
Garou Creation:
Choose Your Character’s
Concept:
Nature and Demeanor: For we utilize these traits on this site. Your willpower
depends on it!
Auspice:
Ragabash: New Moon
Tricksters and questioners, they fight the Wyrm with guile and cleverness.
Initial Rage: 1
Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of
Running Water
Beginning Renown: 3 in any combination
Theurge:
Crescent Moon
Seers and shamans, they speak to the spirits and understand their ways.
Initial Rage: 2
Beginning Gifts: Mother's Touch, Sense Wyrm, And Spirit Speech
Beginning Renown: 3 Wisdom
Philodox:
Half Moon
Judges and law keepers, they adjudicate challenges between Garou and often serve
as final arbiters.
Initial Rage: 3
Beginning Gifts: Resist Pain, Scent of True Form, Truth of Gaia
Beginning Renown: 3 Honor
Galliard:
Gibbous Moon
The Lore keeper and Tale singers, they remember Garou history and teach it
through their impassioned tales.
Initial Rage: 4
Beginning Gifts: Beast Speech, Call of the Wyld, Mind Speak
Beginning Renown: 2 Glory, 1 Wisdom
Ahroun:
Full Moon
Warriors and protectors, they fight like no other auspice and bring destruction
to the Wyrm wherever it dwells and breeds.
Initial Rage: 5
Beginning Gifts: Falling Touch, Inspiration, and Razor Claws
Beginning Renown: 2 Glory, 1 Honor
Breed:
Homid:
You were born human and raised by human parents. You were not aware of your
heritage until you experienced the First Change with the onset of adulthood, or
shortly before. It's very unlikely you were completely unaware of your family's
heritage as Kinfolk (or of your Garou parent's nature)
Initial Gnosis: 1
Beginning Gifts : Master of Fire, Persuasion, Smell of Man
Metis:
Both of your parents are Garou, and the broke the Litany when they conceived
you. You were raised in a Sept among werewolves, and you understand the Garou
culture more deeply than either Lupus or Homids. As a sign on your parent's sin,
you are malformed and sterile.
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Sense Wyrm.
Lupus:
You were born a wolf and raised in the wilds among wolves. Until you were almost
full-grown (two years or so), you were unaware of your true nature as a
werewolf. You aren't as sophisticated as a homid, but have a stronger faith in
your instincts.
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses, Sense Prey.
Tribe:
Black Furies:
The Furies defend the wildest places and fight viciously to defend women. Most
Black Furies are female, the only males in the Tribe are Metis.
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Breath of the Wyld, Heightened Senses, Sense
Wyrm
Bone Gnawers:
Possibly the best informed Tribe, and the most competent at spying. The Bone
Gnawers live in poverty and the other Tribes despise them for their casual ways.
Initial Willpower : 4
Backgrounds : Ancestors, Purebreed and Resources are
unavailable to this Tribe
Beginning Gifts : Cooking, Resist Toxin, Tagalong
Children of Gaia:
The most moderate of the Tribes, the Children of Gaia consider themselves
mediators and humanity's champions.
Initial Willpower: 4
Backgrounds: No restrictions
Beginning Gifts: Mercy, Mother's Touch, Resist Pain
Fianna:
This Tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland,
Wales and England but in modern times they can be found anywhere their relatives
have migrated. They are renowned as lusty for both battle and celebration.
Initial Willpower: 3
Backgrounds: No restrictions. Kinfolk recommended.
Beginning Gifts: Faerie Light, Persuasion, Resist Toxin
Get of Fenris:
Dedicated to the Wyrm's utter destruction, the Get are considered savage and
bloodthirsty. This tribe is of primarily Germanic and Scandinavian descent, and
Fenrir take great pride in their heritage.
Initial Willpower: 3
Backgrounds: May not purchase Contacts
Beginning Gifts: Razor Claws, Resist Pain, Visage of Fenris
Glasswalkers:
The Glasswalkers have adapted more closely to city life than every other Tribe
(except the Bone Gnawers), and they are not considered trustworthy. Glass
Walkers tend to gravitate towards high technology, high finance and the criminal
underworld.
Initial Willpower: 3
Backgrounds: May not purchase Ancestors, Mentor or Purebreed
Beginning Gifts: Control Simple Machine, Diagnostics, Trick
Shot
Red Talons:
A tribe unique in that it is composed almost entirely of lupus members (with a
very small but growing number of metis). Red Talons live in the wilderness among
their lupine Kinfolk, and they believe that Gaia’s only hope is the
extermination of all humans.
Initial Willpower: 3
Backgrounds: Red Talons may not purchase human Allies, Contacts
or Resources, and their only Kinfolk are Wolves.
Beginning Gifts: Beast Speech, Scent of Running Water, Wolf at
the Door.
Ronin:
The Ronin is the shunned Garou. One who for whatever reason has been ostracized
from either their pack, Sept or even Tribe for crimes committed. All Ronin
character submissions must be character’s who are seeking to restore themselves
to their rightful place once more within the Garou Nation.
Initial Willpower: As Original Tribe
Backgrounds: As Original Tribe
Beginning Gifts: As Original Tribe, Auspice and Breed.
Shadow Lords:
The Silver Fang's primary rival for the leadership of all Garou. Shadow Lords
are seen as cunning, deceptive and domineering - judgments that are not far off
the mark.
Initial Willpower: 3
Backgrounds: May not purchase Allies or Mentor
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing the
Edge
Silent Striders:
Exiled from their original homeland, the Silent Striders choose to live solitary
lives on the road, traveling constantly. Some work as couriers between Septs.
Silent Striders have learned many secrets of both the physical and spiritual
worlds in their travels.
Initial Willpower: 3
Backgrounds: May not purchase Ancestors or Resources
Beginning Gifts: Sense Wyrm, Silence, Speed of Thought
Silver Fangs:
The rightful rulers of the Garou Nation, they preserve impeccable breeding
through both their human and lupine lineages. Most can claim descent through
various European noble and royal families. This exclusionary behavior has led to
inbreeding, and the Silver Fangs are tainted by madness because of it.
Initial Willpower: 3
Backgrounds: Must purchase at least 3 dots in purebreed
Beginning Gifts: Falcon's Grasp, Lambent Flame, Sense Wyrm
Stargazers:
The enigmatic children of Chimera, whom only recently have abandoned the Nation
for their own concerns; seek answers within oneself upon the one question.
Though not all of their tribe has abandoned their western brethren, not all
Stargazers are indeed Eastern; some remain despite ridicule and mistrust the
involvement and adherence to the Garou Nation. (Player must choose Beast Court
or Western Garou Nation alignment on character creation. Those whom still hold
allegiance to the Western Garou Nation receive the flaw Notoriety without
receiving the points for the stigma of their tribe’s abandonment of the Nation;
A +2 Social Difficulty with all Western Nation Garou, although, only Stargazers
may begin the game with Kalindo.)
Initial Willpower: 4
Backgrounds: May not purchase Allies, Fetish or Resources.
Beginning Gifts: Balance, Falling Touch, Sense Wyrm
Uktena:
The Uktena are the most mysterious and mystical of the tribes. They have charged
themselves to guard the resting places of many powerful Banes, and some fear
that this association taints the tribe. Once, the tribe’s human blood was
entirely Native American. In recent decades, the Uktena have begun to breed with
other races.
Initial Willpower: 3
Backgrounds: No restrictions
Beginning Gifts: Sense Magic, Shroud, Spirit Speech
Wendigo:
The Wendigo are the only Garou tribe composed primarily of Native American
members, but a few have bred outside their traditional lineages. The Wendigo
resent the other tribes’ presence in North America, and they guard their Caerns
from all others.
Initial Willpower: 4
Backgrounds: May not purchase Contacts or Resources.
Beginning Gifts: Call the Breeze, Camouflage, Resist Pain.
STEP TWO-Select Attributes
7/5/3
Physical-Social-Mental Please choose which is Primary, Secondary and Tertiary.
[Please Note: Beginning Characters should not have more than one attribute
starting at 4, nor any at 5. More than one at such level or higher will have
your character returned to you with denied written at its header, unless
approved before-hand or discussed with the appropriate storyteller]
STEP THREE-Select Abilities
13/9/5
Talents-Skills-Knowledge’s Please choose which is Primary, Secondary and
Tertiary. [Please Note: Beginning Characters should not have more than one
Ability score starting at 4, nor any at 5. Three is sufficient enough max for
beginning characters. No one is a master in their field yet. No matter what you
say, age and experience doesn’t coincide with it. Be logical people. Likewise,
if your Ability scores do not match your character concept, such as a Doctor
with Brawl but no medicine, Management will get a good laugh and your character
will be sent right back. Guess what will be on the heading! You can bet your
sweet ass Definitely not approved.]
STEP FOUR-Select Advantages
Backgrounds: 5 (Restricted by Tribe)
[Please be reasonable when considering your character’s ratings in backgrounds.
Remember, unless specifically requesting a rank higher than Cliath, it’s
doubtful anyone will have considerable numbers in anything below. Though some
definitely have a maximum limit listed beside ‘em.]
Allies
Your friends, whether they're human or wolf. [2 max for Cliath-unless
specifically requested with coinciding supporting history from appropriate ST]
Ancestors
This Background describes your character's ability to speak with and channel the
knowledge of his ancestors. [4 max for Cliath-but with one helluva reason why
the spirits of yore have taken you as their vehicle and messenger to the modern
Garou world]
Contacts
Who you know, primarily in human society. [2 max for Cliath-unless specifically
requested with coinciding supporting history from appropriate ST]
Fetish
You own an item of some sort with a spirit bound within it. [Despite our utmost
desire to limit out the door this unique background to something along the lines
of oh, say 2 or 3, we are experienced players and long term STs. Hence we’ve
come to recognize that if you are creative enough, able to explain how a family
heirloom such as a KLAIVE has come into your character’s possession, then we
must be tolerant then of the possibility that to limit this number is near
impossible. So rather than, we ask you speak to the appropriate ST, make your
request then before character submission, but at least keep in mind, as a Cliath,
its very very unlikely you’d have such a ‘special’ thing.] Talons, however, are
treated just as minor rites are in the terms of point accounts. Every two talons
counts as one level one Fetish.
Kinfolk
The number of relatives you're in regular contact with, and who are immune to
delirium.
No wolf kinfolk, except for Bone Gnawers. Kinfolk will be NPC'd by either
yourself or the STs, especially when in large numbers (accept, of course, for PC
kinfolk). Remember, this background is a responsibility, not just a number of
silver-resistant cannon fodder. Players are invited to play someone else's kin,
but only with permission from both the Storyteller and the player of the
character in question.
Mentor
A Garou Elder who's taken an interest in you and advises you. [Each Dot
represents the Rank of the individual Garou who is to be your character’s
mentor. Please remember, that all Mentor’s must be either a PC or NPC currently
on the site. Speak to both the Storyteller and the player of the character you’d
like to have as your character’s mentor before proceeding]
Numen
A Spirit Familiar who for some reason (which no doubt will be explained) has
taken a shine to you and travels with you more or less as a companion, servitor
or heaven forbid friend. [maximum power level of this spirit is 3]
Pure Breed
Your lineage and pedigree amongst Garou.
The higher your Pure Breed the longer explanation you will need. Detailed and
lengthy family trees will be required for high Pure Breed (3 or higher).
Resources
Within reason, anything over 3 will need a good explanation, considering most
Garou do not have jobs or acquire wealth as their kinfolk are more apt to do.
Rites
Please be reasonably logical when purchasing rites. Garou straight from their
Rites of Passage will under most circumstances have little to no actual rites,
where-as battled hardened veterans of the on going war will most definitely have
greater experience in these holy Auguries. Rites likewise are easy to learn and
thus cost no experience; rather instead the time thru actual play to learn from
a knowledgeable practitioner in game. Also, as an added bonus, on character
creation, rites can be purchased with freebie points at the cost of one freebie
per level of the rite wished to be bought.
Spirit
Heritage
How closely related to a specific brood of spirit your character is. You must
identify the brood and explain the connection and relationship as well as the
mark this bond has left upon you. [Please discuss this option with the ST before
submission]
Touched
How tainted by a specific trait of Gaia your character is or has become. Must
choose, Weaver, Wyrm or Wyld upon creation and likewise as above discussed with
your Storyteller before submission.
Totem
While Personal Totems will be frowned upon and or denied upon character creation
(though the gain of such via play is altogether a completely different
possibility); all characters will begin play with one dot in this background.
Consider it a gift from management, in the hopes it aids in the creation of
packs.
Gifts:
3, by Auspice, Breed and Tribe.
Renown:
Record your character’s beginning Renown by Auspice.
Merits/Flaws-No more than 7 points of Flaws may be taken. Certain Merits and
Flaws are restricted. Please inquire as to which with the Storyteller.
Freebie Points:
30 [plus 7 from flaws possibly for a max of 37 on Character Creation]
Special Note: Fostern or above
ranks will be considered on a case by case basis. We’d rather everyone submit
Cliath requests, however we do realize that the system will need its veterans to
fill the roles of leadership. Your character’s history must blow our socks off!
However, this is a player run site, and thus few elder NPCs will be ever
encountered. The rise and fall of the City rests within your collective hands.