Welcome To the (Urban) Jungle (Werewolf game)
Basic game, with werewolves only for right now. Set in a City setting. (How does Los Angeles sound?) This first part of the story will have the characters meet, interact, and (if all goes well) join together as a pack... or feud amongst themselves...
Some general rules:
As a general courtesy to other players give them time (generally 6 to 12 hours) to respond to your posts (especially during battle sequences). Generally one action per post, unless you spend Rage points for the purpose of combat you may get more.
Shapeshifting, normally have to take a turn to shapeshift, unless shifting to breed form (i.e. for Homids is homid, Lupus, is lupus, and metis is Crinos), which is automatic. (Can shift and do an additional action).
Gift-- Generally speaking, spend 1 Gnosis to activate.
Give a general write up of your character before you begin playing
Simplified rules for character creation: Rank from Best, Average, to Poorest your characters physical, social and mental abilities. Is your guy / gal the smooth talker? The fighter? Or the expert?
Keep in mind that even a geeky werewolf who is physically week in human form can bench press 600 lbs and rend living things into hamburger. Those that start out with average or best in physical strength are, naturally, even stronger.
Your Rage points will be determined by Auspice, your Gnosis points will be determined by Breed, and your willpower will be deteremened by Tribe. Your character needs a concept, a name, and a history. It might also be wise to make a list next of kin.
You get 5 points to spend on any of these Backgrounds (with the exception of those restricted by tribe) The More points in something, the more of items, people, knowledge, etc or the higher levels you have in that background :
Allies-- Your friends, be they mortal or supernatural. Not including pack (don't have to buy your packmates).
Ancestors-- the ghosts of dead family members that guide, teach, and give you advise. They may also posses you for a short time in order to get you out of trouble.
Contacts-- Acquaintences, people you know or work with, the gossip network.
Familiar Spirit-- a spirit
Fetish-- a magic item (often a weapon) powered by a spirit.
Kinfolk-- your mortal family be they humans or wolves.
Mentor-- an older werewolf who has taken an interest in you who will teach, advise, or protect you.
Pure Breed-- You can trace back a lineage of heroes in your family. Those who do are very much respected in Garou society, but the pressure is on for you to live up to your ancestor's names.
Resources-- $$$$ Money, or wealth you own or have access to.
Rites-- Know magic rituals. Useful for punishment, divination, or keeping ones clothes on while shifting forms.
Totem-- The patron spirit that watches over a pack, and holds a pack together through a spiritual bond. Werewolves without a totem are just a group of werewolves, not a pack. Totem points are pooled collectively with other characters. The more points, the more powerful spirits you can contact, and the more your packmates will like you.
http://www.limey.net/~embers/bluesheets/life_as_a_garou.html
Breeds:
Homid-- born human.
http://www.mants-lair.org.uk/Werewolf/getting_a_life.htm
Begins with 1 Gnosis point and one of these Gifts: Climb Like An Ape-- Character can easily climb trees, fences, even scale walls.
Dead-eye-- Bullseye! When shooting firearms or other ranged weapons can always hit the target.
Jam-gun-- *Click* When enemies aim their weapons at you, it mysteriously jams.
Master of Fire-- limited resistance to fire damage.
Ignite--summons a lighter-sized flame perfect for lighting a campfire, torch, fuse, cigarette, lantern, or someone's shoe on fire.
Persuasion-- The "Jedi Mind Trick." Can persuade people to do (or not do) certain things. This power is limited, however, and those victem to it will become increasingly suspicious if the request is unreasonable. Difficult to use to get people to write out a check for their life savings to you unless the victim has very low Willpower. It is more along the lines of "You don't need to see my I.D." or "You will forget I was ever here."
Smell of Man-- Domestic animals will see the werewolf as their master and wild animals will sense the werewolf as a threat and flee.
Sense Weaver--Can sense the presence of the Triatic force of the Weaver. Rather simple when it comes to identifying computers. More difficult in detecting that a drone was in the next room an hour ago.
Stench and the City-- Disguises your scent with city smells while in the city, or overwhelms opponents with your stench elsewhere.
Metis-- born of 2 werewolves. Sterile, but born in crinos. Can automatically shift to crinos. http://www.limey.net/~embers/bluesheets/metis.html Begins with 3 Gnosis points, a deformity or derangement and one of these Gifts:
Create Element-- Summons up a maximum of 100 lbs of a desired element within 60 feet line of sight of the werewolf. The Western version of this Gift includes the Elements: Earth, Air, Fire, or Water. The Eastern version includes: Earth, Air, Fire, Water, or Moon (an ambiguous one, which could mean light, metal (especially silver), or wood).
Primal Anger-- Can comvert inner angst into Rage towards enemies. This comes with a price however, experiencing physical strain everytime the metis uses it.
Sense Wyrm-- Can sense the presence of the Triatic force of the Wyrm. Easier when it comes to identifying toxic sludge in the river bottom. More difficult in detecting that a formori was in the next room an hour ago.
Shed-- Can shed fur or hair in order to slip out of others grips or squeeze through small passageways.
Lupus-- born a wolf.
http://bogya.tripod.com/lupus.html
Cannot begin the game knowing how to do crafts, drive, table manners, use human weaponry or technology, know human law, politics, or languages, science and other human ways of thinking are foreign to them. Begins with 5 Gnosis points and one of these Gifts: Cousin's Coat--A nonnative Lupus will blend in with native wolf populations.
Find Water--Sense the nearest source of water.
Hare's Leap / Leap of the Kangaroo-- Doubles normal jumping distance.
Heightened Senses-- Just that, increases perception, and increases the effectiveness of the 5 senses. A tremendous advantage in the wild, though if activated in the city may result in sensory overload... especially if alarms go off...
Prey Mind--The Garou will intuitively know how to hide from hunters.
Sense Prey--Finds the nearest prey animals, enough to feed a pack of wolves. Detects animals, not people (except for in the case of Red Talons who see no difference between humans and prey.) In Urban areas may lead the werewolf to zoos or animal shelters.
Sense Wyld-- Can sense the presence of the Triatic force of the Wyld. Easier to identify a forest. Harder to recognize that there was a kami in the room an hour ago.
Auspices:
Ragabash-- The Trickster. 1 Rage point. http://bogya.tripod.com/ragabash.html
Begin with one of these Gifts:
Blur of the Milky Eye--like the "Predator's" camouflage, a blurry outline, blending in with their surroundings. The werewolf it is difficult to spot the werewolf, making it easier to steal, prank, ambush, or kill.
Fool's Gold--Is able to convince people that worthless items are priceless and sell them for great value.
Open Seal-- Pick locks, open doors, chests, diaries, etc.
Scent of Running Water--Masks a werewolf's scent. (No need to spend Gnosis will automatically be in effect unless the werewolf WANTS to leave a scent.
Second Skin-- May mask appearance in Urban areas to look like a large dog.
Speed of the Messenger-- Doubles running speed
pider’s Song-- can listen in on phone or electronic conversations.
Theurge-- the mystic. 2 Rage points.
http://bogya.tripod.com/theurge.html
Have 1 of these Gifts:
Lambent Sight-- eyes glow, can see in the dark.
Mother’s Touch-- heal others by touching the wound.
Piercing the Gauntlet’s Skin-- can easily bring others (even those who are unable normally to go there) into the spirit world.
Sense Weaver-- as the Homid Gift.
Sense Wyld-- as the Lupus Gift
Sense Wyrm-- as the Metis Gift
Spirit Speech-- can communicate with spirits.
Uncloak the Hidden-- More perceptive, can find items, connections, answers easier.
Philodox-- the judge. 3 Rage points.
http://bogya.tripod.com/philodox.html
Ma’at’s Feather-- Can sense a person's guilty concsience.
Resist Pain-- Ignore wounds and act normally.
Scent of the True Form-- Can "smell" the presence of other supernaturals.
Truth of Gaia-- Can tell if someones is telling the truth.
Wrongful Death-- Can tell if someone was murdered.
Galliard--the bard. 4 Rage points. http://bogya.tripod.com/galliard.html
1 of these Gifts:
Beast Speech-- communicate with animals.
Call of the Wyld-- by howling can summon any other werewolves in the area to aid.
Dreamchaser
Earth Sense-- always know where you are.
Mindspeak-- can communicate telepathically with others within line of sight.
Ahroun-- the warrior. 5 Rage points. http://bogya.tripod.com/ahroun.html
Begin w/ 1 of these Gifts:
Battlesence-- gets a feel for the battle. In the zone, Maybe some precog abilities.
Falling Touch- send opponent flying with a tap.
Inspiration-- Can inspire packmates through own actions, allowing them to regain willpower.
Razor Claws-- take an action sharpening claws and claws do additional damage next turn.
Trick Shot-- Can do nonlethal (at least not directly) tricks with firearms, i.e. shooting down a chandelier, picking off security cameras, etc.