Long ago, Gaia (Mother Earth) created a race of creatures to watch over her, to protect her. These creatures, the garou, have fulfilled that task throughout the ages, fighting against the agents of the wyrm relentlessly. The werewolves are gifted with an awful rage through which to take down their enemies, as well as a mystical core of magic called Gnosis through which they can access a realm of magic of Gifts handed down to them from the spirits themselves.
Garou can be found in three breeds.
The Homid breed, which is the offspring of a garou and a human. Garou born and raised by a human parent are more knowledgeable of the human world and society, though they never truly fit into the world around them. Around the age of 14, they go through their first change, fully stepping into the world of their blood, the world of the werewolf.
The Lupus breed of Garou are the ones that are born to a werewolf and a normal wolf. These children (pups), are noticeably different than the other pups of the pack, as they are more intelligent than the normal wolf. But they do not learn to think like a human, instead acting often on instincts. Lupus tend to see the world in more simple terms than humans, expressing themselves more directly and with less words or actions. Lupus Garou generally go through their first change after a year or two of life.
The third breed of Garou are the outcasts, the ones known as the Metis Breed. Metis are the offspring of two Garou. Each metis that is born is born with some form of deformity and sterile as the mating of two Garou is something that should not be done and is even against the law of the Garou, but it happens. Metis Garou tend to go through their first change as early as 3 years, or as late as 10 or 11 years.
When a Garou is born, regardless of what breed they are, they are set upon their course in life by the phase of the moon under which they are born. This sign becomes their, Auspice, their legacy, the role the garou will play for their tribe and their kind. The Garou are strongest when the phase of the moon matches their Auspice.
These five Auspices are as follows:
Ragabash: Those Garou born under the New Moon. These wolves are destined to be trickster, sly creatures that stalk the darkness when the light of the moon is gone. Ragabash Garou are masters of stealth and guile with talents for thievery that they often mock the orderly ways of Garou society. With this comes a carefree disregard for laws and rules, and a wicked sense of humor.
Theurge: These are the Garou born under the Crescent Moon. These garou have a mystical disposition, fascinated by the supernatural and the spiritual . The elders of the tribe teach these pups many myths, lore and lessons of cosmology so when the Rite of Passage is taken, the cub is ready to serve their role.
Philodox: The Garou born under the Half Moon are known as the Philodox. These Garou act as the judges of the race. Just like the moon they were born under, knowing half light, and half dark, the philodox are a contradiction. They are forever caught between physical and spiritual, good and evil, making them the proper ones to serve this role.
Galliards: These are the Garou born under the Gibbous Moon. The cubs born under this sign become the ones that sing the tales of the Garou, forever carrying on the sagas and histories of their race. When the moon is brightest, they often find themselves moved to song or story.
Ahroun: The Garou born under the Full Moon. These garou are filled with a deep rage and fury. When the moon shines brightest, the Ahroun is eager, willing, to unleash their bloodlust and frenzy upon any that merit it.
Once a Garou completes his Rite of Passage, he is welcomed into one of the Twelve Tribes of the Garou Nation. Before the completion of this rite, he is a cub, and he is treated as little more than a child. He may not learn tribal Gifts or receive the tribe's deepest secrets. Even metis cubs are shut out from such sacred knowledge; they're welcomed enough to work for the sept, but not enough to receive its privileges. After the rite, however, the tribe teaches each new cliath (usually the title for a Rank 1 Garou) the ways of the world and how to conquer it.
Each of the Twelve Tribes originally came from a different region of the world. Each has its own tribal homeland, a place in the world where it has always been strongest. Each tribe's Kinfolk and societies reflect these different cultures. During the ancient agreement of the Concord, the 16 major tribes set aside their differences and began the development of a communal society. Three of them have been destroyed. One has rejected the Western Concordiat and found other allies. Now only 12 of them remain allied in their defense of the world.
Black Furies: In a tribe composed exclusively of women, the Furies act as defenders of the Goddess and protectors of her most sacred places. Originating in Ancient Greece, the tribe has since inspired great legends of female heroes.
Bone Gnawers: This urban tribe is tied instinctually to life on the street. Long ago, they began as scavengers in India and Northern Africa. Now they stalk wherever the homeless and desperate struggle to survive.
Children of Gaia: As peaceful warriors and gentle mediators, the Children favor healing and understanding over bloodshed. No other tribe is as committed to helping humanity.
Fianna: Exclusively of Celtic descent, the Fianna are known for their wild passions and artistic insight. They are famous for their skilled bards, great Warriors and mystical ties the the fae.
Get of Fenris: Surviving the harsh lands of Northern Europe, the Fenrir have developed a savage, bloodthirsty and fatalistic view of life. As one of the most martial tribes of werewolves, they are also unparalleled at dealing in death.
Glass Walkers: For thousands of years, the Walkers hid in human cities, living as wolves among sheep. Other werewolves typically mistrust them, not only for their proficiency with high technology, but also for their love of human cities and culture.
Red Talons: Composed entirely of lupus Garou, this tribe is well known for its fierce hatred of humans. Talons thrive whenever they can commune with the mysteries of the wild. ((Storyteller Note: This tribe is unacceptable as a character, and is not allowed within this game)).
Shadow Lords: Ruthless, devious and ambitious the Lords value political power over all else, and they are fascinated by the politics of Garou society. By struggling against their rivals in Eastern Europe for millennia, they have become masters of diplomacy and Machiavellian intrigue.
Silver Fangs: Once the unquestioned rulers of Garou society, the Fangs are descended from some of the greatest werewolves in history. Lineage and ancestry is critical to them. Since their glorious days in their Russian homelands, they have fallen prey to tragic flaws, often spiraling into despair and madness
Uktena: Indigenous peoples from throughout the world have contributed to this eclectic and mysterious tribe. Ethnically diverse and intensely curious, they hoard knowledge of magic from all over the world... as well as a deep understanding of the occult that they dare not share with outsiders.
Wendigo: This tribe is descended from Native American Garou. Their strongest sect's are in the northernmost portions of North America, where they endure some of the harshest conditions on Earth.
One other tribe exists, one that does not fight for Gaia, but rather against her, seeking to spread the taint and corruption of their dark and twisted master, the Wyrm.
Garou who turn to the Wyrm are destined to join the ranks of the Black Spiral Dancers. Originally, the founders of this tribe were known as the White Howlers. Subtle corruption suborned them over generations, until the minions of the Wyrm conquered the last White Howler caern and captured its greatest heroes, dragging them into the depths of the underworld. When the Great Serpent had finally seduced its prey, the survivors emerged once again, this time as the Black Spiral tribe.
For thousands of years, the Black Spirals spawned in tunnels beneath the earth, waiting for the time when they would be numerous enough to decimate their Garou rivals. That time has arrived. The Spirals no longer spend generations lurking in subterranean caverns, only emerging in the surface world to rend and slay. They are a vast army, easily outnumbering the combined strength of the two largest tribes of Garou. While they favor committing wanton acts of bloodshed and devouring the flesh of other werewolves, their greatest joy comes from capturing Garou and corrupting them to the ways of the Wyrm, recreating them like their own shattered Image. ((Only by ST Approval))
Character Creation: Creating a character for Werewolf follows the similar course of creating any type of character for play in the World of Darkness.
The first step is to figure out what your character is, the concept for your character. Having a backstory or history for your character really helps here.
Next, you need to figure out what Breed and Auspice your garou will be. For Breed, they can choose Homid, Metis or Lupus. For Auspice, they have five choices. Ahroun, Theurge, Philodox, Galliard and Ragabash. At this stage, you also want to figure out which of the 12 Tribes your Garou will belong too.
For the next step, you want to place your characters Attributes (7/5/3), Abilities (11/9/5), Backgrounds (5), Gifts (3, Starting characters get 1 gift from their Auspice, One from their Breed, and One gift from their Tribe).
Now, the Gnosis, Rage, Renown, and Willpower must be filled in, this is determined by the characters Breed, Auspice and Tribe. Also, fill in Rank, all characters begin play as Rank 1.
Homid:
Initial Gnosis: 1
Beginning Gifts: Master of Fire, Persuasion,
Smell of Man
Metis:
Initial Gnosis: 3
Beginning Gifts: Create Element, Primal
Anger, Sense Wyrm
Lupus:
Initial Gnosis: 5
Beginning Gifts: Hare's Leap, Heightened
Senses, Sense Prey
Ragabash:
Initial Rage: 1
Beginning Renown: Three in any combination
Beginning Gifts: Blur of the MIlky Eye,
Open Seal, Scent of Running Water
Theurge:
Initial Rage: 2
Beginning Renown: 3 Wisdom
Beginning Gifts: Mother's Touch, Sense
Wyrm, Spirit Speech
Philodox:
Initial Rage: 3
Beginning Renown: 3 Honor
Beginning Gifts: Resist Pain, Scent of
the True Form, Truth of Gaia
Galliard:
Initial Rage: 4
Beginning Renown: 2 Glory, 1 Wisdom
Beginning Gifts: Beast Speech, Call of
the Wyld, Mindspeak
Ahroun:
Initial Rage: 5
Beginning Renown: 2 Glory, 1 Honor
Beginning Gifts: Falling Touch, Inspiration,
Razor Claws
Black Furies:
Pintail Willpower: 3
Background: No Restrictions
Beginning Gifts: Breath of the Wyld, Heightened
Senses, Sense Wyrm
Bone Gnawers:
Initial Willpower: 4
Backgrounds: Ancestors, Pure Breed and
Resources are not available to Bone Gnawers.
Beginning Gifts: Cooking, Resist Toxin,
Tagalong
Children of Gaia:
Initial Willpower: 4
Backgrounds: No restrictions
Beginning Gifts: Mercy, Mother's Touch,
Resist Pain
Fianna:
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfold
is recommended.
Beginning Gifts: Faerie Light, Persuasion,
Resist Toxin
Get of Fenris:
Initial Willpower: 3
Backgrounds: GoF may not purchase Contacts
Beginning Gifts: Razor Claws, Resist Pain,
Visage of Fenris
Glasswalkers:
Initial Willpower: 3
Backgrounds: Glasswalkers may not purchase
Ancestors, Mentor or Pure Breed
Beginning Gifts: Control Simple Machine,
Diagnostics, Trick Shot
Red Talons:
Initial Willpower: 3
Backgrounds: Red Talons my not purchase
human Allies, Contacts or resources, and their only Kinfolk are wolves.
Beginning Gifts: Beast Speech, Scent of
Running Water, Wolf at the Door
Shadow Lords:
Initial Willpower: 3
Backgrounds: Shadow Lords may
not purchase Allies or Mentor
Beginning Gifts: Aura of Confidence,
Fatal Flaw, Seizing the Edge
Silent Striders:
Initial Willpower: 3
Backgrounds: Silent Striders may not purchase
Ancestors or Resources
Beginning Gifts: Sense Wyrm, Silence,
Speed of Thought
Silver Fangs:
Initial Willpower: 3
Backgrounds: All Silver Fangs
must purchase at least 3 dots of Pure Breed
Beginning Gifts: Falcon's Grasp,
Lambent Flame, Sense Wyrm
Uktena:
Initial Willpower: 3
Backgrounds: No Restrictions
Beginning Gifts: Sense Magic, Shroud,
Spirit Speech
Wendigo:
Initial Willpower: 4
Backgrounds: Wendigo may not purchase
Contacts or Resources
Beginning Gifts: Call the Breeze, Camouflage,
Resist Pain
Now, the final step for initially creating the character is to add any Merits and Flaws you might want.
| Trait | Cost |
| Attributes | 5 per dot |
| Abilities | 2 per dot |
| Backgrounds | 1 per dot |
| Gifts | 7 per Gift (level one only) |
| Rage | 1 per dot |
| Gnosis | 2 per dot |
| Willpower | 1 per dot |