Enduring Twilight: Old World of Darkness
Werewolf 101
Lesson One: Character Details
Name, Player, Chronicle, Breed, Auspice, Tribe, Pack Name, Pack Totem,
Concept
or
"All that stuff at the top of the sheet"
"Name" is the character name. You'll want a normal 'human'
name, and also possibly a 'deed name' - which is essentially a formal 'nickname' that
your character would pick up during their Rite of Passage that would often refer to
some characteristic of their personality or something they did during the Rite
of Passage.
"Player" is you, of course - may seem silly, but it sure helps the
Storytellers keep people's sheets straight.
"Chronicle" is the name of the particular game you're playing in -
in this case, "Enduring Twilight". While the werewolf game is Shadowed
Heart it is still part of the overall Enduring Twilight chronicle.
"Breed" - Your character's breed is the form that your character
was born in and is most natural to him or her. There's three different breeds,
but the breeds are restricted for new players.
The three breeds are:
Homid - a character who was born a human - perhaps both the character's parents are humans, but it's likely one of them is a garou, whether the character knew it or not before their first change. | Metis - the offspring of the forbidden pairing of two garou - such children are born sterile, and always have some form of deformity or impairment. They're also the ones most familiar with Garou culture, experiencing it first hand from birth. | Lupus - who are born as wolves - it's possible both a Lupus garou's parents were wolves, but more likely that one of them was a garou. While they can assume human form they do not always think like them, and have a somewhat alien viewpoint. |
Ragabash: New Moon - The Trickster: questioner of the ways. - Some
see Ragabash as nothing more than fools who get away with mocking everyone and
everything sacred, but they're more than that. It is their job to question
assumptions, to make sure that customs are not simply followed blindly, for no
better reason than "well we've always done it this way."
New Moon's Blessing: The New Moon's Truth: Any Ragabash may choose a target for teaching a lesson. They study the other Garou, then make an Empathy + Perception Roll at a difficulty of 7. After accumulating a number of success equal to the target's rank + 1 the Ragabash may then contact the player and a Storyteller. the Ragabash then works out how the lesson they wish to teach would best hit home or if it can even be taught. This must be done each time for each lesson they wish to teach a target. |
Theurge: Crescent Moon - The Seer: searcher of the ways - The
mystics of the Garou, the Theurges are the ones closest to the spirit world -
dealing with spirits and Garou magic. Sometimes strange and disturbing to other
auspices, the Theurges take their duties as healers and shamans seriously. Crescent's Blessing: Child of Two Worlds: At creation the Theurge chooses a type of spirit to automatically gain a connection to. This manifests as a free dot in the spirit heritage background. The Theurge's natural connection to the spirit world allows them to cross to the umbra more easily. All Theurges are at a - 1 difficulty to step into the umbra. Exiting the Umbra on the other hand is normal difficulty. |
Philodox: Half Moon - The Judge: Keeper of the ways - Judges and
arbiters of justice the Philodox uphold the litany and laws of the Garou,
mediating disputes between their fellows and passing judgment upon criminals. Half Moon's Blessing: Voice of Balance: When speaking to settle arguments, place down judgments, to calm other Garou or generally speaking as the voice of reason all Philodoxes gain - 2 difficulty to social rolls while using their voice with other Garou. |
Galliard: Gibbous Moon - The Moon Dancer: Lover of the ways; Bards
- Tale spinners and singers and artists, the Galliards also fill an important
role as the keepers and spreaders of lore and history among the Garou. Don't
discount them on the battlefield however - they're second only to the Ahroun in
their prowess in battle. Gibbous' Blessing: Memory of Ages: Any Galliard may make a difficulty 7 wits roll and recall a story that may be useful to the situation. Each success the Galliard gets reflects how useful the information from the story is. At one success maybe the story has a bit of insight, at five they might recall an actual event directly related to the dilemma. |
Ahroun: Full Moon - The Warrior: protector of the ways - The
Ahroun are the warriors - straightforward and direct, they are fearsome and
deadly foes in battle - but temperamental and often quick to anger if goaded. Full Moon's Blessing: Gaia's Righteous Anger: When in combat an Ahroun adds the number of health levels of damage they have taken as dice to the damage they inflict on others. If they are healed then the number of dice go down accordingly. This is bonus only applies to unarmed combat, when an Ahroun is using the weapons Gaia gave him. (Teeth, Claws etc) |
Black Furies | The Furies defend the wildest places and fight viciously to defend women. Most Black Furies are female, and the only males in the tribe are metis. | |
Bone Gnawers | Possibly the best-informed tribe and the most capable at spying. The Bone Gnawers live in poverty, and the other tribes despise them for their casual ways. | |
Children of Gaia | The most moderate of the tribes, The Children of Gaia consider themselves mediators and humanity's champions. | |
Fianna | This tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland, Wales and England, but in modern times, they can be found anywhere their relatives might have migrated. They are renowned as lusty for both battle and celebration. | |
Get of Fenris | Dedicated to the Wyrm's utter destruction, the Get are considered savage and bloodthirsty. This tribe is primarily of Germanic and Scandinavian descent, and Fenrir take great pride in their heritage. | |
Glass Walkers | The Glass Walkers have adapted more closely to city life than every other tribe (except the Bone Gnawers), and they are not considered trustworthy. Glass Walkers tend to gravitate toward high technology, high finance and the criminal underworld. | |
Red Talons | A tribe unique in that it is composed almost entirely of lupus members (with a small but growing number of metis). Red Talons live in the wilderness among their lupine Kinfolk, and they believe that Gaia's only hope is the extermination of all humans. | |
Shadow Lords | The Silver Fangs' primary rival for leadership of all Garou. Shadow Lords are seen as cunning, deceptive and domineering - judgments that are not far off the mark. | |
Silent Striders | Exiled from their original homeland, the Silent Striders choose to live solitary lives on the road, traveling constantly. Some work as couriers between septs. Silent Striders have learned many secrets of both the physical and spiritual worlds in their travels... | |
Silver Fangs | The rightful rulers of the Garou Nation, they preserve
impeccable breeding through both their lupine and human lineages. Most can
claim descent through various European noble and royal families. This
exclusionary behavior has led to inbreeding, and the Silver Fangs are
tainted with madness because of it. Note: Silver Fangs must pick a derangement. |
|
Uktena | The Uktena are the most mysterious and mystical of the tribes. They have charged themselves to guard the resting places of many powerful Banes, and some fear that this association taints the tribe. Once, the tribe's human blood was entirely Native American. In recent decades, the Uktena have begun to breed with many other races. | |
Wendigo | The Wendigo are the only Garou tribe composed primarily of Native American members, but a few have bred outside their traditional lineages. The Wendigo resent the other tribes' presence in North America, and they guard their caerns from all others. |