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Tribes, Breeds, Auspices ((Very important))

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BFU
Crew

PostPosted: Wed Jun 15, 2005 7:15 pm


Breeds:

Homid

You were born to a two-legged mother, who may
or not have been a werewolf or Kinfolk. You grew up among
humans and learned how to live in their society. Yet something
always set you apart. Other kids found you weird, and
your feisty temper brought on heaps of trouble more than
once. As you inched toward puberty, haunting dreams
pestered your nights. Maybe you'd wake up craving raw meat
or drowning in a cold sweat. Chances are, someone, perhaps
a distant relative, watched you from afar and took you away
before your Change, which ended whatever life you may
have led. Now you know the realities about yourself and
your true people. Even if you really wanted to go back, it
would be too hard. You couldn't possibly explain to your
human family what really happened.
Nicknames: Apes, Two-Legs, Monkeys
Starting Gnosis: 1


Metis

Metis rank in the lowest echelons of Garou society, for
they are the offspring of lawbreakers who disobeyed the
Litany and mated. It's a hard, thankless life that's made no
better by the fact that all metis bear some kind of obvious
deformity. Most werewolves point to this setback as a mark
of Gaia's displeasure; others call it evidence of corruption. A
few argue that too much werewolf blood is a bad thing and no
flesh can contain such pure blood without developing a
flaw. 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 good, the bad and the very, very ugly. Your birthright has
toughened your body, your heart and your spirit. Only time
will tell if you maintain your dignity and honor or let your
dire Rage consume you utterly.
Nicknames: Mules, Bastards, Obscenities
Starting Gnosis: 3

Deformities: Every metis character must have one
deformity, chosen during character creation. And while
some deformities may have minor benefits, the bad should
always outweigh the good. Storytellers should encourage
players to choose defects that complement their character
concept. Some possibilities for metis deformities include:

~ Albino
You have no melanin in your body, no matter what form
you take. As a result, your skin is faintly pink, and it burns
easily, so stay out of the sun if possible. Your hair is stark white
(not silver) and your eyes are blood red, which makes you a
real anomaly among the werewolves.

~ Blind
Whether you have two eyes in the right place that
don't work, or no eyes at all, you are totally blind.

~ Fits of Madness
Mental illness plagues you on a periodic basis. Whatever
your malaise, you tend to fall to pieces when you get
stressed.

~ Hairless
You have no hair or fur in any of your forms, making you
a weird sight indeed.

~ Horns
A pair of horns sprouts from your brow. They may be
like those of a ram or goat, or perhaps you have a small pair
of antelope-like antlers. You might even have a single short
horn like a unicorn's.

~ Hunchback
You were born with a front-to-back or side-to-side
curve of your spine that's worsened as you've aged.

~ No Sense of Smell
You have no olfactory nerves, so your sense of smell is
nonexistent. This is an unfortunate thing for a creature who
relies so much on her nose.

~ No Tail
Not having a tail creates serious communication problems
with others of your kind. This also ruins your sense of balance.

~ Seizures
When you're under the gun, you lose control of your
body.

~ Tough Hide
Your hide's as tough as old leather, and it's wrinkled and
dry with spotty patches of hair.

~ Wasting Disease
Your constitution is notably weak. You cough and
wheeze, and you can't keep up when your pack trots along for
hours on end.

~ Weak Immune System
Unlike other Garou, you catch almost every germ that
comes along. Sniffling constantly and often suffering from
flu-like symptoms, you don't have the same ability to resist
damage that others have.

~ Withered Limb
You have four limbs, but the muscles of one are atrophied,
leaving it withered or paralyzed. Depending on your
form, you can't walk well, and you run more slowly than
other werewolves.


Lupus

Gaia's passion runs deep within your soul, for you were
born in the wild as a wolf. You rose through the natural
hierarchy of the pack instinctively, perhaps becoming the
alpha, even though you sensed that you were somehow
different front the others. Then you learned the truth: You
weren't art ordinary wolf? You were a shape changer; a werewolf.
Now you run with a werewolf pack, and you try to see
the world through new eyes. The human part of you is often
difficult to understand; speech, for example, is layered with
more nonsense than is necessary. And those strange manners!
To you, every creature has a rank and place, and society
is no more complicated than that. Those who rank highest
eat first and expect greeting and respect from those who rank
lower. Yet the homids have complex rituals for everything,
from greetings to meals, and they speak of strange concepts
like equality. To you, they seem to ignore the wolf in them
overmuch. That's sad, because one thing you do understand
is that the number of lupus werewolves lessens with| each
passing year. And every pup is precious.
While you have a number of advantages, including a
strong body and keen senses, you also have some limitations
in that you know little about technology. Likewise, you
don't follow human logic and reasoning. You rely instead on
the powerful instincts Gaia has given you, which is reflected
in your high Gnosis. However, beginning lupus characters
have restrictions on purchasing certain Abilities, since they
lack knowledge about human ways of life.
Nicknames: Feral Ones, Four-Legs, Fleabiters
Starting Gnosis: 5
PostPosted: Wed Jun 15, 2005 7:19 pm


Tribes:

Black Furies:
The saying the female is the deadliest of the species may not always be true, but you wouldn't know it from looking at the Black Furies. According to tribal legend, the Furies became a tribe after Luna herself, in the Guise of Artemis the Huntress, charged a pack of female Garou with the task of defending the Wyld. However, their responsibility didn't end there, the Black Furies also bear the duty of protecting woman from those who would abuse or violate them. It's a duty they take very seriously; this tribe of warriors and mystics has zero tolerance for those who prey upon their fellow women. Those who cross the Black Furies find very quickly that these she-wolves have sharp, sharp teeth.
Tribal Totem: Pegasus
Backgrounds: No restrictions
Starting Willpower: 3
Phisical: Furries Chrinos, Hispo and Lupus forms are predominantly black, with highlights or stripes of white, silver or grey. Although the Furies originated in Greece, they have spread throughout the western hemisphere and come from all walks of life. As a rule, Black Furries tend to be broad shouldered and graceful.

Bone Gnawers:
The other tribes don't have much respect for the Bone Gnawers. For as long as there have been tribes, the Bone Gnawers have been the omega tribe, the one making do with whatever scraps the others toss its way. But the Gnawers don't spend much time bemoaning their fate. Although they might not have much of anything by way of wealth or breeding, the Bone Gnawers still have their stubborn pride. They're the ones who defend the down-trodden, who hunt the Wyrm in the worst parts of the cities where not even other werewolves go. The average Bone Gnawer might not be refined -- or even polite -- but he's not afraid of hard work or fighting dirty. The job's got to get done, even if nobody else is willing to do it.
Tribal Totem: Rat
Backgrounds: Bone Gnawers may not buy Past Life, Pure Breed or Resources
Starting Willpower: 4
Phisical: Mangy, jackal-like werewolves, often resembling large dogs. Their coats are a mishmash of clashing colours, and they usually smell bad. They are small for Garou, but are surprisingly touch for their size.. Bone Gnawers come from all lands and may be of any race or cultural background; no matter their origings, however, all Gnawers end up on the low end of life.

Children of Gaia:
The Children of Gaia have an especially thankless lot -- they are the voice that cries for peace in the midst of a nation of warriors. This isn't to say that the Children of Gaia don't believe the Garou should be fighting for Gaia -- the Children are warriors willing to fight and die for the Earth Mother, just like their brethren -- but the tribe was founded on the ideal that the more lives saved, the better. They strive to keep their fellow werewolves from battling amongst themselves, always mediating disputes and trying to bring rivals together against the common enemy. Although other Garou sometimes complain that the Children are too compassionate for their own good, the Children of Gaia maintain that it's useless to fight without knowing how to heal as well. The Children of Gaia have an especially thankless lot -- they are the voice that cries for peace in the midst of a nation of warriors. This isn't to say that the Children of Gaia don't believe the Garou should be fighting for Gaia -- the Children are warriors willing to fight and die for the Earth Mother, just like their brethren, but the tribe was founded on the ideal that the more lives saved, the better. They strive to keep their fellow werewolves from battling amongst themselves, always mediating disputes and trying to bring rivals together against the common enemy. Although other Garou sometimes complain that the Children are too compassionate for their own good, the Children of Gaia maintain that it's useless to fight without knowing how to heal as well.
Tribal Totem: Unicorn
Backgrounds: No restrictions
Starting Willpower: 4
Phisical: In their Hispo and Lupus forms, Children of Gaia resemble the magnificent wolves of mystic art. Clean Limbed and powerful, they radiate a tangible sense of calm and balence rather then the feral coldness of most Garou. Their fur tends toward shades of brown and grey, often spotted or striped with white. In homid form, Children of Gaia represent all human races and cultures.

Fianna:
The Fianna tend to define themselves by two things: their European, mostly Celtic heritage, and their devotion to the traditions of the Garou. Even the tribe's ragabash and Ahroun are expected to be able to tell a good story or remember an important legend when needed, and their Galliards are held to an even higher standard. The Fianna also enjoy a second reputation as perhaps the most passionate of tribes -- they enjoy a life perhaps a little too much, and have been known to get into terrible trouble when tempted by the pleasures of "the good life." However, their weak wills shouldn't be taken as a sign of weak warriors -- when her ire is raised, there are few things more dangerous than an angry Fianna.
Tribal Totem: Stag
Backgrounds: No restrictions
Starting Willpower: 3
Phisical: Fiana tend to breed among humans of Celtic desent, though there has recently been limited mingling outside that ethnic group. Their wolf forms resemble dire wolfs or wolfhounds; they are huge (particularly in Hispo form) and either red or black, with glowing green eyes.

Get of Fenris:
No tribe has a more ferocious reputation than the Get of Fenris -- and they like it that way. The Get -- or Fenrir, as some still call themselves -- idolize strength above all other virtues: the strength to endure pain and hardship, the strength to defend one's Kin and territory, the strength to overcome Gaia's enemies, and the strength to lay down one's life for one's comrades. Unfortunately, this emphasis on strength has led far too many Get to look down upon any werewolves of other tribes (and even humans) who they see as being weak in body or character. The Fenrir aren't well-loved by many tribes, but that matters little to them. When the Final Battle comes, each and every Get will be willing to die fighting in their Mother's name -- something that can't always be said for the others.
Tribal Totem: Fenris
Backgrounds: Get of Fenris may not purchase contacts or mentor.
Starting Willpower: 3
Phisical: The lupine forms of most Get resemble huge northern grey wolfs, broad shouldered and muscular with huge jaws. Black and brown patches are common, although some supremicest Get consider anything less then a pure grey coat to be a sign of mongrel blood. The Get Of Fenris derived almost entirely from nordic stock, although some septs will allow members of other ethnic groups if they think the "foreigners" can handel it. Most Get have some form of battle scar, and many brand themselves or carve permanent runes into their flesh during impassioned rites.

Glass Walkers:
Not all tribes oppose the Weaver. The Glass Walkers have always believed that the Weaver, though ill, can be cured -- and that her creations are things of wonder, not corruption. The most urban of tribes, the Glass Walkers are very much at home negotiating deals in the boardroom, climbing quietly up elevator shafts, or hacking into encrypted computer systems. They are allies with spirits of technology, and well-versed with the works of man. Their only weakness is a telling one -- with so much emphasis on their human side, the Glass Walkers are gradually losing touch of what it means to be half wolf as well.
Tribal Totem: Cockroach
Backgrounds: Glass Walkers may not purchase Pure Breed, Mentor or Past Life
Starting Willpower: 3
Phisical: Glass Walkers have bred with humans the world over. They are noted by their devotion to fashion, though this varies by sub culture; an individual Glass Walker may look like a GQ model or a tatooed street hood. In wolf form they are generally small to medium size. Their fur is often multi coloured and mottled (and occasionally dyed). Many of the tribes younger members dye and clip the manes of their Chrinos forms into a variety of clourful and bizzare styles. Of all the tribes, the Walkers hsve the fewest lupus, and their blood is thinning as a result.

Red Talons:
The best reason for any human to fear the wilderness is the tribe called the Red Talons. For millennia, the Talons have watched humanity slaughter their wolf brethren, drive entire species to extinction time and again, pollute their lands and even murder one another. As a result, most Red Talons have come to hate humans with a passion. There are no homids in the tribe -- even if a Talon did manage to overcome his hatred for humanity long enough to beget a Garou child on a human mate, the rest of the tribe would never allow the young one within their ranks. Regrettably, as wolf populations dwindle, the Red Talons are in decline. Even so, they growl that it is better to die out entirely with their honor intact than embrace the very species that has done more damage to Gaia than any other.
Tribal Totem: Griffin
Backgrounds: Red Talons may not buy Allies, Contacts, or Resources. Their only Kinfolk are wolves.
Starting Willpower: 3
Phisical: Red Talons are not used to Homid form and assume it only rarely. When they do, they are often rough, hairy, crude and slouching. Some Talons even resemble Neaderthals. In wolf form, they are of medium to large frame, with ruddy or brown fur and noticeably large jaws. There is always a shock of flameing red fur somewhere on their bodies; the Children of Gaia say this is Gaia's mark of shame, but the Talons claim it is a badge of honour.

Shadow Lords:
To the Shadow Lords, control is everything. These dark werewolves look at the decaying state of the Garou Nation and tell one another that noble sentiments are no longer enough -- more reliable, even more drastic methods are necessary to preserve the Garou as a race. As a result, the Shadow Lords use intrigue, domination and cunning as weapons, exerting as much control as possible over their surroundings. To their way of thinking, they must make certain of the Garou's eventual victory -- by whatever means necessary.
Tribal Totem: Grandfather Thunder
Backgrounds: Shadow Lords may not buy Allies or Mentor.
Starting Willpower: 3
Phisical: Shadow Lords can be of any human stock, for they have bred with the best and brightest of all peoples. They are generally muscular, with a comanding bearing. In wolf form they are large, stocky and dark, rather resembling enormous pit bulls.

Silent Striders:
The Silent Striders are wanderers and rovers across the whole world -- but not by choice. Unlike any other werewolf tribe, the Striders were driven from their homelands thousands of years ago, and cursed to wander ever since. They travel roads that no other werewolf walks -- sometimes by choice, sometimes not. Their Crinos forms echo Anubis, the Egyptian guardian of the dead -- and like their legendary counterpart, the Striders are very familiar with the spirits of the deceased. Legend has it that the entire tribe is haunted -- another reason that they never stay too long in one place, but are always driven to travel onward.
Tribal Totem: Owl
Backgrounds: Silent Striders may not buy Past Life or Resources.
Starting Willpower: 3
Phisical: Striders have a variety of human somatypes, though most are lean from constant travel. Striders originated in North Africa and thus most are African or Semetic, but they have interbred with humans of all stocks. In wolf form they are long and lean, resembling the jackals of Egyptian art, with inscrutable expressions and regal contenances. Silent Striders in Chrinos form may well be resposible for the legends of such dieties as Anubis and Set.

Silver Fangs:
The Silver Fangs have always sat at the head of the Garou Nation. They claim that a mandate from Gaia herself appointed them to lead the other werewolves in peacetime and in war. To their credit, they have largely taken the responsibility seriously, breeding with human nobility and attempting to treat their cousins with noblesse oblige. However, the Fangs have a long tradition of pride bordering on arrogance, and over selective breeding has eaten away at the tribe's stability. The Silver Fangs seem to be rotting from within. A few young Fangs are doing what they can to revitalize the faltering tribe, but it may already be too late.
Tribal Totem: Falcon
Backgrounds: Silver Fangs must spend at least three of their background points on Pure Breed.
Starting Willpower: 3
Phisical: While spreading throughout Europe and North America, the Silver fangs the nobility and wealthy class of nations in which the dwelt. They have refined features often with familial peculiarities (distinctive noses, chins, etc.). Their lupine forms are always pure white or silver, with long jaws and graceful builds. Their eyes are often blue or green, and they usually wear some form of jewlry even in lupus forms.

Stargazers:
The Stargazers have always valued wisdom over glory or honor -- without wisdom, they claim, there is no knowledge of what glory or honor truly are. This focus on the transcendent, however, has left the Stargazers in a precarious position -- they have fewer Kinfolk, even fewer Garou than any other tribe.
Tribal Totem: Chimera
Backgrounds: Stargazers may not buy Allies, Fetish or Resources.
Starting Willpower: 5
Phisical: Many Stargazers come from Far Eastern stock. Some, however, are European or African in ancestery. The graceful Stargazers range from striped grey to solid black in colour, though many have fur of a lighter hue. Most are lean, and nearly all radiate a tangible aura of serenity.

Uktena:
No other tribe knows just how much forbidden knowledge has fallen into the claws of the Uktena. By any estimation, it must be quite a bit. The Uktena have taken it upon them-selves to emulate their water-spirit totem by collecting as much supernatural lore and mystic wisdom as they can. To this end, they have bred with many human cultures, expanding well beyond their American Indian roots to touch the peoples of the world. They put their arcane knowledge to good use -- the Uktena are masters of destroying or imprisoning Banes that no other werewolf could oppose as effectively.
Tribal Totem: Uktena (a Native American water spirit combining the features of a serpent, deer, and cougar)
Backgrounds: No restrictions
Starting Willpower: 3
Phisical: The wiry Uktena tend toward reddish-black hues in wolf form, with large brown or black eyes. Many are descended from Native Americans, but septs incoperating other ethnic groups exist. Over the years the tribe has incorperated many downtrodden ethnic groups into the fold. Uktena have the disconcerting habit of staring intensly at everyone around them. They exude an air of mystery and menace; although small for Garou, the Uktena have a cold ferosity disporportianite for their size.

Wendigo:
Children of winter and the north wind, the Wendigo are an implacable force of nature given flesh. This American Indian tribe suffered much during the Europeans' colonization of the Americas, and they grew even more bitter and warlike in response. Like the cannibal spirit they follow, the Wendigo are not much given to mercy or compassion. Nonetheless, the wisest among the tribe realize, particularly with the Stargazers' departure, that they must mend their bridges with the European tribes soon -- the tribe that stands alone falls alone.
Tribal Totem: Wendigo (the cannible spirit of winter)
Backgrounds: The Wendigo may not buy Contacts or Resources
Starting Willpower: 4
All Wendigo are Native American. Their wolf forms resemble giant northern timber wolfs - grey, brown, or a mixture of both, with broad shoulders and short, strong jaws.

A note about Phsical Appearence --- This is just there to act as a guideline and to state what most members of a tribe look like. If you really want to be a caucasian Wendigo with dyed purple fur, go ahead. You will look very odd, but that is your choice.

BFU
Crew


BFU
Crew

PostPosted: Wed Jun 15, 2005 7:23 pm


Auspices

Ragabash
The werewolves born under the new moon, the children of the darkest skies, are born to the role of the Ragabash. The New Moons' task is to uncover secrets, to question and bend the tradional laws, to use trickery to teach others lessons of humility and patience, and even to kill with stealth when necessary. The Ragabash knows that nothing is what it seems, and that wisdom lies in the most unlikely of places and he isn't afraid of getting his paws dirty to prove it.
Starting Rage: 1

Theurge
The crescent moon's children are also wise, but their insight comes from a different source entirely. The Theurge is the shaman of the tribe and the mystic who communes with spirits, the wise woman who heals and purifies and the prophet who interprets the signs of coming dangers. She is her pack's link to the spirit world, equally capable of persuading neutral spirits to aid their cause or doing battle with the spirits of the Wyrm. Without the Theurge's occult powers, the Garou's struggle to heal the ravaged spirit world would be as good as impossible.
Starting Rage: 2

Philodox
The half moon is the moon of balance, perfectly divided between light and dark. The Philodox, those born under the half moon, are entrusted with the duty of preserving that very balance by serving the Garou as judges and lawgivers. A Philodox keeps the laws of the werewolves close to her heart, and stands equally ready to support those who defend the Garou code or to punish those who commit crimes against their own people.
It is no easy task, being ready to settle a dispute, interpret a ruling or mete out judgment at any point. But the Half Moons do not complain and they know full well that without their efforts, many more Garou would lie dead at the claws of their brethren, slain in pointless feuds that could have been avoided.
Starting Rage: 3

Galliard
The Galliards, children of the gibbous moon, are the lore keepers and skalds of werewolf society. In their care rests thousands upon thousands of years' worth of tales, stories that both celebrate the great deeds of their ancestors and act as cautionary lessons to guide the latest generation. The Galliard is the one who howls the anthem of war to inspire her pack mates, the one who recounts the story of the pack's deeds to the elders. She is the voice of Garou society and in many ways, she is the heart as well.
Starting Rage: 4

Ahroun
The stories of werewolf attacks during the full moon have some basis in truth and the truth behind these tales is the Ahroun. The children of the full moon are born to the path of war, dedicated to give up their very lives in battle if need be. When the moon is full, the Ahroun's Rage is at its fullest, and his enemies in the most danger. The Ahroun may be stern or compassionate, taciturn or commanding, but he is always a creature of fury tempered with discipline. The warriors of a warrior race, they are death incarnate.
Starting Rage: 5
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Character Creation/Info

 
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