This is the Garou as I see them. My character will be introduced when we get into the game.
GAROU:
Indomintable: Starting Spirit is D6 and the max is 1D12+1
Jaws of iron: Bite for Str+D4
Voice of the wild: Their howl can be heard up to ten miles. Other Garou can get basic info like danger, help, invaders, fire.
Moves like a ghost: Starts with a free raise in stealth
Loyalty: Garou are loyal to their pack and value the safety of the pack over personal safety.
Colour blindness: Garou see the world in shades of black, white, and grey.
Can't swim: Garou are capable of swimming but avoid it when possible. They suffer a movement penalty in the water.
Garou were bred to guard encampments from invaders. They were bred for protection and loyalty.
Now Garou have become guardians of wherever a pack settles. They protect travelers through their area and their area from travelers.
Each pack is independent, but they interact and regularly exchange members to keep from interbreeding.
In combat, Garou tend to favour stealth and ranged weapons, although they are capable of melee.
Garou packs have a strict hierarchy. Each member knows their place and step up if the pack member ahead of them is killed or injured. This means that in battle there is no loss of command when leaders are killed.
Each pack has a shaman/seer that is outside the command chain.
If you encounter a lone Garou, they are almost certainly on a quest for the pack. As an adventurer, Garou treat their party as their new pack and transfer that loyalty to them.
Last edited March 10, 2021 11:50 am