Tribe

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Black Furies: Composed almost entirely of women, the Furies are the servants of the Wyld and the avengers of the Garou.

Initial Willpower: 3

Backgrounds: No restrictions

Beginning Gifts:  Heightened Senses, Sense Wyrm

 

Bone Gnawers: Living as vagrants on the streets of the city, the Gnawers are always well informed and universally despised.

Initial Willpower: 4

Backgrounds: Bone Gnawers may not buy past Lives, Pure Breed or Resources

Beginning Gifts: Cooking, Scent of Sweet Honey

 

Children of Gaia: The most moderate of all the tribes, the Children have become the mediators of the Garou and the defenders of humanity.  Their young, however, often become radicals and join various subcultures.

Initial Willpower: 4

Backgrounds: NO restrictions

Beginning Gifts: Mother touch, Resist Pain

 

Fianna: Every member of this tribe is of Celtic descent, and the Fianna are exceedingly proud of this heritage.  They live wherever their Kinfolk make their homes and keep in close contact with them at all times.

Initial Willpower: 3

Backgrounds: NO Restrictions

Beginning Gifts: Persuasion, Resist Toxin

 

Get of Fenris: Savage and bloodthirsty, the Get are largely of Norse descent and proud of it.  They tend to dominate the rural countries and towns where they live.

Initial willpower: 3

Backgrounds: Get of fenris may not buy Contacts or Mentors

Beginning Gifts: Razor Claws, Resist Pain

 

Glass Walkers: Of all the tribes, the Walkers are the most adapted to the cities and the least trusted by the other Garou.  They tend to mix with the underworld and frequently employ high technology.

Initial Willpower: 3

Backgrounds: Glass Walkers may not buy Mentor, Past Lives, or Pure Breed

Beginning Gifts: Control Simple Machines, Persuasion

 

Red Talons: Composed entirely of Lupus, the Red Talons think that the best way to save Gaia is to destroy the cancer - the humans -  once and for all.

Initial Willpower: 3

Backgrounds: Red Talons may not buy, Contacts, Allies, or Resources.  Their only kinfolk are wolves.

Beginning Gifts: Beast Speech, Scent of Running Water

 

 

Shadow Lords: Very domineering and demanding, the Lords constantly strive to win the leadership of the Garou from the Fangs.  They would do almost anything for power.

Initial Willpower: 3

Backgrounds: The Lords may not by Mentors or Allies

Beginning Gifts: Aura of Confidence, Fatal Flaw

 

Silent Striders: Silent Striders live their lives on the road, constantly moving and traveling.  They breed almost exclusively with gypsies, circus performers and other such wanderers.  They know many secrets of both the mortal and spirit worlds.

Initial Willpower: 3

Backgrounds: Silent Striders may not buy Past Lives or Resources.

Beginning Gifts: Sense Wyrn, Speed of Thought

 

Silver Fangs: The most prestigious of the tribes, the Fangs have mated with the noblest of humans and wolves for centuries.  They are inbred, however, and have become tainted with sickness.

Initial Willpower: 3

Backgrounds: Silver Fang Characters must spend at least 3 of their background points in Pure Breed.

Beginning Gifts: Lambent Flame, Sense Wyrm

 

Stargazers: Cerebral and contemplative, the Stargazers wander the world in search of enlightenment and truth, but staunchly oppose the Wyrm nonetheless.

Initial Willpower: 5

Backgrounds: Stargazers may not buy Allies, Fetishes, or Resources

Beginning Gifts: Balance, Sense Wyrm

 

Uktena: The sly and mysterious Uktena are the most capable magicians of the Garou and are thus widely distrusted.

Initial Willpower: 3

Backgrounds: No restrictions

Beginning Gifts: Sense Magic, Shroud

 

Wendigo: The only pure native American garou left, the Wendigo are fiercely independent and still determined to drive the invaders from North American continent.

Initial Willpower: 4

Backgrounds: Wendigo may not buy Contacts or Resources

Beginning Gifts: Call the Breeze and Camouflage

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