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Backgrounds

 

Your character’s Backgrounds help to flesh out ties with mortal agencies, role in Garou society and beneficial resources available. Each Background is used differently.

In general, having multiple Traits in a given Background allows for better or more common use of that benefit. Some Backgrounds directly affect your character’s creation and development; others are called into play later during the game.

 

Allies

A few friends, either kept from the days before your Change or possibly all through your lifetime, help you out in your endeavors. You can make a few calls and cut a few deals to get assistance in a wide range of activities. Your Storyteller will probably require you to define how you keep your Allies and their relations to you. Each Allies Trait possessed represents one person that you can call on for aid.

Unlike Influence, your Allies have special talents that make them better than the average person on the street. Though your Allies may not be aware of your werewolf nature, they can be quite useful if directed properly.

 

In general, your Allies do no show up in play. Instead, you can use them for certain services between game sessions by notifying your Storyteller.

 

 - An Ally can be directed to follow up on research or activities that you have started. If you undertook a specific task previously, like tailing someone, researching a project or building a device, your Allies can continue the work, doing so with one Ability Trait’s worth of expertise. As long as they work on the project, your Allies Trait for the individual is tied up.

 

 - If you need a particularly competent Ally, you can expend multiple Traits to gain access to amortal with multiple levels ofan Ability or Influence. Each Allies Trait that you spend after the first gives an extra level of expertise to your allies. They may use this expertise on your behalf, though rarely with your own skill, and they only help as long as you tie up your Allies Traits in this manner.

 

Be wary of calling on your Allies too often. An Ally may call on you for mutual aid or refuse to help if pressed into dangerous or illegal activities.

Ancestors

Your past is connected to Garou of great renown, warriors of valor and honor or

perhaps healers of exceptional skill. Their superior skills are always in the back of your

mind, and each Trait you possess strengthens the link you share with these ancestors.

The Ancestors Background grants you the ability to spend a Trait and tap into this

ancestral wisdom and experience, substituting a level of an Ability that you do not

already possess. The Storyteller should call for a challenge, and on a win or tie, you can

successfully substitute an Ancestors Trait for a Trait in an unknown Ability.

 

Contacts

With the right Contacts in all walks of life, you can get a line on all sorts of useful

information. Although having an “ear to the wall” doesn’t necessarily provide you

with loyal servants, it does mean that you know whom to ask when looking for the

movers and shakers behind the scenes.

In game terms, your rating in Contacts allows you to discern rumors and

information. When you call on your contacts, you make a few phone calls, check with

likely snitches and grease a few palms. In return, you get rumors and information as if

possessed of a certain amount of Influence. Doing so lets you find out exactly what’s

going on in the city within a particular area. You can get information of a level equal

to however many contacts you use. Ifyou useContactsx3 on Industry, for instance, you

get information as if digging up dirt with Industry x 3 Influence. The advantage of the

Contacts Background is that contacts can be switched from place to place each game,

getting information in different areas at your demand.

Using Contacts for especially dangerous or secret information may require you to

spend some money or perform a few favors, at the discretion of a Storyteller. On

occasion, accidents can cause contacts in one area to dry up, such as astrike that affects

your Industry contacts or a particularly unlucky astronomical conjunction that sends

your Occult contacts running for the hills. Your contacts will not generally function

as aides or lackeys - that is the purview of the Allies and Retainers Backgrounds.

 

Fetish

Many cultures have their own customs and traditions for passing on family heirlooms, from tests of loyalty to primogeniture, distributing all sorts of objects and titles of land, mementos or cold hard cash. The Garou share these similar customs, with

a Fetish valued as the most prized of all possessions to be passed down from generation to generation. A Fetish is an object of mystical properties; it could be anything from a box that stores Gnosis to a weapon of deadly potential. Fetishes are usually the

creations of long-dead werewolves from a time when Gaia’s raw power was not so blemished by the taint of the Wyrm.

Each level of this Background increases the power of the Fetish passed down to your character. Characters may request a specific fetish during character creation, however it is the Storyteller who has the final distribution decisions. It is recommended that characters not start the game with a fetish as it must be earned through game play (and Renown), nor are klavies allowable fetishes to be bought with this Background during character creation. 

 

Kinfolk

You have close ties to one or more Kinfolk, and they will aid you to the best of their ability. Kinfolk are humans and wolves who lack the gene necessary to become true Garou; however they are still immune to the Delirium and are prime candidates

as reproductive partners. Though no more supernaturally effective than a run-of-the-mill mortal, Kinfolk are an invaluable network of hospitality and information. You should work with your Storyteller to determine the capabilities of these Kinfolk; a Kinfolk may be skillful but unmotivated, or loyal but inept. No Kinfolk is perfect, however they all can be a great help.

 

 - A Kinfolk can be assigned to watch over a particular location. Generally, if  someone attempts to break into your house, the      

   Kinfolk there will attempt to stop the intruder.

 

 - A Kinfolk can be used to manage your assets and perform tasks. Kinfolk tied up in this fashion allow you to manage more  

   Influence than normal; they add to the number of Attribute Traits that you possess for purposes of counting your total  

   Influences. Each Kinfolk directed in this fashion adds one to your maximum Influence Traits. If Kinfolk are later lost or killed, the

   excess Influence Traits are lost, starting with the highest levels of Influence held.

 

Mentor

An older or more experienced Garou looks after you and comes to your aid occasionally. Whatever the case, you can get assistance from your Mentor, though his favor may be fickle. When you call on your Mentor, you risk a certain number of Traits to achieve a

given effect. A lowly one-Trait Mentor probably knows only little more than you, while a five-Trait Mentor may well have luminous standing with your region and a wide range of potent powers. Regardless, taking up your Mentor’s valuable time is costly. You

must engage in a Simple Test when you call on your Mentor. If you succeed, your Mentor deigns to aid you. If you tie, your Mentor grants you assistance, but then require something in return. If you fail, your Mentor demands the favor first before helping. In

any case, your Mentor can be called on only once in any given game session, and only if you have an appropriate way to contact him or her. The level of aid that your Mentor can give depends on the number of Traits in this Background (and Storyteller approval, of course): 

 

 - For one Trait, your Mentor is privy to a single piece of specialized information at a level above your won. If you have Gurou Lore x    2, for instance, your Mentor can be called on to gift you with one piece of information from Garou Lore x 3.

 

 - For two Traits, you can borrow one level of Contacts, Influence or Resources from your Mentor for the duration of the game. If      

   your mentor is very powerful (four or five Traits), you can borrow two levels.

 

 - For three Traits, your Mentor can instruct you in an Intermediate Gift. Also at a cost of three Traits, your Mentor can train you in

   the ways of a special Hobby/Professional/Expert Ability that is outside your normal ken, such as Wruith Lore.

 

 - For four Traits, your Mentor can train you in an Advanced Gift.

 

 - For five Traits, your Mentor can train you in the phenomenal powers of the elders if your deeds and Renown are worthy enough

   to merit such secrets. 

 

Since Mentors can prove unbalancing by providing too many different powers over the course of a long game, the Storyteller may lower your total Mentor Traits as you call on this knowledge. This decrease represents the fact that as your character learns the Mentor’s secrets, the Mentor has less left to teach.

 

Purebreed

Just as there was a division between nobility and peasantry, so is there a recognized separation between the descendents of the greatest and lowliest of Gaia’s warriors. It is your pedigree as much as it is a measure of your noble lineage. Garou may claim to

descend from the wisest, most courageous warriors of valor and mettle, but it’s all talk if their lineage is not as distinguishable as the nose on your face, as is the case with Pure Breed. EachTrait in Pure Breed adds to one Social Trait for tests against other Garou. Bear in mind that such a lofty line means you have some mighty big shoes to fill.

 

 

Resource Allocation

   No Traits:       Poverty. Income $200. Get roommates. Bus pass.

 

   One Trait:       Small savings and holdings; income $500. Have apartment, cheap means of   

                           transportation

 

  Two Traits:       Modest savings and holdings; income $1,000. Have condo and motorcycle or

                           modest car.

 

Three Traits:      Significant savings and holdings; income $3,000.0wn house, car.

 

  Four Traits:       Large savings and holdings. Income $10,000. Own large house or some small                             properties, two vehicles, some luxuries and unusual items.

 

   Five Traits:       Rich. Income $30,000. Own estate and grounds, multiple small properties,                                 several vehicles, arts and treasures, luxury items.

Resources

You have access to liquid capital and spending money. You also have some solid resources that you can use when times are tight. Unlike the use of Finance, these resources are always readily available, and they come to your automatically due to your investments, jobs and holdings.  Your number of Resources Traits determines the amount of money and capital that you can secure. By expending temporary Resources Traits (which return at the next game session), you can draw on your regular income, as shown in the accompanying table. If you expend permanent Resources, you can divest yourself of holdings, allowing access to 10 times the amount shown on the table. However, the Storyteller always adjudicates the limits of what you can buy. Truly powerful uses of Resources are best left to downtimes and moderation between game sessions.

Rites

Rites are a fundamental part of Garou society, a very simple way to connect with the mystical powers of Gaia. Each Trait denotes how many rites you know at the beginning of the game. With three Traits in Rites, you have knowledge of a level-three rite, or a level-one and level-two rites or even three level-one rites. Rites can be learned through the teachings of a mentor with a specific rite. Though it is not unheard of for a Garou elder to teach a student a very powerful rite (as Rank is not a necessary factor of rite progression), it would necessitate a very indepth explanation.

 

 

Totem

Whereas other Backgrounds only encompass the personal capabilities of your character, Totem pertains to you and your pack, as all of the members pool your Traits to purchase a specific totem spirit. All totem spirits have a Background Cost rating that your pack must pool together in order to ally with it. Regardless of how many points the initial totem costs, all beginning totems have a base eight points to divide among Rage, Willpower and Gnosis, as well as starting with the Charms of Airt Sense and form. Standards and practices dictate that totems will bestow their powers to one pack member at a time, reserving the capacity of passing this power on to another pack member at the Garou’s discretion, assuming they don’t keep it for themselves. After the initial cost of a totem has been pooled and spent by the pack members, further Background points spent on it increases its strength and abilities, listed below:

 

 

Cost                                         Power

 

One                         Per three points to spend on Willpower, Rage, and/or Gnosis

 

One                         Totem can speak to the pack without the benefit of the Gift: Spirit Speech.

 

One                         Totem can always find the pack members.

 

One                         Totem is nearly always with the pack members.

 

Two                         Totem is respected by other spirits.

 

Two                         Per Charm possessed. 

 

Three                      Per extra pack member who can use a totem’s power in the same turn.

 

Four                        Totem is mystically connected to all pack members, allowing  communication among them even at great                                               distances (at Storyteller's discretion).

 

Five                         Totem is feared by agents of the Wyrm (which could mean that they run away or that they do their best to kill                                     the pack)

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