By Honorah O'Neill (hconeill@cc.owu.edu)
Way back when, the Breakers mated with red wolves and coyotes. They had a bond with the Nuwisha and with Garou who came to the Pure Lands. They held the Eastern coast in the places where the other Garou refused to live. Even then they lived by the streams and in the swamps. They lived in the same area as the Croatan but did not fight with them over territory. The Croatan found the wetlands not at all to their liking so let the Nuwisha's eastern cousins live in peace. But then the War of Rage began and the Garou's hands turned against their carefree cousins. The Wendigo, Uktena, and Croatan turned to getting rid of the other Bete, not so badly as some of the other tribes, but still it happened. But the Free People, that was what they were called then, did not turn on their cousins. They let them hide in their swamps and wetlands where the other garou hesitated to tread. Soon the other Bete, the Bastet and the Nuwisha mostly, and some of the others went to hide among them. When at last the other Garou came looking, the Free People said only that there was no one here but they and their brothers. And they showed to them the other Bete who they had wisely cloaked in Gifts so that they appeared as Garou. But then the others said to them that them must come and help find the other Bete so that they might be shown who was truly Gaia's chosen. And their little brothers who lived in the swamp said no, why should they come kill their cousins? This made the other Garou furious and they tried to make them go. But they just laughed and bounded across the mud and quicksand that their bigger brothers were too heavy to cross. From that time until the War was ended the other Garou of the Pure Lands made the lives of the Free People as unpleasant as possible, for being so insolent. Surely they could not be kin of the Garou, so they must be kin of the Nuwisha and so would die. They killed their kin and would not speak to them when they came calling. Often they killed them as well, saying they were not truly Garou. Meanwhile the other Bete who had hidden with them had to watch their kin killed and their hosts suffer for the kindness. Many of these sought comfort within each others embrace. In this time many metis were born and this made the other Garou even angrier at them. And so they kept needing more and more comforting as things grew worse and worse. In this time was born the first of the Breakers as they are seen today. They were scrawny little Garou and barely resembled their Bastet kin. But they had inherited one precious gift from their Bete parents and muddled heritage; they could have fertile metis. There were only a few to start with and the other Garou killed them with the excuse that they were an affront against Gaia and all that was Garou. They were right. The Breakers did not wish to be Garou anymore if this was how Garou acted. The Litany was slowly torn apart by the ones who wished they could be something other than Garou. But they were of the kind that changed to wolves so must be Garou. As the years went by the other Bete found the time to slink away to their old haunts where the other Garou no longer thought they lived. But the Breakers grew stronger and started thinning out the harmful strains in their blood. They were few in numbers, so as with the Bete, they were believed lost. However, there came to be certain areas that the Garou simply avoided, for they never retuned from those places alive. By the time the Wyrmcomers came, the Breakers could hold their swampy caerns against all comers. They looked distinctly odd, but not harmfully so, when they went out to greet their cousins from across the sea. The other Garou who came from across the sea looked at them and saw Wyrm corruption in their appearance. So they retreated to deep within their swamps and all who tried to follow never returned. When the Croatan fell, they started to move into the places they had once been and found that the Wyrm, which they had never seen before, had run rampant. It did not even direct its hatred and destruction; it just killed and defiled for the sake of doing so. In this they found something to turn thousands of years of anger against. The Wyrm reminded them of an evil that had been done before the Wyrm ever sang its song of madness into the listening ears of the people of the Pure Lands. What would the Garou do now that there was something actively telling them to do evil? And so they lashed out at it. And it struck back destroying many of their homes along with those destroyed by the invading Wyrmcomers. But they took heart from the stubbornness of their ancestors and refused to be pushed back any farther. Their remaining Kinfolk were whittled down to nothing and their swamps surrounded but they would give no more ground. They had the warriors to throw against the Wyrm so have faltered. Some of the wetlands have been lost but none where the Breakers dwell. And now they are starting to reclaim their lands and the caerns lost by others, much to the anger of the Wyrm. They breed almost exclusively among themselves now but it makes little difference. If all the wolves and all the humans die by the time the Apocalypse comes, the Breakers know they will still be strong and waiting for the Wyrm on the field of the final battle.
Obviously, the Breakers are called such for breaking the first and foremost tenant of the Litany. But it gets worse. Of the thirteen tenants, they now only keep five of them. These are as follows:
They love metaphors like that.
Lupus: The fur is a sandy red-brown color. The ears are relatively long and have tufts of fur at the tips. The tail has a kink in it about 5" from the end. Except for the ears and tail, the Breakers most resemble large coyotes in this form.
Crinos: The Crinos only stands between 7 1/2 and 8 1/2 feet tall. The ears are longer than in lupus, but the tail and coloration remain the same. The eyes betray their Bastet ancestry with almost vertical pupils. They also have a distinct tendency to glow in low light.
Homid: Breakers typically have blond to reddish-brown hair in this form. It is generally worn long and loose to cover up their pointed ears when dealing with humans. Breakers are rarely taller than 5'2" in this form. Their eyes are often copper, vibrant green, or eerie yellow.
Conversions:
Glabro: Strength +2, Stamina +2, Appearance -1, Manipulation -1, Dexterity +1
Crinos: Strength +3, Dexterity +2, Stamina +3, Manipulation -2
Hispo: Strength +3, Dexterity +3, Stamina +3, Manipulation -3
Lupus: Strength +1, Dexterity +3, Stamina +2, Manipulation -3
Breakers do occasionally breed outside their ranks so as to get "fresh blood". These Breakers are known as Blooded. Blooded Breakers have the normal Breeds of Homid, Metis, and Lupus.
Homid: Breakers may breed with a human of any race or background. The child is typically stolen shortly after it was born if the mother was human and is raised by its Breaker father or fostered to childless Breakers. The chances that the child is in fact a Breaker are much higher than the normal Garou's chances of siring another Garou. Rather than a 1 in 10 chance, the chance is 1 in 5. Even if the child does not in fact become a Breaker, she is still educated in the ways of the Breakers and may continue to live at the Sept. Some few of those who do not become Breakers manage to learn Gifts and may sometimes be part of a pack. Those that do become Breakers start with Gnosis 2, due to their upbringing and passing familiarity with various spirits. Generally, be they Breaker or merely Kin, they end up being over six feet tall and very muscular. They can go over Strength four. Homid need only take two Derangements. They may take Homid Gifts as their normal Breed Gifts, but any other breeds Gifts cost 7X level. This includes Breaker Breed Gifts.
Metis: Blooded Metis are almost always raised by their Breaker parent. It is very rare for them to be raised by their other parent. Breakers are capable of producing Metis with Bastet, Nuwisha, Garou, or any warm blooded furry shapeshifter. The Blooded Metis must take a Metis Deformity in addition to the regular Breaker Derangements. The Metis has a 50/50 chance of being fertile. Metis start with Gnosis 3 and can go over Strength 4 as well. Metis are almost always at least six and a half feet tall or taller in Homid. They can take Metis Gifts as Breed Gifts, but all other Breeds Gifts cost 7X level. This includes Breaker Breed Gifts. As to the Crinos form, if the father is some Bete other than Nuwisha or Garou, the form stats are adjusted. The average is taken between the two Bete (round up). They may not be raised or lowered by more than one point. Example: A Breaker mates with a Swara. In Crinos, the Breaker has a +2 to Dexterity, the Swara a +4. The child gets +3 Dexterity. Additionally, the Breaker has +3 Strength in Crinos, the Swara only +2. This average off to +2.5, so it's rounded up to +3.
Lupus: These are obviously the least common of the Blooded types. Breakers can only breed with wolves or coyotes to produce this Breed. These cubs are usually allowed to run with wolf packs or roam as coyotes. Hence when they do Change, they are sometimes claimed as Lost Cubs by other tribes or are found by Nuwisha. If the one who finds the cub after First Change is familiar with the Breakers, the cub is generally returned. If not, the identity is easily mistaken. The chances for a Blooded Lupus to be a Breaker are still higher than those of a normal Garou but lower than those of a Homid due to the mix of species in Breaker bloodlines. The chances are 1 in 8 that the cub will be a Breaker. They start with Gnosis 5 and can go over Strength 4. They do not receive the automatic starting dots in Primal Urge, Stealth, Enigmas, and Occult. Lupus Breakers need only take one Derangement. They may take Lupus Breed Gifts but all other Breeds Gifts cost 7X level.
All of the Breakers Kin are Blooded Homids who did not change. They are almost always found at their caerns where they were raised along with their brothers who did Change. Additionally, they do appear very similar to their Breaker kin, genrally having the same complexion and coloring, but their ears only hint at being pointed rather than being obviously so. Their eyes tend to run to green or light hazel, almost never to the feral yellow or copper more common in the full blooded Breakers. They also tend to be rather taller than their Breaker kin, only slightly shorter than the average human. They do not need to take any of the Breaker Derangments at all. The Breakers cherish their kin, lavishing attention on them, remembering how they lost their earlier kin. Kin are often provided with lavish homes along the Bawn of the caern and serve as the first line of defense. Many an invading foe has found that the Breakers kin are quite capable of holding off all comers. The Kin are perfectly welcome to actually live at the caern, but tend to prefer to live on the edge of Breaker society instead so as to escape some of the hero worship of their full blooded brothers. Given their druthers, the Breakers would hold their Kin as closely as possible, putting them on pedestals. Most of the Kin can't stand living like that all the time, so at least spend part of their time unwinding in their own homes. This should not be taken to mean that they aren't quite involved in everything that goes on at the local caern. They are held in great esteem and are considered to be the equal of any Cliath, even if they have none of the Renown associated with the Rank. They can gain the trappings of higher Rank, but it takes far more effort than it does for an actual Breaker. However, it is not unknown, or that uncommon for that matter, to have Kin serving as part of a pack, even the Warder's personal pack of caern guardians. They can learn Gifts equivelent to their Rank, and have far less restrictions on what sort of Gifts they may learn. They tend to have far more of an interest in Rites however, and there are rumored to be some Kinfolk who actually know Level Five Rites. They also dabble somewhat in human magic, but very rarely do they actually turn out to be Mages or psychics. They tend to settle more often for Garou magic, such as it is. They have a rudimentary tie to the Auspices and can learn Gifts appropriate to the auspice they were born under. However, they can learn the gifts of the auspice immediately proceeding or following theirs with just as much effort. Thus while a Kinfolk may have been born under the Crescent Moon, it is no more difficult for him to learn Gifts of a Philodox or a Ragabash than it is to learn the ones of a Theurge. They are even said to have a few Gifts that are known only to themselves. To create a Kinfolk character, Attributes are distributed 6/5/3. Abilities as 12/8/5. They have a rudimentary connection with Luna and so can learn of Rage. Only a Kinfolk born under the Full Moon actually starts with any Rage, and that is only 1. All other auspices start with zero, though they may buy Rage with XP or Freebies. It can never go above four however, and they may not be driven to frenzy. They also possess rudimentary Gnosis, which starts at 1. This cannot be raised above 5 however. They are capable of stepping sideways, but the gauntlet is twice normal. If the difficulty goes above ten, they can not do so at all. They start with 5 points in Backgrounds, but may not buy Past Life or Pure Breed. They may however take Resources; it is very common to start with at least one point in this. They start with only two Gifts, one from Tribal, and one from auspice. They are immune to silver, but do not possess the great regenerative abilities of Garou. They do however heal at twice normal human speed. To gain power, XP costs are as follows.
Rage | Current X 2 (2 points for the initial dot) |
Gnosis | Current X 3 |
Willpower | Current rating |
Attributes | Current X 4 |
Abilities | Current X 2 |
Gifts | 4 X level for their own, 6 X level for other Tribes or breed Gifts (including Breaker Gifts) |
Breakers are quite fond of human literature. Their first names are most often taken from great works of writing. Kipling is a particular favorite of theirs. For their second name, the one other Garou generally call them by, they take a creative, or just plain amusing, insult thrown at them at some point. Many have thanked a swearing Fianna for the name, much to the Fianna's confusion. Vulgar or obscene phrases are just considered rude and are almost never used. Examples of Breaker names: Lungri Threefangs, Raksha Banebreath. Breaker's second names may be changed during their lifetime and particularly wise or courageous ones may take a tongue in cheek complement as a second name. Example: Master Akela Blindside (it doesn't seem tongue in cheek at all until one knows that Master Akela acquired it due to "blindsiding" his opponents even though he's completely blind himself.)
As all Garou, the Breakers have heard the Prophesy of the Phoenix. The general concensus is that these are indeed the end times and that the seventh sign is not far off. They make unceasing war on the Wyrm now, more frantically than ever. Much to the consternation of the Wyrm, they have succeeded in retaking caerns that have fallen to the Wyrm and in some placed are actually driving the Wyrm out of some of it's strongholds. They have the advantage of breeding true on their side, so have the resources to throw themselves all out at the Wyrm. However, like many of the Garou tribes, they do not see the Apocalypse as the end of everything. The Apocalypse is coming and the final battle to decide the fate of Gaia will be fought then. They fight the Wyrm now, so as to take its measure now. They are rather sure they can win but only if they do not lose faith before the End. They base this on something known as the Prophesy of the Dragon, a sort of postscript or addendum to the Phoenix Prophesy. This was originally whispered out by a great Theurge who laying dying of Harano, and these last words lit her face with joy before she took her last breath. Many consider them blasphemy, but the promise that all they have done was needed, gives them the strength to go on.
"These are the last days, mine and yours and all the world's. Even now the heart-sickness chews away at us, driving us to despair. The Final Days are upon us, and so we weep and all the world with us, the tears stinging out wounds. But I lay down to die from shear weariness and despair I cannot rest easy for I hurt so badly that I can never sleep, now or ever again. And since even oblivian is denied to me, I must be up and find a way to end my pain. I fall to battle against that which has caused me the greatest pain, the Wyrm, and find in every poison filled blow I find a certain pleasure. Do I go mad in these end times, to have found pleasure in my enemy? Nay, I have found my lover, that which has seduced me for so long. I have been locked in a dance for so long that I have not seen who my partner was, nor even that I still danced. Only now in these end times, have my steps grown skilled so that my dance is my own. The Wyrm rakes its palsied talons through my flesh, down to bone, and through all the way to fall finally into Gaia, ripping great gouges into the earth. It is the caress of my lover, madness, for the world has grown mad and diseased as have I and all my brothers and sisters. No more do I hold back, valuing my miserable life, but throw myself into the dance looking my partner straight in the eye for the first time and see my own reflection. Its eyes burn with inner fire and drive me to blindness, but I can see now with my inner eye. The smell of its fetid breath destroys my sense of smell, so that I can only remember the scents of wet grass, the summer breeze, and a myriad of things now lost. The roar of its anger is as music to me and I dance and this time I lead, not it. Around me I can see all my brothers and sisters, both earthly and unearthly, animal and man and monster, locked into a dance of their own. The feel of its skin against mine is so vile that I can no longer feel with anything but my soul. The dance is now mine, and the very earth trembles beneath us as heavy blows miss or connect as dictated by my dance. The ground is ripped apart beneath us, reshaped by our dance. I know now what the final steps are and drive my teeth into the heart of the Wyrm and rip it loose from its chest, my chest. The foul blood pours down my throat, but all I can taste is clear water. It shudders beneath me and lies still and now I sit upon its remains seeing nothing, smelling nothing, hearing nothing, feeling nothing, and only the taste of salty water in my mouth to assure me I still live. I throw my head up once last time and the salty water runs down my throat. I know what these are now. They are the tears of Gaia. But they are not the tears of grief because I shall die from my wounds, which even now I cannot feel, but surely know will kill me. They are tears of joy, for her favored children have grown up and remade the world as she had always meant them too. But the world is too beautiful now for adults to bear, and so I lay down my head in weariness, the tears running down my fur and covering me with warm saltiness. Here I have died and here I am to be reborn again. I shall be my own child and live again in world so beautiful that only a child could love it properly. And so I die that I might live."
Owing to their eclectic heritage, Breaker should have three or more Derangements. Many of these are physical, but some are mental. Depending on what kind of critter was in the character's background, pick these accordingly. (ie a Breaker who had mostly Khan in his background for "other blood" he would not take Spots, he would have Stripes.)
Annoying laughter: You have a very annoying high pitched whooping laugh. This tends to make you sound like you are either a Black Spiral Dancer or are just completely and utterly insane.
Bobtail: Your tail is very short and affects your balance. +1 Difficulty on all rolls involving Dexterity while in forms with a tail.
Catnip reaction: You freak over catnip. You will end up in a drugged stupor if exposed to the stuff.
Extreamely Flexible: This doesn't consist of being just double jointed but also having excellent flex to your muscles. You can often squeeze through impossibly small places or squirm loose from bonds. Of even more use is that due to the loose connections, you are far less likely to overextend yourself and pull muscles or joints out of alignment. It also makes you annoyingly hard to torture.
Featherweight: You weigh between half and three quarters of what a person the same size does. This occurs in all forms.
Hooked claws: You do an extra die of damage on a claw attack. You cannot make a second attack in a round in which you land a claw hit however, as you must back your claws out of your target to avoid snapping them. If you should ever botch the attack roll on a claw attack, you will still hit, but will rip all your claws out, doing a level of aggravated damage to yourself. You can also do aggravated damage in Lupus.
Hyperactive: You can not sit still for very long. You also have an over-active metabolism and are always munching on something.
Light Sensitive: You are sensitive to light. You must wear eye protection when dealing with bright light or operate at +1 Difficulty on all rolls.
Light Sleeper: You can sleep for no more than two or three hours at a time. You thus have trouble questing in the Dream Zone.
No Howl: You cannot howl, only roar or screech in the manner of a big cat.
Patchy coat: Your fur is of several different shades, lengths and textures. You look odd even in Homid form. You may however receive a Bonus on rolls when attempting to camouflage yourself.
Polydactylism: In Crinos, Hispo, and Lupus you have extra fingers and toes. This may show up in Homid, but that is unusual. ("You have six fingers on your right hand. I know someone who's looking for you")
Purr: You can purr. This makes your voice especially appealing, but people may consider you smug.
Retractable claws: You can retract your claws in all forms. Or extend them in clawless forms. ie You can retract them in Lupus or automatically pop them in Homid.
Sharp Teeth: Even in Homid form, you have a set of spectacular set of teeth, all of them quite sharp. However, you barely have any molars at all, so have trouble eating anything that requires a great deal of chewing.
Slit pupils: You have slit pupils in all forms. You can see better in low light than normal, but look weird as hell.
Spots and stripes: You have spots or stripes or possibly both, in all forms.
Whiskers: You have short catlike whiskers in all forms. In Lupus you may be able to sense vibrations with them.
Breakers have a great deal of knowledge about the Umbra. Their Gifts reflect this. It should be noted that unless blooded, Breakers have only one breed, the Breaker. It is considered different than the Metis so has its own set of Gifts.
Sense Wyrm (level one) as the metis Gift
Spirit of the Fish (level two) as the Uktena Gift
Staredown (level two) as the homid gift
Eyes of the Cat (evel three) as the Metis Gift
Spirit Friend (level three) as the Children of Gaia Gift
Spirit ward (level four) as the Homid gift
Whelp Body (level four) as the Ragabash gift
Survivor (level five) as the Bonegnawer gift
Spirit Vessel (level five) as the Theurge gift
Find Water (level one) as the Lupus Gift
Cling (level one)
Disfigurement (level two) as the shadowlord gift
Inner Strength (level one) as the Stargazer Gift
Curse of Aeolus (level two) as the Black Fury gift
Scrying (level three) as the Uktena gift
Umbral Sight (level three) as the Theurge Gift
Nightmares (level three)
Grasp the Beyond (level four) as the Theurge gift
Sideways Attack (level four) as the Uktena gift
Wail of the Black Spiral (level four)
Gaia's Vengeance (level five) as the Red talon gift
Headgames (level five) as the Galliard gift
Realm Step (level six)
St. Elmo's Boon (level 1)
Sixth Sense (level 2)
Unholy Terror (level 3)
Luna's Wrath (level 4)
Brainwashing (level 5)
Breakers have all the normal Rites of the Garou but they have few they share with other Bete and a few of their own.
Rite of the Healing Winds (level two) As the Gurahl Rite
Rite of the River-Portent (level two) As the Gurahl Rite
Water Truce (level three)
The Children's Rite (level three)
Rite of Running Water (level four)
Caern Concealment (level four) As the Nuwisha Rite
Rite of Hunger (level five)
Rite of the Triat (level five)
The Living Land (level five)
The Breakers are most fond of fetishes and quite good at making them as well. Most of them possess at least one low level fetish or at the very least a talen. When the Wyrm is as strong as it is now, you need all the help you can get and there is no better help than the aid of a spirit. Note the aid part, Breakers almost never bind an unwilling spirit into a fetish, though the will do so with Talens.
The top comment is the view the Breakers have of that tribe or group. the one below that is that tribe's view of the Breakers.
Mages: Weirdos. Keep 'em away from from our caerns; we have few enough as is. If they wish to play somewhere else however, there are a few things I would like to learn from these folk.
The what? All the Lupines look the same to me. 'Sides, they only come in two kinds, the ones that are at a safe distance, and the ones that are at an unsafe distance from me.
Vampires: When things are dead they should stay quite properly dead. Well, within reason. So long as these things don't smell too badly of the Wyrm, don't bother them. They don't really show up in the wilderness much anyway.
The what? You expect me to know about every little weird group of Lupines? I may be immortal, but I do not have that much time on my hands that I can waste it on such trivial pieces of information.
Black Furies: Rather psychopathic, but can occasionally be reasoned with if you've just killed some nearby Wyrmspawn. 'Ware their caerns, they're near as bad as we are about protecting them.
Weirdos and freaks. Their only redeeming value is that the respect the Wyld and brook no trouble from the Wyrm.
Bone Gnawers: They love looking down on us just because they can get away with it. You can cure 'em if you feed 'em though.
Good for a meal and a place to crash. Don't get caught drooling at their cats though.
Children of Gaia:They put up with us better than most. But then they put up with everyone.
They are... odd to say the least but they are not nearly as insane as some other tribes that shall go unnamed.
Fianna: Wise loremasters with razor sharp tongues. Many of our people took their second names from the rantings of a Fianna.
Odd as hell; they love a good joke or song, but they are rather physically vile. Won't go catching me doing any of that sort of thing, no matter how desperate I was.
Get of Fenris: Psychopathic furballs with a permanent bad moods. Send 'em packing as soon as possible.
I have yet to see one of these Wyrm whelps fight honorably. They are even more disgusting than the Bone Gnawers.
Glass Walkers: They fight the Wyrm from within, for that they should be honored. However we are not pleased about the intrusion of their cities into our wetlands.
Off the record, we like these guys. It gives the Get and Talons someone other than us to hate.
Red Talons: Mentally unbalanced and dying. I suspect they wouldn't know fine literature if they were hit over the head with it.
They are homids in all but name. It is disgusting.
Shadow Lords: This tribe of manipulative, black hearted scumbags make me sick! Check for Wyrm taint before dealing with 'em.
They are Wyrm ridden and hardheaded. They are practically impossible to control. We should get rid of them. Where one resists others see an opportunity to rebel as well.
Silent Striders: Some of the wisest of the Garou. If the Wyrm is up to something, they'll know about it. Welcome them if they'll accept your hospitality.
Eager to listen. They are most grateful for any information that we give them. They can be forgiven their sins for that trait alone.
Silver Fangs: And they say our breeding practices are sick and counterproductive? Bite me.
Sick, disgusting. They are an affront to everything we hold dear. Send them packing back to Malfeas where they belong.
Stargazers: They recognize the need to walk alone but they seem to have lost their grip on the real world.
They walk alone on a hard path. They listen and seem to understand but still do not openly seek enlightenment.
Uktena: We see the need for them to keep the Great Banes slumbering, but we worry about them being constantly so close to the Wyrm. Sometimes we wonder how long it is before they dance the Spiral.
They are sick and one of the first signs that the Wyrm was coming to the Pure Lands in earnest. We should have killed them then, but it is too late now. We just wonder how long it is before they take that last step onto the Spiral.
Wendigo: They're like a cross between the Get and the Fangs. Psychopaths with a thing about pure breeding. And lots of bad blood between us on top of it.
We should have killed these wyrm tainted upstarts when they were but cubs. Now they are here and will be dealt with as soon as the Wyrmcomers have been gotten rid of.
Black Spiral Dancers: Don't even bring up those, those, @#$@$!! in my presence!
They're rather scary. They can be vicious as the Get but clever where we're concerned. It is most difficult to turn their rage against them.
Nuwisha: Clever folk. Play nice with our little cousins; they have little to laugh about now.
They love games but take the Wyrm a bit too seriously.
Gurahl: No one's seen one of these guys since shortly after the war ended. Guess they just eventually faded away.
They were kind but they have started to grow as angry as their elder brothers, the true Garou.
Corax: Again like the Gurahl.
Haven't met one. From what I've heard they might be worth knowing.
Bastet: They gave us a great gift. Aid them whenever possible.
They are the only civilized Garou. If you must lair away from the Folk lair near the Free People.
Ratkin: Worth knowing but they don't trust us.
Bastet in Garou's clothing.
Mokole: Great guys. A little queer but they make great allies. If you live in a swamp with Mokole, you've got nothing to fear about the other tribes invading.
Impetuous young mammals. But they know the worth of the wetlands. Let them be so long as they behave.
Rokea: Haven't met one.
Ananasi: Treat 'em as individuals. Some are wyrm tainted; some aren't. For those that are, may I suggest a flamethrower?
Be wary of them. They have an undying hatred of the servants of the wyrm.
Attributes:
Strength: 4 | Charisma: 2 | Perception: 4 |
Dexterity: 4 | Manipulation: 4 | Intelligence: 3 |
Stamina: 4 | Appearance: 2 | Wits: 3 |
Abilities:
Alertness: 3 | Drive: 2 | Enigmas: 2 |
Athletics: 2 | Firearms: 2 | Investigation 1 |
Brawl: 4 | Melee: 3 | Law: 2 |
Dodge: 2 | Leadership: 1 | Linguistic: 1 (Spanish) |
Expression: 2 | Stealth: 3 | Occult: 2 |
Intimidation: 2 | Survival: 2 | Rituals: 2 |
Priaml Urge: 3 | Wyrm Lore: 3 | |
Streetwise: 1 | ||
Subterfuge: 2 |
Gifts: (level 1) Razor Claws, Surface Attunement, Razor Claws, Balance (level 2) Call of the Wyrm, True Fear, Spirit of the Fray (level 3) Silver Claws, Combat Healing, Nightmares
Rituals: (level 1) Rite of Talisman Dedication, Rite of Cleansing, Rite of the questing Stone (level 3) Rite of the Fetish, The Hunt, The great Hunt, The Children's Rite
Backgrounds: Fetish 4, Contacts 1
Rage 7, Gnosis 5, Willpower 6
Glory 7, Honor 5, Wisdom 3
Fetish: Cursed Klaive
Derangemnets: Patchy Coat, Now Howl, Light Sleeper, Whiskers, Hooked Claws
Merits and Flaws: Territorial (3 Flaw), Mars Rising (6 Merit)
Image: In homid Raksha looks nearly inhuman. She only stands 4' 7" Her eyes are are a feral copper and glow slightly in low light. Her hair is in several differnet shades, but is cropped close to the head, showing off her pointed ears. The short set of whiskers don't help either. She looks like some sort of feline demon. In Crinos, the fur is again several differnet colors and several differnet lengths, making her look rather mangy. Her eyes most definitely glow copper and the slit pupils are weird. The whiskers jut out like a demented mustache. And her calws are these great heavy looking curved wicked looking things. She stands at roughly 7' 8" in Crinos.
Roelplaying: Raksha prowls the bawn of her caern, Blasted Swamp, and clears out any snooping individuals, be they people or Garou. She is very territorial about the whole area and if someone ventures in unwelcomed, they get one warning to leave. If they don't comply immediately, they die. She prefers to walk alone, but will occasionally travel to the Sept next door, Black watch and make her presence known, just to shake up the natives. She is greatly amused by people's reaction, and will often play with them a little bit, rather like a cat with a mouse. She has a sort of understated and sly humor, which most people don't realize.
History: Raksha has lived at Blasted Swamp for all her life and so feels a great deal of loyalty to it. She is somewhat wary of the local Garou, for she remembers that they were were nearly always fighting with her Sept when she was a child. There has been a truce declared for the moment and the Garou have backed off for now. They see more sense in having Blasted Swamp guarding their normal border than in fighting with them. Still, Raksha does not trust this calm and does not like the whispering she has heard from the locals. But until such time comes as they betray her Sept again, she will be content to wait.
Attributes:
Strength: 2 | Charisma 3 | Perception 3 |
Dexterity 2 | Manipulation 4 | Intelligence 2 |
Stamina 3 | Appearance 3 | Wits 4 |
Abilities:
Alertness 2 | Drive 3 | Bureaucracy 3 |
Empathy 3 | Etiquette 2 | Enigmas 1 |
Expression 3 | Leadership 3 | Investigation 2 |
Streetwise 1 | Law 3 | |
Subterfuge 2 | Politics 4 | |
Rituals 1 | ||
Science 2 |
Gifts: (level 1) Blur of the Milky Eye, Find Water, Spirit Speech (level 2) Sixth Sense
Backgrounds: Contacts 3, Resources 3
Merits: Political Ties (3), Jupiter Midsky (4)
Glory 0, Honor 3, Wisdom 4
Rank: 2
Image: A woman of slight build, Sarah stands about 5'5". She has clear grey eyes and auburn hair, and a bit of a "I know something you don't know" look to her. The slightly pointed ears give a rather mischievous cast to her features. She usually dresses fairly casually in a a blouse and slacks, giving off the impression of someone respectable.
Roleplaying Notes: Sarah tends to meddle in politics, both human and Garou. She can often talk people around to her point of view. There is a certain sense of being manipulated to many of her actions, but in a rather "it's for your own good" sort of way. She tries to make people do as she wants first by persuasion and then thumps them a few times about the head if they try to be stubborn. She is stubborn herself, but does not abide stubborness in others when it goes counter to her wishes. Some have commented that she'd make a very good vampire. Her response: "Thank you. I shall keep that under advisement."
History: Sarah was kidnapped as a baby by her Breaker father, Steven Leadfoot. He raised her himself and they were quite the pair. He was mildly disappointed that she did not inherit the gene, but most amused by her skills. She was taught the ways of the Breaker by him and inherited his love of human toys. He was a great fan of fast cars and fast women, which she of course did not approve of. Partially to annoy him, she has cultivated a respectable appearance, but often surprises those her know her by being quite disreputable on occasion. She dearly loves her father, who is most often absent, but when they get together, look out world! She enjoys her own sort of mischief and meddles in human politics. The local Board of Selectman has come to dread seeing her walk in brandishing a map and a pile of old deeds. When she actually wants something done in the political scene, she can generally pull it off. The rest of the time, it's a game. And the rules of the game were meant to be broken.