Equipment
Background
Either from your Garou family, a Fellowship (see pp. 27-31), another connection, or through your own cleverness, you have access to highly specialized equipment not available through standard channels. This equipment can range from the relatively simple (silver bullets) or rare and hard to get (a mage’s “ray gun”). You begin the game with this equipment, but when it’s gone, whether used up, lost, stolen, or destroyed, you cannot replace it except through roleplaying. (See below, or the main rulebook for ideas or examples.)
• One minor item: Equipment may include silver bullets, quality Kevlar vests, street-level drugs, etc.
•• Two minor items: These can include laser sights, healing herbs, gas masks, or police-issue pepper spray.
••• One major item: These include explosive ammunition, wiretaps, pharmaceuticals, surgical field kits, white noise generators, small private aircraft, and other items of similar quality. If you have the Merit Gnosis (5 pts.), you could have a lesser talen at this level.
•••• Two major items: More major items include specialized vehicles, military-issue firearms, electron microscopes, etc. If you have the Merit Gnosis (6 pts.), you could have a greater talen at this level.
••••• One unique item: High-tech experimental firearms, magical crystal balls, and untraceable poisons fatal to Garou are possible. If you have the Merit Gnosis (7pts.), you may elect, instead, to own one powerful talen. At this level, the Storyteller should help the player select the item so that it will not overbalance the story.