Gurahl
Fera · Werewolf
When one of the Garou starts talking about the War of Rage, someone inevitably brings up the Gurahl. The werebears were, according to most histories on the subject, the first targets of the werewolves. Why they were targeted is a matter of contention, and of course it probably wasn’t one event that started it. The question is moot now in any case; the werebears still live, but only just. Their skills as the healers of Gaia are sorely needed, and there just aren’t enough of them to do the job.
The Gurahl survived the War of Rage by retreating and falling into slumber in the Umbra. They awoke when Europeans came to the New World, bringing death to the natives (deliberately or otherwise), but with their Kinfolk di minished from centuries of absence, they were unable to do much to stem the tide.
At least they were awake again, and were able to begin rebuild ing their numbers. Today, they are still trying to make up this shortfall, to breed and train enough Gurahl to make a difference in the Final Battle. This would be easier, of course, if they didn’t have to worry that the Garou will slaughter them again, but they just can’t be cer tain of that.
Breeds: Gurahl have two breeds, homid and ursine. They choose their mates carefully using rituals and ad vice from spirits (and each other), and so metis Gurahl do not occur. Homid Gurahl are rarer than ursine, as Gurahl Kinfolk all but died out after the War of Rage.
Ursine werebears are often born
in national parks, zoos, and, of
course, the wilds. Homid Gurahl begin with Rage 3 and Gnosis
4; ursine begin with Rage 4 and Gnosis 5.
Auspices: Gurahl have five auspices that roughly cor
respond with those of the
Garou, but each were
bear passes through
each auspice over the course of his life. During each phase, the Gurahl can learn Gifts particular to that
auspice, meaning that
elder Gurahl have a wide range of mys
tic skill, indeed.
From the First
Change until
the character
experiences her first real battle without assistance, she is an Arcas (new moon). From that point until she settles down a bit (usu ally after taking a mate or
claiming territory), she is
an Uzmati (full moon).
The next phase is
one of remembering and learning lore and history, the Kojubat phase (gibbous moon), followed by a period of reflection and turning inward. During this Kieh (crescent moon) phase, the Gurahl learns rites and expands her knowledge of Gifts. Finally, the Gurahl becomes an elder, a Rishi (half moon). At this stage, other werebears seek her out for guidance and wisdom.
Traits:
• Gurahl use Gnosis in the same fashion as Garou. • Werebears use Rage differently, however. A Gurahl uses Rage to boost Strength or Stamina or to add extra health levels. One Rage point increases the character’s Strength to double its normal (Homid form) value. The character can also boost Stamina up to double its value in the character’s current form by spending Rage on a one-for-one basis. Finally, the character can add health levels on a one-for-one basis, but these do not heal existing wounds.
• Gurahl only frenzy if the player scores five successes on a Rage roll (difficulty 8).
• Adamant Will: Gurahl gain one automatic success in any opposed Willpower roll involving their need to protect and defend. Attempts by supernatural creatures to affect the mind or will or to possess the body of a Gurahl are made at +2 difficulty.
• Keen Smell: In all but the Homid form, a Gurahl’s sense of smell is highly developed. Perception rolls in volving odors are made at a –2 difficulty (except when the Gurahl is in Homid form). This sensory acuteness enables the Gurahl to identify individuals by their per fume or natural body scent and to sniff out taint or toxins in food or water, as well as other tasks involving smell.
• Poor Eyesight: In Homid form, Gurahl have nor mal eyesight (subject to individual variations); in every other form, werebears have relatively poor vision. They are not blind, but they do not rely primarily on their sight and tend not to notice visual cues as rapidly as other Breeds. Perception rolls based on sight alone are made at a +2 difficulty unless the Gurahl is in Homid form.
• Seasonal Lethargy: Though Gurahl do not have to hibernate every winter, they do become more lethargic during the winter months. This manifests in small ways, such as habitual lateness. Gurahl subtract two from their initiative score during the winter.
• Gurahl begin play with Willpower 6. Forms: Werebears can assume five forms, much like those of the Garou. Homid form is a normal human; werebears tend to be slow, thoughtful and large. The other forms are as follows:
Arthren: The “near-man” form of the Gurahl re sembles the stereotypical wild man of the mountains. Arthren Gurahl gain both height and weight, approach ing the human extreme for both. Their voices are often guttural and harsh, but they speak normally. Modifiers: Str +3, Sta +3, Man –2, App –2
Crinos: The Gurahl’s “fighting” form inspires night mares in humans (invoking the Delirium). Reaching somewhere between 10 and 16 feet in height, the Crinos Gurahl may weigh up to a ton. Its face becomes bearlike, and non-retractable claws extend to nine inches on both fore and hind paws. The Gurahl’s fur takes on a denser texture, providing natural armor to absorb damage. These Gurahl can speak only in harsh monosyllables. This form incites full Delirium. Modifiers: Str +5, Dex –1, Sta +5, Man –3, App 0
Bjornen: The “near-bear” form calls to mind images of prehistoric cave bears. Taller and longer than contem porary bears, they have elongated claws and sharp fangs. In this form, a Gurahl reverts to instinctual “thinking” and lose the ability to converse in human language altogether. This form incites full Delirium. Modifiers: Str +4, Dex –2, Sta +4, Man –3
Ursus: Gurahl in Ursus form are no different in ap pearance than normal bears. Homid Gurahl tend to take the Ursus form of their tribe. When in this form, Gurahl tend to think like the bears they resemble. Modifiers: Str +3, Sta +3, Man –3
Sample Gifts: Werebear Gifts focus on healing, eas ing suffering, and mitigating pain. Their auspice Gifts are similar to the Garou Gifts of the appropriate auspice.
STEREOTYPES
Children of Gaia: It’s too late for forgiveness. We can put aside our past until the War is won, but I will never trust you or any werewolf. I’m sorry.
Get of Fenris: You dare to call yourself “berserk ers”? We taught your people to wear the bear-shirt. You should be ashamed.
Nuwisha: Leave me be. It’s not funny anymore.
Mokolé: If you had been there to help us, we both might have fared better. But I understand why you weren’t.
See also 9
Abilities & Attributes
- Perception shared/trait/attribute/perception
- Stamina shared/trait/attribute/stamina
- Strength shared/trait/attribute/strength
Referenced by 51
Gifts
- Aversion Therapy werewolf/power/gift/aversion-therapy
- Beast Speech werewolf/power/gift/beast-speech
- Befriend werewolf/power/gift/befriend
- Bestow Ursa’s Blessing werewolf/power/gift/bestow-ursas-blessing
- Climate Control werewolf/power/gift/climate-control
- Diagnose werewolf/power/gift/diagnose
- Dreams of the Buri-Jaan werewolf/power/gift/dreams-of-the-buri-jaan
- Gaia’s Breath werewolf/power/gift/gaias-breath
- Head Games werewolf/power/gift/head-games
- Image of the Sky Bear werewolf/power/gift/image-of-the-sky-bear
- Legendary Form werewolf/power/gift/legendary-form
- Madness werewolf/power/gift/madness
- Mahanaga werewolf/power/gift/mahanaga
- Mangi’s Strong Arms werewolf/power/gift/mangis-strong-arms
- Masking the Hunted werewolf/power/gift/masking-the-hunted
- Master of Fire werewolf/power/gift/master-of-fire
- Mind Sight werewolf/power/gift/mind-sight
- Natural State werewolf/power/gift/natural-state
- Nature’s Plenty werewolf/power/gift/natures-plenty
- Oath of the Great Bear werewolf/power/gift/oath-of-the-great-bear
- Probe Thoughts werewolf/power/gift/probe-thoughts
- Pull of the Chosen Land werewolf/power/gift/pull-of-the-chosen-land
- Quell Mob Rage werewolf/power/gift/quell-mob-rage
- Rage of the Mother Bear werewolf/power/gift/rage-of-the-mother-bear
- Safe Passage werewolf/power/gift/safe-passage
- Scent of Changing Blood werewolf/power/gift/scent-of-changing-blood
- Sense Need werewolf/power/gift/sense-need
- Shadows of Mictlán werewolf/power/gift/shadows-of-mictlan
- Sheep’s Clothing werewolf/power/gift/sheeps-clothing
- Shelter of the Earth werewolf/power/gift/shelter-of-the-earth
- Song of Terra werewolf/power/gift/song-of-terra
- Spirit Healing werewolf/power/gift/spirit-healing
- Spirit Shape werewolf/power/gift/spirit-shape
- Summon Net-Spider werewolf/power/gift/summon-net-spider
- Thieving Talons of the Magpie werewolf/power/gift/thieving-talons-of-the-magpie
- Threaten werewolf/power/gift/threaten
- Treeshake werewolf/power/gift/treeshake
- Ultimate Argument of Logic werewolf/power/gift/ultimate-argument-of-logic
- Ultimatum werewolf/power/gift/ultimatum
- Voice of Woe werewolf/power/gift/voice-of-woe
- Waken werewolf/power/gift/waken
- Walk Like a Man werewolf/power/gift/walk-like-a-man
- Ways of the Tapestry werewolf/power/gift/ways-of-the-tapestry
- Weather Watch werewolf/power/gift/weather-watch
- Wyld Warp werewolf/power/gift/wyld-warp
Places
- Nenets Totems werewolf/location/caern/nenets-totems
- The Unforgivable werewolf/location/umbral_realm/the-unforgivable
- WOLFHOME BY ANY OTHER NAME werewolf/location/umbral_realm/wolfhome-by-any-other-name
- Wendigo werewolf/location/umbral_realm/wendigo