These traits describe the special advantages available by birth, opportunity or other circumstance. When you choose your backgrounds, be sure to flesh out what, why and how. Who are your contacts? How did you come by your fetish? Intergrate your backgrounds into your character concept.
A background usually stands alone, although it can sometimes be use in conjunction with an Attribute. For example, you might roll Wits + Resources to keep your cash flow healthy in hard times, or Manipulation + Mentor to convince your teacher that it would be good for you to sit in on the council meeting.
Backgrounds cannot be increased with experience points. They can be improved only through the actual events of the story. The only exception to this rule is the Totem Background.
Allies
“Major!” Colonel Lockhart shouted. When his aide arrived at a trot, Lockhart pointed to the map. “Surprise drill. I want a fire mission here,” he said, pointing to a valley at the far end of the proving area.
The major blinked. “But sir, the next exercise is scheduled for –“
“I know the schedule, Major, but do you really think the enemy will follow a schedule? Roll those momma’s boys out of the mess hall, and if I don’t hear rounds out in 10 minutes –“ But the major was already backing out. He assumed his commander was getting back at one of the gunner for some mistake or slight, but it certainly wasn’t a good career move to argue with the Old Man.
Lockhart smiled as he picked up the phone. “I have artillery on the way.” He rolled his left shoulder appreciatively. “Don’t mention it, my friend. You saved my arml that’s worth a few shells.”
Allies are folks who help and support you, whether out of love or common interest. They can be old comrades or even organizations that are friendly to you. They may have skills of their own (medicine, for instance), but they often have community influence, with contacts or recourses they can use on your behalf. Allies are generally trustworthy, but the relationship takes time and energy to maintain. They have their own lives, so don’t treat them like servants. Except in special circumstances, your allies don’t usually know you are a werewolf (that knowledge would probably alter the relationship for the worse), but they may know that you have special “knacks,” and they will come to you for favours. After all, friends help each other out, right?
Allies are more than just a pool of extra contacts – you can influence them as well. They’re friends, after all, and they’ll listen to you. Convincing your fishing buddy that a local refinery is spilling toxins into a major fishery can do wonders for your cause when he’s an aide in the governor’s office. Of course, just as allies are more loyal and directly useful than your contacts, they can also require more in return. But hey, they’re your friends, right?
You should work out who your allies are at the beginning of the game, as well as how you know them. Maybe they’re old brother-in-arms or friends from a local environmental society. Maybe (if your rating is 5) you’re an old hunting buddy of the governor.
* One ally, of moderate
influence and power (doctor or veterinarian, local activist)
** Two allies, both of moderate power (district ranger, deputy sheriff)
*** Three allies, one of them quite influential (news-paper editor, local
philanthropist)
**** Four allies, one of them very influential (city councilman, military
base commander)
***** Five allies, one of them extremely influential (mayor, senator’s
side)
Ancestors
He marshalled his flagging strength as the Tainted Ones gathered their forces for another ruse. Now was the time for a death song, but Hides-From-Owls sang to his ancestors instead. As he finished his song of Power, hides heard the voice of his grandfather, Bright Knife. “You would give after so little a fight? Let me show you what battle was in my time.
Strength flooded his muscles, and his body leapt forward, no longer solely his own.
To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it’s a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies.
Once per game session, the player of a Gorou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he’s trying to contact the spirit of a specific ancestor). Each success allows the character to add one dice to the dice pool of any Ability (even if the character doesn’t posses that Ability). For example, young Emil, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an ancestor rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil’s player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 2, then his effective dice pool would be 5. All effects last for only one scene.
While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller.
Botching an Ancestor’s roll may indicate that the character becomes catatonic for the remainder of the scene as he’s over-whelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
* You have brief, hazy visions
from the distant past.
** You remember faces and places from past lives just as you remember those
of your early childhood.
*** You put names to faces among your ancestors.
**** Ancestors converse with you on a regular basis.
***** Your ancestors watch your adventures with interest, and they often
come to counsel you.
Contacts
Dr. Judy Hawthorne struggled to keep her arms around the energetic wolf cub. She smiled at the owned, Jack Sharpfoot. “Stem to stem, he’s in good health overall. What are you feeding him?” When Jack replied with his usual “goat’s milk and tenderized road kill” answer, she nodded. “The lap did find some worms.” When she saw Jack’s stricken look, she quickly added. “But we dosed them right out. He’s fine.” She handed the cub back to his caretaker. “I think it’s great, you raising all those orphan wolves. You do a great job.” Judy smiled as she watched the cub lick Jack’s face eagerly. “He;s sweet. He treats you like family.”
Jack only grinned.
There are two levels of contacts. Major contacts are friends, people you trust implicitly to give you the straight scoop about things in their areas of expertise. You should describe contacts in some detail, either at the start of the chronicle or as the game progresses. You also have a number of minor contacts around the area. They are not quite as friendly or reliable in a pinch, but you can bribe, charm or otherwise manipulate them into giving you the desired information. To get in touch with a minor contact, make a roll using your contact rating (difficulty 7). Each success means that you have located one of your minor contacts. Because your major contacts are closer to you (they’re usually good friends), they are easier to find.
* One major contact
** Two major contacts
*** Three major contacts
**** Four major contacts
***** Five major contacts
Fetish
“Your grandmother asked what I give this to you when after your First Change.” Aunt Jocelyn smiled as she handed me the heirloom to Lyle. The young cub opened the box and pulled out small pouch encrusted with mother-of-pearl and stitched with gold thread. Looking closely, he saw tiny glyphs like those the elders used. It was exquisite.
His aunt seemed to read his mind. “Beautiful, isn’t it? But the real beauty is inside.” Lyle undid the knot and gasped when he felt his skin tighten as if a cool breeze had wafted out of the bag. “It stores the essence of spirit energy. Your great-grandfather crafted it himself. And now it’s yours. Care for it and honour the spirit within, and it will never fail you.
You possess a fetish, a physical object into which a spirit has been bound. Fetishes have a number of powers granted by the spirit, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may convert them.
* You possess one Level
One fetish.
** You possess one Level Two fetishes or two Level One fetishes.
*** You possess one or more fetishes with a total of three levels.
**** You possess one or more fetishes with a total of four levels.
***** You possess one or more fetishes with a total of five levels.
Kinfolk
Standing on the step in the frigid night air was a girl of 16 summers, torn jeans and T-shirt half-covering a hard, scarred frame. She shook back her long black hair to reveal a coppery face set in a scowl. “My Theurge asked for you. There’s been a fight,” the girl growled. “Don’t know why he through a Wyrmbringer would help us somewhere besides into the grave.
Thea, who was reaching for her coat, froze, then returned the fiery glare with steely calm. “I help who asks, red, white, black, blue or candy-striped. Do you ask?” Silence. Did your Theurge ask?” A quick nod was the Garou’s answer. “Right, then. Let me get my bag and we’ll be off.”
You are in contact with certain humans or wolves who are descended from Garou without actually being werewolf themselves. While Kinfolk are normal members of their species in most respects, they have the advantage(?) of immunity to the Delirium. They know that you are Garou, and are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery.
* Two Kinfolk
** Five Kinfolk
*** 10 Kinfolk
**** 20 Kinfolk
***** 50 Kinfolk
Mentor
“I agree that someone needs to pick p the old Theurge’s bag, but we have everybody trying to find the Bane lair before we make another foray. “ The council nodded in agreement, except for old Ironjaw, who looked thoughtful before speaking. “True enough, but I believe my friend’s notebook will point us in the right direction. And I think I know who would be perfect for the task.... Do you know young Quickstep?”
The Warder raised his eyebrows. “He’s barely a cub! Would you really trust a muzzle-nuzzler to go into unknown country and collect a pack of notes, talons and who-know-what-else, and in the middle of a Bane infestation?”
Ironjaw smiled. This would be the start of a glorious career for his young protégé. “I have every confidence in him.”
Many Garou have one or more elders that look after them. The rating of your Mentor Background quantifies how powerful your mentor is within the tribe and what rank he or she has achieved. A mentor can teach you skills, advise you or speak on your behalf at a council fire. Of course, your mentor may expect something in return for his assistance, be it good company, an occasional gofer, a champion or perhaps a support in sept politics. (Mentor demands are excellent hooks for stories.) In general, however you will receive more than you give.
A powerful mentor doesn’t have to be a single person; a pack or council of elders might be considered a collective mentor. The latter would almost certainly have a rating of five dots, even if no one on the council is above Rank 5.
* Mentor is Rank 2
** Mentor is Rank 3
*** Mentor is Rank 4
**** Mentor is Rank 5
***** Mentor is Rank 6
Pure Bread
“Why,” the Galliard sneered, “should we accept you as sept leader? You are new. You don’t know our ways –“
The Ahroun rose to his full height. “I know the ways you have forgotten, for I am William of the Straight Blade, for the Unbreakable Hearth. The might of our ancient heroes is in my veins!” With his ragged cloak and cowl removed, the others beheld his regal bearing and knew that he spoke true.
Garou take great stock in ancestry, and the werewolf who is descended from renowned forebears has a definite advantage in Garou society. This background represents your lineage, markings, bearing and other features of birth. Other Garou rever werewolves with high scores in Pure Breed as heroes of yore come to life – and such werewolves are expected to act the part. The higher your Pure Breed adds an extra die to Social or challenge rolls involving other Garou (even Ronin or Black Spiral Dancers).
Some tribes place more value on goof breeding than others, but Pure Breed is almost universally respected. It’s almost a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can’t or won’t accept the challenge.
Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth.
* You have your father’s
eyes.
** Your grandfather made a name for himself at the Battle of Bloody Ford,
and toy carry the name with pride.
*** Your pedigree is blessed with pillars of the Garou Nation, and the blood
tells.
**** You can be dressed as a beggar and still command respect.
***** The greatest of heroes live on in you.
Resources
“The four-legs just don’t understand,” Martin grumbled. “If I didn’t have the cash, they wouldn’t have the land. All they see is some sort of Weaver-taint. What should I do, sell everything and donate it to charity?”
Rick Keenear shrugged and took another swig of beer. “I know, I know, it’s something they’ll never really accept. But does that matter? It’s still right.” He patted Martin’s shoulder. “For the price of a few growls, the sept can hunt in peace. Sounds worthwhile to me.”
This Trait describes your personal financial resources (or access to such resources). It reflects your standard of living rather than liquid assets. Even if you have four dots, it may take weeks or months to come up with half a million dollars in cash. And of course, if you don’t purchase this Background you get what you pay for – nothing, or as close to nothing as makes no difference. As with all other Traits, you should be able to justify Resources. It’ll be tricky explaining how a lupus in the Yukon gets a check for a couple of grand each month. (And what could he spend it on, anyway?) Where does the money come from, a trust fun, stocks, tenant rent or a day job? Depending on circumstances, your cash flow may dry up during some course in the chronicle.
* Small savings: You have
a cramped apartment and maybe a used motorcycle. If liquidated you could
scrape up $1000 in case. Allowance of $500 a month.
** Middle class: You have a decent apartment or condominium and a car. If
liquidated, you would have $8,000 in case. Allowance of $1200 a month.
*** Large savings: You are a homeowner with a good bit of equity. If liquidated,
you would have at least $50,000 in cash. Allowance of $3000 a month.
**** Quite well off: You own a large house or perhaps a dilapidated country
manor. If liquidated you would have $500,000 in cash. Allowance of $9000
a month.
***** Ridiculously wealthy: You are a multimillionaire. If liquidated, you
would have $5,000,000 to play with. Allowance of $30,000 a month.
Rites
Redglyph knelt over at the torn body of his packmate. The unknown foe left no trail, but he always seemed to know when one of his struggling pack was alone. If onlt the elders were still alive! He felt a frustration keener than the winter wind. Some Theurge he was! His mentor died before he could be taught anything useful, and now the caern’s strength was fading as quickly as the sept’s.
Redglyph raised his head and began a mournful howl. This one rite he did know…and he’d used it too damn many times lately.
Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with the Rites 4 may have a Level Four rite, one level one and one Level Three rite or any other combination. Remember that to learn a rite the character needs a Ritual Knowledge rating at least equal to the level of give rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
* Character knows one level
of rites.
** Character knows two levels of rites.
*** Character knows three levels of rites.
**** Character knows four levels of rites.
***** Character knows five levels of rites.
Totem
The Razorback Pack was concerned, bloody and near exhaustion. The Black Spiral Dancers were closing in, savouring their imminent victory. “Looks like you pig-boys are gonna be spitted. Waddayathink boys, about Garou barbecue tonight?” The other cackled.
The razorback alpha’s slow grin quietened them. “There’s a thing y’all don’t know about wild boars. When they’re played out and nearly dead – that’s when they’re most dangerous. You can even kill them, and it just pisses them off.” With that, the pack howled as one, their voices mingled with a shrieking, grunting roar. A massive boar, hooves clattering, charged at the stunned Dancers, with the Rage-filled Razorbacks hot on its heels.
Unlike other Backgrounds, this Trait applied to the character’s pack rather than the individual. The members of the pack pool the points invested in this Trait to determine the totem’s power.
Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p.293) for a list of possible totems. Regardless of how many points the initial totem costs, all beginning totems have a base of eight points to divide among Rage, Willpower and Gnosis. The totem also begins with the Airt-Sense and Re-form Charms. Apart from bestowing power, totems re somewhat aloof from the pack, and they have little influence among spirits (unless the players buy a closer connection is bought with background points). With time, roleplaying and experience points, pack totems can grow more powerful, and they could even become the totems of whole septs or ( in legendary circumstances) even tribes.
Most of the powers totems bestow are usually available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming she doesn’t keep it). After the initial cost of the totem has been spent, any other Background points add to the totem’s strength and abilities.
Cost Power
Per three points to spend
on Willpower and/or Gnosis.
Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
Totem can always find the pack members.
Totem is nearly always with the pack members.
Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem’s powers in the same turn.
4 Totem is connected mystically to all pack members, allowing communication among them even at great distances (at Storyteller’s discretion).
5 Totem is feared by agents of the Wyrm, which could mean that either the agents run away or they do their best to kill the pack….
The listed cost is in Background points, which can be bought through experience (see Spending Experience Points p.181) at the rate of two experience points per Background point. (Therefore three points of Rage would cost two experience points.) The Totem Trait is the only Background that can be increased through experience. The Storyteller should allows increases in totem power only when it fits into the story, such as when pack members gain a higher rank, a new member joins the pack or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of it’s servant (pack totem) in return for a great service done it by the pack.