The Garou Situation When the first settlers arrived, the Fianna came with them. Some of the Donelson and Robertson parties were Kinfolk, some were Garou. Among the predominantly Scottish and Irish settlers, they passed unnoticed. Theurges had foreseen the settlement being placed very close to a Node, perhaps more than one. The tribe elders feared that the Wyrm could all too easily take control of the vital magical resources, especially since the expedition seemed founded on the idea of exploiting the land. Very little Wyrm taint was found among the parties, though a few of the settlers, especially among the leadership, bore the tang of magic in their scent. Nevertheless, the Fianna kept a careful watch on the activities of the colony. Then trouble arrived, but instead of the Wyrm-spawned evil that the Fianna expected, the Wendigo attacked. The lands that Fort Nashborough and the surrounding stations were built upon were claimed by the Wendigo as a protectorate. They took harsh exception to the Fianna presence, especially since the Fianna were siding with the European invaders. Vicious fighting erupted, the Wendigo leader at the time being Ahroun and not inclined to discuss matters. In the midst of the war between the two tribes, the Wyrm finally raised its head. Black Spirals had moved into the area, under cover of the intertribal strife. As a noted Philodox once said, "when brothers quarrel, enemies step in to widen the gap." Raids were made on both sides, evidence carefully planted to suggest that the Fianna and the Wendigo were making dishonorable covert assaults instead of facing their enemies properly. The apparent sneak attacks enraged both sides. The Wendigo roused the Native tribes in medicine ceremonies, the Fianna inflamed the settlers with songs and tales, and open war between the two sides erupted. The strife came to a head at the Battle of the Bluff, when the fighting became so fierce, so many fetishes and talents and gifts were used, that the Veil was rent. An explanation for the sights of the day was later spread by the Fianna, but both sides were left in shock at the carnage and the revelations. The Fianna and the Wendigo finally met in council, both ashamed at the breach of the Litany. In discussion, they finally came to the conclusion that a third force was deliberately provoking the situation. The tribes worked together, briefly, to hunt down the Black Spirals. No caern was built at the Nodes. Once the Black Spirals had been driven off, the Fae who had taken up residence at the Nodes expressed their gratitude but firmly denied requests for permission to construct caerns. Neither the Wendigo nor the Fianna were at sufficient strength to protest the denial. A war with the Fae would be counterproductive, at any rate. The tribes went their separate ways. Memory may be long, but resentment breeds quickly. The Wendigo quickly reverted to their old habits. The Fianna were forced to keep to the developing city. Access to the lupine stock of the Cherokee tribal lands was denied by the Wendigo. A cold war emerged, the Fianna and the Wendigo spending the next two hundred years glaring at each other across the county lines. Other tribes arrived in Nashville, Bone Gnawers, Glass Walkers, and Silent Striders. That last proved to be too much for the Wendigo. The Bone Gnawers and Glass Walkers were few in number, brought little in the way of kinfolk and merged easily with the human society. The Striders, however, amassed material wealth and political power through their Kinfolk. They looked to be making plans for a caern within the city. The Wendigo attacked. Within three years, the Striders were driven from the city, their kinfolk slain, all but one -- the wife of noted merchant Joshua Tallewire, who retired into her mansion on Rutledge Hill and was never active socially or politically again. Bone Gnawers After scraping by for decades, recent generations have been predominantly female, and have had a higher percentage of Garou cubs among the young. As a result, the Gnawers are the only tribe in the region who have seen a population increase. Between the closed landfill, the vacant lots across the north of the city and all the abandoned buildings in the middle of populated areas, the Gnawers have no lack of territory. A large tract of undeveloped forest in the Antioch region holds their caern, acres of wilderness bounded on all sides by apartment complexes and cheap subdivisions. The land is steep and rocky, with a low value to developers, and so is unlikely to be invaded at any time in the foreseeable future. Due to the predominance of females and female leaders in the Gnawers in the past four generations, other Garou refer to them as the Bone Furies. This has its good and bad points. The Black Furies have become about as friendly with the Gnawers as they ever get with any other tribe. On the other hand, the Get of Fenris, thankfully few in Tennessee, have yet another reason to hate the Gnawers. Elders Chief's Generation Susan (Chief) Breed: Homid Auspice: Philodox Tribe: Bone Gnawer Nature: Alpha Demeanor: Perfectionist Physical: Strength 3, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 4 Talents: Alertness 2, Athletics 2, Brawl 4, Dodge 4, Empathy 2, Intimidation 3, Primal Urge 3, Streetwise 4, Subterfuge 2 Skill: Animal Ken 1, Drive 2, Firearms 2, Melee 4, Leadership 3, Performance 1, Repair 3, Stealth 3, Survival 2, Knowledges: Computer 1, Enigmas 3, Investigation 3, Law 1, Medicine 1, Occult 3, Politics 3, Rituals 2 Backgrounds: Kinfolk 3, Contacts 3 Gifts: Rage 7, Gnosis 8, Willpower 7 Rank: 5 Renown: Glory , Honor , Wisdom Rites: Fetishes: Wolf's head tattoo on right arm raises her Intimidation and Manipulation attempts by 3. Image: Wiry, muscular woman in her late 40s, maybe early 50s. Weathered features, perpetual squint, permanent scowl. Prefers battered jeans, work boots, and black t-shirts, and wears a faded red bandanna tied around her head. Has a couple of tattoos, one of the Harley logo on her left bicep, and one of a wolf's head on her right. Roleplaying Notes: Stare hard at everyone who speaks to you. Use short words and coarse language. Figure out the advantage for all sides in every deal, and never trust someone who won't shake hands and look you in the eye. You've got a big family to support and protect. You have to put them first in your thoughts. Background: The only Garou child of Pinnix, the former chief, Susan takes her lineage and her position deadly serious. On her shoulders rests the survival of the Gnawers. She was raised to succeed her mother as chief, and as tough and experienced as she was by the time Pinnix fell in battle, there was no question about her taking over. Since her accession, she has withstood two challenges. The first came from Jessie, who disagreed about the Gnawers' relationship with the humans, and ended at first blood. The second came from Raul, over relations with the Nosferatu. Unfortunately, he wouldn't back down, and ended up dead. Since that, nobody has challenged her. Susan stays alert, does what she can against the Wyrm and to help the humans in her city, but always puts her own tribe first. Crystal Breed: Homid Auspice: Ahroun Tribe: Bone Gnawer Nature: Penitent Demeanor: Curmudgeon Physical: Strength 3, Dexterity 4, Stamina 4 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 4, Intelligence 3, Wits 3 Talents: Alertness 1, Athletics 1, Brawl 3, Dodge 2, Intimidation 2, Primal Urge 2, Streetwise 2 Skills: Firearms 2, Melee 3, Repair 1, Stealth 2, Survival 2 Knowledges: Enigmas 1, Occult 1, Rituals 2, Science 1, City Secrets (K, G, M, W, F) Backgrounds: Contacts 2, Kinfolk 2, Past Life 2 Gifts: (1) Falling Touch, Heightened Senses, Inspiration, Persuasion, Razor Claws, Sense Wyrm, Smell of Man, (2) Curse of Aeolus, Jam Technology, Sense Silver, Spirit of the Fray, Staredown, (3) Disquiet, Heart of Fury, Silver Claws Rage 8, Gnosis 3, Willpower 5 Rank: 4 Renown: Glory , Honor , Wisdom Rites: Fetishes: Merits/Flaws: Haunted (Raul), Intolerance (Susan), Mixed Morph Image: An older woman, thin but in good shape, usually dressed in a baggy sweatshirt, jeans and black hightops. Her grey hair is long, disheveled and usually caught back with a twist of string or a bread tie. She takes little care with her appearance, but pays attention to her basic hygiene and health. Roleplaying Notes: Snap at people. You've got an old emotional wound that's never healed, and seeing another Garou just irritates it and you. Wyrm? Give me a break. You've given a son to the cause. You've paid your dues. It's somebody else's turn. Background: Born to a Black Furies pack in East Tennessee, Crystal was orphaned as a child when the pack was wiped out in battle. She found her way to Nashville, where Sartre spotted her as a lost cub. The Gnawers adopted her, guided her through her first Change and raised her as one of their own. Years later, a Furies pack came looking for their lost tribesfolk and found her. Crystal decided to stay with the Gnawers, having come to think of them as her family. There was some disagreement, but in the end all parties decided to respect Crystal's wishes. As an adult, Crystal mated with a non-Kinfolk human and bore Raul. Her Kinfolk matings produced only more Kinfolk. After Raul's death, she withdrew from the tribe and now lives alone in a squat downtown, in the upper floors of the Bennie Dillon building. Parents Jane Breed: Homid Auspice: Theurge Tribe: Bone Gnawer Nature: Caregiver Demeanor: Survivor Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 2, Appearance 2 Mental: Perception 4, Intelligence 4, Wits 5 Talents: Alertness 2, Athletics 1, Brawl 2, Dodge 1, Empathy 1, Intimidation 1, Primal Urge 2, Streetwise 3 Skills: Animal Ken 1, Melee 2, Leadership 2, Stealth 2, Survival 2 Knowledges: Enigmas 2, Investigation 1, Law 1, Occult 2, Rituals 3 Backgrounds: Allies 2, Contacts 3, Kinfolk 3 Gifts: (1) Cooking, Mother's Touch, Persuasion, Scent of Man, Scent of Sweet Honey, Sense Wyrm, Spirit Speech, (2) Command Spirit, Name the Spirit, Odious Aroma, Staredown, (3) Disquiet, Pulse of the Invisible Rage 5, Gnosis 7, Willpower 6 Rank: 3 Renown: Glory , Honor , Wisdom Rites: Fetishes: Merits/Flaws: Ward, One Eye, Self-Confidant Image: An aging bag lady, dressed in layers of rags. Her right eye is gone, with a twisted scar across the empty socket. Her teeth are all still present, though, and in good condition in all forms. Deliberately playing up her image, she's younger than she looks. Roleplaying Notes: A sharp customer, Jane plays her cards close and approaches everyone with cautious assertiveness. She speaks plainly and forwardly, doesn't mince words. Before everything else, she protects her children and her tribesfolk and provides for them as best she can. Background: Jane, like many of the current Gnawers, was born to a female Garou of a kinfolk father. Being the chief's daughter gave her a sense of responsibility for the tribe. Like her mother, she's also borne two daughters of Kinfolk fathers. The Gnawers are more accepting of the occasional metis. Her indiscretion with Fat Bob at a party that led to Ellington's birth has not damaged her chances of succeeding her mother as chief in the next few years. Kafka Breed: Homid Auspice: Philodox Tribe: Bone Gnawer Nature: Visionary Demeanor: Masochist Concept: Burned-Out Sage Physical: Strength 2, Dexterity 2, Stamina 2 Social: Charisma 2, Manipulation 4, Appearance 2 Mental: Perception 4, Intelligence 4, Wits 4 Talents: Alertness 1, Brawl 1, Dodge 2, Empathy 2, Expression 2, Primal Urge 2, Streetwise 2, Subterfuge 1 Skills: Drive 1, Firearms 2, Melee 1, Performance 1, Repair 2, Stealth 2, Survival 1 Knowledges: Bureaucracy 2, Computer 1, Enigmas 3, Investigation 2, Law 2, Medicine 1, Occult 2, Rituals 2, Science 1 Backgrounds: Allies 2, Kinfolk 3, Mentor 2 Gifts: (1) Cooking, Persuasion, Resist Pain, Scent of Sweet Honey, Scent of the True Form, Smell of Man, Truth of Gaia, (2) Call to Duty, Jam Technology, Staredown, Strength of Purpose, (3) Disquiet, Reshape Object, Wisdom of the Ancient Ways Rage 4, Gnosis 7, Willpower 4 Rank: 3 Renown: Glory , Honor , Wisdom Rites: Fetishes: Merits/Flaws: Nightmares, Depressed, Spirit Mentor Image: Tall, cadaverous man in black, mostly bad home dye jobs. Narrow features, deep-set eyes, pensive expression. Roleplaying Notes: Speak infrequently and quietly. Most people don't want to know the real truth - they like to think that the world is a happy place and that they have some degree of control in their lives. Sink into harano at unpredictable intervals and inappropriate times. Background: Kafka was born to Kinfolk a generation removed from the last Garou in the family, his grandfather Sartre. Growing up a quietly intense child, he spent much of his time studying, seeking the deeper truths he knew were hidden from most people. Shortly before his first Change, he had a vision in which he saw basic truths about reality. He never told anyone the knowledge revealed to him, but sank into a harano from which he only infrequently emerges. When pressed about the issue, he shakes his head and says that the questioner isn't ready to know. After his rite of presentation, he moved out of his parents' home in the Projects and settled in with Jane in her squat, saying that it made no difference where he lived, that life was irrelevant. Jane has done what she can to try and alleviate his depression, but has made little success. Kafka does most of the repair work for the tribe, fixing scavenged items for resale or use. Youngers Ellington Breed: Metis Auspice: Galliard Tribe: Bone Gnawer Nature: Predator Demeanor: Curmudgeon Physical: Strength 3, Dexterity 2, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 4, Intelligence 3, Wits 3 Talents: Alertness 1, Athletics 1, Brawl 2, Dodge 2, Intimidation 2, Primal Urge 2, Streetwise 2, Subterfuge 1 Skills: Animal Ken 1, Firearms 1, Melee 2, Repair 2, Stealth 2, Survival 1, Security 2 Knowledges: Enigmas 1, Investigation 1, Occult 1, Rituals 1, Science 1 Backgrounds: Contacts 2, Kinfolk 2, Totem 1 Gifts: (1) Beast Speech, Call of the Wyld, Cooking, Create Element, Mindspeak, Scent of Sweet Honey, Sense Wyrm, (2) Curse of Hatred, Distractions, Dreamspeak, Odious Aroma Rage 6, Gnosis 5, Willpower 5 Rank: 2 Renown: Glory , Honor , Wisdom Rites: Fetishes: Merits/Flaws: Lame, Eerie Presence, Danger Sense, Thick Skin Image: Skinny man with oversized joints, dressed in baggy clothing that's grey with use and age. His watery pale blue eyes stare through things, and he maintains an unsettling constant toothy grin. Walking with a lurching step, he plays up the Igor routine because he knows it gets on people's nerves. Roleplaying Notes: Grin maniacally. Stare unblinkingly. Lapse into comic-horror speech patterns. Recite Shakespeare in bad German or Russian accents. Make people nervous. Background: Ellington is the son of Jane and Fat Bob, conceived during a drunken fling in the middle of a party. Both parents consider him a mistake, but Jane treats him decently, while Fat Bob avoids him. Jane raised Ellington to consider his status as a metis as a black mark against his parents but not any cause of shame on his own part. He spends most of his time hanging around with Jane, helping her scrounge up usable junk and food for the tribe. Occasionally, he goes off on his own and brings back stuff from petty theft or small-time burglary, but keeps a low profile about it. Fianna The original contingent that arrived with the settlers fought well against the Black Spirals and Wendigo native to the area. Of note is the Battle of the Bluff, a violent confrontation between the natives and settlers in 17XX. Two stations, Russell's and XX, were overrun, their inhabitants massacred, the few survivors fleeing to Fort Nashborough with the attacking force hot at their heels. At the height of the combat, the tide was turned by the Fianna, although the event was reported as the settlers' dogs being loosed on the attackers by Mrs. John Donelson. The Fianna were greatly saddened by the combative attitude of the Wendigo, even though they had met it before. Each time, the elders hoped that the tribes would unite against the Wyrm, and each time their hopes were dashed. Nashville grew quickly, and the Fianna lost their influence as their Kinfolk were outnumbered by new immigrants. Nashville lost its direction, as far as the Garou were concerned. The Fianna consoled themselves with their friendship with the Fae and the occasional Highlands festival. Their numbers dwindled, their kinfolk drifted away, fewer and fewer cubs were born. The wolves of the area were hunted down or driven off, those that remained living on Cherokee ancestral lands still claimed by the Wendigo and forbidden to other tribes. Today, the Fianna are few in number. Their connection with the Fae is tenuous at best. Emissaries to the Wendigo have been met with less aggression, but the tribe just doesn't have the motivation any more to pursue a possible alliance as their members sink into harano. Perhaps there will be a resurgence, perhaps not. Perhaps the Urge Wyrm of Despair has sunk its teeth too deeply into the Fianna's throats. A spectacular event would be required to rally the tribe. Clairseach (Ian MacBride), Homid Galliard (klare' shock) Leader of the Nashville Fianna, Clairseach passes his time as a musician in a Celtic band, the Reavers, and as a professor of Celtic studies at Blair School of Music, part of Vanderbilt University. In wolf form, his fur is deep russet with black markings over his shoulders and black tips on ears and paws. His build is stocky in both lupine and homid form, but not fat. His homid appearance is strongly Welsh, short, round of feature with a pug nose and a wide, ready grin. His hair is the same color as his wolf fur, and his eyes are dark. He plays most of the instruments native to Scotland, Ireland and Wales, but excels at the Irish harp, from which he took his name. His music is passionate, driven in the brighter numbers and soul-wrenching in the laments and ballads. Ian mourns for the days past, and dreams of future conquests. He does his best to keep his tribe's spirit alive through his music, but the harano has begun to take him. It's just so much easier to sing the old ballads than to write new ones. He spends less and less time in lupine form these days, shifting only for moots and rituals. An enemy with form and substance, especially one who threatened his tribe directly, might rouse him from his lethargy, but the threats have become so vague, nothing that can be fought with tooth and claw. In the meantime, Ian will have another Guinness and work on his fingering techniques. Breed: Homid Auspice: Galliard Tribe: Fianna Pack Totem: Stag Concept: Depressed Musician Physical: Strength 2, Dexterity 4, Stamina 2 Social: Charisma 3, Manipulation 5, Appearance 3 Mental: Perception 3, Intelligence 4, Wits 4 Talents: Brawl 2, Dodge 2, Empathy 3, Expression 4, Intimidation 2, Primal-Urge 3, Streetwise 2, Subterfuge 2 Skills: Animal Ken 1, Drive 2, Etiquette 2, Firearms 1, Leadership 2, Melee 3, Music 4, Performance 4, Stealth 1 Knowledges: Computer 2, Enigmas 2, Investigation 3, Law 1, Linguistics 2, Medicine 1, Occult 2, Politics 2, Rituals 2, Science 1 Backgrounds: Kinfolk 2, Past Life 2, Resources 2 Gifts: (1) Beast Speech, Call of the Wyld, Mindspeak, Persuasion, Resist Toxin, Smell of Man, (2) Dreamspeak, Glib Tongue, Jam Technology, (3) Disquiet, Eye of the Cobra, Faerie Kin, Song of Rage, (4) Shadows by the Fire Light, (5) Assimilation, Head Games Rage 4, Gnosis 6, Willpower 5 Rank: 5 Glass Walkers Boot Virus, Metis Ragabash Way too tall, Boot Virus gives most people the shivers. Shaking hands with him is like meeting an overly amorous spider. His fingers wrap all the way around most people's hands. All of his bones are elongated vertically, giving him the appearance of a reflection in a funhouse mirror. He adopts a Boris Karloff accent when people react negatively to him, deliberately making himself as creepy as possible. He dresses in black, preferring a turtleneck in winter and a plain t-shirt in summer, with jeans and hightop sneakers. Born to outcasts, exiled from their tribe when their breach of the Litany became known, Boot Virus didn't have a chance to get to know his parents well. They were attacked by Black Spirals one night and slain. Virus was left behind, on the theory that his bitterness would turn him to the Wyrm and eventually bring him to the Pit. In the meantime, he would be a demoralizing influence on the Garou. Boot Virus grew up in a succession of foster homes, causing more and more trouble as he grew older. Spending most of his time in Homid form, he successfully kept his true nature hidden from the mundane authorities. By the age of 16, he was on the streets, using his Gifts to steal for a living. A successful burglar tends to attract the attention of organized crime. In Virus's case, after he chewed up three enforcers sent to "invite" him into the Family, Piano Man heard about the problem and decided to investigate. He recognized his fellow Garou for what he was, and took him into the Umbra. There, he told Virus about his tribe and why the kid was on his own. Boot Virus still makes his living by theft, but these days he uses a computer as well as lockpicks for his breaking and entering. Occasionally, he breaks into a system that has nothing to do with his current assignment, and leaves messages in the administrator's accounts sarcastically pointing out the holes in the system's security. The Family has provided him with new and better tools, and a measure of respect he could never get from his Kinfolk. Virus and Piano Man keep an eye on the Family, protecting it from Wyrm influence, and hunting out the occasional Bane, Pentex operation or Syndicate problem. The Glass Walkers in nearby areas aren't terribly fond of the two, one being a metis and the other a wiseguy, but will grudgingly supply help if a major nest of Black Spirals is uncovered. Breed: Metis Auspice: Ragabash Tribe: Glass Walkers Nature: Survivor Demeanor: Critic Concept: Street Hacker Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 2, Manipulation 3, Appearance 1 Mental: Perception 3, Intelligence 4, Wits 3 Talents: Awareness 2, Alertness 2, Athletics 2, Brawl 3, Dodge 2, Intimidation 1, Primal-Urge 2, Streetwise 3, Subterfuge 2 Skills: Drive 1, Firearms 2, Melee 2, Repair 1, Security 2, Stealth 3 Knowledges: Bureaucracy 1, Computer 3, Finance 2, Investigation 3, Law 1, Rituals 1 Backgrounds: Contacts 4, Allies 1, Resources 2 Gifts: (1) Blur of the Milky Eye, Control Simple Machine, Create Element, Persuasion, Open Seal, Scent of Running Water, Sense Wyrm, (2) Blissful Ignorance, Curse of Hatred, Cybersenses, Power Surge, Taking the Forgotten, (3) Control Complex Machine, Eyes of the Cat, Fly Feet, Gremlins, Invent Rage 6, Gnosis 4, Willpower 6 Rank: 3 Deformity: Stretched Wendigo The current generation of Wendigo include very few of those who fought against the outsiders twenty years ago. The Wyrm has taken its toll and placed many among the honored dead. Many new cubs have been born since that time, though, the Wendigo having the advantage of access to the Smoky Mountains National Park. The lands there were leased from the Cherokee Nation, and revert to the Native Americans in 2005. In recent years wolves have been re-introduced to the area by the Forestry Service, in an attempt to restore the natural balance of the region and hold down the deer and mouse population. The Wendigo do not normally allow other tribes to enter what they consider their private territory, although they will not kill cubs of other tribes found in the region, allowing them to be taken away once discovered. The Wendigo are many in number, although there are few in the Nashville area. Most of the tribe prefer to spend their time in the Smoky Mountains Park. The Garou who live in Nashville and its environs are divided into two sects, the moderates and the radicals. The moderates seek to infiltrate the human system, to discover how the Wyrm could have taken over the area without its being sensed. The radicals prefer a more direct approach, saying that evidence of Wyrm activity will be found when the industrial complexes and land developments are taken apart. Neither faction knows of the Syndicate's involvement. The present leadership rests with Shines-Bright, a noted moderate who has advocated working with Kinfolk and non-Kinfolk Native American activists. Her position is shaky, though. If the situation starts to come apart, the radicals, led by Lightning Claws, will challenge her for leadership, hoping to seize control before open fighting erupts and challenges are forbidden by the Litany. Recent rumors that Shines-Bright may be working out an alliance with the Glass Walkers may be sufficient to unseat her and unleash the rage of the Wendigo Ahroun. Shines-Bright Breed: Homid Auspice: Philodox Tribe: Wendigo Pack Totem: Wendigo Concept: Political Activist Physical: Strength 2, Dexterity 3, Stamina 3 Social: Charisma 4, Manipulation 4, Appearance 2 Mental: Perception 3, Intelligence 3, Wits 3 Talents: Alertness 1, Brawl 1, Dodge 2, Empathy 2, Expression 1, Primal-Urge 2, Streetwise 2, Subterfuge 1 Skills: Animal Ken 1, Drive 1, Etiquette 2, Firearms 1, Melee 2, Leadership 3, Performance 1, Repair 1, Stealth 2 Knowledges: Computer 1, Enigmas 2, Investigation 3, Law 2, Medicine 1, Occult 1, Politics 2, Rituals 3, Science 1 Backgrounds: Allies 2, Contacts 1, Past Life 3, Pure Breed 1 Gifts:(1) Call the Breeze, Camouflage, Persuasion, Resist Pain, Scent of the True Form, Smell of Man, Truth of Gaia, (2) Cutting Wind, Jam Technology, Speak with the Wind-Spirits, Strength of Purpose, (3) Disquiet, Sky Running, Weak Arm, Wisdom of the Ancient Ways Rage 3, Gnosis 6, Willpower 5 Rank: 4 Lightning Claws, Lupine Ahroun Breed: Lupine Auspice: Ahroun Tribe: Wendigo Physical: Strength 4, Dexterity 4, Stamina 4 Social: Charisma 2, Manipulation 4, Appearance 2 Mental: Perception 4, Intelligence 2, Wits 4 Talents: Alertness 1, Athletics 1, Brawl 4, Dodge 3, Intimidation 3, Primal-Urge 4, Subterfuge 1 Skills: Animal Ken 2, Melee 3, Leadership 2, Stealth 2, Survival 1 Knowledges: Enigmas 2, Investigation 3, Rituals 3 Backgrounds: Allies 2, Fetish 2, Totem 2 Gifts: (1) Call the Breeze, Camouflage, Falling Touch, Heightened Senses, Inspiration, Leap of the Kangaroo, Razor Claws Rage 5, Gnosis 5, Willpower 5 Merits/Flaws: Short Fuse, Territorial, Strict Carnivore, Intolerance, Silver Tolerance, Lack of Scent