Werewolf: The Apocalypse: Difference between revisions

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There are Thirteen Tribes of Garou, each with their own sort of culture and views of the world.  
There are Thirteen Tribes of Garou, each with their own sort of culture and views of the world.  


'''Black Furies''': A tribe of all women, save for their male Metis (Garou born of two Garou, who always have some kind of deformity and are born in Crinos, the war form, which is their natural state. It is against the laws of the Garou for two Garou to mate for this very reason, yet more and more Metis are being created each year). Think Amazon-style Matriarchy, and add in the proud warrior culture of the Greeks. Very attuned to the workings of the Wyld.
'''Black Furies''': A tribe of all women, save for their male Metis (Garou born of two Garou, who always have some kind of deformity and are born in Crinos, the war form, which is their natural state. It is against the laws of the Garou for two Garou to mate for this very reason and because they're deformed and/or crazy, yet more and more Metis are being created each year). Think Amazon-style Matriarchy, and add in the proud warrior culture of the Greeks. Very attuned to the workings of the Wyld.


'''Bone Gnawers''': The rats of the city. Homeless and destitute, this tribe fights the Wyrm down in the alleys, gutters, and slums. Notable for being excellent spies and assassins within the cities.
'''Bone Gnawers''': The rats of the city. Homeless and destitute, this tribe fights the Wyrm down in the alleys, gutters, and slums. Notable for being excellent spies and assassins within the cities.

Revision as of 03:58, 11 September 2014

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Playing RPGs does this to you, according to Werewolf.

Once commonly thought of as "Furry Captain Planet," the game is much darker than that...read on...if you dare.

Pretentious Metaplot

Once upon a time there was Gaia. She created servants to create the Universe. The Wyld was raw creation, the Weaver shaped creation into higher forms of being, and the Wyrm destroyed the leftover bits so the Wyld could keep creating. Only one day, the Weaver got tired of the Wyrm destroying, so it imprisoned the Wyrm. The Wyrm went insane.

So, Gaia creates lots of werecritters to keep the planet in balance: Werebears to heal, weredinos to remember, wereboars to clean up corruption, blahblah. Typical to early WW plot writing, you're first told that only the wolves, the Garou, are the warriors, and they got the idea to lord over everyone else because of that. Later you find out that they were born to be the teachers, and because "Daddy knows best", they tried to rule over everyone else. This went about as well as can be expected, especially when one of the shapechanger races is a dedicated assassin role. In any case, the fight between the shapchangers, the War of Rage, more or less instilled the fear of werecritters into mankind's collective memory.

tl;dr: into the future. The Garou have been derping around, while a mix of mutant humans, evil werewoofs, and a giant captain-planetesque megacorp called Pentex have been destroying the world...for the Wyrm of course. Gaia is dying. Are you a bad enough wolf to save her? The race of Garou is fading. Are you smart enough to stop it? Corruption is spreading everywhere. Are you quick enough to stop it all?

rtl;fi: It's WW's standard plot of "Your group is losing the war, so whatchu goin' tah do abou' it, bitch?" with otherkin.

Tribes

There are Thirteen Tribes of Garou, each with their own sort of culture and views of the world.

Black Furies: A tribe of all women, save for their male Metis (Garou born of two Garou, who always have some kind of deformity and are born in Crinos, the war form, which is their natural state. It is against the laws of the Garou for two Garou to mate for this very reason and because they're deformed and/or crazy, yet more and more Metis are being created each year). Think Amazon-style Matriarchy, and add in the proud warrior culture of the Greeks. Very attuned to the workings of the Wyld.

Bone Gnawers: The rats of the city. Homeless and destitute, this tribe fights the Wyrm down in the alleys, gutters, and slums. Notable for being excellent spies and assassins within the cities.

Children of Gaia: The only Tribe to have been founded on an act of peace. Their goal is to unite the Garou Nation and prevent infighting. Though they do focus on peaceful resolution, they are still by no means weak fighters.

Fianna: Very, very Irish. A very proud tribe that celebrates their victories the most fervently, and mourns their losses the most keenly. Great storytellers and fighters alike, they are a bit bigoted and backward from the views of much of the rest of the Garou Nation.

Get of Fenris: Essentially Viking Werewolves. Abhor weakness and glorify martial prowess above all else. The Get are perceived to be bigoted against women and Metis, though this is untrue; they are only bigoted against those whom they perceive as weak.

Glass Walkers: Where the Bone Gnawers take the lower parts of cities, the Glass Walkers take the high life. They have an affinity for technology and are the Garou Nation's most prominent force in the business world.

Red Talons: A tribe of only Wolf-born Garou, as they aren't particularly fond of mankind and believe it is the cause of basically every Wyrm-related problem.

Shadow Lords: Political masterminds. Douchebags extraordinaire. Basically the tribe for players who are butthurt that the group isn't playing Vampire: the Masquerade instead.

Silent Striders: Travellers and tale-tellers, they were forced from their homelands in Egypt by an ancient and powerful Vampire. They have since become wanderers and the authority on Vamp killing.

Silver Fangs: The natural leaders of the Garou Nation. Unfortunately, many have been driven insane by the centuries of possible inbreeding to keep lines "Pure". Very proud and stringent followers of tradition.

Stargazers: Basically Buddhist monks. By far the most difficult tribe to roleplay.

Uktena: Spirits and secrets are their game. One of the two remaining "Pure" Native American-based tribes.

Wendigo: Anger, ice, and a warrior culture, the Wendigo are the second "Pure" Tribe, and are far less tolerant of the others than the Uktena.