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! Tribe !! Starting WP !! Description !! Starting Gifts
! 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
| '''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
| '''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
| '''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
| '''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''' || Ruthless warriors, survivalists, honor-driven. ||  
| '''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''' || Tech-savvy urban Garou, corporate infiltrators. ||  
| '''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''' || Feral Garou who despise humanity. ||  
| '''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''' || Power-hungry manipulators and schemers. ||  
| '''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''' || Nomadic messengers and seekers of lost wisdom. ||
| '''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''' || Noble leaders, aristocrats of Garou society. ||
| '''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''' || Philosophers, mystics, seekers of enlightenment. ||  
| '''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''' || Keepers of secrets, occultists, and mystics. ||  
| '''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''' || Indigenous warriors, spiritual protectors. ||
| '''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) ===
=== Step 5: Assign Attributes (7/5/3) ===

Revision as of 03:22, 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).


[+/-] Garou Character Creation

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)