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Crinos form incites Delirium (the mortal will often run or collapse in a state of catatonic fear and later repress having actually seen a 9 foot tall wolf-monster) in normal mortals. Delirium is the result of the Garou and other shapeshifters having culled the human race thousands of years ago during a period known as the Impergium. Hispo form resembles a dire wolf. Lupus form appears as just a normal (though often large) wolf. In case it needs to be said: Lupus cubs cannot begin knowing how to do woodwork, arts or crafts, drive (they won't have a liscence anyway!), shoot human weapons, program comupters, know the legal system or scientific theories, how to behave politely (or even normally!) in public, or even how to speak human languages. Though they CAN learn these things through role play.
Auspices
Garou society is arranged by a caste system devised around what moon sign a werewolf was born under.
Ragabash—the new moon. Pranksters, tricksters, spies, scouts, cold-blooded assassins. The Ragabash are the questioners of ways. Their job is to bring new perspectives to old ideas, think outside the box, question authority, humble the mighty, and play pranks. Ragabash cubs are the least Frenzy bound of all Garou, beginging with only 1 point of Rage.
http://bogya.tripod.com/ragabash.html
Choose 1 of these Gifts: Blur of the Milky Eye, Fool’s Gold, Open Seal, Scent of Running Water, Second Skin, Snow Running, Speed of the Messenger, Spider’s Song, Trailblazer, or Walk Under the New Moon
Theurge—the crescent moon. The seer, prophet, magician, healer, “spirit wrangler” or Umbral explorer. Theurge begin with 2 Rage points. http://bogya.tripod.com/theurge.html
Choose 1 of these Gifts: Lambent Sight, Mother’s Touch, Piercing the Gauntlet’s Skin, Sense Weaver, Sense Wyld, Sense Wyrm, Spirit Speech, or Uncloak the Hidden
Philodox—the half moon. Judge, mediator, law keeper, enforcer of the Litany. As they tends to be in the middle of everything the typical Philodox begin with 3 Rage points. http://bogya.tripod.com/philodox.html
Choose 1 of these Gifts: Aura of the Just, Aura of Leadership, Ice Dance, Ma’at’s Feather, Resist Pain, Scent of the True Form, Strength of Vision, Truth of Gaia, or Wrongful Death
Galliard—the gibbous moon. The talesinger, bard, artist, or lore keeper. Galliard cubs begin with 4 Rage points.
http://bogya.tripod.com/galliard.html
Choose 1 of these Gifts: Beast Speech, Call of the Wyld, Dreamchaser, Earth Sense, Find the Child Within, Memory Circle, Mindspeak, or Primal Song
Ahroun—the full moon. The Warrior... the best warriors of all. However, they have little patience for peace and diplomancy. These berserkers begin with 5 Rage points.
Note: Garou born during a lunar eclipse are not some mysterious 6th auspice, but are also Ahroun for the moon must be full for an eclipse to be seen. http://bogya.tripod.com/ahroun.html
Choose 1 of these Gifts: Battlesence, Falling Touch, Full Moon Cleansing (Silver Fangs, Moon Lodge), Inspiration, Razor Claws, Steadfast, or Trick Shot

The Litany: These are the Laws of the Garou Nation.
Garou Shall Not Mate With Garou.--For it produces Metis and often kills the mother. Those that do are often killed or cast out as Ronin.
Combat the Wyrm Wherever it Dwells and Wherever it Breeds.--
This is pretty straightforward, this is what the Garou were born to do.
However when a more subtle approach is needed to hurt the Wyrm then just ripping and rending some packs have found temporary alliances with Vampires (though they count as Wyrm creatures) to be useful.
Respect the Territory of Another.-- Announce yourself when entering another's territory. Traditionally this would be by howling, though it is recomended that you just call somebody around an urban or suburban Caern in that howling around there endangers the Veil. This law also covers not stealing the lands of other werewolves (and by extension other Shapeshifters). This tenent was blatently ignored during ages of Imperialism and Westward Expansion (a.k.a. the Second War of the Rage) when European werewolves stole the lands of Indigenous werewolves in order to "help them."
and don't steal the lands of others.
Accept an Honorable Surrender.-- There are enough dead heroes. Do not create more.
Submission To Those of Higher Station.--The Alpha is the boss of your pack. Obey him / her and obey those of higher rank then you.
The First Share of the Kill For the Greatest in Station.--The pack Alpha gets first crack at any fallen prey, take out, beer, loot, fetishes, wealth, etc the pack uncovers during their adventures. Greedy Alphas beware though, if you piss the pack off, they may decide they want a new Alpha...
Ye Shall Not Eat the Flesh of Humans.-- The Stargazers insisted this be included in the laws when they saw far too many European werewolves enjoying the other other White meat and becoming increasingly Wyrm corrupt. Someone seems to have forgotten to tell the Red Talons this.... (Who figure that with the Stargazers gone, this portion of the Litany doesn't matter anymore...)
Respect Those Beneath Ye-- All Are of Gaia.-- Alphas, the pack is not your band of slaves. Do not treat them as such. Nor should you make war on other Gaian shapeshifters.
The Veil Shall Not Be Lifted.-- Do not go running around town in Crinos form. Sooner or later you will run into some mortal immune to delirium and he or she is likely to either a) hunt you down or b) try to expose you to the world. The world thinks werewolves don't exist. Let's keep it that way. It's easier to fight Wyrm monsters if they don't know where you live...
Do Not Suffer Thy People To Tend They Sickness--We are at war and cannot waste resources. Older Garou or those mortally wounded are expected to either go out on one last adventure to die or pull a Kevorkian.
The Leader May Be Challeneged At Any Time During Peace.--This practice tends to keep those strong enough to be in charge in charge and those who are better fit to claim that responsibility.
The Leader May Not Be Challenged During Wartime.-- Do not challenge the Alpha during the middle of a fight. That's just low and you will not be recognized if you win.
Ye Shall Take No Action That Causes A Caern To Be Violated.-- The Caerns, mystic glens of great spirtual power, Gaia's sacred lands are what we fight to protect. When they become defiled another part of the Earth Mother dies. We are to defend these lands at all costs.

Willpower: How much resolve a character has. Those with lower willpower scores are more easily dominated then those with higher willpower scores.

The Tribes of the Garou Nation:
Black Furies—this female dominated tribe of werewolves, is originally from Greece but now is found all over the world: Feminists intellectuals, Amazons, dominatrices. Males among the tribe are rare, and most often Metis. In ancient times the Furies would ritualistically kill their nonmetis male offspring. However, these days they will send the cubs out for adoption among the other tribes, especially the Children of Gaia, Silent Striders, Glasswalkers (or Warders of Men as they were known when this practice started). Because they put up their male children for adoption, they reserve the right to recruit female members of other tribes. The Furies have human kin all over the world. In lupus form they are often black with white or silver highlights. Those of the Cerberus subtribe are sometimes brown (with 3 heads in crinos and hispo forms). The Furies have a long standing feud with the Fenrir, whom they view as chauvinistic racist pigs. Black Fury cubs are unassertive, (begin with 3 Willpower points.) Totem: Pegasus (winged horse) Choose 1 of these Gifts: Arion’s Burdon, Breath of the Wyld, Find the Child Within, Heightened Senses, Man Skin, Moonshadow (Moon Daughters), Mother’s Touch (Order of Our Merciful Mother), Owl Speech, Seduction, Sense Wyld, Sense Wyrm, Silent Stalking (Daughters of Fa Mu Lan), Song of the Seasons, Spirit Smuggler (Strega), True Shot (Amazons of Diana), or Watchful Eyes

Bone Gnawers--the tribe originated in India and North Africa but has since scattered around the world living among the poor, common masses, the homeless of cities, hillbillies, and mutts. Though they have mated with dogs, the Lupus form of the Gnawer often resembles a large multicolored starving feral dog-wolf hybrids sure to attract the attention of animal control. Those of the Quetechi subtribe resemble fierce Chihuahua yapper dogs and those of the thieving Rakkon subtribe are typically brown with gray rings around their eyes. The Gnawers are one of the few tribes that feel comfortable living in the cities. They are one of the larger tribes. Bone Gnawers cannot have Ancestors, Pure Breed, or Resources. Bone Gnawer cubs are diffident in their resolve, beginning with 4 Willpower points. Totem: Rat Choose 1 of these Gifts: Balance (Rakkon), Bane of the Road Cattle (Quetechi), Blur of the Milky Eye (Rakkon), Cardboard Mansion, Cooking, Declamation, Desperate Strength, Eye Spy, Find the Prize, Foaming (Quetechi), Healing the Weaver’s Children, Kitchen Chemistry, The Mark, Nose of the Hungry Hound, Play Opossom, Resist Toxin, Scent of Sweet Honey, Shroud (Quetechi), Smell of Success, Speed of the Messenger, Stench and the City, Tagalong, Taste of Fresh Meat, Trail of the Larder, or Urban Ward

Children of Gaia—Originally from the Mediterrenean and the Middle East the Children have since spread all over the world, and are another of the larger tribes of the nation. Mediators, Pacifists, Hippies, and religious fanatics (of religions of Middle Eastern origin). They blame the Impergium for the problems of the world today and seek to unite the Garou against the Wyrm. The CoGers are from all over the world. Their Lupus form resembles large friendly wolves or dogs, usually with white or brown fur (but occasionally with black fur for male Fury adoptees) Cubs of the Children are diffident in their resolve. beginning with 4 Willpower points. Totem: Unicorn (horned horse) Choose 1 of these Gifts: Dona Nobis Pacem, Echoes, Eve’s Blessing, Find the Heart’s Flame, Jam Weapon, Mercy, Mother’s Touch, Nature’s Bounty, Resist Pain, Swallow Rage, or Water-Conning

Fianna—Originally from Britain, Ireland, and Western Europe, but also found in territories formerly held by the British Empire (i.e. U.S., Canada, Australia, India, etc) these Garou of Celtic descent have the great reputation of being artists and bards and the best Galliards in the Garou Nation…and the poor reputation of being partying drunkards. They have interbred with the Fae. In lupus form they often resemble red or black dire wolves or wolfhounds. Those of the sailing Cousins of the Selkies camp tend to be small and pearl white, and others among such camps as the Lions of Winter or the Scottish Fianna with pure bred and interbred White Howler throwbacks may be black, white, or black and white with blue or purple eyes. Fianna cubs are unassertive, beginning with only 3 Willpower points. Totem: Stag Choose 1 of these Gifts: Aura of Confidence (Lions of Winter, Scottish Fianna), Beast Speech (Lions of Winter, Scottish Fianna), Bite of the Lion (Lions of Winter, Scottish Fianna), Earth Sense, Empower Sword (Lions of Winter, Scottish Fianna), Fae Sight, Faerie Light, Firewater Kiss, Howl of Fury (Lions of Winter, Scottish Fianna), Lion’s Might (Lions of Winter, Scottish Fianna), Mother’s Touch (Lions of Winter, Scottish Fianna), Persuasion, Pict War Paint (Lions of Winter, Scottish Fianna), Primal Song, Razor Claws (Lions of Winter, Scottish Fianna), Resist Pain (Lions of Winter, Scottish Fianna), Resist Toxin, Rope Tricks, Sense Fae, Sense Wyrm (Lions of Winter, Scottish Fianna), Shroud (Lions of Winter, Scottish Fianna), or Wanderer’s Boon (Lion’s of Winter, Scottish Fianna)

Get of Fenris—This berserker warrior tribe is originally from Scandinavia and Northern Europe (Vikings!) but modern Get may be found among warrior peoples of all types around the world. They believe they are the best fighters among the Garou. They are extremely fatalistic and place high values on both strength (obviously) and intelligent tactics (what good is your pumped up berserker if he gets killed within the first five minutes, the fool!) However, the tribe’s biggest flaw is that many tend to be at the very least narrow-minded if not intolerant… or worse. To the tribes everlasting shame some sided with the Nazis during WWII and until recently a camp known as The Swords of Heimdall existed within the tribe, corrupting the tribe’s very legends, attempting to use them as justification to subvert “the weaker races.” Though these Wyrmy racists have since been gutted by the other Get the root of these problems (the intolerance) still remains within the tribe. It is harder for women to advance in the tribe then men, but it is possible: just ask the current leader of the Get: Karin Jarlsdottir. The Get have a long standing feud with the Furies who they view as ignorant, uppidy, and disrespectful. Ironically, the Get have historically had a higher regard for women then many of the other European Garou. In lupus form, the Get are large belligerent beasts with broad shoulders and huge savage jaws. They are traditionally gray coated, though some now have darker patches or black fur (though some supremists may mock a Get who lacks a pure coat). There are timber wolves among Ymir’s Sweat, who tend to be grayer coated then European Get. Get characters cannot have Contacts, true friends are only those the Get wants. A Get’s Mentor will only advise—never protect: those not strong enough to survive on their own don’t deserve to. Fenrir cubs are unassertive, beginning with 3 Willpower points. Totem: Fenris (monster wolf) Choose 1 of the following Gifts: Battlesense, Inspiration (Mjolnir’s Thunder), Protest (Fangs of Garm), Razor Claws, Resist Pain, Safe Haven, Sense Wyrm (Mjolnir’s Thunder), Sigurd’s Stride, Snow Running, or Visage of Fenris

Glasswalkers— This tribe feels at home in human cities, and is always on the cutting edge—always. Historically the tribe has changed names and purpose as it changed through time. During the Westward expansion, they were known as the Iron Riders and huge proponents of the Railway system and during Medieval times they were known as the Warders of Men where they often existed among monks and scholars trying to advance humans out of the dark ages. The wolf blood of this bizarre tribe of computer geeks, Mafiosos, and cyborgs is extremely thin. Lupus of the tribe have a high learning curve and are almost always the result of some Glasswalker doing the zoo animals. In lupus form, Glasswalkers have an “unnatural” tinge to their fur, which they often style or dye. Those of the Cyberdog camp tend to have metallic, cybernetic fetish enhancements, such as eyes or limbs, bones (Adamantium skeleton anyone?) etc. Glasswalker characters have stopped cultivating Pure Bred backgrounds long ago and have lost touch with their anachronistic ancestors. Anything a Mentor could teach them is probably obsolete anyway. Glasswalker cubs are unassertive, beginning with only 3 willpower points. Totem: Cockroach Choose 1 of the following Gifts: Agro Culture (City Farmers), Control Simple Machine, Diagnostics, Gamer’s Fortitude, Garafena’s Crown, Ignite (Urban Primitives), Persuasion, Rope Tricks (Urban Primitives), Sense Weaver, Smith’s Blessing (Urban Primitives), Trick Shot, or Well Oiled Running (Urban Primitives)

Red Talons—This tribe is mostly Lupus, except for the occasional Metis. The mirror opposite of the Glasswalkers who ward humankind, the Talons protect the wolves and their culture is strictly that of the wolf—indeed by breeding strictly with wolves the Talons have become more bestial then the wolves themselves. As the wolves are killed, the Rage of the Talons rises. The Red Talons want to start the Imperigium up again in order to cull the ever-rising number of humans. Their reasoning is simple: less humans, less drain on the Wyld. More wolves. They see how humanity consumes nature—and it frightens them. Talons are typically brown wolves with red points or markings. Some are black among the Cerberus subtribe (with 3 heads in crinos and hispo form) and those among the Kucha Ekundu subtribe resemble the African Painted Wolf. All Talons begin with 3 Willpower points. Talon characters cannot have Allies, Contacts, or Resources, and their only kinfolk are wolves. Totem: Griffin (half eagle half lion beast) Choose 1 of the following Gifts: Babble, Beast Speech, Camouflage (Kucha Ekundu), Eye of the Hunter, Heightened Senses (Cerberus), Prey’s Cry, Scent of Running Water, Sense Wyrm (Cerberus), Water Sense, or Wolf at the Door

Shadow Lords—politicians, occultists, dictators, vampire hunters, the Mongol hoard, samurai. This cloak and dagger tribe originally from Eastern Europe has survived and been able to outmaneuver the powerful vampire politics of their homelands. The tribe prizes intelligence and the ability to manipulate people. Ever hungry for the Silver Fang’s power and the Glasswalker’s wealth they have earned the not all undeserved title of “back-stabber” among the others. Though some, especially among the Hakken (Samurai Shadow Lords) have intense codes of honor. The Lords tend to be gray or black in lupus form, and seem the lupine equivalent of a pit-bull. Shadow Lord cubs are unassertive, having only 3 Willpower points. Lord characters cannot have Allies or a Mentor for it opens them up to betrayal. Totem: Grandfather Thunder (mighty storm spirit) Choose 1 of the following Gifts: Aura of Confidence, Aura of Nobility, Brand of Suspicion, Cloak of Shadows, Command the Wearied Mind, Create Element (Hengeyokai / Feng Shui version available to Hakken), Dream of a Thousand Cranes (Hakken), Fair Path (Hakken), Fatal Flaw, Inner Focus (Hakken), Mindspeak (Hakken), Perception of the Servant (Children of Crow), Purify Scent (Bringers of Light), Rains of Mercy, Resist Toxin, Seizing the Edge, Shadow Play or Voice of Thunder (Hakken)

Silent Striders—originally from Egypt, these werewolves were cursed by a powerful vampire sect known as the Setites, so that they are doomed to roam the land, and they can never return to Egypt, their ancestoral home. Thus they have an intense hatred for all things vampiric. This tribe is well traveled and constantly journeying from one place or another. Their kin are often nomads, Gypsies, truckers, and drifters. Even in the Umbra where they seem to be ghost magnents. They act as messangers among the Garou Nation. In lupus form they look like are usually black and lean like the Jackal dogs of Egyptian art, adapted to desert environments. Some among the Claws of Ice subtribe are giant white or smaller black and white wolves adapted to very colder climates, those of the thieving Rakkon subtribe tend to be brown with gray rings around the eyes, and those of the Wyld Runner subtribe of ancient Aztlan tend to be brown or gray lobos (Mexican wolves). Silent Strider characters cannot be in touch with Ancestors or have Resources. Silent Strider cubs are unassertive, beginning with 3 Willpower points. Totem: Owl Select 1 of the following Gifts: Balance, Blur of the Milky Eye (Rakkon), Call the Breeze (Claws of Ice), Crossing Ways, Faceless Stranger, Heaven’s Guidance, Ma’at’s Feather, Radiance (Claws of Ice), Sense of Place (Wyld Runners), Sense of the Transformation, Sense Wyrm, Silence, Speed of Thought, Trailblazer, or Unnatural Growth (Claws of Ice)

Silver Fangs—the children of the Progenitor wolf, the very first werewolf, they consider themselves the werewolf Kings. Inbred and full of pride, they are quite often deranged as a result of attempting to keep the bloodlines royal through inbreeding. Fangs are typically graceful white or silver wolves with long jaws and full tail brushes. Those of the Siberakh subtribe may resemble gray timber wolves. They typically wear some kind of jewelry regardless of form. Fang characters must at least have (3 background pts of Pure Breed). Silver Fang cubs are unassertive, beginning with 3 Willpower points. Totem: Falcon Select 1 of the following Gifts: Aura of Leadership, Dramatic Entrance, Eminent Domain, Eyes of the Falcon, Falcon’s Grasp, Ice Dance, Lambent Flame, or Sense Wyrm

Stargazers—Free Tibet! Astronomers, mystics, Buddhist and Hindu werewolves, kung fu masters, the creators of Kailindo (werewolf martial arts). Like the Children of Gaia, the Stargazers hope to bring unity to the Garou Nation. They also hope to heal the rift between werewolves and other shapeshifters and between the Hengeyokai (Eastern Shapeshifters) and the “sunset people.” In order to do this, and because of troubles in their home regions, most of the Stargazers have returned home to the East. Though a few remain to continue work on bringing unity among the Garou Nation. Their wolf form tends from light brown to black in color and always radiates an aura of inner calm. Those of the Foo Chun subtribe tend to be gold chows or foo hounds with blue or violet eyes and look somewhat leonine. Those of the Macala subtribe tend to be brown or orange with black stripes having mated with the dingo and the thylacine (Tazmanian wolf or tiger). Stargazers cannot have fetishes or resources and their allies almost always lie outside the Garou Nation. Stargazer cubs are certain in their resolve, beginning with 5 Willpower points. Totem: Chimera (creature that is part lion, part goat, and part snake) Choose 1 of the following Gifts: Balance, Camouflage (Macala), Catfeet (Foo Chun), Create Element (Hengeyokai or Feng Shui version), Desert Sands (Macala), Dreamchaser, Dreamwalk (Macala), Falling Touch, Fearless, Gaia’s Eyes (Macala), Heaven’s Guidance, Lambent Sight, Leap of the Kangaroo (Macala), Mindspeak, Muladhara (Kundalini), Persuasion (Foo Chun), Razor Claws (Macala), Resist Pain (Macala), Scent of Running Water (Macala), Sense Wyrm, Silent Stalking (Daughters of Fa Mu Lan), Snake’s Skin (Macala), Speed of Thought (Macala), Threads of the Weaver, Tree Spirit’s Gift (Macala), or Voice of Thunder (Foo Chun)

Uktena—Older brother of the Pure Ones. They are mystics, occultists, and anthropologists originally of Native American descent, but since having spread among animistic peoples across the world, the Uktena tend to be the “world beat” of the Garou Nation. They believe in knowing their enemy and study Wyrm beasts, creatures, and magics in order to better to destroy it. Some even have the power to bind mighty banes and monsters into the ground, rendering them powerless. Many of the European tribes view them as tainted, but it is * mostly * because they just don’t understand… In lupus form, they are often red-black wolves that skulk through the woods like unseen spirits. Those of Croatan descent or members of the Dust Rider subtribe tend to be medium sized and gray or brown in color. Members of the Quetechi subtribe resemble fierce, royal Chihuahuas, those of the Pacific Island's Macala subtribe tend to be brown or orange with black stripes having mated with the dingo and the thylacine (Tazmanian wolf or tiger), members of the Central American Tlaloque subtribe are black with short fur and appear as peaceful and friendly looking as your typical Child of Gaia and those of the South American Zarco subtribe are Maned Wolves—which resemble giant, long-legged foxes. Uktena cubs are unassertive, beginning with 3 Willpower points. Totem: Uktena (water serpent / cougar beast) Choose 1 of the following Gifts: Balance (Zarcos), Bane of the Road Cattle (Quetechi), Banish Sickness, Behold the Dog with Mane (Zarcos), Burrow (Zarcos), Camouflage (Macala), Cookfire, Cooking (Quetechi), Create Element (many versions available), Desert Sands, Dreamwalk (Macala), Fast Track (Scouts), Foaming (Quetechi), Gaia’s Eyes (Macala), Leap of the Kangaroo (Macala), Mother’s Touch (Tlaloque), Nature’s Plenty (Zarcos), Persuasion, Piercing the Gauntlet’s Skin, Razor Claws (Macala), Resist Pain (Macala), Resist Toxin (Quetechi), Riddler’s Wisdom, Scent of Running Water (Macala), Scholar’s Friend, Seduction (Zarcos), Sense Magic, Sense Secrets, Sense Wyrm, Shed (Zarcos), Shroud, Snake’s Skin, Speed of Thought, Spirit Speech, Storm of Pests (Zarcos), Tagalong (Quetechi), Tree Spirit’s Gift (Macala), Turtle Body, Uncloak the Hidden, Voice of Reason, or Wyld Sight

Wendigo—Younger brother of the Pure Ones, the Wendigo are a warrior tribe, almost exclusively of Native American descent (with a few coming from Siberia). Living in the frozen regions of Alaska and Canada and the plain states of the U.S. They hate all the Wyrmbringers (their term for European werewolves) they hate the Uktena as well, blaming them for not stopping the useless sacrifice of the Croatan, but still they like the Uktena better then the European werewolves. In Lupus form they resemble great timber wolves, their coats varying shades of gray that fade like ghosts in the forest. Some among the Siberakh subtribe are silver and white and royal looking (having Silver Fang blood, many consider them to be of better breeding then the Fangs themselves). Those of Croatan descent or from the Dust Rider subtribe tend to be brown or gray or medium size. Those of Ymir’s Sweat tend to be very large like the Get. Those of the Ankuq subtribe look like huskies, and those among the Ehecatl subtribe appear as brown or gray lobos with bright, knowledge filled eyes. Wendigo characters cannot have Contacts or Resources. Wendigo cubs are certain in their resolve, beginning with 4 Willpower points. Totem: Wendigo (the cannibal spirit) Select 1 of the following Gifts: Buffalo Hide, Call the Breeze, Camouflage, Catspring (Song of Steel), Cookfire, Dead Stick, Desert Sands (Ehecatl), Find the Heart’s Flame, Hawk’s Guidance, Ice Dance, Mindspeak (Ehecatl), Mother’s Touch (Ankuq), Persuasion, Resist Pain, Sense Wyrm, Snow Running, Song of the Seasons, Truth of the Hunted, Turtle Body, Voice of Reason, or Wyld Sight

Others:
Ronin—Tribeless Garou who never took or failed their Rite of Passage, or have been stripped of rank for commiting some grievous infraction of the Litany. Some have scorn for Garou society. Some have no clue as to who and what they are or have supressed their wolf natures. Some just want to live normal lives. Some have been corrupted. Others have just fallen through the cracks. Ronin can also be BSD cubs who escaped before being forced the Spiral. If such a cub can one day be adopted by one of the other tribes they often will show undying loyalty to their patron tribe. Beginning Ronin Characters have access to only one Gift-- Hide the Wolf.

The Lost and the Fallen
Bunyip—aboriginies and thylacines (a.k.a. Tasmanian wolves or Tasmanian Tigers) and dingoes. These peaceful Australian Garou were destroyed when the Red Talons destroyed, them falsly believing them to be of the Wyrm due to Black Spiral Dancer Trickery. However there have been sightings of Bunyip (ghost?) packs out in the Outback and certain Uktena and Stargazers may slightly resmble this lost tribe. Word has it that a Child of Gaia mad scientist is fooling around with Bunyip DNA... Totem: Ngalyod (the rainbow serpent)
Croatan—brown and gray wolves. The Middle brother among the Pure Land Garou, their role was that of mediator and councelor among their warlike Wendigo and shamanist Uktena brothers and sisters. They sacrificed themselves to the last to destroy the powerful Wyrm avatar Eater-of-Souls, whom the European Werewolves inadvertently (or in the case of the Black Spiral Dancers intentionally) awakened. Totem: Turtle
White Howlers—The “William Wallaces” of the Garou Nation, a tribe of Picts and white wolves. The original owners of the British Isles, the Howlers were a rough, tough as nails tribe that repelled the Romans and the Wyrmspawn from their islands for generations, successfully keeping the Wyrm out… but they did not recognize the fall from within. The Howlers were a proud tribe. As part of their Rite of Passage they would send their cubs to challenge great Wyrm beasts, going deeper and deeper into pits of corruption. One day the Howlers would not stand it any more and the entire tribe went to challenge the Wyrm in it’s own lair. They did not realize until it was too late that they had been corrupted and were dragged back down into hell where they were horribly changed, emerging as the fully corrupted Black Spiral Dancers. Though not all Howlers were present at the time of the fall and it is not unheard of for a Howler to be born in modern times, most are hunted down and “persuaded” to join their Dancer kin. Those that obviously have White Howler features are more often targets of their corrupt family. Those that survive uncorrupted are most often absorbed into the other tribes (especially the Fianna and the Silver Fangs)
Totem: Samladh (pronounced “sala”, the white lioness)

Quick rules: Since it's an online game, won't worry about dice. Just be sure to post what your character can do and is good at in the bio.
When creating a character be sure to include a brief history
Each character has 5 pts to spend on a Backgrounds: Allies (number of close friends, other then packmates), Ancestors (the ability to communicate and gain wisdom from the spirits of your dead ancestors), Contacts (your "gossip-network" in human society), Fetish (powerful magical items, imprisoning a spirit), Kinfolk (your mortal relatives humans or wolves who you are in regular contact with), Mentor (a Garou of higher rank who has taken interest in you and advises you), Pure Breed (Your ancestors were great heroes who made a name for your entire family. Garou will look up to you for this heritage and you will be expected to do well. No pressure.), Resources (amount of money you have access to $$$ kaCHING), Rites (number and level of magic ceremonies known), or Totem (the patron spirit that looks after your pack and binds it together, points in Totem are cumulative with other Pack members. More points in Totem means you can contact greater spirits to be your mascot or imbue a give a lesser one more powers).

Will post more (including Gift descriptions) later...

Um, if you could post all of that in the thread you would use it in - I might consider playing. I'm not going to read through it all for the sake of knowing if I want to or not.

What's the general gist?

Wrote that at the very beginning. That werewolves are the world's chosen warriors who fight and slay monsters, demons, and other forms of corruption as well as protect the Earth mother from human corruption. Essentially, they are "fuzzy superheroes" or environmentalists with fangs.

Originally posted by TastyLumpia
Would anyone be interested in Tokyo Mew Mew? ...Preferably older teens, to keep things... intelligent.

mew mew style
mew mew grace
mew mew power
in your face!!!!!!

Originally posted by keiji
mew mew style
mew mew grace
mew mew power
in your face!!!!!!

-.-' oh brother......

Originally posted by Next Venom_girl
Wrote that at the very beginning. That werewolves are the world's chosen warriors who fight and slay monsters, demons, and other forms of corruption as well as protect the Earth mother from human corruption. Essentially, they are "fuzzy superheroes" or environmentalists with fangs.

r we starting yet???

Originally posted by shadow12
-.-' oh brother......

i've only watched one show.....i just remember it.....

i've read the comics and seen the show and show is cornier then the comic -.-'

Originally posted by shadow12
i've read the comics and seen the show and show is cornier then the comic -.-'

really silly yes.
that's why i only watched on episode.

any way dose any want to join my mutant x role play

sure

ok thats 2 inclueding me.
char. breenan,jesse,emma,lexxa,and adam,plus any made up char.

ok one question who is the guy with the electric powers

Originally posted by Next Venom_girl
Wrote that at the very beginning. That werewolves are the world's chosen warriors who fight and slay monsters, demons, and other forms of corruption as well as protect the Earth mother from human corruption. Essentially, they are "fuzzy superheroes" or environmentalists with fangs.

I wanna join!

breenan

Originally posted by feralboy
breenan

get the RPG approved first and chose in there.

he only saw one show. and besides he was asking a question. if your not going to join then don't comment