Classification: Union // Open

Everything

4676 records

Random
Name ▲ Kind Line Source
A Corrupt CourtshipFomorWerewolfBotW
A Garou Creation MythUmbral RealmWerewolfW20
A Matter of HonorRoteMageHDYDT
A Matter of PracticeRoteMageHDYDT
A Matter of SuccessRoteMageHDYDT
A Mechanistic CosmosParadigmMageM20
A New AnchorheadStory SeedWerewolfUVS
A Taste for BloodDiscipline PowerVampireV20
A Thousand Secret FacesGiftWerewolfCB
A Touch of DeathDiscipline PowerVampireV20
A Universe of LawsGiftWerewolfCW
A World of Gods and MonstersParadigmMageM20
Abilities of the New FormRoteMageHDYDT
Ability DeficitFlawSharedBoS, W20
AbliphetFomorWerewolfBotW
Absent-MindedFlawSharedBoS, W20
Absolute BalanceGiftWerewolfCB
Absorb the MindDiscipline PowerVampireV20
Abyssal Rituals (Abyss Mysticism)SystemVampireRotB
Abyssal ThreadsRitualVampireRotB
AcademicsAbilitySharedV20, W20, M20
Acceptance RitusSabbat RiteVampireV20
Access and AlterationSystemSharedBoS
Accessing a FetishSystemSharedBoS
Accessing Tass or Periapt QuintessenceRoteMageHDYDT
Acclimation to the New FormRoteMageHDYDT
Acid TalonsGiftWerewolfBotW
Acidic TouchDiscipline PowerVampireV20
AcrobaticsSecondary AbilitySharedM20
Activating a DeviceSystemSharedBoS
Activating a WonderSystemSharedBoS
Activating the RelicSystemSharedBoS
Active System AccessSystemSharedBoS
ActivistArchetypeSharedM20
ActivityChartSharedW20
Acute SenseMeritSharedW20, V20
Acute SensesMeritSharedBoS, M20
AdaptationGiftWerewolfW20
Adaptive ProstheticsRoteMageHDYDT
Added Life-Force (Health Levels)RoteMageHDYDT
AddictionFlawSharedBoS, V20, M20
AddictionDiscipline PowerVampireV20
Addictive BloodMeritSharedLotC
Additional AbilitiesRoteMageHDYDT
Additional DisciplineMeritSharedV20
AdjustmentsProcedureMageTR
Adolescent WerewolfNPCVampireV20
Adrian NewberryPentex SubsidiaryWerewolfBotW
AdvancedPentex SubsidiaryWerewolfBotW
Advanced TechMeritSharedLotB, V20
Aelida, Lady of FeathersNPCMageGaM
Aethera InamorataCampWerewolfW20
African Necromancy (style)SystemVampireRotB
AgingFlawSharedBoS
Aging the Night-FolkRoteMageHDYDT
Ahl-i-BatinCraftMageM20
AhrimanesBloodlineVampireV20
Ahriman’s WightRitualVampireRotB
Aid from SpiritsDiscipline PowerVampireV20
Aido-Hwedo, the Great Python and Rainbow SerpentNPCMageGaM
AigamuxaNPCMageGaM
Air ElementalNPCMageM20
Air ElementalSpiritWerewolfW20
AircraftChartSharedM20
Airt SenseGiftWerewolfCB
Airts and Moon PathsUmbral RealmMageM20
AjabaFeraWerewolfCB, W20
Akashic Brotherhood (the Akashayana)TraditionMageM20
Akhu (Setite Sorcery school)SystemVampireRotB
al-Ghadib, the Mad WarriorNPCMageGaM
AlabastardCombination DisciplineVampireAU
Alamut (near Tehran, Iran)DomainVampireV20C
AlbinoTribeWerewolfW20
AlchemySorcery PathMageSorc
AlchemyPracticeMageM20
Alcohol /Drug ToleranceMeritSharedBoS
Alcohol ToleranceMeritSharedW20
AlertnessAbilitySharedV20, W20, M20
Alien PerfectionMeritSharedLotB, V20
All Are Equally Holy Before LilithPath of EnlightenmentVampireTBH
All that is not Forbidden is PermittedGiftWerewolfBotW
All the Right SpheresSystemSharedBoS
ALLIANCE?CaernWerewolfRAtW
AlliesBackgroundSharedV20, W20
AlligatorNPCMageM20
Alligator or CrocodileGhoulVampireGaR
Alms to the PoorGiftWerewolfCB
AlphaArchetypeSharedW20
Alsart OasisUmbral RealmWerewolfUVS
Alter LilianGiftWerewolfCB
Alter MoodGiftWerewolfCB
Altering CharacteristicsRoteMageHDYDT
Altering PropertiesRoteMageHDYDT
Altering the ElementRoteMageHDYDT
Alternate IdentityBackgroundSharedV20
Amaterasu Omikami, Empress of the SunNPCMageGaM
Amazons of DianaCampWerewolfW20
AmbidextrousMeritSharedBoS, W20, V20
AmbushGiftWerewolfCB
Amira the Storyteller (Amira al-Kadhaab)NPCMageGaM
AmnesiaFlawSharedBoS, W20, V20
Amount of Quintessence UsedRoteMageHDYDT
Amulet of MnemosyneRitualVampireRotB
An Hour AgoSpiritWerewolfUVS
Ana-gaminCampWerewolfW20
AnachronismFlawSharedBoS
AnalyzeDiscipline PowerVampireV20
AnanasiFeraWerewolfCB, W20
Anansi the Spider, Keeper of TalesNPCMageGaM
Anansi’s GuileGiftWerewolfCB
Anarch MovementSectVampireV20
Ancestor AllyMeritSharedW20
AncestorsBackgroundSharedW20
Ancestral RescueUmbral RealmWerewolfUVS
Ancestral Soil DependenceFlawSharedLotC
Ancestral WingsGiftWerewolfCB
Anchor PointsRoteMageHDYDT
Ancient Forest-Heart (Grand Natura)NPCMageM20
AndaBloodlineVampireV20
Andre BaptistePentex SubsidiaryWerewolfBotW
Loading further records
Classification: Union // Open Ref werewolf/power/gift/madness

Madness

Gift · Werewolf · Level 5

Werewolf
Cost
1 Gnosis
Roll
Manipulation + Intimidation
Duration
a number of days equal to the successes rolled

As the metis Gift.

Rite of Passing the Net

Level Two, Mystic Rokea sometimes refer to the Gauntlet as the Net. As they cannot swim sideways normally, they require this rite. It must be enacted in a grotto, where the Rokea asks Sea for her leave to pass the net. Success grants the

STEREOTYPES

Bleeds-Night speaks:

Children of Gaia: Forgive? Peace? You are not Garou.

“I’ve heard stories of the Rokea, but I’ve never met one. I don’t think that I’d want to. All of that Rage, and teeth far worse than those of a werewolf.” — Andrea Steps-Lightly

Ananasi: Skitter away. Your twisted plans waste time. Talking is not doing.

“They’re fish. What use do we have for fish? They have secrets, but it is not worth the effort. Do not fear them, for you will never see them.” — Genevieve Monfort

Mokolé: You remember us. You think you know us. We do not remember how we were. We change. We survive.

“They live for so long, in a world where so many of us will never see. But they are so very insular and single-minded.” — Radiant Tsanga

Rokea 28 days within the Umbra, at the end of which she reappears in the grotto where she began.

System: The player rolls Charisma + Rituals (dif­ ficulty 7) to swim sideways.

Sea’s Distant Voice

Level Two, Accord This rite was rarely used in the past, but has be­ come more popular among the increasing number of Betweeners who don’t want to get caught out by their low Renown. The Rokea communes with Sea, send­ ing word of her deeds to the water itself. Tales of those deeds circulate among other weresharks, with nobody quite sure of their source.

System: The Rokea must be partially immersed in salt water, and remembers her significant deeds and achievements, dedicating them to Sea. She rolls Cha­ risma + Rituals (difficulty 5 , +1 for every ten miles from Sea). Success allows her to gain (or lose) Harmony and Innovation Renown as her deeds dictate.

Lure of Sea

Level Three, Punishment The Rokea performs this rite using some item that once belonged to his victim — an item of clothing, number plate, left foot, or something else he has left in the water. The rite compels him to come back to Sea, immersing himself in her waters at some point over the next lunar month.

System: Once the rite is successfully enacted the victim feels Sea calling to him. For the next lunar month, he wants to return to the water no matter how much anyone tries to persuade him otherwise. At some point in the month he will return to where he lost the item to the waves, and nothing short of physical restraints can stop him.

The Rokea does not know when he will return, nor exactly where, but she does know it will be within a mile of where the item was lost. When the victim returns to Sea, the wereshark can make a reflexive Perception + Primal Urge roll (difficulty 6) to know exactly where her victim is.

Fera characters work like werewolf characters in most regards. Most Changing Breeds, for example, regenerate as Garou do, are susceptible to frenzy, and learn Gifts and rites in much the same manner as werewolves.

On the other hand, for all their similarities, the Fera ultimately are not Garou. Most of these differences are covered in the preceding chapter, but a number are also covered here — in particular Merits and Flaws, Backgrounds, combat maneuvers, Delirium, Renown, and rank.

Many of the Merits and Flaws in W20 are perfectly appropriate for the Fera, or can be easily adapted. Fair Glabro, for example, would be fine for Bastet, but inap­ propriate for shark-born Rokea (who seem “off” even in homid form) or Corax (who have no near-human form). Similarly, the Flaw: Metis Child is worth no points for Kitsune (who suffer no social stigma for siring or bearing shinju). The following additional Merits are specific to one or more Fera:

Constant Sending (1-pt. Merit, Rokea only)

The character’s Lorenzini’s ampullae remain in all forms, allowing him to use the Sending even in Homid form.

Manshape (1-pt. Merit, Mokole’ only)

The character’s Archid form is very humanoid — a callback to the Lizard Kings with a reptilian head, the size of a Crinos Garou. The character must have the Archid characteristics: Bipedal and Grasping Hands to buy this Merit. Manshape allows the Mokolé in Archid form to pass as human in poor light, though anyone seeing the character’s scaly skin still suffers the Delirium.

Double Draught (2-pt. Merit, Corax only)

Unlike most Corax, the character can drink from both of a dead man’s eyes, seeing the best and the worst of the corpse’s death.

Gauntlet Runner (2-pt. Merit, Ratkin only)

The character is able to squeeze through the Gauntlet in the presence of any manner of company — even in front of a room full of human witnesses.

Good-Looking (2-pt. Merit, Rokea only)

Unlike most Rokea, who are rough-looking in homid form at best, the character looks completely human and may start with as high an Appearance score as the player desires. Homid Rokea do not need to purchase this Merit.

Spitting Cobra (2-pt. Merit, Nagah only)

Unlike most Nagah, the character’s Vasuki form is that of a spitting cobra or other snake that can project its venom. She can spit venom in any form other than Balaram.

Umbral Affinity (2-3 pt. Merit, Nuwisha Umbral Danser only)

The character has an uncommonly strong connection to the Umbra, treating the local Gauntlet as 2 points lower than its real value. For 3 points, the character need not stare into a reflection to step sideways.

Free of the Yava (3, 4, or 5-pt. Merit, Ajaba and Bastet only)

Perhaps the character was granted a special blessing by a powerful spirit; perhaps they are simply a strange prodigy of the world. For whatever reason, the character does not suffer the restriction of one or more Yava: 3 points grants freedom from one Yava, 4 from two Yava, and 5 from all Yava.

Early Maturation (3-pt. Merit, Gurahl only)

For some reason the character emerged as an aus­ pice other than Arcas. Perhaps her First Change came late in life, or her early years contained so much strife and upheaval that her change catapulted her directly into another auspice. The character begins play as an Uzmati, Kojubat, Kieh, or a Rishi, and must choose her starting auspice Gift from Level One Gifts on that auspice’s Gift list.

Venomous (3-pt. Merit, Ananasi only)

The Ananasi retains her venom sacs even when in homid form. In homid, she may use any of her venom-based Gifts that are normally restricted to other forms.

Infrared Vision (4-pt. Merit, Nagah only)

The character can detect heat sources out to about 50 feet in all forms other than Balaram. This Merit is

most common among Nagah whose snake form comes from the Crotalinae subfamily (pit vipers, rattlesnakes, fers-del-lance and moccasins).

Sex Appeal (4-pt. Merit, Ananasi, Bastet, Kitsune, and Nagah only)

Whether it’s grace, charm, or pheromones, the char­ acter’s got it. Those attracted to the character’s gender like being around him and are eager to please him. This grants a –2 difficulty reduction to all social rolls against such individuals.

Swim Sideways (4-pt. Merit, Rokea only)

The wereshark has a natural connection to Sea’s Soul, and can swim there in much the same manner as a Garou steps sideways, without the requirement for a reflective object. The Rokea can only use this talent in seas and oceans; weresharks who can also Step Sideways on land should look to that Merit instead.

Feral Near-Man (5-pt. Merit, all but Ananasi, Corax, Mokole’, and Ratkin)

The character’s near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty. Either way, the Changer’s near-human form sports wicked claws capable of inflicting aggravated damage.

Gender-Morph (6-pt. Merit, Ananasi only)

The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again. This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character’s scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn’t grant a radical change in appearance — both sexes have similar features and look sufficiently alike to be siblings.

Cat/Fox Magic (7-pt. Merit, Bastet and Kitsune only)

In addition to the blessings of Luna and Gaia, the character has a rare aptitude for lesser human magic—she is capable of learning what mages call “hedge magic.” The character can use this talent to mimic Gifts and rites from any Changing Breed, and can develop her own mystic rites given time and Storyteller approval. For a more in-depth treatment of hedge magic, see

Sorcerer Revised.

Step Sideways (7-pt. Merit, Bastet, Gurahl, Mokole’, Nagah, and Rokea only)

Unlike normal members of her Breed, the character may step sideways in the manner of the Garou. While almost all members of her Breed can access the Umbra through Gifts or Rites, the character has an inherent connection to the spirit world. Perhaps this is a particular blessing from a powerful spirit, or perhaps it is as much a mystery to her as it is to everyone else.

Shark Teeth (1-pt. Flaw, Rokea only)

Even in Homid form, the character’s teeth remain mildly pointed. This isn’t sufficient to do any extra dam­ age, but it’s very noticeable.

Can’t Eat Solid Foods (5-pt. Flaw, Ananasi only)

For some reason, the character’s human digestive system doesn’t function; she lives on a diet of blood or liquefied flesh, and needs to consume much more of it than the typical werespider. The character automatically loses one blood point per day, and when her blood pool falls below three, she risks frenzying from hunger.

Unsure Footing (5-pt. Flaw, Rokea only)

The character just can’t get the hang of walking on two legs. She stumbles easily, and suffers from vertigo just looking up. All rolls involving coordinated movement on land (including combat) add 2 to their difficulty.

Some of the Backgrounds presented here are specific to a particular Changing Breed. Others, such as Secrets, are possessed by many kinds of Fera.

Ajaba use all of the same Backgrounds as the Garou, although high Pure Breed becomes increasingly rare as the Ajaba scramble to shore up their decimated numbers. As social creatures, werehyenas are much more likely to have pack totems than personal ones.

No Ananasi may have Ancestors or Pure Breed; Ananasa doesn’t want her children dwelling on the past. Queen Ananasa also serves as the totem for all werespiders, granting Occult +3 and Enigmas +2 while the werespider meditates in his Sylie. In return, they must obey her laws.

Bastet use most of the same Backgrounds as Garou, eschewing only Ancestors (with the exception of Swara). They use personal rather than pack totems, however (call­ ing such patrons “Jamak”). Bastet make additional use of two Backgrounds unknown to the Garou: Secrets, which they share with the Corax, (see “Shared Backgrounds,” p. 212) and Den-Realm.

Den-Realm

The Bastet has built or acquired (either by inheritance or duel) her own Den-Realm, a sanctuary where she and the land have become one. In the Umbra, a Den-Realm resembles a Domain, one which other travelers cannot pass through without permission. The appearance of this Domain is up to the Bastet who owns the Den-Realm — a proud Khan’s Den-Realm may resemble a maharaja’s fortress, while a Balam’s might resemble an impenetrable forest.

A difficulty 8 Perception + Occult roll is necessary to recognize a Den-Realm for what it is, and penetrating its walls uninvited requires a roll as though the intruder were stepping sideways (difficulty 9). This automatically alerts the Bastet that an intruder is coming in.

A werecat inside of his Den-Realm enjoys several benefits: He may step sideways at any time within his Den-Realm, against a Gauntlet of 3. A number of times per scene equal to his Gnosis rating, the Bastet may make a Gnosis roll (difficulty 6) to blink between two points in his Den-Realm without crossing the intervening space. Any attack on the Den-Realm (whether by banes in the Umbra or bulldozers in the Gaia Realm) registers as a cold bolt of pain in the werecat’s heart. The Bastet can freely peer through the Gauntlet from either side within her Den-Realm. Finally, the Bastet can lead any others she chooses across the Gauntlet while in her Den-Realm as though they were packmates.

A Den-Realm’s rating determines how big it is. The first rating is for urban Den-Realms, while the second is for the much larger Den-Realms possible in the wilderness. • The size of a house/one square mile. •• The size of a mansion/two square miles. ••• A city block/five square miles. •••• Two city blocks/10 square miles. ••••• Five city blocks/20 square miles.

Corax rarely stick with any single Mentor for an appreciable length of time, and dismiss Pure Breed as elitist nonsense. They have no pack or personal Totems, either; Raven claims each Corax for his own, granting

them one free dot of Athletics, Enigmas, and Subterfuge. In return he asks only that they whisper each secret they learn into the air, that he might hear it as well. Corax can, of course, purchase the Secrets and Umbral Maps Backgrounds (see “Shared Backgrounds,” p. 212).

Owing to their rarity, Gurahl rarely amass much in the way of Resources. All Gurahl have an aspect of Bear as their personal Totem. They also use a unique Background: Umbral Glade.

Umbral Glade

A Gurahl with this Background possesses a Den which opens into a Glade in the Umbra, serving as a “mini-caern” or wellspring of Gnosis. The size and location of the Umbral Glade determines how much Gnosis is available for the resident Gurahl. If more than one Gurahl remains within the Glade in order to regain Gnosis, the total Gnosis available must be shared among those wishing to partake of it.

In addition to providing Gnosis for the Gurahl, an Umbral Glade gives the werebear an instantaneous doorway into the Umbra without the need for a rite. • A 20 x 20 foot area, supplying one Gnosis per day. •• A 50 x 50 foot area, supplying two Gnosis per day. ••• A 100 x 100 foot area, supplying three Gnosis per day. •••• A 500 x 500 foot area, supplying four Gnosis per day. ••••• A 1,000 x 1,000 foot area, supplying five Gnosis per day.

Kitsune use many of the same Backgrounds as the Garou, eschewing only Pure Breed as redundant — werefoxes are all of the purest blood, after all. Those not associated with a sentai or other pack-group may have either a personal totem or no totem at all.

Mokolé do not possess the Ancestors Background, replacing it with Mnesis instead. They also possess the Wallow Background.

Mnesis

Any Mokolé (even one without this Background) may place himself into a Mnesis quest — a sort of au­ tohypnosis in which the character journeys deep into the halls of ancestral memory, much like the Umbral vision-quests of the Garou. Because a Mnesis quest can easily last for hours and renders the seeker oblivious to the outside world for its duration, most Mokolé will only enter Mnesis while in the safety of their wallows. The

rating of the Background determines how far back the Mokolé may remember. 0 Roughly a century. • Three to five hundred years. •• Roughly a millennium. ••• The Impergium and the beginning of human civilization. •••• The awakening of the mammalian shapeshifters. ••••• The time of the Dinosaur Kings.

Wallow

The Wallow Background means that you have ties to a Mokolé wallow, one with some history and other Mokolé residents. If you are a homid, this may be a vil­ lage, rural homestead, or isolated island such as Komodo. If you are a suchid, it may be an ancient temple, jungle swamp, zoo, or gator farm. Any Allies, Contacts, or Kin­ folk you may have likely live at the wallow. The wallow is a place where you can meditate to regain Gnosis in Sun’s light, hold gathers and perform rites. You may live there all the time; of course, if you don’t have Resources, your home might not be very luxurious. • A poor wallow. One Mokolé lives there or perhaps only Kin. •• No palace. A few Mokolé and Kin live there. ••• The wallow has lots of land (maybe a national park) or places to live. •••• A nice place: a village, isolated creek, or lake. ••••• A temple, alligator farm, or large village.

The self-imposed isolation of the Nagah prevents them from having many Allies; Mentors are likewise rare. Nagah do not purchase the Totem Background; the Wani and their servants don’t act as personal or “pack” totems, and no other spirits are entitled to do so. A Nagah nest counts as a bonded pack for all system purposes, but no totem bond exists. Nagah also use a unique Background: Ananta.

Ananta

A Nagah’s Ananta is similar to the Den-Realm of a Bastet, save that Nagah nests may pool their Background points to share a single Ananta, or each have their own personal Ananta (but not both; a wereserpent may only carry a single Ananta within herself at a time).

The rating of this Background determines the An­ anta’s size and ability to provide food and drink. In the physical world, the Ananta has almost no actual pres­ ence — only a small space nominated as a “doorway,” through which the Nagah may step sideways to enter the

pocket-realm. This portal is invariably at the bottom of a river or other source of fresh water. Other Nagah are capable of sensing the presence of an Ananta’s doorway; it is otherwise undetectable. The difficulty to step into an Ananta is equal to the local Gauntlet, -1 for every two points in the Background (minimum difficulty 2). Ananta are invisible from the Umbra. An Ananta’s interior can resemble anything its owner desires.

Once the wereserpent has created his (or his nest’s) Ananta, he may “swallow” it to move it from place to place at any time, and may regurgitate it at any future time. While the Ananta is within him, the Nagah may step sideways as the Garou do. However, if the Ananta is destroyed for any reason, each Nagah to which it belongs loses a permanent Gnosis point. • A small and meagerly appointed Ananta. No refreshments are available. •• A modest Ananta, roughly the size of a guest bedroom, with enough food and drink to entertain a visitor or two. ••• An Ananta well-suited to a nest, roughly the size of a townhouse or hotel suite, with enough food and drink for the whole nest. •••• A spacious nest, about house-sized, with abundant food. ••••• A luxurious Ananta, the size of a small mansion, with gourmet delicacies for all.

Nuwisha use the same Backgrounds as Garou, as well as Umbral Maps (see “Shared Backgrounds,” p. 212). Virtually all Nuwisha have a personal totem, inevitably a trickster spirit of some sort. Rarely, a Nuwisha will bind herself into a pack of other Fera — but only if the pack is united under a trickster totem.

Ratkin generally don’t have much in the way of Resources or Allies, and don’t have Ancestors or Pure Breed at all. Some wererats establish themselves under a permanent Totem, while others use a special rite to temporarily assume a Totem for the duration of only a single mission or quest, dissolving their bond to the spirit once their task is done.

The timeless Rokea don’t have Ancestors, and don’t concern themselves with Pure Breed. They can have at most a single dot of Kinfolk, as their shark Kin are spread so far across the seas, and their human relations are so very few.

The following Backgrounds are available to more than one Changing Breed.

Secrets

The character possesses information that would be considered desirable — or damaging — by someone else. While such knowledge can sometimes place the character in danger, mostly it gives her leverage and advantages. What the character does with these secrets (bartering them for favors or cash, using them to take down minions of the Wyrm, or something else entirely) is up to her.

The player and Storyteller should work together to determine what sort of secrets the character possesses. The Background’s rating determines the value and num­ ber of secrets the character knows. This Background is normally the province of Corax and Bastet, though other Changing Breeds (and even the odd Shadow Lord!) oc­ casionally pick it up as well. • A small but noteworthy secret — a secret affair, a hidden sexual orientation, a minor crime. •• A moderate secret. The human identities of a Garou pack, the whereabouts of a criminal on the run, a significant crime, or evidence of two Garou sleeping together. Alternately, a few minor secrets. ••• A substantial secret, or equivalent amount of lesser secrets. A matter of life and death or utter ruination for someone. The location of a lost fetish that someone needs to stay lost. The identity of a murderer of one or more Fera. •••• A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampire’s “little black book” of contacts, the location of a Gurahl. ••••• An enormous secret, or equivalent amount of lesser secrets. A high-level Pentex plot. The location of a legendary cursed fetish. The secret weakness of an Incarna.

Umbral Maps

The character possesses a wealth of experience and received information about Umbral navigation. These “Umbral maps” are not physical objects, but rather the collected lore of symbolic navigation among spirit paths, the entry methods for safe havens and refuges, the cycles of natural spirit paths, and reliable methods to bypass various obstacles along the way.

This Background is normally the province of Corax and Nuwisha, though other Changing Breeds occasion­ ally pick it up as well.

• A few safe paths and refuges. The character enjoys –1 difficulty to rolls to navigate the Umbra. •• Several routes to common destinations. As Level One, plus once per story the character can re-roll a failed attempt to navigate through the Umbra. ••• Safe zones, routes to virtually any place, and knowledge of where not to go. –2 difficulty to rolls to navigate the Umbra, plus one re-roll per story. •••• Several safe places and refuges, extensive knowledge of Umbral paths and dwellers in those areas. –2 difficulty to rolls to navigate the Umbra, plus two re-rolls per story. ••••• No one knows the Near Umbra like the character. –3 difficulty to rolls to navigate the Umbra, plus three re-rolls per story.

Totem

Most Fera make use of totems in the same manner as the Garou, whether to bind together their “packs” or as personal patrons. The Ananasi, Corax, and Nagah form notable exceptions.

So what happens when a Garou, a Bastet, an Ajaba and a Mokolé band together?

Most Fera would regard the very idea as little more than the set-up to a bad joke, but as the Wyrm’s shadow darkens such places as Africa and the Amazon, it’s a question an increasing number of shapeshifters find themselves seriously considering. Can Gaia’s changing children, so long divided, work together?

The answer is yes — with some difficulty. The Rite of the Totem (see W20, p. 213) is par­ ticularly calibrated to the sensibilities and capabilities of the Garou — those Fera who cannot innately step sideways would have particular difficulty with it. The equivalent rites used by the other Changing Breeds are similarly specialized.

A rare and particular rite exists, however — the Rite of the Joined Circle — which may be used to attract a spirit to act as a totem for a diverse pack of Fera. Me­ chanically identical to the Rite of the Totem, it requires the ritemaster to prepare a ritual space decorated with items pleasing to the spirit they hope to attract while singing of Gaia’s need for renewal. Some Mokolé with powerful Mnesis remember this rite from the times before the War of Rage, and a few African packs have recently independently re-discovered or re-created the rite. The Beast Courts of Asia use very a similar rite to form their sentai.

A multi-Fera pack may pool its Background points to buy its Totem in the same fashion as a Garou pack. Owing perhaps to some similarity to the rites used by the hengeyokai, even Corax and Gurahl are able to

participate in the rite, giving up Raven or Bear’s favor in exchange for that of the pack totem. The inclusion of a Nuwisha still guarantees that the totem attracted will be a trickster of some variety, however. In the incredible event that an Ananasi or Nagah participates in the rite, they gain only the ability to participate in pack tactics and the totem spirit’s favorable regard; Queen Ananasa will not relinquish her children to another, while the Nagah remain outside of the Pact that facilitates congress between the spirit world and the other Fera.

The Garou are Gaia’s greatest warriors, but the unique anatomy of some of their Changing cousins opens up the possibility of unique attacks that the Garou could only dream of. The following list presents some common ex­ amples — it isn’t definitive, and Storytellers and players should feel free to make up their own.

Ananasi

• Engulf: The Ananasi breaks over her foe like a wave, dissolving into a million biting spiders. Each turn that the werespider maintains the Engulf, the target cannot breathe and runs the risk of suffocation (see W20, p. 259). If the Ananasi is in a non-Crawlerling form when initiating an Engulf maneuver, the action requires a blood point, but the difficulty is reduced to 5 for the initial attack, thanks to the element of surprise.

Usable by: Any

Roll: Dexterity + Brawl

Difficulty: 6 (5)

Damage: Strength; suffocation Actions: 1

Bastet

• Barrel Roll: The werecat attacks at running speed on all fours, grabs the opponent by the shoulders, and uses her body mass to topple him. Using the momentum of the tumble, she rolls with the opponent, immobiliz­ ing him, usually by biting over the muzzle of the prey to suffocate it.

The player makes a standard grapple attack to seize the opponent, and then reflexively rolls Strength + Athletics (difficulty 3 + target’s Strength, maximum 9) to wrestle her prey to the ground. The target then suffers suffocation (see W20, p. 259) and immobility until she can break the grapple.

Garou and Nuwisha can also perform this maneuver, though at +1 difficulty.

Usable by: Crinos — Feline Roll: Strength + Athletics Difficulty: (3 + target’s Strength, max 9) Damage: Special

Actions: 1

Corax

• Eye Pluck: Corax can attempt to pull the eye from a living opponent. If the Corax scores four successes on the attack roll, and at least two health levels of damage go unsoaked, she tears her enemy’s eye out. This raises the damage to aggravated even if the Corax is in raven form. Shapeshifters that don't suffer a Battle Scar from the maneuver can regrow the eye over time.

Usable by: Crinos — Corvid Roll: Dexterity + Brawl

Difficulty: 9

Damage: Strength + 1

Actions: 2

• Wing Swipe: This maneuver requires the Gift: Razor Feathers. The Corax lashes out with a wing, slash­ ing the target with the cutting edge of his steel-hard feathers. This maneuver is also useful out of combat (for cutting ropes, slashing tires, and so on). Even if a wing swipe misses, the target must make a reflexive Dexterity roll (difficulty 5) or be off-balance (+1 difficulty to all Physical actions) for the next turn.

Usable by: Crinos

Roll: Dexterity + Brawl

Difficulty: 7

Damage: Strength + 2

Actions: 1

Mokole’

• Tail Lash: The Mokolé slashes at an opponent with her tail. Characters in Suchid form may only use this maneuver if the opponent stands directly behind them. Damage is bashing, unless the Mokolé has a spiked tail.

Nagah in Azhi Dahaka — Kali Dahaka forms may also perform this maneuver, as can Rokea in Chasmus — Squamus, but only under water.

Usable by: Archid — Suchid Roll: Dexterity + Brawl

Difficulty: 7

Damage: Strength + 1

Actions: 1

• Head Butt: This maneuver is a charge forward, head lowered. It works exactly like Body Slam (see W20, p. 298) save that the Mokolé doesn’t suffer damage if in Archid form, and the target isn’t unbalanced unless knocked down.

Rokea in Chasmus — Squamus can use a similar underwater ‘ramming’ maneuver.

Usable by: Homid — Archid Roll: Dexterity + Brawl

Difficulty: 7

Damage: Strength

Actions: 1

• Jaw Shear: This maneuver requires that the Mo­ kolé successfully used a bite attack in the previous turn. Through this attack the Mokolé can snap his head back and forth, tearing the victim to shreds with his power­ ful jaws. Unless the victim can break the Mokolé’s grip (using an opposed Strength roll), the weresaurian can continue attempting this maneuver each turn.

A similar maneuver, Rolling Bite, sees the Mokolé rolling repeatedly with the victim in her mouth.

Rokea in Gladius — Squamus forms can also perform this maneuver, as may Ajaba in Crinos.

Usable by: Archid — Suchid Roll: Dexterity + Brawl

Difficulty: 6

Damage: Strength + 2

Actions: 1

• Swallow Whole: Only a truly enormous character can perform this action, such as a massive Archid or par­ ticularly large Great White Rokea. The prey must be half the character’s size or less, and the attacker must land a bite attack, and then make an opposed Strength roll. If she suc­ ceeds, her opponent is swallowed whole. The opponent can continue to take limited actions for (Stamina) rounds before being smothered. If the attacker changes to a smaller form while her victim is alive inside of her, she suffers five levels of lethal damage as her victim erupts through her innards.

Rokea in Chasmus form can also perform this ma­ neuver.

Usable by: Archid

Roll: Special

Difficulty: Special

Damage: Special

Actions: 2

Nagah

• Constrict: The Nagah must be in either Azhi Dahaka or Kali Dahaka, and cannot move while con­ stricting an opponent in her coils. On each action after having caught the victim, the Nagah’s player reflexively rolls Strength + Brawl against a difficulty of the trapped victim’s (Strength + Brawl –2, maximum 9). Success inflicts the Nagah’s Strength as bashing damage, while failure frees the victim. The Nagah can attack his trapped victim with teeth or claws at –1 difficulty; for others, at­ tacking a constricted victim without harming the Nagah inflicts a +1 difficulty penalty.

Usable in: Azhi Dahaka — Kali Dahaka Roll: Dexterity + Brawl

Difficulty: 6

Damage: Strength

Actions: 1

• Injection: The Nagah can bite gently into a target, injecting venom without causing aggravated damage from his fangs. This can be used for several purposes, such as the Sting of Sleep Gift. This maneuver is normally used outside of combat.

Ananasi also use an effectively identical maneuver to poison opponents and to drink blood.

Usable by: Any form capable of injecting venom Roll: Dexterity + Brawl

Difficulty: 7

Damage: Venom only

Actions: 1

Rokea

• Great Bite: The Rokea takes hold of her opponent by the shoulders, and attempts to bite her victim’s head

off. To grab hold of the opponent, the player must perform a standard grapple roll. The bite attack is administered in the same turn.

Some Mokolé may also perform this maneuver in Archid form.

Usable by: Gladius Roll: Dexterity + Brawl

Difficulty: 6

Damage: Strength + 3

Actions: 2

Group-oriented Fera such as Ajaba, Nagah, and Ratkin employ pack combat tactics much like the Garou (and may use those listed in W20). Like the combat maneuvers above, the following tactics are intended as representative examples — players and Storytellers should feel free to invent their own.

COMBAT MANEUVERS BY BREED

This list breaks down, for easy reference, which Fera can use which combat maneuvers, including those presented in W20.

Maneuver Breeds

Barrel Roll Bastet, Garou, Nuwisha

Bite All save Corax

Constrict Nagah

Engulf Ananasi

Eye Pluck Corax

Great Bite Mokolé, Rokea

Head Butt Mokolé, Rokea

Injection Ananasi, Nagah

Jaw Lock Ajaba, Bastet, Gurahl, Garou, Kitsune, Mokolé, Nuwisha, Ratkin

Jaw Shear Ajaba, Mokolé, Rokea

Swallow Whole Mokolé, Rokea

Tail Lash Mokolé, Nagah, Rokea

Wing Swipe Corax

Wishbone (solo) Ajaba, Bastet, Gurahl, Mokolé, Nuwisha, Rokea

New Pack Tactics

• Circle: This maneuver serves to contain and intimi­ date opponents. The pack surrounds the target, trapping him within a tight circle. To attempt to break free of the circle, the victim must either enter frenzy or spend a Will­ power point. Each character making up the circle performs a Dexterity + Athletics attack, difficulty 8, in response to any such bids for freedom; only a single circle member needs to succeed to keep the target contained within the circle.

Usable by: Any Packmates Required: 3

• Slice ‘n’ Dice: A favorite of the Ratkin, though employed by other Fera as well. The attackers blitz their target from all directions, overwhelming him with a flurry of slashes to different body parts. This increases the difficulty of dodge attempts by 1 per packmate involved (maximum 9). This maneuver requires the target to be surrounded by the pack.

Usable by: Any form with claws

Packmates Required: 3

Regeneration. Delirium. Stepping sideways. Gaia designed Her children with a wide array of blessings, but not all were blessed equally. The following section provides quick-reference lists to help Storytellers in a hurry remember which Fera can (or can’t) do what.

Frenzy

Werewolves seethe with righteous lunar fury, and the flames of their Rage burn hotter as the moon swells to fullness. Many Fera, however, process their Rage dif­ ferently, while some have no Rage at all. • Ajaba: Frenzy as Garou. Rage rolls are always difficulty 6. • Ananasi: Have no Rage and are normally incapable of frenzy. The difficulty to supernaturally induce frenzy in a werespider is raised by 2. • Bastet: Frenzy as Garou. Rage rolls are always dif­ ficulty 6. • Corax: Frenzy as Garou. Rage rolls are always difficulty 6. • Gurahl: Rage rolls are always difficulty 8, and five successes are needed to frenzy. Gurahl are normally incapable of fox frenzy. • Kitsune: Rage rolls are always difficulty 6, and Kitsune are normally only capable of fox frenzy. • Mokolé: Frenzy as Garou. Rage rolls are always difficulty 6, save for Shining Mokolé, who set their difficulties the same as Garou (see W20, p. 262).

• Nagah: Frenzy as Garou. Rage rolls are always difficulty 7, or 6 near polluted water. • Nuwisha: Nuwisha have no Rage, and are normally incapable of frenzy. • Ratkin: Frenzy as Garou. Rage rolls are always difficulty 6. • Rokea: Difficulty is determined by lunar cycle, as with Garou (see W20, p. 262). Only two successes are needed to enter frenzy. Rokea are normally incapable of fox frenzy.

Regeneration

The Garou can charge through hails of bullets and laugh about it later as they pick lead out of their hides. Most Fera are equally resilient, with the following ex­ ceptions: • Ananasi don’t regenerate. Instead, they spend their stored blood points to heal at a rate of one bashing or lethal level per point spent. A full scene of rest and five blood points will heal one level of aggravated damage. Without spending blood, Ananasi heal at the same rate as ordinary humans. • Kitsune heal as ordinary humans do, barring the use of healing Gifts. • Rokea regenerate as Garou do, save that squamus Rokea also regenerate in breed form when immersed in salt water.

Vulnerabilities

Silver is the great bane of the Garou and most Fera—but again, not all. The following chart details the particular vulnerabilities of the Fera who differ from Garou. • Ananasi: Have no supernatural weakness. • Corax: Take unsoakable aggravated damage from gold. • Kitsune: Werefoxes may soak damage from silver (dif­ ficulty 8), and the damage is lethal. They are otherwise affected as Garou. • Mokolé: Take unsoakable aggravated damage from gold and silver. • Nuwisha: Have no supernatural weakness.

Stepping Sideways

Most Fera don’t enjoy the same easy access to the Umbra that is granted to the Garou. Those who differ from the Garou in their standard method of accessing the Umbra are detailed below: • Ananasi: Werespiders step sideways by traversing the Weaver’s webs. They may only step sideways in Crawlerling form, and invert the standard Gauntlet difficulties when doing so (so that a science lab would be difficulty 3, while the untouched wilderness would be difficulty 9).

• Bastet: Cannot step sideways without a Gift or being within their own Den-Realm. • Gurahl: May only step sideways from within an Umbral Glen or via the Rite of Rending the Gauntlet. • Mokolé: Require a special gift to enter the Umbra. • Nagah: May only step sideways within the Ananta to which the wereserpent is attuned. • Ratkin: May only step sideways when alone, or in the presence of spirits or fellow Ratkin. Cannot step sideways in the presence of any other beings. • Rokea: Rokea may only swim sideways through the Rite of Passing the Net, or with a special Gift.

The mortal mind cannot cope with the horror of a werewolf wearing his war-form. Terror long ago beaten into the very code of human DNA rises up, clouding memories and engaging the fight-or-flight reflex. Thus is the Veil preserved.

Many Fera also provoke the same all-encompassing denial and fear. Others evoke a lesser reaction, while some don’t trigger the Delirium at all. The exact reasons why the different Fera rouse the responses they do are up to debate, the answers lost in the tangle of history and legend.

The Veil’s Effect

“Reduced Delirium” causes the afflicted human to respond as though their Willpower were two points higher than it truly is. • Ajaba: Crinos form incites full Delirium. • Ananasi: Lilian and Pithus forms both incite full Delirium. • Bastet: Crinos form incites reduced Delirium, while Chatro incites full. • Corax: Crinos form incites reduced Delirium. • Gurahl: Crinos form incites reduced Delirium. • Kitsune: Werefoxes do not incite Delirium in any form. • Mokolé: Archid form incites full Delirium. • Nagah: Azhi Dahaka form incites full Delirium. • Nuwisha: Manabozho form incites reduced Delirium. • Ratkin: Crinos form incites reduced Delirium. • Rokea: Glabrus form incites reduced Delirium, while Gladius and Chasmus incite full.

The Fera were put on the Earth to fulfill a multitude of different roles, and each Breed marks the worth of their fellows by different means. Very few follow the same three virtues of Glory, Honor and Wisdom that

THE LOST BREEDS

For completion’s sake:

• Apis: Minotaur form incites full Delirium.

• Camazotz: Crinos form incites full Delirium.

• Grondr: Crinos form incites reduced Delirium.

the Garou cherish. The following section compiles the Renown traits and ranking systems of each of the Fera in one place for easy reference.

Ajaba

Like their Bastet cousins, the Ajaba value Ferocity and Cunning; unlike the cats, the social werehyenas also hold Obligation sacred. To advance in Ferocity, an Ajaba must be both fearless and vicious; to advance in Obligation, the werehyena must put the good of his people before his own; and to advance in Cunning, he must be clever and resourceful. Advancement in rank is handled by social challenges and rites similar to those of the Garou.

Ananasi

Ananasi are judged by Queen Ananasa, not each other. They advance in rank as they adhere to the ways of the Triat: Cunning for the Wyrm, Obedience for the Weaver, and Wisdom for the Wyld. Queen Ananasa marks the skin of an Ananasi as he advances in rank; this pattern is only visible to other werespiders. For tenere these rank-markings resemble fine spider-webs that join together, with the number of anchoring strands revealing rank. For hatar, the patterns resemble slithering snakes akin to Celtic knotwork. For Kumoti, it looks like light­ ning bolts sparking across each other.

Obedience is granted for cleaving to the laws of Ananasa and the werespider’s assigned member of the Triat. Cunning is gained through resourcefulness and cleverness. Demonstrations of good judgment and in­ tuition yield Wisdom.

Bastet

Werecat Renown is based on individual respect first and foremost; the werecats are more concerned with their personal views of another Bastet than they are with what the Breed as a whole thinks of him. Bastet use Renown in the categories of Cunning, Ferocity, and Honor.

Cunning is gained through discovering secrets, ma­ nipulating rivals, crafting riddles, and self-advertising.

Ferocity is gained through demonstrations of personal prowess, performed with elegance.

Honor is awarded to those that are loyal and honest without giving up their pride.

Advances in rank generally occur at a taghairm, though it isn’t unusual for solitary cats to demand an increase in rank by petitioning local spirits, who then bring word to Bastet elders. Bastet advance in rank more slowly than most Fera; cats are hard to impress.

Corax

Corax follow Glory, Honor and Wisdom as do the Garou, though they value Wisdom most of all.

Wisdom is gained by uncovering secrets and passing them on to others; acting with “wisdom” as non-Corax define the word doesn’t get a raven noticed at all.

Honor, valued less highly than Wisdom, is gained through actions that benefit all Corax, particularly self­ less actions.

Glory, least important of all to the wereravens, is awarded for fighting the good fight… when necessary. Corax never reward rashness or rage, however.

Rank is given through acclamation rather than cer­ emony, though Helios ultimately makes the final call. Inveterate rumormongers, wereravens find it as easy to fall in Renown as to rise.

Gurahl

Werebears value Honor, Succor, and Wisdom. Honor is awarded through showing devotion to the Code of Ursa and from dealing respectfully with others, assisting Kinfolk in need, acting selflessly for the greater good, as well as for ignoring counterproductive feelings of vengeance and hatred.

Succor Renown is given for acts of healing and pu­ rification, giving aid to those in need, and saving lives. Any other act of attempting to preserve or save Gaia and Her children can also be rewarded with Succor, which is considered to be the most important Renown by many Gurahl.

Wisdom follows similar precepts. It is generally awarded when the Gurahl performs actions that help restore or preserve knowledge and insight, such as ancient relics or old stories, or through the study of legends and lore. Gurahl who attempt to gain deeper understanding of who and what they are may also gain Wisdom.

While Gurahl don’t stress status, they do acknowledge rank and respect their elders. In general, when a Gurahl progresses through each auspice, she also gains in rank.

Gurahl gain rank through the recommendations of their elders, either at the Council of Autumn or at other meetings. A Gurahl wishing to advance in rank must relate her deeds, usually in song or story, and win the approval of her elders. If she cannot attend a meeting, she can claim the rank for herself and attempt to gain confirmation later.

Kitsune

The three categories of werefox Renown are Chie, Toru, and Kagayaki, roughly corresponding to Cun­ ning, Honor, and Glory. The Kitsune put little stock in Renown; it mostly seems useful when dealing with the other Breeds — although, the Kitsune reason, if the other Changers have been keeping track of the stuff for millennia, there must be something to it.

Chie (Cunning) is awarded for exhibiting superior cleverness; the ideal of Chie is to trick two enemies into destroying each other, while the Kitsune watches safely from a distance.

Toru (Honor) is awarded for living one’s life in ac­ cordance with Gaia and Luna’s rules, preferably by living as a Kitsune without compromise while still achieving one’s goals.

Kagayaki (Glory) is awarded for perfection. Kitsune care less for accomplishments themselves than for how those accomplishments make them shine in the eyes of their Changing Breed cousins. Also, Kagayaki is awarded for doing “good deeds” in the sight of those that matter.

Rank, on the other hand, is both eagerly sought after and revered — particularly since foxes gain additional tails, magic, and longevity each time they advance.

Mokole’

Mokolé gain Renown and advance in rank in largely the same manner and categories as Garou.

Nagah

The Nagah don’t follow a set of Renown categories. The Sesha (and the Storyteller) decide when a Nagah advances in rank.

Nagah advance by reporting to the Sesha, the highest governing body of their kind. This takes place in Nan­ dana (the Sesha’s Ananta). Afterwards, the petitioner may rest for one week while their case is judged. The members of a nest usually report together.

Nuwisha

Nuwisha value Humor, Glory, and Cunning. They’re not very status-conscious, as Changing Breeds go, but do appreciate having a system in place for measuring bragging rights.

Humor is awarded for displays of skill — not for bad jokes or silly behavior, but rather for how well-conceived and ambitious a werecoyote’s actions are.

Glory is rewarded for flamboyance and getting away with a bold trick.

Cunning measures a Nuwisha’s craftiness, and is given for cleverness and subtlety.

Loss of Renown accompanies tricks that harm Gaia or inflict suffering without imparting wisdom.

Ratkin

Ratkin put stock in Infamy, Obligation, and Cunning. Infamy is generally awarded for outrageous deeds that further the reputation of the Ratkin.

Obligation is awarded for accepting tasks and as­ signments that must be carried out in the name of Rat. (Sometimes such tasks and assignments cause the loss of other types of Renown, but what must be done must be done.)

Cunning is gained through performing clever, re­ sourceful, and crafty stunts — especially if the Ratkin gets away with it or pins the blame on someone else.

Rokea

Rokea acknowledge Valor, Harmony, and Innovation. Valor involves taking on challenges, finding mates and obeying the Rokean Law. The Valorous Rokea is honest and fearless.

Harmony is born of recognizing one’s place in the world and staying there. While survival is the primary task given to the Rokea, Sea also regards the weresharks as her guardians, and so grants Harmony Renown for attacking anything that threatens the balance of life in her waters.

Innovation is born of ingenuity and adaptation. Rokea can gain Innovation by determining a new method of dealing with a problem, learning (or discovering) a Gift or rite, or even creating a fetish (something few Rokea learn to do).

Harmony and Innovation Renown are awarded by Sea and Kun; Valor Renown is recognized by fellow Rokea. Rokea do not require rank challenges the way werewolves do. A wereshark who reaches the requisite amount of Renown is simply considered to be of the appropriate rank.

Glory

Sample Behavior Award

Telling a good story at a gathering; participating in a just challenge; proving one’s bravery in a routine situation 1 Surviving an incapacitating wound; defeating a minor threat; telling a true epic that is later retold 2 Defeating an average threat; traveling to an Umbral Realm and returning 3 Defeating a strong threat; dying while defending a Den-Realm 5 Defeating a very powerful threat; sacrificing oneself for the greater good 7 Succumbing to fox-frenzy –1 Losing territory to an enemy –3 Conscious cowardice that results in the death of another of your Breed –5

Honor

Sample Behavior Award

Showing restraint in the face of certain death; showing devotion to the greater good; 1 dealing respectfully with other shapeshifters Protecting helpless humans in need; participating in a just challenge 2 Acting selflessly for the greater good of the Breed; mediating a dispute fairly and impartially 3 Ignoring strong feelings of vengeance and hatred; being truthful in the face of adversity; 5 protecting helpless animals related to the Breed Enduring torture to protect fellow Breed members; death in defense of Gaia 7 Acting selfishly; not protecting helpless humans; being deceptive in the face of extreme adversity –1 Failing to keep promises; being deceptive; participating in an unjust challenge –3 Not protecting a helpless Breed member; completely ignoring etiquette; –5 giving false testimony against a Breed member

Humor

Sample Behavior Award

Conceiving a new riddle; besting another shapeshifter (non-Nuwisha) in a riddle-contest 1 Crippling a Wyrm-operation through “unfortunate accidents;” leading an enemy astray without hurting him 2 Leading two enemies against each other; persuading other Changers to perform necessary tasks for you, 3 if they believe they have credit for it; besting another Nuwisha in a riddle-contest Fooling agents of the Wyrm to perform necessary tasks for you, even if it hurts them; 5 covering over dangerous secrets without hurting anyone or even arousing suspicion Successfully creating plots that involve entire septs (or the equivalent) of other Changers 7 (particularly Garou) to further your ends (which are not egotistically motivated); banishing the Wyrm from an area through indirect or nonviolent means Losing a riddle-contest to a spirit or other Changer –1 Hurting innocents through your schemes; being manipulated by another Changer –3 Losing a riddle-contest to a human; furthering the Wyrm through short-sighted schemes –5

Infamy

Sample Behavior Award

Helping guard a Nest; fooling a human 1 Defeating a formidable foe not of the Wyrm or Weaver; getting even 2 Defeating a Garou; defending a Nest through trickery or negotiation; becoming pack leader 3 Ending a serious threat without harm to any of your Breed; becoming famous among your Breed 5 Defeating a very powerful Wyrm or Weaver threat; creating or discovering a new Gift 7 Being fooled by a human –1 Killing a Bone Gnawer –3 Falling into the thrall of the Wyrm –5

Innovation

Sample Behavior Award

Striving to understand a new situation or item; creating a talen 1 Teaching another Rokea; gaining knowledge through bargains with spirits 2 Learning a new Rite; discovering a place unknown to other Rokea 3 Learning a new Gift; creating a fetish 5 Creating a new Gift; stopping a threat to Sea before it reaches the ocean 7 Acting without thinking –1 Killing humans when matters could have been solved through cunning –3 Ignoring the counsel of spirits –5

Obligation

Sample Behavior Award

Teaching another member of your Breed; participating in a just challenge 1 Creating something that helps the Nest or clan; committing a sophisticated crime (Ratkin) 2 Serving as pack’s runt (Ratkin, award once per story); repairing the Veil 3 Earning the respect of another member of your Breed; 5 exacting vengeance on someone who has greatly harmed the Nest or clan Dying to protect the Nest or clan (posthumous); performing a deed that affects all of your Breed 7 Giving bad advice –1 Taking the word of an outsider over that of one of your own –3 Harming the Veil –5

Succor

Sample Behavior Award

Healing another Changer unselfishly; performing a Rite of Cleansing; sparing game 1 Giving aid to another Changing Breed; performing a Rite of Healing Winds; 2 nurturing a helpless animal back to health Performing a Rite of the Pure Land; saving the life of a human 3 Reclaiming spoiled or corrupted land; saving an animal of an endangered species; 5 performing a Rite of the Freed Spirit Nurturing an endangered species so that its population increases; reclaiming a lost Glade; 7 cleansing a major pollution site Failure to save an animal from pain; polluting –1 Failure to save a human’s life; losing land to the forces of corruption and pollution –3 Losing an endangered species to extinction on account of carelessness; losing a Glade to the Wyrm –5

Valor

Sample Behavior Award

Participating in a challenge; drawing first blood in combat; being truthful 1 Participating in a hunt; mating 2 Surviving an incapacitating blow; being truthful in the face of extreme adversity 3 Exacting vengeance without seeking it; 5 destroying a betweener (for ocean-dwellers)/evading destruction by ocean-dwellers (for betweeners) Defeating a very powerful Qyrling; dying while protecting a Grotto (posthumous) 7 Actively seeking vengeance –1 Lying when it is not needed –3 Refusing to mate –5

Wisdom

Rank Renown Total

1 3 2 8 3 13 4 18 5 23

TENERE

Rank Cunning Obedience Wisdom

1 0 3 0 2 1 5 1 3 3 7 4 4 4 9 6 5 6 10 7

HATAR

Rank Cunning Obedience Wisdom

1 3 0 0 2 5 1 1 3 7 4 3 4 9 6 4 5 10 7 6

KUMOTI

Rank Cunning Obedience Wisdom

1 0 0 3 2 1 1 5 3 4 3 7 4 6 4 9 5 7 6 10

Rank Title Renown Total

1 Tekhmet 3 2 Aka 10 3 Tilau 15 4 Hani 20 5 Bon Bhat 25

Rank Title Glory Honor Wisdom

1 Oviculum 0 0 3 2 Neocornix 0 0 6 3 Ales 1 2 8 4 Volucris 2 3 10 5 Corvus 3 5 10

Rank Title Address Renown Total

1 Kovi Child 4 2 Verde Brother/Sister 8 3 Sorna Aunt/Uncle 12 4 Talchwi Mother/Father 24 5 Matae Grandmother/Grandfather 32 A sixth rank, occupied by only one Gurahl from each tribe at any time, has no “title,” but Gurahl address that individual as Great Grandmother/Grandfather, or simply “Ancient One.” Any Gurahl who meets an Ancient One immediately knows it.

DOSHI

Rank Title Chie Toku Kagayaki

1 Yakan 2 1 0 2 Kiko 4 3 0 3 Koryo 6 5 1 4 Reiko 8 7 2 5 Tenko 10 9 3

EJI

Rank Title Chie Toku Kagayaki

1 Yakan 1 1 1 2 Kiko 3 2 2 3 Koryo 4 4 4 4 Reiko 7 5 5 5 Tenko 8 8 6

GUKUTSUSHI

Rank Title Chie Toku Kagayaki

1 Yakan 2 1 0 2 Kiko 3 3 1 3 Koryo 6 4 2 4 Reiko 8 6 3 5 Tenko 10 8 4

KATARIBE

Rank Title Chie Toku Kagayaki

1 Yakan 1 1 1 2 Kiko 3 3 1 3 Koryo 5 5 2 4 Reiko 7 7 3 5 Tenko 9 9 4

STRIKING AND WARDING

Rank Title Glory Honor Wisdom

1 Hatchling 1 1 1 2 Son/Daughter 4 2 2 3 Brother/Sister 6 3 3 4 Father/Mother 8 4 4 5 Grandfather/Grandmother 10 5 5

UNSHADING AND CROWNING

Rank Title Glory Honor Wisdom

1 Hatchling 1 1 1 2 Son/Daughter 2 4 2 3 Brother/Sister 3 6 3 4 Father/Mother 4 8 4 5 Grandfather/Grandmother 5 10 5

CONCEALING AND GATHERING

Rank Title Glory Honor Wisdom

1 Hatchling 1 1 1 2 Son/Daughter 2 2 4 3 Brother/Sister 3 3 6 4 Father/Mother 4 4 8 5 Grandfather/Grandmother 5 5 10

SHINING

Rank Title Renown Total

1 Hatchling 3 2 Son/Daughter 9 3 Brother/Sister 14 4 Father/Mother 19 5 Grandfather/Grandmother 24

Rank Title

0 Opening Eye 1 Singing Brook 2 Razored Arrow 3 Silken Noose 4 Thunder Chakram 5 Silver Coil 6 Mouth of the Sesha

Rank Renown Total

1 3 2 7 3 13 4 19 5 25

Rank Title Renown Total

1 Rakka 3 2 Voto 7 3 Tava 15 4 Teppen 23 5 Rrrrr’t 30

BRIGHTWATER

Rank Valor Harmony Innovation

1 2 (1) (1) 2 4 2 1 3 7 4 2 4 9 6 4 5 10 8 5

DIMWATER

Rank Valor Harmony Innovation

1 (1) 2 (1) 2 3 5 0 3 5 7 1 4 7 9 2 5 8 10 3

DARKWATER

Rank Valor Harmony Innovation

1 (1) (1) 2 2 1 2 3 3 2 4 6 4 3 6 8 5 4 8 10 All Rank 1 Rokea begin with two dots in a set category, and one she may place in either of the other two categories.

It’s rare for most vampires to even meet one of the Changing Breeds, much less decide they’d make a good childe. On the other hand, the Leeches are ever in search of an edge in their predatory status games; an exotic childe with a wide array of unusual powers may seem to represent such an advantage.

In the event that any Changer is Embraced by a vampire and the Storyteller wishes to leave the result up to chance, the player rolls Gnosis (difficulty 6). Success gives a clean and final death. Failure produces a torturous but equally final death. If the roll botches:

Garou become what are known as Abominations — a vampire-werewolf. This miserable wretch gains its sire’s clan weakness, three dots of Disciplines, and undead nature. It may spend Blood Points like any other vampire (see V20) for the same benefits. On the other hand, it can no longer gain Renown or rise in rank, regenerate wounds without spending Blood Points, or successfully execute any non-Wyrmish rites. Only Banes will teach it new Gifts. At the time of death, all dedicated items and attuned fetishes lose their connection to the corpse-wolf. The Abomination cannot spend Blood Points in the same turn it uses Rage or Gnosis for any purpose. Finally, any Abomination with a Gnosis rating below 7 exists in a state of permanent Harano, perpetually able to feel Gaia’s grace and glory only by their absence from its soul. The Abomination’s Gnosis trait acts as Humanity would for a vampire; any violation of the Litany causes the wretch to roll Gnosis (difficulty 7); a failure means it loses a permanent point of Gnosis. The Abomination can

never raise its Gnosis naturally. When the Abomination’s Gnosis is all gone, it can no longer step sideways or use any Gifts or fetishes, and is little more than a feral beast.

There is only one way for an undead werewolf to avoid this fate — by offering itself utterly to the Wyrm (or, more precisely, to one of its powerful manifesta­ tions, such as a Maeljin Incarna). The Abomination’s Gnosis is safe thereafter, as the Wyrm sees to fueling its spiritual energy. However, the horror must obey all the commands of its new patron in both letter and spirit afterward; it loses any semblance of the free will to resist or misinterpret the Corrupter’s wishes.

Ajaba Abominations work in the same manner as Garou, save that they lose Gnosis for violating the par­ ticular commandments handed to their people by Gaia, rather than the Garou Litany.

Ananasi simply cannot be Embraced (or even turned into a ghoul) — their system violently rejects vampire blood; in death, it sits insert in a werespider’s mouth and throat, doing nothing.

Bastet may be Embraced, but if anything suffer an even more pathetic fate than Garou. Every 28 days, the Bastet automatically loses one dot of permanent Gnosis until it is a mindless cannibal corpse.

A Corax Abomination will at least be quickly re­ leased from its suffering — it bursts into flames and dies the Final Death when Helios rises, even if it is hidden from his rays.

Gurahl, sadly, may suffer the Wyrm’s ultimate deg­ radation in the same fashion as Garou, save that they lose Gnosis for violating the Code of Ursa.

Kitsune are protected from becoming Abomina­ tions; Bai Mianxi has bargained with Helios, Luna, and Gaia to ensure it. An Embraced Kitsune instantly dies the Blood-Fire Death: its body erupts into a brief but incredibly intense pillar of flame, leaving behind noth­ ing but a pile of ash (possibly two piles, if its would-be sire can’t get away quickly enough).

Mokolé Abominations die at sunrise like their Corax counterparts. Unlike the wereravens, and unfortunately for everyone in the area (including its sire), a Mokolé Abomination spends the entirety of its short unlife in a brutal, mindless frenzy.

Nagah subjected to the Embrace simply die; a botched Gnosis roll only prolongs their death throes.

Nuwisha cannot be Embraced; they die peacefully without the need to make a Gnosis roll.

Ratkin are susceptible to the Embrace, but suffer perhaps the most gruesome fate of any of the Changing Breeds. Whatever force suspends a vampire’s body at the time of death doesn’t work for the Ratkin; its corpse undergoes a normal cycle of rot and decay even as it

drags itself through the night, until nothing remains but a pile of sun-flammable bones. Whether the ratkin remains conscious after the brain rots away is a matter of shuddersome speculation.

Rokea are susceptible to the Embrace, though it would be better for everyone — especially the foolish

sire — if they weren’t. A Rokea Abomination instantly loses all of its Gnosis, and spends the rest of its existence in a blood-fueled hunger frenzy. This newly awakened bloodlust seems particularly prone to diablerie; the vampire wereshark prioritizes vampires before any other targets in a crowd.

History has been hard on the Changing Breeds. The shapeshifters alive today do not fully represent the great diversity of those Gaia has created throughout history. Several Breeds have lost tribal lines, like the Bastet’s Khara, and the Okuma of the Gurahl. In other cases, entire Breeds of shapechangers have been driven out of existence. The Apis, Camazotz, and Grondr all became extinct hundreds or thousands of years ago, and their loss is mourned to this day by Gaia’s remaining descendents.

Some still hope against hope that the fates of these Lost Breeds are not as final as they seem to be. Most Changing Breeds believe the Nagah to be extinct as well, after all. Shapeshifters who discover the weresnakes’ continued existence may hold hope for the other Lost Breeds as well.

Extinction

A Changing Breed can become extinct through a variety of causes. Some shapeshifting lines fell prey to the Garou — slaughtered outright, or reduced to so few numbers that their Breed dwindled out. Both during and after the War of Rage, the Garou have accomplished what the Wyrm has not: killing off entire lines of their Mother’s other shifting offspring. The macabre irony of this “achievement” rankles to this day among the werewolves and those shapeshifters who attempt to work with them in Gaia’s service.

But the Garou are not responsible for all of the Lost Breeds. Some suffered a subtler — but no less certain — demise, when their wild animal Kin met their end.

When a Breed’s animal Kin is no more, the Breed dies along with it. Their human Kinfolk lose the ability to have shapeshifting children, spawning only normal humans. The shapeshifters themselves become entirely infertile, no longer able to sire or produce young, even with each other. And, within a generation, the Breed ceases to be.

Each Breed’s fate is so closely tied to its animal Kin because of a symbiotic relationship between the Breed’s spiritual sire and the creatures that are its mortal reflection. When the saber-toothed cats died out at the end of the last Ice Age, the spiritual repre­ sentations of saber-toothed cat died with it. As well, the Incarna of the Khara – Saber-Toothed Cat — lost its ties to the mortal world, and faced few choices for its continued existence. It could have sought refuge from other, more powerful Incarna, relying on them to maintain it through servitude. But like most cats, pride was strong in Saber-Toothed Cat and it could not conceive of an existence devoid of freedom, bound in service to another. Instead, it left the Near Umbra, seeking a realm where spiritual representations of saber-toothed cat still existed. There, it could continue to be — as it had always been — the embodiment of the ideal of saber-toothed cat: fierce, proud, and free. Bereft of their spiritual sire, any Khara and (proto-) human Khara-Kin left found themselves spiritually neutered. Their children would never become shifters. Their Breed’s days were numbered.

A similar fate awaited the Grondr, albeit for a very different reason. After the Garou slaughtered all but a handful of the Grondr, they encouraged the humans of the First City to enslave the Grondr Kin, human and beast alike. Their human Kinfolk were used for servants, sold as slaves, and forced to bear their oppressors’ children. Any offspring that the Garou even suspected of being wereboar were killed in their infancy before they could achieve their First Change.

The boar Kin faced an even worse fate. The fiercest were slaughtered and eaten as a delicacy, and in time, humans domesticated the weakest. By breeding them with weak-blooded and weak-spirited pigs, the Garou and their Kin slowly but surely diluted the Grondr bloodlines into utter impotency. Over time, the primal boars that were the Grondr’s Kin were no more.

The Lost Breeds in the Modern Day

The Lost Breeds are primarily presented for Story­ tellers running historical games, or as traces of the past that modern characters learn of via the Ancestors or

SPIRITS VERSUS SCIENTISTS

To this day, wild boars roam the earth. How­ ever, while human scientists may call today’s beasts by the same name, spirits pay no attention to the proclamations of science. Their taxonomy may be similar, but spiritually speaking, the In­ carna of Wild Boar, Father of the Grondr, and the spirits of domesticated pigs or today’s wild boars are a world apart.

Just as even the Bone Gnawers could not keep their Tribe alive with dog-Kin, the Grondr could not find Kin among the wild boar that survive today. Their spirit is different, even if their genetics owe some long-past heritage to the creatures who were once Grondr Kin.

Mnesis Backgrounds. That said, Storytellers can choose to include any of these Breeds in a modern game.

One option for integrating Lost Breeds into a modern campaign is to assume that a few members of the Breed survived in the far depths of the Umbra, where time moves differently. Perhaps the characters discover these shapeshifters and leading them back to Earth. Perhaps their enemies have done so, and the characters must rescue the newly returned before they are recruited to the Wyrm’s cause. Or perhaps the Lost Breeds have, like the legend of King Arthur, returned to Gaia in Her hour of greatest need.

Another possibility is the gradual re-emergence of Lost Breeds through new births. While the odds of a shapeshifter being born to two Kinfolk are always low (and grow astronomically lower when the beast Kin are extinct or been domesticated, and the human Kin are hundreds generations diluted), long-shot odds still have a chance of coming up. And, in a world where Incarna spirits, magic wielders, and other reality-shapers exist, anything that is not utterly impossible might eventually happen.

A human adolescent going through their First Change as an Apis, Grondr, or Camazotz is something that spirits throughout the world will notice, and word would surely reach the ears of other Changing Breeds in short order. This kind of story will have a very differ­ ent flavor than the emergence of a number of ancient,

LOST BREEDS AS PLAYER CHARACTERS

Storytellers can even allow players to create Lost Breed characters, if it suits their game’s sto­ ryline. Such characters will be a challenge for any player, especially if they are playing characters who have spent hundreds — or even several thousands — of years in Umbral stasis. Imagine living in a world not only before the Internet, automobiles, and telephones, but before the advent (for many cultures) of mathematics, literacy, science, or cities, and then reemerging into the modern day.

Lost Breed characters cannot possess the Kinfolk Background; even if they were born to dilute blood Kinfolk, any actual Kinfolk culture would have died out soon after the original Breed. As well, unless they are newly changed, modern characters, they are unlikely to have high levels of modern Abilities like Drive, or Backgrounds related to connections to the modern world (such as Contacts).

battle-ready warriors for Gaia’s cause, but could be an equally interesting path to explore.

A third option — albeit one with more of the Weaver’s taint — involves the recreation of a long-extinct species through scientific methods. Real-world scientists are at­ tempting to bring back a number of species, including the auroch. By using DNA from teeth and bones of the ancient animals as a “map”, they hope to use selective breeding of the offshoot species to eventually “unevolve” the genetic line to its original state. With a little help from the supernatural creatures available in the World of Darkness, such an experiment could surely be success­ ful — and the long-term ramifications of the Weaver bringing back the Lost Breeds holds a whole range of story possibilities.

Regardless of how they come back, the number of any of these Breeds that survive should be relatively small; perhaps as small as a single new birth, but definitely less than one hundred. However, especially in the days before the Final Battles, the arrival of even a single new Changing Breed could make a significant difference in the characters' efforts to save the world.

The Apis once worked openly with humanity. They were sages, as well as matchmakers. Just as humans bred domestic animals to encourage desirable traits and elimi­ nate flaws, the Apis walked among humanity encouraging relationships that would produce children who were co­ operative and wise. They subtly discouraged matches that would produce children inclined to mindless destruction or dangerous foolishness. They also sometimes used this same ability to encourage or discourage matches between humans and shapeshifters, and were well known for be­ ing able to predict matches between shapeshifters and Kinfolk (or between two Kinfolk) that would breed true. Their wisdom and peaceful advice were only half of their nature; they could also be fierce and terrible. If anything threatened them or anyone under their protection, Apis could assume their war-form: huge and deadly minotaurs capable of devouring their enemies and shattering stone with their metal-hard horns.

The Apis were relatively social creatures who lived in herds of between six and twenty-four individuals. A mighty bull ruled each herd and defended his title against all challengers. This bull was in charge of protecting the herd and leading it in battle. A pair of cows advised the Bull. They were also in charge of breeding advice and leading the herd in peacetime.

The Apis’ numbers were savagely reduced during the War of Rage, where they battled the Garou in Eu­ rope and the Near East. The Garou gradually pushed the Apis south, as the werewolves struggled to reach Africa. The wereaurochs held the Garou off, but at a horrible price. Only a few of their number survived. For a time, the remaining Apis hoped that their expertise with fertility would allow them to renew their numbers. But between the Garou’s continued predation and the other supernatural and mundane dangers of that ancient time, it quickly became clear that the battle they were fighting would eventually end in their demise. Even for these experts in breeding, there would be no recovery for the Apis.

Much of the Apis’ existence focused on the cycle of birth, reproduction, and death. Apis mystics had magic to find a person’s destined mate, and if they had difficulty conceiving, the Apis could aid that process as well. Apis oversaw the rituals that accompanied puberty, adulthood, and partnership, as well those of aging, maturing, and death. For the Apis, there was no greater honor than to bring a person into the world, advise him during his life, and then escort him out of it, acting as their charge’s midwife, teacher, and pallbearer.

The Apis were one of the most peaceful Changing Breeds, with a mastery over their Rage that put even the modern Stargazers to shame. When the wereau­ rochs fought among themselves, their duels were usually non-violent challenges, games of strategy or contests of singing, oratory, or spiritual proficiency. On the rare occasion that only violence could answer an insult or resolve a dispute, the Apis used the same methods as their animal kin, taking Aurochs form and locking horns until one combatant was forced to the ground. Deaths from a first-fall duel were extremely rare.

Though peaceable on the surface, a few could fire the wereaurochs’ terrible Rage —the taint of the Wyrm, and any threat towards their own and those under their protection. When faced with an immediate threat, the Apis were quick to assume their war-forms and trample the offender under their brazen hooves. When faced with Wyrm-taint, their response was perhaps surprising: they built coalitions of all the Changing Breeds. The Apis were Gaia’s matchmakers, and everyone respected them; the Apis used that as leverage to bring disparate allies together against a common foe.

The Apis never glorified violence, even against the minions of the Wyrm. A Lunar Apis might take of grim satisfaction from butchering monsters, but it wasn’t something to be proud of — they instead took pride in defending and protecting others, using their strength and

APIS

Rage in service to others. All wereaurochs took pride in what they created and protected, not in what they were able to destroy.

Many Apis walked among humans, guarding them against spiritual corruption and teaching them a watered-down version of their own traditions. Most focused on the ruling families, but some spent time among the poorest, teaching them practical lessons. Some of the oldest traditions of humanity show distant memories of the wereaurochs; they show in ancient Egypt’s worship of Hathor as a goddess of joy and motherhood, and Hera’s identity as Boopis — “Cow-Eyed” — the protector of hearth, home, and family. Some Apis chose to reinforce customs of hospitality by appearing among humanity as ragged wanderers. Where they were welcomed, they would leave blessings of fertility and good fortune; where they were rejected, they would leave only curses. As a result, they cultivated a sense that even the least among a group should be treated well.

Those Changing Breeds with little interest in the inglorious task of guiding their Kinfolk, like the Garou and Nuwisha, welcomed the Apis to take over that responsibility. Others, including the Bastet and Nagah, refused to allow the Apis access to their Kin — until they needed the wereaurochs’ expertise. Seeing their Kin wracked by disease or infertility, they would

turn to the Apis and beg them for help. A few observers noticed that the Apis could have created these disasters, but they usually held their tongues. Making such accusa­ tions would only alienate the Apis.

By far the most controversial, however, were those wereaurochs who believed that Gaia had given them responsibility for breeding, advising, and educating their fellow Chnging Breeds. The Apis had more success with some Breeds than others. The Gurahl considered them­ selves well-equipped to select their mates and educate their children, not needing anyone to interfere with their choices. Most Bastet tribes were also unwilling to allow outsiders access to their communities and their secrets. Despite their peaceful natures, the Apis were most successful among those Breeds with the greatest Rage — the Garou among them.

The Apis had worked with the Garou for many years before

the werewolves started tak­

ing them for granted. It

started with Garou

alphas becoming increasingly picky about their mates. Werewolves would describe specific characteristics that they desired and expected the Apis to deliver. Some even began to pride themselves on how discerning they were, bragging that they had turned away two, or four, or more potential mates before finding one that they deemed acceptable. The Apis always seemed to find someone who suited, but the werewolves’ cavalier attitudes to the Apis’ sacred duty lit a fire within the wereaurochs’ hearts, kindling a Rage that the whole breed could feel.

The Garou also neglected the children they had left in the Apis’s care. The Apis considered it their responsibility to discover and enhance their charges’ natural talents; the Garou prized warriors above all else. Even as a young child, a born warrior could bring glory to his parent. Garou parents convinced themselves that their children should be warriors not out of any regard for the child, but because it would please the werewolf. Werewolves would return from long campaigns and insist that the Apis had made their child weak by teaching her music, animal husbandry, agriculture, mysticism, or other inglorious arts according to her natural inclinations. That insistence stoked the fire of Rage into a mighty blaze.

No one knows what finally broke the Apis’s overtaxed patience, but when it happened, it happened all at once. Overnight, the Apis withdrew from every Garou com­ munity. The Garou were surprised and inconvenienced, but above all, they were offended. From their point of view, the Apis had not just broken their promises, they had forsaken the Breed’s sacred duty before Gaia.

The Garou retaliated, heaping further insult upon the Apis. They accused the wereaurochs of cowardice, saying that they fled Garou communities because they feared defending young werewolves against the Wyrm. The Apis could have tolerated any other lie, but the claim that they would not protect children placed in their care was more than they could bare. Around the world, wereaurochs issued a challenge to those Garou who had tried their patience, inviting them all to a single location where the two Breeds could settle their differences in combat.

This was their great mistake. Even after everything they had put up with, the Apis did not want to go to war with the werewolves. They thought that their traditional duels would teach humility to both the Garou they beat and those septs that heard of what happened. The Apis wanted to prove a point and regain their dignity. Some even hoped that after they had shamed the Garou, they could return to their communities to work together once again.

The Garou had no desire to indulge some symbolic duel in the name of tradition or propriety. These were

the heady days of the werewolves’ power, close to the start of the War of Rage, and the Garou had a taste for spilling Fera blood. The Apis wanted to remain neutral in the upcoming conflict. They refused to believe tales of the werewolves’ deeds. The Apis prepared to duel; the Garou prepared for slaughter. Many Apis died in those first battles against the werewolves. Far more died when they saw what was happening and unchained their Rage against the werewolves. The rest died as they tried to flee.

Not all the Apis were at that first and terrible battle. When they heard what had happened, they went to the other Changing Breeds — many of which were also targets of the Garou’s rage — and begged for protection. The Garou, drunk on blood and power, saw the other Changing Breeds conspiring against them and knew they had all betrayed Gaia. By seeking shelter among enemies of the Garou, the surviving Apis were no better than the other Breeds.

Ironically, the very Changing Breeds the Apis ap­ proached for shelter had thought the wereaurochs to be the Garou’s allies, helping the werewolves to replenish their numbers even as their victims died in droves. Most refused to help the Apis. Left with nowhere to turn, the Garou hunted the Apis to near-extinction.

Minotaurs and Time

When their numbers dwindled to single digits and it became clear that the end was nigh, a handful of Apis took a desperate chance to try to save their kind. Calling themselves “Last Hope”, the young and strongest of the Breed set off into the depths of the Deep Umbra. There, they hoped to find long-forgotten secrets to restore their numbers. If time and fortune were on their side, they might return before the rest of the Apis — the elderly and very young — perished.

But fortune fell against the wereaurochs. Those who awaited their return died in disappoint­ ment. The Apis left behind fell to disease, to violence, or to the ravages of time. None of them ever saw Last Hope again, and, as a group, the desperate travelers never returned.

Hope is a stronger force than many recognize, and time is a tricky thing in the Deep Umbra.

Thousands of years after Last Hope set out on their fateful journey, a single wereauroch returned, only to discover his family long-forgotten; the loss drove him mad. He frenzied, over and over, until he lost all ability to assume any form other than Minotaur. Eventually, he was captured by humans who saw him as an evil monstrosity, rather than a former protector of their kind. His tale, twisted and embellished upon, serves as source material for many minotaur myths throughout history.

APIS

APIS IN THE MODERN DAY

If any of the Apis survive, it is only because they lived in the far depths of the Umbra. As late as 500 years ago, the last Apis may have retreated into the depths of the spirit lands, and, due to the vagaries of umbral time, survive to this day. Because the aurochs has been extinct for 400 years, the surviving Apis cannot reproduce, even with humans. They are literally the very last of their kind. These relics represent a tragic paradox. They can help save other Changing Breeds from extinction, boosting their numbers by giving advice about successful breeding, but they cannot save their own kind.

However, there might be hope. Perhaps some shapeshifters or maybe the last remnants of the Apis’ human Kinfolk have been working to try to back-breed the oldest breeds of domestic cattle in order to recreate the mighty Aurochs. Such efforts may be doomed to failure, or they might succeed — and if they did, perhaps that would be what called the last few dozen Apis back from the depths of the Umbra.

Whether Lost Hope ever discovered the secrets they sought remains unknown. If one of their numbers could return after thousands of years, it is possible others may. And if their mission was successful — well, the possibility exists for the Apis — and other Lost Breeds — to return in time to join the final battles.

As befits experts in breeding true, there were no metis Apis. There were only two Breeds of Apis: homid and bos. Homid Apis began with a Gnosis of 3 and bos Apis began with a Gnosis of 5.

The Apis were creatures of both the sun and the moon, and their breeds reflected this division.

• Twilight: Twilight Apis were born at sunrise or sunset, and so were the rarest Auspice. They sought the advice of spirits and listened to omens, obtaining the mystical clues that helped both the Apis and their charges thrive. Twilight Apis could learn Theurge Garou auspice Gifts.

Beginning Rage: 1

• Solar: Solar Apis were born during the day. They were considered the best breeders, as well as the Apis who worked most closely with humanity. Solar Apis could learn Philodox Garou auspice Gifts.

Beginning Rage: 3

• Lunar: Lunar Apis were born at night. They de­ fended both their people and others under their charge from anything that might have threatened them. Lunar Apis could learn Ahroun Garou auspice Gifts.

Beginning Rage: 5

• Apis used Rage in the same manner as Garou and were capable of frenzy. • All Apis began with a Willpower of 4. • Apis suffered the same effects from both silver and gold that werewolves do from silver. They regenerated in the same way as Garou. • Apis could step sideways into the Umbra like the Garou. • In Minotaur and Aurochs form, Apis had long horns that allowed them to gore opponents (difficulty 7, Strength +2 damage). This damage was aggravated in Minotaur form, lethal in Aurochs.

Apis could assume three different forms. Other than a tendency for being sturdily built, their homid form was not notably different from the humans they interacted with. Their other two forms were as follows:

• Minotaur: The Crinos form of a werebull looked like the classic minotaur, a 10-12 foot tall, muscle-bound, bull-headed humanoid with long and deadly horns. This form inflicted full Delirium. Modifiers: Str +5, Dex +1, Sta +3, App 0, Man –3

• Aurochs: The animal form of an Apis was a huge reddish or dark wild cow with wide, sharp horns. An Apis in Aurochs form stood about 6 feet high at the shoulder. Modifiers: Str +2, Dex +1, Sta +4, Man –3

Apis characters begin play with one Level One Gift from the appropriate auspice list, and two Level One Gifts from the general Apis Gift list.

See also 53

Abilities & Attributes

Backgrounds

  • Allies shared/trait/background/allies
  • Ancestors shared/trait/background/ancestors
  • Contacts shared/trait/background/contacts
  • Kinfolk shared/trait/background/kinfolk
  • Pure Breed shared/trait/background/pure-breed
  • Resources shared/trait/background/resources
  • Totem shared/trait/background/totem

Bestiary

  • Bear vampire/creature/ghoul/bear
  • Boar werewolf/creature/spirit/boar
  • Raven werewolf/creature/spirit/raven

Gifts

Merits & Flaws

Places

  • Bone Gnawers werewolf/location/umbral_realm/bone-gnawers
  • Scar werewolf/location/umbral_realm/scar
  • Stargazers werewolf/location/umbral_realm/stargazers
  • Stepping Sideways mage/location/umbral_realm/stepping-sideways
  • The Triat werewolf/location/umbral_realm/the-triat
  • The Wyld werewolf/location/umbral_realm/the-wyld

Rites & Rituals

Spheres

  • Spirit mage/power/sphere/spirit
  • Time mage/power/sphere/time

Tribes & Fera

  • Ajaba werewolf/faction/fera/ajaba
  • Ananasi werewolf/faction/fera/ananasi
  • Bastet werewolf/faction/fera/bastet
  • Breeds werewolf/faction/tribe/breeds
  • Children of Gaia werewolf/faction/tribe/children-of-gaia
  • Corax werewolf/faction/fera/corax
  • Gurahl werewolf/faction/fera/gurahl
  • Homid werewolf/faction/tribe/homid
  • Kitsune werewolf/faction/fera/kitsune
  • Metis werewolf/faction/tribe/metis
  • Mokolé werewolf/faction/fera/mokole
  • Nagah werewolf/faction/fera/nagah
  • Nuwisha werewolf/faction/fera/nuwisha
  • Ratkin werewolf/faction/fera/ratkin
  • Rokea werewolf/faction/fera/rokea
Referenced by 1

Gifts

Report a problem