By E.P. Long
Wolvens belong to both clan and tribe, but they are ultimately excluded from both. Unlike Abominations, Wolvens can interact well enough between Garou and Kindred to act as intermediaries. Their unique perspective on the WoD gives them a very privilidged understanding. Beacause of this, they are mistrusted as well as useful. They walk a fine line between being indispensable and the Final Death. They are also a heck of a lot of fun to roleplay, being both physical and social.
Disclaimer: I made this bloodline up long before I read the Kult rules. Therefore, I feel that I am under no obligation to change the name of this bloodline just because they took my name ;)
Also, some people may find the Path of Gaia at the end somewhat lacking. I am not an expert in the field, so this is just sort of my best-guess. If anybody has worked out a Path based upon real religious and philosophical beliefs, I would be happy to see it posted or E-mailed to me.
As a bloodline, they have no structure or organization, simply because they are so rare. Normally they associate with their siring clan (or caitiff). Typically they take a clan name, as well as their bloodline. For example, there are Brujah-Wolvens, Tremere-Wolvens, etc. Since the Sabbat normally tries to simply exterminate the Lupines, there are few if any antitribu-wolvens, and the few who do exist come only from Black Spiral stock. For the most part, they are treated as normal clan members. Indeed, seldom do their sires realise that their childer are different. When Wolvens are discovered, reaction ranges from expulsion from clan society to curiosity and investigation. Lupines generally stay away from Wolvens simply because they are too dangerous: the Wolvens could now be pawns of their leech masters and their knowledge of lupines makes them dangerous opponents. Seldom do garou actually hunt down the wolvens, out of pity and in respect for past service. Showing mercy generally cancels all debts in the eyes of the Garou. The exceptions to this are the Get of Fenris and Red Talons, who will destroy their Wolvens, and the Glasswalkers and Shadowlords, who may try to use the Wolvens. Some Bone Gnawers will make loose alliances with Nosferatu-Wolvens and some Children of Gaia attempt to establish the Wolvens as intermediaries between Garou and Kindred. Camarilla Gangrel generally treat the Wolven with respect, although their Sabbat brethren will hunt them down.
Wolvens may be able to entreat spirits to teach them Garou gifts as well (or threaten them with Spiritus or Spirit Thaumaturgy). If the ST allows this, then they may be learned, but at 2x the experience costs for first level gifts, 3x for second, etc. Estimate or keep records of how much Renown the Wolven has gained.
The ST should decide what weaknesses the Wolven gets. Generally, the more Garou powers and manerisms which the Wolven takes, the more weaknesses he gets.
Assamites: Jackals and mercenaries. Take them if you can. If not, you probably have a relative who can.
Brujah: We have much in common, as our Rage makes us both strong. But they are destructive, disorganized and nilhistic and cause much misery in their rampages. Still, there are some who could make noble allies.
Caitiff: We are both people without a home. They seem to be among the most destructive Kindred. Do not sink to their baseness.
Gangrel: Our brothers and sisters. They have great control over Gaia's children but have lost touch with their spiritual side. It is a pity that so many have surrendered to Harano.
Lasombra: Wyrm servants. Rage.
Malkavians: They are corrupted by the Wyrm but some still fight. They might be more capable than they seem, but I doubt it. Best to leave them to their insanity.
Nosferatu: Perhaps it is because the Wyrm is so visible to them, that they can fight its spiritual taint. Be careful, they seem to know everything.
Ravnos: These tricksters are like the Nuwisha: worthless. They don't fight against Gehenna and they get in the way of those who do.
Setites: These guys make Pentex look like nuns. Beware of the forked tongue of the wyrm. Fortunately they are easier to kill than some. Unfortunately, they are harder to find.
Toreador: Vacuous, snot-nosed idiots. They aren't the worst of the lot, if only because their petty games keep them from doing real harm.
Tremere: We could learn a lot from these guys, but I don't think the knowledge would be worth the price of our souls.
Tzimisce: When they are angered, they assume the monstrous form of the wyrm. They are the vilest of your enemies. Kill them before they end us all.
Ventrue: They have the most power and are responsible for the rape of Gaia by leeches. Justice must be served; the guilty must be punished.
Anarchs: We can respect their aims, but their lack of restraint shows that they are not a viable alternative to the Camarilla.
Camarilla: It is oppressive, yes, but at least it limits Kindred damage to Gaia. Better to fix it, than trash it.
Inconnu: They're fooling themselves. We kindred are creatures of the Wyrm, and not even our mystics can master it completely.
Sabbat: The Wyrm's hand. Let us rip it apart, finger by finger.