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| Tribe Black Furies: Composed almost entirely of women, the Furies are the servants of the Wyld and the avengers of the Garou. Initial Willpower: 3 Backgrounds: No Restrictions. Beginning Gifts: Heightened Senses, Sense Wyrm Totem: Pegasus Bonegnawers: Living as vagrants on the streets of the city, the Gnawers are always well informed and universally despised. Initial Willpower: 4 Backgrounds: No Past Life, Pure Breed, or Resources. Beginning Gifts: Cooking, Scent of Sweet Honey Totem: Rat Children of Gaia: The most moderate of all the tribes, the Children have become the mediators of the Garou and the defenders of humanity. Their young, however, often become radicals and join various subcultures. Initial Willpower: 4 Backgrounds: No Restrictions. Beginning Gifts: Mother's Touch, Resist Pain Totem: Unicorn Fianna: Every member of this tribe is of Celtic descent, and the Fianna are exceedingly proud of this heritage. They live wherever their Kinfolk make their homes and keep in close contact with them at all times. Initial Willpower: 3 Backgrounds: No Restrictions. Beginning Gifts: Persuasion, Resist Toxin Totem: Stag Get of Fenris: Savage and bloodthirsty, the Get are largely of Norse descent and proud of it. They tend to dominate the rural counties and towns where they live. Initial Willpower: 3 Backgrounds: No Contacts, or Mentor. Beginning Gifts: Razor Claws, Resist Pain Totem: Fenris Wolf Glass Walkers: Of all the tribes, the Walkers are the most adapted to the city and the least trusted by the other Garou. They tend to mix with the underworld and frequently employ high technology. Initial Willpower: 3 Backgrounds: No Mentor, Past Life, or Pure Breed. Beginning Gifts: Control Simple Machine, Persuasion Totem: Cockroach Red Talons: Comprised entirely of Lupus, the Red Talons think that the best way to save Gaia is to destroy the cancer - the humans - once and for all. Initial Willpower: 3 Backgrounds: No Allies, Contacts, Kinfolk (Except Wolf), or Resources. Beginning Gifts: Beast Speech, Scent of Running Water Totem: Griffin Shadow Lords: Very domineering and demanding, the Shadow Lords constantly strive to win the leadership of the Garou from the Silver Fangs. They would do almost anything for power. Initial Willpower: 3 Backgrounds: No Allies, or Mentor. Beginning Gifts: Aura of Confidence, Fatal Flaw Totem: Grandfather Thunder Silent Striders: Silent Striders live their lives on the road, constantly moving and traveling. They breed almost exclusively with gypsies, circus performers and other such wanderers. They know many secrets of both the mortal and spirit worlds. Initial Willpower: 3 Backgrounds: No Past Life, or Resources. Beginning Gifts: Sense Wyrm, Speed of Thought Totem: Owl Silver Fangs: The most prestigious of the tribes, the Fangs have mated with the noblest humans and wolves for centuries. They are, inbred however, and have become tainted with sickness. Initial Willpower: 3 Backgrounds: Prerequisite Three Levels or more of Pure Breed. Beginning Gifts: Lambent Flame, Sense Wyrm Totem: Falcon Stargazers: Cerebral and contemplative, the Stargazers wander the world in search of enlightenment and truth, but staunchly oppose the Wyrm nonetheless. Initial Willpower: 5 Backgrounds: No Allies, Fetish, or Resources. Beginning Gifts: Balance, Sense Wyrm Totem: Chimmera Uktena: The sly and mysterious Uktena are the most capable magicians of the Garou and are thus widely distrusted. Initial Willpower: 3 Backgrounds: No Restrictions. Beginning Gifts: Sense Magic, Shroud Totem: Uketena Wendigo: The only purely Native American Garou left, the Wendigo are fiercely independent and still determined to drive the invaders from the North American Continent. Initial Willpower: 4 Backgrounds: No Contact, or Resources. Beginning Gifts: Call the Breeze, Camouflage Totem: Wendigo |
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