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Creation Rules For Shifters

 

Please refer to these lists as your guidelines for character creation. They are broken into their Race, Approved, not-approved and restricted. This list is subject to change, please refer back to it before posting a new character to save on time and effort. Thank you.
 

  • Approved: no restrictions, open races, abilities, powers, etc

  • Restricted: Must have a good, strong character concept before submitting for approval.

  • Not-Approved: no characters can be made from this list, unless crafting an NPC for a plot, NPC from this list must be ST-op approved.


General Guidelines:

 

If you do not see something on this list, then chances are it is not approved for play. The accepted supernatural subtypes will come from the following source venues: Vampire, Shifters, Wraith, Changeling, Mage and Mortals. If you aren't sure, make sure to ask.

 

  • we currently do not support material outside of the WoD world. If you have a character concept from a different game, the ops will do their best to assist you in converting your character over to WoD. Please just keep it reasonable.
     

  • There may be more than one op leading or over seeing the area in which you are applying for character approval. The Op that starts to edit your submitted character will be the one to finish it. Attempting to push a character through or resubmitting a rejected character to a different op will result in a warning, a second attempt will result in a temporary ban. Your character was rejected for a reason, if you have a valid issue for wanting a review of your character submission Speak to the channel owners Jose and Jeanne.
     

  • While this is a 18+ Channel we will not accept underage (whether they are vampires turned under 18 or not) characters. Creepers gonna creep, and the owners would prefer not to encourage the creeping. Adult role play of a sexual nature involving underaged characters will not be allowed within any of the Public Rumble Street channels. There is enough trouble going on in the world right now with underaged pornography we will not be adding to it in any way shape or form.


Rumble Street OP Staff

Channel Founders

  • Jose: Head Admin/Storyteller - Able to assist with concept development and system questions pertaining to all systems in play.

  • Jeanne: Head Storyteller/Admin - Able to assist with concept development and system questions pertaining to all systems in play.


Channel Ops and Staff

  • Shan - here for general purpose questions and assistance with concept development

 

***It should be noted that the city with regard to Kindred is predominantly Camarilla with tolerance for Independents. Sabbat are highly antagonistic to the city and as such are not appropriate for play. ***

 

Shifters are currently limited to four or less as a green approval. Rank 5 is currently set to yellow and Legends are Red.



Approved:

[Breeds]

  • Homid
    Your mother was human, Kin or not, or a homid Garou. You grew up among humans and learned how to live in their society. Yet something always set you apart. Other kids reacted unconsciously to the predator within you, and to the vicious temper that you couldn't always keep under control. Strange dreams marked your childhood, and as you grew you remembered more and more of them -- dreams of the moon, of the taste of blood, of the smell of war. Maybe they found you before your Change, maybe after, but now there's no going back. You are what you are -- you're as much wolf as human now.

     

  • Metis
    Born to two werewolves who broke the Litany for love or lust, you were a child that shouldn't have been -- but one raised among the Garou anyway. You endured a hard, thankless life, stemming both from the deformity that is your birthright and your place at the bottom of the social ladder. Many other Garou pointed to your deformity as a sign that you, like all other metis, are a living affront to Gaia -- others said it's a likely side effect of the over-concentration of already powerful werewolf blood. Whatever the case, you've survived from a hard birth, through years of living only in your Crinos body (the natural form of a metis), to finally undergo your First Change. Whether your parents raised you -- as an outcast among the sept -- or long-suffering but devoted Kinfolk did, you're now ready to take your place in the sept. Unlike homids, you have a lot of knowledge about werewolf society already -- the nobility, the brutality, the wisdom, the spite.



[Tribes]

  • Black Furies
    The Black Furies are the living incarnation of a woman's anger. They are the daughters of Luna-as-Artemis, the Huntress of the Moon. Their legends trace their origins back to Greece and Asia Minor, where they were appointed defenders of the Wyld. Wherever there are tales of women who take up arms for honor, vengeance or blood ties, the spirit of the Fury dwells.

     

  • Bone Gnawers
    Many disdain the Bone Gnawers as living proof of how far the Garou have fallen from grace. Ragged and luckless, hunting territories no other tribe wants and breeding with Kin no other tribe claims, the Children of Rat come across as mongrel scavengers taking whatever castoffs they can. The Bone Gnawers see it differently. They're the most populous tribe in the Garou Nation. They're not the picture of failure -- they're the picture of success, because they're playing the game of survival.

     

  • Children of Gaia
    The Children of Gaia seem to be a study in contradiction. They are Gaia's warriors, yet they want nothing more than peace. No Garou work harder and plead more humbly for cooperation between the tribes than they do. None grieve more when forced to shed the blood of a fellow werewolf. More than any other tribe, they value compassion for all Gaia's children, even those that hold them in contempt. Many Garou mistake this compassion for weakness, -- only to discover that the Children's hatred of war doesn't preclude the ability and will to fight -- and fight well.

     

  • Fianna
    Grief and joy, love and war, life and death -- life is a series of contradictions, and the Fianna embrace them all. The Tribe of Stag are passionate Garou who exult in the pleasures of the flesh as well as the more abstract delights of a song well-sung or a battle well-fought. Their philosophy is far from a shallow "live in the now" concept, though. The Fianna are prominent lorekeepers and bards, fascinated with the history of all tribes as well as their own. Their Galliards have a particular place of honor within the tribe, but every auspice is expected to learn lessons from the past.

     

  • Get of Fenris
    Even among a race of warriors, the Get of Fenris are the most warlike. The Fenrir, as they're also known, value a glorious death over a peaceful old age. They wear their scars with pride, howl the glory of their victories, and revel in the fear that they spread among the minions of the Wyrm. To the Get, compassion is a luxury, not a virtue -- the greatest virtues are valor and strength.

     

  • Glass Walkers
    The Glass Walkers are werewolves unlike any other. They have largely abandoned the ancestral ways in favor of a cutting-edge, always-adapting blend of technology and shamanism. They actually prefer urban life to the wilderness, and defend the Scabs as centers of a vibrant ecology all its own. Even if that ecology is often wounded or diseased, it can be made healthy, the Glass Walkers argue. The other tribes often call them urrah, or tainted ones -- but the children of Cockroach won't give up the advantages of modern achievement just to repair their reputation.

     

  • Shadow Lords
    The strong dominate; the weak submit. This is the core of Shadow Lord philosophy. Intensely political and coldly pragmatic, the Shadow Lords practice a rigid internal hierarchy and promote an equally unforgiving value system for the Garou Nation. Their very presence is divisive. Other tribes view their manipulative tactics as a reason to distrust the Lords, or complain that anyone so ruthless is marked for eventual corruption. Some would argue that they should be cast out of the Nation entirely -- but the Shadow Lords are far too valuable. Their methods are often dishonorable and sometimes cruel, but they get results.

     

  • Silent Striders
    Restless and haunted, the Silent Striders roam from caern to caern, always searching, always listening. They are messengers and advance scouts for the Garou Nation, rooting out things hidden to the other tribes and bringing word to the locals. Even in the modern days of electronic communication, the Striders prove themselves vital by bringing swift word of threats better spoken of face-to-face. They have a reputation for being taciturn and aloof, which lends extra weight to their words. When a Silent Strider has something to say, it's often dangerous news.

     

  • Silver Fangs
    The Silver Fangs are first among the tribes, as they are quick to point out. Descendants of great heroes and monarchs, every one, the tribe of Falcon claims the role of leadership of the Garou Nation. They trace their bloodline back to the Progenitor Wolf, a genealogy of the noblest human blood and the finest wolf ancestors. Through the ages, they have been at the forefront of the war, the proudest and most magnificent Garou -- and to hear the Silver Fangs tell it, that is still true. Other tribes have their doubts, though. Some charge that the Silver Fang's obsession with pure blood has brought them to inbreeding, and their once-clear minds have grown feeble and clouded through the generations. Weak kings demand respect for the deeds of their ancestors, not their own. Mad leaders care more for the details of their courtly traditions than for the war against the Wyrm. Far too many fall to Harano for them to be a healthy tribe.

     

  • Stargazers
    Few fully understand the Stargazers. They are the smallest tribe in the Garou Nation, in large part because they follow a creed that seems to fly in the face of what it means to be Garou. They pursue meditation, philosophy, lucid dreaming -- all manner of ways to master their inner selves, to master their Rage. Caught between wolf and human, Rage and Gnosis, material and spirit, the Stargazers seek the very key to Garou existence: Balance.

     

  • Uktena
    In the days before the Europeans reached the Americas, the Uktena acted as the wise Older Brother of the three tribes of Pure Ones. Where Wendigo focused on war and the hunt, and the Croatan were more sociable, the Uktena gathered mystical lore to themselves. They settled across the Americas, favoring more southern lands where the rivers they cherish were plentiful.

     

  • Wendigo
    Besieged by the Wyrm and betrayed by their fellow tribes, the Wendigo have learned much about hatred over the centuries. The Europeans came to steal, murder, and conquer, and the tribes that came to the Americas with them were no better. Though the old wars over territory are now over, the Wendigo have forgotten little and forgiven less. Their anger is hot as blood on the snow; their hatred is cold and unyielding as glacial ice.


[Kinfolk]

  • Kinfolk of any shifter that isn't on the Not Approved List.


[Bastet]

  • Pumonca
    The Pumonca cougar-folk travel a long and lonely path, wandering the wilderness of North America, in search of Asura blight or bits of forgotten wisdom. Although they walk alone, the rest of the Bastet respect them for the knowledge they bear, the tales they tell -- and their single-minded dedication to their native lands.

     

  • Qualmi
    Sly and witty, the Qualmi are the most introspective of the Bastet, and the most maddening to deal with. While they enjoy company (in small doses), their enigmatic ways and inscrutable attitudes ensure that few beyond close friends and family can stand to be around them for long. But for those who can weather it, the Riddle Dancers are good friends and fierce fighters.


[Fera]

  • Nuwisha
    The Nuwisha may appear to be little more than aimless tricksters, but hiding behind that facade is a clear and direct purpose handed down from Coyote himself. While some werecoyotes use their talent for violent slapstick to educate the other Changing Breeds, others use deadly tricks and pranks to strike at the Wyrm.

     

  • Corax
    The wereravens pay attention. They watch, they listen, and they report what they know to those who need it. They ferret out secrets, listen carefully to conversations that shouldn't be taking place, and learn the weaknesses and strengths of their enemies, friends, casual acquaintances, and whoever happens to be nearby. What they're learning isn't as important as that they're learning.

 

Restricted:
 

  • Willpower 8 or higher


Backgrounds

  • Rank 4 fetishes at creation

  • Any custom Fetishes

  • Any custom Talens

  • Personal Totems


Breeds

  • Animal breeds will be reserved for experienced players

It should be noted that at no time will Animal breeds enter play with a skillset of human based abilities beyond the following limitations.

  • No human based abilities at 5

  • No more than ONE human based ability at 4

  • No more than TWO human based abilities at 3

  • Human based abilities at 2 or less are permitted within reason


Garou

  • Red Talons (Must be an experienced player to be considered)
    The Garou sing old tales of the time when humans cowered around their campfires and feared the fangs in the night. Most howl of the Impergium as something to be regretted -- but not the Red Talons. These fierce werewolves claim that the only mistake made in the Impergium was choosing to end it -- that Gaia would never have become this imperiled without the pestilence that is humanity running out of control. The Red Talons refute their human side almost entirely: apart from a few metis, the tribe is entirely wolf-born. Their anger and sorrow and hatred are born from watching their wolf kin diminish and humans spread -- painful emotions that define the tribe.


Bastet

  • Bagheera
    Wereleopards and werepanthers are renowned for their mystic insights and ferocious tempers. They are a strong and sagacious folk, constantly plumbing the depths of Gaia's wisdom, even as they fight savagely to rip the talons of Asura from the Earth.

     

  • Balam
    Fury given a physical form, the jaguar-folk Balam possess an intensity unmatched by any other Changing Breed. Antisocial to the extreme, they merely wish to be left alone to prowl the twilight depths of the Amazon. Unfortunately, Pentex and the Asura are rending the rainforests of South America limb from limb, blighting the once-pristine jungle into a scarred perversion of its former self. And so, the Balam fight ceaselessly, making their foe pay a bloody price for every inch of land they seek to defile.

     

  • Bubasti
    The Bubasti are a puzzle, an enigma, a mystery wrapped in contradiction. The mystics of catkind, they are a shy and secretive race. They are, however, also the most social of the Bastet, and tend to work closely with one another in most of their endeavors. Inextricably tied to the past, they also cast their golden eyes toward the future -- and a time when the Bastet may truly fulfill the roles set for them by Gaia. The Bubasti are an eerie and often despised tribe of sorcerer-cats. Descended from the theoretically extinct cats of Kyphur (an Egyptian species revered as god-avatars), the shadowcats are always hungry: Food, sensation, knowledge -- a Bubasti can never get enough of anything.

     

  • Ceilican
    Legends claim that this tribe died out in the great witch-purges of the 1500-1600s. The legends lie. The Ceilican (a European breed linked to wildcats, domestic species, and a vanished type of lion), fearing the fate which is attributed to them, simply chose to take their existence into the shadows, and let those who would have purged them from existence assume they'd been successful.

     

  • Khan
    Raw power defines a Khan. Neither subtle nor patient, they are infamous for their explosive tempers. But their strength is that of mountains, and their fury knows no bounds. Accustomed to being worshipped as gods, the weretigers are the strongest of the Bastet and they are well aware of this fact.

     

  • Simba
    The Simba represent the best Gaia has to offer: The "Lords of Sunlight" are regal, proud, and powerful beyond compare. However, the werelions are also arrogant, domineering, and malicious -- even under the best circumstances. These traits -- positive and negative -- are currently being displayed to their extremes, as a Simba warlord attempts to bring all of Africa under his merciless control.

     

  • Swara
    Swara are built for speed: Quick, wiry, and fast. It would be easy to think these the best of the cheetah-folk's talents, but swiftness is only part of their virtue. The world of spirit speaks to them, calling them to fight on Gaia's behalf. This they do, and gladly, making them one of the most courageous of all of the Changing Breeds.



Fera

  • Ananasi 
    The Ananasi are, perhaps, not the most powerful shapeshifters in the world, but they are probably the most disturbing. They are the werespiders, capable of changing into creatures of pure nightmare or a horde of tiny arachnids. The Garou feel that they serve the Wyrm, and the werewolves are not entirely wrong. Some Ananasi do obey the Wyrm, but some take their marching orders from the Weaver and others the Wyld. All of the werespiders, though, serve only one mistress at heart: Their imprisoned Queen, Ananasa.

     

  • Nuwisha
    The Nuwisha may appear to be little more than aimless tricksters, but hiding behind that facade is a clear and direct purpose handed down from Coyote himself. While some werecoyotes use their talent for violent slapstick to educate the other Changing Breeds, others use deadly tricks and pranks to strike at the Wyrm

     

  • Mokole
    Before Man walked, Things roamed the Earth. Slithering, stalking, stomping Things. Lazy, slow Things, too massive to be bothered by anything smaller. Flickering, darting Things, fast enough to attack and be gone before the wound began to bleed. Sharp-toothed, tearing Things, and Things that soared overhead. Things in the depths of the blackest waters, and Things in the tops of the trees. Things hunted. Things killed. And now... Things remember.

     

  • Gurahl
    When one of the Garou starts talking about the War of Rage, someone inevitably brings up the Gurahl. The werebears were, according to most histories on the subject, the first targets of the werewolves. Why they were targeted is a matter of contention, and of course it probably wasn't one event that started it. The question is moot now in any case; the werebears still live, but only just. Their skills as the healers of Gaia are sorely needed, and there just aren't enough of them to do the job.

     

  • Rokea
    The immortal weresharks have been isolated from other werecreatures for thousands of years. Now, some of them are now taking a more active interest in the world above the waves.

     

  • Ratkin

Not only are Ratkin the most numerous Changing Breed, they're also arguably the most dangerous. Plagued with madness, the wererats turn their Rage on any enemy of chaos, not just the Weaver and Wyrm, but also humans and any signs of progress or structure.

Ratkin Freak aspects should be considered EXTREMELY restricted and rare in this game. There will be no more than 1 in play (This slot is currently taken) Freak aspects are to include:

  • Engineers

  • Plague Lords

  • Munchmausen


Hengeyokai

  • Kitsune
    Tricksters, assassins, magicians, and holy warriors, the Kitsune do Gaia's will where others cannot or will not. Bound by the Laws of Heaven, the fox-shifters pull strings behind the scenes, while putting forth a perfect outward-countenance for the rest of the world to see.

     

  • Tengu
    Like their Western relatives, the Tengu are the Beast Courts' scouts, messengers and information gatherers. Like the Hakken, most Tengu take a keen interest in humans and their lives and customs. Being what they are, Tengu are fascinated with human secrets and enjoy talking with any human who can spare the time.

     

  • Hakken
    Though the Hakken consider Japan to be their homeland, a substantial minority now make their homes in other nations around the Pacific - primarily in China, South Korea, and the West Coast cities of the United States and Canada. Some werewolves believe the Hakken to be nothing more than an Asian branch of the Shadow Lords. Any similarities pale in comparison to the vast differences between the two. Most Hakken consider the Garou Nation to be little more than murderous barbarians who have spurned their place in the Emerald Mother's great plan by refusing to work with the other Changing Breeds.

     

  • Nezumi
    The Emerald Mother placed the Nezumi in charge of keeping human populations under control, but while their own numbers continue to grow, they have had little success limiting the swift increase of Asia's population over the last half century. In the wars between Beast Courts and Bakemono, the Nezumi do not use the High War of the Hakken or the Khan, where combatants engage in single combat or deadly formal battles. The Nezumi are the undisputed masters of the Low War, using sabotage, assassination, bribery and other dirty tricks when High War fails to deliver the desired result.

 

Not-approved:

Garou

  • Cub Rank

  • Legend Rank

  • Bunyip

  • Croatan

  • White Howlers

  • Black Spiral Dancers

  • Fomori



Fera

  • Cub Rank

  • Legend Rank

  • Nagah

  • Ajaba

  • Apis

  • Camazotz

  • Grondr

  • Khara

  • Okuma

  • Ratkin Bards

  • Ratkin Twitchers



Ahadi

  • Anything specifically Ahadi based would not be found in New Orleans



Hengeyokai

  • Cub Rank

  • Legend Rank

  • Khan

  • Kumo

  • Nagah

  • Same-Bito

  • Zhong-Lung



Backgrounds

  • Fetish 5 or higher at creation

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