The world of the Werewolves Apocalypse is a dark one. Since the earliest days, the Garou had protected Gaia. Gaia is more than mother Earth, she is a spring of wild natural energy. She is a conscious spirit with a will and the Garou are her strongest defense mechanism. But the time of the end is here. The final battle is upon them, and it may be too late. Petty rivalries that were a luxury when the Wyld was strong may be too deep to heal. The Garou not only disdain the the other shape-shifters, but have strong divisions in their own ranks. Centuries of pride cannot be easily undone, and the rage that fuels the strength of the Garou is being formed into the knife that destroys them. The hand of corruption that in times past could be kept at bay now has new weapons, and the werewolves are getting smaller in number. The time of the Apocalypse is upon them, and only the wisest among them know it.
 
The Litany
The Laws of the Garou
 
Garou shall not mate with Garou
 
Combat the Wyrm wherever it is found and wherever it breeds
 
Respect the territory of another
 
Accept an honorable surrender
 
Submission to those above you in station
 
 
Ye shall show respect for those below you station - all are of Gaia
 
The Veil shall not be lifted
 
Do not suffer thy people to tend thy sickness in death
 
Ye shall not consume human flesh
 
The leader may be challenged at any time in peace
 
The leader shall not be challenged at any time of war
 
Ye shall take no action that causes the cairn to be violated
 
Storyteller - Sanguis de Lupus
errata
revisied errata
shapeshifter stats
1: Choose Auspice, Breed, Tribe, Concept, Nature, and Demeanor.
2. Prioritize & select Traits at (7/5/3)
3: Prioritize & select Abilities at (13/9/5) (Max Trait 3 at this point)
4: Select Advantages:
Backgrounds (5, restricted by Tribe)
Gifts (1 each from Breed, Auspice and Tribe)
Renown (by Auspice)
5. Finishing Touches:
Rage by Auspice
Gnosis by Breed
Willpower by Tribe
Spend 15 Freebie points.
Trait Freebie Cost Experience Cost
Attributes 5 per dot rating x 4
Abilities 2 per dot rating x 2
New Ability   3
Backgrounds 1 per dot  
Gifts 7 each (level 1 only) level x 3
Gift from other breed/tribe/auspice   level x 5
Rage 1 per dot current rating
Gnosis 2 per dot current rating x 2
Willpower 1 per dot current rating
 
Breeds
Garou have different breeds that are determined by the breed of the mother. Breed form plays a large roll in the early life of a cub, as they are left to grow with their family or pack until the time of the first change. At such time, they are introduced to the real world as the Garou see it, and taught the customs and history of their heritage.
 
Lupus
Lupus are the Garou that are born of wolf stock. As wolf numbers decrease, so does the population of Lupus Garou. Those of this breed are closer to Gaia, but they have a harder time dealing with the modern world. Many Lupine Garou look down upon those that are human born because humans have caused the loss of their hunting grounds and kinfolk.
 
Homid
Werewolves born to humans are the most common of all Garou. They relate better with people, cities, technology, and abstract ideas. They are not strong as Lupine Garou, and it is easy to forget that they must have a balance between their wolf and man natures. Many Homid Garou see their Lupine relatives as backwards country folk. Some even believe that they are the next step of evolution and the Lupine Garou are outdated.
 
Metis
One of the strongest laws prohibits mating between Garou. The recessive genes produce a sterile, deformed child that can change forms to Crinos from birth, and can often enter the Umbra before learning to walk. In times distant past, such young were put to death. In modern times, Gaia needs as many warriors as she can find and the offspring of such a union are allowed to live if they are viable. They are commonly put down. They are a constant reminder of the shameful act that they had nothing to do with.
 
Auspices
Garou can change forms at any time they wish, not just during full moons. The moon plays a much bigger part in the life of a Garou than that. The moon that a Garou was born under influences their whole outlook on life. The moon is more than just a Garou Zodiac, it is a source of power. The more full your birth moon, the more rage you have.
 
Ragabash, No Moon
These are the lightest in spirit of all the Garou. They have a much better sense of humor, and use it often to teach others. Many times this humor has a dark side, and the most successful of them know just how far is too far.
 
Theurge, Crescent Moon
These are the shamans and the mystics of the Garou. They deal with the arcane and the spirits. They perform many of the rituals and are consulted by leaders for their knowledge.
 
Philodox, Half Moon
Perhaps the wisest of the auspices to be born under, the Philodox are seen as the judges, lore keepers, and moderators. They make sure that the Garou laws, known as the Litany, is kept. When the litany is violated, they quickly and may times brutally enforce justice. Unlike human justice, Garou justice is swift and severe.
 
Galliard, Gibbous Moon
Galliards are much like the warrior bards of the British Isles. They are the story tellers, teachers, singers and moon dancers. They play hard and fight hard.
 
Ahroun, Full Moon
Like the brightest moon, Ahrouns are the shining example of what the Garou can be... glorious warriors defending Gaia. But they have a tendency to do what most really bright shiny things do, burn out in that blaze of glory. Ahrouns are the toughest fighters, cunning hunters, fierce combatants, but lack in many of the social skills that make one want to be around them very long. Usually, the Philodox of the Garou have to prevent the Ahrouns from killing the Ragabash.
Tribes
>BlackFuries
Originally from Greece, this all female tribe are renowned for their ferocity and severe codes of honour. They are the defenders of the Wyld, punishers of men, daughters of the great Artemis. They keep the secrets of Mother and Woman sacred, and any male child is given to a trusted one for care (uaually the Children of Gaia). Only a few metis males remain within the tribe. They have a natural hatred for mindless destruction, a fact which has caused severe friction between themselves and the Get of Fenris. In Gaia's name they Rage against any wrongdoings to women or mother Earth herself.
 
Bonegnawers
The street dwellers, the scavengers, the despised, filthy disgusting; well then hold on a moment, while the other tribes have been slain and depleted, the Bone Gnawers numbers have flourished, the most numerous of the tribes. The secret keepers, trail finders, survivors. They have an intimate bond with the cities, more so than the Glasswalkers - they run the cities, whereas the Bone Gnawers ARE the cities. They revel in their freedom and care little for physical possesions, quick witted and street smart, the Bone Gnawer should never be underestimated.
 
Children of Gaia
Life loving and Life Serving, these are the Peacemakers, they are the ones who lifted the Impergium. Even the war loving tribes give these children the respect they deserve (if a little grudgingly). They see death and destruction and all forms of violence as wyrm serving, although when they do rage you don't want to be in their way.
 
Fianna
The most passionate of the Tribes, Celtic in origin - originally from Ireland and the British Isles -"May you have warm words on a cold evening, a full moon on a dark night, and a smooth road all the way to your door." -- Irish toast. This tribe come from a varied background and seem to have less 'inhibitions' than any of the other tribes. Music, stories and song are all part of their way of life, living and loving, laughing to the last these intense beings can turn serious without hesitstion and their judges and warriors are feared worldwide. They fight hard, play hard, and party hard.
 
Get of Fenris
The sight of a raging Garou drenched form head to toe in his enemies blood is not a pretty one but is common among this tribe. if ever there were a no nonsense group of Garou, it's these guys. Don't upset them. Usually dieing in bloody violent means, often using themselves as a last resort, these are the ones that never back down. Cowardice is unknown among them; they are constantly tested and pushed through out their lives. They consider themselves superioir and take advantage and power with force wherever they see fit. Victory is all that matters to a Get, and only the strongest deserve to win.
 
They have taken the uprising of man and embraced it. Living at home within the cities they relish technology. They do not see their advancement and acceptance of this as corruption, merely, a further step in the ongoing battle. They use the wyrms own toys against it, but to use them one has to know them.
 
Red Talons
The keepers of the wild places, mostly formed of Lupus Garou, the Talond despise anything to do with man or his machines seeing them as bringing only destruction to natures realm. their numbers in the wild are steadily diminishing, and their own hatred may push them to the brink.
 
Shadow Lords
Very sneaky, watch your back. They have plans for dominating the tribes, fro overturning the Silver Fangs and taking control, and nothing is going to dissuade them. Not to be trusted
 
Silent Striders
Driven out of Egypt a long time ago, these wanderers are the holders of the forbidden, descendants of the prophets. They read long forgotten languages, and signs as we would read a book. They see omens and portents more clearly than any other and are quite often advisors. They are the carriers of the soul beyond death.
 
Silver Fangs
The proud leaders... well, maybe... they think their noble (if inbred) bloodline gives them rights and privelages over all others. Very fierce, they tell you, you do! They tolerate little nonsence.
 
Stargazers
Quiet and comtemplative, the holders and seekers of mysteries, also the smallest of the tribes. Their Inner calm and mysticism has often been a point for ridicule, but be careful they are also the inventors and masters of the Garou martial art Kalindo. A non-agressive form, using simple gestures to their chakra to completely devastate their opponents.
 
Uketena
These guys are the magicians....they guard fiercly all understanding of things magical. Protectors of the weak and talkers to spirits, they communicate with them more easily than any other tribe. Like the Wendigo they are Native American origin, and both tribes fiercly resent the 'white man' as a form of destruction.
 
Wendigo
A pure, inintegrated race. Fierce protectors of the land. They tolerate only the Uketena (barely) and do not get along well with any of the other tribes.
 
The Lost Tribes
Once the Garou's numbers were far greater, but the Wyrm's genocide has taken its toll. Entire tribes of werewolves have been wiped out through the Wyrm's machinations. The litany of the dead is long, but three lost tribes stand out among the others.
 
White Howlers
Garou bards sing dirges lamenting the loss of the White Howlers. Once the guardians of the north, the White Howlers walked into a Wyrm pit to slay the horrors therein. When they emerged, they themselves had become horrors: twisted mutants calling themselves Black Spiral Dancers. The White Howlers are rarely spoken of, lest their curse be called upon the other Garou's heads.
 
Croatan
Garou bards sing epics celebrating the valor of the Croatan. This tribe was once the proud guardian of North America's shores. It gave its collective life the banish the Wyrm beast known as Eater-of-Souls, which had travelled to the New World with the Ronaoke colonists. Only the carvings on a gnarled tree memorialize the Croatan's valiant deeds, but the Garou remember.
 

Bunyip

No song is sung for the Bunyip, for the Garou are too ashamed. In many ways, the fate of the Bunyip is the most tragic of the lost tribes. The Bunyip were not slain by the machinations of the Wyrm, but by their own brethen. European Garou and Kinfolk, desprate for a new land far from the Wyrm, invade the Bunyip's homeland. Over the next few centuries, the Bunyip and their flock, the Tasmanian wolves, were hunted to extinction.

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