Welcome to Gaia! ::

WOD Gaming

Back to Guilds

 

Tags: World of Darkness, Vampire, Werewolf, Changeling, Promethean 

Reply Game Information
Werewolf: the Apocalypse-Breeds & Auspices

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Carnamagos
Vice Captain

PostPosted: Tue Apr 29, 2008 11:52 am


Werewolf:the Apocalypse
Breeds and Auspices


Garou
Breeds
Homid
Metis
Lupus

Auspices
Ragabash
Theurge
Philodox
Galliard
Ahroun
PostPosted: Tue Apr 29, 2008 11:58 am


Homid

You were born to a two-legged mother, who may or many not have been a werewolf or Kinfolk. You grew up among humans and learned how to live int 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 towards puberty, haunting dreams pestered your nights. Maybe you'd wake up craving raw meat or drowning in a cold sweat. Changes 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.
Homid characters have no limits on what Abilities they may have. They're skilled with all kinds of modern machinery, like cars and computers, and they often have a knack for understanding both abstractions and concrete reasoning in subjects such as economics or algebra. In their breed from, homids can also handle silver with no Gnosis penalty.
But being born human has some downsides, though Homid characters 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 connections to Gaia are weaker, as represented by their low starting Gnosis. Humanity has simply grown apart from the spirit world. Finally, the other breeds have some understandable concern that homids outnumber all other werewolves. The lupus fear especially that homids will prove dominant and desert their wolf cousins. This concern makes for some definite tension when the two groups tangle unexpectedly.

Nicknames: Apes, Two-Legs, Monkeys
Initial Gnosis: 1
Beginning Gifts: Master of Fire, Persuasion, Smell of Man

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Apr 29, 2008 12:05 pm


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 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 - 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.

Metis characters have no restrictions on Abilities. Like homids, they can understand various theoretical concepts that puzzle the lupus. But like their wolf relatives, the Metis also have cunning instincts. While most lupus and homid werewolves would never admit it, the Metis have many of the best parts of being wolf and human.

The downside, though, is the mark of deformity that all Metis bear. While a few who can do so may try to hide their defect, others reject the sham as dishonorable. They have to bear it, and so should everyone who sees them. Another flaw of this breed is that all Metis are sterile; none can sire or bear children. In a race of beings that is dwindling, this flaw is ironic, especially since the number of Metis has grown in recent years.

Nicknames: Mules, Bastards, Obscenities
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal Anger, Sense Wyrm

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. Take a +2 difficulty penalty on all Perception rolls if you're trying to operate in bright light without your protective clothing or sunglasses.
Blind
Whether you have two eyes in the right place that don't work, or no eyes at all, you are totally blind. You fail any rolls involving vision automatically. At the Storyteller's discretion, though, you make take occasional bonuses with other sense groups.
Fits of Madness
Mental illness plagues you on a periodic basis. Whatever your malaise, you tend to fall to pieces when you get stressed. Make a Willpower roll (difficulty 8 ) whenever situations get tough. Scoring any less than three successes makes you go quietly nuts for a while.
Hairless
You have no hair or fur in any of your forms, amking you a weird sight indeed. Take a +1 difficulty penalty to all Social rolls. You might be able to avoid this penalty among humans when you're in Homid form, although some people will be put off by your complete lack of hair even then (particularly if they note your lack of eyebrows).
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. Whatever the shape this difigurement takes, you suffer a +1 difficulty penalty to all Social rolls, and you are likely to be even more heavily scorned by your fellow Garou. (Horns are a mark of prey, not of a predator, after all.) If you actually try to attack with your horns (which may do Strength +1 bashing damage at best), you will likely lose some among of Glory Renown for fighting like a prey animal instead of a Garou.
Hunchback
You were born with a front-to-back or side-to-side curve of your spine that's worsened as you've aged. Not only does it give you a negative social stigma (+1 difficulty penalty to Social rolls), it also impedes your movement, adding a +1 difficulty penalty to all Dexterity-based rolls.
No Sense of Smell
You have no olfactory nerves, so your sense of small is nonexistent. This is an unfortunate thins for a creature who relies so much on her nose. You fail al Perception rolls involving smell automatically and you suffer a +2 difficulty penalty to track prey using your Primal-Urge.
No Tail
Not having a tail creates serious communication problems with others of your kind. You take a +1 difficulty penalty in all social situations while in Lupus, Hispo or Crinos forms. Likewise, your sense of balance suffers. You take a +1 difficulty penalty to Dexterity rolls as well while wearing those forms.
Seizures
When you're under the gun, you lose control of your body. When you botch an important roll, make a Willpower check (difficulty 8 ). Scoring less than three successes makes you writhe uncontrollably until the Storyteller tells you to make another roll. You can take no actions while experiencing a seizure.
Tough Hide
Your hide's as tough as old leather, and its wrinked and dry with spotty patches of hair. Your Appearance can never be greater than 1, plus unbearable itching and hot spots are constant aggravations. On the positive side, you get an extra die on soak rolls, but it's only a small advantage to weigh against your smelly, scratchy hide.
Wasting Disease
Your constitution is notably weak. You cough and wheeze, and you can't keep yp when your pack trots along for hours on end. Take a +2 difficulty penalty on all Stamina rolls, including soak rolls.
Weak Immune System
Unlike other Garou, you catch almost every germ that comes along. Sniffing constantly and often suffering from flu-like symptoms, you don't have the same ability to resist damage that others have. Because of your condition, you have no Bruised health level. When marking damage, begin at the Hurt level.
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. You incur a +2 difficulty penalty on all Dexterity rolls when trying to use this limb.
PostPosted: Tue Apr 29, 2008 12:09 pm


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 from the others. Then you learned the truth: You weren't an ordinary wolf. You were a shapechanger; 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 ritual 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
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened Senses, Sense Prey

Restricted Abilities: Beginning lupus characters cannot take the following Skills and Knowledges. 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 theses Abilities as a result of "training" in the course of the chronicle (which is a chance for Storytellers with a sharp sense of humor to have some devilish fun).

Skills: Crafts, Drive, Etiquette, Firearms
Knowledges: Computer, Law, Linguistics, Politics, Science

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Apr 29, 2008 12:18 pm


Ragabash
The New Moon, The Trickster

Only a real fool ignores the wisdom hiding in the guise of the trickster. She brings mirth to still the anger between two hearts and humility to those who need a dose in full. Moreover, the New Moon often has clever insights that make her a worthy adviser (or conniver). The Ragabash occupies an odd place in werewolf society. Many distrust her unpredictable mannerisms and peculiar sense of humor, but she's usually welcomed and given a free hand in the day-to-day life of the sept. The New Moon enjoys a rare flexibility within the normally rigid strictures of werewolf society. When there's tension in the air, the Ragabash is usually the one to lift it, even at the risk of a claw raking across her exposed, laughing throat. She shows a different kind of courage than the warrior, but one that clever elders don't underestimate.

As the "questioner of the ways," the Ragabash has an obligation to play devil's advocate. Being a New Moon is more than being given a license to play pranks or undercut authority - it is a real responsibility. The Ragabash must question traditions and decrees not reflexively, but rather from an informed point of view. It isn't enough to cast doubt on an elder's proclamation; the Ragabash must have a solid argument supporting her contrary views. It's her task to make certain that her packmates see both sides to every issue, to be sure that they're taking the right option, not just the most obvious one. Of course, the Ragabash's penchant for cunning, sly tactics and subtle Gifts also tends to bestow a certain amount of responsibility as a scout, saboteur or even assassin. The new moon is the moon of stealth, and its children are the ones charged with using that stealth for the Garou's benefit.

Initial Rage: 1

Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water

Stereotype: The Ragabash born as the new moon waxes is usually light-hearted and capricious while one birthed under the waning new moon has a slightly more wicked and ruthless streak. All werewolves of this auspice have keen senses of humor, and they try to find some wit in everything. If they have a flaw, it lies in not knowing how to show their sincerity. It's not that the Ragabash can't be earnest, quite the contrary. It's just that she may have trouble convincing her packmates when she means business. For this reason, as well as their incessant tricks, many werewolves unfortunately give little respect to the Ragabash.

Quote: Scorn not my counsel, warrior. I am born under no light of the moon, and I am used to a view from the shadows. The words of your lips don't necessarily reflect the inclinations of your heart. Leave subtlety to those who can use it better than one such as yourself.
PostPosted: Tue Apr 29, 2008 12:32 pm


Theurge
The Crescent Moon, The Seer

As Luna's most slender light shines on her sister Gaia, she reveals secrets of the spirits and their vast realms. The Theurge is the child of the crescent moon, and he is wisest in the ways of the Umbra and its inhabitants. Some call these seers the daydreamers of the werewolves, and many do seem to be a bit detached from their brethren. They can see and hear things that others cannot, as if they live half in the world of the physical and half in the world of the spirit. For all his alien solitude, though, the Theurge holds an important place in any pack. Without him, the werewolves would forget the spiritual side of their nature. They might wander lost and blind if they did not have his visions and dreams to guide them.

The Theruge is usually his pack's ritemaster, the one who knows the most rites and takes the responsibility of performing them for the pack's benefit. He is also the one who typically negotiates with encountered spirits, as the one most likely to speak their language and understand their unusual modes of thought. The Gifts of the crescent moon assist the Theurge in thses endeavors, although it also takes a certain kind of mentality to learn to "think" as spirits do. The closer a Theurge grows to his spirit allies, the less familiar he becomes to people used to thinking in more physical terms.

Initial Rage: 2

Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech

Stereotype: Only an idiot would call a Theurge cryptic or equivocal to his face, but many of the Crescent Moons live up to the stereotype. They have a penchant for speaking in riddles and spouting off enigmatic sayings, simply because trafficking with spirits has made such talk second nature to them. Those Theurges born under the waning moon are apparently more adept at binding and forcing spirits to their will (and battling evil spirits to boot), while a Theurge brought forth under the waxing moon has a more charming, cajoling manner with the denizens of the Umbra.

Quote: Look, my child, not with your eyes, but with your heart. Listen to the whispers on the wind. The sounds you hear are not merely leaves brushing on grass. No, those are the very spirits we have called to us this night. Honor them as they have blessed our caern with their presence.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Apr 29, 2008 12:38 pm


Philodox
The Half Moon, The Mediator

The half moon reflects the dualities of Garou natures: wolf and human, flesh and spirit, fury and wisdom, darkness and light. The Philodox is counselor, mediator and lawkeeper of the pack. Just as the Ragabash lives for laughter, the Philodox is born with the wisdom and desire to judge fairly the actions of her people, be those actions bright or ugly. She can't help but try to solve every dispute that falls in her path; such is the role Luna has destined for her. In times of peace, the ranking Philodox is often the leader of the pack. In times of war, she may well give over this mantle to the ranking Galliard or Ahroun. A wise Half Moon bears no grudge and understands that stepping down in such situation is likely for the best. Among the ultra competitive werewolves, this behavior exemplifies her natural desire for balance and order more than any other.

The Philodox often takes the role of alpha in her pack, although it's more common for Ahroun to lead in times of war. Whether she gains a leadership position or now, she's expected to remain impartial where her packmates are concerned; it's a poor Half Moon who favors one packmate over another. The Philodox also has the responsibility to keep the laws of the Garou in mind - if a packmate is straying dangerously close to violating the Litany, the Philodox should be the first one to notice and warn him against going any further. This responsibility extends even beyond the pack; a good Philodox is concerned with the honor of each and every werewolf she meets. Of course, it's all too easy for such Half Moons to become quickly disillusioned in theses desperate times...

Initial Rage: 3

Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia

Stereotypes: Buried so heavily in her role as impartial judge and jury, others may consider the Philodox aloof and somehow above the day-to-day trials of life. Such is particularly true of the Half Moon born under Luna's waxing gaze. The waning-moon Philodox may instead be edgy and perpetually concerned about everything around her being in perfect balance, to the point of making her packmates grind their teeth in frustration. Still, when trouble strikes, everyone looks to the Philodox for guidance.

Quote: What, another fight? I would have thought better of you two. Imagine a great warrior and a wise sage squabbling like pups! Now, give me the whole story. And no silver-tongued words from either of you. Just the facts, you hear me?
PostPosted: Tue Apr 29, 2008 1:01 pm


Galliard
The Gibbous Moon, The Moon Dancer


The Galliard, beloved of the nigh-full moon, is joy incarnate in his songs, stories and poetry. The beauty of Luna's gibbous face inspiers him to great deeds on the battlefield as well as around the moot fires. he keeps the traditions of the werewolves perpetually alive through lore carried from generation to generation. A Galliard can rouse the pack from self-pity and suffering when their claws are needed for the battle; he can cause even the stodgiest Philodox to weep her heart's last tears just as easily, should the occasion call for it. The entertainment of the Galliard takes many forms. He might be a dancer, a storyteller, a musician or a bit of everything rolled into one. When peace turns to war, the Moon Dancer may well lead the pack. And when tranquility comes again, he'll sing laments for the fallen and epic sagas fro the brave survivors who still walk Gaia's sacred places.

A Galliard's role is a tricky one. He must be the lore keeper of his pack, well-versed in Garou history and able to teach others to learn from past mistakes. He is also the one who recounts his pack mates' deeds of bravery, wisdom and honor at moots, ensuring that they are properly honored for their efforts. In many cases, the Galliard is also the one who negotiates with mortals and others, just as the Theurge bargains with spirits and the Philodox reasons with other Garou. The talented Galliard has a fine memory, a glib tongue and a brave spirit; his joy isn't easy by any measures, and he needs all the talent he can muster.

Initial Rage: 4

Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak

Stereotype: Galliards are all the passion of the werewolves rolled up into one feisty and creative package. They're completely unrestrained in their various moods, and they're damn hot-tempered to boot. Moon Dancers born under Luna's waning face have dark, consuming passions they relate tales of doom, war and sacrifice. The waxing moon Galliards, by contrast, are almost giddy in their revels, full of songs of wonder, conquest and joy. In the pack, the Moon Dancer keeps everyone's spirits up, even in times of terrible hardship. Without the Giallaird's song, many are the werewolves who'd have given up, even in the sight of victory.

Quote: Surely I've regaled you with the story of Gunnar Draugrbane, the fiercest warrior ever to sail the sea. No? Then share my mead and stoke the fire! The night is young, and I feel a great inspiration coming to me from Fenris himself.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue Apr 29, 2008 1:03 pm


Ahroun
The Full Moon, The Warrior

The Warrior basks in the full flow of Luna, the silver light illuminates his all-consuming Rage. he doesn't hesitate to strike fatal blows; rather, he often doesn't know when to stop his killing. All werewolves are fighters, but the Ahroun is the most destructive and vicious of all Gaia's children. Even the young among this auspice are fearsome to see. The old ones are few, perhaps because the Ahroun don't fear death in service to Gaia, and those elders who do live are likely among the greatest werewolves of legend. The Full Moon knows no cowardice, only his thirst for battle. Like the Galliard, the Ahroun is an inspiration to his people, but for tactical acumen, physical prowess and might rather than pretty words. When peace falters, he takes the reins of command as is his due, being the first to lead his pack into the fray and the last to fall should they meet defeat.

The Ahroun's role in the pack is simple - he must be the consummate warrior, able to physically defend his weaker packmates as well as provide the right tactic for any circumstance. As much general as berserker, the Ahroun is the very definition of Gaia's champion.

Initial Rage: 5

Beginning Gifts: Falling Touch, Inspiration, Razor Claws


Stereotype: The term "hell on wheels" doesn't begin to describe the raw strength and courage of the Warrior. A Full Moon werewolf is on the edge constantly, seething with Rage, spoiling for a fight at every turn. The waxing moon Ahroun is almost a fanatic about proving himself, while the Warrior of the waning moon seeks to assert his dominance over others. They're all damn ornery and hard to get along with, but any werewolf is glad to have one around in the thick of a fight... assuming they're on the same side.

Quote: Out of my way, peacemaker! The only thing these honorless scum will understand is my claws sinking into their throats and the warmth of their blood washing us both in its heat as I send them back to the hells they came from! Move aside, or you too may feel my teeth chewing up your heart!
Reply
Game Information

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum