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* LIMITED: Rokea (approved on a case-by-case basis, must be able to function on land and in groups).   
* LIMITED: Rokea (approved on a case-by-case basis, must be able to function on land and in groups).   
<br>
<br>
<div class="mw-customtoggle-ajaba" style="cursor:pointer; color:cornflowerblue">[+/-] Ajaba Character Creation</div>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-ajaba">
== Ajaba Character Creation ==
=== Step 1: Concept ===
* What is your character’s '''background, personality, and motivation'''?
* How did they experience their '''First Change'''?
* What is their '''relationship with their pride, pack, and kinfolk'''?
* How do they '''view their struggle and the war against the Wyrm''' (duty, vengeance, or something else)?
=== Step 2: Choose Breed (Determines Gnosis & Special Traits) ===
Each '''Breed''' determines '''Gnosis, instincts, and social experience'''.
{| class="wikitable"
! Breed !! Description !! Starting Gnosis !! Beginning Gifts
|-
| '''Homid''' || Historically, most homid Ajaba were of native Central and Southern African descent. As Europeans pressed south onto the continent, however, they were also incorporated into the werehyenas’ breeding pool, creating a broad spectrum of racial representation. That diversity has increased even further since the Ajaba were driven out of their native homelands. Desperate to renew their numbers, the Breed feels a stronger imperative than ever before to ensure their next generation is a populous one. || '''1''' || Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
|-
| '''Metis''' || Matings between two Ajaba are also exceptionally fertile, and when conception occurs between two werehyenas, it always results in a metis offspring. The race has never shared the usual Changing Breed view of metis, however, and the current crisis only makes them more accepted. Now more than ever, metis Ajaba tend to be fully accepted as members of the tribe. || '''3''' || Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
|-
| '''Hyaenid''' || While there are several species of hyena, only one the spotted hyena is the traditional Kinfolk of the Ajaba. Despite having a reputation as foul scavengers, spotted hyenas hunt up to 95% of the food they eat, and other “predators” of the region (such as lions) often attempt to steal their kills.  || '''5''' || Hare’s Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey
|}
=== Step 3: Choose Aspect (Determines Rage & Starting Renown) ===
Your '''Aspect''' defines your '''role in Ajaba society'''.
{| class="wikitable"
! Aspect !! Role !! Rage !! Gnosis !! Starting Gifts
|-
| '''Dawn''' || Dawn Ajaba are filled with fury and Rage, eager to fight with their foes or to prove their dominance over their own kind. They are feisty and combative, easily-offended and hyperactive, and have historically made strong pack-leaders — although they usually lack the control necessary to lead an entire clan.  || '''5''' || '''1''' || Beat of the Heart-Drum, Finishing Blow, Lightning Reflexes, Pack Tactics, Razor Claws
|-
| '''Midnight''' ||  Midnight Ajaba are balance made manifest. While their anger may not equal that of the Dawn aspect, nor their supernatural strength that of the Dusk, neither do they have particular weaknesses in either area.  Historically, males among the Ajaba frequently exhibited the Midnight aspect. This gave them a unique place in Ajaba society, as they were considered some of the most stable and balanced individuals of the Breed, despite their low social standing. The irony of this state of affairs was not lost on them. || '''2''' || '''5''' ||  Beast Speech, Burning the Vision, Mindspeak, Perfect Recall, Tears of the Heavens
|-
| '''Dusk''' || Dusk Ajaba turn their Rage inward, learning more subtle ways to fulfill their sacred duty. Dusk aspect werehyenas strike from the shadows, stalking their prey until they are most vulnerable. They know how to see beyond the obvious, ferreting out their target’s weaknesses and using them to full advantage, whether that be to cull the herd, or lead the clan. || '''4''' || '''3''' || Blur of the Milky Eye, Fatal Flaw, Open Seal, Scent of Running Water, Whispers in the Grass
|}
=== Step 4: Social Structure (Pride or Coalition) ===
Ajaba are organized into '''prides or coalitions''', defined geographically or culturally.
=== Step 5: Assign Attributes (7/5/3) ===
Distribute '''Attribute points''' across the three categories:
Specialties should be chosen for Attributes rated at 4 or higher.
* '''Physical:''' Strength (Brute Force), Dexterity (Quick Reflexes), Stamina (Endurance).
* '''Social:''' Charisma (Leadership), Manipulation (Subtlety), Appearance (Intimidation).
* '''Mental:''' Perception (Keen Eyesight), Intelligence (Analytical), Wits (Quick Thinking).
=== Step 6: Assign Abilities (13/9/5) ===
Distribute '''Ability points''' among '''Talents, Skills, and Knowledges'''.
'''No Ability may exceed 3 dots without spending Freebie Points.'''
Specialties should be chosen for Abilities rated at 4 or higher.
'''Crafts and Performance''' require a specialty even at one dot.
* '''Talents:''' Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).
* '''Skills:''' Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).
* '''Knowledges:''' Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).
=== Step 7: Choose Advantages ===
==== Backgrounds (Choose 5 Points) ====
Common choices include '''Allies, Contacts, Mentor, Resources, Totem'''.
==== Gifts (Choose 3) ====
- One from '''Breed'''.
- One from '''Aspect'''.
- One General Ajaba Gift.
==== Rage, Gnosis, Willpower ====
{| class="wikitable"
! Trait !! Value Based on Prior Choices
|-
| '''Renown''' || Determined by '''Aspect'''
|-
| '''Rage''' || Determined by '''Aspect'''
|-
| '''Gnosis''' || Determined by '''Breed'''
|-
| '''Willpower''' || Starts at '''3'''
|}
=== Step 8: Finishing Touches ===
- '''Merits & Flaws (Optional):''' 
Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.
- '''Freebie Points (Spend 15 to Customize Further):'''
{| class="wikitable"
! Trait !! Cost Per Point
|-
| '''Attribute''' || 5
|-
| '''Ability''' || 2
|-
| '''Background''' || 1
|-
| '''Gift''' || 7
|-
| '''Willpower''' || 1
|-
| '''Rage''' || 1
|-
| '''Gnosis''' || 2
|}
</div>


<div class="mw-customtoggle-creation" style="cursor:pointer; color:cornflowerblue">[+/-] Garou Character Creation</div>
<div class="mw-customtoggle-creation" style="cursor:pointer; color:cornflowerblue">[+/-] Garou Character Creation</div>
Line 210: Line 315:


=== Step 6: Assign Abilities (13/9/5) ===
=== Step 6: Assign Abilities (13/9/5) ===
Distribute '''Ability points''' among '''Talents, Skills, and Knowledges'''.
'''No Ability may exceed 3 dots without spending Freebie Points.''' Specialties should be chosen for Abilities rated at 4 or higher.


Examples:
Examples:
* '''Talents:''' Alertness, Brawl, Dodge.
 
* '''Skills:''' Crafts, Firearms, Stealth.
'''Talents:''' Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).
* '''Knowledges:''' Investigation, Rituals, Medicine.
 
'''Skills:''' Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).
 
'''Knowledges:''' Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).


=== Step 7: Choose Advantages ===
=== Step 7: Choose Advantages ===

Revision as of 06:03, 8 March 2025

History

Old Days The history of the Garou Nation in Houston is a compelling tale that intertwines the ancient lore of the werewolf tribes with the vibrant tapestry of Chicano history in Texas. The first Garou tribes to set paw in the Houston area were the Uktena, Shadow Lords, Red Talons, and Bone Gnawers. Each arrived centuries before European colonization, drawn by the land’s raw spiritual power and its ancient secrets.

The Uktena, with their profound connection to mystical energies, established hidden sanctuaries to protect the area's powerful leylines. The Shadow Lords saw Houston as a strategic point for exerting influence. The Red Talons, dedicated protectors of the wilderness, fiercely resisted human expansion, while the Bone Gnawers embedded themselves in the city’s growing communities.

The Chicano movement of the 20th century added a significant layer to the Garou Nation’s history. The Uktena found common cause in reclaiming and honoring indigenous heritage, while the Bone Gnawers formed alliances to address issues of poverty and marginalization.

The arrival of Get of Fenris, Fianna, and Silver Fangs later caused tribal rivalries to intensify. The Get of Fenris sought dominance, the Fianna brought cultural connections, and the Silver Fangs aimed to establish leadership.

World War II During World War II, the Shadow Lords, Uktena, and Bone Gnawers found themselves opposed by the Get of Fenris, Fianna, and Silver Fangs, who aligned with the Axis Powers in a struggle for dominance.

The Axis-aligned Garou factions saw the war as an opportunity to reshape the world order, while their rivals viewed fascism as a direct threat. Despite their resistance, the Shadow Lords and their allies lost, leading to decades of struggle to regain influence.

1950s - 1970s: The Rise of the Silver Fangs Following the war, the Silver Fangs capitalized on their new influence and founded the Sept of the Resonant Fury, solidifying their control over the region.

1980s: The Return of the Wendigo In the 1980s, the Wendigo returned to Texas, bringing an unnatural snowfall. Their reemergence marked a shift in the supernatural balance, though they chose isolation over political engagement.

Modern Nights: The Fall of the Sept of the Resonant Fury In recent years, the **Sept of the Resonant Fury fell**, leaving the Forest Caern as the last remaining shifter stronghold in Houston. Xochiquetzal, a guerilla fighter from South America, spearheaded a campaign to reclaim the Forest Caern, marking a turning point in Houston’s supernatural history.

However, the once-mighty spirit of the surrounding forest, an Elk, grew corrupt. The shifters, allied with mages, attempted to cleanse the spirit, but the mages ultimately destroyed it. This fractured an already uneasy alliance, driving a wedge between the factions. The now ailing forest attracted the attention of a lumber company, which began a culling.

But all was not lost—an allied moon spirit, aptly named Moon Moon, sacrificed herself to become the new spirit of the forest.

Sept Life

**Sept Organizational Chart**
Role Reports To Description Current Holder
Sept Alpha Gaia Highest-ranking Garou in the sept, has ultimate authority. Lunafreya
Battle Master Sept Alpha Leads battles and war parties. Namkhai
Master of the Rite Sept Alpha Oversees all rites and spiritual matters. (Name Here)
Warder Sept Alpha Manages sept security and leads guardians. (Name Here)
Keeper of the Land Sept Alpha Maintains the caern's physical and spiritual well-being. (Name Here)
Caller of the Wyld Sept Alpha Summons spirits and sets mood for moots. (Name Here)
Talesinger Sept Alpha Keeper of stories, lore, and songs. (Name Here)
Truthcatcher Sept Alpha Serves as the judge and enforces the Litany. (Name Here)
Den Mother/Father Sept Alpha Watches over and trains cubs. (Name Here)
Ritemaster Master of the Rite Assists with rituals and Umbral travel. (Name Here)
Guardians Warder Warriors who protect the sept. Various Guardians
Kinfolk Liaison Sept Alpha Ensures Kinfolk are supported and protected. (Name Here)
Gatekeeper Sept Alpha Oversees Moon Bridges and inter-sept travel. (Name Here)


  • New Arrivals - ....
  • The Khanate
  • The Septs
  • Leadership

Warg System

The Warg System in Rage Across the Amazon is a structured military hierarchy created by Golgol Fangs-First to organize Garou warriors in the war against Pentex. While it enforces discipline and tactical efficiency, it operates alongside the Sept structure, where the Sept Alpha remains the highest authority in non-military matters.

Structure of the Warg System

Basic War Unit: The Pack (~5 Garou)

  • Led by a Pack Leader.
  • Types of Packs:
    • War Pack – Standard combat unit.
    • Borzoi Pack – Scouts, named after the Russian wolfhound.
    • Guardian Pack – Defends caerns and key locations.

Warg (~15 Garou)

  • Comprised of three Packs.
  • Commanded by a Battlemaster.
  • Primary tactical unit, executing frontline orders.

Moon (~41 Garou)

  • Comprised of three Wargs.
  • Commanded by a War Leader.
  • Mid-sized war force responsible for broader strategic objectives.

Ward (~90 Garou)

  • Comprised of two Moons and a Caern.
  • Led by a War Chieftain.
  • The largest war force, capable of major assaults and territory defense.

Character Creation

Character Creation Rules

  • Garou Tribes: All except Croatan & White Howler
  • Ananasi: Tenere, Kumoti
  • Bastet: All but Bubasti
  • Other Fera: Corax, Gurahl, Kitsune, Mokole, Nuwisha, Ratkin, Rokea
  • Kinfolk: Must be Homid
  • Minimum Age: 18+
  • Restricted: No Hengeyokai allowed

Base XP

  • 18-20: 0 XP
  • 21-25: 25 XP
  • 26-30: 50 XP
  • 31+: 100 XP

Incentive XP

  • Bone Gnawers, Glass Walkers, Uktena
  • Older Kinfolk of all types
  • Members of the Juniper Cross Community
  • LIMITED: Rokea (approved on a case-by-case basis, must be able to function on land and in groups).


[+/-] Ajaba Character Creation

Ajaba Character Creation

Step 1: Concept

  • What is your character’s background, personality, and motivation?
  • How did they experience their First Change?
  • What is their relationship with their pride, pack, and kinfolk?
  • How do they view their struggle and the war against the Wyrm (duty, vengeance, or something else)?

Step 2: Choose Breed (Determines Gnosis & Special Traits)

Each Breed determines Gnosis, instincts, and social experience.

Breed Description Starting Gnosis Beginning Gifts
Homid Historically, most homid Ajaba were of native Central and Southern African descent. As Europeans pressed south onto the continent, however, they were also incorporated into the werehyenas’ breeding pool, creating a broad spectrum of racial representation. That diversity has increased even further since the Ajaba were driven out of their native homelands. Desperate to renew their numbers, the Breed feels a stronger imperative than ever before to ensure their next generation is a populous one. 1 Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
Metis Matings between two Ajaba are also exceptionally fertile, and when conception occurs between two werehyenas, it always results in a metis offspring. The race has never shared the usual Changing Breed view of metis, however, and the current crisis only makes them more accepted. Now more than ever, metis Ajaba tend to be fully accepted as members of the tribe. 3 Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
Hyaenid While there are several species of hyena, only one the spotted hyena is the traditional Kinfolk of the Ajaba. Despite having a reputation as foul scavengers, spotted hyenas hunt up to 95% of the food they eat, and other “predators” of the region (such as lions) often attempt to steal their kills. 5 Hare’s Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey

Step 3: Choose Aspect (Determines Rage & Starting Renown)

Your Aspect defines your role in Ajaba society.

Aspect Role Rage Gnosis Starting Gifts
Dawn Dawn Ajaba are filled with fury and Rage, eager to fight with their foes or to prove their dominance over their own kind. They are feisty and combative, easily-offended and hyperactive, and have historically made strong pack-leaders — although they usually lack the control necessary to lead an entire clan. 5 1 Beat of the Heart-Drum, Finishing Blow, Lightning Reflexes, Pack Tactics, Razor Claws
Midnight Midnight Ajaba are balance made manifest. While their anger may not equal that of the Dawn aspect, nor their supernatural strength that of the Dusk, neither do they have particular weaknesses in either area. Historically, males among the Ajaba frequently exhibited the Midnight aspect. This gave them a unique place in Ajaba society, as they were considered some of the most stable and balanced individuals of the Breed, despite their low social standing. The irony of this state of affairs was not lost on them. 2 5 Beast Speech, Burning the Vision, Mindspeak, Perfect Recall, Tears of the Heavens
Dusk Dusk Ajaba turn their Rage inward, learning more subtle ways to fulfill their sacred duty. Dusk aspect werehyenas strike from the shadows, stalking their prey until they are most vulnerable. They know how to see beyond the obvious, ferreting out their target’s weaknesses and using them to full advantage, whether that be to cull the herd, or lead the clan. 4 3 Blur of the Milky Eye, Fatal Flaw, Open Seal, Scent of Running Water, Whispers in the Grass

Step 4: Social Structure (Pride or Coalition)

Ajaba are organized into prides or coalitions, defined geographically or culturally.

Step 5: Assign Attributes (7/5/3)

Distribute Attribute points across the three categories:

Specialties should be chosen for Attributes rated at 4 or higher.

  • Physical: Strength (Brute Force), Dexterity (Quick Reflexes), Stamina (Endurance).
  • Social: Charisma (Leadership), Manipulation (Subtlety), Appearance (Intimidation).
  • Mental: Perception (Keen Eyesight), Intelligence (Analytical), Wits (Quick Thinking).

Step 6: Assign Abilities (13/9/5)

Distribute Ability points among Talents, Skills, and Knowledges.

No Ability may exceed 3 dots without spending Freebie Points. Specialties should be chosen for Abilities rated at 4 or higher. Crafts and Performance require a specialty even at one dot.

  • Talents: Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).
  • Skills: Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).
  • Knowledges: Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).

Step 7: Choose Advantages

Backgrounds (Choose 5 Points)

Common choices include Allies, Contacts, Mentor, Resources, Totem.

Gifts (Choose 3)

- One from Breed. - One from Aspect. - One General Ajaba Gift.

Rage, Gnosis, Willpower

Trait Value Based on Prior Choices
Renown Determined by Aspect
Rage Determined by Aspect
Gnosis Determined by Breed
Willpower Starts at 3

Step 8: Finishing Touches

- Merits & Flaws (Optional): Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.

- Freebie Points (Spend 15 to Customize Further):

Trait Cost Per Point
Attribute 5
Ability 2
Background 1
Gift 7
Willpower 1
Rage 1
Gnosis 2
[+/-] Garou Character Creation

Garou Character Creation

Step 1: Concept

  • What is your character’s background, personality, and motivation?
  • How did they experience their First Change?
  • What is their relationship with their pack, sept, and kinfolk?
  • How do they view the war against the Wyrm (duty, curse, or something else)?

Step 2: Choose Breed (Determines Gnosis & Special Traits)

Each Breed determines Gnosis, instincts, and social experience.

Breed Description Starting Gnosis Beginning Gifts
Homid Born human and raised by human parents, you were not aware of your heritage until you experienced your First Change — though you’ve felt the effects of Rage burning within you before that. It’s likely that you were completely unaware of the werewolves in your family tree. 1 Apecraft’s Blessings, City Running, Master of Fire, Persuasion, Smell of Man
Metis Your parents are both Garou. They broke the Litany in a moment of animal passion and you’re the twisted result. Raised in a sept among other werewolves, you know Garou culture better than most homids or lupus. Your parents’ crime left you malformed and sterile, a visible reminder of their crime. 🚫 Metis are highly discouraged. 3 Create Element, Primal Anger, Rat Head, Sense Wyrm, Shed
Lupus You were born a wolf and spent your first two years among wolves. Your First Change didn’t come until you were almost fully grown. You haven’t the sophistication or understanding of the human world of a homid, but your instincts and connection to the wild is much stronger. 5 Hare's Leap, Heightened Senses, Predator’s Arsenal, Prey Mind, Sense Prey

Step 3: Choose Auspice (Determines Rage & Starting Renown)

Your Auspice (moon phase at birth) defines your role in Garou society.

Auspice Moon Phase Rage Starting Renown Role Starting Gifts
Ragabash New Moon 1 3 Renown in any combination Trickster, rogue, scout. Blur of the Milky Eye, Liar’s Face, Open Seal, Scent of Running Water, Spider's Song
Theurge Crescent Moon 2 3 Wisdom Mystic, spirit worker, seer. Mother's Touch, Sense Wyrm, Spirit Binding, Spirit Speech, Umbral Tether
Philodox Half Moon 3 3 Honor Judge, mediator, enforcer of the Litany. Fangs of Judgment, Persuasion, Resist

Pain, Scent of the True Form, Truth of Gaia

Galliard Gibbous Moon 4 2 Glory, 1 Wisdom Lorekeeper, bard, morale-raiser. Beast Speech, Call of the Wyld,

Heightened Senses, Mindspeak, Perfect Recall

Ahroun Full Moon 5 2 Glory, 1 Honor Warrior, frontline fighter. Falling Touch, Inspiration, Pack Tactics, Razor Claws, Spur Claws

Step 4: Choose Tribe (Determines Willpower & Tribe Gift)

Your Tribe defines your cultural identity and starting Willpower.

Tribe Starting WP Description Starting Gifts
Black Furies 3 Defenders of the wild places and fierce warriors for their fellow women. Most Black Furies are female; the only males in their tribe are metis. Breath of the Wyld, Man's Skin, Heightened Senses, Sense Wyrm, Wyld Resurgence
Bone Gnawers 4 As the best-informed tribe, the Bone Gnawers are consummate spies. Members live in poverty and have a casual regard for Garou traditions. Cooking, Desperate Strength, Resist Toxin, Scent of Sweet Honey
Children of Gaia 4 The most moderate tribe, the Children of Gaia nurture what little the Wyrm has not corrupted and often speak out on humanity’s side. Brother’s Scent, Jam Weapon, Mercy, Mother's Touch, Resist Pain
Fianna 3 Originally of Celtic descent, the Fianna hold on to a lust for both celebration and battle, wherever they are in the world. Faerie Light, Hare's Leap, Persuasion, Resist Toxin, Two Tongues
Get of Fenris 3 Dedicated to the Wyrm’s destruction, the Get are savage and bloodthirsty warriors who take great pride in their Germanic and Scandinavian heritage. Lightning Reflexes, Master of Fire, Razor Claws, Resist Pain, Visage of Fenris
Glass Walkers 3 The ultimate urban predators, the Glass Walkers take the war against the Wyrm into the boardroom and the skyscraper—though other Garou do not trust them. Control Simple Machine, Diagnostics, Persuasion, Plug and Play, Trick Shot
Red Talons 3 Living in the deep wilderness, this tribe only allows lupus and some metis to join. They believe that the only way to beat the Wyrm is to exterminate humanity. Beast Speech, Eye of the Hunter, Hidden Killer, Scent of Running Water, Wolf at the Door
Shadow Lords 3 Cunning, deceptive, and domineering, the Shadow Lords have a burning drive to lead the whole Garou Nation. Aura of Confidence, Fatal Flaw, Seizing the Edge, Shadow Weaving, Whisper Catching
Silent Striders 3 Exiled from their homeland, the Silent Striders travel constantly. Many learn the secrets of the physical or spiritual world on their journeys. Silence, Speed of Thought, Visions of Duat
Silver Fangs 3 The hereditary rulers of the Garou Nation, their careful maintenance of royal blood has led to inbreeding and the taint of madness. Eye of the Falcon, Falcon's Grasp, Inspiration, Lambent Flame, Sense Wyrm
Stargazers 4 Ascetics who seek to master their own Rage, the Stargazers wander the world striking at the Wyrm wherever they find it. Balance, Channeling, Falling Touch, Iron Resolve, Sense Wyrm
Uktena 3 Mysterious and mystical, the Uktena are a tribe of outsiders charged with guarding the resting places of many powerful Banes, though this taints them by association. Sense Magic, Sense Wyrm, Shroud, Spirit of the Lizard, Spirit Speech
Wendigo 3 The only tribe made up of primarily Native American werewolves, the Wendigo are cold and insular, guarding their caerns against even other Garou. Beat of the Heart-Drum, Call the Breeze, Camouflage, Ice Echo, Resist Pain


Step 5: Assign Attributes (7/5/3)

Distribute Attribute points across the three categories:

  • Physical: Strength, Dexterity, Stamina.
  • Social: Charisma, Manipulation, Appearance.
  • Mental: Perception, Intelligence, Wits.

Step 6: Assign Abilities (13/9/5)

No Ability may exceed 3 dots without spending Freebie Points. Specialties should be chosen for Abilities rated at 4 or higher.

Examples:

Talents: Alertness (Ambush), Brawl (Grappling), Primal-Urge (Hunting).

Skills: Stealth (Silent Movement), Survival (Desert), Animal Ken (Hyenas).

Knowledges: Enigmas (Riddles), Occult (Spirit Lore), Rituals (Ancestor Worship).

Step 7: Choose Advantages

Backgrounds (Choose 5 Points)

  • Common choices include Allies, Resources, Mentor, Totem, and Contacts.

Gifts (Choose 3)

  • One from Breed.
  • One from Auspice.
  • One from Tribe.

Rage, Gnosis, Willpower

Trait Value Based on Prior Choices
Renown Determined by Auspice
Rage Determined by Auspice
Gnosis Determined by Breed
Willpower Determined by Tribe

Step 8: Finishing Touches

  • Merits & Flaws (Optional):
    • Characters may take ~10 points of merits, and up to 7 points of flaws for an additional 7 points of freebies.**
  • Freebie Points (Spend 15 to Customize Further):
Trait Cost Per Point
Attribute 5
Ability 2
Background 1
Gift 7
Willpower 1
Rage 1
Gnosis 2



Plots

Active Plots

Plot Page Synopsis
Werewolf/A Thousand Cuts

The Sam Houston National Forest is in a bad way. The spirit of the forest, a mighty Elk Spirit, became corrupted, and during the efforts to cleanse the once might spirit, it was instead destroyed. Leaving us with a seed, and a dying forest.

Unfortunately a dying forest means, logging and the H.T. Mills & Co. have begun marking the forest trees for culling.

Werewolf/Munchies Treasure Hunt

Moon Moon finds mysterious tunnels, and a secret stash of forgotten treasure. There's a mystery afoot, told in the pieces of treasure, who will solve the secrets of Munchie's Treasure Hunt?

Werewolf/The Juniper Cross Community

The Juniper Cross Community School was Founded in the 1920's, originally built by Black educators and community leaders determined to create a safe and empowering place for learning amidst segregation. Named after the resilient juniper tree, the school became more than an academic institution—it was a hub for activism, church meetings, and civil rights gatherings. Over the years, it weathered systemic neglect, while remaining a sanctuary diverse and underserved students to gain an education, befor ultimately closing in the late 1980s, it was partially shuttered, with many wings boarded up. However, the heart of the school remained, figuratively, alive through a host of community programs, such as providing free tutoring, meals on wheels to seniors, free breakfast and after school programs.

But there is a power here, fed through the Juniper Cross community that surrounds the school. The community that built the school with their own hands. The community that filled the school with educators. The community that nurtured their children's education and dreamms in that school.

The Juniper Community has fought a great many battles against much larger enemies, the loss of the school is a mighty blow, but don't count them out yet. For they have many allies both seen and unseen.

  • ST NOTE: Juniper Cross Community is a fictional community we have created for our game, but they represent underserved communities across the world that deal with the same very real issues. As such I want to make sure we are respectful of the material we will be using to tell this story of community and resilience. The rules are simple: We do not cause significant harm to the mortals of this community without an ST on board with the idea.
Werewolf/The Lost Ones

Plot Summary: Coming Soon! Similar to picking up your TV remote and flicking channels, you land upon a Crime Investigation documentary. It's nitty and gritty, and you may need to look away. But it does have those supernatural elements involved that so many love in delving deep into CREEPY PASTA Memes! If you love those, this story is for you. Investigation elements will be mad gore, but if that's not for you, then that's okay! There's plenty of Creepy Pasta for everyone. Get your claws sharpened, your boomsticks lock and loaded, and your horror screams practiced. This will be one wild ride!

Plot Level: Risk 2. The Wyrm gets creepy.

Previous Plot Pages There are no past plot pages

Moot Logs

Page Synopsis
2025-01-19 Shifter Moot A Shifter Moot to discuss the state of the spiritually struggling Forest, The state of the Hive in the City, and the search for a City Caern, introducing the spiritually charged (and closed) Juniper Cross Commmunity School. (1/19/1995)
2025-02-10 Grand Moot A Shifter Moot, opened by Mourning for Moon Moon's sacrifice. Further discussions: The state of the Forest, Foundation of the Khanate (2/10/1995)