So here it is this is where you will post your characters and for your sheets you will use the same one on the rules page. PM them to me and i will give you your powers. since i dont like the werewolf the apacolypse im just gonna throw most of that out the window. so if your familiar with the wight wolf plot some of that doesnt apply. There is a beast court, there are more than one kind of changer, there are supernatural powers that they get, there are diff tribes kinda, some of do hate each other and others get along. THE RANK SYSTEM IS MY OWN. i give out xp and you buy stuff. there is a rank system for packs that i will post. There will be moots ( big gatherings of all the packs) and are encouraged to tell stories of missions and honor the dead. while earning xp for the stories. i encourage you to dress your avi as a changer whether your a werewolf or a kahn(were-tiger) if not pls make a tektek avi and post it so ppl know what you look like in character. Now on to the system for this.

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Packs: these are a group of 4 or 5 werewolves there is one alfa, a shawman, a beta, a scout, and a Specialist.

Alpha: Leader of the pack, ensures the safety of his fellow packmates, is the rep to the beast court, this position can change with either death or a challange by a fellow packmate if he should win.

Beta: This is the Alpha's right hand, he is the one to gather the others for a hunt or battle, he ensures the saftey of the den, and is the one to cast punishment for unrational acts or behavior.

Shawman: this is the spiritual leader for the pack, he is the one to cast rituals for the pack and to prepare the moots and war parties, they have the ability to ask luna for guidance or gifts (powers) for himself and the other packmates.

Scout: is the info gather as well as the messenger to the beast court and other packs, he is trained in stealth and speed and is held in high regaurd to the pack espicaly if he is good at what he does.

Specialist: this is a person that is able to get and is well trained in the use of weapons as well as fighting techniques, he is to train the pack in various styles of martial combat.


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Ok so if you have played b4 you kinda know about the umbra and the spirit s**t. well thats gone it doesnt exist. there is no cheap way to kill a vampire or something form that means. There are spirits, you can cross over without being dead, but you might not want to. instead i am gonna give powers to you kinda like thaumaturgy. but with my little twist. that is where you have to send me your sheet. tell me a little about your character and i'll tell you what you need to know for it. i really didnt like the way werewolves pone vampires so i evened it out. there is still knosis and rage so dont worry about that i will explain that in a moment.

Ghostlands: this is the place you do not ever want to be if your a supernatural creature.
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Rage: you get rage like a vampire gets blood you use it for extra actions and you get it back if your character has an arguement, fighting, getting hurt, you know like adrenaline.as long as you have 1 rage you get a healing factor.

Healing factor: you will recover 1 lethal every round unless a power grants you a bonus or nulls it. if you have 0 rage you lose this power till you regain either 1 or more rage.you can use up to 3 rage a turn, state what you are using it for by using ** to describe your action.YOU CANNOT USE RAGE AND KNOSIS IN THE SAME TURN UNLESS YOU HAVE THE GIFT FOR IT!!!


Rage uses: healing costs 1 for 1 lethal or 2 for 1 aggravated
Gifts: some of the powers you get from luna will cost rage to
power and will have a set cost.
Rage back: if you are taken to the point of final death you
can use 3 rage to heal up to 3/4 you health to either
keep fighting or flee. you need to have at least 3 rage to do this and roll a 8-10 on a ten sided die for each rage you will get 1/4 of your health back. you cannot do this if you have 2 or less rage. it also will leave you scarred and or disfigured depending on what happened ,situatoin, and severity of the conflict. you can gain honor or lose it this way as well.

How to gain rage: roll 1 ten sided dice and you get the appropriateamount according to the chart below.

Arguement: roll and get a 9-10
Fighting: roll and get a 6-10
Dangerous situation: roll a 6-10
life threatening situation: 4-10
Damage taken: roll a 1,2,5,7, or 10
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Gifts the power of luna's worriors :
heres a list of powers you might and could get from luna

Master of Flames
Unearth the Presence
Call of Storms
Moving Unseen
Still the Sound
Lick wounds* i like this one form white wolf*
Bend the Shadows
Face of the Inner Beast

and many, many more so that is y i need you to tell me about your character cause they all have one level so you get 6 to start. If you have a Gift in mind send me a pm and i will consider it. i like creativity so i encourage it. just no oneshot kills or womd's. (weapons of mass destruction)
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Honor: these are points you can yse like xp to get and learn gifts from npc's or others that are willing to learn. each time somone deems you worthy of honor they can either pm you and you can keep track of rated on a 1-3 scale posted in public veiw like on you profile or sig.or pm me with the amout. i will be keeping track of it anyhow which is y it is to be public unless i give permission otherwise.

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Tribes: Just like the native americans there ane diff tribes that we can belong to. this determines who you can or cannot stand, some of the powers you have access to and what you are really good at.

Black Furies: Composed almost entirely of female Garou, the Furies are staunch defenders of the Wyld. They rage against slights done them by male society, both real and imagined. For all their battle prowess, the Furies are a deeply mystical tribe and their rituals are mysterious and hauntingly beautiful. The only males among the Furies are Metis.

Bone Gnawers: The Gnawers are mangy dog-like Garou who live in the poorest, burnt out parts of the cities. They live literally paw to mouth. However, the Gnawers are supremely informed about anything and everything that goes on within their cities. The other Garou consider them mange ridden dogs however and have no respect for their urban skills. They are known for taking excellent care of their families, both human and Garou and in times past were considered to be the most loyal friend one could have.

Children of Gaia: The Children believe that all Garou are really Children of Gaia who have not realized this yet. They strive for harmony between all the tribes and shun unnecessary violence. The Garou see their peace loving ways as utter foolishness and consider the Children weak. However, when the Children do strike in battle they do so with the deep conviction that they are truly Gaia's chosen and fight with the madness of religious zealots.

Fianna: Traditionally from the British Isles, these Celtic Garou are fond of song and strong drink. They are often seen as drunken fools, but take their fighting just as seriously as their partying. They know much forgotten Garou lore and are considered the lost cousins of the Fair Folk.

Get of Fenris: The Get are harsh warriors who embody the Norse ideals. They value battle prowess above all else but also put great store in personal honor and cleverness. A few have embraced the Nazi white supremacy ideal and have given all the rest a bad name.

Glass Walkers: The lords of the cities, the Walkers are always on the cutting edge of technology. They are deeply involved in human society and control much of the human business world as well as the Mafia. They love the toys of the Weaver and are often associated with computers and guns. Some are even partially cybernetic. Many Garou hold opinion what Walkers serve the Weaver, which considered just one step below serving the Wyrm. It is not, however, the case: Walkers do maintain unusually good relations with Weaver spirits, but serve only Gaia and police themselves against Weaver corruption. The tribe has changed names many times, the most well known prior names being the Warders (Dark Ages and renaissance) and the Iron Riders (Industrial Revolution and Wild West).

Red Talons: The Talons consist almost entirely of Lupus with a scattered few metis thrown in. There are no Homid Red Talons. The Talons believe that the only way to heal Gaia is to kill the humans, all of them. They revel in hunting humans and in destroying technology. They are sadly dying out.

Shadow Lords: The Lords consider themselves to be the only tribe fit to lead the Garou in these dark times. They openly despise the Silver Fangs and seek to overthrow them at every turn. They are seen as ruthless, backstabbing and manipulative, which is very often the case. However, they have great tribal unity. The Lords are not often respected but are almost always feared.

Silent Striders: Gypsies and vagabonds, the Striders originally hailed from Egypt and the Middle East. They were cast out of their ancestral homeland by the vampire Set and have been searching for a new homeland ever since. They are the messengers of the Garou and always on the move. The Striders very rarely share their secrets yet conversely are also known for their skill at prophesy. They hate vampires with a passion.

Silver Fangs: The ancestral leaders of the Garou, the Fangs are slowly rotting from within. By breeding with only the noblest of humans, they bred weakness into their house. Many have mental disorders of some sort. The rest of the Garou consider the Fangs doddering kings who should be overthrown. The Fangs will let no such thing happen. Younger Fangs have been trying to fix what's wrong with the tribe and bring in fresh new blood, though they haven't had much success as of yet.

Stargazers: The smallest of the tribes, many Stargazers are actually converts from other tribes. They are concerned with balance in all its forms, seeking for perfect harmony both within and without. They often lose themselves in philosophical thought however and most Garou think they spend too much time contemplating their navels and not enough time acting. They walk alone and join packs only long enough to try and impart their wisdom to other Garou. They are deadly when forced to act, for they are the originators of Kailindo, the Garou martial art.

Uktena: Originally Native American, the Uktena have taken in every minority that has come to the Americas. The Uktena delve into dark secrets, from vampires, to ghosts, to things that go bump in the night. These dark mystics are often feared by other Garou who think they walk too close to the Wyrm.

Wendigo: All Wendigo are of Native American stock. They have not forgiven the European Garou (the "Wyrmcomers") from invading their homelands. They consider the Uktena their somewhat misguided brothers, and tolerate the Striders, but dislike most of the other tribes. They particularly loathe the Gnawers, Get, Walkers, Lords and Fangs.

Make your own tribe: Just give me a short descriptoin like the ones above and i will consider approving it. must have at least 5 members who will play that concept.

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The Wyrm: is the root of all evil, it is a ledgendaty creature said to have created all the evisl in the world. It has taken over the Ghoatlands (thats why threr is no umbra) and is currupting everything form the spiritual realms. werewolves have been cut off from accessing the what used to be the umbra for their saftey for gahenna is upon us.

Creatures of the Wyrm:
Vampires
Zombies
Famori
Currupted spirits
Wym Creatures

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Well i think thats it for now