MACALA
By Ryan Silverman ([email protected])
Description
The Macala are an offshoot of the Bunyip who had left Australia long before
the European invasion occured. They were upset with the goverment of their
island so they loaded up boats and selected a bunch of humans and Tasmanian
Wolves, and left.
A Nuwisha who had snuck his way into the group caused their boat to travel
through the Umbra; he then took them to a great ocean where they found an
Island, much like Australia, but smaller. They established a society where
their garou and kinfolk counterparts lived in peace. They worked
side-by-side honoring Gaia, and as beautiful as their world was, they
decided that the Wyrm must have been destroyed. They were wrong.
Their optimistic society exeprienced a cataclysmic crash when one of their
youth found barrels of industrial waste that had floated upon their
shores.
Saddened by the decay of the state of the world, the Elders sent out much
of the younger garou and the Ahrouns and asked them to do their best to
make the world right again.
Now they have returned to make their old dream true again.
Tribal Home
The Macala hail from an island they call "Mokona." However, all player
characters must start after they have left Mokona, and will not return
unless the ST deems it so. Mokona is a Utopian paradise, untouched
entirely by the Wyrm.
Macalas away from Mokona use their shapeshifting abilities to pretend to be
members of other tribes.
Appearence
The Macala have learned a bizarre talent: all of their 5 forms can be be
altered at will. However, stats cannot be changed so a Macala with an
Appearence score of 1 cannot turn into an supermodel. Well he can, but
everyone will still find him repulsive. Likewise, a clumsy or weak Macala
cannot turn into Ahh-Nold and whoop a$$. He would still would have trouble
fighting in a fight.
Breeds
Lupus: A Tasmanian Wolf; it cannot alter its appearence
until its first change.
Homid: They look like tropical island natives and
also cannot alter their appearances until the change.
Metis: Born Crinos and can shift and alter its appearance.
They have the same flaws as in Werewolf: The Apocolypse 2nd editon and The
Werewolf Players Guide.
Tribal Totem
Tribal Gifts
Level One
Level Two
Level Three
Mokona's Serenity
Mokona's Shadow
Level Four
Bridge Walker: Same as the Galliard gift.
Fabric of the Mind: The peaceful world of Mokona has
allowed the Macala's dreams to become strong. Using this he can use the
level 5 Galliard gift at level 4.
Level Five
Level Six
Once a Macala reaches Rank 6, he must return to Mokona and take his place
as the leader. Only one Macala a generation may achieve this and that one
receives Kagaroo's Blessing, the same as Coyote's Blessing to the
Nuwisha.
Back to Tribes page