By Jason Tice (jtice@nero.finearts.uvic.ca)
The Seganku were teachers of respect, self-respect and the healthiness of a good reputation. They sought, for the most part, to co-exist with humans, but only if there was a bond of mutual respect. If ever that respect was trampled, the human was marked in such a way that all who lacked respect were quickly recognized by all -- Bete and humans alike.
Most of the Seganku are very sociable creatures -- attracting a wide range of allies and contacts. There are some however, who repel others, choosing instead to walk within themselves. A number of Seganku who followed this solitary path met with the Wyrm. They were defeated, and in a malicious twist, were marked themselves. These are the few lines of Seganku who carry the rabies virus.
Centered in the Americas, the Seganku had good relations with the Croatan, Wendigo and Uktena. However, when the Europeans came to the new world, they were quickly hounded. The Garou saw the rabies virus as a touch of Wyrm. This coupled with the fact that the Seganku are night creatures, allowed the Garou to give themselves permission to remove the blight, seeing them as Seganku black spiral dancers.
But the Seganku survived, due primarily to those who walked within in solitude. And they have returned. They were angry for years, but recently, that anger has turned to sadness and resolve. They pity their Garou cousins who have forgotten what their job was. In trying to be the Bete's keeper, they forgot their own role.
Seganku live both in cities and the wilderness, though they prefer the wilderness. The Seganku have established themselves across the Americas, their native homeland. There are few left, but their numbers are growing, due to the increased mating among skunk kinfolk. (As a rough estimate, expect 5-10 Seganku in a city area for every 50 Garou.)
All Seganku, even the Mustildae, must spend one experience point in Allies.
The Seganku musk glands are located underneath his tail, above his anus. He has enough in storage for up to 6 sprays, after which he must regenerate the musk stores. One day will adequately refuel his stores. The Seganku can, alternately, spend a rage point to squeeze out another spray from his empty glands, though he will have one less spray in his stores the following day.
The victims of the Seganku spray will suffer the temporary loss of two charisma ranks, and two manipulation ranks. This lasts until they bathe in Tomato juice, or until the scent wears out regularly (in about 4 or 5 days). If blinded, they may take damage as well.
All of Gaia's creatures were created with a purpose. Only somewhere along the way, a lot have lost sight of that purpose. We're the ones who bring it back to them. When we mark one of the Bete, it's usually cause they forgot why they're here. Now they get pissed because we made 'em stink. Now they try to kill us, because to understand their plight, we sacrificed some of our own to the Wyrm. It was a willing sacrifice. And now we understand them. So we can teach 'em what they need to know. If they still won't learn after we've marked them... Well, if their own tribes don't kill them to get rid of the stench of stupidity, guess we got to do it."
There are a couple groups that work together:
The shapeshifter strain runs strong in the Seganku. Though, for some reason, the likelihood of bearing a shape-shifter is higher among mustelid/Seganku pairings, than any other combination.
Many Seganku (particularly among the Conepatus Tribe) have such ties with the Uktena and Wendigo tribes, that they often leave their young to be raised by these tribes kinfolk. Only a few families of each Garou kinfolk now this -- and it's usually a heavily guarded secret.
Seganku are forbidden to take the merits or flaws: Low Self-confidence, Low Self-image, Over-confidant, Pack Mentality, Pitiable, Lack of Scent, Wolf Years.
Most Seganku characters, with the exception of the ahroun/enforcers, are social dominant, and skill or talent dominant.
Initial Gnosis: 3
Description: A were-skunk born of a human parent, similar to Garou homids.
Gifts: As per werewolf Homid gifts
Initial Gnosis: 4
Description: Unlike Garou, the Seganku metis are not outcasts. In fact, despite their sterility, the metis children are welcomed. Metis Seganku tend to live shorter life-spans than the average Seganku, but tend to have a higher ability to balance both the Skunk instincts and the humans social structures. Seganku/Seganku pairings are not frowned upon, but since the metis are sterile, the Seganku do not encourage these pairings. These metis will also have a metis deformity.
Gifts: As per Werewolf Metis Gifts
Initial Gnosis: 6
Description: A large lustrous skunk. The race of which depends upon which tribe the skunk is born into.
Gifts: Mark Foe, Scent of Running Water (As the Ragabash Gift)
Str | Dex | Sta | Cha | Man | App | Per | Diff. | Range | |
Homid: | +0 | +0 | +0 | +0 | +0 | +0 | +0 | 6 | N/A |
Glabro: | +1 | +2 | +1 | +1 | -1 | -1 | +0 | 7 | 25' |
Crinos: | +2 | +3 | +3 | +2 | -1 | -2 | +1 | 6 | 60' |
Hispo: | +2 | +3 | +2 | +2 | -1 | -1 | +1 | 7 | 30' |
Mustelid: | +1 | +2 | +2 | +1 | +0 | +0 | +2 | 6 | 15' |
Str | Dex | Sta | Cha | Man | App | Per | Diff. | Range | |
Homid: | +0 | +0 | +0 | +0 | +0 | +0 | +0 | 6 | N/A |
Glabro: | +1 | +2 | +1 | +1 | -1 | -1 | +0 | 7 | 25' |
Crinos: | +2 | +4 | +3 | +1 | -1 | -2 | +1 | 6 | 60' |
Hispo: | +2 | +3 | +3 | +1 | -1 | -1 | +1 | 7 | 30' |
Mustelid: | +1 | +2 | +2 | +1 | +0 | +0 | +2 | 6 | 15' |
Backgrounds: 5 points any background except Totem and Pure Breed 1 background point must be spent on Allies
Habitat: US, Canada, N. Mexico
Mustelid Appearance: Striped, one or two stripes from head to tail, bushy white.
Description: The Mephitis intermix with numerous strains of homid and skunks. They find it easier to gain gifts from others. The Mephitis tend to be strong and adaptable. Their self-assurance in their own survival tend to swing things in their favor many times.
This tribe, more than any other bears the weight of the touch of the Wyrm. The rabies virus plagues both the homid and the mustelid. Though, curiously, the metis Mephitis seem to be born most often without the rabies. Mephitis metis may not take "Rabies" as a metis deformity.
Tribal Gifts: Unseen Target, Persuasion (as the Glasswalker gift)
Background: 5 points, any background except Totem. 1 background point must be spent on Allies
Habitat: S. America, Central America, SW US
Mustelid Appearance: Hog-nosed skunk, similar to Striped, but the fur stops short of the snout. The entire head and/or tail may be all white.
Description: The Conepatus have for centuries intermixed with primarily native kinfolk (sometimes even those among the kinfolk of the Wendigo and Uktena Garou tribes -- though this is usually unknown.) They consider the Wendigo and the Uktena as allies. This alliance is unknown to all the other Garou tribes, with the possible exception of the silent striders.
Tribal Gifts: Spirit Speech (As the Stargazers Gift), Inspiration (as the Ahroun Gift)
Background: 5 points, any backgrounds except Resources and Contacts 1 background point must be spent on Allies
Habitat: US, C. America, can climb (hollow trees dens)
Mustelid Appearance: Spotted with white on black fur.
Description: The Spilogale are born of almost strictly skunk kinfolk. Though, once every blue moon, the Spilogale elders will bless a union with a homid. There is a rite among the Spilogale for breeding with a homid -- while maintaining their special gifts.
Gaia looked upon the Spilogale, and gifted them with the ability to climb. Their dexterity is higher than other Seganku. Though rarely seen, the Spilogale tends to be the wise men of the Seganku -- as much as there can be one.
Tribal Gift: Sense Ally, Balance (As the Stargazers Gift)
Gifts: As the Werewolf Ragabash Gifts
Gifts: Mind Speak (as the Werewolf Galliard Gift), Others as the Werewolf Theurge Gifts
Gifts: Sense Inbalance, As the Werewolf Philodox Gifts
Gifts: Sense Bete (instead of Call of the Wyld), the rest as the Werewolf Galliard Gifts
Gifts: Spray Acid (instead of Falling Touch), the rest as the Werewolf ahroun gifts.
Rite of Peace (level 2)
Rite of Gaia's Eyes (level 2)
Rite of Bartering Tutelage (level 3)
Rite of Purpose (Level 4)
Breed: | Mustelidae |
Auspice/Aspect: | Galliard: The Illustrator |
Tribe: | Mephitis: Striped Skunk |
Homid: | Str 3, Dex 3, Sta 2, Cha 3 Man 3, App 4, Per 2, Int 2, Wit 2 |
Glabro: | Str 4, Dex 5, Sta 3, Cha 4 Man 2, App 3, Per 2, Int 2, Wit 2 |
Crinos: | Str 5, Dex 6, Sta 5, Cha 5 Man 2, App 2, Per 3, Int 2, Wit 2 |
Hispo: | Str 5, Dex 6, Sta 4, Cha 5 Man 2, App 3, Per 3, Int 2, Wit 2 |
Mustelid: | Str 4, Dex 5, Sta 4, Cha 4 Man 3, App 4, Per 4, Int 2, Wit 2 |
Abilities: | Alertness 3, Brawl 3, Dodge 1, Empathy 2, Expression 3, Primal-Urge 2, Animal Ken 3, Etiquette 1, Firearms 1, Leadership 2, Performance 3, Enigmas 1, Occult 1, Rituals 2, Herbalism 2 |
Backgrounds: | Allies 1, Resources 2, Kinfolk 2, Rites 5 |
Rage: | 6 |
Gnosis: | 7 |
Willpower: | 5 |
Gifts: | Mark Foe (Mustelidae), Sense Bete (Galliard), Persuasion (Mephitis) |
Rites: | Rite of Talisman Dedication (level one), Rite of Peace (level two), Rite of Gaia's Eyes (level two) |
Renown: | 2 Glory, 1 Wisdom |
Rank: | 1 |
Merits & Flaws: | Homid Musk (Seganku +4), Soft-hearted (-1), Color-Blind (-1) |
Dedicated Items: | A pair of biking shorts, sunglasses, a set of nose-plugs. |
Image: | Alieran is five and a half feet tall. He has close cropped hair that is already greying, despite his youthful looks. He is slow and precise when he walks. He does not move out of anyone's way. He carries himself with a sense of power and respect. He treats other in a like manner. |
Role-Playing: | You have a mission, yeah, but when it comes down to it -- you like hearing the stories. A lot of stuff has gone on, and it's like playing family counsellor. You trust most people instinctively, ecxept the Bastet. Everyone is worthy of respect, until they prove otherwise. Then, they are worthy of rehabilitation. |
Background: | Alieron is a young Galliard. He was raised among Seganku kinfolk in Banff, Alberta. He always knew what he was, and was unsurprised when his first change took him. If he hadn't changed, well he would have gone into the entertainment business, and tried to heal the world. As it was, when his change happened, he went with the flow, confident that he would master his new abilities. The idea of a spray weapon wasn't that bad, once you got over the jokes about bad gas, and brown beans. But he was also given a purpose. After his requisite two years of tutelage in the litany and diplomacy, Alieran moved to Whistler, another resort Town in Canada. He settled in, and got a job working the hotels. He had no idea that the Garou were so nearby. He had a run in with a Get of Fenris during his Rite of Passage, and learned that the Garou in inland British Columbia have some twisted views about who and what should be allowed on the earth. Isn't that Gaia's choice? Gaia created them to destroy the minions of the Wyrm. Not all the other Bete. Luckily, Alieran also met up with an aged Wendigo who recognized him for what he is. They spent many days talking about the Garou, and how they see things. The Wendigo has told him that the Get of Fenris are becoming stronger in the Whistle/Blackombe area, and that the Wendigo influence is weakening. There had been blood spilled between the two tribes. Alieran promised to attempt to rehabilitate the Get of Fenris in the Whistler/Blackombe area. But he truly had no idea of the uncontrolled rage and ignorance within the tribe. He spent many nights following and watching the Get, until they captured him. He walked unarmed into their camp, and thankfully, the Rite of Peace worked. He has been with the Get of Fenris ever since. Recently, he has become an acquaintance of Reads-In-Sky, an elder Galliard, and he has learned much about why the Get is so uncontrolled and ignorant of their true role. But there is still so much to do, so much to teach. His journey has only just begun... |