B.Hunter
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Post by B.Hunter on Nov 27, 2006 9:01:37 GMT -5
<a href="http://www.white-wolf.com/legalize.html" target="_blank">Copyright White Wolf Publishing, Inc.</a>
I will try something like the plot with VTM but it will be Werewolf the Apocalypse I will post the info here.
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B.Hunter
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Don't worry, It is as bad as you think it is, and they are out to get you
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Post by B.Hunter on Nov 27, 2006 9:13:02 GMT -5
The Litany is the great song of ages containing the traditions, codes and laws of the Garou. It is a living law, one which evolves from tribe to tribe and sept to sept — many Garou ignore the Litany’s tenets out of rebellion or necessity. Even so, the Litany has existed for many millennia, and few Garou defy it without cause.
Garou Shall Not Mate with Garou To breed a metis is a sin, and a cruel thing to do to your child. If a Garou loves another Garou, he must not express his passion. This is the law.
Combat the Wyrm Wherever It Dwells and Whenever It Breeds The Garou were born to fight the Wyrm. There is no greater honor. This is the law.
Respect the Territory of Another Ask before entering another’s territory, for only the master of a territory knows best how to guard it against the Enemy, and within his territory, his commands are to be obeyed. This is the law.
Accept an Honorable Surrender We are too few, and each Garou’s death only advances the Wyrm’s cause. If you are beaten, bare your throat; if you are victor, spare your vanquished foe. Duel never to the death with your brethren, only against the Wyrm. This is the law.
Submission to Those of Higher Station Your elders are to be obeyed, for they hold the wisdom of many battles. Learn from them, and obey their words. This is the law.
The First Share of the Kill for the Greatest in Station Honor your alpha, for he has brought you victory. In return, he will honor you. This is the law.
Ye Shall Not Eat the Flesh of Humans To feast on the flesh of your Kin is to invite the Wyrm into your body and soul. Human meat poisons both flesh and spirit; it is not fitting prey. This is the law.
Respect for Those Beneath Ye — All Are of Gaia The Garou were created to be the world’s protectors. Abuse not your power, lest those above you strike you down. This is the law.
The Veil Shall Not Be Lifted Our enemies are many, and all seek our death. To reveal our existence to the humans is to offer our throats to the Wyrm. This is the law.
Do Not Suffer Thy People to Tend Thy Sickness There is no honor in dying sick, weak and old. Death in battle is the noblest death we may hope for. This is the law.
The Leader May Be Challenged at Any Time During Peace The leader who reigns poorly is no leader at all. Should your leader prove helpless, it is your duty to challenge him and reign in his stead. This is the law.
The Leader May Not Be Challenged During Wartime A pack may not win if they fight amongst themselves when danger approaches. The law of the pack is vital to victory, and obedience is vital to the law of the pack. In battle, the word of the leader is immutable. This is the law.
Ye Shall Take No Action That Causes a Caern to Be ViolatedThe caerns are Gaia’s lifeblood. If they are destroyed, we will cease to exist. Those who betray a caern are to be slain without mercy. This is the law.
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B.Hunter
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Don't worry, It is as bad as you think it is, and they are out to get you
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Post by B.Hunter on Nov 27, 2006 9:17:15 GMT -5
Garou are not “infected” — they are born. To keep their lineage alive, werewolves must breed with humans and wolves. Their children, whether born of human or wolf, grow up suspecting that they are different — until the First Change. Although Garou can breed with one another, this is taboo — the product of such a union, the metis, is sterile and deformed. For the race to continue, there must be viable young homid and lupus cubs in every generation. Although each breed produces mighty warriors and wise seers, each breed also begins play with a distinct disadvantage. After all, no form of upbringing can truly prepare one for becoming Gaia’s warrior.
Homid Most werewolves are born homid, children of humans and Garou, or even lost cubs born of two human parents. Because the Garou gene is recessive,there are far more of these lost cubs every year. Homid werewolves are… different from the other kids. Their latent Rage sets them apart, all but guaranteeing that the child will suffer a troubled youth. Until, of course, the pressures of adolescence — or worse — bring on the First Change. Weakness: Tame. Human-born Garou are born with less of the wilderness in their hearts and have become slightly disconnected from the living spirit world. As a result, they have less skill in their Rage and Gnosis, then others.
Metis When two Garou defy the Litany and mate with one another, the wretched result is metis. Born in the war-form of Crinos, metis are not as healthy as their brethren. They are all sterile and deformed, not able to produce children of their own or blend as easily into human or wolf society. Despite the shame of their birth and the contempt heaped on them, however, metis often overcome their handicaps to stand among the bravest and fiercest champions of Gaia. Weakness: Deformity. All metis are born with debilitating deformities, whether twisted limbs, unusual but useless body parts like gnarled horns or cloven hooves, or a complete lack of hair in any form. These deformities appear in all their forms.
Lupus The wolf-born Garou are a dying breed. There are too few wolves left in the wild, and the Garou cannot breed with domesticated dogs — only the wolves of the wild can produce children with Rage and Gnosis. Although the lupus are a minority, and have difficulty dealing with the modern world after their First Change, they are nonetheless highly valued by their fellows for their instinctive knowledge of the wild places. Weakness: Feral Upbringing. Wolf-born Garou lack the grounding in human language and technology that homids and even metis receive during their childhoods. They appear wild even in human form and speak with halting accents. As a result, they are at disadvatage when operating any form of human technology more complicated than a club or knife.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 9:23:11 GMT -5
The pull of the moon can affect a werewolf’s temperament, even from birth. The Garou have noticed this, and have therefore recognized five auspices, or moon signs, that dictate a cub’s role in Garou society. When a werewolf is born, he receives a special aptitude from the moon phase that watched over his birth. This auspice can affect a werewolf’s Rage, particularly when the moon is in his auspice’s phase. Tales of werewolves killing during the full moon were almost certainly started by angry Ahroun, the Garou’s warrior elite, being filled with rage by their auspice moon.
Ragabash — The New Moon Every society needs a rebel, someone who questions the status quo and keeps people wondering if things are really for the best the way they are. That is the Ragabash — the trickster, the fool, the contrary. Ragabash, children of the darkest nights, often act as the scouts and spies for their packs, as well as offering their irreverent ideas and alternative plans for their packmates’ consideration. Many others find the Ragabash annoying, but would find themselves lost without his cunning. Aptitude: Stealth. When attempting any covert, sneaky or stealthy action, a Ragabash can accomplish it with out worry
Theurge — The Crescent Moon The crescent moon shines like a blade. In its light, the Theurge, seer of the Garou, makes her peace with the spirit world. Like the human shamans of native cultures, Theurge werewolves stand aloof and mysterious, touched and set apart by the insight they have gained. They may channel, heal, or harm with equal grace. Without them, the tribe might wander until the Wyrm swallowed them whole. Aptitude: The spirit world. When trying to cajole, threaten or otherwise deal with spirits, the Theurge has the uper hand. This does not apply to combat with Banes, although it does apply to other rolls made against them.
Philodox — The Half Moon As the half moon balances light and darkness, the Philodox straddles the line between wolf and man, Rage and Gnosis, passion and wisdom. The Philodox is the pack mediator, the one to whom the other Garou go for advice or a fair resolution to disputes. His honor is usually beyond question. As judge, lawgiver and Master of Challenges, the Philodox is without peer. In personal matters, they often hold their own counsel unless asked, but intervene immediately if they spot a potential threat to the pack. Aptitude: Judgement. As the natural arbiter of Garou society, the Philodox have a keen sense when it come to determine the truth of a matter, whether this is determining if an informant is lying or trying to see through a disguise.
Galliard — The Gibbous Moon As Luna grows pregnant with Rage, she bids the Moon Dancer to sing her songs of battle and past glories. Heeding the call, the Galliard raises her voice against the night, summoning inspiration and fortune with her clear, perfect howl. Galliards are the lorekeepers, the entertainers, the artists, the singers of old tales and new ways. Spontaneous and inventive, Moon Dancers are the soul of the pack. They raise the others’ spirits and remind them of what it is they fight for. Galliards are often fearsome warriors in their own right, blazing with Luna’s passion. Whether her sacred dance is performed in a newfound glade or in an enemy’s spilled intestines matters little to a Galliard. Aptitude: Wordcraft. When attempting to impress, sway or otherwise influence an audience through a speech, a Galliard is skilled enough to pull this off with simplicity. This aptitude is not effective on spirits, animals, or other creatures that don’t reason through language.
Ahroun — The Full Moon When the moon is full, the Garou are filled with Rage. And the Ahroun are filled with the most Rage of all. They are the warriors of the Garou Nation, always first into battle and last to retreat. They are often shorttempered and quick to fight, but the wisest and greatest Ahroun are those who have mastered strategy as well as the arts of physical combat. Aptitude: Combat. The Garou’s warriors are master in combat. They can use any wepon ever made with expert skill.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 9:43:44 GMT -5
The next 12 are the different tribes of Garou.
These ferocious defenders of the Wyld are renowned for their honor, ferocity and attunement to the sacred. The Furies, composed almost entirely of female Garou (with only a few metis males), claim that the moon appointed them to be protectors of the Wyld, defenders of women, and punishers of men. They see themselves as aspects of the Goddess incarnate. In her name, they Rage against any insult to women, nature or the Goddess. Black Furies maintain strong ties to ancient mysticism. Their rites are complex and quite beautiful, and their Gifts and spirit allies reflect a primal connection to the Wyld. Black Furies place a high value on their honor. Even their hated rivals concede that the tribe can be trusted. Although strong in character, they are few in number, and their radical stance alienates many Garou. The Furies loathe the Get of Fenris, and the two tribes have a long and bloody history. The Children of Gaia have counseled the Furies to smooth their rough edges, but crossing a Black Fury remains a dangerous thing to do.
Advantage: Sense Wyrm. The Furies are able to scent out the “taint” that the Wyrm leaves on the things it touches. detecting a pack of Black Spiral Dancers hidden in a room would be easy, whereas detecting the subtle hint of corruption on a mundane politician would be extrmely hard.
Totem: Pegasus. The Black Furies follow Pegasus, spirit of inspiration and guardian of the wild places. Pegasus grants her children insight into the hearts of animals. No animal will willingly attack a Black Fury, even if starving or rabid. The ban of Pegasus is that Black Furies must aid females of all species who are in danger, particularly young females.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 10:23:51 GMT -5
Most Garou see the Bone Gnawers as the dregs of the Garou, pathetic scavengers living in the humans’ filth. But the Bone Gnawers know that survival takes precedence over manners. Living off the scraps of society, this tribe endures the contempt of most Garou. They breed with the homeless, the down-on-their-luck, and even with feral wolf-dog hybrids. But where the others have faltered, the Gnawers have prospered. Of all the tribes, the Bone Gnawers may be the most numerous. Bone Gnawers care little for ceremonial niceties or lofty ideals. Hard-core survival, whatever the cost, is their driving force, and freedom is their passion — freedom without the ties of rank or property. They liveon whatever they can grab. This survival ethic has bred a tough tribe ideally suited for guerrilla warfare. Like junkyard dogs, Bone Gnawers should never be underestimated.
Advantage: Wretched Refuse. Being the lowest of the low has at least one thing going for it. The Bone Gnawers are able to make themselves perfectly innocuous, even supernaturally so. A Gnawer can make any viewers “overlook” them for a little while, unless the environment clearly wouldn’t permit it. A shabby Gnawer couldn’t infiltrate a cocktail party, although they might be able to skulk around the kitchen unnoticed by the caterers.
Totem: Rat. The Bone Gnawers’ totem is Rat, who teaches them to survive in low places. Rat grants knowledge of how to bite an opponent in the weak spots. If a Bone Gnawer is behind a foe, or under a foe’s belly, she cannot miss if she opts to bite her enemy. In return, Rat asks that her children never kill vermin such as rats or their lesser cousins, mice.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 11:16:37 GMT -5
To the Children of Gaia, life is a gift to be savored, not a battle to be won. They are the unifiers of the Garou, the heralds of peace. Even so, they are powerful warriors when they choose to fight, strengthened by their commitment to the Mother. Although a child of Gaia will always search for a way to resolve conflicts without bloodshed, he will not surrender an inch to the Wyrm’s brood. Other Garou grant the Children of Gaia a grudging respect. The Children are known as honorable peacekeepers, if a little soft in the head. They have proved right in the past, much to their rivals’ annoyance, and radiate a deep faith in the Mother’s love. Their Gifts heal, protect and nurture rather than harm, and they tend to exemplify the ideals of beauty, grace and charisma. They are deeply attuned to Gaia and all of Her splendor, and prefer to spend time contemplating harmony over havoc. When angered, however, they are terrible in their Rage.
Advantage: Healing Touch. The Children of Gaia are able to use their inner power to heal grievous wounds on others, whether werewolf or mortal. By laying her hands on the target the Child of Gaia may heal one Health Level of wounds for every minute. This power may be used only once per scene on any given person.
Totem: Unicorn The Children of Gaia serve Unicorn, a totem of healing, peace and wisdom. Unicorn teaches them the ability to calm people’s hearts. By making contact, a Child of Gaia may soothe a restless personor even a crowd, even if circumstances would make it otherwise impossible.In return for this Gift, Unicorn asks that her chosen tribe continually aid and protect the weak, helpless and abused, so long as this does not further the Wyrm’s purposes.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 13:09:27 GMT -5
Originally hailing from Ireland and the British Isles, this tribe is most renowned for its loremasters, singers and bards. nonetheless, tribes such as the Get of Fenris have learned to their chagrin that Fianna warriors are by no means ineffective. Fianna werewolves are generally outgoing sorts and greatly enjoy parties, contests of wits, and stories. They are also the Garou most noted for falling in love, both with humans and with other Garou. Such relationships all too often end in tragedy, and Fianna bards seem to take a perverse pleasure in composing one heartbreaking ballad after another. Nonetheless, when called upon to be warriors and judges, the tribe can do so ruthlessly and without hesitation. Fianna are renowned even among Garou for their ferocity, and though they love their Kinfolk, they enforced the Impergium as harshly as any tribe. The legend of the Wild Hunt is still remembered with dread.
Advantage: Iron Stomach. Due to plenty of exposure to supernaturally powerful alcoholic beverages (in the course of celebration) and the toxins of the Wyrm (in the course of battle), the Fianna are naturally resistant to any sorts of poison, whether it be simple drugs or bioengineered venoms. A Fianna may purge her body of poison without suffering any ill effects. If she fails, she must wait a full minute before trying again.
Totem: Stag The Fianna’s patron is Stag, an incarnation of the wild, primal side of nature. He will sometimes send an image of himself, a ghostly white stag, to lead Fianna around ambushes or out of danger. What’s more, he teaches Fianna the trick of always finding true north. In return, he asks that his tribe guide others who might be lost to safety. This, of course, excludes obvious servants of the Wyrm.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 13:14:38 GMT -5
Many Garou consider the savage Get of Fenris to be the tactical nukes of Gaia. Violent and remorseless, the Get embrace the warrior ideals of the ancient Norse and yearn for a place in Valhalla. Rare is the Get who backs down from a fight. Rarer still is the Get who shows mercy. To the Get of Fenris, strength is the greatest virtue and self-sacrifice the greatest gift. The Get are a fatalistic lot, determined to crush the Wyrm in their jaws as they die. Honor among the tribe is often measured in battle scars. They see themselves as the vanguard in an endless war, and would have it no other way. Get tend to hold other tribes in contempt, knowing in their hearts that the Get are the only ones worthy of Gaia’s trust. This attitude does not endear them to other Garou. The Wendigo and Black Furies harbor deep grudges against the tribe. The Get of Fenris do have a powerful code of honor, but that honor is a personal code of heroism, not an abstract social ethic. Victory is all that matters to a Get, and only the strongest deserve to win. Like the Norse whose culture they admire, the Get of Fenris see life as a long, hard struggle. Beneath their iron facade, many Get yearn for a peace that they know they can never attain. They favor their lupine heritage and seem more attuned to their inner Beasts than do many of the other tribes. Like the cold wind of their northern homes, the Get lash against all comers, howling with Rage as they blow the walls down.
Advantage: Immune to Pain. The Get are made of sterner stuff than any other werewolf tribe, thanks to their custom of constant trial by combat.
Totem: Fenris The Get’s totem is Fenris, the great Norse wolf-spirit from which they derive their name. Fenris is bloodthirsty and strong, and grants his children an additional strength and power. However, he also demands that his children never pass up the opportunity for a fight. Get who back away from a good battle immediately lose their extra strength, and are much shamed in their tribe’s eyes.
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B.Hunter
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Post by B.Hunter on Nov 27, 2006 13:19:26 GMT -5
As a rule, Garou prefer the depths of the forests to the depths of the cities. Werewolves, even homid werewolves, see the concrete expanses as sores on the body of Gaia, and as a rule shun them. The Glass Walkers are the exceptions to the rule. They were among the first Garou to dwell in human settlements, where they grew to respect human ingenuity and adaptability. Now the Glass Walkers live among the cities of humans — not because they have nowhere else to go, but because they choose to do so. Indeed, they embrace creature comforts and technology, always seeking to stay on the cutting edge of human science, art and fashion. This proclivity makes the Glass Walkers the sources of much puzzlement and occasional outrage among the other Garou; certainly the Glass Walkers are distrusted by their peers. Even so, the Walkers have power aplenty. They have much more clout in human society than do any other werewolves. The Glass Walkers are the wealthiest tribe, and the most technically adept. Furthermore, Glass Walker Theurges have made pacts with many urban elementals and spirits, and often bind them into deadly fetishes.
Advantage: Mechanical Mastery. Glass Walkers can compel simple mechanical devices, like dead bolts, faucets and valves to do their bidding. A Glass Walker can either manipulate a simple nonelectrical mechanism without touching it (such as opening a padlock, but not a combination lock), or turn an electrical device such as an appliance or power tool on or off. Glass Walkers are hard to keep in handcuffs….
Totem: Cockroach The Glass Walkers follow Cockroach, the innocuous spirit of adaptation and survival. Cockroach helps them adapt to whatever inventions humanity devises. His gift to his tribe is the ability to peer into computer systems and read the data therein. Glass Walkers in the Umbra can view any information stored on media or coming through a computer cable, just as if they had the information on their laptops. However, to maintain this favor, Glass Walkers are not allowed to kill mundane cockroaches, ever.
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B.Hunter
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Post by B.Hunter on Nov 28, 2006 11:14:26 GMT -5
Savage and feral, the Red Talons represent the furious side of nature, red in tooth and claw. The Red Talon tribe is composed entirely of lupus — Talons hate and resent humans for their treatment of wolves, and refuse to breed with humans or break the Litany by breeding with one another. In their opinion, the Garou should never have ended the Impergium, for humanity has grown rapidly out of control. A Red Talon is no friend of humankind — many of the tribe’s members would as soon gut a human as look at him. Red Talons live in the deepest wilderness, as far from human civilization as they can manage. When they venture into human cities, they look very out of place. Their human forms are brutish and primitive. They are large in wolf form, usually with ruddy or brown fur, and there is always a shock of flaming red fur somewhere on their bodies.
Advantage: Matchless Trackers. Nobody can lose a Red Talon. Nobody. The members of this tribe can, track prey that would otherwise be untrackable. They can follow a scent through running water, a slaughterhouse, a circus tent or virtually anywhere.
Totem: Griffin The Talons follow Griffin, a powerful spirit who guards the wilderness and the animals within from extinction and human encroachment. He allows his favored servants to speak with birds of all sorts. However, Griffin demands that his children never risk themselves to save the life of a mere human.
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B.Hunter
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Don't worry, It is as bad as you think it is, and they are out to get you
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Post by B.Hunter on Nov 28, 2006 13:18:26 GMT -5
Wolves, and werewolves, are creatures of dominance and submission, mastery and servitude. Surely no Garou tribe exemplifies this dictum so much as the Shadow Lords. The Shadow Lords originally hailed from Eastern Europe but have spread across the globe as the opportunity presented itself. They breed with the best and brightest humans of any culture. In wolf and Crinos form, they are massive creatures with black pelts and shining yellow eyes. These great dark werewolves are renowned for their valor and cunning, and are notorious for their arrogance and ambition. To a Shadow Lord, hierarchy is everything. The only measure of worth is leadership, and it is to be gained at all costs and by any means. For this reason, the Lords strive ceaselessly to dominate human, wolf and werewolf alike. Shadow Lords despise the Silver Fangs, whom they consider weak and decrepit. They would like nothing more than to usurp the Fangs’ position. Shadow Lords are generally proud, regal, dignified and aloof. They are skilled and honorable fighters (at least, some Garou whisper, until observers’ backs are turned), and accede grudging respect to those beings who prove themselves fit to live. However, they have neither sympathy nor tolerance for the weak. Unfortunately for their enemies, this policy has made the Shadow Lords perhaps the strongest tribe overall.
Advantage: Flawsight. The Shadow Lords are so attuned to strength and weakness that they have an uncanny ability to determine the weak points of their enemies. Anyone trying to soak damage from a Shadow Lord’s attack must do so with great dificultiy.
Totem: Grandfather Thunder The Lords follow Grandfather Thunder, a mighty and merciless spirit of the storm. Thunder teaches his children the arts of intimidation. A Shadow Lord in any form may, terrify mortals as if they were in Crinos — an entire street gang or riot squad will flee from even the weakest Shadow Lord, should they desire it. However, Thunder forbids his children from taking orders from a person that is not as competent as they are.
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B.Hunter
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Don't worry, It is as bad as you think it is, and they are out to get you
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Post by B.Hunter on Nov 28, 2006 13:22:41 GMT -5
Hailing from the wastes of the Sahara, the tribe known as the Silent Striders has since ranged far and wide across the material and spirit realms. Striders have traversed, explored and scouted all the lands known to Garou (and probably a great many unknown ones as well). They exist on the periphery of Garou society, coming and going as they please. In wolf form they are long and lean, resembling the jackals of Egyptian art, with inscrutable expressions and regal countenances. Silent Striders in Crinos form may well be responsible for the legends of such deities as Anubis and Set. Striders often appear out of the wilds bearing news of an impending Wyrm assault. Other Garou have often misconstrued this, reviling Striders as harbingers of ill omen. Indeed, many Silent Striders carry a weighty burden. They stride and stride and stride because they have nowhere to rest. They are silent because they have no countrymen with whom to converse. The Silent Striders were long ago driven from their homeland and have never found a place to settle. In the Garou Nation, where pack and tribe are so important, the Striders walk alone.
Advantage: Speed of Thought. The Silent Striders are remarkably fleet of foot, and their spirit allies have taught them tricks to make them even faster. If a Strider wants to he can run up to 40 mph (if in human form), 60 mph (if in Crinos form) or 80 mph (if in wolf form) for up to five minutes. This is very exhausting, however, and after such a sprint the Strider must rest for a full minute before exerting himself again.
Totem: Owl Owl a spirit of silence and the night, watches over the Silent Striders. He sends warnings to his children in the form of odd omens, strange dreams or other premonitions of the future. In return for this foreknowledge, Owl’s children must leave small animal sacrifices for him in the woods, such as caged rats or mice tied in place.
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B.Hunter
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Post by B.Hunter on Nov 28, 2006 13:28:54 GMT -5
Lords of the Garou, the Silver Fangs have always been the ruling tribe and have always mingled their blood with that of human aristocrats. These noble Garou are known for their physical beauty, courage and honor. Sadly, many younger members of the tribe suffer from odd quirks — absent-mindedness, mild hallucinations, somnambulism — nothing overtly psychotic, but noticeable nevertheless. The powerful history of the tribe lays a heavy burden on the shoulders of its members, and many are too proud to ask for help. The Silver Fangs represent all that is best in Garou. They are magnificent, generous, loyal, mannered and regal. When they fight, they are predators supreme. When they govern, they are eloquent and strong. Though they espouse the superiority of the Garou, the Silver Fangs consider mediation, not slaughter, to be the werewolves’ sacred duty. When their ire is raised, however, the Silver Fangs shed blood as eagerly as any Get of Fenris. More radical tribes, like the Red Talons and the Get, see the Silver Fangs as doddering kings, blind drunk on old glory. Though legends tell of great Silver Fang heroes, these tribes grumble that it will take more than tales to save Gaia now. Some even accuse the Garou nobles of complacency, of consorting with humans while the Wyrm grows stronger. The Shadow Lords chuckle at the discontent and bide their time. The plight of the Silver Fangs epitomizes the tragedy of the Garou in general. Although proud and outwardly strong, the Fangs suffer from diseases of the spirit and mind. Inbreeding has weakened the foundation of the tribe, and although they strive to set things right, it may already be too late.
Advantage: Silver Flame. By consatrating, a Silver Fang can draw on his spiritual heritage to illuminate his body with a shimmering silver light, providing light in the darkest places. The glare of this light raises the difficulty to strike or grab the werewolf, although the difficulty to hit the Fang with a missile weapon is reduced.
Totem: Falcon The Silver Fangs follow mighty Falcon, who represents all that is noble in the animal world. He grants his tribe insight and charisma; they are great leaders and can get just about any one to listen to them. His ban is that none of his children are allowed to dishonor themselves. As such, the Silver Fangs must adhere to a code of honor as strict as that of any samurai.
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B.Hunter
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Post by B.Hunter on Nov 29, 2006 8:25:21 GMT -5
In their hearts and their blood, the Uktena bear the legacy of the dispossessed, of people driven from their lands or dragged away in chains. Their eclectic heritage and history of oppression have nurtured dark hungers in the Uktena. It is said that the Wyrm tempts the tribe with forbidden knowledge. Even their Wendigo brothers watch the Uktena with suspicion. The Uktena are an ethnic mishmash, having bred for millennia with the Native Americans, and they have recently added various other bloodlines to their pool of Kin. They have always felt empathy for the downtrodden, and thus an Uktena might be born on a reservation, descended from former slaves or raised in a secluded, impoverished town. The tribe is infamous for its curiosity. Its members’ knowledge of spirits is legendary, and their sullen silence only makes other Garou more suspicious of them. The Uktena have adopted a siege mentality after centuries of oppression. While they will cooperate with members of other tribes, Uktena keep their own counsel. They have looked upon the face of the Wyrm, not only in the Banes and the Umbra, but within their own hearts and those of their Kin. Most Uktena are at peace with the darkness inside them. The enemy one knows, they feel, is easier to defeat than the shadow one denies.
Advantage: Sixth Sense. The Uktena are able to sense the presence of other supernatural influences in the area, such as magic or spirit influence, although they cannot tell the exact nature of the supernatural presence. To sense the unnatural, the Uktena must concentrate and remain motinless while they are trying to sense somthing. Success tells only that something supernatural is present, and a vague impression of whether it means the Uktena harm or not.
Totem: Uktena The Uktena derive their name from that of their totem, a water-spirit that is equal parts cougar, snake and stag. Uktena is a wise and cunning spirit, and protects his children when they are in the spirit world. However, they must always strive to recover mystical lore, objects or places that have fallen into the hands of the enemy.
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