Announcement

Collapse
No announcement yet.

Your (New/Revamped) Tribes

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • CeltSPZ
    replied
    For the Fera you had the Mokole, Ghural, Bastet and Corax, with the Nuwisha being...tentative on a case by case situation. I'll admit I wanted the Nagah in there really badly, but we just couldn't come up with a reason for them to out themselves in the West. I thought long and hard on HOW to do it, but just couldn't come up with anything without feeling cheap.

    Fera Opposed: Ratkin- They saw it as too strongly of the weaver, this form of organization, and also were still too bitter with the garou. They saw working along side the wolves as selling out, when really they should be slaughtered. The Ratkin were violently opposed to the organization and did fight a shadow war against it.

    As for Garou tribes, most aligned with it with the exception of a few. The Shadow Lords (Feared a garou version of "White Guilt" and the garou being pushed under by a minority group of Fera), Red Talons (Saw the breeds as meant to work separate) and two others were split as a tribe: Glass Walkers (feared being seen as obsolete with the Bastet and Corax working so closley now with the garou), Bone Gnawers (didn't want to lose what they had to the Fera, and the Ratkin were strongly opposed as well) were the major opponents.

    The tribes we had backing strongly being the Fangs and the Fenrir. The reason for the Fenrir was in game a Mokole crowned challenged and fought Gol Gol to a stand still. The stats we used for Gol Gol were pulled from Rage Across the Amazon. With that the Mokole won the respect of the Fenrir. This allowed for a major push in the Amazon, as the Mokole were also a great go between with the Bastet. The Fangs were played under Albrecht who as a gaming group always viewed him as too level headed to say no. At the time in the game due to players actions the Fianna and Furies were closely tied with the Fangs, so there fell in step quickly with the new plan. The CoG of course were also behind this grand idea of peace and cooperation. The Wendigo and Uktena were pulled in because the Mokole crowned had the merit where they had mnesis from dead breeds, only instead it was the Croatan, and was of a turtle varna back before it was a cannon varna to have, along with following turtle. As a result the Uktena and Wendigo saw him as a way to keep middle brother alive (memories, gifts, rites, the fact he's a turtle who follows turtle) in spirit. The Crowned really played up the peace and alliance building angle of the auspice.

    They were definitely not a nation, and that's why the Mokole Crowned who was the major pusher of the group used the Iroquois as a model for the governing body (He was of Mohawk descent, we figured only having the memory living around the equator as a bad idea and the point of a turtle varna in our game was to have mokole living in a more northern region). He new that no breed would be willing to give anything up to the others. Instead it was more a council where the breeds came together to discuss plans, each having an agreed upon representative. The big basic laws they had was to respect the territory of the other, and to not control how they each did their own jobs. They also could be looked upon to aide one another, assuming that the others were capable of doing so in some fashion. Its ok to expect the bear to heal you, but if the bear says you can't be resurrected, accept it sort of thing. Likewise the bears should heal those they can, in return for being respected and believed when they say it can't be done.

    The factions didn't fight so much violently so much as there was a lot of politicking going on, with each side trying to look better then the others. The Red Talons and Fenrir were more the muscle for each side. We had a rite created that would allow for the creation of a pan-shifter holy site we called a "lodge" as it was meant to house any who belonged to gaia. The goal was to make it so no side had to give up anything but only to gain in the peace. We only had 1 success in the game, but at the time it was viewed as a major success.

    As for gifts we had a few, but never really built it up too much. Here were the ones we did come up with:

    lvl 1: Talk- from the Mokole book

    lvl 3: Total Eclipse
    System: The player spends 1 gnosis and rolls Manipulation+Primal Urge (diff 8), success means the character is now immune to any metal allergy that they may possess. However this comes at the cost of not being able to access their Rage. This gift lasts for a scene and cannot be dispelled willingly.

    lvl 4: Tear Down The Wall-
    As far as pop culture, American’s love to play fast and loose with the rules. The SCA has also adopted this method of thought. Through this philosophy a SCAdian is able to take the laws of the major realms (Pangea, Flux, Scar, etc.) and apply them to the realm they are currently in.
    System:
    The character burns 3 gnosis, then rolls Int+Occult diff 8. Each success will increase the radius of the effect by 15 yards. The player can then select 1 law to inject into the current realm they are in. This effect will last for one scene. In the event that a law would affect individuals directly (i.e. Spirals affected by Pangea), the character can roll gnosis diff 8. If they receive more successes than the gift user, they are able to “opt out” of the laws.

    lvl 5:

    Totem gift- From the Core Book
    Shifter’s Assemble!
    System: Same as the Kucha Ekundu gift “Crocodile’s pact” but it summons nearby SCAdians. The player spends a gnosis, and rolls Charisma+Leadership diff 7, summoning all SCAdians within 10 miles per suxx to their location. This gift does not supply a method of transportation, but more lets out a distress call. SCAdians are free to ignore this, but may face renown loss if

    At the time the gifts were considered lvlX3 for xp, as none of us were aware the Beast Courts didn't have it so cheap (we didn't actually have the Beast Court book at the time, we just knew they had gifts of their own).

    Leave a comment:


  • Ana Mizuki
    replied
    Originally posted by Derzhuzad View Post

    Ana, how developed were the Domini Canis? Unique totem(s), gifts, etc?
    Sadly, I'm not good at that stuff at all ^^''

    What I had is pretty much what I posted there. The idea was basically to have a christian tribe that served as the wolves that made people act proper. That meant they denied any sort of view they were human, even disliking any tribes that took to Christianity the 'human' way.

    Leave a comment:


  • Derzhuzad
    replied
    Celt, what tribes were part of the coalition? did they ever clash with the Garou Nation over territory? Did they have anything special like how the Hengeyokai or Ahadi have group gifts, or were they like the nation in that they were just a loosely drawn together group?

    Ana, how developed were the Domini Canis? Unique totem(s), gifts, etc?

    Leave a comment:


  • Ana Mizuki
    replied
    I got two, one an older tribe idea, a sort of Lancea Sanctum for Garou. And another a historical take on Glass Walkers.


    Domini Canis

    "Let the way of God guide you in your battles"

    Most of the garou nation is quite pagan. They know what job gaia fullfills in their lives, they know her rules and her laws.

    The hounds, however, doubt the truth of this. They believe God created all, Gaia,Triat, and something went wrong. Very wrong. And it is the garou nation's sacret duty to fix things. The hounds are one of the more confusing pariah tribes, united by religion and often being one of the most profilic tribes in supporting human rights. But when the battle calls, hounds have been seen in the front lines just as well. The tribe fully believes in their own dogma, and thus, they see their mission as absolute, no few times has a Shadow Lord or a Red Talon felt the claws of the Hounds.

    Unfortunately to anyone thinking to use the hounds using their religion, the hounds do not see themselves as 'human' anymore than other tribes. In fact, they denounce that notion quite violently, and any garou daring to pray the human way will be considered a blasbemer.




    Lycaon (Roman Wardens of Men)

    One wrinkle in the British's Warden's plans is that their tribal homelands of Italy have become an empire. Not only that, but an empire said to be born of wolves. The Roman Wardens, sometimes calling themselves Lycaon, have gotten the taste of the politics and high life of the higher tribes. They also hold most of the tribe's purest bred members, and so they can come across as arrogant to outsiders. And they often are, having gotten used to living in a society that fits them perfectly. And those Wardens from outside Rome are unsure how to treat these cousins and their empire. On the other hand, it all seems so arrogant to try to oust those tribe who rule with heritage of Kings and Lords. On the other, the efficent roads, army and society seems much better than the isolated villages of the Celtic tribes.




    Leave a comment:


  • CeltSPZ
    replied
    I never created a new tribe or revamped one. Closest I came was creating a pan American (North and South) version of the Ahadi which we called the "Shifter Confederation of the Americas" or the SCA in short (we had a few players who were in the Society of Creative Anachronism at the time who found the abbreviation amusing). This we created back in 2nd ed before the Ahadi was even a thing...or at least before our playing group was aware it was a thing. We based the government heavily off of the Iroquois confederation.

    Leave a comment:

Working...
X