20 min read
WEREWOLVES/GAROU

Source Material: Wyrmfoe.com; Garou: The Apocalypse


INTRODUCTION TO GAROU AND BUILDING A GAROU CHARACTER

FOR GAROU TRIBES, CLICK HERE.

Werewolves are creatures caught between worlds. They are both human and wolf, yet not truly either one. They’re modern monsters with primal souls, each one a beast of flesh with a heart of spirit. Werewolves are sufficiently like us that in their human forms, they seem as mortal as the rest of us — no stronger, no faster, no more invulnerable. Though even in human form, they can make humans feel uncomfortable or ill at ease - even if the human cannot quite put a finger on what exactly it is about the Garou in human form that makes them feel that way. When the change comes over a Garou, however, they become true monsters: strong enough to smash down doors and claw apart metal, swift enough to run down any human and even able to shrug off bullets.

A werewolf is born, not infected. Some are born to human parents, others to wolves; a few are born to werewolf parents, though such concentration of Garou blood is debilitating (creating a Metis). Most werewolves never know what they are until they undergo the First Change, and then the others come to reveal everything.


THE VEIL & DELERIUM
Among werewolves, the Veil is a poetic term for the false assumption that the supernatural does not in the world, which the Delirium reinforces. 

The Litany states clearly that "The Veil Shall Not Be Lifted". The Veil is similar to the concept of the Masquerade among Kindred. Delirium helps in keeping the Veil in place. Harming or rending the Veil means a great loss of honor among the Garou, while repairing the Veil means the opposite.

Delirium is the overwhelming instinctive fear that affects human beings who see werewolves and some other Fera in their war forms - with the exception of their kinfolk, who are entirely immune to the effects Delirium, as are ghouls, vampires, and large armies of mortals (over 50).

Humans faced with a Crinos werewolf will react based on how many points of Willpower they have:

WILLPOWER PTS.HUMAN REACTIONS
◉◉◉◉◉◉◉Catatonic fear: He faints for a minimum of three full turns.
◉◉◉◉◉◉Panic: He runs screaming and will do anything to leave the scene.
◉◉◉◉◉Disbelief: He cowers helpless in corner to avoid the “hallucination"
◉◉◉◉Berserker: He attacks with whatever weapon he has (though he won’t remember to reload a gun), throwing crockery, shoes, or even leaping at the “monster.”
◉◉◉Terror: He runs, but is rational enough to lock doors or flee in a car.
◉◉Conciliatory: He attempts to plead or bargain with the Garou so as not to get hurt.
Cautious Curiosity: He seeks to escape, but will definitely remember what he saw.
Bloodlust or No Reaction: He may be angry and refuses to take anymore. He will remember the Garou and probably even try to hunt it down. OR, is not the slightest bit afraid or bothered by the Garou. He also can see this "monster" is intelligent.

SEPTS & FORMING PACKS
Garou, like all wolves, are very social creatures and naturally form packs. Packs are small groups of Werewolves bound to each other by ties of friendship and mission as opposed to culture. They can be of any Tribe, though most tend to begin with small numbers of those who share the same Tribe. The archetypal pack consists of one member of each of the five auspices, though it can have more individuals.

A group of Garou, individuals or Packs, who live near and tend an individual caern is called a Sept. This community of werewolves defend the caern from the forces of the Weaver and Wyrm, other supernatural threats, and the incursions of humanity in general. The caern the sept protects may have a different name from the sept itself, but it is more common that they share the same name. 

A sept may also be part of a larger protectorate. A sept can consist of only a few werewolves, barely enough to make a single pack, or a dozen or more packs. Septs are usually dominated by one or two tribes of Garou, but may consist of any number of members representing all 13 tribes. 


ENERGY/GNOSIS
In Dominions of Darkness, Energy to use Gifts or Special Abilities comes in a variety of sources. For the Garou, Energy comes in the form of Gnosis (aka Energy/Gnosis).

Without Gnosis, the Garou would be powerless against the forces of the Wyrm, relying on only their claws and teeth to defend themselves. Gnosis it Gaia's prime gift to her most favored warriors, the Garou. 

Energy/Gnosis Points are expended when the Character uses his/her/their special and/or supernatural Gifts. When the Energy Bar is depleted, the Character cannot use their Gifts again until they regain their Energy/Gnosis Points.

Energy Points are naturally regained at 3 Points per hour. Some skills, fetishes or other supernatural items can replenish Energy/Gnosis Points. For more information on how Energy is used in Dominions of Darkness, visit the FAQ, What is Blood, Gnosis, Mana, and Energy?


KINFOLK
The child of a werewolf more commonly only carries a single werewolf gene and does not become a Garou. There are two types of Kinfolk. Those who are simply carriers of the werewolf genes are called Kinfolk. 

The second kind are Apex Kinfolk, those rare individuals of Garou ancestry who have been kissed by Gaia. Like normal Kinfolk, they carry one of the werewolf genes and are simply mortal, but they do possess a rare talent for a type of Hedge Magic. This is a gossamer thread that connects them to Gaia, allowing them the smallest of magical talents. While Kinfolk can be human or wolf, Apex Kinfolk are always born human. But in either case they enjoy a special (if not always pleasant) status in werewolf society. In Dominions of Darkness, the only Kinfolk Player Characters are Apex Kinfolk. For more information on Apex Kinfolk, CLICK HERE.


THE THIRTEEN TRIBES
Each of the Thirteen Tribes reflects the history and culture from a different part of the world. In Dominions of Darkness, there are only twelve playable tribes. The Red Talons are exclusively wolves and do not interact with humans. Because of this, Red Talons are not a conducive Player Character and have not been included. However, some of their Gifts may come available and can be earned during special events.

During the Impergium, when great heroes led their flocks of humans away from their rivals, their Kinfolk eventually formed the foundations of different human cultures. For example, many Get of Fenris have Scandinavian or Germanic ancestors, while Wendigo Kinfolk claim membership or ancestry in one or more Native American nations. While Garou Kinfolk can breed with werewolves of any tribe, most prefer to remain within their own culture. 

Most tribes are outraged when others place designs on their Kin. The Fianna tell stories of tragic romances, while the Shadow Lords engineer relationships with Kinfolk of other tribes to exact revenge or political power. The more liberal tribes try to avoid using their Kinfolk this way, but even a Child of Gaia thinks of his relatives as Kinfolk of his tribe. 

A werewolf is not born into a tribe; he must prove himself worthy during his Rite of Passage first. A cub with a Garou parent usually makes the same choice as his mother or father when deciding what tribe to petition, but he does not have to do so. Every werewolf has a lineage stretching back for generations. Throughout most of Garou history, the vast majority of cubs have made the same choices as their ancestors. A cub with a long lineage will be hounded to “make the right choice.”


GAROU STRENGTHS & WEAKNESSES
Werewolves are incredibly hard to kill and have supernatural healing in most of their forms, but are not immortal. They are born, live and die like most other creatures. Though their lifespan can be much longer than a regular human's.

  • RAGE: Rage is both a strength and a weakness. When a Garou's Rage reaches a certain level, it can be uncontrollable, attacking enemies and allies alike (SEE FRENZY). When directed during combat, it can give the Garou an extra attack, or allow them to instantly change into whichever of their forms they wish.

    Rage is kept track of using the Rage Meter. This is a separate HUD/Meter from the Dominions of Darkness HUD and must be kept track of manually.
    (SEE RAGE METER.)

  • SILVER: Silver is their Kryptonite and most serious weakness. Even touching the metal is painful. Wounds inflicted by silver weapons are extremely agonizing and do not heal as quickly.

  • STRENGTH: Garou in their various forms (with the exception of human and lupus) are exceptionally strong. Few other characters in Dominions of Darkness have this level of strength. While some Vampires can acquire super strength, only an exceptionally arrogant one would think twice of testing it against a Garou.

  • TRIBAL UNITY: Garou are pack animals, naturally thriving when part of a Sept, Cairn, and Tribe. They learn from each other and move as one in the defense of Gaia.

  • GAIA: Gaia is the Earth Mother, the deity that protects the delicate balance of nature, and is the creator of all Garou. It is in her service that the Garou protect her from those who wish to upset this balance in favor of the Wyld, the Weaver, or the Worm.

  • FRENZY: When certain conditions are present, Garou can fall prey to the curse of Rage. While Temp Rage is often used to power a Garou's special gifts, Frenzy Rage (aka Permanent Rage) is their biggest weakness, making them a danger to others around them and themselves. A Frenzied Werewolf has lost all self control, looking only to attack anything that gets in their way - friend or foe.

    IMPORTANT NOTES: 
    • While a Garou is in the throes of Frenzy, all difficulties to resist powers using mental control suffer a -20 Mod.
    • Temp Rage remains until used, unless the Garou Frenzies. In which case both Temp Rage and Frenzy Rage points drop to Zero.


There are two types of Frenzy: 

  1. Berserk Frenzy
  2. Fox Frenzy. 

In either frenzy, special maneuvers, and using Gifts or pack tactics are impossible. The extent of the werewolf's attack capability is to bite, claw or run. 

Using Gifts in frenzy is normally impossible, as is stepping sideways. Coming out of frenzy requires that the situation that triggered it be over. When the trigger event is over, the Player may roll Primal Urge (DIF 70, MOD Primal Urge) to escape the frenzy. If the roll fails, the Garou may try again next turn.

  • Berserk Frenzy: While in Berserk Frenzy, an inflicted Garou sees the world in shades of red and moving shapes. Their singular desire is to reduce these shapes to mangled carcasses. A berserk Garou shifts immediately to Crinos or Hispo (player's choice) and goes on a rampaging attack of bestial blood lust. Injuries, no matter how grievous, do not detour them from their carnal mission. They are incapable of stopping until the Frenzy naturally ends, or they are killed. The Garou will attack anything that moves, including other Garou. Garou do not remember what happens to them during frenzy. Often, they collapse when the frenzy ends, shifting to their natural birth form.

  • Fox Frenzy: Entering a fox frenzy means that the character flees in terror for his/her/their life. The Garou shifts to Lupus form and runs, attacking and removing any obstacle that gets in the way of a speedy exit. Once the character reaches a safe place, the Garou will remain there in a hyper alert state until the frenzy passes.

  • Triggers for Rage Points:
    Rage Points are added and used manually by the Player using the Rage Meter. Garou, simply put, are hardwired to experience Rage in any number of situations. When these situations occur in roleplay, the Player manually adds One Rage Point to their Rage Meter. 

    All Garou, no matter their level, have a max of 10 Temp Rage Points and 10 Frenzy Rage Points. When a Garou reaches 10 Frenzy Points, the Garou automatically goes into Frenzy. Once the Frenzy is over, both Temp and Frenzy Rage Points drop down to zero, and the process of building Rage Points begins again.

    Rage Points are triggered by the following roleplay situations:
    • Embarrassment or humiliation
    • Botching a roll (rolling a natural 1-10) 
    • Any strong emotion (lust, rage, envy, jealousy) 
    • Extreme hunger 
    • Confinement
    • Helplessness 
    • Being taunted by an enemy 
    • Large quantities of silver in the area 
    • Being wounded
    • Seeing a pack mate wounded
    • Having your mate threatened, attacked, humiliated, or flirted with
    • Having immediate family members threatened or attacked
    • Any single designated Character-Specific situation (such as a Garou who was frequently beaten as a child by foster parents using a large wooden spoon may gain a Rage Point whenever he/she/they sees someone holding a wooden spoon.) But this must be adhered to every single time this specific situation occurs in roleplay. 

GAROU GIFTS

NOTE: Garou Gifts are listed by one of the six Ranks and only become available on a Player's Character Sheet for purchase with Experience Points when the Character has achieved the corresponding XP Level. For more information on earning Rank, CLICK HERE.

Were the Garou armed only with claw, fang, and Rage, they would have lost the war for Gaia long ago. The arsenal of the Mother’s warriors is varied and miraculous, and spirits grant mystical blessings and powers — known as Gifts — to worthy Garou.  While the tabletop version of the game requires quests to the spirit world on individual campaigns or other requirements to obtain Gifts, Dominions of Darkness rewards player characters with Gifts for their Roleplay Experience. Earning Experience Points in the game (aka XP) will gain you access to more powerful gifts you can use in your roleplay for influence, defense, or combat. But like the tabletop versions, different tribes, auspices and even breeds are the inheritors of different mystical legacies, and so the Gifts normally granted to them differ. 

Level One Gifts are the weakest, taught to cubs and Cliaths, while Level Five and Six Gifts are reserved for the wisest, most honorable, and most glorious heroes of the Garou Nation. Most Garou Players will naturally start out without any Renown and must earn the Cliath Rank by gaining enough XP to reach Level 3. 

RANK 1CliathXP Level 3
RANK 2FosternXP Level 8
RANK 3AdrenXP Level 10
RANK 4AthroXP Level 15
RANK 5ElderXP Level 25
RANK 6LegendXP Level 28

To view the XP Level Progression Table for how many XP is required to earn each level, CLICK HERE.

For more more detailed information on Garou Rank & Renown, visit this page: CLICK HERE.


Selecting Gifts
A beginning character may choose one Level One Gift from each of the character's breed, auspice and tribe Gift lists, thus starting with three selected Gifts. These cost no XP to obtain and are a birthright of the young, beginning Garou.

In the process of character creation, the Player may use leftover freebie points to buy other Level One Gifts, or GENERAL SKILLS/ABILITIES/COMBAT available to all characters, such as Intuition, Subterfuge, Brawl, etc.

As Characters gain more experience and Experience Points, they may purchase more Gifts. While Experience Points are used to purchase Gifts/Skills/Abilities, they also raise you up in Level. Where XP can go up and down as you earn and spend them, Experience Levels only ever go up. When your Garou Character has reached a certain level and Rank, new Gifts become available for purchase. Your Character's level will determine his/her/their Rank in the Garou Sept. 


LEARNING GIFTS OUTSIDE OF YOUR BREED/AUSPICE/TRIBE
Garou cannot learn Gifts outside of their Breed/Auspice/Tribe, so choose wisely when you create your character. However there are Gifts that allow a Garou of one Breed/Auspice/Tribe to teach certain Gifts to others. And, there are opportunities to earn unique Gifts during special Garou Roleplay Events that are not available for purchase with XP. These are special occurrences and can happen randomly.



BUILDING A GAROU CHARACTER

Garou are multi-level character types, yet do not let that intimidate you from playing a Garou since this is a unique opportunity to create a truly one-of-a-kind character. Much like a Chinese menu where you select one item each from three columns (Soup, Appetizer, Entrée) a Garou is also created by selecting one of many choices populated within three columns; each of which will open up a large selection of special skills, strengths and abilities to the final character being created. 

These three elements you must select that make up a Garou are:

Each of these selections has its own specific "Gifts" that you may choose from that defines the Character. A new Garou may then select one "Gift" from their chosen 1) Tribe, 2) Auspice, and 3) Breed. 

When building a Garou character, start with selecting which Tribe your Garou will be part of since this will define a great deal about the character. Then round out with selecting the Auspice that supports the type of character you would like to play or grow into. Finally, select your Breed/Birth Form; Human, Wolf (aka Lupus), or Metis. A Metis is a Garou who has two Garou parents, exhibits some type of deformity, and is somewhat of a social pariah amongst the Garou due to his/her/their parentage.

To learn more about your choices, click the links above to access all the details about each tribe, auspice and form. Once you have identified the type of Garou you would like to play, you may then select those options on the in-world Character Sheet found in the Dominions of Darkness HUD in Second Life.

In addition to the Gifts designated by your chosen Tribe, Auspice, and Breed, there are several Gifts that all Garou start with and are inherent to the race:

  • Gaia's Might
  • Partial transformation
  • Primal Intimidation
  • Clear Focus
  • Scent the Supernatural
  • Sense Wyrm - Wyld - Weaver
    The werewolf can sense manifestations of the Wyrm, Wyld or Weaver in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm." Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has consumed tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift. 
    •  System: DIF 60, Mod Alertness, Occult

UNCHANGED CUB
Unchanged Cubs are a very rare occurrence. Often mistaken for normal humans, they are almost always cubs who have been separated from their pack and raised as human by adopted parents. Had they been raised in the Garou Nation, their true nature would have been revealed by their elders. In Dominions of Darkness, Players of human characters may OOC petition the Admins to join the Garou as an Unchanged Cub.

If OOC permission is given, a Human Player will have all their current earned points returned to them and must then submit a new character sheet with the appropriate selections made for the Garou's Tribe, Auspice, and Breed (which is naturally human).

In roleplay, an Unchanged Cub must be in a scene that is highly stressful (A combat, a Life-or-Death situation, Emotional Distress, etc.), then they can roll an unmodified dice and if they beat difficulty of 70, (they may roll up to three times) they experience their first change thereupon the Cub immediately enters their first Frenzy. 

The Unchanged Cub may also try to roll a dice (up to three times per day) for their first change on the full moon. For roleplay purposes, Full Moons always occur the first, second and third day of every month.


SPECIAL GAROU ABILITIES

Below is a list of additional Garou abilities that all Garou have access to from Character Startup, or through roleplay and/or purchasing with XP Points.


PERSUASIAN (Intimidation)

This special skill comes into play as a modifier for certain tribal skills where an extra boost of persuasion or intimidation can increase the potency of the skill. It is directly related to the "intention" of the character using it. When used for good, it manifests as your character's ability to win others over and persuade them to your Character's way of thinking or opinion. 

When used for dark purposes, it is expressed through intimidation, threats and the insinuation of physical violence or harm. Your Character's mere force of personality makes your intent perfectly clear. Your words need not be overtly hostile or profane. A well-placed intimidating word in the right situation might be considered “diplomacy” in certain situations. You know the right method for each occasion and can be very "persuasive." 

The method used may involve subtle mental and emotional seductions or even outright begging, pleading and cajoling. People with high persuasion ratings tend to be charismatic, natural leaders and advocates. They may also be mob bosses, politicians, and con artists.

XP Cost Per Skill Point Purchased
Modifiers
1. ◉
5XP+2
2. ◉
10XP+2
3. ◉◉
15XP+2
4. ◉◉◉
25XP+2
5. ◉◉◉◉
40XP+3
6. ◉◉◉◉◉
60XP+3
7. ◉◉◉◉◉◉
75XP+3
8. ◉◉◉◉◉◉◉
105XP+3

Occult Skills - Unique to Garou and the Apex Kinfolk

Occult is one of the foundation skills of the Garou and the Apex Kinfolk that can be purchased with Experience Points. It modifies a great many abilities and special skills for these character classes. Occult can be learned in addition to General Abilities & Combat Skills, as well as the Garou's and Apex Kinfolk's own special abilities. 

Each level learned/purchased in Occult gives a stackable +5 modifier. This provides the Garou and their Apex Kinfolk a stronger tie to commanding Nature Hedge Magic, which is required for them to gain access to a better understanding and control of their abilities.

 Novice: +5 (+5 modifier): Your mind is open, and you have just begun to feel there is more to our world than what our senses tell us.

 Practiced: +5 (+10 modifier): You suspect that certain skills can be enhanced by drawing from this power.

 Competent:  +5 (+15 modifier) 

You have seen for yourself there is a natural current of magic that those who are receptive can tap into, and you understand that this is why you can do things others cannot.

 Expert:  +5 (+20 modifier) 

You can recognize this magic and have an enhanced capacity for redirecting it to make tasks easier for you. It’s as if a 6th sense identifies it and channels it toward you like rain in a barrel.

 Master:  +5 (+25 modifier)

You know exactly what this is and how it can be used for serving Gaia, your Sept and your Tribe. You also realize that this nature magic knows no good or evil, it simply reflects the intent of he or she who wields it. As a Master of understanding Hedge Magic, you have no difficulties whatsoever in channeling this magic to you and reshaping it your purpose.

XP Cost Per Skill Point Purchased
Modifiers
1. ◉
5XP+5
2. ◉
10XP+5
3. ◉◉
15XP+5
4. ◉◉◉
25XP+5
5. ◉◉◉◉
40XP+5

PRIMAL URGE

Primal Urge is a Garou-specific ability that harnesses the werewolf's primal rage and anger, directing and focusing it into a specific action. This Talent describes a character’s connection to his/her/their bestial nature, and level of gut feelings. A character with high Primal-Urge relies not just on her heightened instincts, but a whole range of sensory information that humans don’t fully understand. Her understanding of her feral nature gives her an easier time when changing form, and can let her instinctively notice signs of supernatural activity — though this rarely goes beyond the level of a chill down the spine or the hairs on her neck standing on end.

In Dominions of Darkness, Garou rely on their Primal Urge to activate Gifts much like those of other species use Willpower. While Garou can certainly develop their Willpower Skills, this has never been a strong suit for their race. Much of their abilities capitalizes on the strength of their inner wolf, their rage, their instincts, and their bestial nature. Primal Urge is the essence of that strength.

XP Cost Per Skill Point PurchasedModifiers
1. ◉
5XP+5
2. ◉
10XP+5
3. ◉◉
15XP+5
4. ◉◉◉
25XP+5
5. ◉◉◉◉
40XP+5