Shifter

From retromux
Revision as of 00:24, 17 March 2025 by Meridian (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

History of Houston’s Gaian Community

Old Days – The First Shifters in Houston

  • The history of the Garou Nation in Houston is deeply intertwined with ancient supernatural forces and the struggles of marginalized communities.
  • The first Garou to arrive in the region were the Uktena, Shadow Lords, Red Talons, and Bone Gnawers, alongside various Fera drawn to the area’s raw spiritual energy and hidden secrets.
  • Pre-Colonization
    • The Uktena, with their profound connection to mystical energies, established hidden sanctuaries to safeguard Houston’s leylines and spiritual forces.
    • The Shadow Lords saw Houston as a political stronghold, using their influence to manipulate human leaders and supernatural power structures.
    • The Red Talons waged a relentless war against European settlers, fiercely opposing human expansion.
    • The Bone Gnawers, ever adaptable, began integrating into urban communities, embedding themselves among the working class.

1800s – Growth, Conflict, and the Founding of Juniper Cross

  • 1836 – Texas gains independence from Mexico, intensifying supernatural conflicts over land and influence.
  • 1861-1865 (American Civil War)
    • The war disrupts the region’s spiritual balance, forcing Garou and Fera into difficult choices, some defend the land, others retreat into secrecy.
    • Bone Gnawers and Some Fera become informants, spies, and smugglers, ensuring Kinfolk and supernatural refugees survive the war.
  • Late 1800s – Industrial Expansion and Supernatural Resistance
    • Houston’s rapid industrialization threatens natural forces, causing supernatural factions to take action.
    • Bone Gnawers align with labor movements, protecting Kinfolk and marginalized workers from exploitation.
    • Uktena and Red Talons attempt to resist urbanization, but their influence wanes as industry takes hold.
    • Pumonca and Qualmi act as saboteurs and misinformation agents to slow land development.
      • The Pumonca disrupt railroad expansion and industrial projects that threaten the region’s natural balance.
      • The Qualmi spread confusion and false claims, diverting developers away from key supernatural sites.
  • Late 1800s - Early 1900s – The Founding of Juniper Cross
    • Juniper Cross is founded as a working-class Black and Latino neighborhood, built by those excluded from wealthier Houston areas.
    • Many residents are Kinfolk, drawn by both affordability and a mysterious unseen force—possibly the remnants of a lost Caern.
    • Various Fera, including Bastet, Corax, and Ratkin, take interest in Juniper Cross, ensuring it remains a neutral haven from greater supernatural politics.

1900s – The Rise of Activism and Supernatural Tensions

  • 1919Juniper Cross Community School is built, marking the neighborhood’s commitment to education and self-sufficiency.
    • The Grand Library becomes a spiritual focal point, holding traces of an ancient power beneath its foundation.
  • 1920s - The Fight Against Oppression
    • The community fights against segregation and economic oppression, supported by mutual aid, supernatural allies, and growing activism.
  • 1940s (WWII Era) – Garou Alliances and the War’s Impact
    • The war exacerbates Garou factional tensions, leading to a split in supernatural alliances.
    • The Shadow Lords, Uktena, and Bone Gnawers align against the rising fascist ideologies of the Axis Powers, seeing them as a threat to balance and justice.
    • The Get of Fenris, Fianna, and Silver Fangs take a different approach, viewing the war as an opportunity to assert dominance.
    • Despite their efforts, the Shadow Lords’ coalition loses influence, marking a shift in Houston’s supernatural power dynamics.
  • Mid-1940s – The Felling of the Juniper Tree
    • The Juniper Tree in the school courtyard is mysteriously cut down overnight, widely seen as a warning against activism which had seen a surge with the return of Black, Latino, and Native American Soldiers from the war.
    • The community responds by repurposing the wood into the massive round Juniper Table, placed in the Grand Library, cementing it as a symbol of resilience and the future Heart of the Caern.
  • 1950s-1970s – The Civil Rights & Chicano Movements
    • Chicano activism flourishes, with supernatural factions supporting the movement.
    • Bone Gnawers, Uktena, and Bastet align with Chicano activists, assisting in urban organizing, cultural revitalization, and land rights battles.
  • 1971 – Isadora "Izzy" Reyes, a Bagheera, is killed while leading an assault on a Pentex operation.
    • A militant activist and supernatural protector, Izzy targeted Pentex’s growing influence in Houston.
    • Her death galvanizes the push for supernatural resistance against corporate encroachment.
    • Her wife, Harriet 'Hattie' Wendell, a Bagheera kin, never marries again.

Late 1900s – The Rise and Fall of the Sept of the Resonant Fury

  • 1980s
    • The Silver Fangs establish the Sept of the Resonant Fury, marking a new era of supernatural dominance.
    • Surrounding neighborhoods begin to gentrify, but Juniper Cross remains a stronghold, holding out from the increasing influence of would be corporate investors.
    • The Wendigo return to Texas, bringing snowfall as a spiritual manifestation of their presence.
  • 1994The Sept of the Resonant Fury collapses completely, leaving the Forest Caern as Houston’s last major supernatural stronghold.
  • 1994 – Xochiquetzal leads the Reclamation of the Forest Caern
    • The Forest Caern, lost to the Wyrm, becomes the focus of a massive supernatural battle.
    • Xochiquetzal, South American veteran of the Amazon Wars, orchestrates an assault to reclaim the Caern.
    • The battle is hard-fought, but the Garou and their allies are victorious, reinstating the Caern’s natural balance and creating an unusual alliance that ultimately leads to Xochiquetzal defying the elders, tradition and cultural expectations of the Garou by creating a mixed Sept, open to Garoou and Fera alike in honor of the allies they fought side by side with.
  • 1995 (Current Year) – The Forest Caern Crisis Deepens
    • The corrupted spirit of the Sam Houston Forest, an Elk spirit, threatens to consume the Caern, leading to factional tensions.
    • Mages intervene to cleanse the corrupted spirit, but their methods destroy the Elk spirit, further dividing supernatural forces.
    • A Pentex-backed lumber company begins clearing the weakened forest, escalating the crisis.
    • In a final act of sacrifice, an allied moon spirit named "Moon Moon" offers herself to stabilize the Caern.

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. (Poppa Joe)
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 (3-5 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 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
  • Ratkin, Gurahl
  • 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).


  • Please Note, Incentive XP is added post approval, with the expectation anything that deviates from the presented character concept will be discussed first. Players are able to use the +help +xpspend system to self spend for many purchases at this stage.

Character Creation Guides

(These have not been thoroughly proofed yet, if you find errors please message Ori)

[+/-] 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)

Note that each Attribute starts with one dot before you add any. Distribute Attribute points across the Physical, Social, Mental 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
[+/-] Ananasi Character Creation

Ananasi Character Creation

Step 1: Concept

- What is your character’s background, personality, and motivation? - How did they experience their Sylie (Metamorphosis)? - What is their relationship with their faction, local colony, and kinfolk? - How do they view their duty and role within the Triat (Weaver, Wyrm, Wyld)?

Step 2: Choose Breed (Determines Gnosis & Willpower)

Each Breed determines Gnosis, instincts, and social experience.

Breed Description Starting Gnosis Willpower
Homid Born human, unaware of heritage until Sylie. Homid Ananasi have an early life much like other humans, but notice differences as they approach their transformation. 1 3
Arachnid Born from a spider, arachnid Ananasi hatch from egg sacs and rapidly undergo their Sylie, often within hours. They must consume prey to grow into their form. 5 4

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

Your Aspect defines your role in Ananasi society. Ananasi do not have Rage; they use blood points instead.

Aspect Role Starting Renown (Cunning, Obedience, Wisdom) Starting Gifts
Tenere (Weaver-Dedicated) Orderly, logical, precise; they aim to restore the Weaver to its original state, maintaining stability and pattern in the Great Web. 3 Obedience Groom, Patience of Ananasa
Hatar (Wyrm-Servants) Dedicated to restoring the Destroyer Wyrm; they dismantle what stands against Symmetry, embodying change and destruction. 3 Cunning Blood of Pain, Wyrmling Kinship
Kumoti (Wyld-Born) Creative, dynamic, fostering change and fighting stagnation to restore balance and Symmetry through subtle manipulations. 3 Wisdom Inspire, Mother’s Touch

Step 4: Social Structure (Faction)

Ananasi align with factions based on their aspect, defined by allegiance to the Triat (Weaver, Wyrm, Wyld). Each faction has three subdivisions:

Faction Role Starting Gifts
Myrmidon Warriors who engage in combat, both direct and guerrilla warfare, ensuring the Queen’s will is carried out physically. Illusion of Size, Open Seal
Viskr Judges and mystics, specializing in hidden knowledge, magic, and seeking the truth behind the Great Web. Curse of the Great Web, Shroud
Wyrsta Questioners who analyze reality, test their kin, and manipulate the Great Web for Ananasa’s grand plan. Alter Mood, Beastmind

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

Note that each Attribute starts with one dot before you add any. Distribute Attribute points across the Physical, Social, Mental categories: Specialties should be chosen for Attributes rated at 4 or higher.

  • Physical: Strength (Powerful Grip), Dexterity (Nimble), Stamina (Resilience).
  • Social: Charisma (Persuasion), Manipulation (Deception), Appearance (Unnerving).
  • Mental: Perception (Web Sense), Intelligence (Analytical), Wits (Quick Decisions).

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 chosen at 4 or higher; Crafts and Performance require a specialty at one dot.

  • Talents: Alertness (Ambush), Brawl (Web Combat), Subterfuge (Blending In).
  • Skills: Stealth (Shadowing), Survival (Urban), Crafts (Weaving).
  • Knowledges: Occult (Triatic Lore), Rituals (Spider Rituals), Computers (Networks).

Step 7: Choose Advantages

Backgrounds (Choose 5 Points)

Common choices: Allies, Contacts, Mentor, Resources. (No Totem, Ancestors, or Pure Breed.)

Gifts (Choose 3)

- One from Aspect. - One General Ananasi Gift.

Blood, Gnosis, Willpower

Trait Value Based on Prior Choices
Renown Determined by Aspect
Blood Pool 10 points (used instead of Rage)
Gnosis Determined by Breed
Willpower Determined by Breed

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
Gnosis 2
[+/-] Bastet Character Creation

Bastet 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 tribe, pride, or kinfolk? - How do they view their role in the world and their duty as a Bastet?

Step 2: Bastet Forms

Bastet can shapeshift between five forms, each with unique traits.

Form Description
Homid Regular human form.
Sokto Near-human, elongated limbs, sharper features, retractable claws.
Crinos A towering feline war-form, blending humanoid and cat features (mild Delirium effect).
Chatro A massive, monstrous feline, embodying raw power (full Delirium effect).
Feline A normal-looking cat of their breed.

Step 3: Choose Breed (Determines Gnosis & Willpower)

Each Breed determines Gnosis, instincts, and social experience.

Breed Description Starting Gnosis Willpower
Homid Born human, often unaware of their heritage until their First Change. 1 3
Metis Born from two Bastet parents, rare and bearing both physical deformities and great spiritual potential. 3 4
Feline Born among wild or domestic cats, deeply attuned to nature but may struggle with human society. 5 4

Step 4: Choose Pryio (Determines Personal Outlook & Willpower Recovery)

Bastet are not bound by Auspices but instead follow a Pryio, which reflects their natural tendencies. Pryio can shift during life-altering experiences.

Pryio Description Willpower Recovery
Daylight Pryio Warriors, leaders, and direct actors in the world. By proving strength, honor, and courage.
Twilight Pryio Seekers of wisdom, mystics, and truth-seekers. By uncovering secrets or solving riddles.
Night Pryio Cunning manipulators and lone hunters, thriving in the shadows. By keeping secrets, manipulating events, or inspiring fear.

Step 5: Choose Tribe (Determines Beginning Renown & Starting Gifts)

Your Tribe defines your cultural background and approach to being a Bastet.

Tribe Description Starting Renown (Ferocity, Cunning, Honor) Starting Gifts
Bagheera Wise panther-folk, balancing patience and power. 3 Honor Sense Magic, Speak with Beasts
Balam Jaguar warriors, fierce and territorial. 2 Ferocity, 1 Honor Hunter’s Mists, Razor Claws
Bubasti Mystical temple-keepers, seekers of ancient knowledge. 3 Cunning Secrets, Spirit Speech
Khan Mighty tiger warriors, noble yet deadly. 2 Ferocity, 1 Honor Might of the Tiger, Leap of the King
Pumonca Nomadic cougar-folk, vision seekers and wanderers. 3 Cunning Trailblazer, Evasion
Qualmi Trickster lynx-folk, lovers of riddles and deception. 3 Cunning Trickster’s Touch, Blur of the Milky Eye
Simba Proud lion-folk, rulers and warlords. 2 Ferocity, 1 Honor Roar of the King, Dominance
Swara Swift cheetah-folk, restless travelers. 3 Ferocity Fleet of Foot, Lightning Reflexes


Step 6: Assign Attributes (7/5/3)

Note that each Attribute starts with one dot before you add any. Distribute Attribute points across the Physical, Social, Mental categories: Specialties should be chosen for Attributes rated at 4 or higher.

  • Physical: Strength (Powerful Grip), Dexterity (Nimble), Stamina (Resilience).
  • Social: Charisma (Persuasion), Manipulation (Deception), Appearance (Unnerving).
  • Mental: Perception (Web Sense), Intelligence (Analytical), Wits (Quick Decisions).

Step 7: Assign Abilities (13/9/5)

Distribute Ability points among Talents, Skills, and Knowledges. No Ability may exceed 3 dots without spending Freebie Points. Specialties chosen at 4 or higher; Crafts and Performance require a specialty at one dot.

  • Talents: Alertness (Ambush), Brawl (Web Combat), Subterfuge (Blending In).
  • Skills: Stealth (Shadowing), Survival (Urban), Crafts (Weaving).
  • Knowledges: Occult (Triatic Lore), Rituals (Spider Rituals), Computers (Networks).

Step 8: Backgrounds & Mechanics

- Den-Realm: A personal Umbral sanctuary (unique to Bastet). - Jamak: Personal spirit ally (Bastet version of a Totem). - Bastet cannot enter the Umbra without a Gift, except Swara.

Step 9: 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
[+/-] Corax Character Creation

Corax Character Creation

Step 1: Concept

  • What is your character’s background, personality, and motivation?
  • How did they experience their First Change (via the Rite of the Spirit Egg)?
  • What is their relationship with their murder, other Fera, and the supernatural world?
  • How do they view their duty as Gaia’s messengers, spies, and secret-finders?

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

Unlike most Fera, Corax are not born naturally—they are created through the Rite of the Spirit Egg, binding their soul to a Corax spirit. This mystical rite ensures that all Corax are chosen, not random mutations.

Breed Description Starting Gnosis Beginning Gifts
Homid Born human, they tend to be tall, thin, and angular, often described as "sharp-nosed" or "beak-like." They adapt well to human society but lack an innate connection to flight. 6 Enemy Ways, Morse, Open Seal, Persuasion, Spirit Speech, Voice of the Mimic, Word Beyond
Corvid Born raven, experiencing their First Change around 8–10 months old. While they are natural aerial masters, they start with limited human knowledge. 6 Enemy Ways, Raven’s Gleaning, Scent of the True Form, Spirit Speech, Truth of Gaia, Voice of the Mimic, Word Beyond
  • Homid Corax cannot take the Hobby Talent: Flight at character creation unless purchased with Freebie Points.
  • Corvid Corax cannot purchase Computer, Law, Linguistics, Medicine, Politics, or Science at character creation except with Freebie Points.
  • Corvid Corax gain 2 free dots in the Hobby Talent: Flight.
  • All Corax receive a free dot in Subterfuge, Enigmas, and Athletics as part of Raven’s Gifts.

Step 3: Forms & Shapechanging Modifiers

Corax can assume three forms, each suited for a different role.

Form Strength Dexterity Stamina Appearance Manipulation Perception
Homid 0 0 0 Normal Normal Normal
Crinos (Raven-Hybrid Form) +1 +1 +1 0 -2 +3
Corvid (Raven Form) -1 +1 0 N/A -3 +4
  • Homid Form: Appears human, though many Corax are noticeably thin, sharp-featured, and restless.
  • Crinos Form: A bipedal, winged raven-humanoid with talons, capable of flight. **Claws inflict aggravated damage.**
  • Corvid Form: A large raven, best suited for stealth, reconnaissance, and escape.

Additional Corax Traits

  • Hollow Bones: Corax are nimble but fragile.
 * -1 difficulty on Athletics rolls.
 * +2 difficulty to Soak rolls due to their fragile bone structure.
  • Gold Weakness: Gold harms Corax like silver harms Garou, burning their skin and disrupting their Gnosis.
  • The Eye-Eater’s Gift: Corax can drink the eye of a dead being to witness its last moments.
 * Right eye: Sees the good in the being’s death.
 * Left eye: Sees the evil associated with their death.
 * Requires a Perception + Empathy (Difficulty 7) roll.

Step 4: Social Structure (Murders & Networks)

  • Corax do not form packs, prides, or septs. Instead, they exist in Murders—fluid, ever-changing groups of informants.
  • Murders are informal—Corax move between them, passing secrets and messages rather than holding territory.
  • Mentors are crucial—unlike Garou, Corax are always trained by an elder after their First Change.
  • Corax work with multiple factions—they are often welcome in Garou Septs and other supernatural groups due to their value as spies.

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

Each Attribute starts with 1 dot before distributing:

  • Physical: Strength, Dexterity, Stamina *(flight, agility, and speed matter most)*
  • Social: Charisma, Manipulation, Appearance *(trickery and persuasion are key)*
  • Mental: Perception, Intelligence, Wits *(Corax are masters of observation)*

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

Distribute Ability points among Talents, Skills, and Knowledges.

Common Abilities for Corax

  • Talents: Alertness, Subterfuge, Athletics, Expression, Streetwise
  • Skills: Stealth, Survival, Investigation, Performance
  • Knowledges: Enigmas, Occult, Linguistics, Research

Step 7: Choose Advantages

Backgrounds (Choose 5 Points)

  • Contacts – Humans who owe you favors
  • Mentor – An elder Corax guiding you
  • Secret Routes – Safe travel paths
  • Informant Network – A web of knowledge sources
  • Safehouse – A hidden sanctuary

Gifts (Choose 3)

  • One from Breed
  • One from General Corax Gifts
  • One additional Gift of your choice

Step 8: Rage, Gnosis, Willpower

Trait Value
Rage 1
Gnosis 6
Willpower 3

Step 9: Finishing Touches

Merits & Flaws (Optional)

  • Common Merits: Acute Vision, Daredevil, Fast Shifter.
  • Common Flaws: Curiosity, Enemy (Pentex loves silencing nosy birds), Kleptomania.

Freebie Points (Spend 15 to Customize Further)

Trait Cost Per Dot
Attribute 5
Ability 2
Background 1
Gift 7
Willpower 1
Rage 1
Gnosis 2

Corax Playstyle Notes

  • Flight is Life: Use movement, speed, and agility instead of brute force.
  • Secrets = Power: The more you know, the more dangerous you become.
  • Trick, Don’t Fight: Corax excel in misdirection, persuasion, and deception.
  • Never Alone: Even if you're a loner, your network is your true strength.
[+/-] 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:

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, 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.

OOC: Reality and Sensitivity: This story is Fiction. I realize you all are aware of this. But in case you want to delve into the OOC Realistic Information to educate yourself, I'm providing an Awareness Link. It's a trigger warning, that if anyone is uncomfortable with this material, even though it is fiction, there is no issue with sitting this one out. People sadly disappear, and it is an uncomfortable truth that these terrible things happen in the real world. Uncomfortable themes may apply, and you can skip over all Investigation RP, and ride it through to wait until Creepy Pasta Memes of Combat ensue. This story is about saving people's lives (helping the IC Uktena Tribal Nation), and ending the corruption where it starts.

https://www.nativehope.org/missing-and-murdered-indigenous-women-mmiw/

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)