs in
any given city (through a complex system of communication called the
Barking Chain), and because they know many secrets about the
sewers and the tunnels underneath the city, the Bone Gnawers are pretty much
in the know about what goes on in any metropolitan area. This is as much
a survival tactic as it is a strategic activity: they need to know when
its time to flee a sinking ship once things go wrong.
-
Totem: The Rat
-
Initial Willpower: Two Traits
-
Tribe Advantage: Finking
Bone Gnawers always have an inkling as to what is going on in the city in
which they live. As a result, they can gain an instant Influence Trait in
any area for the purpose of gathering information. This can be done once
per session per level of Rank.
-
Tribe Drawback:
Bone Gnawers are often regarded as filthy, second-class Garou because of
their lifestyles. Because of this, a Bone Gnawer must first gain the approval
and sponsorship of an elder who is not a Bone Gnawer before he can gain any
Honor, Glory or Wisdom Renown.
-
Backgrounds: Bone Gnawers may not take
the Pure Breed Background or the Finance Influence.
-
Beginning Gifts: Scent of Sweet Honey,
Odious Aroma
-
Wolf Form: Bone Gnawers look much like
large street dogs. They often pass for them in open view of humans, although
this has its own dangers: many Bone Gnawers have been caught by Animal Control
units and taken to city pounds, where they orchestrate stealthy and ingenious
breakouts. Their coats have reddish-brown or gray fur, and theyre usually
smaller than other Garou in that form.
-
Organization: Bone Gnawers live together
in family groups that are usually the result of choice, not breeding. Because
they are generally despised by the rest of the Garou for their apparent breeding
(theyre mongrels) and because of their smell, they tend to flock together
and even form septs all their own. They are ruled by their Mothers and Fathers,
respected elders who gain Renown among them by providing food (Honor), collecting
interesting things (Glory) and staying alive (Wisdom).
Because of their status and the places they live, the Bone Gnawers often
have positive relations with Nosferatu vampires. Indeed, it is believed by
some that they often work together to achieve common goals, although the
details of this are carefully guarded secrets.
-
Habitat: Bone Gnawers live wherever the
homeless live. Some of them move out to the country to join their hillfolk
cousins, but for the most part, they live and thrive in the
city.
-
Protectorate: Bone Gnawers look after the
people they live around: the homeless, dispossessed, insane and drug-afflicted
peoples of the cities. Although they have rules against interfering in their
lives, they usually interfere anyway.
-
Outlook: The Bone Gnawers like anyone who
will give them half a shred of respect, but they can sense whenever someone
is attempting to take advantage of them. They are very practical and tend
to ignore the more high-minded tribes, even making fun of them from time
to time. They dont care much about prophesies or even the Wyrm;
theyre usually too busy surviving on a day-to-day basis.
Quote: Whatcha gonna do, send em
chocolate and roses? Two days ago, I saw an entrance that could get you into
that Pentex factory. If you want in there, you talk to me. Yeah, thats
right... me. Ya got any grub?
Children of Gaia
Amidst the sea of violence and anger that consumes
the Garou race, there is an island of reason and restraint. These gentle
and empathic souls are the Children of Gaia, so-named because of their
self-professed claim to be the tribe closest to the true purpose of
Gaia.
Children of Gaia believe, unlike the majority
of Garou, that humans can be taught the error of their ways. They argue that
by persecuting the blind, naked humans, Garou have only isolated these errant
children from their place in Gaias scheme. Caught between the ravages
of the Impergium and the dangers of the untamed wilderness, it is no wonder
that they sought shelter in the dark shadows of the Wyrm.
The Children of Gaia propose that cooperation
and education are the best tools the Garou have to rectify the mistakes of
the past and hopefully prevent what appears to be a darkening future. The
Children only hope that its not too late to avert
disaster.
The other tribes often scoff at the pacifistic
disposition of the Children, calling them hopeful dreamers. When cornered
or defending what they see as a noble or just cause, the Children of Gaia
can become a terrifyingly lethal force, even though they lack the blind fury
that they despise in their brethren.
-
Totem: The Unicorn
-
Initial Willpower: Three
Traits
-
Tribe Advantage: Diplomacy
The Children of Gaia are steadfast proponent of peaceful negotiation and
discourse. To represent this, Children of Gaia begin with the additional
Social Trait: Diplomatic, which cannot be lost.
-
Tribe Drawback:
Children of Gaia do not cause a Delirium reaction and therefore must exercise
great care not to break the Veil. Many Children see this as a mixed blessing,
since it allows them more opportunities to interact freely with
humans.
-
Backgrounds: Children of Gaia may take
any Background Traits.
-
Beginning Gifts: Mothers Touch, Resist
Pain
-
Wolf Form: Children of Gaia dont
look much different from other Garou the difference is in their demeanor.
Instead of seeming like cold, feral animals, they instead seem more like
large friendly dogs.
-
Organization: The Children of Gaia respect
the experience and knowledge of others. However, they also appreciate the
energy and originality of the young. At a meeting of the Children, anyone
may speak, and everyone is expected to hear other what others have to
say.
-
Habitat: The Children of Gaia have no apparent
preference when it comes to territory and do not shun areas frequented by
humans, like some tribes do. On the contrary, they actively look for
opportunities to interact with human society to better understand and hopefully
communicate with humans. Children of Gaia can be found among ecological movements
and activist groups where they believe their message will be openly heard
and spread.
-
Protectorate: The Children of Gaia will
become involved in any segment of humanity in which they believe they can
institute peaceful change. Some say the recycling movement and current attitudes
of ecological awareness owe a great deal to the efforts of the Children of
Gaia.
-
Outlook: Children of Gaia believe that
it is their responsibility to mediate disputes arising among the other tribes.
They fear that the eventual downfall of all Garou will come from inner strife
and turmoil rather than from external enemies. Were they not there to guide
the Garou toward a gentler path, the Children feel, all would be
lost.
Quote: Each human we alienate, every
careless frenzy we give into and every petty power play we engage in fills
the bloated belly of the Wyrm to the point of bursting and drowns us all
in a flood of hate and putrescence.
Fianna
Known among Garou throughout Ireland, Britain
and Europe as bards, storytellers and great warriors, the Fianna have earned
their reputation through the centuries by mastering both sword and song.
Although today the Fianna make their homes in many parts of the world, their
graceful Celtic homelands are still dear to them.
The bards of the Fianna are considered by all
tribes to be the most gifted, even by other Gibbous Moons. Taught from birth
to master the glory of song, their memories reach back farther into Garou
history than any other tribe (despite the claims of those who might contest
this). Fianna Ahroun are also taught the glory of battle and prove to be
difficult adversaries for even the most ferocious Get of Fenris.
Out of all the tribes, the Fianna seem to be
more tolerant and hold fewer prejudices than any other tribe. They do have
long-standing rivalries with both the Get of Fenris and the Shadow Lords,
though, and they will go to great lengths to show up or embarrass members
of those tribes. For the most part, the Fianna are content with a good song
and a pint of stout, but they are quick to temper and dangerous when
angered.
In recent years, there has been a division of
loyalties among the Fianna. With the occupation of Northern Ireland by the
British, Irish Fianna have lent their services to the IRA, while their British
cousins have joined forces with the Provincial Army. This has been the greatest
threat to Fianna security ever. The war rages on, despite pleadings from
other Fianna for the fighting to cease.
-
Totem: The Stag
-
Initial Willpower: One Trait
-
Tribe Advantage: Heirloom
The Fianna are extremely close-knit and very family-oriented. As a result,
all Fianna begin with an heirloom that can be used as a two Trait fetish.
A player can spend additional Background Traits if she would like this Heirloom
to be more powerful; however, a Garou can never have a fetish with more than
five Traits.
-
Tribe Drawback: Heirloom
If a Fianna ever loses her Heirloom, or if it is destroyed, she automatically
loses two Honor Renown Traits and will be unable to gain any further Renown
until she has either recovered her Heirloom or received forgiveness from
her Fianna elder.
-
Backgrounds: Fianna may select any
Background.
-
Beginning Gifts: Persuasion, Resist
Toxin
-
Wolf Form: In full Lupus form, the Fianna
appear as huge blood-red or black wolves with green to greenish-gray eyes.
They look very much like dire wolves.
-
Organization: Family is very important
to the Fianna, as blood is everything to this tribe. Fianna and their Kinfolk
meet once every lunar month to settle disputes and rejoice in their Celtic
heritage, spinning tales of their deeds and bringing greater glory to themselves
and to the tribe. The governing body that oversees this tribe, the Council
of Song, is a group of elder Garou. Each one is elected by the tribe from
a different Auspice. Their responsibility is to decide all matters concerning
the tribe, affairs concerning intertribal politics as well as matters pertaining
to other facets of society, both human and Garou. They are well-respected
among the Fianna, and their word is considered law.
-
Habitat: The Fianna may be found in all
environments, although they prefer rural areas. The elders and their kin
prefer the quiet life of farming, while the youth are apt to live in the
cities among the humans and follow their ways.
-
Protectorate: These Garou hold close ties
to the Celtic way of life and, because of this, they protect the Irish and
British with a fierce passion. Due to their migrations in recent decades,
they have also taken the responsibility of protecting singers and entertainers
of all types.
-
Outlook: You believe that all the world
is your stage (or your pub), and believe in enjoying life to the fullest.You
tend to ignore your serious cousins in the other tribes. What do they know,
anyway?
Quote: Im concerned as much
about Northern Ireland as you are, but right now, why dont you sit
your arse down and listen to the music? Damn! Bartender, another whiskey...
Hey, I said shut up!
Get of Fenris
Renowned for their fierce tempers and bloodthirsty
ways, the Get of Fenris have earned the reputation of being the quintessential
battlelords of the Garou. As a rule, they are savage and merciless, giving
no quarter to a fallen enemy. They believe mercy is for the
weak.
Originally from Scandinavia, the Get migrated
with the Vikings in their conquests throughout Europe and took what they
wanted before destroying the rest, much like their Viking Kinfolk. They believe
in the superiority of their bloodline, much like the Fianna, and even today,
most of this tribe hails from Scandinavian and German ancestry. The Get believe
that the other tribes are too weak to combat the forces of the Wyrm, and
they feel that they must do it themselves. They are renown for intervening
in battle, pushing their cousins of other tribes aside and taking the glory
for themselves. At times, other tribes harbor great animosity for the
Get.
Members of the Get of Fenris believe that the
only way to defeat the Wyrm is all-out war; anything less is cowardice. They
constantly push their philosophies at the moots and become irritated and
violent when their ideas, considered brash and foolish, are ignored. The
Get believe that those who do not rush into battle are weak and deserve only
death. The battlefield is home for the Get of Fenris, and they do not fear
death. They believe that if they fight bravely and embrace the glory of war,
they will be lifted to Valhalla upon death and be given the Gift of eternal
conflict. The Get have the highest casualty rate of all the
tribes.
When the Get are not in battle, they are planning
strategies or telling tales of glory around the fire. This tribe keeps mostly
to itself, not caring to interact much with other tribes. They are long-standing
enemies with the two tribes composed of primarily indigenous peoples, the
Wendigo and the Uktena.
-
Totem: The Fenris Wolf
-
Initial Willpower: One Trait
-
Tribe Advantage: Pelt of Fenris
The Get of Fenris are some of the toughest warriors of all the Tribes. One
reason for this is their thick pelt; when in Crinos or Lupus form, a Get
of Fenris gains one additional wound level.
-
Tribe Drawback:
The Get are extremely secular and snide. They automatically begin with two
Negative Social Traits. One of these must be Condescending; the
other may be chosen by the player. No additional freebie Traits
are generated by these, as they are qualities that all Get of Fenris
have.
-
Backgrounds: The Get may choose from any
Background except for Past Life.
-
Beginning Gifts: Razor Claws, Resist
Pain
-
Wolf Form: The Get are probably most menacing
in Lupus form, as they believe intimidation is mandatory to victory. They
appear as gray northern wolves, although this is diminishing somewhat due
to their crossbreeding with other cultures.
-
Organization: This tribe meets regularly
on every full moon. These meetings are very strict, with an air of military
discipline about them. The Ahroun are given the greatest respect among the
Get, as they are the tribes fiercest warriors. However, each of the
auspices has a role in battle. Even a Get of Fenris Ragabash can be a fierce
opponent. During these moots, the Get plot war strategies and tell of deeds
of great glory. They also settle any major disputes within the tribe by combat;
sometimes the losers do not live very long.
-
Habitat: The Get tend to live in rural
areas, making their homes with the same families they have bred with for
years. Many of the younger Get have followed the humans and their ways in
a disturbing manner, joining with skinhead and Neo-Nazi groups and bringing
shame to their tribe.
-
Protectorate: The Get hate all humans.
They also believe that those who are too weak to survive deserve
death.
-
Outlook: Life is battle and war is glory.
We were put here to fight, and that is what we will do. Mercy is for the
weak, and those who are not strong enough to stand by our side will receive
no pity from Gaia.
Quote: Youve put up a good
fight, but Im through playing. Now Im going to kick your ass
and tell of my glory under the next full moon. Die well.
Glass Walkers
While the Bone Gnawers merely survive in the city,
the Glass Walkers thrive there. They see the city as just another kind of
wilderness: an ocean of concrete, a forest of skyscrapers or a coral reef
of condominiums. They feel that the city has a kind of spirit and life all
its own, and they seek to explore the diversity that this new
wilderness provides.
The Glass Walkers originated in Mesopotamia,
where they split with the Garou and came to live in the cities despite the
proscriptions against doing so. They became enforcers and mercenaries for
merchants in the Middle Ages and allied with guilds and the like. They were
at the forefront of technological change during the Renaissance and later
in the Industrial Revolution, learning that everything has spirits, even
great steam engines and assembly lines.
The Glass Walkers developed Mafia ties as a result
of their enforcer past, and in the 20s, Glass Walker gangs provided
muscle to many Mob actions. With the advent of computers, the Glass Walkers
learned about a new kind of spirit the Net-Spiders, the computer
spirits.
Befriending these spirits, they found themselves
in control of spirits that could alter and gather information from computers
all over the world, and they discovered an entirely new world called the
CyberRealm. The Glass Walkers believe it is their duty to guide the cities
and technology of the world to a path allied with Gaia. Indeed, they see
Gaia as a part of the city itself.
-
Totem: Cockroach
This may sound disgusting at first, but Cockroach is the most adapted animal
in any city. Some Glass Walkers hold Spider in high regard as
well.
-
Initial Willpower: Two Traits
-
Tribe Advantage: Weavers Children
The Glass Walkers begin the game with one additional Influence Trait.
Furthermore, a Glass Walker can purchase more Influence with experience (which
is something other Garou cannot do). One Trait of Influence can be purchased
for three experience points subject to Storyteller approval, of
course.
-
Tribe Drawback: Touch of the Weaver
Glass Walkers are one bid down in all interactions with non-Weaver Spirits
(they must bid two Traits to begin a challenge against one).
-
Backgrounds: Glass Walkers may not buy
the Past Life or Pure Breed Backgrounds.
-
Beginning Gifts: Control Simple Machine,
Persuasion
-
Wolf Form: Small-to-medium size wolves
with mottled patterns in their fur (often with an unnatural tinge).
Many of the cubs of this tribe indulge in Urban Primitivism, cutting their
fur in strange shapes, piercing their bodies, submitting to silver brandings,
accumulating strange tattoos and generally altering their bodies the way
they want them to be.
-
Organization: The Glass Walkers are generally
organized in a very human way. They tend to think of themselves as a corporation,
with directors, middle-management and employees. Their caerns are usually
located within cities, often in places that shock and alarm other Garou (such
as the tops of skyscrapers or in the middle of abandoned factories).
Many of the old-guard Glass Walkers are still very much allied with the Mafia
and tend to rule their septs like Mafia families. Many young Glass Walker
packs have very loose structures Garou hackers and Computer Theurges
care more for knowledge and skill than they do for Renown. Some Glass Walker
packs merge with other Glass Walker packs into large, roaming Urban
Primitive tribes.
The Glass Walkers were once allied with the Bone Gnawers, but since 1929
and the Great Depression, they have fought off and on. Still, because they
both live in the city, they are usually friends, or at least allies against
a common outside evil.
Many Glass Walkers have positive relations with Ventrue and Toreador vampires,
despite the Litanys prohibition against dealing with the Kindred. These
more civilized Kindred see the Glass Walkers as perhaps the last hope of
making peace with the Garou, although competition in financial spheres has
also caused conflict in the past.
-
Habitat: The Glass Walkers live in the
cities, period. They hate the wilderness for the most part, and need civilized
comforts wherever they go. Some Glass Walkers are seeking to beautify the
city by planting hardy trees and creating arboretums, but this is as close
to the wild as the Glass Walkers want to get.
-
Protectorate: The Glass Walkers watch over
the city, but more specifically, in recent times, they have begun guarding
and watching over the underworld of a city: the crime, drugs, prostitution
and nightclubs. The younger Glass Walkers see it as their duty to watch over
the worldwide computer Net the Digital Web that stretches across the
entire globe.
-
Outlook: Glass Walkers see themselves as
the next stage in Garou evolution. They believe that Gaia is leading them
to be the rulers of a new world where the Weaver has woven her webs all over
the Earth. They believe that they can help humanity and the Garou survive
the coming Apocalypse by providing them with the technology and spiritual
wisdom to survive. Because of this, they are somewhat arrogant. They are
almost as subtle and crafty as their Shadow Lord cousins. Indeed, many conflicts
between the Glass Walkers and the Shadow Lords are like great chess games
using the other Garou as pieces. Their irreverence for tradition has earned
them many enemies, especially among the Silver Fangs. Many tribes lust after
their secret knowledge of city-spirits, especially the Uktena. The Stargazers
find them interesting. They are hated severely by the Red Talons and the
Get of Fenris, who have almost decided that they are of the Wyrm. The Bone
Gnawers like them, but dont get too involved in their plots, if for
no other reason than survival. Strangely enough, the Silent Striders and
the Black Furies do not conflict with them as much as the other
tribes.
Quote: Okay, I was cool when you
asked me to leave the Gameboy behind. And I can understand not bringing along
an electric generator theyre heavy. But now youre saying
that I cant bring my CD player into the caern because its upsetting
the spirits? Thats crap! What do they want to hear? John
Denver?
Red Talons
The Red Talons are perhaps more intolerant of
humans than any other tribe, even the Get of Fenris. They would enjoy nothing
more than seeing the entire race utterly destroyed so that the blood of the
humans could flow freely through the streets. The Red Talons were the most
opposed to ending the Impergium and still attempt to convince other tribes
to reinstate it. They believe humanity as a whole is of the Wyrm
and, as such, must be removed from the Earth. Only then will the Garou be
able to defeat the Wyrm completely.
The Red Talon tribe is composed entirely of lupus
stock Garou, and although they tolerate the other breeds, they disdain being
in their presence. Other breeds are considered to be weak, but are also seen
as necessary in the war against the Wyrm. The Red Talons are the least understood
of all the tribes. They are the most wolf-like and take great pleasure in
rituals that the other tribes could never fathom. They also keep to themselves
as much as possible, and fighting among their own tribe members is very
rare.
Humans are not the only creatures they despise.
Theyre so filled with hate that theyve got plenty to go around.
Vampires are at the top of their list and rival the hatred they hold for
the humans. The Red Talons believe that vampires are little more than dead
humans with too much power, a blasphemous manifestation of the Wyrm whose
only gift should be destruction. Younger members of this tribe have become
more tolerant toward humans and believe that some of them may be worth saving.
These upstarts have become the targets of anger and violence from their elders,
and many have been destroyed because of their beliefs.
-
Totem: the Griffin
-
Initial Willpower: One Trait
-
Tribe Advantage: Gaias Fury
Red Talons gain one additional Rage Trait during character
generation.
-
Tribe Drawback: Wyld Child
A Red Talon is completely at home in the Wyld. Unfortunately, he cannot find
peace in the cities. As a result, a Red Talon cannot regain Gnosis in any
urban environment.
-
Backgrounds: Red Talons may not buy
Influence.
-
Beginning Gifts: Beast Life, Scent of Running
Water
-
Wolf Form: A large brown wolf with fangs
and claws prominent and ready for battle. When they appear in Homid form,
it is always an unpleasant sight: they are slouching, hairy and often ape-like
in appearance. This is to convey their contempt for humanity.
-
Organization: As this tribe is very close
to their lupine roots, any group is led by an Alpha. The strong lead and
the weaker follow.
-
Habitat: The Red Talons are found in the
wilds, far removed from human settlements of any kind.
-
Protectorate: The Red Talons protect the
wolves of the world from destruction at the hands of the humans. They have
sworn to destroy any who bring harm to their wolfen Kinfolk.
-
Outlook: The other tribes were weak to
allow the humans to reign as they do. Bringing an end to the Impergium was
a mistake. Now the Red Talons must suffer under the talons of the Wyrm and
the persecution of its host, the humans.
Quote: Grrrrrrrr. Me hate human,
kill human, kill all human. Start with you first.
Grrrrrrr.
Shadow Lords
The Shadow Lords are a tribe as dark, forbidding
and unyielding as the lands of Eastern Europe that spawned them. Their deeply
ingrained hierarchy gives them a strength that is sorely lacking in the other
tribes. Their tales are filled with descriptions of their prowess, cunning
and innate superiority.
Highest among Shadow Lord instincts is a sense
of manifest destiny. They see the Garou as the ultimate lifeform
on the planet. Therefore, Garou are the obvious rulers. Furthermore, among
Garou, there is no greater tribe than the Shadow Lords. After that, it
doesnt take a genius to figure out this tribes
agenda.
In the end, the only thing the Shadow Lords will
respect from Garou of other tribes is power. Even then, they will always
be waiting to seize the opportunity to displace their rivals at the slightest
sign of weakness.
The dark strengths of the Shadow Lords are possibly
their greatest weaknesses. Their boundless pride, perhaps better called
arrogance, is easily warped by the Wyrm. Under the Wyrms maddening
tutelage, the Shadow Lords pride blossoms into full scale
megalomania.
-
Totem: Grandfather Thunder
-
Initial Willpower: Two Traits
-
Tribe Advantage: Will of Thunder
By spending one Willpower Trait, a Shadow Lord can double the total number
of Social Traits she has bid in a Social Challenge. This includes doubling
Traits to resolve a tie or crush an opponent in an overbid.
-
Tribe Drawback: Burden of Failure
Because of the unforgiving nature of their tribe, Shadow Lords suffer double
Renown loss for any failing or transgression on their part.
-
Backgrounds: No restrictions.
-
Beginning Gifts: Aura of Confidence, Fatal
Flaw
-
Wolf Form: They appear as massive dark
gray or black wolves with massive, thick shoulders, much like pit
bulls.
-
Organization: The Shadow Lords boast of
a chainnof command that would make any corporate division proud. No member
is ignorant of his position, power or, more importantly, responsibility.
At the lower levels, the eager young pups stand ready fill any vacancy that
might open in the tribes ranks, including vacancies they sometimes
create. Those already comfortable in positions of power are constantly on
guard for capable upstarts, because they must constantly prove themselves.
All in all, the Shadow Lord drive for dominance creates a constant current
that inundates their hierarchy with the most capable members while washing
away those who can no longer compete.
-
Habitat: The Shadow Lords are highly adaptable,
not as much as the Glass Walkers or Bone Gnawers, but they more than manage.
They can be found as lawyers, businessmen, crime lords, politicians or just
about any profession where they can exert control over others. Protectorate:
The Shadow Lords respect only power, and the few humans they deal with must
either respect it or wield it. Many of their well-established Kinfolk occupy
complementary positions of power. As one would expect, vampires and Shadow
Lords often find themselves at odds with each other, like two predators competing
for the same ecological niche. Its only a matter of time before the
two realize they stand a great deal to gain from cooperation; some say they
already have...
-
Outlook: The Shadow Lord character has
to realize that while it is perfectly obvious to her that she is the obvious
choice as leader, others may not see things as clearly. Some Garou will perceive
the ambitious Shadow Lord as a potential tyrant. Nonetheless, if she is not
chosen outright as the packs leader, she must achieve that position
(or a greater one) by some other means. Some choose to lead from behind the
scenes, manipulating others in a puppet show. In some cases, staging a coup
is a simple matter of challenging the current, inept leader. Others must
go as far as to humiliate and discredit the current leader. Regardless of
the means you use, the end result will justify your means. Do not fail. Your
superiors cast a grim eye upon failure.
Quote: The meek may very well inherit
the Earth, but not until were finished with it.
Silent Striders
As their name would suggest, these enigmatic Garou
skirt the boundaries of both Garou and human society. Quick minds, agile
bodies and an unfathomable pool of knowledge are the hallmarks of these most
mysterious of Garou. Their origins, both as individuals and as a tribe, are
often nebulous at best. Their preference in names and in culture suggests
strong ties to ancient Egypt. Among the other tribes, they are respected
for their wisdom, but their solitary and secretive nature makes it difficult
for other Garou to fully accept them.
The same nature that alienates the Silent Striders
from many of their fellow Garou also makes them best-suited for the invaluable
service they provide to the other tribes. Among Garou, the Silent Strid-ers
are the penultimate messengers and couriers. Striders cross regions other
Garou would avoid, and they travel with an alacrity that rivals human
contraptions. Without this service, communications among the already fractious
septs would quickly erode.
The rigors of a nomadic lifestyle are not without
their price, however. Few Silent Striders form lasting friendships with those
outside their tribe.
-
Totem: The Owl
-
Initial Willpower: Two Traits
-
Tribe Advantage: The Omen of Doom
Once per session, a Silent Strider can choose to avoid a single situation
as if he never uncovered it. This will only apply to the Strider, not to
his companions or current allies. Examples include avoiding an alleyway where
he will be ambushed, dropping a poisoned glass of wine or running out of
ammunition when accidentally shooting an ally. The event is considered to
have not occurred at all, and anyone involved will totally disregard it and
any information concerning it. To represent this power, the player is issued
an Omen of Doom card at the beginning of the session; the card
is destroyed when the power is evoked. These cards may not be accumulated
and must be returned at the end of the session if they have not been
used.
-
Tribe Drawback: Wandering Spirit
Because of their role as outsiders in the Garou community, Silent Striders
may not support or contest any Renown nominations concerning themselves or
others.
-
Backgrounds: Silent Striders may not buy
the Past Life Background.
-
Beginning Gifts: Sense Wyrm, Speed of
Thought
-
Wolf Form: Silent Striders resemble the
jackals of Egyptian art: huge, lean creatures with inscrutable expressions
and regal countenances.
-
Organization: Among the Striders, a
well-defined structure would be impractical, if not completely useless. Instead,
they defer to those with the most experience in the matters at
hand.
-
Habitat: The Silent Striders claim no land
as their own and can be found in almost any corner of the world. They remain
in one place only as long as is necessary and then leave, sometimes never
to return.
-
Protectorate: Serving few individuals other
than their fellow Garou, Silent Striders pay little heed to the tradition
of protectorates. Unlike the Red Talons, they bear humans no particular malice
and even hold a grudging respect for those who share their lifestyle, such
as gypsies, circus performers and the few nomadic peoples left in this
world.
-
Outlook: Silent Striders have an economy
of behavior that belies their nomadic existence. They act and speak on what
is pertinent and have little use for what they see as frivolous. They always
seem prepared for any situation and are rarely taken by surprise. Their
directness of action leaves them little time or opportunity to make friends,
and perhaps they prefer it that way. Once a Strider has completed a task
at hand, he moves on, almost instinctively, to where he is needed
next.
Quote: I can handle the rain,
sleet and dead of night thing, but next day delivery? Into Malfeas?
Weve got to talk...
Silver Fangs
It has been said that if one were to take the
single best quality from each of the other twelve tribes and bring them together
in a Garou, that Garou would be a Silver Fang. While many would contest this,
none can deny that, more so than any other tribe, the Silver Fangs have been
a rallying point for the Garou race. Leadership and valor are the bread and
butter of the Silver Fangs. The palpable charisma and confidence they exude
has made them obvious leaders among the Garou.
Of late, however, the rock-solid bearing of the
Silver Fangs has suffered a terrible erosion. At best, they are reserved
and overly cautious in their rulings. At worst, they are moonstruck. As a
result, younger Garou are loosing the time-honored respect for these once
noble Garou.
A Silver Fang character wont just assume
command, he will expect it. While they are hardly the heavy-handed tyrants
the Shadow Lords portray, a Silver Fang will brook little disrespect for
his ability as a leader. The character should lead by example. By best
exemplifying the most noble Garou Traits wisdom, courage and honor
she will inspire those around her to act likewise. Remember, the Silver Fangs
know more about what it is to be a heroic Garou than most of the
tribes.
-
Totem: The Falcon
-
Initial Willpower: Two Traits
-
Tribe Advantage: Noble Birthright
Because of her traditional role as a leader and commander, a Silver Fang
may retest any Social Challenge once.
-
Tribe Drawback: Inbreeding
The bane of the Silver Fangs, whether it be from centuries of inbreeding
or the depredations of the Wyrm, manifests itself as insanity. Therefore,
all Silver Fang characters have a permanent Derangement, chosen at character
creation. This Derangement can be any of the following, but is not limited
to those listed.
-
Sample Derangements
-
Amnesia In highly stressful and traumatic
situations, you forget who you are.
-
Intellectualization You compulsively
analyze everything and block out as many emotions as possible. However, when
your fragile world of facts and figures is shattered by the supernatural,
you usually freak out.
-
Manic-Depression You suffer from wild
mood swings ranging from wild bliss to complete despair. You begin each story
in one phase or the other and can switch back and forth for any number of
reasons.
-
Multiple Personalities There are a number
of different personalities housed within your head. You may switch your identity,
Nature or Demeanor during times of great stress.
-
Obsession You tend to latch on to someone
or something and make him or it the focal point of your
life.
-
Paranoia You see the Wyrms influence
in everything. Dont the others see it too? Perhaps theyve been
corrupted as well.
-
Perfection You work hard to keep everything
in your life going perfectly at all times. You use all of your energy to
prevent things from going wrong and have been known to frenzy when things
dont go in your favor.
-
Power Madness You are obsessed with control
and dominance over others.
-
Regression You tend to revert to child-like
behavior during times of extreme stress.
-
Vengeful When you have been wronged,
you become obsessed with getting even and bent on making those who crossed
you pay.
-
Background: Silver Fangs must allocate
at least three of their five Background Traits to Pure Breed.
-
Beginning Gifts: Lambent Flame, Sense
Wyrm
-
Wolf Form: They appear as stunningly beautiful
silver wolves.
-
Organization: The Silver Fangs honor their
aristocratic heritage in their tribal organization. Those with the best lineage
and those who have been in power the longest are invariably heeded over others.
While no one argues giving an elder her due, many young voices with new ideas
have been drowned out by the rhetoric of the old guard.
-
Habitat: The Silver Fangs have a deep love
for the unspoiled wilderness of whatever land they dwell in. In ancient times,
they held fiefs with large tracks of wilderness set aside for their personal
enjoyment. This isolation has done little to help them understand the dire
peril Gaia is in.
-
Protectorate: The Silver Fangs are expected,
not just by themselves, to persevere where all others would fail. As a result,
they have developed a sort of noblesse oblige attitude that many Garou find
condescending. However, you havent seen determination until youve
seen a Silver Fang wading through a swarm of lesser minions to face an enemy
leader. Think of Lancelot with fur and claws.
-
Outlook: We have always ruled and will
continue to do so. It is our heritage and our right. We must serve and guide
our fellow Garou. As the Apocalypse draws near, our leadership is needed
more than ever.
Quote: Patience and birthright are
apparently virtues you lack, pup. You would do well to follow me and my
example.
Stargazers
The Stargazers are perhaps the most peaceful and
contemplative of the Garou tribes. During the Impergium, they were among
the Garou who believed the treatment of the humans was unjust and criminal
and sought an end to their persecution. Their pleas fell upon deaf ears,
so they withdrew from werewolf society to study and meditate on their own,
hoping to find inner peace and enlightenment in a bleak, violent world. Their
tendency to gaze thoughtfully into the night sky was the inspiration for
the other tribes to give them the name they carry still today.
The Stargazers, despite their peaceful nature,
can be as fierce in times of war as any other Garou. They merely have different
ideals. Working unseen in the shadows, they protect humanity from the hideous
minions of the Wyrm. This has brought them great animosity from some members
of other tribes, but their wisdom is widely respected among the Garou. Despite
this, the Stargazers are considered untrust-worthy by many
Garou.
The Stargazers live a very spartan life, shunning
civilization completely. They do not hold to mate-rial wealth of any kind,
considering it to be a burden to spiritual enlightenment. They seek only
truth. Due to their spiritualistic nature, they have strained relations with
the Glass Walkers, who are children of the city and followers of mankinds
ways. The Glass Walkers cannot understand their tranquil nature, so they
condemn them for it.'
The Stargazers hold a special relationship with
the moon. They believe that she guides them in all ways, watching over and
protecting them from the horrors of the night.
-
Totem: The Chimera
-
Initial Willpower: Three
Traits
-
Tribe Advantage: Inner Peace
A Stargazer may regain Willpower as well as Gnosis through
meditation.
-
Tribe Drawback: Removed
All Stargazers have the Negative Social Trait: Untrustworthy because they
are so removed from the rest of Garou society.
-
Backgrounds: Stargazers may not take the
Backgrounds of Allies, Fetish or Resources.
-
Beginning Gifts: Catfeet, Sense
Wyrm
-
Wolf Form: Varies from light brown to complete
black.
-
Organization: They have no council or elders
to whom they must answer. Instead, each Stargazer seeks her own path in the
world. When they require wisdom, members of this tribe seek to gain audience
with the aged among their kind.
-
Habitat: The Stargazers are wanderers,
travelling the world and calling no place home. They journey from caern to
caern, seeking wisdom and enlightenment during their travels. They breed
with humans who have also cast away the evils of society: explorers, hermits
and rustics who live far removed from the world of men.
-
Protectorate: Due to their nature, Stargazers
feel a special bond with the loners and derelicts of human society. They
protect them quietly, never allowing them to realize the true horrors of
the Wyrm.
-
Outlook: We must guide our Garou cousins
into a new era of peace. Only then, as one tribe with one goal, can we hope
to destroy the Wyrm and its minions. Until they wish to see things that way,
we shall leave them to their own folly.
Quote: It is such a peaceful night.
Listen carefully to the forest, and it will tell you of days long gone. Do
not be so rushed; wisdom will find you. If you go through life at a lightning
pace, it will never catch up with you. The choice is
yours.
Uktena
The Uktena belong to one of the three tribes of
Garou that came to America across the Bering Land bridge. They believe that
open rage and narrow vision will be the downfall of Garou. They also believe
that, by coming to understand the Spirit World, they will be able to spread
wisdom and allow the Garou to purify the world of the Wyrms influence.
The Wyrm is seen as a very real spiritual taint that spreads itself all across
the world.
To the Uktena, the real world is
not important. They would rather be in the Umbra than walking about on earth.
Since the destruction of the Croatan Tribe, the Uktenas maxim is
Know Thy Enemy. They put their spirits on the line in order to
venture into the heart of the Wyrm and discover its foul plans.
The Uktena were once purely Native American,
but they have since begun accepting those who are alienated from other tribes.
They have incorporated many magical beliefs and cultures into their tribal
rites and moots.
They are also concerned with fetishes, as they
see them as spiritual tools to strengthen themselves as spirit warriors and
protectors. They also feel that it is their duty to watch over Wyrm-ridden
areas and protect other Garou from the Wyrms influence. They will often
raid the holdings of mages, Tremere vampires and even Black Furies to recover
fetishes they believe should be used in service to Gaia.
The Uktena are secretive among themselves and
are often accused of allying with the Wyrm because of their close study of
it. This is not the case, however, as the Uktena are probably one of the
only tribes that knows enough about the Wyrm to begin seriously harming
it.
Still, taint by the Wyrm is an ever-present danger,
and all Uktena are aware of this fact. It is common practice for all Uktena
to undergo the Rite of Cleansing regularly in order to clean themselves of
Wyrm-taint.
-
Totem: Uktena, an ancient water
spirit
-
Initial Willpower: One Trait
-
Tribe Advantage: Umbral Sight
You can peek into the Umbra from the real world at the cost of a Mental Trait.
This also allows you to see others moving within the Umbra.
-
Tribe Drawback: Umbra Affinity
Your ties to this world are weak. You find it difficult to return here from
the Umbra. You must spend a Gnosis Trait in order to leave the Umbra and
return to Earth.
-
Backgrounds: No Restrictions.
-
Beginning Gifts: Sense Magic, Blur of the
Milky Eye
-
Wolf Form: A smallish, darkly-hued wolf
with strange patterns of a lighter and contrasting color on its back and
flanks.
-
Organization: They operate very
tightly-organized septs, relying heavily on their own messengers, their
spirit-messengers, and the Silent Striders. They perform regular rituals
just to renew their connection with the Land. It is rumored they have highly
secret septs in carefully hidden places that are still as pure and as untamed
as the land was during prehistoric times. They are ruled by a central Lodge
that is a collection of elders from all the Uktena-dominated septs, although
other Uktena are often invited to attend.
-
Habitat: The Uktena live as near to their
caerns as possible, often building natural-material structures within the
Bawn. This means they usually live in the wilderness, but many Uktena caerns
are located on the repossessed land of their ancestors.
-
Protectorate: They are supposed to watch
over the disenfranchised and oppressed people of the world; in practice,
they only watch over those who could potentially be of use to them as a tribe.
They have mingled with and integrated people of Asian, African and European
heritage. Many of the younger members of the tribe are wild street gangsters,
but these young warriors soon learn respect for their elders in one the Uktena
septs and often turn to a path of wisdom. The Uktena protect a version of
the Silver Record which has been around since the early days of the Garou,
and they refuse to let it fall into anyone elses hands.
Quote: You cannot know the power
of the Wyrm. Have you seen the fires reflected in its eyes? Have you watched
its fangs drool with poison? Have you heard its breathing? Until you have
walked with me down that road, you will have to understand that there are
some things that you do not wish to know. There are some things which would
kill you if you found them out. Beware of what you ask of the
spirits...
Wendigo
The Wendigo see themselves as the last of the
pure Native American tribes. Once part of the many tribes who called the
Americas their home, they are, along with the Uktena, all that remain of
the Pure Ones after the European colonization of the continent. Because of
this, they still harbor resentment towards everyone of European descent,
including their Garou cousins, for destroying the land that they love so
dearly. They will, however, reluctantly come to their aid in times of need
to wage war against the Wyrm and its dark minions.
The Wendigo are very proud of their pure blood
and stay as far away from those of European descent as possible, preferring
to live in the wilds or, at the very least, on the reservations away from
the cities. Their pride in the Native American heritage is strong, and they
pass on tales of glory around the evening fire. The European invaders took
their land, but they cannot break their spirit.
The Wendigo are masters of woodland survival,
becoming one with the land and letting the spirits guide them through the
wilderness. Such prowess has earned them great renown, even among other Garou,
and they are sought out for their expertise. They are also experts at hit-and-run
tactics and are well-known as some of the fiercest warriors among the Garou.
After all, they have more than 200 years of practice gained from fighting
the European invaders to fall back on. They enjoy causing trouble and love
nothing more than to provoke conflict among their enemies. Their philosophy
is simple: we dont need to fight the Europeans; theyre quite
capable of killing themselves.
Some of the young among the Wendigo believe that
the world is not as bad as their elders say and believe that the differences
between the Native Americans and the others can be overcome. They ignore
the teachings of their elders and the bloody lessons that history has taught,
preferring to go out in the world and learn for themselves. This has caused
great unrest within the tribe.
-
Totem: Wendigo, the winter spirit of the
north
-
Initial Willpower: Three
Traits
-
Tribe Advantage and Drawback: The Wheel
of Seasons
The Wendigo Gain one (or two) positive Traits and must choose one Negative
Trait for each season of the year.
-
Winter Physical Traits: Tenacious, Rugged;
Negative Trait: Callous, Dull or Witless.
-
Spring Physical Trait: Energetic; Negative
Trait: Predictable, Tactless or Impatient.
-
Summer Social Trait: Charismatic; Negative
Trait: Lethargic, Violent or Shortsighted.
-
Fall Mental Trait: Reflective; Negative
Trait: Lethargic, Dull or Impatient.
-
Backgrounds: No restrictions.
-
Beginning Gifts: Call the Breeze,
Camouflage
-
Wolf Form: The timber wolf: its fur varies
from dark gray to brown and it is known for its fierce black
eyes.
-
Organization: The elders among the tribe
are given the utmost respect. They hold ceremonies on sacred ground, much
like Native Americans have for centuries. Their moots are usually held on
the crescent moon.
-
Habitat: They tend to live in the North
Woods, despite the fact that it is shrinking under the white mans
continuing expansion. They make their home wherever they roam, just as their
ancestors have done for centuries. Many of the Wendigo live on the reservations,
since this provides a haven away from the white men. One of the reasons the
Wendigo are not as powerful as they could be is that one of their most powerful
caerns, located in the Black Hills, has been denied to them by the United
States Government. If it were ever to become open to the Lakota people who
originally dwelled on the land and worshipped there, the Wendigo would be
able to reclaim the powerful caern and potentially cleanse the land all around
it. Many Wendigo seek to free the Black Hills for this very
purpose.
-
Protectorate: The Wendigo protect Native
Americans of all tribes and the lands on which they live. This tribe is famous
for organizing war parties with their Native American Kinfolk to drive the
whites away from their lands. They still believe that the Wyrm is using the
white man to manifest itself and eat away the world. Perhaps the best way
to destroy the Wyrm would be to destroy its host as well.
-
Outlook: The other tribes are fine as long
as they stay on their own land. We will survive without them. In fact, they
are part of the problem; if they had not come to our land, the Wyrm would
never have followed them. Now, matters are worse, and they are to
blame.
Quote: Welcome to the real America.
Now go, before I kill you.
Nature and Demeanor
Alpha
You believe that you were born to lead and that
instinct proves you correct. It is your driving goal to become the leader
of the pack, the sept, the tribe or another group. You are an
alpha, a lead wolf. However, others do not necessarily recognize
you as such. Thus, you feel the need to prove this to others constantly,
in order to reinforce this idea in them and in yourself. This has brought
you many challenges, and will bring many more in the future.
Autist
You must hide your secrets from others. Even more
importantly, you hide your true self. Anyone who understands you can hurt
you, so no one must ever see the real you. No one can come close. Give away
as little of yourself as possible adopt a false personality if you
like but just make sure no one gets hold of the truth about you. Knowledge
is power, and those who know you can do anything they like to you. This is
a Nature found among many Uktena.
Bravo
You are a bully, a ruffian and a tough. You delight
in tormenting the weak. You always demand to have things your way, and do
not tolerate those who cross you. Power and might are all you respect; indeed,
you heed only those who can prove their power over you.
You see nothing wrong with forcing your will
upon others. There is nothing you like better than to persecute, antagonize,
heckle and intimidate those for whom you feel contempt. The emotions of kindness
and pity are not completely foreign to you, but you hide from your own sense
of weakness through cruelty to others. While most Bravos despise the weak,
others become their protectors.
Caregiver
You always try to help those around you, struggling
to make a difference in the needs and sorrows of the unfortunate. People
around you depend on your stability and strength to keep them steady and
centered. You are the one to whom people turn when they have a problem. This
is a Nature found among many Children of Gaia.
Child
You are still immature in personality and temperament.
Youre a kid who never grew up. Though you can care for yourself, you
prefer the security of being watched over by others. You often seek out someone
to look out for you, not as a parent, but as a caretaker of sorts. Some see
you as a spoiled brat, while others see you as an innocent cherub unspoiled
by the evils of the world. This is a very uncommon archetype for
Garou.
Competitor
You are driven by the need to win at all costs.
The thrill of victory is the only thrill that you recognize; it is the thing
that drives you on. You see life as a contest and society as a dichotomy
of winners and losers. You believe all the macho business proverbs: if
youre not lead dog, the view never changes; there are no prizes for
second place; eat or be eaten. You try to turn every situation into a contest
of some kind it is the only way you can relate to anything. You are
capable of cooperating with others, but only by turning the group interactions
into another contest. You must be the leader, or the most productive, or
the most indispensable, or the best liked anything, as long as it means
you win in some way or another. This is a Nature found among many Shadow
Lords.
Confidant
You understand others, and more importantly, you
like them. You are a facilitator who listens and advises. People confess
to you, and, in return, you give them advice, most of it good (although sometimes
your advice is more for your own benefit than for the benefit of the recipient).
You are very interested in other people, including who and what they are.
The personality, brutality and beauty of the Garou fascinate
you.
Conformist
You are a follower. Taking charge simply isnt
your style. Its easy for you to adapt, attune, adjust, comply or reconcile
yourself to a new situation in which you find yourself. You are attracted
to the brightest star, the person whom you feel will go the farthest. It
is both difficult and distasteful for you to go against the flow, to rebel.
You hate inconsistency and instability, and know that by supporting a strong
leader, you help prevent chaos from occurring. All stable groups need some
kind of conformist.
Conniver
Whats the sense of working hard when you
can get something for nothing? Why work when, just by talking, you can get
what you want? Youre always trying to find the easy way out, the fast
track to success and wealth. Some people might call what you do swindling
or even outright theft, but you know that you only do what everyone else
does; you just do it better. Besides, its kind of like a game to you,
and you get great pleasure from outwitting someone. Connivers play many roles.
You may be a thief, a swindler, a street waif, an entrepreneur, a con man
or just a finagler.
Curmudgeon
You are an irascible, churlish old wolf at heart,
taking everything seriously and finding little humor in life (though you
may have a wickedly barbed wit). Cynicism is your middle name; it is the
tool by which you judge everything in life. You have a very well-defined
understanding of how things really work, especially when they involve the
circus of Garou endeavor. Long ago, the foolish actions of others ceased
to surprise you. This could be a false front to protect the true sorrow you
feel at the coming of the Apocalypse, or maybe the Apocalypse simply feeds
your cynicism and I told you so attitude.
Deviant
There are always people who dont fit in.
Youre one of them: youre a miscreant. Your beliefs, motivations
and sense of propriety are the complete antithesis of the status quo. You
are not so much an aimless rebel as an independent thinker who does not belong
to the society in which you were raised. You dont give a damn about
other peoples morality, but you do adhere to your own strange code
of conduct. Deviants are typically irreverent, and some can have truly bizarre
tastes and desires.
Director
You despise chaos and disorder and tend to take
control and organize things in order to suppress anarchy. You like to be
in charge, live to organize, and habitually strive to make things work smoothly.
You trust your own judgment implicitly and tend to think of things in
black-and-white terms: This wont work; Youre
either for me or against me; There are two ways to do this: my
way and the wrong way. This is not the same as an Alpha, for a Director
can be perfectly happy working under an Alpha as long as she gets her
way.
Fanatic
You are consumed by a cause; it is the primary
force in your life, for better or worse. You are driven to accomplish the
directives of your self-appointed mission. Every ounce of sweat and passion
you possess is directed toward it. Indeed, you may feel very guilty about
spending time on anything else. You let nothing stand in your way nothing
that you cannot overcome, in any case. You and those around you may suffer,
but your cause is everything. The end justifies the means. Before the game
begins, make sure you describe your cause to the Storyteller and define how
it may affect your behavior.
Gallant
You are as flamboyant as you are amoral. Some
see you as a rogue, a Don Juan, a rake, a paramour or just a lounge lizard
you see yourself as all these things. As a consummate actor who loves to
make as big a show of things as possible, nothing attracts your attention
more than an appreciative audience. You love people, and you love to impress
them even more. Although you may indeed be a superior lover, you enjoy the
chase almost as much as you enjoy the consummation. Gallants vary widely
in temperament and ambition, holding little more in common than their love
of attention.
Hedonist
There is no point to life, no meaning or direction,
so the best plan is to have as good a time as possible. Rome may burn, but
you will drink wine and sing songs. You are a bon vivant, a sensualist, a
sybarite and a party animal. The words austerity, self-denial, self-discipline
and asceticism have no place in your life. You prefer instant gratification.
You dont mind a little hard work, as long as a good time awaits when
the work is done. Most Hedonists have low self-control, for they so dearly
love going to excess.
Jester
You are the fool, idiot, quipster, clown or comic,
forever making fun of both yourself and others. You constantly seek the humor
in any situation, and always strive to battle the tides of depression inside
yourself. You hate sorrow and pain and constantly try to take others
minds off the dark side of life. Sometimes youll do nearly anything
to forget that pain exists. Your particular brand of humor might not always
impress your friends, but it makes you feel better. Some Jesters manage to
escape pain and find true happiness, but most never find
release.
Judge
As a facilitator, moderator, arbitrator, conciliator
and peacemaker, you always seek to make things better. You pride yourself
on your rationality, judgment and ability to deduce a reasonable explanation
when given the facts. Your constant struggle is to promote truth, but you
understand how difficult it is to ascertain. You respect justice, for justice
is the means by which truth can reign. In your view, people are resources,
although they are sometimes difficult to manage and employ. You hate dissension
and arguments, and shy away from dogmatism. Judges often make good leaders,
but a lack of vision can sometimes cause them to adhere to the status-quo
instead of searching for a better way.
Loner
You are always alone, even in a crowd. You are
the wanderer, hunter and lone wolf. Though others might think of you as lonely,
forsaken, isolated or remote, in truth, you prefer your own company to that
of others. There are many different reasons why this might be: you dont
understand people, people dislike you, people like you too much, or you are
simply lost in your own thoughts. Your reasons are your own. You prefer to
walk alone and could care less about what others think or say about
you.
Maker
Your sense of purpose goes beyond your own needs;
you are trying to create something of lasting value for those who will come
after you. People need many things, and you gain satisfaction by providing
whatever you can. You are the type of person who makes an effort to build
something of value: founding a sept, creating a caern or in some way leave
a lasting legacy. Many American pioneers were of this Nature.
Martyr
Many people possess the insticts of martyrdom,
but only a few act upon it. Even fewer live the life of a martyr. You, however,
are one of those few. Your desire for self-sacrifice may stem from a poor
self-image, a lack of control, or a profoundly developed sense of love. You
are able to endure long-lasting and severe suffering because of your beliefs
and ideals.
At the worst of times, a Martyr expects sympathy
and attention because of his or her suffering, and may even feign or exaggerate
pain or deprivation. In the best of times, a Martyr chooses to suffer injury
or even death rather than renounce religion, beliefs, principles, causes
or friends.
Masochist
You like to push the boundaries of endurance and
like to see how much pain you can tolerate before you collapse. There is
a certain satisfaction gained out of suffering humiliation, degradation and
even mutilation especially when you are the cause of it and have some
control over it. You know that these needs are somewhat perverse, but you
also know that you arent crazy; its just the way that you
are.
Penitent
You are unworthy. You are sinful. You are base,
vile and lacking in virtue. You have no right to exist and are utterly without
hope. Either because of a low self-image or because of a spectacularly traumatic
past, you have to spend your life making up for what you are, what you lack
or what you have done. You owe it to creation at large to make some kind
of amends for the crime of your existence. You struggle incessantly to make
up for your weaknesses, and your daily dream is finally to be able to overcome
it. Nonetheless, you know you are weak and beyond hope.
Predator
The urge of the wild is strong within you. Kill
or be killed, survival of the fittest these age-old instincts are imprinted
in the deepest recesses of your brain. Let the others talk of merciful Gaia
all they wish. You know Mother Nature takes no prisoners. The surest way
to render yourself safe from harm is to place yourself firmly at the top
of the food chain. Whether this food chain is metaphorical or
all too carnal depends on you.
Rebel
You are a malcontent, iconoclast and free-thinking
recalcitrant. You are independent-minded and free-willed, and youre
unwilling to join any particular cause or movement. You desire only the freedom
to be yourself. You do not make a good follower and arent usually a
very good leader (unless your followers are willing to go wherever you lead).
You tend to be deliberately insubordinate to authority, even to the point
of stupidity.
Reluctant Garou
Being a werewolf is cool, you guess, and you can
understand the need for change, but why does it have to be you?
You were enjoying being a human (or wolf), and you can never go back. You
want to have a normal life, go shopping without guilt, go to school, watch
MTV, fall in love, have a family and a career you want to live just
like a normal person. Or, if you were a wolf, you would much prefer to roam
the wilderness with your pack. Your eyes have been opened to things you never
wanted to see, and you miss being half-blind. Granted, there are certain
compensations in being a Garou; still, given the chance, youd rather
have the life youve lost.
Show-Off
You get your self-worth entirely from others.
You crave approval and praise and will go to extreme lengths to get it, even
risking yourself and the things you love, if necessary. You do not think
of protection, and you have no thought of using others good opinions
to your own advantage. You simply crave approval for its own sake so that
you can feel good about yourself.
Survivor
No matter what, you always manage to survive.
You can endure, pull through, recover from, outlast or outlive nearly any
circumstance. When the going gets tough, you get going. You never say die,
and never give up never. Nothing angers you as much as a person who
doesnt struggle to make things better, or who surrenders to the nameless
forces of the universe. You utterly despise quitters.
Traditionalist
You are an orthodox, conservative and extremely
traditional individual. What was good enough for you when you were young
is good enough for you now. You almost never change. You oppose change for
the sake of change what point is there in that, after all? You may
be seen by some as a miser, a reactionary or simply as an old fogy. You strive
to always preserve the status-quo.
Visionary
There are very few who look beyond the suffocating
embrace of society and mundane ideas to see something more. There are very
few people who are brave enough, strong enough or imaginative enough. Society
treats such people with both respect and contempt. The Visionary perverts
the standards of society as she guides others into the future. You may be
a spiritualist, shaman, New Age, mystic, philosopher or inventor, but whatever
you are, you are always looking for something more. You see beyond the bounds
of conventional imagination and create new possibilities. Though you might
have your head in the clouds and be of an impractical bent, you are filled
with new ideas and perceptions.
Traits
Traits have two primary purposes. The first purpose
is to enable you to describe your character concretely and thereby empower
your roleplaying. The second is to enable you to interact with other characters
in the mechanics of the game system. The mechanics of The Apocalypse revolve
around the Trait system. Challenges between characters are resolved using
them.
The premise of this system is that a character
who is described by a specific Trait tends to be pretty good at things that
involve that Trait, and is certainly better at those things than someone
who doesnt have the Trait. For example, someone who is Brawny is a
better arm wrestler than someone who isnt. Likewise, a marathon runner
needs to be Tireless in order to finish a race without being winded, and
a child who is Persuasive has a good chance of convincing his mom that he
didnt break a vase thats been shattered on the
floor.
In theory, a player can choose any adjective
and take it as a Trait. However, for a number of reasons, this is not suggested
for any but the most expert. Many adjectives are unimportant, extraneous
and impractical; there is no need for a Pyorrheal Trait, although its
possible that a vampire might get some form of gum disease. Still, the chances
of that Trait being used in a bidding contest the act of a challenge
are close to nil.
Allowing any adjective would play hell with the
mechanics of the game. Players would have to carry around pocket dictionaries
and flip pages every time some wise-cracker bid the Trait: Vigesimal. If
there are a set number of standard adjectives used as the Trait pool, everyonecan
be expected to know the meaning of every adjective and can know when each
is applicable. For these reasons, The Apocalypse has a list of Traits from
which to choose.
If you decide to add more Traits to the list,
here are some guidelines: keep the number of new Traits low, make sure all
players understand them, and make sure they dont duplicate existing
Traits.
Attributes and Bidding
Traits
Creative players can think of ways to use nearly
any Trait in nearly any challenge. Though this is praiseworthy, people can
sometimes go too far. To avoid this, the general rule on bidding Traits is
very strict: you can only bid Traits from the category that best suits the
nature of the challenge (i.e., bidding is done using one of the three
categories Physical, Mental or Social categories). Even then, however,
not all Physical (or Mental, or Social) Traits are appropriate to all Physical
(or Mental, or Social) Challenges.
For example, beginners might think they can use
all their Physical Traits in combat. This is incorrect. If your character
is trying to kick someone, Resilient is not an appropriate Trait to bid as
part of the attack. Likewise, if your character is trying to sense the taint
of the Wyrm,Creative might not be an appropriate Trait.
For such an inappropriate Trait to
be allowed, both parties must agree. When an opponent bids a Trait that you
feel is extremely inappropriate, politely tell her that youre not going
to allow its use. If she is insistent, reevaluate your grievance. If you
still cant agree, appeal to any witnesses of the contest. Then, if
there is still deadlock and no one is willing to compromise, seek out a Narrator
to make a ruling. Appeals to a Narrator, however, should occur very, very
rarely. Learn to handle confrontations on your own, quickly and socially.
Apocalypse is a social game, and compromise makes the game more entertaining
for everyone.
To keep things simple, your group may choose
to ignore the subtleties of Traits and use any Physical Trait in any Physical
Challenge. This approach is particularly useful when you have a number of
novice players. Eventually, you will go beyond this boring convention and
only allow players to use Traits that are appropriate to the situation at
hand. This method is more complicated, but it can be a lot more fun. Try
it out.
Physical Traits
-
Athletic: You have conditioned your
body so that it responds well in full-body movements, especially in competitive
events.
Use: Sports. Duels. Running. Acrobatics. Grappling.
-
Brawny: Bulky muscular strength.
Use: Punching, kicking or grappling in combat when your goal is to inflict
damage. Power-lifting. Feats of strength.
-
Brutal: You are capable of taking nearly
any action in order to survive.
Use: When fighting an obviously superior enemy.
-
Dextrous: General adroitness and skillful
physical manipulation.
Use: Weapon-oriented combat (Melee or Firearms Ability). Pickpocketing.
Punching.
-
Enduring: A persistent sturdiness against
physical opposition.
Use: When your survival is at stake, this is a good Trait to risk as a
second, or successive, bid.
-
Energetic: A powerful force of spirit.
A strong internal drive propels you and, in physical situations, you can
draw on a deep reservoir of enthusiasm and zeal.
Use: Combat. Quickness.
-
Ferocious: Possession of brutal intensity
and extreme physical determination.
Use: After the bidding has already begun and you intend serious
harm.
-
Graceful: Control and balance in the
motion and use of the entire body.
Use: Combat defense. Whenever you might lose your balance (stepping on
a banana peel, fighting on four-inch-thick rafters).
-
Lithe: Characterized by flexibility
and suppleness.
Use: Acrobatics. Gymnastics. Dodging. Dancing.
Attacking.
-
Nimble: Light and skillful; able to
make agile movements.
Use: Dodging. Jumping. Rolling. Acrobatics. Hand-to-hand
combat.
-
Quick: This Trait represents your speed
and reactions.
Use: Defending against a surprise attack. Running. Dodging. Attacking.
Reflexive response.
-
Resilient: This Trait represents hardiness
or recuperative ability. You are able to recover quickly from bodily
harm.
Use: Enduring adverse environments. Defending against damage in an
attack.
-
Robust: Resistant to physical harm and
damage.
Use: Defending against damage in an attack.
-
Rugged: You are hardy, rough and brutally
healthy.You can shrug off wounds and pain to continue your struggles.
Use: When hurt and in pain, you have the will to continue with physical
actions.
-
Stalwart: Physically strong and
uncompromising against opposition.
Use: The second or higher bid when defending against a combat
attack.
-
Steady: More than simply physically
dependable, you are controlled, unfaltering and balanced. You have firm control
over your efforts.
Use: Weapon attacks. Fighting in exotic locations. Piloting oil
tankers.
-
Tenacious: Physically determined through
force of will. You often prolong physical confrontations, even when it might
not be wise to do so.
Use: You can use this Trait when its possible to prolong any physical
contest.
-
Tireless: You have a runners
stamina you are less taxed by physical efforts than ordinary
people.
Use: The second or higher bid in any drawn-out, strenuous action, like
running away or fighting.
-
Tough: A harsh, aggressive attitude
and a reluctance ever to submit.
Use: Whenever youre wounded or winded.
-
Vigorous: This is a combination of energy,
power, intensity and resistance to harm.
Use: This Trait should be bid whenever possible if you might take damage
from an attack.
-
Wiry: Tight, streamlined, muscular
strength.
Use: Punching, kicking or grappling in combat. Acrobatic movements. Endurance
lifting.
Negative Physical
Traits
-
Clumsy: Lacking physical coordination,
balance and grace. You are prone to stumbling and dropping
objects.
-
Cowardly: In threatening situations,
saving your own neck is all that is important. You might even flee when you
have the upper hand, just out of habit.
-
Decrepit: You move and act as if you
are old and infirm. You recover from physical damage slowly, you are unable
to apply your full muscular strength, and you tire easily.
-
Delicate: Frail and weak in structure;
you are easily damaged by physical harm.
-
Docile: The opposite of the Ferocious
or Tenacious; you lack physical persistence and tend to submit rather than
fight long battles.
-
Flabby: Your muscles are underdeveloped.
You cannot apply your strength well against resistance.
-
Lame: You are disabled in one or more
of your limbs. The handicap can be as obvious as a missing leg or as subtle
as a dysfunctional arm.
-
Lethargic: Slow and drowsy. You suffer
from a serious lack of energy or motivation.
-
Puny: You are weak and inferior in strength.
This might just refer to being small.
-
Sickly: Weak and feeble. Your body responds
to physical stress as if it were in the throes of a debilitating
illness.
Social Traits
-
Alluring: You have an attractive and
appealing presence that inspires desire in others.
Use: Seduction. Convincing others.
-
Beguiling: This Trait represents the
skill of deception and illusion. You can twist the perceptions of others
and lead them to believe what suits you.
Use: Tricking others. Lying under duress.
-
Charismatic: This is a talent of inspiration
and motivation, the sign of a strong leader.
Use: In a situation involving leadership or the achievement of leadership.
Public speaking. Inspiring others.
-
Charming: Your speech and actions make
you appear attractive and appealing to others.
Use: Convincing. Persuading. Resisting Entrancement.
-
Commanding: Impressive delivery of orders
and suggestions. This implies skill in the control and direction of
others.
Use: Acting as a leader. In social situations, after an initial bid of
a Trait like Dignified or Charismatic.
-
Compassionate: Deep feelings of caring
or pity for others.
Use: Defending the weak or downtrodden. Defeating major obstacles while
pursuing an altruistic end.
-
Dignified: Something about your posture
and body carriage appears honorable and aesthetically pleasing. You carry
yourself well.
Use: Evoking awe. Against vampires: Defending against Social
Disciplines.
-
Diplomatic: You are tactful, careful
and thoughtful in speech and deed. Few are displeased with what you say or
do.
Use: Very important in intrigue. Leadership situations.
-
Elegant: You have a way about you that
suggests refined tastefulness. Even though you dont need money to be
elegant, you exude an air of wealth and a familiarity with high
society.
Use: High society gatherings or parties with Toreador vampires. Might
be important in some tribes for advancement. Defending against Social Disciplines
or Gifts.
-
Eloquent: This Trait signifies the ability
to speak in an interesting and convincing manner.
Use: Convincing others. Swaying emotions. Public speaking. Should be used
as a later bid, after youve had something to say.
-
Empathetic: You can identify and understand
the emotions and moods of people with whom you come in contact.
Use: Gauging the feelings of others. Against vampires: defending in Beast
Within contests and Curse of Sutek contests. Not very applicable for defending
against Social Disciplines (might actually make it easier to use them on
you).
-
Expressive: The ability to articulate
thoughts in interesting, significant, meaningful ways. If you want someone
to understand your meaning, this is the Trait to apply.
Use: Producing art, acting, performing. Against vampires: resisting Curse
of Sutek.
-
Friendly: You get along with everyone
you meet. Even after a short conversation, most find it difficult to dislike
you.
Use: Resisting entrancement. Convincing others.
-
Genial: Cordial, kindly, warm and pleasant.
You are pleasing to be around.
Use: Mingling at parties. Generally used as the second or later
bid.
-
Gorgeous: You are beautiful or handsome.
You were born with a face and body that is good-looking to most people you
meet.
Use: Modeling, posing. Against vampires: Beast Within
contests.
-
Ingratiating: You know what to do to
gain the favor of people who know you.
Use: Dealing with elders in a social situation. Against vampires: Entrancement
contests. Defending against Social Disciplines.
-
Intimidating: A frightening or awesome
presence that causes others to feel timid. This Trait is useful, particularly
when attempting to cow opponents.
Use: Inspiring common fear. Ordering others. Resisting manipulative
vampires.
-
Magnetic: People feel drawn to you;
those around you are interested in your speech and actions.
Use: Seduction. Resisting mind control.
-
Persuasive: Your arguments and requests
seem believable, convincing and correct. Very useful when someone else is
undecided on an issue.
Use: Persuading or convincing others.
-
Seductive: You know how to entice and
tempt. You can use your good looks and your body to get what you want from
others.
Use: Romance, picking up people. Generally used as a later bid in a seduction
attempt.
-
Witty: Cleverly humorous. Jokes and
jests come easily to you, and you are perceived as a funny person when you
want to be.
Use: Parties. Entertaining someone. A good first bid for most
actions.
Negative Social
Traits
-
Bestial: Your appearance belies your
bestial, primitive self. If youre in Homid form, maybe you have claw-like
fingernails, heavy body hair or a feral glint in your eyes. If youre
in Lupus form, the shaggy dog routine just wont work. However
your animalistic self manifests, you definitely seem
inhuman.
-
Callous: You are unfeeling, uncaring
and insensitive to the suffering of others. Your heart is a frozen
stone.
-
Condescending: You just cant help
it your contempt for others is impossible to hide.
-
Dull: When others listen to you, they
usually find you boring and uninteresting. Most people think that conversing
with you a chore. You do not present yourself well to
others.
-
Naive: You lack the air of worldliness,
sophistication or maturity that most carry.
-
Obnoxious: You are annoying or unappealing
in speech, action or appearance.
-
Repugnant: Your appearance disgusts
everyone around you. Needless to say, you make a terrible first impression
with strangers.
-
Shy: You are timid, bashful, reserved
and socially hesitant.
-
Tactless: You are unable to do or say
things that others find appropriate to the social
situation.
-
Untrustworthy: You are rumored or perceived
to be untrustworthy and unreliable (whether you are or
not).
Mental Traits
-
Alert: You are mentally prepared for
danger and can react quickly when it occurs.
Use: Preventing surprise attacks. Against vampires: resisting Command
the Wearied Soul.
-
Attentive: You pay attention to everyday
occurrences around you. When something extraordinary happens, you are usually
ready for it.
Use: Preventing surprise attacks. Against vampires: seeing through Obfuscate
when you dont expect it, and preventing Command the Wearied
Soul.
-
Calm: You can withstand an extraordinary
level of disturbance without becoming agitated or upset. You are a wellspring
of self-control.
Use: Resisting frenzy or commands that provoke violence. Maintaining control
whenever a mental attack might upset you. Primarily for
defense.
-
Clever: Quick-witted resourcefulness.
You think well on your feet.
Use: Innovation. Brilliant strategies. Witty banter.
-
Creative: Your ideas are original and
imaginative.This implies an ability to produce solutions to your difficult
problems and creating artistic pieces. This is a requirement for any true
artist.
Use: Creating anything. Defending against aura readings. If a Mental Challenge
continues for over six bids, this would be a good Trait to bid to tip the
scales.
-
Cunning: Crafty and sly, you possess
a great deal of ingenuity.
Use: Tricking others. Word games. Gamecraft.
-
Dedicated: You give yourself over totally
to your beliefs. When one of your causes is at stake, you stop at nothing
to succeed.
Use: Useful in any Mental Challenge when your beliefs are at stake. Against
vampires: resisting Forgetful Mind.
-
Determined: When it comes to mental
endeavors, you are fully committed. Nothing can divert your intentions to
succeed once you have made up your mind.
Use: Facedowns. Useful in a normal Mental Challenge.
-
Discerning: You are discriminating and
can pick out details, subtleties and idiosyncrasies. You have clarity of
vision.
Use: As a second or later bid, especially when using perception-based
Gifts.
-
Disciplined: Your mind is structured
and controlled. This rigidity gives you an edge in battles of will.
Use: Facedowns. Asserting your will. Concentration.
-
Insightful: The power of looking at
a situation and gaining an understanding of it.
Use: Investigation (but not defense against it). Using Heightened Senses.
Seeing through Blur of the Milky Eye or a vampires Obfuscate when you
expect it.
-
Intuitive: Knowledge and understanding
somehow come to you without conscious reasoning, as if by instinct.
Use: Seeing through any form of unseen presence. Seeing true forms.
Guessing.
-
Knowledgeable: You know copious and
detailed information about a wide variety of topics. You have
book-learning.
Use: Remembering information your character might know.
-
Observant: This Trait signifies depth
of vision, the power to look at something and notice the important aspects
of it.
Use: Heightened Senses. Picking up on little secrets the Storyteller might
have planted.
-
Patient: You are tolerant, persevering
and steadfast. You can wait for a long time and maintain your
composure.
Use: Facedowns and mental battles, especially after another Trait has
been bid.
-
Rational: You believe in logic, reason,
sanity and sobriety. Your ability to reduce concepts to a mathematical level
helps you analyze the world.
Use: Defending against emotion-oriented mental attacks. Rarely used as
an initial bid.
-
Reflective: Meditative self-recollection
and deep thought. As a serious thinker, you are able to consider all aspects
of a conundrum.
Use: Meditation. Remembering information. Defending against most Mental
attacks.
-
Shrewd: You are astute and artful. You
keep your wits about you and accomplish mental feats with efficiency and
finesse.
Use: Defending against a Mental Discipline.
-
Vigilant: Alertly watchful. You have
the disposition of a guard dog. Your scrutiny misses little. More appropriate
for mental defense than for attack.
Use: Seeing through Blur of the Milky Eye or Blissful Ignorance. Discouraging
Investigation. Very applicable against vampires, such as when defending against
Forgetful Mind or Command the Wearied Soul.
-
Wily: You are sly and adept at using
guile. Because you are wily, you can trick and deceive easily.
Use: Tricking others. Lying under duress. Confusing mental
situations.
-
Wise: This Trait represents an overall
understanding of the workings of the world.
Use: Giving advice. Dispensing snippets of Zen. Detecting a true
form.
Negative Mental
Traits
-
Forgetful: You have trouble remembering
even important things.
-
Gullible: You are easily deceived, duped
or fooled.
-
Ignorant: You are uneducated or misinformed
and never seem to know anything.
-
Impatient: This Trait means you are
restless, anxious and generally intolerant of delays. You want everything
to go your way immediately.
-
Oblivious: Unaware and unmindful.
Youd be lucky if you noticed an airplane flying through your living
room.
-
Predictable: Because you lack originality
or intelligence, even strangers can easily figure out what you intend to
do next. Not a very good Trait for chess players.
-
Shortsighted: You lack foresight. You
rarely look beyond the superficial; details of perception are usually lost
on you.
-
Submissive: You have no backbone; you
relent and surrender at any cost rather than stand up for
yourself.
-
Violent: An extreme lack of self-control.
You fly into rages at the slightest provocation, and youre always close
to a frenzy. This is a Mental Trait because it represents mental
instability.
-
Witless: You lack the ability to process
information quickly. In all seriousness, you are foolish and slow to act
when threatened.
Abilities
Abilities allow the character to engage in, if
not excel in, a type of challenge when she could not otherwise participate.
Additionally, if a character is defeated in such a challenge, she may choose
to temporarily sacrifice a level in the appropriate Ability to call for a
retest. While any Traits youve risked are still lost, it is possible
for you to still win the challenge. An Ability lost in this manner is recovered
at the beginning of the next session. If a character loses all her levels
in an Ability in this manner, she may not use that Ability until the levels
are recovered.
Abilities can be chosen multiple times to represent
a high degree of expertise in that skill or familiarity with a wide variety
of specialties, such as the case with Performance, Science and
Linguistics.
The use of Abilities is often accompanied by
a challenge of one sort or another. Some of these will be performed with
a Storyteller who will not only assign the relative difficulty of the challenge
(measured by a number of Traits), but will actually perform the test with
you. As a rule, no Traits or one Trait would be risked for trivial uses,
two to four would be at stake in novel, unusual or challenging projects,
and five or more would be risked by attempting taxing, groundbreaking or
unlikely attempts. More details concerning difficulty and the factors that
influence it are included with each Ability.
Other abilities, such as Subterfuge or Melee,
can be used directly against another player and rarely need the assistance
of a Storyteller to use.
Animal Ken
This Ability is not as common among the Garou
as one would imagine natural animals are just as susceptible to the
effects of the Delirium as humans, if not moreso. A character with Animal
Ken, however, has practiced long and hard to regain the ability to interact
and cooperate with her feral brethren. Given time and access to an animal,
she may train it to perform simple tasks, e.g. fetching, guarding, attacking,
etc. When the command is given, the animal must make a Mental Challenge to
successfully understand and carry out the order. The Traits that must be
bid range between one and three depending on the difficulty of the task.
The character may also attempt to calm an injured, attacking or frightened
animal by defeating it in a Social Challenge.
Brawl
You are proficient at using your hands (or claws)
as weapons. You may possibly be skilled at some form of martial art or may
have acquired your skill from numerous street brawls.
Bureaucracy
The world of homids is a complex place riddled
with a staggering amount of complexity, paperwork and red tape. An enterprising
character can find this Ability a godsend when trying to enlist the aid of
organizations, from government bureaus to small businesses. Bureaucracy can
allow the character access to appropriate licenses, use contractual agreements
to his advantage, or recover, alter or destroy files (in a pseudo-authorized
manner, of course). Bureaucracy often requires a Static Mental or Social
Challenge, depending on the type of roleplaying the character performs or
as a Storyteller sees fit. Difficulty depends on such factors as security,
accessibility, nature of the information sought or cooperativeness of the
target involved.
Computer
We live in an Information Age where data pulses
and flows through silicon circuitry and fiberoptic lines. A character with
this Ability has learned many of the secrets of this other world and can
use them to her advantage. She can infiltrate systems, swap data, steal business
and science secrets and access records. A Mental Challenge is required to
accomplish these and other similar acts. Difficulty is based on system security
and accessibility, equipment, time, and the rarity of information, as interpreted
by a Storyteller. Failure can lead to investigation by natural and sometimes
supernatural agencies that operate in the computer sphere.
Drive
The automobile is practically an essential aspect
of our world. It shrinks our world, giving the average person the ability
to regularly visit places her ancestors would never have seen. In the states,
the majority of adults have at least some familiarity with these vehicles.
A character who also has this Ability is an adept driver capable of tailing
(and avoiding tails), avoiding collisions and using her vehicle as a weapon.
These actions often require a Physical or Mental Challenge. Factors influencing
difficulty could include the type of vehicle, road conditions and the sort
of stunts attempted.
Enigmas
The character has a knack, if not a fascination,
with the perplexing permutations of riddles and problems of both the physical
and intellectual varieties. When posed with a conundrum of this sort, the
player may request a Mental Challenge to gain insight into the solution.
The Storyteller may require the player to risk a variable number of Traits,
depending on the relative difficulty, character familiarity with the problem
and existing information on the enigma.
Finance
Money talks, and you are fluent in its language.
This Ability allows you to follow money trails, perform and verify accounting
and understand such concepts as investment, buyouts and the like. These actions
are a function of Mental Challenge that depends on any precautions taken
by the subject, the amount of money in question and the availability of
information.
Firearms
Sometime during your existence, you have spent
the time to familiarize yourself with a range of guns and similar projectile
weapons. You not only to understand how to operate them, but can also care
for them, repair them and possibly make minor alterations. The most common
use of this Ability is in combat, but a Storyteller may also allow a Mental
Challenge to allow the character to use other functions, such as trick shots,
hunting and so on.
Investigation
You possess the learned skills of a diligent
investigator. This sort of attention to detail is often found among private
investigators, police officers, government agents and insurance claims personnel.
In any case, you can often pick out or uncover details and clues that other
individuals would overlook or ignore. You may request a Mental Challenge
with a Storyteller to see if any clues have been overlooked, piece together
clues or uncover information through formal investigation.
Law
Laws, whether civil or criminal, are based on
layer after layer of confusing tradition, precedence and procedure. Your
experiences with it, however, allow you to make the system work for you.
In the world of humans, you can use the Law Ability to write up binding
contracts, defend clients, and know the rights of yourself and others. The
difficulty of the Mental Challenges necessary to accomplish these tasks depends
on factors like the precedence, severity of the crime, legal complexity of
the subject and legal action desired.
Leadership
You have the gift of influencing and inspiring
others. This is a function of confidence, bearing and a profound understanding
of what motivates others. You may use this Ability to cause others to perform
reasonable tasks for you. They must first be under your command or serve
in some way as your subordinates. Examples include: an Alpha and her packmates,
an officer and his soldiers, a CEO and his employees or a crimelord and her
henchmen. These requests should not violate the subjects Nature or
Demeanor. The subject must first be defeated in a Social Challenge. If the
action would endanger other characters who follow you, they should be given
a choice, but a challenge can assist in roleplaying this out.
Linguistics
You have received tutelage in one or more languages
other than your native tongue. This can be anything from ancient hieroglyphics
to common national languages or complex dialects. The language known must
be specified when the Linguistics Ability is chosen and may not be changed;
one new language is chosen each time it is taken. This skill allows you and
anyone who also knows the language to speak privately. Furthermore, you can
translate data for yourself or others, though a Static Mental Challenge may
be required, depending upon the complexity of the text.
Medicine
This Ability represents an adeptness at treating
the injuries, diseases and various ailments of living creatures. You can
allow a living being under the treatment of someone with the Medicine Ability
to recover a single Health Level per night with time and a Mental Challenge.
The difficulty is influenced by the severity and nature of the damage, equipment
at your disposal and any assistance or distractions. Other uses of this Ability
include forensic information, diagnosis and pharmaceutical
knowledge.
Meditation
Meditation is the Ability of calming the emotions,
controlling the mind and relaxing the body. Garou may use this to channel
and renew Gnosis. For every ten minutes spent in meditation, the Garou may
convert one Mental Trait into a Gnosis Trait (up to a full Gnosis Pool; see
the section on Gnosis).
Melee
You are skilled at armed combat. You are proficient
in the use of a variety of weapons, from broken bottles to
swords.
Occult
There exists, on the fringe of mundane society,
a wealth of arcane and alternative knowledge, most of which offers enlightening
insight into the nature of our mysterious universe. This Ability allows the
character to tap that information and use it to her advantage. Examples of
these uses include, but are not limited to: identifying the use and nature
of visible magicks, rites and rituals, understanding basic fundamentals of
the occult, and having knowledge of cults, tomes and artifacts. Most uses
of the Occult Ability require a Static Mental Challenge based on the obscurity
of the knowledge, the amount of existing data, and the characters
individual scope of understanding.
Performance
You have the gift to make your own original creations
and/or express these creations to your peers. The genius of your creativity
or the power with which you convey it is determined by a Static Social Challenge.
Some particularly sensitive types (such as Galliards and Toreador vampires)
can even become entranced by the use of this skill. They must first be defeated
in a Social Challenge, of course. The area you are skilled in should be chosen
before play begins.
Repair
You possess a working understanding of what makes
things tick. With time, tools and parts, you can fix or slightly alter most
of the trappings of modern society. This knowledge also allows you to excel
at sabotage, should you choose to do so. Using this Ability usually calls
for a Static Mental Challenge, the difficulty of which depends on such factors
as the items complexity, the tools and parts available, the extent
of the damage and the time spent on the repairs.
Science
You have a degree of factual and practical expertise
in a single field of the hard sciences. This knowledge will allow you to
identify properties of your field, perform experiments, fabricate items,
bring about results or access information a player could not normally utilize.
A Static Mental Challenge is necessary for all but the most trivial uses
of this skill. The difficulty depends on resources (equipment, data, etc.)
available, complexity of the task and time. A field of study must be chosen
when the Science Ability is taken. A few examples are Physics, Biology,
Electronics and Chemistry. Other fields can be allowed at the Storytellers
discretion.
Scrounge
Scrounge allows the character to produce items
through connections, wits and ingenuity. Many individuals who lack the wealth
to purchase the things they desire or need develop this Ability instead.
Materials acquired with Scrounge arent always brand new or exactly
right and often require some time to come by, but this Ability can sometimes
work where finance or outright theft fail. A Static Mental or Social Challenge
is necessary to use Scrounge. Some factors that influence the difficulty
of the challenge include rarity and value of the item and local supply and
demand.
Security
You have a degree of experience and knowledge
of the variety of ways people defend and protect things. Not only can you
counter existing security, such as locks, alarms and guards, but you can
also determine the best way to secure items and areas. Other uses include
breaking and entering, infiltration, safecracking and hotwiring. Almost all
applications of the Security Ability require a Static Mental Challenge.
Difficulty depends on the complexity and the thoroughness of the defenses,
the intruders equipment and the time available.
Streetwise
With this Ability, you have a feel for the streets.
You know its secrets, how to survive and how to use the network of personalities
on the street. You can get information on current events on the street, deal
with gangs and the homeless, and survive (if somewhat squalidly) without
an apparent income. Some uses of Streetwise require a Static Social Challenge
influenced by such things as composition of the local street community,
familiarity with the area and the current environment on the
street.
Subterfuge
Subterfuge is an art of deception and intrigue
that relies on a social backdrop to work. When participating in a social
setting or conversation with a subject, you can attempt to draw information
out of him trickery and careful probing. Information can be revealed by
successfully using Subterfuge. This includes finding out someones name,
nationality, Negative Traits or friends and enemies. The first requirement
to doing this is getting the target to say something dealing with the desired
knowledge, such as entering a conversation about foreign culture to find
out where the subject is from. If you can accomplish this, then you may proposed
your true question and initiate a Social Challenge. If you win, then the
subject must forfeit the information (hopefully by roleplaying his faux pas).
To use the Ability again, you must once again lure them into a conversation.
Furthermore, Subterfuge may not reveal more than one Negative Trait per session,
and it may be used to defend against others with Subterfuge.
Survival
You have the knowledge and training to find food,
water and shelter in a variety of wilderness settings. Each successful Static
Mental or Physical Challenge allows the character to provide the basic
necessities for herself or another living creature for one day. This Ability
can also be used to track down someone in a wilderness setting. The nature
and difficulty is usually set by a Storyteller. Important factors in the
challenge are abundancy or scarcity of resources, the time of the year, equipment
used and type of wilderness.
Gifts
Gifts are normally taught by spirits. A Garou
must either petition a particular spirit to teach him its power or ask an
elder to summon that spirit and petition for him. (Further ideas for this
process can be found in Werewolf Second Edition.) Only spirits allied with
the Garou will teach Gifts, and they will not teach them to Garou who have
not attained the proper Rank.
Sometimes a Garou may teach another Garou a Gift
he knows. Unlike spirit teaching, which takes only a short time, this can
take quite a while of training. In addition, Gifts learned this way cost
an additional experience point.
Additional note: although many Garou can affect
spirits, there is a distinction between spirits and wraiths. A Gift that
can affect a spirit will not necessarily have any affect on a
wraith.
One Trait Down / One Trait
Penalty
If a Gift places a Garou one Trait down
after a challenge, the Garou has his total number of Traits reduced when
ties are resolved. If a Garou receives a one Trait penalty as
a result of a Gift, the victim must spend one extra Trait when initiating
a challenge. Gifts like Smell of Man or Infest incur a Trait penalty; Gifts
like Body Wrack or Chill of the Early Frost will put a Garou down a specific
number of Traits when ties are resolved.
Breed Gifts
Homid
Basic Gifts
-
Persuasion This Gift enhances the
Garous charisma and ability to deal with others in Social situations.
The character may expend a Gnosis Trait for the three Social Traits that
are added to his total in a Social Challenge. This Gift may be used once
at the beginning of or during a Social Challenge. These bonus Traits only
last for the duration of a scene.
-
Smell of Man The Garou exudes the well-known
scent of danger from her body. While man has grown dull to this warning,
animals remember it and will act accordingly. A Garou may use this Gift at
will, but no more than once on the same animal. When the Gift is first activated,
the character may make a Simple Test to affect all nearby animals (20 ft.
radius), including ghouled animals. If the Garou wins or ties, the animals
flee immediately and will not approach her again that day. Even if she loses,
the animal receives a one Trait penalty in any challenge it takes against
the character.
-
Jam Technology The Garou can temporarily
disrupt the orderly logic of the Weaver upon which technological items depend.
It costs at least one Mental Trait to activate this Gift. The Garou may choose
to affect a single visible item within 50 ft. The exact number of Traits
she must expend depends on the complexity of the item the Garou wishes to
affect.
-
One Gnosis Trait - computer, phone,
radio
-
Two Gnosis Traits - firearm, car,
lock
-
Three Gnosis Traits - lever,
wrench
Metis
Basic Gifts
-
Sense Wyrm The stench of the Wyrm and
those close to it can be detected by a Garou with this Gift. If the Garous
target is a inanimate object or area, the Garou senses the taint of the Wyrm
(if present) on a Simple Test. Otherwise, the Garou must make a Static Mental
Challenge. This Gift not only reveals Banes and the like, but some vampires
as well. Vampires with more than two Beast Traits (see The Masquerade, Second
Edition) or of an earlier generation than 9th bear the taint of the Wyrm.
The only exception to this is a vampire in Golconda these Kindred never
bear any trace of the Wyrm.
-
Create Element By expending a Gnosis
Trait, the Garou may create one cubic foot of one of the four basic
elements fire, air, water or earth. The element appears either at the
Garous feet or in her hands.
-
Fire Causes an aggravated wound. A Mental
Challenge is required to attack someone with the flame; if the attack is
unsuccessful, the Garou suffers an aggravated wound
-
Air Causes a short, slight breeze or
provides an entombed creature with a few more minutes worth of
air.
-
Water Enough to extinguish a small fire
or provide a days worth of drinking water for a single man, wolf or
Garou.
-
Earth A small mound of fresh, dry
dirt.
-
Shed Once per session or day, the Garou
may suddenly release all of her fur, making her slippery and difficult to
restrain. The Garou gains the Physical Traits: Wiry, Lithe and Nimble. These
Traits last for the duration of the day or session. In addition, the Garou
also gains the Negative Social Trait: Repugnant for the remainder of the
day or session.
Lupus
Basic Gifts
-
Heightened Senses This Gift allows the
Garou to try to overhear distant conversations, recognize subtle scents and
detect moving targets cloaked by Gifts or vampiric Disciplines by winning
a Mental Challenge. This added sensitivity can be a disadvantage if the Garou
is exposed to very intense stimuli.
-
Scent of the True Form By inhaling the
scent of a nearby subject (someone within a few feet), the Garou may attempt
to ascertain its true nature. Vampires, faeries, mummies and other Garou
may be detected this way by defeating them in a Mental Challenge. If this
Gift is used on a mage or ghoul, the subject wins all ties, regardless of
who has the most Traits.
-
Catfeet The Garou gains the preternatural
agility of this Gifts namesake. By spending a Gnosis Trait, she either
avoids damage from falls of 100 feet or less or gains the Physical Traits:
Athletic, Graceful and Nimble. These Traits can only be used in challenges
that deal with balance and agility (not combat) and must be used within the
hour or they are lost.
Auspice Gifts
Ragabash
Basic Gifts
-
Scent of Running Water The Garou may
expend a Mental Trait and mask her scent. A foe attempting to use an olfactory
sensing power, such as Heightened Senses, must first win a Mental Challenge.
The effects of this Gift last for one hour.
-
Blur of the Milky Eye The Garou can
obscure her presence from others. To activate this Gift, the player must
expend a Mental Trait and cross her arms in front of herself. At this point,
other characters must ignore the hidden Garou and act normally. However,
as soon as the Garou speaks or interacts with her environment (she can still
move around), the glamour is shattered and she is visible to all. Otherwise,
the power lasts for one hour. This Gift only affects other beings, not machines.
Heightened Senses will discover someone using this Gift with a successful
Mental Challenge. The power may not be activated if the Garou is being watched
by others.
-
Taking the Forgotten This Gift makes
the Garou a most daunting thief. If she can steal an item from an opponent
(with Streetwise or a Mental Challenge), she can then expend a Gnosis Trait
to activate this Gift. The user and the victim then enter a secondary Mental
Challenge. If the Garou wins, the victim forgets he ever had the item and
will forget that the Ragabash stole from him. If violence is part of the
theft, this Gift may not be used.
-
Open Seal By expending two Mental Traits,
the Garou may open a single, mundane lock or closure. The affected item shows
no sign of tampering or the like (except for the fact that it is now is open).
Magical or more complex locks will require a Mental Challenge with a
Storyteller.
-
Alter Scent The Garou may replace her
scent with any scent she has experienced before by expending a Mental Trait.
A foe with Heightened Senses is allowed a single Simple Test (no Traits are
expended). If the foe wins the test, she uncovers her preys true scent
and cannot be fooled again for either the next day, the next evening or the
next session. Otherwise, the foe falls for the deception for the same amount
of time.
Theurge
Basic Gifts
-
Sense Wyrm As the Metis
power.
-
Spirit Speech The Garou with this Gift
has learned the spirit tongue and may converse with any spirits near enough
to hear her. This, of course, is no guarantee that the spirit will be cooperative
or even listen to the character.
-
Mothers Touch The Garous
touch can act as a cool, soothing poultice that drains away pain and heals
the injuries of others of his kind. The Garou need only touch the subject,
concentrate for one minute and expend a Gnosis Trait. A single wound, whether
aggravated or non-aggravated, will be completely healed. The Gift may not
be used on the same person more than once per day, and the Garou may not
use his healing power on himself.
-
Sight from Beyond The Garou with this
Gift is subject to unexpected and uncontrolled visions of the future. Sometimes,
these visions and dreams warn her of imminent danger or herald great events.
More often than not, however, these visions are cryptic and unclear. The
Garou must make of them what she will. Once per session, the Storyteller
may opt to give the Garou a strange, enigmatic preview of a possible outcome
to the evenings play.
-
Name the Spirit The Garou has a certain
mystical adeptness at identifying the different types of spirits and their
abilities. By spending a Mental Trait and winning or tying a Simple Test,
she may learn the type, nature and powers of a single spirit that is
present.
Philodox
Basic Gifts
-
Resist Pain By expending a Gnosis Trait,
the Garou may ignore wound penalties for the duration of a single
conflict.
-
Truth of Gaia The Garou may enter a
Mental Challenge with an opponent to determine if the last statement the
opponent made was true.
-
Scent of the True Form As per the Lupus
Gift.
-
Strength of Purpose Whenever the Garou
is dealing with a challenge that affects or deals with the very core of her
auspice or tribe, she may expend a Gnosis Trait to gain two Willpower Traits.
These Traits must be spent immediately or they are lost. Furthermore, she
must spend the Traits in a situation that also deals with the essential nature
of her auspice or tribe. This Gift may only be used once per
session.
Galliard
Basic Gifts
-
Beast Life As per the Lupus
Gift.
-
Call of the Wyld The Garou can issue
forth a great howl that is audible to those nearby, but the affects will
travel even beyond that, reaching Garou miles away in some cases. Most often,
it is used to summon others to a moot or herald other important events, but
it can serve as a general distress call (the Garou equivalent of firing a
flare pistol into the sky). This last function of the Gift is quite embarrassing
to Garou, and the user could lose a Renown Trait (depending upon the reason
for the call, of course). A Garou wishing to use this Gift should contact
a Storyteller. She will instruct the character to expend a Gnosis Trait and
record the nature of the howl (which must be brief and to the
point).
-
Mindspeak The Garou can forge a telepathic
communication between herself and other willing participants within visual
range by expending a Mental Trait for each subject to be included. Other
creatures, such as a vampire with the Discipline: Telepathy may listen in
if she can defeat the Gift user in a Mental Challenge.
Ahroun
Basic Gifts
-
Razor Claws The Garou can hone his claws
to a razor sharpness by scratching them across a hard surface, such as a
stone floor or metal dumpster. By spending a Rage Trait, the Garou gains
two Sharp Traits for the duration of his next combat. These Traits also count
towards the characters total number of Traits. This Gift is only usable
in Crinos form, and the benefits are lost if the character assumes another
form.
-
Inspiration The powerful figure of an
Ahroun serves to urge other Garou on to acts of greatness, especially if
the Ahroun has this Gift. By spending a Gnosis Trait, the Garou may allow
any of his fellow Garou nearby to retry a test. The Garou may not benefit
from his own Gift.
-
The Falling Touch The Garou can send
his foe sprawling to the ground with but a touch. The Garou must spend a
Gnosis Trait and defeat the subject in a Physical Challenge in order for
this Gift to work. If the attempt is successful, the victim must sit down
on the ground for a full fifteen seconds (count them out loud, please) and
may not initiate any Physical Challenges during that time. They may defend
themselves normally, however. Opponents with Celerity or Speed of Thought
cut this time to eight seconds. Rapidity or Speed Beyond Thought reduces
this penalty to four seconds. A vampire with the Discipline: Fleetness is
unaffected by this.
-
Sense Silver With a disdainful snort,
the Garou can uncover the foul scent of the bane metal on an individual.
At a distance of up to 20 feet, the Garou can detect whether or not a person
is carrying anything made of silver. Winning or tying a Simple Test will
reveal the metals general presence. The Garou would have to defeat
the subject in a Mental Challenge to determine the silvers exact
whereabouts. A character must then reveal to the Garou the presence of any
silver items she possesses.
Tribal Gifts
Black Furies
Basic Gifts
-
Sense Wyrm As the Metis
Gift.
-
Heightened Senses As the Lupus
Gift.
-
Sense of the Prey As the Ragabash
Gift.
Bone Gnawers
Basic Gifts
-
Scent of Sweet Honey The Garou can lay
down a scent upon an object that insects and all manner of vermin find
irresistible. This Gift costs one Gnosis to use. An object affected by this
will be infested in five minutes. If used on a creature, the creature is
allowed a Physical Challenge (against three Annoying Traits). If the victim
loses, she suffers a one Trait penalty on any further challenges for the
next hour.
-
Odious Aroma By expending a Gnosis Trait,
a Garou can put his natural defensive pheromone glands into a sort of overdrive.
Anyone who can smell who approaches within ten feet of the Garou will be
so overpowered by her stench that they will begin all challenges with the
Garou with a one Trait penalty (that is, any opponent must spend two Traits
to begin a challenge). Those using Heightened Senses at the time will suffer
an additional one Trait penalty. The Garou using this power immediately gains
the Negative Social Traits: Repugnant x 3. The effects of this Gift last
for thirty minutes.
Children of
Gaia
Basic Gifts
-
Resist Pain As the Philodox
Gift
-
Mothers Touch As the Theurge
Gift.
-
Calm By expending a two Social Traits,
the Garou may take away one of a targets Rage Traits. (The Trait is
gone, but it can be regained as normal. No, the frustration of losing a Rage
Trait will not cause it to be regained. Nice try.)
Fianna
Basic Gifts
-
Resist Toxin The Garou may call upon
incredible recuperative powers to stop diseases and poisons that may enter
her body. When affected (or infected) by a toxin or disease, the Garou may
spend a Gnosis Trait to cancel the effects of the invading substance. In
the case of extremely potent or magical diseases or toxins, the Storyteller
may call for a Physical Challenge of some sort.
-
Persuasion As the Homid
Gift.
Get of Fenris
Basic Gifts
-
Razor Claws As the Ahroun
Gift.
-
Resist Pain As the Philodox
Gift.
-
Snarl of the Predator The Garous
intimidating growl weakens his foes resolve and determination. The
Gift costs a Social Trait to use. If successful, the target suffers a two
Trait penalty against the Garou for the next ten minutes (that is, he must
spend three Traits to initiate a challenge with the Garou). The effects of
this Gift are not cumulative.
Glass Walkers
Basic Gifts
-
Control Simple Machine The Garou can
control very simple technological items. The Garou can cause nearby,
non-electronic machinery to turn on and off and/or perform a normal range
of functions. Using this Gift to affect one item costs a variable number
of Gnosis Traits. Each command requires the Garou to win or tie a Simple
Test. The Gift ends when the Garou loses one of the Simple Tests or a full
minute has passed. This Gift costs a variable number of Gnosis
Traits.
-
One Gnosis: Lock, doorknob, pistol or small
lever
-
Two Gnosis: Rifle, safe door or hydraulic
jack
-
Three Gnosis: Crane or
watermill
-
Persuasion As the Homid
Gift.
-
Cybersenses The Garou may alter his
senses to a degree to gain access to a range of sensory information he could
not normally comprehend. This power cost a Gnosis to use and lasts for ten
minutes.
-
Sight:
-
- Infrared See heat sources, ignore
most darkness penalties or detect a vampire (unless theyve fed in the
last hour or theyve been in a very warm area).
-
- High band transmissions Watch
television programs as transmissions pass through the air; the Garou must
win a Simple Test to find a specific station.
-
Hearing:
-
- Radio Band Listen to random radio
transmissions; the Garou must win a Simple Test to find a specific
band.
-
- Radar See immediate surroundings,
ignore darkness penalties.
-
- Supersonic/Subsonic See motion-sensor
beams.
-
Touch:
-
- Electric (Stream) Feel the transmission
of electricity, find live wires, or tap a phone line or intercom by touching
the wiring.
-
Note only one effect of this Gift may be in use
at a time.
Red Talons
Basic Gifts
-
Beast Life As the Lupus
Gift.
-
Scent of Running Water As the Galliard
Gift.
-
Babble The Garou can temporarily steal
the Gift of language from a person. The Garou must spend a Gnosis Trait and
win a Mental Challenge with the target. If the attempt is successful, the
victim cannot read, write, speak intelligibly or understand the speech of
others. Not even hand gestures are possible. The effects last for thirty
minutes.
-
Beastmind The Garou can implant a powerful,
animalistic nature in the victim. By spending a Mental Trait and defeating
the target in a Mental Challenge, the Garou can force the victim to adopt
the following temporary Negative Traits: Bestial x 2 and Shortsighted. The
effects of this Gift last for ten minutes.
Shadow Lords
Basic Gifts
-
Fatal Flaw The Garou may enter a Mental
Challenge with an individual to uncover a weakness. If successful, the Garou
learns one of his targets Negative Traits or a Derangement (the target
chooses which one). This Gift costs a Gnosis Trait to use, and the Garou
may not use it on an individual more than once a session.
-
Aura of Confidence The Garou bolsters
his natural aura so that Fatal Flaw and similar powers do not reveal his
weaknesses. Furthermore, those who can see auras will find the Garous
emotional state to be solidly confident while the Gift is in effect. It does
not hamper the other powers of Aura Perception whatsoever. The Gift costs
a Gnosis Trait to use and lasts for one hour.
-
Clap of Thunder By forcefully clapping
his hands together, the Garou can produce a stunning shockwave. Everyone
within ten feet of the Garou must make a Simple Test. If the defender wins,
he is unaffected. If the defender ties, he is stunned and may not initiate
a Physical Challenge for one full minute. If the defender loses, he must
not initiate any sort of challenge for one full minute. This Gift costs one
Gnosis to use.
-
Disfigurement Through vile whispers,
the Garou can create a ugly, unsightly blemish or mark upon her target. By
spending a Gnosis Trait and defeating her opponent in a Social Challenge,
the Garou can bestow the target with the Negative Social Trait: Repugnant.
This Gift lasts for one session and is not cumulative.
Silent Striders
Basic Gifts
-
Sense Wyrm As the Metis
Gift.
-
Speed of Thought The Garou may spend
a Mental Trait and gain the following Traits, which can only be used in reference
to land movement: Quick, Quick and Tireless. If these Traits are not used
within the next hour, they are lost.
-
Messengers Fortitude The Garou
may travel great distances without experiencing hunger or fatigue. The Strider
must continue to run to continue using this Gift. The Garou can run for up
to three days non-stop, but must sleep for one week afterwards. The power
costs a Mental Trait to use, and for a Gnosis Trait, another Garou may benefit
from this Gift as well. In the game, this means that Garou using this Gift
can cover long distances in a third of the normal time.
Silver Fangs
Basic Gifts
-
Sense Wyrm As the Metis
Gift.
-
Lambent Flame The Garou emanates a silvery
shower of light from her body, illuminating an area with up to a hundred
foot radius. The light itself is harmless, but anyone engaged in melee against
the Silver Fang must make an initial bid of two Traits to attack. Ranged
attackers, on the other hand, act as if they had two additional Traits to
their total. The Gift costs one Gnosis Trait to use and lasts for ten
minutes.
-
Paralyzing Stare As the Shadow Lord
Gift.
Stargazers
Basic Gifts
-
Sense Wyrm As the Metis
Gift.
-
Catfeet As the Lupus
Gift.
-
Surface Attunement The Garou may spend
a Gnosis Trait to activate this Gift, and for the next hour, he may pass
effortlessly over mud, water, grease, oil, snow, ice, quicksand or similar
substances without leaving a trace. The attunement can also be used to resist
Gifts that mimic the effects of these surfaces.
Uktena
Basic Gifts
-
Sense Magic The Garou can expend a Gnosis
Trait and tell if an item or a particular area is magical or enchanted (the
area affected is quite small). To use this Gift on another individual, a
Mental Challenge is required.
-
Spirit of the Fish The Garou may breathe
water and travel unhindered underwater. The Gift costs one Gnosis Trait to
use, but lasts until the Garou surfaces or breathes air
again.
-
Blur of the Milky Eye As the Ragabash
Gift.
Wendigo
Basic Gifts
-
Call the Breeze The Garou may call up
a strong, cold breeze at will. This breeze lasts only for a moment, but it
will blow away insects or loose paper and extinguish candles, torches and
oil lamps. This Gift costs one Gnosis Trait to use.
-
Camouflage As the Ragabash Gift: Blur
of the Milky Eye, but only usable in wilderness settings.
-
Cutting Wind A painfully frigid wind
blasts forth from the Garou, chilling opponents to the bone. The area of
effect is ten feet wide and twenty feet long. Those within this area must
make a Simple Test. If the defenders win, they are unharmed. If they tie,
they suffer a one Trait penalty on any Physical Challenges. If they lose,
they suffer a two Trait penalty on any Physical Challenges. The Gift costs
a Gnosis to use and is over in an instant. The penalties, however, remain
in effect for ten minutes.
-
Speak with the Wind Spirits The Garou
may beckon the nearby air spirits to bring him words spoken by others. The
Garou may use this Gift to listen in on conversation of others nearby (fifty
feet or so) as long as there are no obstructions in the way. This Gift costs
a Gnosis Trait to use and lasts for ten minutes.
Rites
Enacting a Rite
All but the simplest of rites are performed by
a group of three or more Garou. One participant coordinates the effort and
is designated as the Ritemaster. The Ritemaster is the only member of the
group that must know the rite, and, as a result, she directs the actions
and channels the energies of the others.
Rites often demand intense, if not total,
concentration. If undisturbed, a competent Ritemaster can cast a rite in
about ten minutes for each level of the rite. Basic Rites require approximately
10 minutes, Intermediate Rites take approximately 20 Minutes and Advanced
Rites can take up to 30 Minutes or more. An untested or inexperienced Garou
can take twice as long.
Each rite has a requirement of a minimum number
of Traits. This means that the Garou attempting the rite must match this
minimum Trait requirement before he can perform the ceremony. These Traits
are not spent they are merely the minimum number of Traits the character
must have in order to perform the ceremony. If the Ritemaster does not have
enough Traits, but is within three Traits of the number required, then he
can still make an attempt. If this is the case, the rite will take require
as much time.
Additionally, a rite can take less time to perform
if the Ritemaster has more Traits than needed. For every two Traits over
the minimum needed, the Ritemaster can subtract five minutes from the time
it takes to perform the rite.
Involving more Garou makes the rite easier to
perform. For every two Garou beyond the minimum number necessary, a free
additional Trait is gained by the Ritemaster to use in the ceremony. The
following table shows the type of Traits that are used in different types
of rites.
Rite:
Accord
Caern
Death
Mystic
Punishment
Renown
Seasonal
Minor |
Type:
Social
Social
Varies
Mental
Social
Social
Varies
Varies |
| Rite Level |
Minimum Traits |
Min. Participants |
| Basic |
5 |
3 |
Minimum
Participants
Some confident or desperate Garou attempt rites
even when they do not have the necessary resources. If a rite does not have
the minimum number of Garou necessary to complete the rite, the Ritemaster
must spend a number of Mental Traits equal to the number of participants
he is lacking.
Minimum Number of
Traits
If a ceremony requires a minimum number of Traits
from the Garou present, this pool of Traits is separate from the Traits that
are actually risked. This is not part of the actual test, and the Traits
of attending Garou are not actually part of the bid. The Traits risked in
a rite are those of the Ritemaster.
Rites of Accord
These rites draw their power from connecting to
the primal state of Gaia. That cycle is characterized by harmonious coexistence
and rejuvenation.
To channel this power, the Garou must utilize
an object that is unspoiled by the ravages of man or the Wyrm.
Basic Rites
-
Rite of Cleansing The Wyrm and its minions
leave their indelible taint on everything they touch. While this rite cannot
affect the Wyrm or its minions directly, it can remove the taint of their
presence. Once the taint is removed, the area, person or object may not be
further infected for the rest of the session. The Gnosis cost varies with
the area the Garou wishes to affect.
If a minion of the Wyrm is present in the contaminated object or area,
it must first be defeated in order for the rite to work. Also, if the minion
is not banished in time, it can reinfect the target.
-
One Gnosis: one person or one man-sized
object
-
Two Gnosis: small room
-
Three Gnosis: a large
building
-
Rite of Contrition A Garou performs
this rite when she has committed a slight, either real or imagined, against
another Garou or spirit. This is an elaborate form of apology. When used
on a spirit, it soothes its anger, and attacking the caster becomes difficult.
The Garou must have an aspect of the subject (clothing, fur, a representation,
etc.) The caster can then expend a Gnosis Trait and perform the Mental Challenge.
She may bid additional Traits after the initial bid. For each additional
Trait bid, a one Trait penalty is levied against the rites subject,
should he choose to ignore the rite. The effects of the rite end when the
Garou initiate any sort of attack, when the spirit is insulted or when the
session ends.
-
Rite of the Pack In these last days,
many packs are decimated by the raking claws of Death. Sadly, more than one
Garou pack has been reduced to only one member after a surprise attack. For
this reason, it has become important to create a means by which a pack may
be made out of the fragments of other fallen packs. This has become a triumphant
rite to perform, however. The Rite of the Pack is a statement of a renewed
commitment to Gaia and a promise that the fight against the Wyrm will never
end until victory is won.
If Garou are adding a member to their pack, they have to all agree to
the addition. The Rite of the Pack is begun by telling the tales of the fallen
comrades who are no longer with them. Then the packs Alpha (or the
last remaining member of the former pack) will go to each Garou and ask the
totem of the pack to recognize the new pack member. At the end of this rite,
the new pack howls as one, and they go immediately to the nearest tribe or
sept elder and announce their new name and members. Usually a feast or hunt
is planned for this occasion. If an entirely new pack is formed, the Garou
may attract a brand new totem and may also acquire a brand new
quest.
-
Rite of Renunciation Once in a rare
while, a Garou will find herself unable to fulfill the role of the auspice
under which she was born. This rite allows the Garou to take on a new auspice
while leaving the old auspice (and any previous Rank) behind. It is also
used by those wishing to leave some great shame behind and experience a rebirth
of sorts. Those partaking of this rite are often frowned upon by the more
conservative factions of Garou society and may even experience open hostility.
The rite itself is easily performed, requiring no challenge or Gnosis cost.
The subject must do this of her own free will. She can no longer learn Gifts
of her previous auspice, but she does retain any old ones. For all other
purposes, she is a fostern of her new auspice, with the minimum number of
Renown in her chosen auspice. She may learn the appropriate Gifts of her
new auspice with experience.
Caern Rites
These rites are aligned with the most sacred sites
of Garou and Gaia. Caerns are the bosom from which all Garou are nourished.
If the caerns were left to ebb and die out, the death of the Garou race would
not be far behind.
These rites may only be performed while within
a caern. This implies having the permission of the presiding Garou, as caern
piracy is one of the foulest breeches of Garou etiquette. Furthermore, for
every level of the caern, the Ritemaster receives a free Trait to use in
the rites contest. This is in addition to any other bonus
Traits.
Basic Rites
-
Moot Rite This rite must be performed
to prepare the spirit realm surrounding a site for a coming moot. The ceremony
is an integral part of the Opening Howl. If it is not performed, the moot
will be cursed with ill-fortune and poor fellowship, and spirits will shun
the event. It must be performed at least once per month or the strength of
the caern will wane. During the course of the rite, two Gnosis Traits must
be sacrificed for each level of the caern. For each month this rite is ignored,
the caern will drop one level of power until it is dormant. These Gnosis
Traits are spent during the Revel stage of the moot and may come from any
Garou present for the moot.
Rites of Death
Having spent their lives so close to the spirit
world, Garou understand death as an essential part of Gaias cycle and
show the appropriate homage for it instead of showing fear or
ignorance.
Basic Rites
-
Gathering for the Departed The rite
eases the passage of a fallen Garou to the Umbra and his totem. If it is
neglected, the spirit may become lost and haunt his old companions until
they give her this honor.
-
Rite of the Winter Wolf There comes
a time in a Garous life when he can no longer serve the tribe or find
purpose in this world. In a solemn and serious ceremony, the tales of his
life is sung by his fellow Garou. The ceremony ends as the Garou retires
to a secluded place where he will take his own life. This rite is immediately
followed by the Gathering for the Departed.
Mystic Rites
These rites call forth spirits and Umbral entities
to the Garou that performs them. This is considered a solitary affair, as
it is performed by a lone Ritemaster (a ceremony can be performed somewhere
else). The results often occur in complete privacy.
Basic Rites
-
Baptism of Fire This rite is used to
help Garou keep track of their young, the cubs who will one day share in
task of defending Gaia. It leaves a permanent spiritual mark upon the child
that is only lifted upon the completion of the Rite of Passage. Until that
time, she may be found as if the caster were using the Ritual of the Questing
Stone. Rumor has it that Black Spiral Dancers (and worse) may be taking advantage
of this rite to track down Garou young for their own
purposes.
-
Rite of Spirit Awakening This rite awakens
the sleeping spirit in an object or a place. If the rite is performed on
an object, the sleeping spirit will wake up. The spirit is now
available to be commanded or bound. Usually an objects spirit is a
Gaffling or Jaggling. If this rite is done to a fetish or talen that has
been discovered, it allows the Ritualist to speak briefly with the inhabiting
spirit and perhaps learn some of the secrets of the fetish or talen. In addition,
natural herbs that have been specially dried and treated with this rite gain
special powers of various kinds. These herbs are assigned a Gnosis Trait
rating based on how much of the herbs are gathered. For example, properly
prepared yaupon banishes fatigue and negates the need for sleep. Plantain
can heal a number of wound levels equal to its Gnosis pool. The Spirit Keeper
will have to decide what sacred foods and herbs do in the context of her
story and decide what is available in a given area.
When this rite is used on an area or larger object, like a car, it awakens
its spirit in the Umbra and allows the Garou to interact with it. So, a Rite
of Spirit Awakening done on a Garous apartment building may cause the
buildings spirit to awaken and discuss with its Garou tenant how it
could be helped by a few coats of paint and a new heating system (as well
the spiritual benefits that could be achieved if that loud young man on the
third floor would just turn his music down). It can be useful, however, to
be a friend of the spirit of the place in which you live, or the spirit of
the car that you drive. Glass Walkers are particularly adept at speaking
to technology spirits, and often Awaken even the floppy disks they
use.
-
Rite of the Cup This rite allows Garou
to exchange Gnosis with each other, either receiving it or giving it. It
requires two Garou, or one Garou and a spirit.
The Rite of the Cup requires that each Garou participating spends one
of the following Mental Traits: Calm, Disciplined, Insightful, Intuitive,
Patient, Reflective or Wise. If the Garou in question does not possess one
of these Mental Traits, he may not take part in the rite.
A ritual cup is prepared: it can be any kind of cup, from a styrofoam
coffee cup to a crystal goblet or a beer stein. The container is filled with
water. At this point, everyone decides where their Gnosis is going. If there
is a dispute, than the person who is performing the rite decides where the
Gnosis goes. Once the rite begins, the Gnosis cannot be removed. The Gnosis
then travels through the water into the Garou and the rite is over
the Garou do not have to drink the water to get the Gnosis.
Gnosis may be stored by performing this rite with the assistance of an
invested, bound spirit who agrees to hold the Gnosis and is accessed again
by another use of the rite (Investiture is discussed under The Rite
of Binding).There is no effective limit to the amount of Gnosis that
can be transferred, but Garou cannot possess a number of Gnosis Traits higher
than her Gnosis Pool.
-
Ritual of the Questing Stone By enacting
this rite, the Garou forms a sympathetic magical link between the subject
and either a piece of the subject or a close possession. This trinket is
necessary to successfully cast the rite and is destroyed in the casting.
The Ritemaster will feel a slight tug by the trinket in the direction of
its owner. The subject must be within one mile for the rite to work. The
magic fades after one hour. After the rite has been performed, the player
whose character is the Ritemaster may ask any other player or Storyteller
(out of play, of course) where the subject was last seen. The person who
answers must answer honestly.
-
Rite of the Talisman Dedication Normally,
when a Garou changes forms, her possessions are left behind or destroyed.
This rite is used to convince a minor spirit to inhabit an item so that it
will change with the Garou. The exact cost varies.
-
One Gnosis: set of clothes, low tech item (knife,
jewelry, etc...)
-
Two Gnosis: handgun, small electronic device,
body armor
-
Three Gnosis: rifle, laptop
computer
-
The rite is permanent unless the spirit is
somehow destroyed or released. In no case may a Garou have more Traits worth
of items bound to her than her total Gnosis score. (Note that if an
inappropriate technological item, such as a Nintendo Game Boy
or a power drill, is bound by a Garou who isnt a Bone Gnawer or Glass
Walker, that individual may lose Renown.)
Punishment Rites
In a race as isolated as the Garou, the regard
and fellowship of ones peers is of paramount importance. It is no surprise
that their punishments for transgressions rely so heavily on the pack, tribe
and sept. This is usually enough, but for truly heinous or repeated offenses,
these rites may be brought to bear.
Basic Rites
-
Rite of Ostracism This rite serves as
a punishment by peers for those Garou who would commit lesser crimes in the
eyes of other Garou. The length of the rite varies with the severity of the
crime. It can be permanent, if necessary. While under this sentence, the
Garou is ignored by other Garou, not allowed to participate in any functions
and may not use her status Traits. For all practical purposes, they cease
to exist. No challenge is necessary. Players whose characters are subjected
to this rite will find themselves left out of plots and unable to participate
in the Garou portion of a session.
Rites of Renown
These rites serve to reward Garou who distinguish
themselves in any of the Garou virtues. Many Garou dream of frequently receiving
the accolades of these rites.
Basic Rites
-
Rite of Accomplishment When a Garou
performs a great deed against the Wyrm or shows uncommon valor, her peers
may choose to perform this rite in her honor. The Rite of Accomplishment
is generally enacted in the Stories and Songs portion of a moot and is almost
invariably presided over by Galliards. Its purpose is to award a Garou Renown
for a recent deed. The Ritemaster extols the virtues of the supplicant, and
while no challenge is made, any Garou who wish to dispute the claim to Renown
can do so. If the majority of Garou present agree, the subject receives the
Renown Trait.
-
Rite of Passage This rite serves as
the coming of age ceremony for Garou. It is the time when their
true nature is awakened within them. They are introduced to their fellows
as well as their heritage. Usually, some quest or trial must also be performed
instead of a challenge. This trail can vary greatly. Without this rite, a
young Garou may not question or challenge his elders and has no voice whatsoever
within Garou society.
-
Rite of Wounding This rite is held in
high regards among the more martial tribes and auspices. It celebrates the
first wound a Garou receives in true battle. It is generally presided over
by Ahroun regardless of the subjects auspice. If it is neglected, other
Garou will seriously doubt the new warriors competence and prowess.
This is particularly true of Ahroun, who will challenge any Rite of
Accomplishment until the Rite of Wounding is performed.
Backgrounds
Pure Breed
The Garou hold their dead heroes and mystics in
high regard. To actually share the same blood as one of these Garou of Renown
bestows a great honor, as well as responsibility. All other Garou automatically
sense the noble lineage within the bearer. A character with the Pure Breed
background gains an additional Social Trait for each level of Pure Breed
these Traits may only be used in challenges with other Garou. In exchange,
those of the blood are expected to live up to the standards of
their famous ancestors and are given far less lenience than other
common stock Garou.
Past Life
The Garou can call upon the knowledge of his dead
ancestors in times of need. For each level of Past Life, the Garou may try
to use an Ability she does not have or has already expended. To do so, the
player must win a Simple Test. Additionally, the Storyteller may rule that
certain Abilities are not accessible to the character in this manner. This
may only be attempted once per session per level taken. Roleplaying this
Background can be quite entertaining.
Fetish
Many cultures have a tradition of passing on physical
items that are held in high regard by the young. Among the Garou, this tradition
is especially important because the relics of their past are often totems
of mystical power. A Garou who carries one of these items may draw upon its
powers. Being chosen to carry one of these items is a great honor to the
Garou and should be taken very seriously. The Storyteller will assign a fetish
appropriate to the level of Background taken.
Rites
The Garou has been introduced to the mysteries
of the rites and celebration of her race. She knows the traditions and trappings
of these rites and can identify them by drawing upon her knowledge of them
(the player must win or tie on a Static Challenge). Furthermore, she may
have been taught how to perform a few of these rites.
-
One Point: Has knowledge of Basic
Rites
-
Two Points: Has knowledge of Basic Rites and
can perform one Basic Rite
-
Three Points: Has knowledge of Basic and
Intermediate Rites, or has knowledge of Basic Rites and can perform two Basic
Rites
-
Four Points: Has knowledge of Basic, Intermediate
and Advanced Rites, or has knowledge of Basic and Intermediate Rites and
can perform three Basic Rites
-
Five Points: Has knowledge of Basic, Intermediate
and Advanced Rites and can perform three Basic Rites and one Intermediate
Rite.
-
Individual Rites may be learned by any Garou who
can find a willing teacher and pays the appropriate experience cost. Teachers
often ask would-be students for hefty favors or require difficult quests
before passing on their guarded knowledge.
Influence
A Garou with Influence Traits has gained a certain
degree of control in aspects of normal human society. While many Garou shun
taking such an active role in human affairs, others see it as the only way
to keep accurate tabs on certain organizations and groups. Other forms of
influence can reflect access to contacts, allies or the aid of Kinfolk. Possible
areas of influence include the following:
-
Bureaucracy: city government
-
Church: religious
establishments
-
Finance: big business
-
Health: hospitals, morgues,
etc.
-
High Society: rich dilettantes and art
community
-
Industry: unions, steel mills,
etc.
-
Legal: lawyers, judges, etc.
-
Media: television, radio,
newspapers
-
Occult: cult leaders, occult bookstore owners,
etc.
-
Police: local law
enforcement
-
Politics: politicians
-
Street: street-level crime
-
Transportation: bus terminals, airlines, harbor
masters
-
Underworld: organized crime
-
One area of influence may be chosen for every
level of this Background. Note that Influence does not give you knowledge
of a particular area (Abilities handle that), but it does give you sway over
a certain area of human society.
A character with influence is usually given Influence Cards to represent
the areas of influence he controls. Influences may be spent during the game
to affect an area of society. Some influences may even allow you to gain
something that you desire. Turning your Finance Influence into quick cash
is one example. In most cases where Influence is spent, a challenge is not
necessary. Influence Cards spent in this fashion are returned at the beginning
of the next session. Influence may also be loaned to others. In this case,
the card is given to another player and is not returned to its owner until
after it is spent or it is returned.
Totem
When a pack is formed, its members often choose
a totem spirit to watch over them. This spirit is the summoned by all the
members of the pack and is created using the total score of the packs
Totem Background. Costs to build the spirit are as
follows:
-
One point: Provides three Traits to divide
among the Totems Willpower, Rage or Gnosis (minimum of one
each)
-
One point: The totem can
speak
-
One point: The totem can locate and appear
in the presence of any pack member
-
Two points: The totem spend the majority of
its time around the pack and is readily available to them.
-
Two points: The totem has a degree of respect
among fellow spirits (may retest a single Social Challenge with a spirit
per session)
-
Five points: Totem can contact and interact
with the Physical world for brief periods of time when the need is
great.
Willpower
Each character begins the game with a number of
Willpower Traits. For Garou, the number of Traits depends on the
characters tribe. These Willpower Traits can be used for almost anything
that the player deems important. A few examples of how Willpower can be used
by Garou are listed below.
Willpower can be used to negate the effects
of frenzy (by using a Willpower Trait, the character gains a new tolerance
of the situation that would ordinarily throw her into
frenzy).
Willpower allows the character to replenish
all of her lost Traits in any one category: Physical, Social or
Mental.
Willpower allows a character to ignore the
side effects of wounds, such as In-capacitation, for one
challenge.
A Willpower Trait can be expended to negate
the effects of any one Mental or Social Challenge
Once a Willpower point has been used, it is gone
until the end of the story. At that time, the character regains all Willpower
used during the course of the story. It is possible that a Narrator may choose
to give a character Willpower during the course of a story as a reward for
exceptional roleplaying. Such a reward would be given for playing a Nature
appropriately, acting out a Derangement in an appropriate fashion or any
other reason the Narrator deems suitable. This should not, however, be a
common occurrence.
Rage
Using Rage
Rage can be used in many ways, depending on the
needs of the character. Several examples of how Rage can be used in the course
of a story are listed below.
-
Changing Forms Changing forms is easier
with the use of Rage. By expending a Rage Trait, you are able to change into
another form immediately. Otherwise, changing into another form takes a number
of seconds equal to the number of Social Traits you possess; you may, however,
take your natural form automatically without spending
Rage.
-
Extra Action Rage can give the character
the ability to perform extra feats during a challenge. This means that a
character can challenge several players to different tests at the same time
with no penalty. The number of players challenged depends on the number of
Rage Traits spent.
-
Extra Attacks A werewolf can also use
Rage to attack with greater frequency and ferocity. A Garou who has just
won a Physical Challenge (attacking someone) can immediately expend a Rage
Trait and do a second test to attempt to inflict a second wound on a foe.
This test occurs before a new challenge can begin. Furthermore, the Garou
who expended Rage cannot be wounded as a result of this second test, unless,
of course, his opponent has also spent Rage (or Celerity, in the case of
vampires).
For example, if a character is being attacked by two opponents at the same
time, the defending character can spend a Rage Trait to acquire an extra
action. Thus, he will be able to defend himself against both opponents in
a challenge while suffering no penalty.
-
Remaining Active When a character
becomes Incapacitated from losing a challenge, she may use a Rage Trait to
bring herself up one Health Level so that she may continue to fight. Once
a character loses all of her Rage, she is no longer able to change forms.
She has lost the wolf within and will revert to her natural form,
whether that is Lupus or Homid.
Regaining Rage:
-
The Moon: When the character first sees the
moon at night, something deep in his soul surges. The character regains one
Rage Trait.
-
Confrontation: At the beginning of any new
conflict in which a challenge is involved, the character regains a Rage Trait.
Only one Rage Trait is regained during the confrontation, regardless of the
number of challenges.
-
Wounds: The first time a Garou is wounded in
an evening, he regains a Rage Trait. This is only done once per
day.
-
Humiliation: The character may regain a Rage
Trait during a particularly humiliating situation. Awarding this Trait is
the Narrators option.
Gnosis
Beginning Gnosis is determined by breed, because
the birth of a Garou establishes his initial connection to Gaia. You may
gain extra Gnosis Traits by spending experience and becoming more spiritually
aware in a roleplaying sense either through meditation or
guidance.
Gnosis Traits are used in Gifts and rites, and
one Gnosis Trait can be spent to immediately step sideways into the Umbra
(see Spirit, Stepping Sideways).
Garou have both Gnosis Traits and a Gnosis Pool.
The Gnosis Pool determines how many Gnosis Traits a Garou can store within
herself. Gnosis Traits can be bid and spent in Static Challenges just like
other Traits.
Garou regain their spent Gnosis Traits in the
following ways:
-
Meditation: You must have the Meditation Ability
to do this. A Garou may spend a Mental Trait and get a Gnosis Trait if she
has ten minutes to meditate alone. Of course, this must be a relevant Mental
Trait.
-
Fetish: A Garou may gain Gnosis from a fetish,
such as a Tear of Renewal (see Fetishes).
-
Spirits: A Garou may gain Gnosis through an
Engling spirit. Either by summoning the Engling or running across it in the
Umbra, the Garou must convince the Engling to give itself up for the benefit
of the Garou. If it agrees, the Engling will give itself up to the Garou,
and, in death, it will recharge all the Gnosis Pools of the Garou participating.
The Spirit Keeper has the option of complicating this
process.
-
Rites: A Garou may gain Gnosis through the
Rite of the Cup (see Spirit Rites, below), although this Gnosis is actually
shared Gnosis, and it must come from another Garou or a
spirit.