Bone Gnawers in Shadowfall | World Anvil
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Bone Gnawers

The Bone Gnawers claim to descend from the underdogs of Garou society, their name itself being an insult from the alphas and more noble werewolves in the Garou Tongue. Many of the earliest Bone Gnawers were banned from their own tribes, seeking to redeem themselves by joining the lowliest among them who always fought on the front lines against the minions of the Wyrm. It was only during the Concord that these poor bastards joined and eventually formed the Tribe, but they refused the separation of Garou and humanity. Instead, they prefer to prowl in their cities where the influence of the Wyrm and the Weaver are at their strongest.  

Tribal Trait - Always Hungry

A life on the streets had made Bone Gnawers very familiar with starvation. Over the years they evolved a mentality of eating while they can. While subjected to their Tribal Trait Bone Gnawers count as having the Addiction - Food (Addictions). Be mindful that a Garou is fully capable of seeing a human as a potential source of food if pushed to the extreme.  

Backgrounds

All Bone Gnawers follow the rules bellow during character creation:
  • Tribal Totem: Rat
  • City-dwellers: Reduce your Primal Urge rating by 1 (to a minimum of 1). Reduce your Corruption Difficulty by 1.
  • Humanities Guard Dogs: You cannot take the Pure Breed (Garou Specific Advantage), Ancestors (Garou Specific Advantage) or Resources (Advantages - Scalable Advantage). You do however start the game with 3 dots in human contacts.
  • Underdogs: When it comes to Renown you always treat all your Categories as being 1 point lower than they actually are for the purposes of Social Bonuses.
  • Trash Eaters: You start the game with the Iron Gullet (Advantage - Merit).
  • Gifts of the Rat: Chose a single permanent Level 1 Bone Gnawers Tribal Gift for your character to possess.

Camps

A Bone Gnawer may chose to belong to one of the following Camps within her Tribe. This is an optional choice the character can take and should really only be taken by characters of Rank 2 or greater.  

The Swarm

This camp focuses on the war-aspect of the rat, concentrating on dirty fighting and exploiting every advantage they get over an enemy. They specialize in urban terrorism, striking against the Wyrm and instantly disappearing.
  • Bonus: You start the game with at least 1 dot in Scalable advantages - Arsenal. This dot can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: You have 1 dot in Flaws - Criminal Record.

Frankweilers

This camp focuses on the protection of museums, libraries, and other places of culture within a city.
  • Bonus: Add a dot to your Academics rating.
  • Negativedestroyed

The Hood

This camp is dedicated on distributing the wealth from the rich to the poor, provided that the money they provide is used for useful things.
  • Bonus: You start the game with 2 dots in Criminal Contacts.
  • Negative: You have 1 dot in Flaws - Criminal Record.

Rat Finks

The Garou of this camp are spies and information gatherers, a network of kinfolk and Garou who work low-end jobs that just so happen to give them access to high-end information.
  • Bonus: You start the game with 2 dots in Business Contact.
  • Negative: You take great care of your informants safety. Whenever one of your informants is killed you must consult the Rage table and treat it as though you lost a friend.

Hillfolk

The Hillfolk are compromised of rural Bone Gnawers, who have eschewed the life within the city for the wilderness.
  • Bonus/Negative: You lose the City Dwellers Background.

Deserters

The Deserters are a camp that searches for a sanctuary for the Apocalypse. Some seek a second Gaia, and others just a place far, far away, but either way, they do not want to stick around for what's about to happen.
  • Bonus: You start the game with at least 2 dot in Scalable advantages - Haven. This dot can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: all of your Renown categories are capped at 4.

Road Warders

This camp is compromised of nomads who guard the streets and travel ways against incursions from the minions of the Wyrm.
  • Bonus: You start the game with at least 1 dot in Scalable advantages - Gear Head. This dot can be combined with other dots in the same advantage (provided you meet the requirements).
  • Negative: You gain a 1 dot Flaw - Compromised Identity.

The Man-eaters (Corrupted)

This camp gains power by breaching the tenet of the Litany that forbids cannibalism of human flesh. They are few today and many of the remaining have allied with the similar Eaters of the Dead camp among the Silent Striders.
  • Bonus: When you consume a human increase your Primal Urge by 2 until the end of the next Session.
  • Negative: You are hunted by other Garou and considered just as corrupted as the Black Spiral Dancers. Your food addiction under your Tribal Trait is specifically for human flesh. Reduce your starting Humanity by 1 and start the game with 1 dot in Corruption.

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