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All Rank 6 Shapechangers and their resources

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  • All Rank 6 Shapechangers and their resources

    I look through all books and make this list, collecting all shapechangers who are and should be Rank 6. I only choose their stuff having stats

    All guys:
    Bill of the Bear
    Gogol Fangs-Fist
    King Jonas Albrecht
    Kolya Blood-of-Iron
    Margrave Yuri Konietzko
    The First Ronin/The First Metis
    The Perfect Metis
    Last edited by Rock113; 08-18-2020, 03:51 AM.

  • #2
    Gogol Fangs-Fist, High War Chieftain
    Breed: Homid
    Auspice: Ahroun
    Tribe: Get of Fenris
    Physical: Strength 5 (7/9/8/6), Dexterity 4(4/5/6/6), Stamina 5(7/8/8/7)
    Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 2(1/0/2/2)
    Mental: Perception 4, Intelligence 4, Wits 4
    Talents: Alertness 4, Athletics 5, Brawl 5, Dodge 5, Intimidation 5, Primal-Urge 4
    Skills: Animal Ken 2, Firearms 2, Leadership 5, Melee 4, Stealth 2, Survival 3
    Knowledges: Enigmas 1, Medicine 2, Rituals 3
    Backgrounds: Pure Breed 2, Contacts (Septs outside the Amazon) 2, Allies (the Amazon War Force) 5
    Gifts: (1) Inspiration, Smell of Man, Razor Claws, Resist Pain
    (2) Spirit of the Fray, Staredown
    (3) Combat Healing, Might of Thor, Silver Claws
    (4) Body Shift, Hero's Stand
    (5) Horde of Valhalla, Strength of Will
    (6) Unstoppable Warrior (Ahroun) - A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool)
    Rage 8, Gnosis 7, Willpower 10
    Renown: Glory 160000, Honor 110000, Wisdom 90000
    Rites: (Punishment) Rite of Ostracism, Stone of Scorn, The Hunt
    (Renown) Rite of Wounding
    Fetishes: Fist of Thor (see Tribal Weapons, in Appendix One of Rage Across Amazon), Bartle Harness (Level 5, Gnosis 6. This regal iron vest adds two to the wearer's Strength and adds three armor dice. It must be activated before it can even be lifted. It becomes weightless after successful activation)
    Merits and Flaws: Overconfident, Untamable
    Background: Golgol was born on a World War II battlefield. On that day, his Garou mother stopped fighting only long enough give birth before going back into battle. She died in glory before he could suck at her teat, but her pack adopted him, ensuring his survival. His human father never knew that he - or the Garou - existed.
    As the war ended, his mother's pack achieved a position of honor. They had been among the Get of Fenris packs who had fought against Germany, When Germany lost, the Garou considered Golgol to be a good omen, a symbol of a new generation fated to succeed. As Golgol grew, he worked to live up to his reputation. In Vietnam, he fought for the fun of it and learned about jungle tactics. Now he is using this hard-won knowledge in the Amazon War.
    Many of the young Fenris fear him, for they have grown up hearing legends of his exploits. This causes the other tribes, who haven't heard all the tales, to wonder just what he does to them for disciplinary action. All he really has to do is dart a scowling glance at a Fenris to stop any problem behavior. He fully intends to meet the wars for the Amazon (and ultimately the Apocalypse) in the same manner - fangs first.
    Image: Golgol is a huge Garou, over seven feet tall in Homid form and 13 feet tall in Crinos. He is almost 65 years old and is getting gray hairs, even in Lupus form, but is still in incredibly trim and-it fighting shape. He wears an impressive battle harness (see above), and his body is laced with battle scars and ritual pictograms.
    Roleplaying Notes: You are quite level headed for a Get of Fenris. You have seen so many battles that you remain completely calm during a fight, even with bombs dropping on all sides. Through your life, you have grown from a fierce, excitable pup to a disciplined and introspective tactician.

    Source: Rage Across the Amazon (WW3104), Page 40-41 and Rage: Warriors of the Apocalypse (WW3403), Page 35-36

    Quote: ”The weather’s changin’, malchiki (little ones).”
    Positon: Warder
    Breed: Lupus
    Auspice: Theurge
    Nature/Demeanor: Traditionalist/Confidant
    Tribe: Silver Fang
    Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
    Social: Charisma 3, Manipulation 5(4/2/2/2), Appearance 2(1/0/2/2)
    Mental: Perception 5, Intelligence 5, Wits 5
    Talents: Alertness 5, Athletics 2, Brawl 3, Dodge 4, Empathy 5, Intimidation 5, Primal-Urge 5, Subterfuge 1, Stealth 3
    Skills: Animal Ken 4, Leadership 3, Stealth 3, Survival 4
    Knowledges: Enigmas 4, Linguistics 2, Medicine 3, Occult 5, Politics 1, Rituals 5
    Backgrounds: Past Life 5, Pure Breed 3
    Gifts: (1) Heightened Senses, Mother's Touch, Sense Wyrm, Spirit Speech
    (2) Command Spirit, Luna's Armor, Name the Spirit, Sense the Unnatural, Sight from Beyond
    (3) Catfeet, Detect Spirit, Exorcism, Pulse of the Invisible
    (4) Beast Life, Mindblock, Spirit Drain
    (5) Elemental Gift, Malleable Spirit, Paws of the Newborn Cub
    (6) Rebirthing (This gift was bestowed upon the Silver Fang Lupus Theurge Grimfang by Gaia herself. Upon his death, he will be reborn in the form of a cub somewhere within 2,000 miles of his demise. This is not a Past Life, but an actual reincarnation. At maturity, the cub will come into Grimfang’s true powers)
    Rage 7, Gnosis 10, Willpower 10
    Rites: (Caern) Moot Rite, Rite of Caern Building, Rite of the Opened Bridge, Rite of the Shrouded Glen, The Badger's Burrow
    (Death) Rite of the Winter Wolf
    (Mystic) Rite of Becoming, Rite of Binding, Rite of Spirit Awakening, Rite of Summoning, Rite of the Fetish, Rite of the Totem
    (Punishment) Gaia's Vengeful Teeth
    (Renown) Rite of Passage
    Fetishes: Soulstone (Level 5, Gnosis 8): The soulstone allows Grimfang to look into the soul of any other Garou. By using the stone, Grimfang can tell when someone is not speaking the truth, what her plans are, what her dreams are, and the source of her deepest fears. The fetish doesn't work on Silver Fangs.
    Background: Grimfang is as old as many of the trees in the forest, and he remembers planting several of them. He was born to one of the many wolf packs that inhabit his caern's region under the protection of the Garou and has known little of life other than that of a shapechanger.
    Throughout his long life, Grimfang has traveled the length and breadth of Russia, Europe and even the Orient to combat the Wyrm and its manifestations. He is old now and has held the position as Warder of the Caern since the previous Warder's death 30 years ago. He is considered to be one of the wisest Theurges in Russia and recently has begun receiving messages and visits from Garou questioning him about the draining of caerns.
    This possibility troubles him greatly, and in his concern he has greatly increased the security of the caern. He also seeks any news of the truth behind what is happening to the other caerns. In fact, he will occasionally disappear and travel to nearby caerns to warn them and assist in shoring up their defenses. Wherever he goes, this sagest of Theurges is always welcome.
    Image: Grimfang is a small, silver wolf with a sprinkling of black fur and only half of his left ear. ln Homid form, he is a bright-eyed, smiling old mountain man. He occasionally walks with a cane.
    Roleplaying Notes: Be happy, friendly, helpful and eager to teach. When someone manages to rouse your ire, mutter about “upstart young pups,” change to wolf form and vanish into the woods. If someone truly angers you, only then will you frown, and Gaia rest the souls of those you frown upon. Let all of the young pups, and they are all young pups, have no doubt that the caern comes first. You enjoy talking people's ears off about nothing.

    Source: Caerns: Places of Power (WW3201), Page 111-112 and Rage: Warriors of the Apocalypse (WW3403), Page 60-61

    Heals-the-Land, Great Grandfather of Bears
    Breed: Ursus
    Auspice: Rishi
    Tribe: Mountain Guardian
    Physical: Strength 5(8/10/9/8), Dexterity 4(4/3/2/4), Stamina 5(8/10/9/8)
    Social: Charisma 4, Manipulation 3(1/0/0/0), Appearance 4(2/0/4/4)
    Mental: Perception 5(6/4/7/7), Intelligence 4, Wits 5
    Talents: Alertness 5, Athletics 3, Biorhythms 5, Brawl 5, Dodge 4, Empathy 4, Primal-Urge 5
    Skills: Animal Ken 5, Etiquette 4, Leadership 5, Performance 3, Survival 5
    Knowledges: Enigmas 5, Investigation 3, Linguistics 2, Medicine 5, Occult 5, Rituals 5
    Backgrounds: Allies 5, Fetish 5, Kinfolk 5, Rites 5, Umbral Glade 5
    Gifts: (1) Befriend, Diagnose, Healing Tongue, Heightened Senses, Nature's Plenty, Sentinel's Warning, Walk Like a Man
    (2) Cajole, Crush, Eyes of the Soul, Grisly Aspect, Refresh, Threaten, Weather Watch
    (3) Dreams of the Buri-Jaan, Ease the Fevered Mind, Pull of the Chosen Land, Safe Passage, Sense Need, Shelter of the Earth, Ways of the Tapestry
    (4) Delay the Death Bear's Coming, Spirit Healing, Strength of the Earth, Ursa's Coat
    (5) Bear's Bounty, Engulf the Prey, Fearless Unveiling, Gaia's Breath, Natural State, Prophetic Vision, Rage of the Mother Bear, Restore Sanity
    (6) Great Grandfather's Summons
    Rage 8, Gnosis 10, Willpower 10
    Rites: Any he needs.
    Background: Heals-the-Land is the current generation's Great Grandfather of Bears, and he doesn't care for the position one bit. The world is ending - that much is apparent to anyone with eyes - and he seems to have earned the privilege of helping it along, for better or worse. He rather hoped that things wouldn't come to this, at least not in his lifetime, but it seems Gaia had other plans. Such is life.
    Heals the-Land knows full well that his is merely a supporting role in the grand scheme of things. He - and, indeed, all of the Gurahl - are meant only to help ensure that the Garou do what they know is right, nothing more. Some might chafe at being sidelined in such a fashion, but Heals the-Land understands that this has always been Gaia's will. If the Garou had only understood that from the beginning, things might be different now.
    Image: In Homid form, Heals-the-Land is a clean shaven man of average height and build, with brown hair and green eyes. An air of gentle sadness surrounds him, and he seems both welcoming and distant. His Crinos form is all business, towering more than 15 feet high and weighing in excess of 2,000 pounds. He rarely takes this form, but has found it extremely useful for intimidating uppity Garou. His breed form is that of a grizzled old Kodiak bear, and this is the form he favors most of the time.
    Roleplaying Notes: The End Times are here, and their coming fills you with a mixture of hope and sadness. The time for play, for rage, for remorse has come and gone; all that is left now is duty, and you fight to ensure that you and your kind play their parts in the Final Battle. You only hope the Garou can do the same.

    Source: Apocalypse (WW3999), Page 200-201

    King Jonas Albrecht, Bearer of the Silver Crown
    Breed: Homid
    Auspice: Ahroun
    Tribe: Silver Fang
    Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
    Social: Charisma 4, Manipulation 2(1/0/0/0), Appearance 3(2/0/3/3)
    Mental: Perception 3, Intelligence 2, Wits 4
    Talents: Alertness 3, Athletics 4, Brawl 5, Dodge 4, Empathy 1, Expression 2, Intimidation 3, Primal-Urge 4, Streetwise 2
    Skills: Animal Ken 1, Crafts 1, Drive 3, Etiquette 2, Firearms 2, Leadership 5, Melee 5, Stealth 4, Survival 3
    Knowledges: Enigmas 2, Investigation 3, Law 2, Medicine 2, Occult 2, Politics 3, Rituals 3
    Backgrounds: Allies 5, Ancestors 1, Contacts 4, Kinfolk 2, Pure Breed 4, Resources 1/4 (Albrecht has only a lttle money of his own, but can draw on quite a lot of money by pulling rank)
    Gifts: (1) Eye of the Falcon, Falling Touch, Lambent Flame, Razor Claws, Resist Pain, Sense Wyrm, Smell of Man
    (2) Eagle's Beak, Luna's Armor, Spirit of the Fray, Talons of Falcon, True Fear
    (3) Silver Claws, Wrath of Gaia
    (4) Stoking Fury's Furnace
    (5) Luna's Avenger, The Secret of Gaia
    (6) One on One
    Rage 8, Gnosis 5, Willpower 10
    Rites: (Accord) Rite of the Honorable Oath, Rite of the Loyal Pack
    (Caern) Moot Rite, Rite of the Opened Caern
    (Death) Gathering for the Departed
    (Mystic) Rite of Talisman Dedication
    (Renown) Rite of Wounding
    Fetishes: Solemn Lord, a grand klaive that boasts the secondary power of heroic endurance. By spending two Gnosis points to invoke this power, Albrecht gains an additional three soak dice against all attacks save silver for the duration of the scene.
    Background: Albrecht is not a typical Silver Fang king. He is considered crude - the quintessential “ugly American” - by many of his royal colleagues around the world, although none deny his martial effectiveness in combating the Wyrm. In this sense, they admit, he is a true scion of House Wyrmfoe.
    Jonas's grandfather was King Jacob Morningkill, lord of the North Country Protectorate of North America. He was once a highly respected ruler, but devolved into madness, becoming paranoid and obsessed with testing his court for its loyalty. Although Jonas's father was a Kinfolk - Jacob's sons and daugh ters did not breed true - the Albrecht family was long considered to be one of the more pure of blood, as far as human standards go. They were not, however, traditional nobility, but were instead descended from the wealthy merchant elite of Holland, come to the New World with the Silver Fang tribe.
    Jonas, as the sole direct descendant of Jacob to breed true, was naturally considered to be Jacob's heir. As Jacob's madness took its toll, he mistook Jonas's youthful glory-seeking actions for veiled threats against his throne. He banished Jonas from his kingdom on the charge of insubordination and treachery. Albrecht, too immature to understand just what had happened, became embittered and angry at everything Silver Fang - the tribe's customs, people and legends. He retreated to New York City, where Mother Larissa and her Central Park Bone Gnawers gave him hospitality. He forthwith proceeded to become a drunk, spurning his duty to fight the Wyrm.
    He had a number of run-ins with other Garou, many of them violent, for his self-destructive urge inevitably caused him to insult them in one way or another. The New York Garou still talk about the knockdown, drag-out fight between him and Mari Cabrah, a Black Fury who despised his condescending attitude. They had a number of follow-up matches, ambushing one another now and then, but none of them decisive.
    He then stumbled across a boy undergoing his First Change, and was thus drawn into the destiny of Evan Heals-the Past, a Wendigo who didn't look very Native American - his Kinfolk bloodline was far re moved from its original source. The minions of the Wyrm sensed that Evan was fated to atone for the bitter anger between the Wendigo and the European tribes, and so sought to kill him. Albrecht was Evan's only defence. Forced into the role of defender and mentor, Albrecht rediscovered his core of honor, and overcame his self-destructive habits with the help of Falcon, totem of his tribe.
    In doing so, he had to call upon Mari Cabrah for help, and so helped to forge his unlikely pack. Al though he and Mari still verbally fence with one another, their banter hides a deep affection – not romantic, as some reprobate Ragabash have opined, but pack-oriented. For Garou, there are few bonds as tight as those between packmates.
    The Lay of the Silver Crown tells the story of how Albrecht became king. Jacob was slain by Black Spiral Dancers upon his very throne, and his dying command was for Albrecht to return. But since his exile, a Garou of the purest breeding had joined the caern: Lord Arkady, from Russia. He made a claim for the throne, one which Albrecht, long disgraced by exile, could not overcome. It resulted in a challenge combat, with Arkady the victor. Albrecht was content to let the story end there until evidence of Arkady's treachery and Wyrm- taint surfaced. His only means to dethrone Arkady was to search for the Silver Crown, the ancient relic of true Silver Fang kings.
    He finally won the crown and deposed Arkady before his official coronation. In an act of mercy he since regretted, he spared Arkady's life and exiled him back to Russia. This eventually proved wise, as Arkady helped to free Russia from its Wyrm curse and finally sacrificed himself for the greater good of Gaia by assaulting a great Wyrm beast called Jo'clatth' mattric. Although Albrecht still can't stand the guy, even he gives him reluctant kudos for finally redeeming himself.
    Since gaining the Silver Crown and his ancestral kingship, Albrecht has waged war against a shadowy organization called the Seventh Generation, one of the most subtle of the Wyrm's plots to corrupt the world. He has rooted out its agents and slain them whenever they can be tracked and hunted.
    He also joined in the continent-spanning fight against Jo’clatth' mattric, eventually allying with Margrave Konietko, a European Shadow Lord whom many Garou see as the Silver Fang's chief rival for power.
    Now, Albrecht journeys to Russia, the Mother Country of the Silver Fangs, to meet for the first time his long- sundered tribemates, in an attempt to heal the rifts between Silver Fang houses and unite the tribe for the coming Apocalypse.
    There is a prophecy whispered among the tribes that the Black Spiral Dancers will kill Albrecht when the Apocalypse finally arrives, for he is believed to be the “last Gaian king” spoken of in the prophecy of a mad oracle. Albrecht, of course, discounts the legend, although his packmates continue to worry about it.
    Image: On his best days, Albrecht is the model of the modern Silver Fang - he wears his silver hair in a ponytail, his eyes are sharp and clear, and he can command respect regardless of whether he's wearing Garou regalia or tattered jeans and trench coat. On his worst days, he looks like ten miles of bad road, every inch the scarred, scruffy veteran of a thousand fights and a long exile.
    Roleplaying Notes: It was never your ambition to be king, but you never fell so far from grace that you would think of defying Falcon's wishes. It's a pain in the ass having so many people bowing and scraping in front of you - thank Gaia that your packmates are willing to keep you nice and humble. Still, as long as you've got the job, you might as well make some good come out of it. For one thing, you're doing your best to make sure that the rest of your tribe pays some proper respect to the other tribes - something you learned back when you were closer to the Bone Gnawers than to the Fangs. It makes them grit their teeth, and you know you're going to get challenged for it hard someday, but nothing worth doing is ever easy, right?

    Source: Tribebook: Silver Fangs (Revised) (WW3860), Page 99-100

    Kolya Blood-of-Iron
    Positon: Former Master of the Rite, Aral Sea caern
    Breed: Homid
    Auspice: Galliard
    Tribe: Silver Fang
    Physical: Strength 4(6/8/7/5), Dexterity 3(3/4/5/5), Stamina 5(7/8/8/7)
    Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 3(2/0/3/3)
    Mental: Perception 3, Intelligence 4, Wits 3
    Talents: Alertness 3, Athletics 4, Brawl 4, Dodge 3, Empathy 3, Expression 5, Intimidation 4, Primal-Urge 4, Subterfuge 2
    Skills: Animal Ken 2, Crafts 3, Etiquette 4, Firearms 1, Leadership 4, Melee 4, Performance 3, Stealth 2, Survival 3
    Knowledges: Enigmas 3, Medicine 1, Occult 4, Politics 3, Rituals 5
    Backgrounds: Ancestors 4, Kinfolk 1, Pure Breed 5
    Gifts: (1) Call of the Wyld, Eye of the Falcon, Falcon's Grasp, Master of Fire, Mindspeak, Persuasion, Sense Wyrm
    (2) Empathy, Reason, Word of Honor
    (3) Song of Rage, Talons of Falcon, Tongues, Wrath of Gaia
    (4) lgnore Death Blow, Mindblock, Shadows by the Firelight
    (5) Paws of the Newborn Cub
    (6) Renew the Cycle
    Rage 6, Gnosis 7, Willpower 8
    Rites: Any and all rites in Werewolf Revised and the Werewolf Player's Guide, plus several that are known only to the Silver Fangs - Kolya is one of the greatest ritemasters of all time! In addition, he knows the Silver Record from memory.
    Fetishes: Balm of Restful Sleep (Level 1, Gnosis 4): In a testament to how driven and killed he really is, Kolya created this fetish after sustaining his apparently incurable wound. The balm allows him to remain in Glabro form even as he seeps; without it, he would surely slip into Homid form and die from his injury.
    Background: Born in St. Petersburg in 1949, Kolya was raised by a family that made a great show of their loyalty to the Communists. Beneath it all, however, they told their young son stories of how much nobler the country was under the Tsars, and how much better it would be if they returned. Young Kolya never truly believed it, thinking his parents were rose-tinting their youth. But when the KGB arrived to take them away, Kolya found his very real link to the Tsars, much to the dismay of the secret police.
    The Silver Fangs took him away and made arrangements to keep his family safe. Kolya, meanwhile, hated himself for doubting his parents and immersed himself in the stories of the past. His Garou name came when his mentor, rising one morning to find the Cliath still poring over the written accounts of old battles, commented that his charge must have “blood of iron to remain awake so long!”
    Ironically, it is this same determination that is saving Kolya from death now. After the battle at the Aral Sea, during which the Elder was stabbed with a Black Spiral Dancer's Baneklaive, he lay in the snow for nearly eight hours, knowing that sleep meant death. Finally, his young friend Casper found him, and spirited him away, first to Europe, then to Egypt. Now, the fallen hero waits for one last chance at glory before passing on.
    Image: In Homid form, Kolya is a tall, strong, Russian man in his early 50s. Years of fighting well (read: intelligently) have kept him remarkably healthy; amazingly, he has not one Battle Scar! In his wolf forms, his fur is a shimmering, luminous silver-white. Currently, he wears Glabro form full-time.
    Roleplaying Notes: Why Gaia chose to spare you during the battle, you do not know. You always knew your death would come in battle, but somehow, over the years, you simply avoided it. Now, you are laid low, and only your desire to die as a martyr (or at least a hero!) rather than in some ignominious bed in Egypt keeps you alive. You are aware that if you can rise like the Phoenix from this apparently fatal setback, you can inspire your tribe - and all Garou! - to take arms and fight with renewed vigor. You only hope you live long enough to see the outcome.

    Source: Rage Across Egypt (WW3114), Page 102

    Margrave Yuri Konietzko
    Breed: Homid
    Auspice: Theurge
    Tribe: Shadow Lords
    Physical: Strength 4(6/8/7/5), Dexterity 4(4/5/6/6), Stamina 4(6/7/7/6)
    Social: Charisma 5, Manipulation 5(4/2/2/2), Appearance 4(3/0/4/4)
    Mental: Perception 5, Intelligence 4, Wits 5
    Talents: Alertness 5, Athletics 3, Brawl 4, Dodge 3, Empathy 4, Expression 3, Intimidation 5, Primal-Urge 5, Streetwise 3, Subterfuge 5
    Skills: Animal Ken 3, Drive 2, Etiquette 5, Firearms 3, Klaive Dueling 5, Leadership 5, Melee 4, Stealth 3, Survival 3
    Knowledges: Enigmas 5, Investigation 4, Law 3, Linguistics 4, Occult 5, Politics 5, Rituals 5, Wyrm Lore 4
    Backgrounds: Clout 5, Contacts 5, Fetish 5, Kinfolk 5, Pure Breed 3, Resources 4, Rites 5, Totem 5
    Gifts: (1) Aura of Confidence, Fatal Flaw, Master of Fire, Persuasion, Seizing the Edge, Sense Wyrm, Spirit Speech
    (2) Clap of Thunder, Cold Voice of Reason, Command Spirit, Luna's Armor, Name the Spirit, Sight from Beyond, Staredown
    (3) Curse of Corruption, Disquiet, Exorcism, Paralyzing Stare, Pulse of the Invisible, Summon Stormcrow
    (4) Call the Storm, Grasp the Beyond, Open Wounds, Raven's Wings, Spirit Drain, Seeds of Doubt, Spirit Ward, Strength of the Dominator
    (5) Malleable Spirit, Obedience, Part the Veil, Shadow Pack, Spirit Vessel
    Rage 8, Gnosis 10, Willpower 10
    Rites: Konietzko is a Rank 6 Theurge, and as such knows every rite not restricted to a specific tribe or region.
    Fetishes: Thunder's Bracers, grand klaive. As one of the most powerful Garou in the world, the Margrave can get his hands on just about any fetish, given time.
    Background: Even from the beginning of his life, shortly after World War II, great things were expected of Yuri Konietzko. His father, a Shadow Lord of great renown in Germany, expected him to bring together the Garou tribes in the aftermath of the tragedy of the war, and his mother hoped her status as Kin to the Silver Fang House of the Crescent Moon would help heal the rift between the two tribes. But, it was not to be. The politics of the human world and the tumult of the Garou world made such a reconciliation impossible, as did the fact that the Silver Fangs yet retained their hold on the Sept of the Night Sky. But the elder Konietzko refused to give up hope: he clung to the idea throughout Yuri's childhood, and always instructed his son to keep the Shadow Lords strong and do all he could to bring the tribes of the Garou Nation together, that they might tear the Wyrm from the world and end the horror of war forever.
    Konietzko took his father's words to heart, and trained relentlessly to become the powerful leader his father wanted him to be. He became a ruthless politician, inherited his father's title, and began battling the Wyrm in Germany even before his First Change overtook him. He was a legend by the time he was twenty, and resolved to bide his time until he got an opportunity to battle the Wyrm directly.
    That opportunity came in 1991, shortly after the fall of the Berlin Wall. The Lords in the Margrave's sept cheered, but Konietzko knew this was only the beginning of their battle. The cold war had kept the world in a sort of stasis, and it stifled the Wyrm's attempts to expand its hold on Gaia. But once the war ended, there was nothing left to keep the Wyrm in check. The Margrave moved quickly, securing Shadow Lord lands in Romania so that vampires could not overrun them once again. At home in the Sept of the Night Sky, Yuri Konietzko had come into his own. Now, however, his world was about to go to hell.
    The vampires that infested Carpathia were a serious threat, but the Shadow Lords had been dealing with them for centuries. Now, however, the Margrave also had to deal with Wyrm. tainted economic interests seeking to capitalize on the chaos that followed in freedom's wake. And as Yugoslavia tore itself apart, Konietzko also found himself having to deal with more W yrmspawn than the region had seen in decades. While most Garou would say the situation had gone from bad to worse, the Margrave found that things were humming along perfectly: They were now horrible enough that the tribes might actually come to their senses, demand proper leadership, and get on with the process of taking their world back from the monsters. Several years of fighting, careful negotiation with tribes such as the Black Furies, Red Talons, and Get of Fenris, and a fair bit of utter ruthlessness allowed Konietzko to forge a coalition of Garou dedicated to stamping the most overt Wyrm threats out of Eastern Europe. Just when he thought he had everything under control, though, the Shadow Curtain around Russia dropped, and with it the Margrave's plans changed.
    Konietzko had expected the Silver Fangs to weather the war in Russia quite a bit better than they actually had. House Wise Heart is gone, and House Crescent Moon has been gutted; the Silver Fang leadership in Russia is thus all but gone, leaving only the House of the Gleaming Eye to handle affairs in mainland Europe. This is simply not enough. While Konietzko would love to take command of the Garou Nation as much as any other Shadow Lord, the fact remains that there are simply not enough Shadow Lords to manage all of the Garou in Europe. Fortunately, however, other tribes have risen to the occasion, and are now serving as capable betas in the Silver Fangs' stead. The Fenrir and the Black Furies have proven to be capable of working closely together in Russia, first to prop up the Silver Fangs and now to prop up the fragile coalition of tribes that has replaced them. Those two tribes have similarly taken steps to work with the Lords in Eastern Europe, and along with the Red Talons are making admirable progress in cleaning up Yugoslavia and the other countries thrown into chaos by communism's fall. Things are looking up for the Margrave, but only time will tell if his bid for power is ultimately successful.
    Image: In Homid form, the Margrave is a savagely handsome man in his late 50s. He wears a full beard and long, straight hair, and he is surrounded by a predatory aura of great intensity. He dresses with a sort of raw elegance, tempered by the needs of the moment. In Lupus form he is lean and powerful, and his fur is jet black.
    Roleplaying Notes: It wasn't your idea to usurp control of the Garou Nation from the Silver Fangs. Indeed, you were perfectly content to leave leadership of the Garou to them if they proved capable enough to do it. But they weren't up to the task, and as a result you have had to step in and clean up their mess. Now, nothing matters but winning. Winning against the vampires, against the fomori and the Banes, and against anyone who dares to get in your way. In lesser Garou, this would be an obsession - in you, it is vision.

    Source: Tribebook: Shadow Lords (Revised) (WW3858), Page 98-100

    Position: Sept Leader
    Breed: Lupus
    Auspice: Galliard
    Nature/Demeanor: Builder/Alpha
    Tribe: Red Talon
    Physical: Strength 3(5/7/6/4), Dexterity 4(4/5/6/6), Stamina 5(7/8/8/7)
    Social: Charisma 4, Manipulation 3(2/0/0/0), Appearance 2(1/0/0/0)
    Mental: Perception 4, Intelligence 4, Wits 3
    Talents: Alertness 3, Athletics 3, Brawl 4, Dodge 2, Empathy 2, Expression 4, Primal-Urge 5
    Skills: Animal Ken 4, Etiquette 2, Leadership 5, Melee 2, Performance 3, Stealth 4, Survival 4
    Knowledges: Enigmas 4, Garou Astrology 5, Linguistics 1 (French and smattering of English, though he rarely uses either), Occult 2, Rituals 5
    Backgrounds: Ancestors 4, Pure Breed 5
    Gifts: (1) Beast Speech, Call of the Wyld, Eye of the Hunter, Hare's Leap, Heightened Senses, Howl to a Friend, Mindspeak, Wolf at the Door
    (2) Offering of the Slain, Primal Howl, Predator's Leap, Scent of Sight
    (3) Catfeet, Howl of Hunger, Trackless Waste
    (4) Beast Life, Howl of Death, Shadows by the Firelight
    (5) Blessing of the First Pack, Shattering Howl
    (6) Home in All Lands
    Rage 6, Gnosis 8, Willpower 9
    Rites: Sunrise-Heart knows all of the rites listed in Werewolf Revised and the Werewolf Player’s Guide. In addition, he knows the rites listed in this book, except for the Rite of Feeding the Land.
    Fetishes: None.
    Background: Over the ensuing centuries, the land around the mountain has been settled, but the mountain itself (now called Mount Gibb after an explorer who led an ill-fated expedition up the mountain in the 19th century) remains mostly untouched by humanity. In the late 1980s, a Galliard was born in the sept that the others recognized as a truly Pure Bred Talon. Even before his First Change, this young cub ran with Garou rather than wolves and exhibited the bearing of a true alpha. When he experienced his First Change at sunrise one summer morning, the others knew him to be the prophesied leader and called him Sunrise-Heart.
    Sunrise Heart rose in rank more quickly than any werewolf in the history of the sept, and led his pack, Wolfs Chosen, against the Weaver, the Wyrm, and any other enemy that dared sully the caern. When he reached the rank of elder (a mere ten years after his First Change!) the sept expected him to take on the mantle of leader, but he refused and disappeared on an Umbral Quest. ln the spiritual chaos that followed, the sept feared the worst. And then, a few months ago, he returned triumphant.
    The tale of his quest - surely worthy of the Silver Record - explains how he found the secret of creation in the Red Talon Tribal Homelands after questing in Pangaea, the Legendary Realm, and even Wolfhome. He is, at present, the only Garou on earth that knows the Rite of Gaia's Rebirth (see Chapter Three). The rite has only been used once, to purify the one and only incursion humanity had made into the sept (a Pentex-funded logging operation blazed a trail into the forest and was scouting for a good locale to set up shop. They never got the chance). Sunrise-Heart has taken up leadership of the sept, and is considering how best to use his incredible knowledge.
    Image: In Homid form, Sunrise-Heart looks vaguely Native American, but has profuse red body hair and a stooped walk. In Lupus form, he is a beautiful red wolf with a perpetually pensive air about him.
    Roleplaying Notes: You are in possession of one of the greatest assets the Garou ever knew. Now if you only knew what to do with it. You know you are a great alpha, and a good leader, but this kind of responsibility doesn't seem to sit well on your shoulders. You are troubled and restless much of the time, and are secretly searching for a worthy student to learn the rite. You are troubled and restless much of the time, and are secretly searching for a worthy student to learn the rite. You are adamant that it won't be taught to a homid werewolf, but a lupus of another tribe might be possible. The Children of Gaia are usually responsible. The Silver Fangs are the leaders, but the Shadow Lords are good at keeping secrets. You just don't know...

    Source: Tribebook: Red Talons (Revised) (WW3857), Page 96 (Background), 98-99 (Character Sheet)


    • #3
      The Perfect Metis, Possessed Black Spiral Dancer
      Breed: Metis
      Auspice: Ahroun
      Tribe: Black Spiral Dancer
      Physical: Strength 8(10/12/11/9), Dexterity 6(6/7/8/8), Stamina 8(10/11/11/10)
      Social: Charisma 5, Manipulation 4(3/1/1/1), Appearance 5(4/0/5/5)
      Mental: Perception 5, Intelligence 4, Wits 5
      Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Intimidation 5
      Skills: Leadership 5, Melee 5
      Knowledges: Enigmas 5, Occult 5, Rituals 5
      Backgrounds: Allies 5, Consecrated 5,Fetish 5, Rites 5, Symbiosis 5
      Gifts: (1) Bane Protector, Inspiration, Sense Wyrm
      (2) Horns of the Impaler, Spirit of the Fray, Wyrm Hide
      (3) Combat Healing, Dagger of the Mind
      (4) Open Wounds, Stoking Fury's Furnace
      (5) Avatar of the Wyrm
      Powers: Enhanced Attributes (+3 Strength, +1 Dexterity, +3 Stamina), Horror (supernatural version), Sense Gaia, Thick Skin x5, Triatic Sense, Voice of the Wyrm
      Rage 10, Gnosis 10, Willpower 10
      Rites: As appropriate.
      Fetishes: As appropriate.
      Merits and Flaws: Huge Size, Iron Will
      Taints: None
      Background: The Perfect Metis was born hale and hearty to a pair of Gaian Garou, who were forced to wonder just what such an unusual event might portend. Some of their brethren feared the child would become the champion of the Wyrm, and they were not wrong. Others wondered if he might in fact be the means of Gaia's deliverance, and they also spoke true. Everything was as the Garou believed, but none of it was true.
      Shortly after his birth, the metis was spirited away by a Ferectoi named Adrian Carver. He watched over the child as an avatar of the Wyrm possessed it, shaping it into the instrument of the Wyrm's will on the physical plane. But the child's destiny was not one of defilement or corruption; instead, he represents the last hope of the Wyrm to free itself from the shackles of the Weaver, and to that end he is an instrument of war.
      Once the possessions of the metis was complete, the child returned to the world fully grown, and set about consolidating the Wyrm's forces in the physical realm. All who oppose him will be destroyed. Those who recognize the purity of his purpose and the necessity of his existence, however, will be able to redress the greatest tragedy in all creation: the Weaver's descent into madness, and the corruption of the conquering Wyrm.
      Image: In Homid form the Perfect Metis is a huge bear of a man, with powerful limbs that bristle with strength far beyond that of any human. He has a savagely handsome countenance, and while he projects almost no sort of sexual aura, it would take little effort to make him quite attractive. His wolf form is savage and majestic, an unsettling blend of the Wyrm's fury and the beauty of perfection. He is faster and stronger and more powerful than any wolf who ever lived, and all who look upon him cannot help but feel a sense of awe at the sight of him. In Crinos form the metis is a true giant, standing well over twelve feet tall and typically adorned with a massive pair of horns that he uses in combat to great effect. Those who see him in this form know that his supremacy is unquestioned, and a mere glance from him is enough to cow any Garou into submission.
      Roleplaying Notes: The power of the Wyrm stirs within you, calling to you to fulfill your purpose in life. You seek nothing less than the end of all existence, as the Weaver's Pattern Web is unraveled and the Wyrm is freed from its eternal prison. Some may oppose your efforts, but they are nothing to you; crush them it you must, but those with a greater clarity of vision are your primary concern. You need the help of the Gaian Garou if your quest is to be successful; try to work with them and do not allow your subordinates to complicate matters with meaningless squabbles. You are the instrument of creation's rebirth; all other concerns are secondary.

      Source: Apocalypse (WW3999), Page 206-207

      Breed: Homid
      Auspice: Ahroun
      Tribe: Black Spiral Dancer
      Physical: Strength 7(9/11/10/8), Dexterity 5(5/6/7/7), Stamina 6(8/9/9/8)
      Social: Charisma 5, Manipulation 2(1/0/0/0), Appearance 4(3/0/4/4)
      Mental: Perception 4, Intelligence 2, Wits 4
      Talents: Alertness 5, Athletics 5, Brawl 5, Dodge 5, Intimidation 5, Primal-Urge 5, Streetwise 3
      Skills: Drive 1, Firearms 4, Leadership 5, Melee 5, Stealth 5, Survival 5
      Knowledges: Enigmas 3, Investigation 2, Medicine 2, Occult 5, Politics 4, Rituals 4
      Backgrounds: Personal Totem 20
      Gifts: (1) Bane Protector, Falling Touch, Inspiration, Master of Fire, Razor Claws, Sense Wyrm, Toxic Claws
      (2) Horns of the Impaler, Sense Silver, Spirit of the Fray, Staredown, Terrify, True Fear, Wyrm Hide
      (3) Dagger of the Mind, Disquiet, Foaming Fury, Silver Claws
      (4) Clenched Jaw, Cocoon, Crawling Poison, Open Wounds
      (5) Avatar of the Wyrm, Balefire, Kiss of Helios, Part the Veil
      Rage 10, Gnosis 10, Willpower 10
      Rites: None that you'll ever get to see and live.
      Fetishes: Btk'uthoklnto. Zhyzhak's Devilwhip operates as a normal whip, except in that it does Strength +3 aggravated damage.
      Special Note: As the Green Dragon's chosen child, Zhyzhak can vomit toxic flames at an opponent three times a day. The attack has a range of six feet and can be dodged at difficulty 6, but this requires at least four successes. In addition, she has one extra die to soak damage.
      Image: Zhyzhak is a force of terror - even in Homid form, she's an unnaturally tall, muscle bound warrior with striking but cruel features. She frequently wears fetish gear, never bothering to dedicate it; she is not subtle, and appears in public only when she's ready to kill every last person she sees.
      Roleplaying Notes: Zhyzhak's klazomania (a mental illness that causes her to shout rather than speak) comes and goes, as her mind becomes more and more filled with unholy voices. She is a dark messiah for her people, and Green Dragon himself has invested her with much of his considerable power. She is a true child of Rage, to the extent that she knows little else. She does not torture, she does not linger, she does not toy with her foes - she kills, kills and kills. She has been promised the honor of breaking the world open to watch it bleed in the Final Days, and nothing the weak, puny Gaians have to offer will stop her from living out that delicious destiny.

      Source: Apocalypse (WW3999), Page 194-195


      • #4
        There are two exceptions.
        One is a werebear appearing in a very early book, and his stuff does oppose later material about Gurahl.
        Bill of the Bear
        Forms: Human: No Attribute Modifiers
        Near-human: Strength +3, Stamina +3, Appearance -3, Manipulation -2, Intelligence -1
        Half Bear: Strength + 5, Stamina +4, Dexterity -2, Perception -1
        Near Bear: Strength +4, Stamina +5, Dexterity -2, Wits -1
        Bear: Strength +2, Stamina +3, Dexterity -1, Manipulation -3
        Physical: Strength 3, Dexterity 4, Stamina 5
        Social: Charisma 4, Manipulation 2, Appearance 3
        Mental: Perception 4, Intelligence 3, Wits 3
        Talents: Alertness 5, Athletics 4, Brawl 4, Empathy 4, Expression 3, Intimidation 3, Primal-Urge (Bear) 4
        Skills: Animal Ken 4, Firearms 3, Melee (walking staff) 3, Performance 3, Repair 4, Stealth 3, Survival 5
        Knowledges: Enigmas 4, Investigation 3, Law 3, Linguistics 3, Medicine 4, Occult4, Politics 2, Rituals (Bear) 3, Science 2
        Backgrounds: Fetish 5, Past Life 4
        Gifts: Treat Bill as a Rank 5 Children of Gaia Moon Dancer Homid; he has any appropriate Gift, though he rarely displays his power, especially since it can reveal his position to some of the old Garou Watchers who still hunt for his kind.
        Rage 5, Gnosis 9, Willpower 8
        Rank: Equivalent of 6; no Renown as such among Garou.
        Fetishes: Horn of Fenris (see Below)
        Image: A all, broad, bearded man. Bill's face is weathered by time and tears.
        Background: A Son of the Bear, Bill is one of the last were-bears in North America. He is a shaman, a spirit-drummer to be exact, who has survived many adventures and has fought his entire life against the Wyrm and its kind. He fell in love with a Daughter of the Wolf hundreds of years ago (were-bears are particularly long-lived) and as a result, betrayed his people, who were at war with the Garou at that time.
        Bill has since found peace, but this peace is always tinged with sadness as he thinks of all the loves and family he has lost over the years. Lt is only a sense from the Bear itself that he must remain behind on Gaia, the last bastion of the Bear there, that keeps him from taking off on a great journey far into the Deep Umbra, perhaps there to find his ancestor-spiris.
        Bill possesses an ancient Garou artifact from Norse times: a Horn of Fenris, a talisman which can be used to summon spirits of war. This horn can also summon avatars of the First Pack, the ancestors of all Garou, in addition to many other spirits of great warriors throughout history. If one of the characters particularly touches Bill's heart, he will give her the Horn, but will not tell her what it is, only that it must be blown in a time of immense trouble. He will tell her that the horn is brittle and old and may break with its next sounding. He will also say that he himself has tried to use it in the past year and has been unable to get it to work; he fears that the power has gone out of it or is waning from it. In truth, Bill cannot summon aid because he has no great need, and his ancestors are, in truth, angry at him for staying behind on a martyr mission.
        If the characters use this horn at the dramatically appropriate moment then there is a distinct chance (Storyteller determines this based on how the pups are acting) that the Fist Pack will come to them, inhabit their bodies for a brief time, and wreak will definitely be shattered by this sounding and the Pack will more than likely leave the pups in a worse situation than they were in when they first used the horn.
        Roleplaying Notes: You are gruff, but kind and eager for company, You contain your rage well, but when it does emerge it is a terrible thing to behold.

        Source: Rite of Passage (WW3002), Page 59

        The other one doesn’t have Rank, but he should be Rank 6.
        Note that he only has stats in 1st Edition book, no specific stats are provided in 2nd Edition one, and in 20th Anniversary Edition of Book of the Wyrm, he is utterly removed.
        The First Ronin/The First Metis
        Fangs-To-The-Wind heard the howl tear through the trees around him and was confused. This was not a normal howl, nor was it a Howl of Mockery. Whatever the meaning of this unearthly sound, it was lost to him. Curiosity soon surpassed the wariness he felt, and Fangs-To-The-Wind trotted toward the distant sound as it was repeated.
        The clearing from which the howl had come was empty; nothing moved through the trees and no living sounds came from the animals in the woods. From behind him, apparently from the same direction from which he had just come, he heard a deep growl of challenge. He turned to face the hairless beast and grinned in anticipation; here was an upstart, a metis of all things, ready to challenge him.
        The metis stepped forward, shifting easily into wolf form. Something was wrong; the markings the challenger wore on his body were faded with time, and yet they were also quite obviously tattoos. Fangs-To-The-Wind felt his fur rise, the meaning of the odd symbols suddenly becoming clearer. Inscribed on the metis' flesh was his own name, and the other symbols told of how Fangs-To The-Wind had died valiantly. Fangs-To-The-Wind understood the homids' way of marking days and years; he understood that the markings on this metis declared that this was the day of his final battle.
        It was impossible; the markings were so old, as was the metis before him. The old legends came back to him, the stories told by his grandfather. “You, you're just a myth,” he cried. “A thing to frighten the pups at night. You can't be real.”
        The First Ronin grinned then, blackened gums showing the very real threat of silver teeth...
        Ronin is a sadly common word among the Garou. But legends tell of the First Ronin, a metis who turned from the tribe and pack that had scorned him and went to make his own way in the world. To most he is simply a fantasy, a story told to deter cubs from their foolish attractions to one another and to remind all Garou that the price of incestuous relations is disaster and shame.
        Breed: Metis
        Auspice: Ahroun
        Tribe: Unknown
        Physical: Strength 7(9/11/10/8), Dexterity 6(6/7/8/8), Stamina 5(7/8/8/7)
        Social: Charisma 0, Manipulation 0(0/0/0/0), Appearance 0(0/0/0/0)
        Mental: Perception 5, Intelligence 4, Wits 5
        Talents: Alertness 5, Athletics 5, Brawl5, Dodge 5, Intimidation 5, Primal-Urge 5, Subterfuge 5
        Skills: Animal Ken 5, Melee 5, Stealth 5, Survival 5, Enigmas 5
        Knowledges: Linguistics 5, Occult 5, Rituals 5
        Backgrounds: Mentor 10 (if the legends are true, the First Ronin's Mentor is the Wyrm), Personal Totem 10 (the Wyrm)
        Gifts: All Gifts of the Garou tribes, including those of the Black Spiral Dancers, up to and including the 4th level (be afraid, be very afraid), Fearful Flight (for one Gnosis point, the Ronin can make all Garou present flee with a resisted Strength + Intimidation roll against the opponents' Rage)
        Background: Some of the legends say that the First Ronin was the very first metis, and that the overall response to his hideous form was revulsion and contempt. Some of the legends say that he did not choose to leave the Garou, but was forced to leave. Most metis can sympathize with his plight, if that version of the story is accurate.
        The legends tell how the First Ronin was corrupted by the Wyrm through the promise of love and a caring family, in the days when the Wyrm came easily to Gaia's realm and walked among the homids as their friend. The legends go on to explain that the Wyrm itself was not as mad then as it is now. The legends claim that the First Ronin was the very first Garou to turn to the Wyrm, the first great betrayer of Gaia.
        And the legends all tell of the Wyrm's markings on the First Ronin; the hideous tattoos that have driven Garou into Fox frenzies on sight. It is claimed that the First Ronin, like the vampires who follow the Wyrm, is immortal.
        The only certainty is that the creature called the First Ronin is Garou, but a Garou that reeks of the Wyrm's corruption and revels in the destruction of all its kind. The First Ronin is said to have claws and teeth of silver, but to take no harm from these natural weapons. It is said to hunt down solitary Garou and those in smaller packs and devour them, leaving only the mingled scent of its corruption and the blood of Gaia's children to mark its passage. Best perhaps to leave to the imagination what the First Ronin is said to do to females of the species. Some things are too horrid for sane Garou to contemplate.
        Image: A furless Garou with skin as pale as the full moon and covered in tattoos that shift and change as he approaches. The symbols clearly state the full name of any Garou that looks at them, as well as denoting that Garou's death date: the very night he encounters the First Ronin. The First Ronin stinks of the Wyrm's corruption, even to those who cannot sense the Wyrm. There is absolutely nothing about the First Ronin that could be considered a redeeming quality; there is no sense of compassion or love, only undying, unrelenting hatred.
        Storytelling Notes: Unless you really want your pack dead, always give them fair warning of the Ronin's approach; the smell alone should do it. Never directly state just who or what this creature is; no one should ever find out for certain. Along this theme, always let the creature attack from the darkness. If the pack gets lucky enough to hurt it severely, the First Ronin will literally fade from existence in a cloud of noxious black smoke. The First Ronin is truly immortal and cannot be captured or killed any more than the bogeyman can be captured or killed.

        Source: Book of the Wyrm 1st Edition (WW3200), Page 93-94
        Last edited by Rock113; 08-18-2020, 03:53 AM.


        • #5
          There is a 'the last werebear" in Rite of Passage, I'm curious if they removed him later


          • #6
            I think you missed Cries-in-the-Wind, a Rank 6 Wendigo lupus ahroun in Rage Across New York (WW3100) pp 63-64.


            • #7
              Originally posted by Black Fox View Post
              I think you missed Cries-in-the-Wind, a Rank 6 Wendigo lupus ahroun in Rage Across New York (WW3100) pp 63-64.
              Thanks very much


              Level 6 Fetishes:
              Level 6 Gifts:
              Last edited by Rock113; 08-20-2020, 03:05 AM.


              • #8

                Breed: Lupus

                Auspice: Ahroun

                Tribe: Wendigo

                Physical: Strength 4(6/8/7/5), Dexterity 3(3/4/5/5), Stamina 3(5/6/6/5)

                Social: Charisma 4, Manipulation 4(3/1/1/1), Appearance 3(2/0/3/3)

                Mental: Perception 3, Intelligence 4, Wits 3

                Talents: Alertness 2, Brawl 4, Dodge 4, Empathy 3, Expression 5, Primal-Urge 4

                Skills: Animal Ken 4, Leadership 5, Melee 4, Survival 4

                Knowledges: Enigmas 3, Occult 2, Rituals 3

                Backgrounds: Allies 4, Contacts 4, Kinfolk 2

                Gifts: (1) Call The Breeze, Inspiration, Leap of the Kangaroo, Scent of Sight
                    (2) Sense Silver, Speak with the Wind Spirits
                    (3) Chill of Early Frost, Silver Claws, Sky Running
                    (4) Attunement, Beast Life, Call the Cannibal Spirit, Gnaw
                    (5) Song of the Great Beast, Strength of Will

                Rage 7,Gnosis 5, Willpower 8

                Renown: Glory 20000, Honor 110000, Wisdom 90000

                Rites: (Accord) Rite of Cleansing
                    (Caern) Moot Rite, Rite of the Opened Caern, The Badger's Burrow
                    (Death) Gathering for the Departed, Rite of the Winter Wolf
                    (Mystic) Rite of the Totem
                    (Punishment) Rite of Ostracism, The Hunt
                    (Renown) Rite of Passage

                Fetishes: Wind Cutter (Level 5, Gnosis 5. This is a pretermaturally smooth stone blade. It holds a wind elemental of immense power which allows the blade to cut through nearly anything. The number of activation successes negates that amount of soak or armor dice)

                Background: Cries-in-the-Wind is a tough, grizzled old shaman who has survived hundreds of battles with Wyrm minions in his 60 long years. He hates the invader homids, has little patience with native homids who are not warlike, and finds the rest of the Garou tribes to be weak, Wyrm-ridden pups with no constancy or sure direction. He even despises the W endigo pragmatists who do not favor Total War with the rest of the world.
                 In his homid form he has been working with the Native Rights movement in Canada. He has succeeded in mobilizing a powerful coalition of natives, and has led successful strikes on Pentex and the govermment. They have been so successful that the Canadian govermment is negotiating with them over returning rights and land to them.
                 He is in a righteous frenzy over the other tribes' unwillingness to embrace his approach as the best. He feels that if all the tribes encourage the Pure Ones to take a hard line, they can win back land, rights and power. From that power base they can take on the Wyrm.

                Image: Huge, grizzled old wolf with coarse, bristing light gray fur. His fur is matted and has a very strong smell. His weary old eyes still flash with anger and rage. In homid form he is a tough old Amerindian man with a stem face.

                Roleplaying Notes: Labored breathing and narrow, squinty eyes. A slow deliberation about him as he talks, with sudden bursts of savagery and anger. No time for foolishness or fun. During revels he beats his chest in fury.
                Last edited by Rock113; 08-20-2020, 04:56 AM.