
|| WoD : ௹ehenna ||
███████ GAROU GENERAL
“Garou” is a term used by the werewolves to identify their race and culture. The term is used nearly interchangeably with Garou Nation. In other nations, they are called “Langren” (Wolf People), and the Kuei-Jin call them “Ookami Senshi” (Wolf Soldiers). Garou are quite unlike their leech-cousins. They do not fear Sunlight. They move through mankind with much greater ease than Kindred do, and many often live their entire lives without ever coming close to being exposed. That is not to say they aren't prepared for that moment, however, and every Garou is a force to be reckoned with.
Garou pack leaders--elders, oldest and strongest of their kin--are terrifying monstrosities when fully transformed. It is only they who are capable of assuming and sustaining their "Crinos form" at will. Younger Garou can only sustain that state for a brief period of time. Eight feet and six hundred pounds of bulletproof hide, razor sharp claws, and a bite capable of snapping logs in two. They are not invincible; but if you think a single Kindred can stand against them, then you're in for a brief and bloody show.
Garou worship mother Gaia. Their bond with her gives them a pure connection with the spirit world, and that connection compels in them a natural empathy. They are often compassionate creatures, loyal to their own, and always willing to welcome the lost into their pack. They are often the owners of dive bars, homeless shelters, and orphanages.
Every Garou has a single special ability. Before you get all bunched up, don't worry, there's a reason they only get one while Kindred get three. That's because in addition to their special ability, every Garou is capable of assuming three different forms. Each of these forms will be listed in the spoiler below, along with a list of special abilities to choose from.
“Garou” is a term used by the werewolves to identify their race and culture. The term is used nearly interchangeably with Garou Nation. In other nations, they are called “Langren” (Wolf People), and the Kuei-Jin call them “Ookami Senshi” (Wolf Soldiers). Garou are quite unlike their leech-cousins. They do not fear Sunlight. They move through mankind with much greater ease than Kindred do, and many often live their entire lives without ever coming close to being exposed. That is not to say they aren't prepared for that moment, however, and every Garou is a force to be reckoned with.
Garou pack leaders--elders, oldest and strongest of their kin--are terrifying monstrosities when fully transformed. It is only they who are capable of assuming and sustaining their "Crinos form" at will. Younger Garou can only sustain that state for a brief period of time. Eight feet and six hundred pounds of bulletproof hide, razor sharp claws, and a bite capable of snapping logs in two. They are not invincible; but if you think a single Kindred can stand against them, then you're in for a brief and bloody show.
Garou worship mother Gaia. Their bond with her gives them a pure connection with the spirit world, and that connection compels in them a natural empathy. They are often compassionate creatures, loyal to their own, and always willing to welcome the lost into their pack. They are often the owners of dive bars, homeless shelters, and orphanages.
Every Garou has a single special ability. Before you get all bunched up, don't worry, there's a reason they only get one while Kindred get three. That's because in addition to their special ability, every Garou is capable of assuming three different forms. Each of these forms will be listed in the spoiler below, along with a list of special abilities to choose from.
███████ GAROU FORMS
»»» HOMID: Human state. This form allows the Garou to walk freely alongside humans. Not even inexperienced Kindred can tell the difference with their heightened senses. Only fellow Garou, and Kindred who've tangled with their kind before. This is a rare case; as most Kindred who challenge Garou? Die.
»»» CRINOS: Monster state. This eight-foot hulking mass of bulletproof muscle is known to tear down entire homes with its bare claws. Rending even Kindred into vittles, and haunting the nightmares of mankind since the dawn of time. Should you come across this hulking mass of fury, there is only one feasible strategy: Run.
»»» HISPO: A prehistoric dire wolf. In this form the Garou's senses are greatly heightened, and they draw a natural affinity to their fellow animals. The Elders are even said to have the power to speak with nature.
»»» LUPUS: Canine state. The Garou assumes the form of a canine. This can range from anything between a fox, dog, or small wolf.
███████ GAROU ABILITIES
»»» BLESSINGS OF GAIA: The Garou beckons for mother Gaia to watch over him. Instantly regenerating even the most gruesome of wounds, and reinvigorating the Garou with newfound energy. This ability may only be activated once per week.
»»» IRONCLAW: "Garou claws can cut through anything but steel." With this ability, that exception is removed, and the Garou is capable of rending through metal with it's savage claws. However, this ability is only active for sixty seconds, before the Garou is forced to revert into a lesser form.
»»» STARFALL: The Garou becomes incorporeal, transferring both mind and flesh into the spirit world, and allowing itself to move as a dark mist through the world. This ability may last perpetually, but the Garou is incapable of moving far from where the ability was activated, and it cannot physically interact with reality.
»»» MOON SONG: The Garou utilizies it's natural affinity with the romantic night in order to influence those around it. This ability allows the Garou to charm or seduce almost any weak-willed human, and talk their way through most any unfortunate scenario.
»»» CALL OF THE WILDLANDS: The Garou beckons to mother Gaia, and is blessed with the command of ethereal animals. The Garou can call down a flock of specter bats, summon a pair of ghostly wolves, or a den of phantom vipers to do their bidding.
»»» ELEMENTAL ATTUNEMENT: The Garou's connection with nature is revealed more accurately in the elements themselves rather than their kindred animals. The Garou is capable of manifesting a single element, and creating from it a projectile to fire at it's enemies.
»»» HOMID: Human state. This form allows the Garou to walk freely alongside humans. Not even inexperienced Kindred can tell the difference with their heightened senses. Only fellow Garou, and Kindred who've tangled with their kind before. This is a rare case; as most Kindred who challenge Garou? Die.
»»» CRINOS: Monster state. This eight-foot hulking mass of bulletproof muscle is known to tear down entire homes with its bare claws. Rending even Kindred into vittles, and haunting the nightmares of mankind since the dawn of time. Should you come across this hulking mass of fury, there is only one feasible strategy: Run.
»»» HISPO: A prehistoric dire wolf. In this form the Garou's senses are greatly heightened, and they draw a natural affinity to their fellow animals. The Elders are even said to have the power to speak with nature.
»»» LUPUS: Canine state. The Garou assumes the form of a canine. This can range from anything between a fox, dog, or small wolf.
███████ GAROU ABILITIES
»»» BLESSINGS OF GAIA: The Garou beckons for mother Gaia to watch over him. Instantly regenerating even the most gruesome of wounds, and reinvigorating the Garou with newfound energy. This ability may only be activated once per week.
»»» IRONCLAW: "Garou claws can cut through anything but steel." With this ability, that exception is removed, and the Garou is capable of rending through metal with it's savage claws. However, this ability is only active for sixty seconds, before the Garou is forced to revert into a lesser form.
»»» STARFALL: The Garou becomes incorporeal, transferring both mind and flesh into the spirit world, and allowing itself to move as a dark mist through the world. This ability may last perpetually, but the Garou is incapable of moving far from where the ability was activated, and it cannot physically interact with reality.
»»» MOON SONG: The Garou utilizies it's natural affinity with the romantic night in order to influence those around it. This ability allows the Garou to charm or seduce almost any weak-willed human, and talk their way through most any unfortunate scenario.
»»» CALL OF THE WILDLANDS: The Garou beckons to mother Gaia, and is blessed with the command of ethereal animals. The Garou can call down a flock of specter bats, summon a pair of ghostly wolves, or a den of phantom vipers to do their bidding.
»»» ELEMENTAL ATTUNEMENT: The Garou's connection with nature is revealed more accurately in the elements themselves rather than their kindred animals. The Garou is capable of manifesting a single element, and creating from it a projectile to fire at it's enemies.
███████ WEAKNESSES
Garou's weaknesses--believe it or not--are actually somewhat accurately depicted by human cinema. Silver is a toxic metal to Garou. Just a few bullets in their limbs won't kill them outright. But if they are not removed in a timely manner then, yes, eventually they will die. A large enough amount delivered in a brutal enough fashion would kill a Garou instantaneously. On top of which, they are susceptible to fire--like all monsters--and while incredibly hard to kill they are not physically invincible. The trouble is finding a weapon strong enough to pierce their remarkably durable hide.
Garou's weaknesses--believe it or not--are actually somewhat accurately depicted by human cinema. Silver is a toxic metal to Garou. Just a few bullets in their limbs won't kill them outright. But if they are not removed in a timely manner then, yes, eventually they will die. A large enough amount delivered in a brutal enough fashion would kill a Garou instantaneously. On top of which, they are susceptible to fire--like all monsters--and while incredibly hard to kill they are not physically invincible. The trouble is finding a weapon strong enough to pierce their remarkably durable hide.