CERBERUS By Dave Kahn (x92kahn1@wmich.edu) Description In the time before there were tribes, a great seer foresaw the splitting of the Garou. He saw that in the far future the Weaver and the Wyrm would each have a tribe loyal to them. He saw that the Wyld would be threatened by the other two parts of the Triat. Realizing the damage Gaia would suffer as a result of the attack on the Wyld by the other two, he gathered as many Garou as he could and set out to insure that the Wyld was protected. The Garou traveled to the deepest parts of the Umbra. Once there they offered themselves to the Wyldling spirits there, abandoning the protections afforded them by their powerful rites. The Wyld accepted their sacrifice, and, when they returned to Gaia they were....different. Their battle forms now reflected the appearance of their favored totem, Cerberus, the three headed wolf. The Cerberus settled in the lands surrounding the Aegean Sea, near where the Black Furies dwelled. The two tribes developed a deep bond due to their shared commitment to the Wyld. The two tribes consider each other almost one and the same. The Cerberus also developed a strong friendship with the savage Red Talons, due to their love of the deep wilds. True to their ties to the Wyld, the Cerberus are an eccentric tribe. They have a few consistencies within the attitudes of their people: a strong code of honor, an equally strong dislike of technology, and a deep love of the wilderness areas of the physical world. All Cerberus are sworn to the guardianship of Gaia and the Wyld as part of their rite of passage. In modern times, the bulk of the tribe has taken to spending their time combating the Wyrm in the Umbra. On Earth, the Cerberus are most commonly found near the Mediterranean Sea at hidden caerns or among their cousins. Many also reside in remote wilderness areas.. The tribe favors the lupus breed and has many wolf kinfolk around the world (compared to most tribes). The tribe has few human kin; most homid Cerberus are lost pups (hard to mistake as a member of another tribe) or grow up in small towns. The Wyrm is the primary target of the tribe's offensive push. While they see the Weaver as a threat to Gaia and the Wyld, the Glass Walkers do some to blunt its destructiveness. The Wyrm is slowed by no one, man or wolf. Only the Garou. Tribal Totem Cerberus Initial Willpower 4 Backgrounds May not buy Allies, Contacts or Resources. Beginning Gifts Heightened Senses, Sense Wyrm Physical Over the years, the Cerberus have intermixed with people from all areas of the world. The grand majority, however, hail from the countries along the northeastern shores of the Mediterranean Sea, largely Greece. It is the Crinos and Hispo forms of a Cerberus which draw the most attention. In these forms, they are broad shouldered with three wolf heads, just like their totem. Each head can bite, turn, speak, glare, etc. seemingly on its own. The lupus form appears as a normal wolf. Their coats are grey or black. Territory/Protectorate: In some remote parts of the world, the Cerberus still assist Black Fury and Red Talon packs with preserving the remaining natural and Wyld areas of the world. The Cerberus' main protectorate, though, is the ever-shifting tracks of the Umbra. Quote "Your actions are a threat to the Wyld and to Gaia. That threat shall now end." Gifts The gifts of the Cerberus assist the tribe in their dealings with the spirit world and to defend Gaia and the Wyld from those who would see them harmed. Level One Heightened Senses (as the Lupus gift) Sense Wyrm (as the Metis gift) Level Two Sense the Unnatural (as the Lupus gift) Tap the Wyld The intense ties of the Cerberus to the Wyld allow them to draw on its strength. In areas where the Wyld is strong, such as the deep wilderness and caerns, the Garou may replenish his gnosis. System: The Garou must concentrate, oblivious to events around her, tuning into the Wyld. The Garou then makes a Wits + Rituals roll (diff 7). Each two successes restores one point of Gnosis up to her maximum. Level Three Hell's Breath Legends tell of the fiery breath of a hell hound. The Black Furies are rumored to associate with hounds which can spout flame. The Cerberus have been granted this gift by their totem. With this power, the Garou can shoot a gout of flame up to 15 feet away. System: The Garou must spend 1 Rage point. To aim, he must roll Wits + Primal Urge (difficulty 7). The attack inflicts three Health Levels of aggravated damage, plus one Health Level for every two extra successes. Spirit Friend (as the Children of Gaia gift) Level Four Immovable Guardian (as the Get of Fenris gift: Hero's Stand) Unweaving The Cerberus are the undisputed masters of Umbral pathways and traveling. An old Cerberus trick is to cut through the web of the Gauntlet, thereby making passage through the velvet curtain a simple task. System: The Garou spends one Gnosis point and rolls Manipulation + Enigmas (diff gauntlet). Every two successes drops the Gauntlet in the area by one for the remainder of the scene. Level Five Reach The Umbra (as the Silent Strider gift) Wyld Warp (as the Black Fury gift) Forms Two heads are better than one, and three . . .. A Cerberus has three heads in both the Crinos and the Hispo form. This provides some unique advantages which require some attention. A Cerberus can still only perform one action per turn unless she spends Rage, like any other Garou. That out of the way, a Cerberus can operate each head separately for simple actions such as speaking, staring, etc. If in doubt as to what constitutes "one action", ask yourself if the character could perform the act without the benefit of multiple heads. If not, it's not a simple action. A Cerberus should not receive any sort of bonus to a roll for his extra heads. Appropriate uses include: scanning more area at once or holding on to a guy with one set of fangs while chatting with your packmates. Maneuver: Multiple Bite The Cerberus makes a bite attack with more than one head. The difficulty is 5 + 1 per additional head. The bite does an extra die of damage per additional head. Homid Our "apes" give us more warriors and an understanding of our enemy. Sadly, some have difficulty abandoning the Weaver's lures. Metis Our packs are smaller and it is rare for our tribe to discover a homid born pup. We are a small tribe; necessity demands we welcome all our warriors to the battle. And their actions prove them worthy members of the tribe. Lupus Our wolf-born are the heart of the tribe. They most easily adapt to our way of life in the deep wilds and dark Umbral pathways. Litany Garou Shall Not Mate with Garou We need all our warriors these days. Combat the Wyrm Whereever It Dwells and Whenever It Breeds Let not one who hunts your father or your mother live. Worm or bug. Respect the Territory of Another Greet your cousin's properly when you visit their lands. Remember, not all live on lands that are theirs. Accept an Honorable Surrender Accept an honorable surrender. It is a rare event to find one. Submission to Those of Higher Station Those above you have fought, bled and earned their place. Respect their wisdom and skill. When you have done as much, then you may speak. The First Share of the Kill for the Greatest in Station It is a sign of respect to your elders. One with honor will not hoard what you have bled for. Ye Shall Not Eat the Flesh of Humans Don't prey on your own kin. Leave such an act for the Wyrms beneath your feet. Respect for Those Beneath Ye -- All Are of Gaia Respect all those of Gaia. If they also serve one of the two hunting her, respectfully rip out their throats. The Veil Shall Not Be Lifted Don't tell your secrets to the one hunting you. Do Not Suffer Thy People to Tend Thy Sickness If you have nothing to offer, have the honor to free the rest of the pack so they may hunt without hindrance. Few have nothing to offer these days. The Leader May Be Challenged at Any Time during Peace Peace is when you are not on the hunt. The Leader May Not Be Challenged During Wartime Don't fight with your packmates when going tooth and claw with worms or bugs. Ye Shall Take No Action That Causes a Caern to Be Violated Exactly. Camps The Aegis The members of this camp have taken Cerberus' role as a guardian as their motto. They are surprisingly knowledgeable of fortifications and ways to hold an area against attack. The are experts at ambushes and man-traps. Most of the tribe's homids belong to this camp. The Raging Storm A common phrase amongst the Garou is, "Gaia's most powerful cleansing force is the Raging Storm." The Crinos is one of the most powerful physical forces on the planet and these Cerberus use it to full effect. Members of the Raging Storm often make the Get of Fenris seem timid. They insist on the destruction of any threat to Gaia or the Wyld and they use ruthless brute force to accomplish this goal. Travelers of the Styx This camp spends near all of its time in the Umbra. They are constantly exploring and traveling the moonpaths and spritways. Many assaults on Umbral domains originating in Malfeas are defeated by packs "stepping off the Sytx." More Cerberus belong to this camp than either of the others. Travelers of the Styx have strong ties to the Nuwisha. Many Garou interested in the secrets of the Umbra seek out the Travelers. On the Impergium The Cerberus were in favor of the Impergium. They saw it as a necessary act to keep the Weaver in check.. In modern times, they point to the devastation of the environment by human actions, by technology, as reasons it should never have ended. However, the tribe refuses to hunt human, as the Red Talons still do, because their code of honor demands they respect the decision of the ages old moot. On the War of Rage The Cerberus realize that all of the shifter-kin are part of the natural order and Gaia's plan. They opposed the War of Rage and regret the results. Stereotypes Black Furies: Honor and respect our cousins. They are wise and rage justly. "Honorable, brave and fair to their women, a tribe I am proud to call our cousins." -- Pandora (Black Fury Philodox) Bone Gnawers: A once respectable tribe, now content to wallow in Weaver rot. Occasionally, one will earn your respect. "I've been trying to forget the last of those I met." -- Kaleidoscope (Bone Gnawer Theurge) as he takes a slug of Popov Children of Gaia: Not every tribe is built for combat. The Children are wise, respect that. But keep your eyes wide for they miss many threats in their trust. "Dedicated Garou; too bad they are unwilling to change their views." -- Rainbow Dreams (Child of Gaia Philodox) Fianna: True warriors and wonderful moon dancers. It is sad that they are so fond of the Weaver's lures. "Damn BLOODY hell!!! Now if they'd learn to relax." -- Laughs At Wyrm (Fianna Ragabash) after seeing a Get of Fenris say "Hi" to a Cerberus Get of Fenris: Arrogant pups, full of rage and stupidity. If you're feeling kind, teach them a lesson. If you're not, introduce him to your cousin and let her. "Crazy wild monsters that bow to the Furies. Worthless!!" -- Karl Mountain-Shaker (Get of Fenris Ahroun) Glass Walkers: Weaver-spawn!! "All we need, someone who supports the Talons. Wonderful!!" -- Datastream (Glass Walker Philodox) Red Talons: One of the few tribes left who truly appreciate the Wyld. These warriors are true friends and Garou. "The Wyld's chosen pack. They see what others won't" - Red Claw (Red Talon Ahroun) Shadow Lords: Lie. Cheat. Deal with bugs. Deal with worms. Let me think, I may come up with a good quality. "Fortunately, these savage lunatics are rare." -- Heart Of Darkness (Shadow Lord Philodox) Silent Striders: A wise and well traveled people. "The best of guides when exploring the Umbral pathways." -- Elsibet Tanarov (Silent Strider Theurge) Silver Fangs: Once upon a time they were a great tribe. Once in a long while you can find one who still is. "Not very good at following orders, but great to have on your side in a pinch." -- Rust Proof (Silver Fang Ragabash) Stargazers: Why are all the great tribes scarce? "They have explored deeply into the mysteries of the Wyld, but they have abandoned much in doing so." -- Watches The River (Stargazer Theurge) Uktena: Wise and knowledgeable of our home, but they come too close to the Wyrm in their quest for secrets. "They know so much of the umbra, if only we could get them to share it all with us." -- Heart Of Stone (Uktena Philodox) Wendigo: Take a couple of Wendigo when you visit the Get of Fenris. "They still regard us as the true masters of our lands. We could use more of them at the great moots." -- Fang Death (Wendigo Ragabash) Bastet: The felines were wronged long ago. They deserve better than they received. If you meet one treat her with respect. "Excellent sources of information about the spirit world. And they had little to do with the War of Rage." -- Screams In Night (Pumonca) Corax: I haven't made up my mind on the ravens. They can be useful in tracking down Wyrmspawn. "Just stay on their good side. You should hear what this ratkin told me about them..." -- Poe (Corax) Gurahl: It is said that the teachers are not found easily anymore. "Few of the wolf tribes are as respectful and eager to learn as these. If only there were more." -- Gared (Gurahl Galliard) Mokole: Never met one. "............." -- unnamed mokole Nuwisha: Gaia's answer to stress. I love these guys. And only they appreciate the Umbra like us. "I love these guys. You'd be surprised at how many Black Spiral Dancers they...discourage for us." -- Shrooms (Nuwisha) Ratkin: I already had lunch, thanks though. "One of these guys tried to EAT me!!" -- Grubby No Tails (Ratkin) Rokea: The who? "Who the?!?" -- Gnasher (Rokea) Ananasi: Now here is something bad, made worse. Weaver-spawn corupted by the Wyrm. We should make their life more peaceful...permanently. "Would someone explain what we ever did to piss these...things off?" -- Sherry (Ananasi) Merits and Flaws Hellhound Kinfolk (1 point merit) This merit may only be taken by a character with the background: kinfolk. It allows some of the characters lupus kinfolk to be hellhounds, possessing fiery breath (as per the gift: hell's breath). No more than ten such hounds may be taken, regardless of the total number of kinfolk. Dual Minded (3 point merit) Most Cerberus, despite having many heads, can only perform one task at a time. Just as any other character. This merit allows the Cerberus to use each head for a different task. For example, he could peek through the Gauntlet into the umbra with one head, and, sniff out a trail with another, while the last keeps watch in the physical world. Common Merits & Flaws Code of Honor, Higher Purpose, Berserker, Dual Nature, Vengeance, Untameable, Daredevil, Illiterate, Uneducated, Animal Magnetism, Huge Size, Any Past Life Merit or Flaw, Physically Impressive, Natural Weapons, Breeding Pack, Ward Pack Weakness Code of Honor While every Cerberus as his own views and quirks of personality, without exception all members of the tribe are intensely honorable. There may be variations as to the code followed, but, some traits are common to all. Cerberus always keep their word (although their ragabash have a knack for twisting it like a pretzel and still doing what they said they would do, to the letter). Cerberus show respect to those with wisdom and those who are themselves honorable. A Cerberus who violates his honor is deeply troubled and does not function at his best until he rights his error. In game terms, the storyteller should feel free to add one to the difficulty for almost every roll the poor fool must make. Totems CERBERUS Totem of Respect Background Cost: 6 Cerberus is the legendary guardian of the gates of the underworld, Hades. He is ever alert, fearsome and powerful. He is aware of much that occurs in the lands of the dead and on the spirit paths. Packs of the three headed wolf receive +3 to an Alertness Dice Pool and +1 to an Enigmas Dice Pool. Each pack member also gains a point of honor and a point of wisdom. Packs of Cerberus will be treated as family by members of the tribe. They will stand by the pack in all ways so long as it brings honor their totem's name. Ban: Cerberus demands that his children never surrender anything or anyone they are guarding. CHARON Totem of Wisdom Background Cost: 8 The boatman of the River Styx knows many routes and ways to travel around the spirit world. He also transports souls across the barrier to the realm of the dead. Charon grants his packs +2 to an Enigmas Dice Pool, he also teaches them the spirit paths, providing each pack member the equivalent of the spirit charm: Airt Sense. It costs a Gnosis point to power the charm, allowing the Garou to unerringly find her way to any one destination. Any pack members with Past Lives find it easier to reach their ancestors on the other side (-1 difficulty). Ban: Children of Charon are expected to help the dead to rest. Spirits of the dead will seek them out for this reason. Also, the boatman asks that they not hinder anyone on their voyage to the next realm unnecessarily. Other totems: Pegasus, Griffin, Owl, The Medusae, Old Wolf of the Woods, Raven, Winter Wolf and Sphinx. Templates Stalker: A Lupus Ragabash of the Raging Storm. The Stalker delights in silently tracking down and ambushing any foe, worm or bug. Umbral Walker: A Metis Theurge of the Travelers of the Styx. The Umbral Walker is a master at charting paths through the spirit world and an expert at dealing with the spirits found there. Disfigurement: no claws Claw of Justice: A Metis Philodox of the Travelers of the Styx. The Claw of Justice represents the warriors commonly found in the Travelers. Plucked from his mother's dying body after a Dancer attack, the Claw of Justice shall never let anyone else suffer such a loss. Voice of Truth: A Homid Galliard of the Aegis. The Voice of Truth is a listener and an empath. People feel comfortable talking to her and she has a knack for helping them reach an understanding with themselves. Hound of Hell: A Lupus Ahroun of the Raging Storm. The Hound of Hell is the most fearsome, savage aspect of the Cerberus. He is often found leading his pack into battle against the Wyrm, wearing the hispo.