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Post by Destination Darkness on Jan 24, 2007 16:55:31 GMT -5
Black Spiral Dancers
the Black Spiral Dancers are a tribe of werewolves (or Garou) who have become corrupted by the Wyrm. They draw their name from their own traditions of the Wyrm, and the transfiguring "Rite of Passage" that a Garou must undertake to become a Black Spiral Dancer. They are, typically, physically monstrous, incurably insane, and viciously sadistic.
Black Spiral Dancers gather into small packs like Gaian Garou, and these groups make their homes in a Hive, places desecrated and sanctified into the service of the Wyrm. Hives are often underground, connecting to the surrounding countryside through extensive tunnel systems dug by the Spirals; however, Hives have been known to exist exclusively in the Umbra or in other exotic locations including the belly of a massive Thunderwyrm named Grammaw. They are among the Wyrm's most enthusiastic and aggressive agents in the physical world, using tactics of ecological terrorism, spiritual warfare, and outright violence. Their weak point, however, is their own degree of corruption. Many Black Spiral Dancers are self-destructively insane, while others are so unstable that they are put down by their hivemates. Similarly, the Black Spiral Dancers (having no rules relating to procreation) have a disproportionately large metis population, and have their bodies further riddled with deformities caused by the taint of the Wyrm. As a result, they often seek out young Garou still of Gaia and attempt to convert them into Black Spiral Dancers. These Gaian Garou are usually saner then most Black Spirals, but the majority of them are driven mad by the mad revelations they experience through the initiation process, where a Garou dances a facsimile of the Black Spiral Labyrinth located in the Umbral Realm of Malfeas.
The Dark Litany
- Serve the Wyrm in all its forms. - Beware the territory of another. - Slay those who will not join you. - Respect all those who serve the Wyrm. - The Veil shall not be lifted. - Do not suffer thy people to tend to thy sickness. - The Leader may be challenged at any time in peace. - The Leader shall not be challenged in time of war. - Ye shall take no action that causes a Pit to be violated
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Post by Destination Darkness on Jan 24, 2007 16:57:13 GMT -5
The Ajaba
A long time ago, Gaia saw that no wolves decided to live in Africa, so she created the Ajaba to be the warriors of the earth. These "were-hyenas" could do the same job as the Garou, but were more cat-like so that they could work with the Bastet. However, it did not work out. The Garou, upon discovering the Ajaba (as well as other Fera), slaughtered the other shapechangers quite liberally. In the mid-1980s, the Simba attempted to completely exterminate the hyenas.
The widely misunderstood Ajaba are often considered extinct or nearing extinction because of these wars, but the hyena people are very much alive and kicking. More recently published White Wolf books mention that the Ajaba have increased in population and have a promising future. Once thought to be cruel and tainted by the Wyrm, the Ajaba have proven their worth to the other Fera and are now accepted as true warriors of Gaia. This is all due to an Ajaba woman named Kisasi, who returned to the hyena homelands of Africa and rallied other shapechangers (along with the Ajaba) to defeat the tyrannical Simba, Blacktooth. This African group of shapechangers came to be known as the Ahadi, and consists of many different shapechangers including the Swara, Mokole, and even the Silent Strider werewolves. Though the Ajaba still hold a grudge against the Garou and the Simba for the needless near-extinction of their kind, the formation of the Ahadi has created a renewed sense of hope for all of the shapechangers of Africa.
These social Fera live in large clans; their society is strictly matriarchal, so Ajaba women are typically more aggressive and outgoing than Ajaba men. Their five forms are similar to the other mammalian shapechangers: homid (human), anthros (near-human), crinos (were-hyena), crocas (dire hyena), and hyaenid (hyena).
Hyenas are more closely related to cats than to wolves, so they are considered a Bastet breed and can be found in the "Bastet Breed Book" as well as the "Guide to the Changing Breeds."
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Post by Destination Darkness on Jan 24, 2007 16:57:34 GMT -5
The Ananasi
The Ananasi are "were-spiders." Their name is drawn from the West African trickster/god Anansi (or possible the other way around). Originally servants of the Weaver, this race of shapeshifters was corrupted and coerced (through the imprisonment of their Queen, Ananasa) by the Wyrm into service for a considerable time. Though Ananasa was eventually freed and many Ananasi renouced the Wyrm, the Weaver did not forgive their lapse in loyalty. Thus, the Ananasi can broadly be divided into two groups: those who call themselves Ananasi and serve Gaia, and those who continue to serve the Wyrm, calling themselves Dahman (in the West) or Kumo (in the East). The Ananasi of the West have adopted a Triumvirate system within their race, each Ananasi has their Triumvirate aspect chosen for them. Therefore, an Ananasi is ether Tenere (followers of the Weaver), Hatar (followers of the Wyrm), or Kumoti (followers of the Wyld). Additionally, each Trimuvirate party has an Aspect in which they follow - Myrmidon (Warrior), Viskr (Wizard), or Wyrsta (Questioner). The Ananasi differ from the other Changing Breeds in that they do not have Rage, but instead use blood to fuel many of their gifts. The Ananasi are capable of acquiring a number of spider-like abilities such as multiple eyes, multiple limbs, venom, webs, as well as certain psychic abilities. Futhermore, they are the only Changing Breed whose animal form is not a single animal; Ananasi instead have "Crawlerling" form, which is a swarm of spiders. Their other two forms are Lilian and Pithus, a man-spider and a giant spider, respectively.
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Post by Destination Darkness on Jan 24, 2007 16:58:03 GMT -5
The Bastet
The Bastet (named for the Egyptian deity of the same name) are "were-cats." Servants of Gaia, their society is divided into tribes in much the same way as the Garou Nation, but these divisions exist solely along lines of heritage, and are not influenced by auspice. They don't form packs, seldom groups, where each members individuality is respected. Being very secretive many Bastet are not proud fighters, but mere protectors of their territory. The Nine Tribes of the Bastet now number only eight, with one of their tribes apparently extinct. Another has gone into extended hiding and are believed to be extinct.
Tribes: - Bagheera: Panthers, this tribe is wise and even-tempered, protecting India and North Africa. - Balam: Jaguars, this tribe is savagely violent, protecting Central and South America. - Bubasti: Holy Cats of Ancient Egypt, this tribe is the most secretive and most magically powerful. They exist in a self-imposed exile, though it is unclear what (if anything) they are hiding from. - Ceilican: White Lions of the Fae, this tribe is now extinct, however, among the Bastet they are rumoured still to to exist, breeding with normal house-cats. - Khan: Tigers, this tribe is the most physically powerful and protects India and parts of Asia. - Khara: Sabertoothed tigers, this tribe is extinct since ages. They do not, however, count to Nine Tribes of the Bastet. - Pumonca: Cougars, this tribe is highly adaptable and protects the southern and southwestern United States. - Simba: Lions, this tribe is the defacto leader of the Nine Tribes, and protects western Africa. - Swara: Cheetahs, this tribe is the fastest of the Bastet, and protects central Africa. They're in constant battle with the Simba. - Qualmi: Lynx, this tribe has a strong grasp on practical magic and riddle games, and protects the northern United States and Canada.
Pryio:
Where as a Garou has an auspice, a Bastet has a Pryio. It’s said that a cat has three faces: The face they show the world as a whole, the cat-face they share with other Folk and trusted allies, and finally the truest face, the Pryio, which is something werecats keep for themselves. But these facets are not always necessarily different. A cat may very well reveal it’s true nature at all times and hide nothing at all. But the opposite may also be true. There are few folk more mystifying, elusive and mysterious than the Bastet.
The Pryio is said to have been one of the blessings of Seline, and reflects her capricious ways through her favorite children. Unlike the Garou, who were assigned auspice roles among their packs, the cats were free to change their natures as well as their minds. To safeguard this right, Seline gave them a hidden nature, which would show itself in their pursuits but remain a secret if they wished.
Unlike a werewolf's auspice, the Pryio is more of a polite suggestion than a destiny. Although it's often determined by the time of day in which the werecat achieved her First Change, the Pryio can and does alter, sometimes radically. The Ceilican have a legacy of shifting Pryios that borders on multiple personalities disorder. The three faces of Rucksack Mary show the difference that a Pryio can make; Mary herself has Daylight affinity, Maria Caliper favors Twilight and Maureen Jones tends toward a Night disposition. Each persona is part of the same Bastet but each has a difference that transcends her Nature or Demeanor.
Daylight
Daylight cats are open-handed, often friendly and direct. They mean what they say and if the situation warrants battle they'll take you down face-to-face. Such Folk tend to become diplomats, warriors, lawgivers and protectors. Like the sunlight, they nurture talent and children alike, making them good teachers or parents. In the wild, they hunt for their friends, kill trespassers or explore the land. A Bastet aligned to Daylight see the world with clear vision and a welcoming heart.
If you are a Daylight cat, you might regain Willpower when you face a serious challenge head-on and win through courage or good nature.
Twilight
In Twlight, shadows come, obscuring the obvious and turning it to muted shades. The cat who tends toward Twilight has skills for mysteries and a half-sight that stimulates her search for magic. Things are never cut-and-dry for her, but can be seen and argued from either side. Twilight Bastet are often detectives, lawyers, spies and mystics' they search for hidden meanings and keep their feelings reserved. Conversely, they may be romantics, reporters, artists and thrill-seekers whose passions cut through the shadow and play both night and day with abandon. Wild cats with this tendency spend lots of time around the world of man, or spy on other animals to find out what makes them tick.
If you favor the Twilight, you may regain Willpower by uncovering a mystery, decoding a puzzle or creating some complex, expressive work of art.
Night
Like the Dark Father Cahlash, the favor of the Night indicates a sinister or hidden nature. Most Bastet with this Pryio tend to withdraw from others, concentrating on their own business unless interrupted. Although they might not be actively malignant, they have short tempers and quiet ways, and fiercely guard their privacy. Night Bastet prefer occupations such as assassin, scholar, scientist and dark mystic. In the wilderness, the Night cats are hidden hunters and man-eaters, with nasty dispositions and an eerie reputations. These are the cats whose deeds are told around campfires for years to come.
If you've got a disposition toward the Night, activities that cause others discomfort, reinforce your private space or protect some valuable secret from outsiders can refresh your Willpower.
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Post by Destination Darkness on Jan 24, 2007 17:00:14 GMT -5
The Corax
The Corax are "were-ravens," and are among the least physically powerful of the Changing breeds. Despite this, they make up for their lack of brute strength with experience, secrets, cunning, and trickery. The Corax have a strong tie to the Umbra, using it to travel quickly from place to place. Unlike many denizens of the World of Darkness, the Corax have shown remarkable resistance to the corruptions of the Wyrm, the machinations of the Weaver and the madness of the Wyld, and reliably work to protect Gaia. They have neither tribes not auspices, though they do form loose groups tied by a common purpose.
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Post by Destination Darkness on Jan 24, 2007 17:09:58 GMT -5
The Gurahl
The Gurahl are "were-bears," and are tied to Gaia to an extent experienced by none of the other Changing Breeds. Gurahl cannot easily pass into the Umbra, and must learn a special rite to do so. Also, while Gurahl possess auspices, theirs is based on age and maturity. As a Gurahl ages, its auspice advances in the following order: Ragabash, Ahroun, Galliard, Philodox, and finally Theurge. The four Gurahl tribes roughly conform to the ecosystem they have chosen to protect, and are the Forest Walkers, Ice Stalkers, Mountain Guardians, and River Keepers.
Breeds:
Unlike some of the other Changing breeds, Gurahl only have two forms. Homid, and Ursine. Gurahl chose their mates through a special rite. Because of this, metis simply do not exist. If two Gurahl do happen to mate, the result is either no pregnancy, or a stillbirth.
Homid: Many human born Gurahl are born into tribal societies. Others grow up in urban surroundings. Beginning Rage: 3 Beginning Gnosis: 4 Starting Gifts: Persuasion, Ursa'a Light
Ursine: Most Gurahl are born from bear parents, unless the bears are endangers in an area. Once they take homid form, they tend to stay that way, from a curiosity of the human world. Should a Gurahl be born in a zoo, other Gurahl will set it free shortly after first Change. Beginning Rage: 4 Beginning Gnosis: 5 Starting Gifts: Heightened Senses, Voice of Woe
Forms: Like Garou and Bastet, Gurahl have five forms.
Homid: Human form Gurahl are just like normal humans. They might be abver average height and very muscular. Homid born Gurahl resemble their parents ethnic physiotype. Ursine born Gurahl retain the general pigmentation of their bear form, which is as varied as human skin. Their voice is rich in timbre. They tend to speak slowly and thoughtfully.
Arthren: The 'near man' form. Similar to Sokoto (Bastet) and Glabro (Garou). Resembles the 'wild man of the mountains'. Taller and broader than Homid form. Voices are gutteral and harsh, but can still speak normally.
Crinos: The war form. Induces Delirium. Somewhere between 10 and 16 feet in height, and can weigh up to a ton. Face is bear-like, claws are non-retractable, and up to nine inches on all four paws. Fur is denser, armor like in thickness. Can only speak in harsh monosyllables.
Bjornen: the 'near bear' form. Prehistoric Cave Bear. Taller and longer than modern bears, elongated claws, sharp fangs. Instinctual thinking, cannot speak human languages.
Ursus: Bear form. Look like modern, normal bears of their tribe. Can speak language of bears and limited Gurahl language. Tend to think like the bears.
Auspieces: The five auspices of the Gurahl are roughly similar to those of the Garou. However, the gurahl do not have one birth auspice, but instead migrate through the auspices during their lives. The speed at which this happens varies, and some Gurahl may take their whole lives to traverse the auspices, while others may rush through them all in a few years, eventually settling into that which is best suited to their needs. Also, Gurahl who pass from one auspice into the next retain access to the previous auspice's gifts, allowing them to learn not only the new ones, but the old ones as well.
Arcas: New Moon. Like the Garou Ragabash. Governs the Gurahl from first change through the Gallivant and time spent with the Buri-Jaan. It ends with her first battle after parting with the Buri-Jaan.
Uzmati: Full Moon. Like the Garou Ahroun. Solitary travels and warrior place. Some will remain in this stage for years, fighting battles for their land and against the Wyrm. Others will pass through only briefly. After taking a mate, or feeling the need to settle down, the Gurahl will pass to the next stage.
Kojubat: Gibbous Moon. Like Garou Galliard. Period of rememberance and learning. Gurahl will study the lore of their people, the history, songs and stories. If they have not already begun their Lifework, this is when they do so. Highly respected time of life.
Kieh: Cresent Moon. Like the Garou Theurge. Time of reflexing and inward sight. Time of mysticism, learning and performing rites, and expanding gifts. Many in this auspice become Buri-Jaan.
Rishi: Half Moon. Like the Garou Philodox. The last phase of the moon in the Gurahl's progression. Have a large base of knowledge and experience for other to come to for guidance. They Judge disputes, keep the peace, mediate...
Tribes: Forest Walkers- Home territories in Northa American woodlands, extending into Mexico and the South American rainforests, even into the African jungles. Their kinfolk consist mostly of black bears in ursine, and largely Native American stock in Homid. Recently they have extended homid kinfolk to include Hispanics, African Americans, and some Europeans. They tend to gather in small groups for support, and regularly attend powwows and gatherings.They are eager to learn, indepentantly minded, and revere their elders and cooperate with each other. Appearance wise, the Ursine resemble their bear stock, and homids tend to be smaller and stockier that others, but resemble their homid parent ethnic type.
Ice Stalkers- Home territories in Alaska, Northern Canada, Russia. Some in southern Canada and Scandinavia. Most ursine kinfolk are polar pears, with a few brown or grizzly. Human kin come from teh Aleut and Inuit, as well as some northern folk. More Ice Stalkers come from Ursine than Homid. They are highly inquisitive, impulsince, curious, humourous, and playful. Gather in semi-permanat family groups and attend and hold more gatherings than any other tribe.
Mountain Guardians- Home territories are national parks and preserves, in Northa American and Canadian Rockies. Some will travel to other areas to make contact with other tribes of Gurahl. Ursine Kin are mostly grizzly, with a touch of polar or speckled bears. Human kin mostly Native Americans, but have started including Hispanic, Asian, Afrian American and some European. Mostly solitary, group for gatherings. Human Gurahl look like their parental ethnic group, but tend to be very tall and muscular. Most Ursine look like their bear parent, mostly grizzly.
River Keepers- an unknown tribe of unknown capabilities.
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Post by Destination Darkness on Jan 24, 2007 17:10:52 GMT -5
The Mokole
The Mokolé are, in principle, "were-alligators," though the broader classification of "were-lizards" may be more appropriate. They are the oldest of the Changing Breeds, and are driven by an intense racial memory of their ancestors, the Dinosaur Kings. Through the practice of Mnesis, the Mokolé are able to tap into this ancestral memory directly, remembering events ranging from the recent past to millions of years ago. Their ancestral memory is also the source of an intense coming-of-age dream-quest that determines their "true shape"; failure results in death. Metis children always fail this test, having no true form to begin with.
The Moloké revere the sun, and have always warred with the Garou (who worsip the moon). In a manner similar to Garou auspice, the Mokolé reccognize seven attitudes that the sun can adopt, imbuing those born during that attitude with their destiny in life. The attitudes are:
The Rising Sun: Called "Strikes," these Mokolé are fast-acting skirmishers. The Noonday Sun: Called "The Shadowless," these Mokolé are warriors against the forces of the Wyrm and of darkness (such as Kindred). The Setting Sun: Called "Wards," these Mokolé are stalwart defenders. The Shrouded Sun: Called "The Concealed," these Mokolé are stealthy and cunning. The Midnight Sun: Called "The Shining," these Mokolé are storytellers, judges, and keepers of ancestral memory. The Decorated Sun: Called "The Followed," these Mokolé are matchmakers, responsible for directing the reproduction of their race. The Solar Eclipse: Called "The Crowned," these very rare Mokolé are the unquestioned leaders of their people.
The Zhong Lung, "were-dragons" of Asia, are also Mokolé in principle, but draw from a very different pool of racial memories. These beings, at some point, split off from the Mokolé line and became creatures of myth, attuned to the changing of the seasons rather than the phases of the sun. Rather than tracking the ancestral memory of lizards, the Zhong Lung have become the keepers of the mythical memory for the entirety of the Middle Kingdom (as the shen, or supernaturals, refer to Asia). Their four attitudes are:
Nam Hsia: Dragons of Summer, they fulfill a role similar to the Philodox auspice. Pei Tung: Dragons of Winter, they fulfill a role similar to the Ragabash auspice. Sai Chau: Dragons of Autumn, they fulfill a role similar to the Theurge auspice. Tung Chun: Dragons of Spring, they fulfill a role similar to the Ahroun auspice.
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Post by Destination Darkness on Jan 24, 2007 17:13:52 GMT -5
The Nuwisha
Of all the Changing Breeds, it is the Nuwisha, or "were-coyotes," who have the strongest tie to the Umbra. They are tricksters, troublemakers, and jesters. Nuwisha are the teachers of the Changing Breeds, who prefer to instruct their students through jokes, pointing out flaws, and hiding lessons in riddles. They value quick thinking over prowess in battle, and will often go out of their way to knock chips off shoulders and deflate overblown pride. Nuwisha themselves are not terrible foes in a fair fight, but the point is that a good Nuwisha will never fight fair. And if the Nuwisha is allowed to determine the sort of battle it will be, they almost never lose. Even if they do lose, well, it all makes for a good story that will probably make people laugh.
Though once loyal to the moon in the same way as the Garou, they apparently perpetuated some prank against Luna so reprehensible that she turned her back on them entirely. As such, Nuwisha all represent the epitomy of the Ragabash auspice, having no Rage at all. Perhaps because of this, Delirium works differently with the Nuwisha. Rather than becoming terrified, mundane humans simply refuse to accept that a Nuwisha in "Manabozho" form (the equivalent of Crinos) exists, giving them a sort of invisibility. This is known as "The Trick." Their mastery of the Umbra and the weakness of their ties to instinct have caused many Nuwisha to largely abbandon Earth and fight for Gaia (in their own perverse way) entirely in the Umbra.
Breeds:
Nuwisha may be born to humans or coyotes. It is known that two Nuwisha can have children, who appear to be completely normal Kinfolk of either breed. If there ever was a Nuwisha metis, the story has been lost to the ages.
Homid
Human-born, these Nuwisha are trouble-makers throughout their lives. They are often charming in an incorrigible sense, but have a talent for finding exactly the wrong business to put their noses into. They used to be primarily Native American, but now can have almost any ethnic background.A Nuwisha tends to be good-looking and have a rangy build and bright eyes. There are as many homid as latrani Nuwisha, not so much out of a concerted effort as that's just how things seem to work out.
The Nuwisha rarely has any clue what they are before their First Change, even if they are raised by Kin or their actual coyote parents. This is because the Nuwisha think it's useful (and funny) to see how the child will react the first time he grows ears, a tail, and has to run on all fours. Most Nuwisha tend to be shocked and then delighted at the transformation, but a few cannot handle the change and will try to run away. Sometimes they're even allowed to go.
Breed Abilities: Dodge, Endurance. Initial Gnosis: 1. Beginning Gifts: Master of Fire, Persuasion, Smell of Man.
Latrani
Coyote pups are cute and curious, and their number-one danger to overcome while growing up is themselves. They tend to be given a lot of room to run and explore, because their parents know that whatever trouble they're getting into now will be nothing like what they'll face when they're older. Latrani Nuwisha learn the ins and outs of survival fairly quickly, and are consummate thieves from a young age. When they First Change, they are often very happy at the ability to open doors with their hands and to sneak through windows without a loud ruckus.
The latrani adapt quickly to human societies after their change, since they have usually spent their lives living in humanity's shadow. They are often more wild and open to their instincts than the homid breed, but that is usually only visible in that their jokes tend to be more crude and blatant.
There are large numbers of coyotes in the Americas, and a few have cropped up in Asia, Europe and parts of Australia.
Breed Abilities: Awareness, Endurance. Initial Gnosis: 5 Beginning Gifts: Hare's Leap, Heightened Senses, Speed of Thought. Restricted Abilities: Beginning latrani characters do not have the benefit of years of school and training in human society. There are several Abilities they may not have at character creation, although they may learn these with experience points during play. These Abilities are: Academics, Business, Computers, Crafts, Drive, Engineering, Firearms, Linguistics, Science
Forms: Nuwisha can naturally shift between homid and latrani forms, and three in-between forms including the swift manabozho battle-form. The Nuwisha is lucky enough to be able to shift forms even without Rage, although if he runs out of Gnosis he will have to return to breed form. When a Nuwisha shapeshifts, he must pass from his current form through every intermediate form into his desired shape.
Shapeshifting will probably destroy clothes and various pieces of equipment strapped to his body, unless these items are enchanted with Prime magics, are Fetishes or Talens, or have been dedicated to him with the Rite of Talisman Dedication or Rite of Adaptation. These objects are not available in other forms unless that is part of their specific enchantment or they were made to fit a specific form (for example, a piece of armor made to fit a manabozho Nuwisha, which may blend into his homid or latrani forms). In general, soft items (such as clothes or which are made to expand and contract) will shift one form from its default size. Hard items (such as armor or metal weapons) will either meld into the Nuwisha's body, be destroyed, or simply be unusable.
Homid: The natural form for homid breed, this looks like an ordinary human.
Tsitsu: Roughly 10 centimeters (4 inches) taller and 10 kilograms (22 pounds) heavier than a homid form, the tsitsu near-man form looks fairly human. A tsitsu has more hair, longer and thicker nails, and a deeper voice, but otherwise is unremarkable. (Adjustments: Strength +1, Dexterity +1, Stamina +2, Manipulation -1.)
Manabozho: While the Nuwisha would never refer to it as a "war form," the manobozho is useful for combat and getting out of rough situations. Adding about .75 meters (2.5 feet) in height and with about 250% of homid mass, the manabozho form is strong, tough, and very quick. The manabozho is furred, with a canine head and tail, but with very dextrous hands and the ability to speak, even though his voice is very deep and gravelly. Many Garou are willing to accept the manabozho as a small crinos, a fact which the Nuwisha are happy to exploit. The resemblance to a Garou does mean that the manabozho form will inspire Delirium in witnesses, although they act as if their Willpower scores are +2. (Adjustments: Strength +2, Dexterity +3, Stamina +3, Manipulation -2, Appearance 0.)
Sendeh: The near-coyote form, which resembles a rather large red wolf. The Nuwisha cannot speak in this form, but can make a variety of human-like sounds. The sendeh can grasp and use large objects, although his paws are too bulky to manipulate guns or small tools. (Adjustments: Strength +2, Dexterity +3, Stamina +3, Manipulation -3.)
Latrani: A coyote, which stands from .6 to .8 meters (just under 2 to 2.5 feet) tall and weighs about 9-22 kilograms (20-50 pounds). The coyote has a thick bushy tail and pointed ears and nose. Even when healthy, a coyote can look lean and underfed. Most people in North America has seen a coyote and may have never known it. (Adjustments: Dexterity +3, Stamina +2, Manipulation -3.)
Auspices and Tribes: Nuwisha are basically a pack of Ragabash. Luna, the sister to Gaia, gave several gifts to the Changing Breeds, including their Rage and their various roles. The Nuwisha, typically, got distracted with something else and missed out on the gift-giving. Luna did eventually forgive Coyote this slight, and while she didn't give the Nuwisha all that she'd given the others, she did make certain to bless one Auspice for the entire people. The Nuwisha honor Luna in all her phases, but they know their true nature; when Luna is not visible in the sky. All Nuwisha are of the Ragabash Auspice. They can and do slip into Garou society serving this role, since of course they're as Ragabash as any Garou can hope to be. In fact, the Nuwisha believe Garou Ragabash are trying to be like their coyote cousins, and for that the Nuwisha consider the Auspice the best of the lot.
Nuwisha have no tribes. All are siblings. Some may have the Merit: Tribal Mimicry. This allows you to learn Gifts of that Tribe at normal (in-Tribe) cost, and provides the same advantages and drawbacks as Garou. This Merit is limited to the Tribes: Bone Gnawers, Fianna, Glass Walkers, Silent Striders, Stargazers, Uktena.
Gifts: Nuwisha are Ragabash in all respects, and can learn the same Gifts as the Garou — indeed, they claim to have taught the Garou all the Ragabash Gifts in the first place. Nuwisha can also pick up Bone Gnawer, Glass Walker, Silent Strider and Uktena Gifts, at least up to Rank 3.
Rage: Nuwisha have no Rage. Coyote never asked for the favor from Luna, or maybe the few Nuwisha around when Luna gave Rage to the others all had something else to do that day. There are a lot of stories about why the coyotes are Rage-free, but they all come down to this: Nuwisha just deal with normal human tempers, not the roiling violence of Gaia. This makes them unable to spend Rage for extra actions or any other benefit, but also means they cannot frenzy and they have no special vulnerability to silver.
Trickster's Laws of the Nuwisha: This is it. Please note there is no nuwisha shall not mate with nuwisha. Of course such a breeding has never happened, and if it has...it was never noticed.
- Let Fools Die a Fool's Death - Teach Those Who Need Teaching a Proper Lesson - Always Prank the Wyrm - Be Subtle (in relation to the veil and not allowing werewolves to really know just who/what you truely are). - Respect Luna - Think, Then Act
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Post by Destination Darkness on Jan 24, 2007 17:14:20 GMT -5
The Ratkin
Though the Ratkin (or "were-rats") were once charged with shepherding humanity's urban masses (culling them quietly by eating their grain and spreading disease), their role was supplanted during the Impergium, a blow they never fully recovered from. With the onset of urban sprawl's explosive growth, however, Ratkin are once again in ascendance. The most brutal and ruthless of Gaia's warriors, Ratkin are pragmatists (a side effect of living almost entirely within and beneath cities), though they have made peace with the Garou, they still largely distrust them and by-and-large work in isolation from other shapechangers. Four traditional aspects and four freak aspects dictate a Ratkin's place in society. They are
Traditional Aspects -Knife Skulkers: The ritualists, mediators, and assassins of the Ratkin. -Shadow Seers: The totemic shamans and spiritualists of the Ratkin. -Tunnel Runners: The scouts, messengers, and spies of the Ratkin. -Warriors: The defenders and guerilla fighters of the Ratkin.
Freak Aspects -Engineers: The tinkerers, builders, and monkeywrenchers of the Ratkin. -Munchmausen: The storytellers, swashbucklers, and madness of the Ratkin. -Plague Lords: The masters and tamer of disease among the Ratkin. -Twitchers: The demolitionists, firebugs, and arsonists of the Ratkin.
In addition, the Ratkin have nine plagues, the Ratkin term for tribe, that divide their race along territorial lines. They are:
-The Borrachon Wererats: Based in South America -De La Poer's Disciples: Based in Antarctica -The Gamine: Based in Europe -The Horde: Based in Eurasia -The Nezumi: Based in Japan -The Ratkin Ronin: Not based in any terrestrial region, instead associated with seafaring and the oceans. -The Rat Race: Based in North America -Rattus Typhus: Based in Africa -Thuggees: Based in East Asia
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Post by Destination Darkness on Jan 24, 2007 17:14:48 GMT -5
The Rokea
The Rokea or "were-sharks" are the unquestioned rulers under the waves. They have no Kinfolk among humans, and exist entirely among their bestial relations (a reverse of the Hakken situation). As a result, theirs is the simplest and most brutal of societies among the Changing Breeds. Rokea see everything in relation to Sea, their Gaia equivalent, who commands them only to survive, and have had little to no contact with Unsea (i.e. dry land) until very recently. Rokea have three auspices (though only Homids use the term), based on their complex interpretation of the sun and lunar cycle in Oversea (the sky). These are:
-Brightwater (born during full moon, or during the day): fairly common; fierce warriors. -Dimwater (born while the moon is changing, during twilight or when the sun is obscured): the majority of Rokea; without a clear role, though they aren't territorial like other auspices and often enjoy travelling the world's oceans. -Darkwater (born during the new moon or an eclipse): the rarest of all Rokea; innovators and mystics.
Rokea don't have tribes, but come from many different species of shark. Some of the most common species, with their Rokea names, are:
-Karkha (great white sharks) -Spynha (hammerhead sharks) -Lexcha (bull sharks) -Ixya (mako sharks) -Galchurva (tiger sharks) -Rhinkha (whale sharks) -Kanika (dogfish)
A separate branch of the Rokea has broken away from this bestial tradition, under the guidance of the Zhong Lung (see Moloké above) and a Darkwater named Mizuchi. These Same-Bito have successfully developed a population of human Kinfolk and have different auspices: the Karui (warriors), the Koshuku (travellers), and the Irono (tricksters). They are also the only Rokea to breed with goblin sharks. Same-Bito are seen as traitors by most traditional Rokea.
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Post by Destination Darkness on Jan 24, 2007 18:57:46 GMT -5
The Kitsune
The Kitsune are "were-foxes," individualistic beings driven by insatiable curiosity. While the Bastet hoard ancient secrets and the Corax gather secrets of a more modern nature, the Kitsune are especially curious about magic in all its various forms. Their society is divided into four Paths, schools of thought aligned along elemental lines and correspond roughly to the auspices of other Changing Breeds in their functions. Unlike most elemental distinctions, Kitsune paths relate not to the four classic elements, but their combinations. They are:
Doshi: The path of Lightning (Air + Fire), these Kitsune focus most heavily on magic and the spirit world. Eji: The path of Lava (Earth + Fire), these Kitsune are warriors and cavaliers. Gukutsushi: The path of Fog (Air + Water), these Kitsune are masters of illusion, the mind, and dreams. Kataribe: The path of Clay (Earth + Water), these Kitsune are storytellers and lorekeepers.
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Post by Destination Darkness on Jan 24, 2007 18:59:49 GMT -5
The Nagah
"Were-Snakes" that originated in India. Most all of the other changing breeds believe them to be dead, but they are very much alive. Serving as the "Judges of Gaia," the Nagah fill both the role of silent and hidden judges and executioners for the Changing Breeds, assassinating those who defile Gaia's will and break their sacred Litanies.
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Post by Destination Darkness on Jan 24, 2007 19:09:19 GMT -5
The Skylos
The Skylos, or "were-dogs" as most humans would call them, aren't really a true species but more like a situation. Rather than simply being born, they are created through a series of highly organized accidents and pit falls, often times involving a Bone Gnawer. The same way garou can breed with wolves, they can breed with their closest kin: the domestic canine, though the canine must be large enough to carry a Garou cub in its womb. Most commonly, it is not a dog that is bred into the garou line but a dog-wolf hybrid, usually posing as a wolf or a husky that looks wolf enough to be mistaken for its wild kin. In this manner, Garou bloodlines are "polluted" as the more proper Garou put it and all descendants of that line are considered Skylos.
Skylos don't necessarily look like dogs, despite their title, though many Skylos take pride in what they are and often continue breeding with domestic canines, many are simply Garou with a tainted lineage that don't even bare a resemblance to any domestic canine, most don't even know they are Skylos until another Garou points it out (Skylos have a notoriously harsh scent, one that smells almost manufactured like a permanent marker), at which point it is often kept a secret. Red Talons and Silver fangs are notorious for hunting and slaughtering Skylos as they cross paths in an attempt to rid Gaia of such atrocities, defending their actions by claiming the Skylos are proof of the Weaver's influence in Gaia's strongest defenses, influence that must be stopped.
As such, The Skylos are few and far in between, very rare if noticeable at all. Pure Skylos, the ones that appear most like domestic dogs, are forced into hiding to avoid their own imminent destruction... hiding they do quite well. Most of the Ancient Garou believe them to be dead and simply ignore their existence, with the exception of the Bone Gnawers and Glass Walkers who often work well with and even respect the Skylos. They are just Garou with floppy ears and spotted tails, and should be treated as any other member of Gaia's defense system. They follow the Garou litany, form septs and packs within themselves and even have make-shift caerns in the darkness of abandoned subway tunnels and the basements of office buildings. They try so hard to be Garou but simply... aren't...
Forms:
Homid- like the Garou, it is the standard human form. Kyo- equivalent to the Garou glabro, it is mostly human, often with dog ears and a tail Crinos- same as Garou, half man, half beast war form Indo- equivalent to the Garou hispo, a big hulking dog often bigger than a great dane, muscular and prone to drooling Canid- same as Garou lupus, fully feral form usually appears like a normal wolf or dog
Grefs: Though they follow most other aspects of Garou life style, one thing the Skylos have abandoned is the idea of "Breeds". If a shifter is Garou enough to have an auspice, then he/she should be considered Garou, not a Skylos. Instead, they have Grefs, which are like breeds only instead of going by the judgment of who your parents were, it categorizes Skylos by how much they appear to be a domestic dog.
Pure- 90% or more Gifted- more than 50% Touched- more than 15% Graced- less than 15% Abandoned- 0%, often considered normal Garou, though they still have the strange scent of the Skylos and are usually rejected by Garou as well
Gifts: The Skylos, having been forced into the deepest darkest reaches of the planet, have developed a few new gifts of their own, gifts only they may possess.
Ape Speak (level 2)- Allows the Skylos in question to speak human language, no matter what form they have taken. This includes crinos, indo and canid.
Cancel Rage (level 5)- Allows Skylos in question to stop an on-coming fit of rage if it is noticed early enough, quite handy when growing agitated at a populated public event.
Wind of Steel (level 3)- Allows Skylos in question to pick up minute vibrations in a nearby inanimate object by merely listening to it. The vibrations are picked up by the ear and recognized in the brain, forming a sort of mental picture of any situation near to the object. So, for example, a Skylos can press her ear up to a subway train and gain a mental image of who's inside and what they are saying. It's like ultimate eves-dropping.
Create Alley (level 4)- Allows the Skylos to momentarily create an entry way into any sort of open space through any other solid object, such as a wall or floor. Useful when escaping an enemy behind you but be aware that the entrance left behind will remain there for about 30 seconds and can be used by anyone who notices it before it closes.
Aside from these gifts, the Skylos may use/obtain any of the Garou gifts as if they were one level lower in difficulty, meaning beginner Skylos have access to both level one and level two Garou gifts. However, unlike Garou, they don't get any gifts to start out with. All gifts must be learned.
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Post by Destination Darkness on Feb 1, 2007 18:27:00 GMT -5
Also allowed:
Vampires Mages Spirits Elementals Feral wolves Feral dogs and cats Possessed objects Feral animals of any sort Unicorns Centaurs
and, of course, Humans!
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