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Ragabash

 

The Ragabash, the tricksters and the cunning of the Garou Auspices. Their gifts aid them in their stealth and in their tasks for the nation, calling scandal on the conduct of others for the judgement of their Philodox brothers, being the silent paws past the wyrm's defenses where the many others face it head on.

 

The Ragabash are known for their occasional jester like ways, however they are an intelligent auspice who is ever watchful and ever testing to gain the very best from their auspice siblings and the Nation's tribes.

 

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Theurge

 

The Theurge, an indespensible force for the garou in their every day lives as well as along on the great missions of honor and glory. Dealing with the spirits around them and also making the deals between Garou and the Umbral broods, the Theurge are sorely missed when not around, sometimes it is near impossible to complete tasks called of them without their aid.

 

Healers and the walkers of the Umbra, these Garou are thought of as some of the most naturally wise amongst the Nation. They aid the connection between the Garou and that of the spiritual, vital from fighting the wyrm to learning new gifts.

 

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Philodox

 

The Philodox, the judges of the nation. An auspice that is considered the wiser and intelligence of the Garou. Their duties are vastly more than most consider. To start with their standing to uphold the Liteny and to keep the camps of the Shifters and Kinfolk in stability under the laws and to punish those who threaten the way. They are key decision-makers, vital members of a Caern or a Sept. 

 

These Garou need to know exactly what they are talking about, it is absolute key to know the Liteny and know what actions draw against those laws. Sometimes they are not the most popular but they definately need to be the most dutiful.

 

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AUSPICE GIFTS:

 

The inhabitants of the spirit world share their secrets with werewolves and other shapechangers. In accordance with pacts struck long ago, the spirits teach Gifts, magical abilities of many sorts, to the Garou. Tribe, breed and auspice all influence a spirit’s willingness to teach a particular Gift to a Garou; every community within the Garou Nation has its own secrets and connections. There’s a story behind each Gift: A spirit bound itself to a pact to teach that Gift to Garou who meet a particular qualification. Storytellers and players should keep this in mind when characters use Gifts in play. See “Systems,” below, for ways the vital history of Gifts can matter in the course of a game. Gifts do not come automatically or mechanically. Living spirits teach them, and when a Garou fails particularly impressively in his fundamental duties, the spirits can revoke their Gifts. The Gifts come to allow Garou to accomplish their assigned roles and tasks more thoroughly, not to do whatever seems like fun. Gifts are divided into three levels. Basic Gifts are available to cubs from the moment of their First Change, while Advanced Gifts are granted to those Garou who have done great deeds. A new Garou begins with one Basic Gift each from the lists for her breed, auspice and tribe. The player can spend freebie points to acquire more starting Gifts during character creation and can buy others after play begins with experience points.

 

Learning Gifts

The quickest and most reliable way for a Garou to learn a Gift is through dealing with spirits. Either the Garou petitions a suitable spirit himself, or he requests an elder to do so on his behalf. No spirit teaches a Gift to a werewolf who hasn’t earned the proper rank, and only spirits allied with the Garou willingly teach Gifts at all. The usual way to learn a Gifr is to travel to a caem with a power level equal to or greater than that of the Gift the Garou wishes to learn: level 1 or 2 for Basic Gifts, level 3 or 4 for Intermediate Gifts, level 5 for Advanced Gifts. The traveling Garou then petitions the spirit directly. The act of summoning a spirit to a powerful caem shows proper respect and inclines the spirit to honor the request. Unfortunately, the world is sadly lacking in powerful caems as the Apocalypse approaches, so it’s often necessary to seek compromises. The next best course of action is for the Gift-seeking Garou to ask a powerful Theurge to petition the spirit on the seeker’s behalf. The Theurge’s rank and expertise in rites can offset some of the penalty from using a weak caem.

 

A Garou may choose to enter the Umbra and seek out a spirit teacher directly. This is generally a bad idea. Inexperienced Garou can easily offend a spirit, and doing what in the spirit’s home realm leads to reprisals that may insure the Garou never gets home. Even a well-behaved Garou arouses spirits’ suspicion by making a request without proper support and ritual.

 

Storytellers and players alike should keep in mind that spirits aren’t vending machines for Gifts. Every spirit has its ownpersonality, history, concerns and agenda. Garou who spend time cultivating the spirit’s company may win an ally as well as a source of Gifts, and spirits do sometimes return (without advance notice) to see how Garou use their Gifts. Werewolves who fulfill the general mission of the Garou and the more specific callings of their auspice, breed and tribe earn favor and may have an easier time dealing with pleased spirits in the future. Roleplaying the experience around the challenges to learn Gifts can strengthen a chronicle and help guide it away from cliche.

 

Garou can teach Gifts to each other. This is inefficient, and when spirits find out that Garou have been doing it, some sort of atonement must almost always follow to restore spiritual harmony. Whena spirit teaches aGift, it merges with the Garou’s sou1, and, in a period ranging from an hour (for Basic Gifts) up to asingle night (for the most complex Advanced Gifts), the spirit shows the Garou what to do and how it feels when the Gift works properly. When one Garou teaches another, on the other hand, it takes at least a full lunar month and often more. Practice requires a great deal of experimentation and often painful failure: learning Silver Claws, for instance, can render a Garou nearly incapacitated throughout the learning period. Garou teach Gifts this way because they must, thanks to the shortage of elders as well as of powerful caems. A Garou teaching a Gift to another Garou must be of the same Rank or above (or only one level less, if they’re packmates). Unless otherwise stated, Gifts may retest with the Occult Ability

 

The Consequences

Once he leams a Gift, a Garou does no tforget it. Once a spirit teaches a Gift, that spirit cannot remove it: It’s now part of the Garou’s own nature, an innate ability to call upon like the reflexes for walking. Garou who use their Gifts in disregard for the Litany and fundamental tenets of Garou society face social sanction, even as their Gifts continue to work. In the gravest extreme, Incamae and Celestines can block a Garou’s access to the Gifts their spirit broods teach. This is usually a temporary matter, Lasting until the Garou atones; blocking Gifts permanently is far more shameful than a mere death sentence. Most Garou live their lives without ever seeing a great spirit’s sanction imposed, though tales circulate about the unfortunates who suffer the consequences. The vast majority of packs and septs intervene to discipline or expel their rebellious members long before one of the kings

of the spirit world can take offense.

 

Social sanctions can punish careless or inappropriate use of Gifts. For instance, Sense Wym doesn’t tell Garou that the targets are active minions of the Wyrm, only that they’ve been touched by the Wyrm at some point, perhaps through tainted food or a contaminated workplace. A Garou who uses Sense Wym to justify rampant slaughter and destruction is eventually going to lose Renown for foolish waste of effort and for failing to protect innocents: He’s forgotten that the Gift is a way to gather clues, not a license for carnage. Likewise with other Gifts, which Garou might attempt to justify with appealing to just one of the taboos that define Garou norm. There’s seldom just one relevant principle, and Gaia gave Her warriors judgment as well as strength. Storytellers and players alike should feel free to ask “Was this agood idea?“ as well as to reward innovation and ingenuity. Garou who use their Gifts intelligently as well as courageously should earn favor for it.

Galliard

 

The Galliard are more than just a performance rating and a youtube link. The Galliard are strong warriors of their own breed, howling out their passions and sorrows throughout the battlegrounds of the Garou Nation. These Garou have important job to sing or howl the songs of their people, telling of the deeds of their brothers in order for those of great sucess to be recognized and those of the wyrm or failure to be scorned. They are the morale keepers of their companions as well as the voice of yesterday and tomorrow reminding us why we are here in this battle.

 

The Galliard are sources of information for a sept, hearing the howls of their auspice siblings and bringing the glory of their fallen to the ears and souls of the nation.

 

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Ahroun

 

Perhaps the most celebrated of the Auspices. The Ahroun are the true bred warriors of the Nation and Gaia's earth. The hold the mass amount of rage in their being, using their feral and brutal fury against the wyrm with fang and claw. An Ahroun makes no apologies for the blood he spills, seeing the battlefield from the front lines they tend to be the most affected by their battlegrounds. Passion and fire runs through their veins like lifesblood and it only grows with the falling world around them.

 

The Ahroun are some of the most fear of their kind, these warriors find their path guided by those of the other lights, yet it is on these brave souls the nation depends.

 

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