Garou
Tribe
Black Furies Bone Gnawers Children of Gaia Fianna Get of Fenris Glass Walkers Red Talons Shadow Lords Silent Striders Silver Fangs Stargazers Uktena Wendigo |
Willpower
3 4 4 3 3 3 3 3 3 3 4 3 4 |
Beginning Gifts
Breath of the Wyld, Man's Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence Cooking, Desperate Strength, Resist Toxin, Scent of Sweet Honey, Trash is Treasure Brother's Scent, Jam Weapon, Mercy, Mother's Touch, Resist Pain Faerie Light, Hare's Leap, Persuasion, Resist Toxin, Two Tongues Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris Control Simple Machine, Diagnostics, Persuasion, Plug and Play, Trick Shot Beast Speech, Eye of the Hunter, Hidden Killer, Scent of Running Water, Wolf at the Door Aura of Confidence, Fatal Flaw, Seizing the Edge, Shadow Weaving, Whisper Catching Heaven's Guidance, Sense Wyrm, Silence, Speed of Thought, Visions of Duat Eye of the Falcon, Falcon's Grasp, Inspiration, Lambent Flame, Sense Wyrm Balance, Channeling, Falling Touch, Iron Resolve, Sense Wyrm Sense Magic, Sense Wyrm, Shroud, Spirit of the Lizard, Spirit Speech Beat of the Heart-Drum, Call the Breeze, Camouflage, Ice Echo, Resist Pain |
Category
Attributes Abilities Backgrounds Gifts Rites Willpower Freebies Merits Flaws |
Points
7/5/3 13/9/5 5 3 3 15 8 8 |
Info
Prioritize the three categories: Physical, Social, Mental. (These stats start at 1.) Abilities: Prioritize the three categories: Talents, Skills, Knowledges. (These stats start at 0 and cannot exceed 3 before Freebies are spent.) This is a given and does not count from Freebies One each based on Breed, Auspice, and Tribe Based on Rites Background and Rituals Knowledge Can spend Freebies to raise higher, not to exceed 7 without ST approval Unless prior authorization this is the cap Not to exceed Not to exceed |
Garou Auspices
Ragabash - Garou born under the New Moon. Their role is the Trickster and Questioner of the Old-Ways.
Theurge - Garou born under a crescent moon. They are Shamans, more in contact with the spiritual world, the Umbra and the spirits.
Philodox - the Half-Moon are Judges and Mediators in Garou society. They usually are the leaders in time of peace.
Galliard - the ones who are born when the moon is Gibbous are the so-called Bards and Keepers of ancient Lore, who know of all the ancient legends and songs.
Ahroun - the Full Moon represents the war aspect of Luna (the Moon) and these Garou are the most fierce Warriors. They usually step into leadership during war-time.
Theurge - Garou born under a crescent moon. They are Shamans, more in contact with the spiritual world, the Umbra and the spirits.
Philodox - the Half-Moon are Judges and Mediators in Garou society. They usually are the leaders in time of peace.
Galliard - the ones who are born when the moon is Gibbous are the so-called Bards and Keepers of ancient Lore, who know of all the ancient legends and songs.
Ahroun - the Full Moon represents the war aspect of Luna (the Moon) and these Garou are the most fierce Warriors. They usually step into leadership during war-time.
Overview
Garou is a term used by the werewolves to identify their race and culture. The term is used nearly interchangeably with Garou Nation.
According to their own mythology, the Garou were designed to be Gaia's fangs and claws and they are quite adept at this. Today, after the War of Rage, they are among the most numerous Changing Breeds that still exist.
Garou adhere to the Litany, a code which depicts the laws of the Garou Nation. The place of each individual Garou is dictated by the moon phase under which he or she is born. There are five Auspices that mandate a Garou his or her function within werewolf society.
According to their own mythology, the Garou were designed to be Gaia's fangs and claws and they are quite adept at this. Today, after the War of Rage, they are among the most numerous Changing Breeds that still exist.
Garou adhere to the Litany, a code which depicts the laws of the Garou Nation. The place of each individual Garou is dictated by the moon phase under which he or she is born. There are five Auspices that mandate a Garou his or her function within werewolf society.
Ranks
Rank 1 - Cliath - The lowest rank in the Garou Nation hierarchy, granted to a werewolf that has completed the Rite of Passage.
Rank 2 - Fostern - Unlike the high ranks, earning the Fostern rank doesn't lend any more resistance to Frenzy than a Garou had as a Cliath or than a rankless Werewolf.
Rank 3 - Adren - They have achieved stronger self-discipline and thus are somewhat less likely to frenzy than are Fostern and low ranked Werewolves.
Rank 4 - Athro - Their names are fairly well known through stories spread through the Garou Nation. Athro have somewhat greater self-discipline than they possessed as Adren, and resist Frenzy far better than they had when they were of low Rank.
Rank 5 - Elder - Elders are the most likely to lead Septs and all of the greater Caerns are lead by them. An Elder has the self-discipline to resist Frenzy with greater ease then she had as an Athro.
Rank 6 - Legend - Truly exceptional garou beyond Rank Five exist. These legends are given special rewards for their courage and service to Gaia, and their names are spoken with the same reverence that we have for Hercules, Miyamoto Musashi, and Joan of Arc.
Rank 2 - Fostern - Unlike the high ranks, earning the Fostern rank doesn't lend any more resistance to Frenzy than a Garou had as a Cliath or than a rankless Werewolf.
Rank 3 - Adren - They have achieved stronger self-discipline and thus are somewhat less likely to frenzy than are Fostern and low ranked Werewolves.
Rank 4 - Athro - Their names are fairly well known through stories spread through the Garou Nation. Athro have somewhat greater self-discipline than they possessed as Adren, and resist Frenzy far better than they had when they were of low Rank.
Rank 5 - Elder - Elders are the most likely to lead Septs and all of the greater Caerns are lead by them. An Elder has the self-discipline to resist Frenzy with greater ease then she had as an Athro.
Rank 6 - Legend - Truly exceptional garou beyond Rank Five exist. These legends are given special rewards for their courage and service to Gaia, and their names are spoken with the same reverence that we have for Hercules, Miyamoto Musashi, and Joan of Arc.
HomidYour mother was human, Kin or not, or a homid Garou. You grew up among humans and learned how to live in their society. Yet something always set you apart. Other kids reacted unconsciously to the predator within you, and to the vicious temper that you couldn’t always keep under control. Strange dreams marked your childhood, and as you grew you remembered more and more of them — dreams of the moon, of the taste of blood, of the smell of war. Maybe they found you before your Change, maybe after, but now there’s no going back. You are what you are — you’re as much wolf as human now.
Homid characters have no limits on what Abilities they may purchase during character creation. They have plenty of experience with the abstract thought that’s newer to their lupus cousins, and they usually grow up surrounded by human technology. No werewolf is better able to deal with the many peculiarities of human society. In their breed form, homids can also handle silver with no Gnosis penalty. The human-born advantages at navigating human society are balanced against weaker connections with the wolf and spirit portions of their nature. Homids are generally less intuitive and perceptive than lupus or metis. They’re likely to rely on what they see and hear, rather than what they feel. Moreover, their innate spiritual connections are weaker, as represented by their low starting Gnosis. Humanity has simply grown apart from the spirit world. Nicknames: Apes, Two-Legs, Monkeys Initial Gnosis: 1 Beginning Gifts: Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man |
MetisBorn to two werewolves who broke the Litany for love or lust, you were a child that shouldn’t have been — but one raised among the Garou anyway. You endured a hard, thankless life, stemming both from the deformity that is your birthright and your place at the bottom of the social ladder. Many other Garou pointed to your deformity as a sign that you, like all other metis, are a living affront to Gaia — others said it’s a likely side effect of the over-concentration of already powerful werewolf blood. Whatever the case, you’ve survived from a hard birth, through years of living only in your Crinos body (the natural form of a metis), to finally undergo your First Change. Whether your parents raised you — as an outcast among the sept — or long-suffering but devoted Kinfolk did, you’re now ready to take your place in the sept. Unlike homids, you have a lot of knowledge about werewolf society already — the nobility, the brutality, the wisdom, the spite.
Metis characters have no restrictions on Abilities. Like homids, they have early experience with abstract thought, and are often introduced to technology, education, and other human creations early on as part of being raised at the sept. But like their wolf relatives, the metis also have a strong connection to their animal nature. They have the strengths of both sides to some degree. On the other hand, all metis bear the mark of deformity. To attempt to hide this shame is considered dishonorable; to wear it openly is to attract the contempt of many other werewolves. Another flaw of this breed is that all metis are sterile; none can sire or bear children. It’s faintly ironic that Garou/Garou pairings are the only matings that invariably produce werewolf offspring — and yet they are no way to ensure the future of the People. Nicknames: Mules, Bastards, Obscenities Initial Gnosis: 3 Beginning Gifts: Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed |
LupusNone are closer to nature and the hidden face of Gaia than you are. You were born a precocious pup, already showing remarkable intelligence above that of your siblings. When the Change overcame you, and you discovered your true nature, the world itself became something you had never expected.
Lupus are quite capable of abstract thought, but much of their experience with the concepts governed by such thought comes after the First Change. They pick up the basics of Garou speech very quickly, and the basics of human languages with surprising speed, but the small nuances and connotations frequently elude them. They are accustomed to the socialization of a pack, not of a greater society — which can be particularly problematic if they were raised in a traditional wolf pack, which is more of a nuclear family than anything else. The advantages of the lupus are several — many of them spiritual. The wolf-born lack the spiritual disconnection that the homids have gradually developed, and they are also free of the spiritual “static” that comes with the blood of the metis. They have a knack for mastering the animistic rituals of the Garou, as they are closer to “spirit logic” than the more educated reasoning of humankind. Some of this is reflected in their high starting Gnosis. However, lupus characters have little opportunity to learn many useful skills before their First Change, and are therefore limited during character creation regarding the Abilities they can purchase. Nicknames: Ferals, Four-Legs, Fleabiters Initial Gnosis: 5 Beginning Gifts: Hare’s Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey Restricted Abilities: Beginning lupus characters cannot take the following Skills and Knowledges with their initial dots. You may, however, use freebie points to purchase them, perhaps as a result of your character’s prelude. Similarly, you can use experience points to add these Abilities as a result of training or “life experience” in the course of the chronicle. Restricted Skills: Crafts, Drive, Etiquette, Firearms, Larceny Restricted Knowledges: Academics, Computer, Law, Science, Technology |