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The Ring of Wonder _ Classic World of Darkness 『终末之夜』 _ [W5] 第三章:月兆与部落
Posted by: Lord Ex 2023-08-26, 23:51
来自第5版《狼人:末日怒嚎》核心规则书。
Posted by: Lord Ex 2023-08-26, 23:53
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把自己变成野兽的人彻底摆脱了做人的痛苦。
——塞缪尔·约翰逊 迦鲁社会有一些要素和传统——例如月兆和部落——可以帮助狼人在相互对比中了解自己。这些概念还附有游戏机制,以更好地帮你系统表达你的故事在叙事和社会方面所探索的内容。
下文内容要么都不当真,要么——即使有矛盾——都当真。守护精魂真会赋予迦鲁特殊能力吗?还是迦鲁只是
自以为如此,从而赋予狼人一种他们自己都不知道的自信?这与迦鲁的许多事一样,一个人自己的立场决定了所有观点。
原文:
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Chapter Three: Auspices and Tribes He who makes a beast of himself gets rid of the pain of being a man.
— Samuel Johnson Garou society has certain elements and traditions that help werewolves understand who they are in contrast to one another, such as auspice and tribe. These ideas also have game mechanics attached to them, the better to help you express systemically what your stories explore narratively and socially.
Treat none of what follows here as truth. Or, rather, treat all of it as true, even in its contradictions. Does a Patron Spirit truly grant the Garou special prowess? Or does the Garou simply
think it does, thus granting the werewolf a confidence they didn’t know they had? As with so many things Garou, one’s own position informs all perspectives.
Posted by: Lord Ex 2023-08-26, 23:59
月兆
月亮和她在天空中的旅程对迦鲁有着重要影响,在他们出生时给予他们露娜的恩惠。事实上月亮本身就是狼人有别于狼和人世界的象征,预示着他们在这个迎接末日的世界中所扮演的角色。狼人的月兆会反映在他们的性格中,并强烈影响他们在狼群和更大的迦鲁社会中扮演的角色。事实上,没有一个狼人能作为个体而成为迦鲁的全部——尽管传说中并非如此。月兆是迦鲁存在狼群文化的部分原因——当狼群集体行动时,每个月兆都会增强其力量。
月兆在一个非常重要的方面与部落有着不同:狼人可以选择自己的部落,但对原始觉醒所定义的月兆却几乎没有话语权。这也是迦鲁灵性上的另一个不确定因素,因为他们担心恐惧自己的母亲盖亚已死或濒死,而露娜与侄子侄女们的联系却一如既往地紧密——但露娜对自己姐妹的存在却保持沉默。
月兆作为一种社会结构,会告知其他迦鲁一个狼人可能拥有的方式和性格。而它作为一种游戏特质,则是获得狼群或族群中大多数灵赋或职责的先决条件。
新月(嘲弄者) 谁是更大的傻瓜?是那个刚愎自用的笨蛋,还是那些心甘情愿跟他一起犯傻的傻缺? 于新月下觉醒的嘲弄者是迦鲁社会的诡术使,被赋予挑战传统和质疑“一贯做法”的最大自由——尤其是因为“一贯做法”导致了末日。
嘲弄者可能任性或友好——戏谑地指出别人的毛病;也可能狡猾且愤青——对那些让迦鲁落到如今这般田地的传统抱着“我早告诉过你”的态度。他们可能会整人,或用一些巧妙的文字游戏来蔑视虚荣对手——只要有人看起来很蠢,或传统智慧受到质疑,那么便是嘲弄者在尽自己的职责。
嘲弄者在游戏中可能会欺骗顽固对手,误导毫无戒心的人类阴谋家,嘲笑更有声望的狼人,以及偷偷溜过过于自信的哨兵。
弦月(通神者) 精魂们有一套复杂语言,它们的动作细致入微、意味深长——若你继续把它们当作一次性工具,那么你会发现它们在你最需要的时候抛弃了你。 于弦月下觉醒的通神者是迦鲁社会的秘术师,也是最长于同精魂互动的月兆。
通神者可能阴森恐怖,也可能睿智贤明,或干脆是两者皆有。他们对灵界的掌控可能是久经考验的传统方式,也可能是实验性甚至有争议的。他们可能会穿戴奇特诡异的精巧饰物,或善用微妙深奥的肢体动作来迷惑精魂。有些人是空想家或幻想家,有些则是有目的的祭司。
通神者在游戏中可能会召唤不情愿的侍灵,唤起古老的战友盟约,用他们的服务安抚受人尊敬的长老,甚至束缚调皮的精灵。
半月(裁决者) 我们的方式是崇尚传统还是促进正义?二者能否兼得? 于半月下觉醒的裁决者是迦鲁社会的法官和仲裁者——睿智地解释狼人的方式和了解律令条文,肩负着调解冲突的责任。
裁决者或温文尔雅,或慷慨激昂,探究事实真相,或恪守规则和习俗而非具体情况。有些人从几个世纪的传说和轶闻中得到启发,提出了具具洞察的行动方案;有些则收集信息,制定计划,并随新信息的出现而改变。裁决者可能苛刻无情,也可能富有同情。
裁决者在游戏中可能会评估一个狡猾盟友——呃——“发现”的秘密;解释一个行为不端的狼群同伴的奇怪行为;在月会上惩罚一个嘴硬的违法者,并评判一次大胆突袭——尤其是在考虑了事情的方方面面之后。
隆月(欢舞者) 听我唱我们本是狼、我们能成人、我们将树碑的歌!这歌既悲壮又雄浑,既恐怖又英勇。 于隆月下觉醒的欢舞者是迦鲁的讲述故事者和守护轶闻者,也是维护狼人口述记录和秉持律令精神的月兆。
欢舞者可能是哗众取宠的抢镜者,也可能是低调做人的记录者。他们可能会吹嘘自己狼群的惊人战绩,也可能会朗诵每一个真实的细节——甚至是最微小的。有些人乐于表演传说本身——从诗歌到歌曲,再到手势狂野的秽语;有些人则从背景和社会学理解出发,编造扣人心弦的离奇故事。有的能把酒言欢,有的,呃…
欢舞者在游戏中可能会以寓言或传说取悦其他狼人,炒作一个新星狼群伙伴,用一首哀悼逝者的挽歌让迦鲁团结起来,或对顽固不化的哨兵虚张声势来通过他。
满月(尚武者) 白爪子进,红爪子出。 于满月下觉醒的尚武者是迦鲁社会的战士,是一个完全崇尚凶残暴力的民族的斗士。他们在战争时期常被视为领导者,而鉴于许多族群的好战性,这往往意味着“直到另行通知”。
尚武者毁灭敌人,撕裂喉咙。它们可能是狂暴的爪牙旋风,也可能是警惕、有条不紊的掠食者,通过精确战术制造恐怖。其他狼群同伴可能会因他们的无畏而感到鼓舞,也可能会因他们是鲁莽的食肉猎犬而深恶痛绝。
尚武者在游戏中可能会战斗、攻击、摧毁和冲锋陷阵。去你的,妖蛆。
原文:
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Auspices The moon and her journey across the sky have a great bearing on the Garou, imparting upon them Luna’s favor at the time of their birth. Indeed, the moon itself is a symbol of what sets werewolves apart from the world of wolves and humans, an augury of the part they play in a world ushered into Apocalypse. A werewolf’s auspice may be reflected in their personality, and it strongly influences the role they play in the pack as well as in wider Garou society. Indeed, no werewolf, despite their legend, can be all things to the Garou as a people. Auspices are part of the reason pack culture exists among the Garou — each auspice strengthens the pack when it acts in the collective.
Auspices are different from tribes in one very important way: Werewolves choose their tribes but have very little control over their auspices, as they’re defined by the First Change. It’s another point of spiritual uncertainty for the Garou, in that they fear their mother, Gaia, to be dead or dying, while Luna’s connection to her nieces and nephews remains as strong as ever — but Luna remains silent on the matter of her sister’s existence.
As a social construct, auspice informs other Garou what sorts of methods and disposition a werewolf might have. As a game Trait, it serves as a prerequisite for most Gifts or duties in the pack or sept.
Ragabash Who is the greater fool? The headstrong dipshit, or the knuckleheads who follow him willingly into folly? Changed under the sign of the new moon, the ragabash are the tricksters of Garou society, the auspice given the greatest latitude to challenge traditions and question “the way things have always been done.” Not least because “the way things have always been done” has resulted in Apocalypse.
Ragabash may be capricious or jovial, pointing out foibles with jocularity, or they may be cunning and cynical, with an “I told you so” attitude toward the sorts of traditions that have brought the Garou where they are today. They may pull a practical joke or disrespect a vain opponent with some clever wordplay — so long as someone looks foolish or the conventional wisdom is questioned, the ragabash is doing their job.
In play ragabash might expect to trick a stubborn opponent, misdirect an unsuspecting human conspirator, mock a more renowned werewolf, and sneak past an overconfident sentry.
Theurge The spirits have an elaborate language, and their movements are nuanced and meaningful — continue to treat them as disposable tools and you will find that they have abandoned you in your time of greatest need. Changed under the sign of the crescent moon, the theurges are the mystics of Garou society and the auspice with the greatest aptitude for interacting with spirits.
Theurges may be eerie or sage or both. Their mastery of the spirit world may be time-tested and traditional, or it may be experimental, even controversial. They may affect strange accessories, or beguile spirits with subtle and esoteric movements of the body. Some are daydreamers or visionaries, whereas others are purposeful ritualists.
In play theurges might expect to summon a reluctant jaggling, invoke ancient pacts of comradeship, placate revered elders with their service, and even bind rogue gafflings.
Philodox Do our ways exalt tradition or do they further justice? Can they do both? Changed under the sign of the half-moon, the philodoxes are the judges and arbiters of Garou society — the auspice with the responsibilities of mediating conflict by wisely interpreting the ways of the werewolves, and knowing the letter of the Litany.
Philodoxes may be gentle or stentorian, seeking out all the facts or austerely committed-to rules and custom over circumstances. Some suggest insightful courses of action inspired by centuries of legend and lore; others gather information and formulate plans that they change as new information makes itself known. A philodox may be judgmental or compassionate.
Philodoxes in play might expect to evaluate secrets a cagey ally has, uh, “discovered,” interpret the strange behavior of an errant packmate, punish an unrepentant transgressor at a moot, and judge the virtues of a daring raid, especially after having considered all aspects of a matter.
Galliard Hear me as I sing the song of the wolves we are, the people we can be, and the legends we shall become! It is a song of both tragedy and majesty, of horror and heroism. Changed under the sign of the gibbous moon, the galliards are the storytellers and lore-keepers of the Garou, and the auspice that maintains the oral record of the werewolves and upholds the spirit of the Litany.
Galliards may be rambunctious spotlight-stealers or subdued chroniclers. They may aggrandize their pack’s absolutely amazing exploits, or they may recite every honest detail, down to the most minute. Some rejoice in the performance of the legend itself, from poems to songs to wildly gestured ribaldry; others spin gripping yarns of context and sociological understanding. Some can hold their liquor, and others, well….
Galliards in play might expect to regale other werewolves with a fable or legend, hype a packmate whose star is on the rise, unite Garou with a dirge for one of their dead, or bluster their way past an intransigent sentry.
Ahroun Claws go in, blood sprays out. Changed under the sign of the full moon, the ahrouns are the warriors of Garou society, the fighters of a people who are entirely disposed to ferocious violence. They are often looked at for leadership in times of war, and given the belligerence of many septs, this often means “until further notice”.
Ahrouns wreck shit and tear out throats. They may be frenzied whirlwinds of fang and claw, or wary, methodical predators, inflicting terror through exacting tactical precision. Other packmates might find them inspiring with their fearlessness or resent them as reckless gorehounds.
In play ahroun might expect to fight, attack, destroy, and charge into a fray. Fuck you, Wyrm.
Posted by: Lord Ex 2023-08-27, 00:01
部落
一个迦鲁部落就是一个有着相似目的、心态、目标或世界观的狼人社区。部落与狼人生活的其它许多方面一样,在很大程度上也是一种灵性结合,因为部落是通过寻找守护精魂并宣誓效忠它们而建立的。向守护精魂宣誓并加入部落是一种关系——不仅是迦鲁承诺遵循守护精魂的价值观,守护精魂也同意并因此接受迦鲁。此外,狼人实际上已向部落的其他成员宣誓——至少在迦鲁能达成共识的情况下是这样。但部落在现实中往往是内斗的温床,因为守护精魂比起裁决脾气不好的部落成员之间的琐碎恩怨,还有多得多的事要做。
部落在某些情况下甚至有一定的遗传,比如有一位远亲传承了守护精魂的一些教诲,甚至如今成了导师。后一种关系在很大程度上促成了一些关于迦鲁的民间信仰,例如“变狼狂”是一种家族诅咒,或会发生于第七个孩子的第七个孩子,但这种情况与一个人是否会成为狼人并无实际关系。有关对谁会成为迦鲁的不完美理解,详见第41页。
部落在人类历史之前就已存在,但是否一直是这些部落还存在争议。当然,其它部落也曾存在过,而且有些现在仍存在,但不是所有都对盖亚承担同样的责任。不过,每个部落都有一个不同形式的守护精魂,而在迦鲁看来,守护精魂的身份定义了部落。
恩惠与禁忌
在迦鲁看来,恩惠和禁忌描述的是,因守护精魂的支持而产生的特殊天资和行为。看待部落、恩惠和禁忌的一种方式是将其视为角色认为什么事物很重要的宣言。例如,若你想扮演一个反对不公的角色,那就是黑色狂怒;若你想扮演一个藐视禁令的角色,那就是幽灵议会。因此,恩惠和禁忌是那些与部落守护精魂直接相关的价值观的系统表达——它们是迦鲁定义自己与盖亚的关系的方式——让自己与服侍盖亚的强大精魂结盟。恩惠和禁忌对于定义一名迦鲁,一个部落成员——而不仅仅是一个渴求血肉的怪物——的意义至关重要。
典型
为每个部落描述的大多数典型在功能或概念上都是人形专属——即使是那些狼人比例较高,偏爱有狼血统的成员,或倾向于将狼形作为自己最常用形态的部落。这种强调让描述可以提出更多种类的盟友、对手和可能的角色概念。此外,在设定中,许多喜欢狼形的迦鲁发现自己不得不采用适合人类世界的身份和性格。
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游戏概念:特质的相互关系
作为玩家,请思考一下你月兆和部落的重叠。两者可以说分别是你做什么和为什么做。考虑一下这些东西对你的角色有什么影响,以及它们会如何影响你的角色扮演。尽管一个玻璃行者嘲弄者和一个同族尚武者可能会找到一些共同点,但他们仍是截然不同的两个人;尽管一个玻璃行者尚武者和一个红爪的可能也会找到一些(和前一个例子不同的)共同点,但也仍是截然不同的两个人。
原文:
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The Tribes A Garou’s tribe is a community of werewolves sharing a similar purpose, mindset, goal, or outlook on the world. As with so many other aspects of werewolf life, a tribe is very much a spiritual alignment, as tribes are pledged by finding a Patron Spirit and declaring fidelity to them. Pledging oneself to a Patron Spirit and joining a tribe is a relationship — not only does the Garou promise to heed the Patron Spirit’s values, the Patron Spirit agrees and thus accepts the Garou. Furthermore, the werewolf is effectively sworn to the other members of the tribe, at least insofar as anything like a Garou consensus can ever be reached. In reality, tribes are often hotbeds of rivalry, because Patron Spirits have many more things to do than adjudicate the petty grudges of ill-tempered tribe members.
In some cases, tribe can even have some amount of heredity to it, such as with a distant relative who passed along some of the lessons of their Patron Spirit or even acts as a current Mentor. This latter relationship contributes strongly to some folkloric beliefs about the Garou, such as “lycanthropy” occurring as a family curse or from being the seventh child of a seventh child, but such situations have no actual bearing on whether one becomes a werewolf. For more information on the imperfect understanding of who becomes Garou, see p. 41.
Tribes have existed since before human history, though whether they have always been these tribes is a matter of some debate. Certainly, other tribes have existed, and some still do, though not all observe the same duty to Gaia. Each still has a Patron Spirit in some form or another, however, as that status is the definition of a tribe in the context of the Garou.
Favor and Ban Favor and Ban describe the special aptitudes and behaviors that, to the Garou perspective, come as a result of a Patron Spirit’s support. One way of looking at the tribes, Favor, and Ban is as a declaration of what the character finds important. For example, if you want to play a character who opposes injustice, that’s the Black Furies; if you want to play a character who flouts taboo, that’s the Ghost Council. Thus, Favor and Ban are systemic expressions of those values that relate directly to the tribe’s Patron Spirit — they’re the ways the Garou define their relationship to Gaia, by aligning themselves with the powerful spirits in her service. Favor and Ban are critical to defining what it means to be a Garou, a member of a tribe, and not just a slavering flesh-hungry monster.
Archetypes Most of the archetypes described for each tribe are homid in function or concept, even for tribes that have proportionately more werewolves who prefer the lupus as their most frequent form or have wolf origins. This emphasis lets the descriptions propose a wider variety of allies, antagonists, and possible character concepts. Furthermore, in the setting, many lupus-favoring Garou find themselves having to adopt identities and personalities suited to the human world.
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Game Concepts: Trait Interrelation
As a player, think about the overlap of your auspice and tribe. Auspice and tribe can be said to be what you do and why you do it, respectively. Consider what those things say about your character and how they might inform your roleplaying. Even though they might find some common ground, a Glass Walker ragabash and a Glass Walker ahroun are two very different individuals, and even though they might find some (different) common ground, a Glass Walker ahroun and a Red Talon ahroun are also two very different individuals.
Posted by: Lord Ex 2023-08-27, 00:03
黑色狂怒 你不一定非要找和你体型相仿的人的麻烦。试着挑挑我这个体型的吧。 黑色狂怒最重视正义,尤其是那些因他人行径而处于不利的人。该部落以规避或粉碎障碍——无论是敌方阵型构成的实际障碍,还是阻碍公平结果的“玻璃天花板”——而闻名。
因此,他们绰号
狂怒者也就有道理了。黑怒即使于迦鲁中,也以(在他们认为)妥协只能半途而废的情况下,采取升级行动而闻名。黑怒在最好的情况下,会希望保持平衡。然而若过于激怒他们,那么他们就会不惜
一切代价伸张正义。毕竟,说服化工厂
稍微少向河里倾倒一点有毒废水是没有价值的。干脆把这该死的东西全烧掉算了。
游戏中的黑色狂怒可能会期望从压迫者手中
解救一名受害者,
克服当地媒体对危险发电厂的虚假同意,
拆除那家顽固的化工厂,以及
摧毁一个被之前占领者腐化得无法收回的圣地。
谁是黑色狂怒? 世界是一个不公之地,而那些从不公中获益——并使其永久化——的人,则让这个世界变得更糟。大到特大企业购买有利立法扩大影响,小到要求服务员给予不当好处的油腻餐馆老板——无论人们身处何地,无论文化或地域,故事都是一样的。在黑怒看来,最卑鄙的莫过于那些处于优势地位却利用优势伤害弱势群体的人。这种观点与迦鲁对盖亚的服侍产生了极大共鸣,因此黑怒被誉为所有狼人中最正义(或最自以为正义...)的人。
黑怒的热情让他们站在了许多有意义冲突——无论是备受公众关注、参与众多的高调事业,还是被粉饰成环保、让一些不知情倒霉蛋背锅的幕后隐蔽交易——的最前沿。警察施暴、工资不均、公共事业诈骗和又一个堆满消费垃圾的填埋场——这些事件和其它的都激起了希望拨乱反正的黑怒的愤怒。当然。“拨乱反正”对于迦鲁和人类的意义往往截然不同,若在黑怒看来,公平工资等同于“太多人类”,那么并不是每个成员都会在乎前者。许多黑怒持有的观点可以被善意地描述为达尔文主义。
这是一个需要警惕和自我批评的角色。同情很容易变成怜悯,怜悯又很容易变成蔑视,那些很久以前就从事崇高事业的黑怒会发现自己被那些被边缘化的人的持续需求所消磨。与此同时,正义也会变成仇恨,而黑怒可能会为树敌而树敌——即使真正的敌人并不存在——当与迦鲁政治和圣地会议混杂在一起时,这是种极其危险的情况。
黑怒在最极端的情况下甚至会成为加速主义者,被无限的血腥复仇作战所吞噬。若你能在一帮男码农关系户混蛋买到新特斯拉前就破坏挖矿作业,那又为什么要等到加密货币农场浪费了等同一个小国生产总值的能源成本后才开干呢?反正去它的特斯拉,因为他们“绿色”电动汽车的大部分动力都来自化石燃料。去你的怀疑。
守护精魂 黑色狂怒的守护精魂是戈尔贡,她曾受到一个更强大精魂的不公对待。戈尔贡和黑怒都与荣耀声望相关——尤其是在推翻任何在权力系统中有一席之地的人或事时获得的荣耀——对戈尔贡的复仇之灵来说,这种行为本身就是正当的。
事实上,不对被认为滥用权力的行为采取行动会被该部落的许多成员视为一种疏忽,而那些谋求守护之灵青睐的人可能会警惕到好战的地步。
恩惠:戈尔贡号召她的追随者消除障碍,并惩罚那些制造或维持它们的人。黑怒玩家可以在用来反对或规避有权势(相对于他们自己或他们照料的人)的人或事的骰池上+1骰。
禁忌:戈尔贡要求她的追随者总是试图纠正不公。若他们放任本可阻止或解决的不公现象持续下去,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型黑色狂怒头号通缉犯 头号通缉犯在原始觉醒前通过参加所有面向公众的市议会会议而声名狼藉,并很快赢得了“讨厌鬼”的美誉。然而,原始觉醒后,头号通缉犯意识到,要想做出改变,有比向于不变事物上有既得利益的民选官员申辩更快的方法。现在,头号通缉犯与一群志同道合的人——自然是他们的狼群和少数几个值得信赖的盟友——走到了一起,做他们该做的事,而不会受到不公法律的阻碍,现在他们的名字已作为危险人物出现在多个名单上。
急救医生 家里第一个大学生。第一名急救员。第一反应人员。第一次变形。对于急救医生来说,这一生都是第一次,而且可能不会很快改变。无论是他们的工作还是他们的狼群。似乎都有很多机会去帮助那些身处险境的人,这让急救医生有一种使命感,同时也让他们为自己能在有人需要帮助时就位而感到自豪。生命在于拼搏,而在急救医生看来,他们能让人重新投入战斗。由于预算削减,轮班减少,薪酬降低,这项工作越来越难做。但最终,这也是一场需要进行的战斗。
音乐家 音乐家深知如何吸引观众。他们精心编排的演出曲目使得观众眼花缭乱,他们耳目一新的舞台形象惹得观众热血澎湃,他们反叛不羁的合唱队伍引得观众一唱一和。音乐家乐队在舞台上营造出的那种肾上腺素飙升的感觉,仅次于他们以化狼形态撕碎那种自己歌曲里提到的混蛋所表达出的魂怒。无论台上台下,都要把他们往死里打——有时,这是字面意思。
摩托骑士 虽然这是个人类词语,但这些黑怒更喜欢以狼子形态在他们认为有责任保护的领地边界游荡和巡逻。这包括很多地方——圣地周边、城镇边缘的移动屋公园以及河边的溢流管——那里的野生动物总是一反常态地有攻击性。摩托骑士的工作就是在领地边缘徘徊,然后向狼群的其他成员报告他们看到的情况。有时他们会过度热衷于这项任务,被同伴嘲笑为“狼来了”,但保持警惕是必须的。有时这意味着事后有麻烦。不过仔细想想,该是
通常意味着事后有麻烦。
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Black Furies You don’t have to pick on someone your own size. Try picking on someone my size. The Black Furies bestow paramount importance on justice, especially for those who find themselves disadvantaged because of the actions of others. The tribe is renowned for circumventing or shattering obstacles — whether a literal barrier, in the form of an enemy formation, or a “glass ceiling” that prevents fair outcomes.
That stated, their sobriquet identifies them as
furies with good cause. Even among Garou, the Black Furies have a reputation for escalation in situations where compromise would, in their opinion, yield only half-measures. At their best, the Black Furies want to set the balance right. Provoke them too greatly, however, and the Black Furies pursue justice
at all costs. After all, there’s no value in convincing the chemical plant to dump
a little less toxic runoff into the river. Just burn the whole fucking thing to the ground.
Black Furies in play might expect to
liberate a victim from an oppressor,
overcome the local media’s manufactured consent to a hazardous power plant,
dismantle that recalcitrant chemical plant, and
demolish a caern that’s too tainted by its previous occupiers to reclaim.
Who Are the Black Furies? The world is an unfair place, made all the worse by those who benefit from — and so perpetuate — that unfairness. From outsized corporate influence buying favorable legislation down to the greasy-spoon restaurateur who demands inappropriate favors from his serving staff, the story is the same wherever people are, regardless of the culture or the locale. To the Black Furies’ perspective, nothing is so despicable as those who are in positions of advantage and use it to harm the less fortunate. It’s a point of view that resonates greatly with the Garou service to Gaia, and thus are the Black Furies renowned as being among the most righteous (or self-righteous…) of all werewolves.
Their enthusiasm puts Black Furies at the forefront of many meaningful conflicts, whether the high-visibility, well-attended causes dear to the public, or the well-hidden, greenwashed, backroom deals where some unaware and unlucky soul is left holding the bag. Police brutality and wage inequalities, public-utility scams and yet another landfill full of consumer garbage — these events and others earn the ire of Black Furies looking to set things right. Of course, “set things right” often has a very different meaning for Garou than it does for humans, and not every Black Fury gives a fuck about fair wages if, in their opinion, fair wages equate to “too many humans.” Numerous Black Furies hold perspectives that might charitably be described as Darwinian.
It’s a role that requires vigilance and self-criticism. All too easily, empathy can turn to pity, and pity to disdain, and Black Furies who long ago took on noble causes can find themselves worn down by the constant need of those who have been marginalized. At the same time, righteousness can turn to hatred, and a Black Fury may have enemies for the sake of having enemies, even where none truly exist — a perilous risk when mixed with Garou politics and caern meetings.
At their most extreme, Black Furies can even become accelerationists, consumed by infinite campaigns of bloody vengeance. Why wait for the crypto farm to waste a small nation’s GDP in energy costs when you can wreck the mining operation before a bunch of techbro choads can buy new Teslas? Fuck Tesla anyway, since most of the power for their “green” electrical cars comes from fossil fuels. And fuck you for doubting.
Patron Spirit The patron spirit of the Black Furies is Gorgon, who was herself treated unjustly by an even more powerful spirit. Gorgon and the Black Furies are associated with Glory, particularly glory gained tearing down anyone or anything in a position of systemic power — an act justified in itself to the vengeance-spirit of Gorgon.
Indeed, not acting against a perceived abuse of power is considered an act of neglect by many members of this tribe, and those seeking the favor of their patron can be vigilant to the point of belligerence.
Favor: Gorgon calls upon her followers to eliminate barriers and punish those that create or maintain them. Black Furies player can add a die to a pool used to oppose or circumvent someone or something in a position of power (relative to themselves or someone in their care).
Ban: Gorgon demands that her followers always try to correct an injustice. If they let persist an injustice that they could’ve prevented or addressed, they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating.
Black Fury ArchetypesMost Wanted The Most Wanted made a name for themselves before their First Change by attending all the public-facing city council meetings, where they quickly earned a reputation as a pain in the ass. Just after their First Change, however, the Most Wanted realized that there are faster ways to make a change than by pleading a case to elected officials who have a vested interest in things not changing. Falling in with a group of like-minded individuals — their pack and a handful of trusted allies, naturally — the Most Wanted now does what needs to be done without being hindered by unjust laws, and now has their name on multiple lists as someone dangerous.
EMT First in the family to go to college. First aid. First responder. First Change. It’s been a life of firsts for the EMT, and that probably won’t change anytime soon. Both their job and their pack seem to involve a lot of opportunities to help people in harm’s way, and that gives the EMT a sense of purpose, but also a personal pride that they can be there for someone who needs it. Life is struggle, and the way the EMT sees things, they get people back in the fight. It’s getting harder and harder to do, with budget cutbacks meaning fewer shifts and cheaper supplies. That’s a fight that, eventually, will need to be had, too.
Musician The Musician knows how to work the crowd. Their set list is blistering, their take-no-prisoners stage persona ignites the crowd, and their rebellious choruses have audiences chanting slogans as they’re singing along. That adrenalized feeling the Musician builds on stage is second only to the Rage the Musician expresses as they take crinos form and rend their way through the sorts of assholes their songs are about. On stage or off, it’s all about knocking ’em dead. Sometimes literally.
Outrider Despite its being a human term, the Outrider prefers lupus form while prowling and patrolling the borders of the territory they feel duty-bound to protect. And there’s a lot of it — the perimeter of the caern, the mobile-home park at the edge of town, and that spill pipe near the river where the wildlife is always unnaturally aggressive. It’s the Outrider’s job to lope the fringes of the territory, then keep the rest of the pack informed as to what they’ve seen. Sometimes they’re overzealous at this task, which their packmates mock as “crying wolf,” but the vigil must be kept. Sometimes it means trouble after the fact. Come to think of it,
usually it means trouble after the fact.
Posted by: Lord Ex 2023-08-27, 00:04
啃骨者 这个被称为“光荣混蛋”的家伙曾说过,每一笔巨大财富的背后都有人犯下了滔天罪行。而当我能让那个人如数奉还时,你最好相信我会。 啃骨者试图发现各种形式的隐藏事物:秘密、密码、捷径以及任何他们可以利用的潜在优势。他们特别善于隐藏在众目睽睽之下,并常存在于社会经济地位较低的群体中,那些自以为高人一等,并对“下等人”的想法或看法漠不关心的人看不到他们。
游戏中的啃骨者可能会
潜入一个禁区,
偷窃一个妥协记者的笔记本电脑,
偷听腐败警察,
目睹非法交易的发生,并
推测它们之间的关系。
谁是啃骨者? 啃骨者在人群中悄无声息地移动,他们发现自己常年与社会中的弃儿为伍,甚至在迦鲁文化——一个包括睡在阴沟里、带着沾满石化废料的血腥口罩参加月会的那种人的文化——中也是如此。
因此,啃骨者常发现与反文化群体和社会弱势群体为伍也就不足为奇了。无论是城市中的流动人口,还是波希米亚社区中的地痞流氓,抑或是与巡回演出的亡命乡村乐队一起酩酊大醉,又或者是在垃圾填埋场与野狗一起捡拾垃圾,啃骨者往往都是那些让世上其他人不适地避开目光的人。
啃骨者想方设法探寻存续下去的秘密。有些人是顽强的求生者,在大流行病中坚守自己的目标。还有一些善于隐藏自己的行踪,更有甚者,从装卸区溜进来时,还能确保主入口的监控摄像头拍到别人的身影。无论如何,他们都在寻找答案,解决困扰自己的问题,以及烦恼着他们社区甚至盖亚本身的道德捷径和歪曲政治。
这是一个典型的先有鸡还是先有蛋的故事。啃骨者一直处于底层,所以他们适应了底层的把戏和交易?还是他们太擅长搞小动作和找污点,以至于被串通一气的烟斗客和说韵文的华服“贵族”挤出了“上流社会”?谁在乎呢?因为归根结底,谁有本事?是知道如何匍匐前进才能获得最多信息的身形魁梧、如影随形的狼,还是在粗花呢外套上打着肘部补丁的文弱书生?
这就是身为啃骨者的一大讽刺(或者说悲剧)之事:他们非常擅长自己的工作,而且他们的工作对迦鲁的事业至关重要,但他们却很少在篝火旁赢得尊重。尽管如此,明智的领导者还是会认可和赞扬啃骨者,因为那些冷落他们的不明智的领导者最终会被诽谤,或在匿名社交媒体上泄露自己的隐私。
守护精魂 啃骨者的守护精魂是老鼠,经常在场,却不为人知,有时现身,却不受欢迎。老鼠和啃骨者都与荣耀声望相关,一些高傲的迦鲁觉得这很不协调... 直到一个啃骨者出现,并提供了某个对手计划背叛他们的确凿证据。事实上,老鼠的诡计之一似乎就是寻找和培养那些能以其它方式逃脱关注的人。聪明,老鼠。非常聪明。
恩惠:老鼠恳求他的追随者去发现别人没有发现的东西,一旦发现,就要创造性地利用他们的所学。知识本身没有价值——每项发现都有其目的。啃骨者可以在骰池上+1骰,用来寻找遗失或被忽视的东西。
禁忌:老鼠看起来是个无足轻重的人物,但实际上他是为了自己巢穴和族裔的幸福而工作。若啃骨者放弃了一个为弱势群体提供帮助的重要机会,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型啃骨者 爱好者杂志狗仔 爱好者杂志狗仔对新闻有着敏锐嗅觉,在追踪最有价值的线索和肮脏真相方面有着惊人记录。从调查到摄影,从文案到排版,他们无所不能。当然,这是本地新闻——实际上是社区新闻——但本地才是爱好者杂志狗仔那一人包办的方法最有意义的地方。若需要快速变形来逃跑,或需要精魂帮助来造成断电,那么,故事就证明了这些手段的正确性。此外,爱好者杂志狗仔还拥有一个广泛的发行网络,其中包括附近的知名人士——他们恰好也是一流线人。
音响师 这并不是一份光荣的工作,但每个人都喜欢的乐队在有音响师的夜晚听起来都会更好。老实说,音响师接受这份工作是为了接近演出现场,但事实证明,他们其实对此很有天赋,在修理扩音器、监听器和,呃,莫里斯不愿花钱请专业人士修理的该死灯光时,他们学到了更多即兴电子工程学的知识。由于音乐很棒,俱乐部的氛围也很轻松,客人们可以尽情放松,谈论他们在工作时干的最离谱的事。然后?这对音响师来说就是一座金矿。
我们的朋友 每个人都欠我们的朋友人情,这是因为我们的朋友总热衷于帮朋友的忙。有时,我们的朋友要求的帮忙需要稍微睁只眼闭只眼,但这没什么大不了的,从大家记事起,邻里之间就是这样。我们的朋友并没要求任何人做任何真违法的事——也许吧。没人会真的介意,因为我们的朋友每年六月都会以某种方式支付街头节日的费用,而在那里唯一受伤的人反正都是自找的。
绝顶车手 每个人都要去某个地方,而绝顶车手就在那里为他们服务。有时他们需要去机场,有时他们需要去大教堂,有时他们需要在两点一刻之前赶到律师事务所,然后“若你不介意的话,就在这里等几分钟,我马上下来”;“什么,不,我进去的时候带着这个公文包”。绝顶车手能把人们送到他们想去的地方,赚点小钱,但他们主要想知道为什么这些人都想去他们需要去的地方。绝顶车手很擅长整理细节。
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Bone Gnawers This one guy known as the Honorable Ballsack once said that behind every great fortune someone did a great crime, and the moment I can hold that someone accountable, you better fucking believe I will. The Bone Gnawers seek to discover the obscured in all its forms: secrets, passwords, shortcuts, anything they might use to advantage over the obvious. They are especially adept at hiding in plain sight, and they often exist amid groups of a lower socioeconomic status, those who go unseen by people who consider themselves superior and are indifferent to what their “lessers” think or see.
Bone Gnawers in play might expect to
infiltrate a restricted area,
pilfer a compromised journalist’s laptop,
eavesdrop on dirty cops,
witness an illicit deal happening, and
surmise how they’re all related.
Who Are the Bone Gnawers? Moving unnoticed among the masses, Bone Gnawers have found themselves perennially in the company of society’s castoffs, even within Garou culture — and that’s saying something for a culture that includes people who sleep in ditches and attend moots with bloody muzzles still slick with petrochemical waste.
No surprise, then, that Bone Gnawers frequently find themselves among the countercultures and disadvantaged segments of society. Whether part of the city’s transient populace, slumming with the crust punks in the bohemian neighborhood, drunk with the touring outlaw-country band, or scavenging literal trash with the feral dogs at the landfill, Bone Gnawers are often among those from whom the rest of the world uncomfortably averts its gaze.
Bone Gnawers find any number of ways to suss out the secrets that sustain them. Some are hardy survivors, staking out their target during a pandemic. Others perfect the art of not being seen, or, even better, making sure someone else is caught on the main entrance security camera while they sneak in through the loading dock. Whatever the case, they’re looking for answers to the questions they obsess over, the ethical shortcuts and crooked politics that trouble their communities or even Gaia herself.
It’s a classic chicken-and-egg story. Were the Bone Gnawers always at the bottom, so they adapted to the tricks and trades of the bottom? Or were they so good at skullduggery and dirt-finding that they were pushed out of “polite society” by colluding pipe-smokers and rhyme-saying furhead “nobles”? Who cares? Because when it comes down to it, who’s got the goods? The rangy, shadow-slinking wolf who knows how to creep where creeping nets the most information, or some bespectacled ponytail with elbow patches on his tweed jacket?
And that’s one of the ironies (or tragedies, perhaps) of the Bone Gnawers: They’re really good at what they do, and what they do is critical to the Garou cause, but they rarely earn any respect around the fires. That stated, wise leaders recognize and laud the Bone Gnawers, because unwise leaders who snub them end up getting doxxed or having their private lives on display in an anonymous social media leak.
Patron Spirit The patron spirit of the Bone Gnawers is Rat, who is often present but unseen, and sometimes unwelcome when his presence is known. Rat and the Bone Gnawers are associated with Honor, which some prideful Garou find incongruous… until a Bone Gnawer turns up with decisive proof that a rival had planned to betray them. Indeed, part of Rat’s ruse seems to be to seek out and cultivate those who would otherwise evade notice. Clever, Rat. Very clever.
Favor: Rat implores his followers to discover that which others fail to spot and, once discovered, use that which they learn in in creative ways. There’s no value in knowledge for its own sake — each finding has a purpose. A Bone Gnawer can add a die to a dice pool used to find something lost or overlooked.
Ban: Rat seems like an ignoble figure but, in truth, works for the wellbeing of his nest and brood. If a Bone Gnawer passes up a significant opportunity to give the disadvantaged a leg up, they regain only a single point of Willpower at the beginning of the next session, instead of their Composure or Resolve rating.
Bone Gnawer Archetypes Zine Raconteur The Zine Raconteur has a nose for news and has an amazing record of following the most worthwhile tips to their dirty truths. They do it all, from investigation to photography to copy to layout. Sure, it’s local news — neighborhood news, really — but local is where the Zine Raconteur’s DIY approach means the most. And if it takes a quick shapechange to make a getaway or a spirit’s help to cause a power failure, well, the story justifies the means. Also, the Zine Raconteur has a wide distribution network of the neighborhood’s more notable individuals, who just happen to be first-rate informants.
Sound Tech It’s not a glorious job, but everybody’s favorite band sounds better the nights when the Sound Tech is on the board. To be honest, the Sound Tech took the job to be close to where the action is, but it turns out they had a knack for it, and they learned more than a little bit of improvisational electrical engineering while fixing amps, monitors, oh, and the goddamn lights that Maurice won’t pay to have professionally repaired. Since the music’s great and the vibe at the club is chill, guests let their hair down and talk about the most outrageous shit that they get up to while they’re on the clock. And that? That’s a gold mine for the Sound Tech.
Friend of Ours Everybody owes the Friend of Ours favors, and that’s because the Friend of Ours is always eager to do favors for a friend. Sometimes the favors the Friend of Ours asks require a little looking the other way, but that’s no big deal, and it’s how things have been in the neighborhood since anyone can remember. It’s not like the Friend of Ours is asking anyone to do anything that’s actually illegal. Probably. No one really minds, since the Friend of Ours somehow pays for the street festival every June, and the only people who get hurt there have it coming anyway.
Gig Wheelman Everybody has to get someplace, and the Gig Wheelman is there for them. Sometimes they need to go to the airport, sometimes they need to get to the cathedral, and sometimes they need to get to the law office by a quarter past two and just wait here for a few minutes if you don’t mind, I’ll be right down; what, no, I had this briefcase with me when I went in. The Gig Wheelman makes a few bucks getting people where they want to be, but mostly they want to know why all these people are trying to get where they need to be. The Gig Wheelman is great at putting together the details.
Posted by: Lord Ex 2023-08-27, 00:09
盖亚之子 在这个灵性荒芜的时代,盖亚可以哀嚎,但作为她的选民,我们是她哀嚎的声音,还是与伤害她的人同流合污? 盖亚之子关注其同名事物的更大奥秘,并试图破解她身上存在的谜团。盖亚之子所面临的挑战无非是一个需要研究的难题,或是一个需要修补的伤口——无论是字面还是比喻上的,他们还尤其喜欢神秘的影界。
盖亚之子在游戏中可能会
发现传奇迦鲁留下的法宝的藏匿处,
辨别狡诈精魂的真面目,
治愈他人所受的伤害,或
解开影界难题。
谁是盖亚之子? 如果说迦鲁是魂怒的造物,那么盖亚之子则是魂怒反面的化身,他们在很多情况下将自己视为迦鲁的良知——必须伴随着迦鲁混沌的狂暴。否则,当月狂过去时,他们就会成为世上其他人眼中名副其实的怪物。
这并不是说他们是和平主义者。恰恰相反——部落认为魂怒是一种自然之力,就像无情海啸或不拘烈焰。任何自然之力都会造成破坏,但这些破坏力也可用作积极方面。
此类生存问题定义了盖亚之子,他们首先寻求的是理解狼人服侍生养他们的母亲的本质。当其他狼人援引母灵来为某些头脑发热的狼人深入妖蛆虎穴的行为辩护,或坚称血腥暴行最终是为了达到他们的目的时,他们就会问“为什么?”和“为了什么?”。就像石头屹立不倒并重新引导周围的水流一样,盖亚之子的洞察力也能引导狼群的力量。
盖亚之子最重视寻求理解。他们会和——通过了解精魂想要什么以及为什么要这样来谈判一次公平献祭,从而在精魂的领地中游刃有余——一样开放的心态,去探究一位不受欢迎的政治候选人突然获得势力的背后细节。无论是物质世界还是精魂世界,对于盖亚之子来说都不是罗列事实。每个世界都有无数问题需要解答。油滑狼人无视盖亚之子,认为他们无害,甚至不像狼人。然而对盖亚之子来说,他们无休止寻求答案的背后目的是解决眼前问题。蜜蜂会蜇人,子弹会穿透身体,而知道伤口的成因有助于确定治愈的最佳方法。
守护精魂 盖亚之子的守护精魂是独角兽,她本身就是现代世界的一个谜团和奇迹。人类认为独角兽是森林的精灵,这可能是真的,但她也是神秘之地的精灵,而那些地方本身就像她一样神秘莫测。独角兽和盖亚之子与智慧声望相关。
恩惠:独角兽鼓励她的追随者学习人与灵之间的相互关系,了解影界和物质界的运作原理,并恢复事物的功能。盖亚之子可以在察觉或洞察特质骰池上+1骰,以了解某个人、动物或精魂的情况。
禁忌:独角兽心直口快,鄙视不诚。若盖亚之子必须撒谎或误导他人,或为个人利益而隐瞒真相,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。(如果你非要争辩是否是“为了个人利益”,这也许就说明了意图...)。
典型盖亚之子外科医生 外科医生专为人们提供即时治疗,它没有干净整洁的办公室,也没有友善和蔼的接待员。若你需要外科医生,那么你得知道他
在哪儿,而这种隐秘性让他们忙于接待那些并不寻求舒适候诊室的病人。外科医生知道如何守口如瓶,而且,老实说,他们自己也有很多... 不会让认证委员会感到兴奋的过失,尤其是考虑到外科医生的能力大多是基于直觉和灵性上的交易,而非传统的医学科学。
商人 很多人都想拓展自己的视野,而商人愿帮他们做到这一点。让爱传递出去,你知道吗?有时,你可以成为别人自我探索之旅的摆渡人。不要太苛刻,不要让他们不快,更不要让他们向邻居挥舞菜刀。想法是,若商人能让别人了解自己的神秘世界,他们就会建立起一种终生的关系,这种关系可以保守任何秘密——包括他们在彼端发现的。
旅人 旅人已走过许多旅程,而在寻找影界地平线之前还将走更多。在森林厚重的树冠下,光线无法穿透的地方;在山脚下,世界散发着异样和恐惧味道的地方;在雨声如万千月灵合唱的地方。所有这些,还有更多——旅人总能发现一些值得寻找的东西,并跟随它们穿越两界的边界,而在世界的彼端,必然会有一些东西在迎接他们。
矿工 这看起来像是一项艰苦工作,而事实也的确如此。矿工认为自己有点像医生,通过深入盖亚伤口、清除妖蛆体内的污垢来行医。在地壳通道的深处,在古老岩石和灵性钙化的边界之外,潜藏着真相和麻烦,其中一些甚至已经消失在部落自己的记忆中。为此,矿工将谜团带回他们的狼群,并让迦鲁重新认识它们。
原文:
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Children of Gaia So may Gaia howl in this era of spiritual ruin, but as her chosen, are we the voice of her howl, or are we complicit with those who harm her? The Children of Gaia concern themselves with the greater mysteries of their namesake and seek to understand the enigmas that exist in her presence. A Child of Gaia is challenged by nothing so much as a conundrum to investigate or a wound, literal or figurative, to mend, and they are especially drawn to the esoteric Umbra.
Children of Gaia in play might expect to
discover a cache of artifacts left by legendary Garou,
discern the true nature of a trickster-spirit,
heal the injury others suffer, or
puzzle out the solution to an Umbral quandary.
Who Are the Children of Gaia? If the Garou are creatures of Rage, the Children of Gaia embody that Rage paradoxically, in many cases by seeing themselves as the conscience that must accompany the inchoate fury of the Garou. Anything else would make them the veritable monsters the rest of the world sees when the Delirium falters.
Which isn’t to say that they’re pacifists. Quite the contrary: The tribe’s perspective is that Rage is a force of nature, like a relentless tsunami or an untended flame. Any natural force can destroy, but so can those destructive forces be turned to positive ends.
Such existential questions define the Children of Gaia, who seek first and foremost to understand the nature of werewolf service to the mother who birthed them. They are the Garou who ask “why?” and “to what end?” when other werewolves invoke the mother-spirit to justify some hot-headed rampage into the Wyrm’s gullet or insist that a bloody atrocity somehow ultimately serves their purpose. As the stone stands firm and redirects the stream around it, so too does the insightful Child of Gaia guide the power of their pack.
More than anything else, Children of Gaia seek to understand. They look into the details behind an unpopular political candidate suddenly gaining momentum with the same open-mindedness that they negotiate a fair sacrifice to navigate a spirit’s territory by learning what the spirit wants and why. Neither the physical world nor the spirit world is a list of facts for a Child of Gaia. Each is a myriad of questions to be answered. Glib werewolves dismiss the Children of Gaia as harmless or even un-werewolf-like. To the Child of Gaia, however, the purpose behind their endless seeking of answers is to fix immediate problems. A bee may sting and a bullet may pierce, and knowing what caused the wound helps best determine the way to heal it.
Patron Spirit The patron spirit of the Children of Gaia is Unicorn, herself a mystery and a wonder to the modern world. Humans think of Unicorn as a spirit of the forests, and that can be true, but just as much, Unicorn is a spirit of mysterious places, those locales that are themselves as elusive as she. Unicorn and the Children of Gaia are associated with Wisdom.
Favor: Unicorn encourages her followers to learn how people and spirits interrelate, understand what makes the Umbra and the physical world work as they do, and restore things to their function. A Child of Gaia may add a die to an Awareness or Insight dice pool related to learning something about an individual person, animal, or spirit.
Ban: Unicorn is forthright and despises dishonesty. If a Child of Gaia must lie or misdirect, or hides truths specifically for personal gain, they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating. (If you have to argue whether it’s “for personal gain,” that’s maybe an indicator of the intent…)
Children of Gaia Archetypes Sawbones Specializing in patching people up on the fly, the Sawbones doesn’t have a clean office or a friendly receptionist. If you need the Sawbones, you have to know where the Sawbones
is, and that secrecy keeps them busy with the sorts of patients who aren’t exactly seeking well-appointed waiting rooms. The Sawbones knows how to keep their mouth shut, and, let’s be honest, has plenty of… peccadilloes of their own that wouldn’t exactly thrill a certification board, especially given how much of the Sawbones’ ability is based on intuition and spiritual bargaining rather than traditional medical science.
Dealer Lotsa people looking to expand their horizons, and the Dealer is willing to help them do just that. Pay it forward, you know? Sometimes you can be someone’s ferryman on the journey of self-discovery. Nothing too harsh, nothing that’s gonna give anyone a bad trip or have ’em waving a kitchen knife at the neighbors. The thinking is, if the Dealer can let someone in on their own personal mystery-world, they’ll form the sort of lifetime relationship that’ll keep any secret safe, including the secret of what they found on the Other Side.
Wayfarer The Wayfarer has made many journeys and will make many more before seeking the Umbral horizon. Where the light won’t go, under the heavy canopies in the forest; where the world smells like purple and fear, in the foothills; where the rain sounds like a million moon-spirits in chorus. All of these and more: The Wayfarer always discovers something to find and follow across the border between worlds, and inevitably something’s there to greet them on the other end.
Miner It may look like backbreaking work, and it is. The Miner considers themselves a bit of a doctor, practicing medicine by delving into Gaia’s wounds and extirpating the Wyrm’s foulness within. Deep within corridors of stone, beyond boundaries of ancient rock and spiritual calcification lurk truths and troubles, some of which have even fallen out of the memory of the tribes themselves. To this end the Miner brings mysteries back to their pack, and back into the awareness of the Garou.
Posted by: Lord Ex 2023-08-27, 00:10
追风者 这样吧,我先给你开个头。想藏哪儿就藏哪儿。对,就这样。无所谓。回头见。 取名自穿越冻原之风的追风者从不知疲倦。这些无与伦比的追踪者从未失去对猎物的感知——无论它们来自精魂荒野还是物质世界。他们不遗余力地带回他们承诺猎捕的猎物——而他们的狼群同伴也知道可以依靠他们。
游戏中的追风者可能会穿越一片荒芜废墟
追踪猎物;通过巧妙预测敌人的行进路线来
埋伏它们;若猎物愚蠢地逃跑,他们会顽强地
追赶猎物,并
侵扰猎物直到其最终倒下。
谁是追风者? 追风者部落擅长狩猎——不论是在无迹可寻的巴西丛林中追逐猎物,还是在影界不断恶化的灵路中穿行,抑或是在旧金山市中心的小巷中穿梭。当然,所有迦鲁都是捕食者,都能捕获猎物,但追风者
存在的理由是在狩猎中追逐和杀戮——有时甚至是捕获。他们言出必行,一旦承诺追捕,只有最可怕的结果才能将他们引开。追风者的狼群同伴最喜欢的事情就是与同伴分享杀戮的快乐。
追风者受到其他迦鲁的广泛尊重,但其它部落却常常认为他们沉默寡言,甚至疏远他们。不过在很多情况下,这种性情源于追风者对狩猎感官的密切关注。这些狼人不断检查环境,寻找在城市恶臭、月会盛况或影界暴行遗址的恐怖中可能被忽视的线索。
有些面面俱到的猎人会收集所有猎杀证据。而另一些则只专注于迦鲁自我作为猎手的某一要素,他们可能会依靠优势武器或强大法宝,使自己在险棘外无法逃脱。据追风者所述,有多少值得狩猎的生物,就有多少种狩猎方式。
然而,追风者在末日年代经常发现很难决定到底什么值得他们和他们的狼群关注。面对如此之多必须应对的威胁和危机,他们就像被放进兔窝的狼一样:该先从哪儿下口呢?他们是供应者,而非领导者——除非是在追风者传奇不断涌现的情况下。从这个意义上说,他们非常依赖其他迦鲁和强大的狼群关系,以免他们发现自己像风一样不受指挥。
守护精魂 北风本身就是追风者的守护精魂,它拥有无穷力量、强大耐力、耐心和唤醒元素的能力。北风和追风者部落与名誉声望相关联——当他们承诺采取某项行动时,其他迦鲁可以信赖他们。
恩惠:北风不知疲倦,甚至势不可挡。北风与作为其猎手的追风者达成了契约,并将这种毫不妥协的奉献精神赋予了部落中的迦鲁。追风者可以在与追捕猎物直接相关的骰池上+1骰。
禁忌:北风有一种永不满足的饥饿感,那些效忠于它的人也是如此。若追风者1天没有捕获新的猎物(无论是否是他们捕获的),那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型追风者漂泊者 西海岸,然后到纽约,也许进入加拿大稍作停留,然后穿过墨西哥,再到伯利兹。滚石不会生青苔,漂泊者也不会真把任何地方当作自己的家。他们在原始觉醒后过着艰苦生活,而自己漂泊者的真实身份似乎总能让他们扭转局势,反败为胜,推动他们去寻找下一个目标——通常是在血迹斑斑的时候。只有漂泊者和他们的狼群同伴明白自己根本不是漂泊者。他们在追捕某些东西——或某个人——非常明确的目标,若漂泊者耽误了太多时间,线索就会消失。
灵行者 灵行者擅长闯入影界,追捕难以捉摸的灵体猎物,他们经常在精魂荒野的陌生环境中勇敢前行。他们在物质界中可能显得心不在焉或冷漠无情,但这通常是因为灵行者正在窥视险棘之外的世界,寻找肉体狩猎世界中根本不存在的线索和灵息——五感已经很难处理,但十感的要求却无与伦比。不过,一旦灵行者发现了猎物,狼群最好还是注意做好准备,因为灵行者很少会与无害猎物纠缠。
高楚人(
译注:南美草原地区的牛仔)
迦鲁在很多情况下会让动物感到紧张,这几乎可以肯定是因为后者能感觉到所有狼人形态都有的捕食者气息。但时不时也会形成一种纽带,就像高楚人和他们在穿越潘帕斯草原的旅途中信任的马之间的纽带一样。高楚人的生活方式正在消失,但他们的传说几乎和迦鲁一样广泛(当然也更广为人知)。高楚人喜欢往南走,那里夜长风高,寒冷刺骨,狼群能看到的地平线上的一切都在他们的管理之下。
对蚂蝗外交家 城市里到处都是不安宁的饮血死者,为自己的利益操控活人世界内斗。因此,毫不奇怪,这些蚂蝗往往和最短视的人类一样贪婪。只要对蚂蝗外交家有足够时间和耐心,他们就知道它们的模式和臭味,并能将它们从巢穴中连根拔起。但事情并不总是那么简单;这些不死之物似乎没有灵魂,而且对它们居住的城市非常了解。但有时,我们可以做个交易。
原文:
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Galestalkers Tell you what, I’ll give you a head start. Hide where you want. Just, wherever you want. Doesn’t matter. See you soon. Namesakes to the wind that crosses the tundra, the Galestalkers are tireless. These unparalleled trackers never lose awareness of their prey, regardless of whether that prey hails from the Spirit Wilds or the physical world. They go to great lengths to bring back what they have committed to hunt — and their packmates know they can depend on them.
Galestalkers in play might expect to
track their prey across a despoiled waste,
ambush the foe by cleverly predicting where it will travel,
pursue the prey doggedly if it foolishly flees, and
harry the prey until it finally falls.
Who Are the Galestalkers? Whether pursuing their quarry into a trackless Brazilian jungle, across a deteriorating spirit-path in the Umbra, or through the alleys of downtown San Francisco, the Galestalker tribe excels at the hunt. Certainly, all Garou are predators, capable of bringing down prey, but the Galestalker
raison d’être is the pursuit and kill — sometimes capture — on the hunt. Their word is their bond, and when they promise to pursue, only the direst of outcomes can lure them away. And a Galestalker packmate exalts in nothing so much as sharing a kill with their fellows.
The Galestalkers are widely respected by other Garou, but the other tribes nonetheless often view them as brooding and taciturn, even distant. In many cases, though, this temperament stems from the Galestalkers’ intimate attention to their hunting senses. These werewolves constantly read the environment for clues that might go unnoticed amid the stink of a city, the pomp of a moot, or in the horror of an Umbral atrocity site.
Some of these well-rounded hunters take in all evidence of the hunt. Others may focus narrowly upon a single element of their Garou selves as hunters, perhaps relying on advantage-granting weapons or potent artifacts that make them inescapable beyond the Gauntlet. To hear the Galestalkers tell it, there are as many ways to hunt as there are beings worth hunting.
In the era of the Apocalypse, however, Galestalkers often find it hard to decide what, exactly, merits their attention and that of their pack. With so many threats and crises that must be dealt with, they are not unlike the wolf loosed in the rabbit’s hutch: Where to snap one’s jaws first? They are providers more than they are leaders, except in the case of burgeoning Galestalker legends. In this sense, they rely greatly on other Garou and strong pack relationships, lest they find themselves as undirected as the wind.
Patron Spirit North Wind itself is the Patron Spirit of the Galestalkers, with its boundless power, great endurance, patience, and ability to rouse the elements. North Wind and the Galestalker tribe are associated with Honor — when they commit to a course of action, other Garou can depend upon it.
Favor: North Wind is tireless, even unstoppable. Having formed a pact with the Galestalkers as its hunters, North Wind bestows some amount of that uncompromising devotion upon Garou of the tribe. A Galestalker may add a die to dice pools directly related to the pursuit of their prey.
Ban: North Wind has an insatiable hunger, and so do those who pledge themselves to it. For any day that a Galestalkers does not partake of fresh kill (regardless of whether it was they who hunted it), they regain only a single point of Willpower at the beginning of the next session, instead of their Composure or Resolve rating.
Galestalker Archetypes Drifter West Coast, then on up to New York, maybe into Canada a bit, then down through Mexico and into Belize. The rolling stone gathers no moss, and the Drifter calls no place home, truly. They had a hard life after their First Change, and the truth of what the Drifter is always seems to turn the circumstances against them and push them on to whatever’s next, usually while trailing blood. As only the Drifter and their packmates know, they aren’t a drifter at all. They’re hunting something — someone — very specific, and if the Drifter ever loses too much time, the trail will go cold.
Spiritwalker Specializing in forays into the Umbra and pursuit of inscrutable spirit prey, the Spiritwalker frequently braves the strangeness of the Spirit Wilds. They may seem distracted or aloof in the physical world, but that’s usually because the Spiritwalker is peeking beyond the Gauntlet, looking for clues and spirit-spoor that simply don’t exist in the world of fleshly hunts — five senses are hard enough to process, but ten make unparalleled demands. Once the Spiritwalker has discovered their quarry, however, the pack would do well to heed their preparations, as the Spiritwalker rarely bothers with innocuous prey.
Gaucho In many cases, Garou make animals nervous, almost certainly because the latter sense the predator common to all werewolf forms. But every now and then, a bond forms, as it has between the Gaucho and the horse they’ve come to trust on their journeys across the Pampas. Theirs is a vanishing way of life, but the gauchos bear a legend almost as extensive (and certainly more widely known) than the Garou. The Gaucho likes it further and further south, where the nights are long and the wind is cold and everything the pack can see to the horizon exists under their stewardship.
Leechtalker Cities are full of the unquiet dead, blood-drinkers who play the world of the living against itself to their own benefit. No surprise, then, that these Leeches are so often attached to the same agenda of avarice as the most short-sighted humans. The Leechtalker knows their patterns and their stink, and can root them out from their nests, given enough time and patience. But it’s not always so simple; these deathless things don’t seem to have spirits, and the Leeches know a lot about the cities where they reside. Sometimes a deal can be made.
Posted by: Lord Ex 2023-08-27, 00:14
幽灵议会 最大的优势在于确定敌人拒绝给予自己哪些武器。 幽灵议会的狼人是秘密的伟大追求者,但他们被更直率——有时会误解部落对更高目标的问题的重视——的迦鲁视为有些隐秘。幽灵议会的成员中有向导、学者,甚至还有各种宗教人士。
对幽灵议会——或“幽灵”——来说,目的地或路径可能是目的;最重要的是探索者明白他们为什么要进行特定旅行,从而了解迦鲁的世界。旅途本身对幽灵议会的狼人来说非常重要,因为它代表着沿途发现的机会... 以及揭开旅途环境秘密的机会。
同时,这也是发现其它部落刻意避开的路径并了解原因的机会。若不是竞争者自愿放弃的工具,那禁忌又是什么呢?
游戏中的幽灵议会狼人可能会
旅行到影界中同族避开的角落,
解开一个傲慢精魂提出的恶毒谜题,
颠覆敌人用来对付他们的工具,以及
发掘一个危险的秘密。
谁是幽灵议会? 幽灵议会的动力是对知识的渴望、渴求和
需求——尤其是实际和灵性本质的知识。这种实用性往往表现为影响周围世界的能力。幽灵收集秘密是为了更好地取得成果。幽灵议会的狼人无论是欺骗毫无戒心的精魂,让自己悄无声息地通过,还是打听到高管在情妇的公寓里藏匿了什么罪证文件,他们都在寻找别人为自己划定的界限,寻找他们在自己的盔甲上制造的缺陷。他们希望每个选项——甚至是“被禁”的——都摆在桌面上,因为当你身处该死的末日之中时,任何选项都不应是“被禁”的。
这种理念为幽灵议会在更传统的迦鲁中赢得了颠覆者的名声,而幽灵们似乎并不在乎。“只要目的正当,就能不择手段”通常被认为是一种危险的政治理论,但对幽灵议会来说,找到答案或机会就是完成任务的借口。若能与堕落部落的知己保持关系或与禁忌之灵缔结契约,幽灵就会感到满足——在他们看来,这也是对自己的肯定。
不出所料,其他迦鲁经常认为幽灵议会的狼人动机可疑。一个合理的批评是,幽灵议会为了力量而专注于解决“如何”之谜,却很少考虑这种力量体现在其发现手段中的原因。族群拥有对手的月刃——这才是最重要的。现在要结果,以后要代价。
从整体上讲,要发现隐藏的真相,就必须深入它们。每个人类社会都有这样的传统,幽灵议会在许多这样的传统和社会中都有成员。部落成员常常热衷于旅行的机会,无论是去陌生而偏远的影界神秘地点,还是乘坐房车进行越野旅行,或是惊险地穿越冲突不断的针叶林,去寻找河流中特定而关键的岔路口。
守护精魂 幽灵议会的守护精魂是角蛇,他对黑暗之地和隐藏真相并不陌生。角蛇和幽灵议会都与智慧声望相关。幽灵议会在所有部落中与其守护之灵的交易关系可能是最密切的,这是一种近乎童话般的互相谦让的正式承认… 而在部落外的一些人看来,这种关系有时会显得有些邪恶。
恩惠:角蛇鼓励从各个角度看问题,并选择最有利的那个。幽灵议会的迦鲁可以在调查、神秘学或托辞特质骰池上+1骰,用于揭示一个不为人知的秘密。
禁忌:角蛇以智慧声望著称,但精魂和迦鲁都对她获取知识的方式持怀疑态度。若幽灵议会的狼人于1场景中本有机会满足自己的好奇心,但却没有这样做,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型幽灵议会沉思者 沉思者远离人类社会的世俗关注,是众多修道院居民中出于灵性和个人原因而与世隔绝的一员。原始觉醒是沉思者人生中一个可怕的转折点,他们认为自己将永远为此做出补偿。他们为此采用了苦行僧的方式,希望将这种平衡感强加给自己二元对立的魂怒和灵性。这绝大多数时候... 很有效... 直到它失效... 然后必须做出更多补偿。
破坏者 破坏者的职业生涯是在私营军事公司中度过的,他们参与了各种非公开冲突,并摧毁了一些黑窝,这给了他们能让盖亚获益的实用知识。这些知识并不总是合法的,但却很有效。现代军事术语将破坏者的角色美化为“工程师”,但他们并不抱有任何幻想——他们推倒东西、杀人。使用工具或哄骗精魂对破坏者来说都是一回事——找到弱点,然后想方设法将其彻底摧毁。当然,这只是比喻;破坏者可不想在他们的工作达到高潮时还在原爆点。
女巫 盖亚是一种比喻,精魂也是。关键在于个人看待世界的方式,在于他们选择了哪双眼睛。正确的话语、契约或祭品可以让女巫将这些力量——非常自然的力量——转化为他们想要的结果。这不是骗人的把戏——许多江湖骗子都试图用这种方式冒充灵赋——这是一种与世界的真正关系,超越了大多数人类所能感知的世界的界限。人类是被蒙蔽的,而女巫却能看见,而她的狼群同伴们最好记住,人类社会是选择用无知掩盖了自己。
牧者 牧者出生在半游牧的驯鹿牧民文化中,他们眼睁睁地看着祖先的土地一点一点地被人类政府吞并,他们的习俗也被迫沉默。同样的人类势力还侵占了狼和迦鲁的领地,牧者已经受够了。牧者和他们的狼群以及少数几个人类同伴发表了反叛的主权宣言,建立了一个“保护地”,并被地区和国家政府宣布为流氓派别。现在,牧者在精魂守护者的帮助下保卫着这片领地和驯鹿群,似乎永远都在与意图吞并这个叛乱省份的人类法律实体作对。
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Ghost Council The greatest advantage lies in determining which weapons one’s enemies deny themselves. The werewolves of the Ghost Council are great seekers of mystery, but they are regarded as somewhat secretive by more straightforward Garou, who sometimes misunderstand the tribe’s regard for questions of higher purpose. Among the Ghost Council’s members may be found guides, academics, and even a panoply of religious folk.
To the Ghost Council — or “Ghosts,” individually — the destination or the path might be the objective; what matters most is that the seeker understands why they have undertaken a particular journey and can therefore learn about the Garou’s world. The journey itself is of great import to Ghost Council werewolves, as it represents an opportunity for discovery along the way… as well as a chance to tease out the secrets of the journey’s environment.
At the same time, it’s a chance to find out which paths the other tribes deliberately avoid, and to learn why. For what is a taboo if not a tool a competitor willingly sets aside?
Ghost Council werewolves in play might expect to
travel to a shunned corner of the Umbra,
solve a pernicious riddle posed by a haughty spirit,
subvert an enemy’s tools for use against them, and
unearth a dangerous secret.
Who Are the Ghost Council? Motivating the Ghost Council is a desire, a hunger, a
need for knowledge, particularly of a practical and spiritual nature. That practicality often comes to the fore as an ability to affect the world around them. Ghosts collect secrets the better to get results. Whether tricking an unsuspecting spirit into letting them pass unmolested or learning where in his mistress’ apartment the executive hid incriminating documents, werewolves of the Ghost Council look for the boundaries others draw around themselves, the flaws they build into their own armor. They want every option on the table, even the “forbidden” ones, because when you’re in the middle of a goddamn Apocalypse, no option should be “forbidden.”
This philosophy has earned the Ghost Council a reputation as subversives among more traditional Garou — and Ghosts don’t seem to care. “The ends justify the means” usually comes across as a dangerous political doctrine, but for the Ghost Council, finding an answer or opportunity excuses how it’s accomplished. If something comes of maintaining a relationship with a confidant from a fallen tribe or forging pacts with forbidden spirits, the Ghost is satisfied — and validated, in their minds.
As might be expected, other Garou often view the werewolves of the Ghost Council as having suspect motives. A fair criticism is that Ghost Council concern themselves with solving the “how” of mysteries for the sake of power, with too little regard for the reasons such power manifests in their means of discovery. The pack has the rival’s klaive — that’s what’s important. Results now, costs later.
Holistically, the discovery of hidden truths requires going to them. Every human society has traditions in this vein, and the Ghost Council has had members among many such traditions and societies. Members of the tribe are often enthusiastic about opportunities to travel, be it to a strange and remote Umbral mystery site, a cross-country road trip in a caravan, or a thrilling run across conflict-scarred taiga to find a specific and key fork in a river.
Patron Spirit The Patron Spirit of the Ghost Council is Horned Serpent, no stranger to dark places and hidden truths. Horned Serpent and the Ghost Council are associated with Wisdom. Of all the tribes, the Ghost Council has what is probably the most transactional relationship with its patron, a formal acknowledgement of give-and-take of almost fairytale quality… one that sometimes takes on a sinister cast to some outside the tribe.
Favor: Horned Serpent encourages looking at things from all angles and taking the most advantageous one. A Ghost Council Garou may add one die to Investigation, Occult, or Subterfuge dice pools related to revealing a kept secret.
Ban: Horned Serpent is known for Wisdom, but spirits and Garou alike look askance at the ways she garners knowledge. For a scene in which the Ghost Council werewolf has an opportunity to satisfy their curiosity but doesn’t, they regain only a single point of Willpower at the beginning of the next session, instead of their Composure or Resolve rating.
Ghost Council Archetypes Contemplative Far from the worldly concerns of human society, the Contemplative is among the many monastery residents who hold themselves apart for reasons both spiritual and personal. The First Change was a horrific turning point in the Contemplative’s life, one for which they feel they will forever be making amends. And to do so, they adopted the ascetic’s ways, hoping to impose that sense of balance on their own dualistic Rage and spirituality. It works… mostly… until it doesn’t… and more amends must then be made.
Saboteur A career spent with private military companies, fighting in off-the-books conflicts and demolishing black sites, has given the Saboteur know-how they can use in Gaia’s interests. Such know-how isn’t always legal, but it’s effective. Modern military parlance burnishes the Saboteur’s role as an “engineer,” but they harbor no illusions — they knock things down and kill people. Using tools or coaxing spirits, it’s all the same thing to the saboteur: Find the weak spot and do what needs to be done to it to pull the whole thing to the ground. Figuratively, of course; the Saboteur has no desire to be at ground zero when their work culminates.
Witch Gaia is a metaphor, and so are spirits. It’s all in the way the individual sees the world, which eyes they choose. The right word or pact or offering lets the Witch will these forces, these quite natural forces, into manifesting the outcome they want. It’s not parlor tricks — the way so many charlatans try to pass off the Gift — it’s a genuine relationship with the world beyond the boundary of the one most humans can perceive. They are blind, whereas the Witch can see, and Witch’s packmates would do well to remember the elective ignorance in which human society chooses to cloak itself.
Shepherd Born into a culture of semi-nomadic reindeer herders, the Shepherd watched as, bit by bit, their ancestral lands were annexed by human governments and their customs were forced into obscurity. The same human powers curtailed the territories of wolves and Garou, and the Shepherd has had enough. With a rebellious declaration of sovereignty, the Shepherd, their pack, and a handful of human companions established a “protectorate,” itself declared a rogue faction by regional and national government. Now the Shepherd defends that territory and herd of reindeer with the aid of spirit-guardians, seemingly forever at odds with human legal entities intent on subsuming the renegade province.
Posted by: Lord Ex 2023-08-27, 00:17
玻璃行者 你想要点什么被撕成碎片,是的,我也许能处理。但若你想建起点什么,那就是我的强项。我会让它运转起来的。 玻璃行者是最精通应用科学的狼人之一,因为他们擅长用科技——或更准确地说,是科技精魂——解决问题,其中有很多是传统迦鲁不熟悉的。玻璃行者的队伍包括工程师、技术员和发明家,他们的技能通常是哄骗居住在机器中的精魂,使其超常运转来带动机器。
游戏中的玻璃行者可能会在突袭前
研究能源公司总部的蓝图,
建造一个安全系统来保卫他们的圣地,
入侵一架防卫无人机,使其向狼群而非指挥中心报告,以及
重新利用一连串防爆门来困住一伙附魔裔。
谁是玻璃行者? 自古以来,当其他狼人依靠獠牙和利爪时,玻璃行者却偏爱智慧和工具。玻璃行者自有历史记载以来,就在所有部落中一直与人类保持着显著的共鸣,而不是将自己隔绝起来。据说玻璃行者曾帮助人类建造栅栏、陷阱和警报器,以帮助人们抵御霸权时代,使得其他许多迦鲁仍未原谅他们。尽管许多狼人认为霸权时代本身是可耻的,但知道玻璃行者在那场战争中站在错误的一方,还是让其他迦鲁耿耿于怀。
不过,玻璃行者的适应能力比什么都强。在这个灵性疾病横行的时代,他们利用现代世界的工具来驾驭末日:电脑、枪械、机器、顶级通讯设备等任何能让部落在与妖蛆敌人和爪牙的较量中占优的东西。从玻璃行者的角度来看,拒绝人类世界的工具所能提供的灵活和火力是头铁甚至愚蠢的——这种观点让他们在多部落圣地和月会的篝火旁很少获得赞誉。
自然而然,对工具和技术的偏爱让玻璃行者与人类保持着频繁联系,而部落中狼血统的成员也少得可怜——这个数字每天都在减少。即使在私下里,许多玻璃行者也担心他们有“失去狼血”的危险,放弃了与盖亚神圣联系的一部分,取而代之的是一种外在和人为的东西——一种更接近于织者目的的东西。但就目前而言,玻璃行者与迦鲁遗产的联系依然存在,精魂也仍尊重他们之间由来已久的约定。
事实上,玻璃行者与其他迦鲁避而远之或根本不知道存在的精魂建立了关系。金钱精魂、垃圾精魂、穿梭于城市电线中的精魂火花——守护精魂的奇特表现形式——甚至是在强力通神者的怂恿下可以增强城市圣地的强大、但本地化的精魂——所有这些存在,以及其它的,都把影界城市当作自己的家。城市灵界不一定暗淡无光——尤其是当一个精明的玻璃行者知道该去哪儿找和提供什么的时候。
守护精魂 玻璃行者的守护精魂是蜘蛛,他精心编织的网与玻璃行者制造持久有效的东西的动力相呼应。其他许多迦鲁并不喜欢玻璃行者部落的这种愿望,他们认为蜘蛛的守护是对织者的顺从,而不是对盖亚的责任,因此玻璃行者往往必须更加突出自己,才能赢得其他部落的信任。蜘蛛和玻璃行者与智慧声望有关。
恩惠:蜘蛛揭示了万物之间的相互联系就像网和线一样,暗示着一种有序的方法。玻璃行者可以在与建造或修理物品相关的科技或科学特质骰池上+1骰。
禁忌:蜘蛛有一大群同类精魂,禁止玻璃行者伤害它们中的任何一个。若他们破坏了任何如车辆、计算机或组装设备等复杂机器,那么他们在
下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型玻璃行者城市规划师 很多人不会去你让他们去的地方,但几乎所有的人都会去你引导他们的地方——尤其是当你通过,让他们认为自己首先做出了决定,来引导他们的时候。城市规划师每天都在践行这一理念——建设能减少污染的交通流,设计能在城市环境中茁壮成长的绿地,并为附近的人们接种预防路怒症的疫苗。这也是关注“开发项目”和那些为了自己利润而掠夺公共空间的剥削者的好方法。
解放汽车者 “没有烂车。只有好车”。听起来像是个高大上的行动,但实际上是为了从那些负担得起车被偷的人手中解救被虐待的机器和它们的精魂。也许这为了证明整个行动的正当性,确实搞得有点像道德体操,但这只是财产犯罪,谁在乎呢?如果解放汽车者最终从他们自称的罗宾汉行动中获得了一点个人利益,那么,如果他们剥夺了自己的利益,对谁又有帮助呢?所以别这么死板。很好,现在把套筒扳手递过来。解放汽车者还认识一些人脉广阔的人,他们可以帮助把零件送到需要的地方,而且非常懂得什么时候该闭嘴。
侦探 街道上发生了无数故事,而至少从侦探的角度来看,其中大部分都是悲剧。迦鲁可能很暴力,但他们很少像人类那样狡猾残忍,而且根据侦探的经验,每一次残忍都有原因。可能是私人缘故,可能是预谋好的,可能是激情行事,但有时原因会引发一些大问题,需要加班几个小时才能解开,有时还需要四脚着地。
纹身师 这需要原始天赋和精湛技艺的结合,还需要大量冷静。但这是值得的——不仅因为纹身师的街头信誉使其受到追捧(并能了解附近发生的所有坏事),还因为在领地内最有成就的迦鲁身上纹身而获得的声望。每个狼人都在创造自己的传奇,而许多狼人不仅想在篝火旁讲述自己的传奇,还想在自己的身体上讲述自己的传奇。纹身师可以让这一切成为现实,并在纹身的过程中与他们中的佼佼者一决高下。
原文:
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Glass Walkers You want something torn to pieces, yeah, I can probably handle that. You want something built up, though, that’s where I shine. I’ll get it working. The Glass Walkers are among the werewolves most proficient with applied science, given their knack for solving problems with technology, or — more accurately — the spirits of technology, many of which are often unfamiliar to more traditional Garou. The ranks of the Glass Walkers include engineers, technicians, and inventors, whose skill at making machines work usually takes the form of coaxing the spirits inhabiting them into performing exceptionally.
In play, Glass Walkers might expect to
research the blueprints of an energy company HQ before a raid,
build a security system to defend their caern,
hack a defense drone so that it reports back to the pack instead of its command center, and
repurpose a sequence of blast doors to trap a gang of fomori.
Who Are the Glass Walkers? Since time out of mind, while other werewolves relied on tooth and claw, the Glass Walkers favored cleverness and tools. Of all the tribes, since history has been recorded, Glass Walkers have observed a remarkable sympathy with humans, as opposed to setting themselves apart. And, in an act for which many other Garou still haven’t forgiven them, they are said to have helped humans build fences, traps, and alarms to help people withstand the Impergium. Shameful as many werewolves find the Impergium itself, it still rankles other Garou to know that the Glass Walkers were on the wrong side of that war.
More than anything else, though, Glass Walkers adapt. In this era of spiritual malady, they have appropriated the tools of the modern world for use in navigating the Apocalypse: computers, firearms, machines, top-of-the-line communications devices, anything that can give the tribe an advantage over their foes and minions of the Wyrm. From the Glass Walker perspective, it’s hard and even foolish to deny themselves the sorts of versatility and firepower that tools from the world of humans can offer — a perspective that earns them few accolades around the fires of multi-tribal caerns and moots.
Naturally, this predilection for tools and technology keeps the Glass Walkers in frequent community with humans, and extraordinarily few members of the tribe have lupus origins — a number that dwindles daily. Even privately and among themselves, many Glass Walkers worry that they’re in danger of “losing the wolf,” forsaking part of their hallowed connection to Gaia and supplanting it with something external and artificial — something more akin to the Weaver’s purpose. For the time being, though, the Glass Walkers’ ties to their Garou heritage still stand, and the spirits still honor the long-sworn pacts between them.
Indeed, Glass Walkers cultivate relationships with spirits other Garou eschew or literally don’t even know to exist. Money spirits, trash-spirits, spirit-sparks that travel cities’ power lines, strange manifestations of their Patron Spirit, even potent but localized spirits that can empower a city caern if so cajoled by a competent theurge — all of these entities, and others besides, call the Umbral city their home. The urban spiritscape needn’t be bleak and empty of spirit presence, especially when a savvy Glass Walker knows where to look and what to offer.
Patron Spirit The Patron Spirit of the Glass Walkers is Spider, whose carefully constructed webs echo in the Glass Walkers’ drive to make things of lasting duration and effectiveness. This desire does not endear the tribe to many other Garou, who see in the patronage of Spider a subservience to the Weaver rather than a duty to Gaia, so Glass Walkers often have to distinguish themselves that much more to earn the trust of the other tribes. Spider and the Glass Walkers are associated with Wisdom.
Favor: Spider reveals the interconnectedness of all things as webs and strands, suggesting an orderly approach. Glass Walkers can add one die to Technology or Science dice pools related to building or repairing things.
Ban: Spider has an extensive brood of kindred spirits and forbids the Glass Walkers to harm any of them. If they destroy any complex machines, such as vehicles, computers, or assembly equipment, they may recover only a single Willpower at the start of the
next session, instead of their Composure or Resolve rating.
Glass Walker Archetypes Urban Planner Many people won’t go where you tell them to go, but almost all of them will go where you guide them, particularly when you guide them by letting them think they’re making the decision in the first place. The Urban Planner puts this ethos into practice every day, building traffic flows that reduce pollution, designing green spaces that thrive in the city environment, and inoculating people in proximity against murderous road rage. It’s also a great way to keep an eye on “development projects” and the exploitative cronies who seek to despoil public spaces for private profit.
Car Liberator “No beaters. Only the high-end stuff.” Sounds like a high-glitz operation, but really it’s to free mistreated machines and their spirits from people who can afford to have their cars stolen. Maybe there’s a bit of ethical gymnastics there to justify the whole enterprise, sure, but it’s just property crime, so who cares? And if the Car Liberator ends up with a bit of personal gain from what they tell themselves is a Robin Hood operation, well, who does it help if they deprive themselves? Quit being so rigid. Good, now pass the socket wrench. The Car Liberator also knows a handful of well-connected individuals who can help move parts where they need to be, and who have a remarkable sense of when to keep their mouths shut.
Detective The streets tell a thousand stories, most of them tragedies, at least from the Detective’s point of view. Garou may be violent, but they rarely exalt the cunning cruelty that humans can muster, and in the Detective’s experience, each one of those cruelties has a reason. Might be personal, might be premeditated, might be passionate, but sometimes the reason opens up something big, something that needs a few overtime hours to untangle, sometimes on all fours.
Tattoo Artist It calls for a combination of raw talent and cultivated skill, plus a whole lot of calm. But it’s worth it, not only for the street cred that keeps the Tattoo Artist in demand (and privy to all the ill shit that happens in the neighborhood), but also for the prestige that comes from inking the most accomplished Garou in the territory. Every werewolf builds their own legend, and many werewolves want to tell that legend not only around the fires but on the canvas of their bodies. The Tattoo Artist can make that happen, and shoot the shit with the best of them while they’re doing it.
Posted by: Lord Ex 2023-08-27, 00:18
雄鹿看守者 欢迎来到我们的圣地。这里是我们的壁炉和家园。请在我们的炉火旁取暖,在我们的餐桌旁就餐。
提醒你一句,朋友——若你滥用我们的热情好客,那么我们会把你的内脏串到你在外面看到的那些可爱小树上。 雄鹿看守者是大自然的守护者和管理者,无论是尊崇世上那些“未被发现”的处女地,还是养护对他们来说特别重要,并为更有条理的目的而耕耘的,如农场或果园的地方——都是他们的地盘。这些地方可能是一望无垠的乡间庄园,可能是亟待复兴的黯淡河谷,甚至可能是新奥尔良中央商务区的一片隐蔽绿地,但雄鹿看守者都在那里,尽其所能地为他们的狼群许诺美好未来。
如果说迦鲁的一只脚踏入了灵与肉的世界,那么雄鹿看守者的一只脚则踏入了现代世界和他们自己创造的神话世界。他们对自己发现和培育的东西充满热情,任何雄鹿看守者的聚会都会很快变成关于自己部落和整个迦鲁历史(还有一些奇闻怪事...)的庆祝。
游戏中的雄鹿看守者可能会从采石场手中
夺回一个山脚地区,在那里
建造一个圣地来安抚被采石场破坏的精魂,
培育新建立的圣地,并
保护它不被想继续开采资源的前线公司的代理人夺走。
谁是雄鹿看守者? 在传说年代,迦鲁没有家园,他们为盖亚服务,在世界和影界游荡。他们中最负盛名者带着庞大且不断壮大的狼群在原始森林中狩猎时,看到了一只巨大的雄鹿,于是化身为狼追逐它。在无迹可寻的森林中,迦鲁追逐着,越过连绵的山丘,登上石质的岬角,穿过高山、草地和荒地,但始终没有追上那头雄鹿一步。最后,迦鲁在追逐了整个世界一个世代之后,于一个无法逃脱的山谷的阴影中将雄鹿逼到了角落。
“你的信念和干劲令人钦佩”,雄鹿说道,这时他的体型骤然变大,揭示了自己的真面目——牡鹿神灵。“看看你身后。看看我们一起驰骋的地方。向我宣誓,而我将赐予你们这里,你们的家园,以及我们穿越重重险阻来到这里的所有土地”。那些自称为雄鹿看守者的人就这样与其结下了不解之缘。
从那天起,雄鹿看守者就开始认真履行誓言,将自己奉献给一个个地区、一个个目标,甚至一个个个人,并尽其所能地照料他们。对他们来说,这个世界是一个值得耕耘和分享的宝藏,同时也要防止那些滥用它或利用它将自己凌驾于他人之上的人。他们崇尚古老与现代的奇妙结合,推崇等级制度,但这种制度是建立在所欠义务而非累积财富的基础上。对于真正值得尊敬的人来说,财富会随着责任而来。
因此,今天的雄鹿看守者既建造了个人的小庄园,也建造了大圣地,并对它们进行管理。部落寻找盖亚珍爱的那些已经沦陷的地方,并从掠夺者手中夺回它们。他们吟唱诗歌、美化故事来铭记伟大事迹,为自己是狼人中的守护者而深感自豪。任何伤害雄鹿看守者或他们狼群成员的家伙都吃不了兜着走,因为雄鹿看守者忠于盖亚,忠于牡鹿,忠于职责,忠于伙伴——无比忠诚。
守护精魂 牡鹿是雄鹿看守者的守护精魂,他将所有迦鲁引入了自然之道,尤其偏爱雄鹿看守者。牡鹿和雄鹿看守者都与荣耀声望相关,他们尤其崇敬他们的欢舞者,因为欢舞者可以通过吟唱他们的传说或讲述他们的事迹来点燃荣耀之火。
恩惠:牡鹿被许多人视为森林之父,对野兽甚至植物都有极大影响力。雄鹿看守者可以在任何涉及生存、驯兽或自然相关工艺的特质骰池上+1骰。
禁忌:牡鹿遵守悠久的好客传统。若有人在雄鹿看守者的款待下受到伤害,那么他们在
下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型雄鹿看守者猎人 猎人在世人眼中是与庄园主的特权生活息息相关的古老角色,就连男女贵族也觉得这份工作有些老派。除了猎人,没人知道捕杀野生动物的真正必要性——以免所有人——包括人类和野兽——都受到伤害。与这一职责相伴的是对地区知识的深入研究:猎人非常了解他们领地的每一个细节,并且拥有两辈子——人子和狼子——的狩猎经验。
电子圣地战略家 把它想象成一场游戏。你得把东西放在正确的地方,注意资源经济。在边界周围设置陷阱,防止讨厌鬼溜进来。与精魂保持良好关系,给它们提供舒适去处,它们就会搬回你的战争烟雾。现在,狼群就是你的英雄。而当四面楚歌时,他们才是你想要的人——因为敌人不会沿着你认为的通道出现。保持警惕,保持健康。当你需要他们在前线大杀四方时,你不希望任何人处于冷却状态。
司仪 不是每个人都能理解纽约皇后桥的口头传统和代码转换研习。不过,当节拍撼动地基,司仪吐出火舌时,屋子里没有一个人的屁股还在座位上。关于团队反叛行为和对竞争对手史诗般谩骂的充满华丽辞藻的故事让街区派对一直持续到深夜,声云上的点击率不断攀升(
译注:声云是国外常用的一种音乐应用),让远在西南亚和波罗的海地区的司仪粉丝们为之疯狂。
本地传说 在迷雾笼罩沼泽的夜晚,角月低垂在天空,人们可能会听到迷失方向的人类惊恐的哭泣声。在这样的夜晚,本地传说会在荒野中出没,觅食着贪婪者、粗心大意者或只是稍微看到了多一些的人的肉。有些人把这只野兽说成是复仇的跟踪者,但本地传说知道自己的真实想法,并严格保密自己狼群秘密沼泽的存在。
原文:
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Hart Wardens Be welcome in our caern. It is our hearth and home. Warm yourself at our fires and feed yourself at our table.
A word of caution, friend — abuse our hospitality and we’ll string your innards up in all those lovely trees you saw outside. The Hart Wardens are the keepers and stewards of nature, whether hallowing the pristine “undiscovered” places in the world or cultivating someplace particularly important to them toward a more structured purpose, such as a farm or orchard. It might be a sprawling country estate, a tarnished river valley that needs to be revived, or even a hidden bit of green space in the CBD in New Orleans, but the Hart Wardens are there, coaxing the promise they can out of their pack’s bit of creation.
If the Garou have one foot each in the worlds of flesh and spirit, the Hart Wardens have one foot each in the modern world and a world of their own mythmaking. They are greatly passionate about what they find and nurture, and any gathering of Hart Wardens will soon turn to celebrations of history (and no few tall tales…) as regards their own tribe and the Garou in general.
In play, Hart Wardens might expect to
reclaim a foothill region from a quarrying operation,
cultivate a caern there to placate the spirits disrupted by the quarry,
nurture the newly established caern, and
protect it from the grasping agents of the front company that wants to continue extracting its resources.
Who Are the Hart Wardens? In times of legend, the Garou had no home, and they wandered the world and Umbra in Gaia’s service. Their most renowned, on a hunt through primeval forest with their vast and ever-growing packs, saw a magnificent hart and took on the wolf-shape to give chase. Through the trackless forest, the Garou pursued, over rolling hills, up stony promontories, and across mountains, meadows, and badlands, never gaining a single step on the hart. Finally, after an epoch of chasing across the whole world, the Garou cornered the hart in the shadow of an inescapable vale.
“Your faith and drive are admirable,” said the hart, multiplying in size to reveal himself as Stag. “Look behind you. Look where we have ranged, together. Pledge yourselves to me and I grant you this, your home, and the husbandry of all we have crossed to come here.” And those who would call themselves Hart Wardens so bound themselves to Stag’s pact.
Since that day, the Hart Wardens have taken that pledge seriously, dedicating themselves to an individual region, purpose, or even person and tending it to the full extent of their ability. To them, the world is a bounty to be cultivated and shared, and at the same time protected against those who would abuse it or exploit it to place themselves above others. They honor a curious blend of old ways and modern ones, exalting hierarchy, but one built upon obligations owed as opposed to wealth hoarded. For the truly deserving, fortune will follow duty.
And so today the Hart Wardens build tiny personal holdings and great caerns alike and tend them. The tribe seeks those places dear to Gaia that have fallen and takes them back from plunderers. They sing songs and embellish stories to remember great deeds, showing great pride in their role as wardens among the werewolves. And woe betide any who would dispossess a Hart Wardens or a member of their pack, for the Hart Wardens are loyal to Gaia, to Stag, to their duty, and to their fellows — fiercely loyal.
Patron Spirit The Patron Spirit of the Hart Wardens is Stag, who introduced all the Garou to the ways of nature and particularly favored the Hart Wardens. Stag and the Hart Wardens are associated with Glory, and they especially revere their galliards, who can stoke those fires of Glory in the singing of their legend or recitation of their deeds.
Favor: Stag is looked to by many as the father of the forest, with great sway over beasts and even flora. Hart Wardens may add a die to any dice pool involving Survival, Animal Ken or nature-related Craft.
Ban: Stag observes long-standing traditions of hospitality. If harm comes to someone while under a Hart Warden’s hospitality, the Hart Wardens may regain only a single Willpower at the start of the
next session, instead of their Composure or Resolve rating.
Hart Warden Archetypes Huntsman The rest of the world sees an antiquated role attached to a privileged manorial lifestyle, and even the lord and lady think the job somewhat quaint. No one other than the Huntsman knows the true need to cull the wildlife populations, lest everyone, man and beast, suffer. Along with the role comes an intense study of regional knowledge: The Huntsman knows intimately every detail of the grounds they keep and has two lifetimes’ worth of hunting experience — as homid and as lupus.
Digital Caern Strategist Think of it like a game. You gotta put things in the right places, mind the resource economy. Traps around the boundaries keep the creeps from slinking in. Stay on good terms with the spirits, give them somewhere pleasant to go; they move back your fog of war. The pack, now, that’s your heroes. That’s who you want out there when the push comes in — because it’s going to come in, and not down the channel you think. Stay alert, stay healthy. You don’t want anyone on cooldown when you need them shredding fools on the front lines.
Emcee Not everybody gets it when they hear about the oral traditions and code-switching practices of Queensbridge in New York. When the beat shakes the foundation and the Emcee spits fire, though, ain’t no ass in the house still in its seat. Bravado-laden tales of the crew’s rebel antics and epic disses of pack rivals keep the block party going well into the night, and the SoundCloud hits keep coming, lighting up the Emcee’s fans as far away as Southwest Asia and the Baltics.
Local Legend On the nights when the mists rise heavily above the swamps and a horned moon hangs low and heavy in the sky, one might hear the terrified cry of a human who has lost their way and won’t live to find it again. Such are the nights when the Local Legend haunts the wilds, prowling for the flesh of the greedy, the careless, or those who simply saw more of the Local Legend than they would have preferred. Some make the beast out to be a vengeful stalker, but the Local Legend knows their own truth, and keeps the knowledge of their pack’s secret glade well obscured.
Posted by: Lord Ex 2023-08-27, 00:20
血爪 把它放下。然后走开或去死。 血爪是唯一一个拥有大量迦鲁的现代部落,他们的原始觉醒发生在狼群中。血爪和所有迦鲁一样对持续不断的末日感到愤怒,对目睹盖亚因他者的贪得无厌而被杀害感到愤怒。同样愤怒的是血爪看到全世界的动物(尤其是狼)种群被人类的侵占和强权所摧毁,为满足同样贪婪而破坏自然秩序。
但愤怒是一种能量,而血爪将这种能量用于为那些缺乏语言的人发声,为那些无法使用人类工具的人代言,以及推翻玷污盖亚的人类建筑。在这些方面,他们也是最激进的部落之一,积极寻求减少人类对盖亚的影响,有时甚至会在可以合理(在他们看来)实现的情况下消灭人类种群。
游戏中的血爪可能会
毁灭他们认为会挑战其领地的个人和设施,
守护盖亚珍爱的地方免受入侵,
减少对人类科技的依赖,
消灭会使当地生态失衡的过多生物,甚至
清除某个地方的入侵者(人类或其它东西)——若有必要,可以血洗。
谁是血爪? 随着人类继续无情地开发这个世界,动物和它们的猎物可以繁衍生息的地方越来越少。盖亚本身正在被肢解,在威胁着所有生命的人类短视交易中被无限分割。随着时间一天天过去,狼(以及狼生迦鲁)的领地被进一步侵蚀,把它们逼到了一个比喻上的、有时甚至是现实的角落。
而走投无路的动物就是绝望的动物。血爪在这种情况下,会采取强硬行动进行反击,从人类的蚕食中夺回失去的领地。血爪喜欢果断的解决方案,以至于连其他狼人都经常认为这个部落很残暴。例如,将一座城市夷为废墟,就能阻止像癌症一样的无序扩张。撕开推土机操作员的喉咙比挑战分区法或让企业报表下跌更有效。
在其他来自现已支离破碎的迦鲁之国的狼人看来,血爪的观点近乎异端。血爪通常认为,三巨头中失衡的并非妖蛆,而是以城市、发展和“文明”为形式不断扩大限制和恶性膨胀的织者。在最极端的血爪中——即使表达这样的情绪也是可耻的——妖蛆是织者的牺牲品,妖蛆的工具有其存在的意义。
所有迦鲁都知道霸权时代的故事,那是狼人向人类世界发动公开战争的时代。诋毁者试图将血爪狼人描述成谩骂者和渴望“美好往日”的霸权时代辩护者。不过,这种描述过于简单化了他们的困境,并将恶意归咎于实际上是为了生存的动机。而对血爪来说,霸权时代可能是他们的唯一选择。
迦鲁的斗争就是血爪的斗争。只是其他迦鲁还不知道。
守护精魂 狮鹫是血爪的守护精魂——狮鹫,他抵御着织者的侵犯,从不将人类的利益置于动物的之上。狮鹫和血爪都与荣耀声望相关——尽管这种荣耀的背景常常让以人类社会为首要背景的迦鲁难以理解。
恩惠:狮鹫是无情的,是一个直面不可能战胜的困难的凶猛战士。每当血爪的健康值低于一半时,他们都能在肉搏特质检定上+1骰。
禁忌:狮鹫厌恶复杂,并试图简化他追随者与世界的关系。若血爪在某盘游戏中使用了学术、驾驶、金融、枪械、科学或科技特质骰池来修复或利用(而非颠覆或破坏),那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型血爪 赏金猎人 很难想象,即使在堕落的人类中,有些人还要比其他人更堕落。在狼的社会里,贱民会被赶走。在人类中,它们被困在无人光顾的动物园里。有时他们会逃出动物园。有时它们会在被收集起来送到动物园前逃跑。赏金猎人的工作就是找回那些逃跑的动物。赏金猎人没有人类的同情心,不会考虑他们的目标是否属于动物园,也不会考虑把人关进去是否公正。如果赏金猎人得逞,所有人类都会被关进动物园。
食人狼 一旦食人狼闻到人类的血腥味,就再也回不了头了。在堪察加半岛的广袤土地上,食人狼带着自己的狼群旅行,年轻时就在驯鹿上长得又肥又舒服,在狩猎探险队的直升机从头顶飞过时经历了原始觉醒。那些猎人干掉了狼群,却付出了生命的代价——从那时起,食人狼就开始在盖亚的大地上穿梭,从一个开放疮口到另一个开放疮口,努力寻求平衡,并在途中遇到了和他们一样的人。
生存狂 生存狂在地表下十八英尺处有一个地堡,里面堆满了肉。不是那些在内联网上的嗑药企业家卖给你的冻干化学玩意儿。真正的肉。杀了的。熏了的。晒了的。永久保存。你只需要这些。生存狂的心态很奇怪。他们不只为人类超市和系统失灵时预留物资。他们期待它——以一种真正愤怒的方式。这让狼群中的其他人很不舒服。但生存狂一直有他们的支持——到目前为止。
瘟疫犬 瘟疫犬悄悄潜入占领区,传播恐怖和疾病。站起来与敌人一决胜负不是他们的风格——瘟疫犬更喜欢降低自己的风险,用几声来自黑暗的咆哮,以及在与疾病之灵签订的一些契约的帮助下,用剧毒的咬伤让猎物恐惧得发抖,从而使受害者受到感染和传染。瘟疫犬并不追求虚荣之火周围傲慢部落那华而不实的荣誉。相反,他们追求的是一种无声的荣誉,那就是夺回这些自大者一再让出的领地。
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Red Talons Put that down. Go away. Or die. The Red Talons are the only modern tribe with a substantial number of Garou whose First Change happens among wolves. Like all Garou, Red Talons feel anger at the ongoing Apocalypse, at seeing Gaia murdered for the sake of insatiable greed. Just as angrily, Red Talons see animal (especially wolf) populations worldwide destroyed by human encroachment and entitlement, a ruinous suborning of the natural order to further that same greed.
But anger is an energy, and Red Talons turn that energy toward giving a voice to those who lack words, to acting as advocates for those who cannot wield the tools of mankind, and to pulling down the human constructs that defile Gaia. In these ways, they are also one of the most radical tribes, and they actively seek to curtail the influence of humankind over Gaia, sometimes going so far as to cull populations of humans where such a thing can be reasonably (to their perspectives) effected.
In play, Red Talons might expect to
ruin individuals and facilities they perceive as challenging their territory,
ward places dear to Gaia against intrusion,
reduce dependency on human technologies,
cull excessive populations of creatures that would imbalance local ecologies, and even
purge a location of invasive (human or otherwise) occupants — bloodily, if necessary.
Who Are the Red Talons? As humanity continues in relentless exploitation of the world, places where animals and their prey may thrive dwindle ever more. Gaia herself is being mutilated, parceled out in an infinitude of shortsighted human transactions that threaten all life. With each passing day, the territory of the wolf (and wolf-born Garou) is further chipped away, backing them into a metaphorical and sometimes literal corner.
And a cornered animal is a desperate animal. In these circumstances, the Red Talons turn to strident action to fight back and reclaim lost territory from human encroachment. Red Talons favor decisive solutions, to the extent that even other werewolves often think the tribe brutal. Razing a city to rubble would stop the sprawl that extends like cancer from it, for example. Tearing out the throat of the bulldozer operator is much more immediately effective than challenging zoning laws or devaluing corporate P&L sheets.
In the point of view of other werewolves from the now-shattered Garou Nation, the Red Talon perspective borders on the heretical. Red Talons often think that it isn’t the Wyrm that’s the imbalanced element of the Triat, but rather the Weaver, with its ever-expanding restrictiveness and malignant expansion in the form of cities, development, and “civilization.” Among the most extreme of Red Talons — even expressing such a sentiment is shameful — the Wyrm is a victim of the Weaver, and the Wyrm’s tools have their place.
All Garou know the stories of the Impergium, the time when werewolves waged an open war against the world of humankind. Detractors seek to frame the Red Talons as revanchists and Impergium apologists with a longing for “the good old days.” This characterization oversimplifies their plight, though, and attributes malice where the motive is actually survival. To the Red Talons, Impergium may be the only option they have left.
The Garou struggle is the Red Talon struggle. The rest of the Garou just don’t know it yet.
Patron Spirit Griffin is the Patron Spirit of the Red Talons — Griffin, who stands guard against the Weaver’s encroachment and never prioritizes human interests over those of animals. Griffin and the Red Talons are associated with Honor — albeit an honor whose context often eludes Garou whose foremost context is the society of humans.
Favor: Griffin is implacable, a ferocious fighter in the face of impossible odds. Red Talons can add a die on Brawl tests whenever their Health is below half.
Ban: Griffin abhors complexity and seeks to simplify his followers’ relationships with the world. If a session occurs in which the Red Talon makes use of a Academics, Driving, Finance, Firearms, Science, or Technology dice pool to repair or utilize (rather than subvert or destroy), they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating.
Red Talon Archetypes Bounty Hunter Hard to imagine that even among depraved humans, some people are more depraved than the rest of them. In wolf society, pariahs are driven away. Among humans, they’re trapped in menageries that no one visits. Sometimes they get out of their menageries. Sometimes they run away before they can be collected and brought to the menagerie. The Bounty Hunter makes it their job to retrieve those who flee. Uncomplicated by human compassion, the Bounty Hunter doesn’t give a thought to whether their targets belong in the menageries, or the justice of putting people in menageries. If the Bounty Hunter had their way, all humans would be in a menagerie.
Maneater Once the Maneater catches the scent of human blood, there’s no turning back. Traveling with their pack across the Kamchatka expanses, the Maneater grew fat and comfortable on reindeer while still young, and experienced their First Change in response to a hunting expedition’s helicopter flying overhead. Those same hunters took the pack but paid for it with their lives — and ever since, the Maneater has traveled from open sore to open sore, across Gaia’s face, trying to get the balance right, and meeting others like themselves along the way.
Prepper Prepper’s got a bunker, 18 feet under the surface, stocked with meat. Not that freeze-dried chemical stuff the brainpill people try to sell you on the innernet. Real meat. Killed it. Smoked it. Dried it. Last forever. That’s all you need. Got a weird mindset, Prepper does. They’re not just setting aside supplies for when the human supermarkets and systems fail. They’re looking forward to it, in a real angry sort of way. Makes the rest of the pack not entirely comfortable. But Prepper’s always had their backs. So far.
Plague Dog The Plague Dog creeps into occupied territory, spreading terror and disease. Standing up and slugging it out with an enemy isn’t their style; the Plague Dog prefers to mitigate risk to themselves and reduce their prey to quivering fear with a few snarls from the darkness, and — aided by a few choice pacts with disease spirits — a virulent bite that leaves the victims infected and contagious. They’re not seeking the pompous Honor of the arrogant tribes around their vain fires. Instead, the Plague Dog seeks the silent Honor of retaking the territory such self-aggrandizers have yielded time and again.
Posted by: Lord Ex 2023-08-27, 00:22
影爵 每个人都有计划,直到他们低头看到自己的鲜血打湿了地面。搞清楚接下来会发生什么,才是对迦鲁价值的真正考验。 统治和服从构成了影爵的信条。实力强大者理应称霸;弱者的角色则是屈服、翻滚和露出喉咙。最伟大的影爵传奇都是强大者,但真正的强大则来自于发现如何利用敌人的弱点。
影爵中不乏迦鲁传说中的伟大战略家和军阀,因此,影爵的特点是务实——有人会说是无情——善于计划,也就情有可原了。影爵重视精明直觉和缜密心思,以便更好地实施他们削弱妖蛆——无论是通过正面攻击还是通过巧妙布阵——的计划。当然,这种世界观有时也会让其他迦鲁感到紧张:当影爵看着你时,他们是否在考虑如何更好地利用你的技能?他们是否在仔细观察你的弱点?他们是否在考虑如何最大利用你的牺牲?
游戏中的影爵可能会
猜想他们领地中稀有矿产开采的真实程度,
计划这些盖亚敌人最终的下场,甚至可能与敌人
策划,以便从内部发现他们的弱点,最终
恐吓任何阻挡在他们和他们想要的东西之间的人。
谁是影爵? 影爵部落最著名的两个特征是:力量和狡猾。力量的形式多种多样,从他们社区的政治力量或迦鲁之国的残余力量,再到对抗妖蛆爪牙或狼人对手时的原始体力。狡猾似乎与迦鲁魂怒的本性格格不入,但在影爵看来,智取对手并让他们相信自己的优越就是最好的证明。事实上,通过这种方式,狡猾也会
带来力量,而影爵通常更倾向于成为更公开的领导者的幕后势力。影爵学会的最重要的技能之一就是只选择他们知道自己会赢的战斗。
虽然影爵有当之无愧的阴谋家美誉,但他们在处理计划细节方面的敏锐度也应得到认可。在这个末日年代,圣地是不会自己运转的——它的守护精魂最终会回归影界。突袭雇佣兵的营地听起来值得称赞,直到有人意识到狼群的计划是狂暴地冲破前方路障,这时影爵便指出这个幼稚的“计划”只会害死所有人。
就像他们以力量和狡猾并存而闻名一样,类似的对比也体现了影爵的身份。从某种意义上说,影爵是压迫甚至专横跋扈的。从另一种意义上说,他们是鼓舞人心的,也许是部落中最任人唯贤的——只看成就。成为“成就较低”的影爵并不会让人感到
快乐,但那些迦鲁确实在他们的狼群中找到了自己的位置,支持着他们周围的狼人... 也许他们在等待时机,等待着能将他们提升到应有地位的那一刻。
守护精魂 雷霆是影爵的守护精魂,它将弱者赶入巢穴,并宣告复仇风暴的到来。雷霆通常遥不可及,但总令人生畏。雷霆在其它时候则是行动和变革的愤怒使者。因此影爵认为,精心策划的佯攻会带来强大打击。雷霆和影爵与(主要是他们自己的)荣耀声望相关。
恩惠:雷霆可以激起宣示自己存在时在场者的恐惧,而影爵似乎也可以召唤他的神态做出类似举动。影爵可以在驯兽、威胁或托辞特质骰池上+1个(与威胁或利用弱点有关的)骰子。
禁忌:雷霆不会对影爵表现出除应得的那部分外的额外尊敬或尊重,影爵也会效仿。若影爵在冲突中输给了总声望较低的迦鲁,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型影爵 波雅尔(
译注:古罗斯和俄国拥有世袭领地的大封建主阶层)
他们来自一个曾被华沙条约组织承认的小国,但在现代贵族中,波雅尔——来自一支可以追溯到几个世纪前的世袭贵族长系——算得上是个人物。波雅尔的领地不再像以前那样富裕,它发现自己被贪婪的邻国和跨国利益集团所包围,他们认为只要施加足够压力,就能夺取领地的自然资源。博雅尔很难在历史上找到像这些潜在的剥削者一样大错特错的人,他们会毫不犹豫地唤起国家自豪公民的古老誓言来击退这些掠夺者。
激进黑客 世上每个人都是肮脏的,而激进黑客专门挖掘这些肮脏的东西。他们会利用一切可用的工具——无论是技术手段,如掠夺加密的在线数据库;还是灵与肉的社会工程学尝试;抑或是披上狼的外衣,潜入禁地。在与彼尔德伯格会议同时举行的国防承包商务思享会上假装建立了 “终极目标软设备”(
译注:彼尔德伯格会议是传闻中一个由商界和政界权贵组织的秘会。思享会是国外流行的一种会议形式,企业高管暂时放下杂务,找一个不受干扰的地方深入探讨)?没问题。激进黑客的目标只有一个:找到可以用来对付敌人的信息。呃,是他们狼群的敌人。
午夜凶灵 在寒风呼啸的漫漫长夜,人们可能会抬头仰望山丘,看到午夜凶灵在月光下的轮廓。当地居民想尽一切办法安抚午夜凶灵,但并不知道它到底想要什么。兄弟俩在制药厂失踪时只留下了血迹斑斑的污渍,你现在还能在网上看到医生在镇边开的奇怪诊所里被殴打的当晚视频。从那之后,一切都很平静,但只有午夜凶灵和他们的狼群知道下一个目标是谁。
刺客 历史上有许多伟大领袖和睿智顾问,他们中许多都有一个共同特点:只会发号施令,不会亲自挥刀。刺客在狼群首领的授意下动手,后者不能被人看到亲自消灭反对声音——所以刺客就替他们动手。而且老实说——每个人都知道刺客的真面目。他们就喜欢这样,用可怕的荣耀来彰显自己的名声。
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Shadow Lords Everyone has a plan until they look down and see their own blood wetting the ground. Figuring out what comes next is the true test of a Garou’s worth. Dominance and submission constitute the Shadow Lord creed. Those who demonstrate strength justly deserve to dominate; the role of the weak is to submit, to roll over and show your throat. The greatest Shadow Lord legends are mighty, but true strength comes in discovering how to exploit the weaknesses of one’s enemies.
The Shadow Lords count among their number some of the great strategists and warlords of Garou legend, and it therefore stands to reason that the purview of the Shadow Lords is a pragmatic — some would say ruthless — prowess for planning. Shadow Lords value shrewd intuition and calculating minds, the better to put in motion their schemes to undermine the Wyrm, whether via a frontal assault or through clever positioning. Of course, this worldview sometimes makes other Garou nervous: When a Shadow Lord looks at you, are they thinking how best to use your skills? Are they scrutinizing you for weakness? Are they thinking how your sacrifice might be used to greatest effect?
In play, a Shadow Lord might expect to
envision the true extent of an exploitative rare-mineral concern in their territory,
plan the ultimate downfall of these enemies of Gaia, perhaps even
scheme with the enemy in order to discover their weaknesses from within, and ultimately
intimidate anyone who stands between them and what they want.
Who Are the Shadow Lords? The Shadow Lord tribe is most known for two distinct traits: power and cunning. Power takes all forms, from political power in their communities or among the tatters of the Garou Nation to raw physical power when standing against a minion of the Wyrm or against a rival werewolf. Cunning may seem at odds with the Rage-fueled nature of the Garou, but as the Shadow Lords see it, outsmarting an opponent and convincing them of one’s superiority is its own proof. Indeed, in this way, cunning
leads to power, and Shadow Lords often favor being the power behind more immediately recognizable leaders. One of the most important skills a Shadow Lord learns is to pick only the fights they know they’re going to win.
Although they have a well-deserved reputation as schemers, Shadow Lords should also be recognized for their acumen with attending to a plan’s details. A caern isn’t going to run itself — its guardian spirit would eventually return to the Umbra in this era of Apocalypse. And raiding the mercenaries’ camp sounds laudable until one realizes that the pack’s plan is to go berserk and shred its way through the front barricade, at which point the Shadow Lord points out that this childish “plan” would simply get everyone killed.
Much as they are known for both power and cunning, a similar contrast embodies the Shadow Lord identity. In one sense, Shadow Lords are oppressive, even domineering. In another sense, they are inspirational, and perhaps the most meritocratic of the tribes, based on accomplishment alone. To be one of the “less-accomplished” Shadow Lords cannot make for a
happy existence, but those Garou do find their place in their packs, supporting the werewolves around them… and perhaps biding their time for the moment that can elevate them to the true status they deserve.
Patron Spirit Thunder, the Patron Spirit of the Shadow Lords, drives the meek into their dens and announces the arrival of vengeful storms. Thunder is often distant, but always fearsome. At other times, Thunder is the furious herald of action and change. Thus, Shadow Lords maintain that a calculated feint sets up a mighty strike. Thunder and the Shadow Lords are associated with (largely their own) Glory.
Favor: Thunder can provoke great fear in those to whom he announces his presence, and the Shadow Lords can seemingly summon his mien to act similarly. A Shadow Lord can add a dice to Animal Ken, Intimidation, or Subterfuge dice pools relating to threats or the exploitation of weakness.
Ban: Thunder shows no more deference or respect than has been earned, and the Shadow Lords follow suit. If a Shadow Lord suffers defeat in a conflict to any Garou of lesser Total Renown, they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating.
Shadow Lord Archetypes Boyar They come from a tiny country once recognized by the Warsaw Pact, but the Boyar — who hails from a long line of hereditary nobles that can trace itself back through the centuries — counts, as far as modern nobility goes. The Boyar’s domain is no longer as wealthy as it once was, and it finds itself surrounded by greedy neighbor-states and multinational interests that think they can simply apply enough pressure and take the territory’s natural resources. The Boyar would be hard pressed to find anyone in history who has been so very, very wrong as these wouldbe exploiters, and won’t hesitate to call up ancient pledges of fealty among the country’s proud citizens to beat back these plunderers.
Hacktivist Everyone in the world is dirty, and the Hacktivist specializes in digging up that dirt. The Hacktivist uses every tool available to them — whether technological methods, such as plundering encrypted online databases; flesh-and-spirit social engineering endeavors; or taking on the mantle of the wolf and sneaking into restricted locations. Pretending to have established “HardTarget SoftDev” at the defense contractors’ retreat running in conjunction with the Bilderberg conference? No problem. The Hacktivist has one goal: to find information that can be weaponized against their enemies. Er, their pack’s enemies.
Midnight Terror On long nights when the weather grows chill and the winds howl, one might look up to the mesa and see the Midnight Terror in silhouette against the moon. The local populace wants to appease the Midnight Terror however they can, but it doesn’t really know anything about what the Midnight Terror actually wants. They left behind only bloody smears when the brothers went missing from the pharmaceutical facility, and you can still see the video on the Internet of the night the doctor was mauled at the strange clinic that opened on the edge of town. It’s been quiet since then, but only the Midnight Terror and their pack know who they’re going to take next.
Assassin History has its share of great leaders and wise advisors, many of whom share a common characteristic: They give orders, they don’t wield the killing blade themselves. The Assassin gets their hands dirty at the behest of a pack leader who can’t let themselves be seen removing opposing voices — so the Assassin does it for them. And let’s be honest: Everyone knows the Assassin for who they are. That’s how they prefer it, wielding a reputation that limns them with fearsome glory.
Posted by: Lord Ex 2023-08-27, 00:24
寂静游者 我到过很多地方,伙计,让我告诉你个事,你一定想听听。 在狼中,迦鲁追随引领狼群的猎物的脚步;在人中,迦鲁历来能在迁徙或散居的文化中被找到。在他们自己的历史深处,寂静游者也曾... 被一个强大、恶毒、不被完全理解的精魂诅咒过,因此他们常在不断迁移或分散的文化中找到同情民族和熟悉习俗。
寂静游者很明智地利用了他们过去被误记的危机,他们在迦鲁中扮演了旅行者、信使和新闻传递者的角色。这当然是一种艰难生活——尤其是在迦鲁之国支离破碎和末日苦难中,但这绝对是一种比湮没无闻的崩溃... 或失落部落所走过的悲惨道路更好的命运。
游戏中的寂静游者可能会长途
跋涉穿越艰难地域,
侦查他们是否可能面对敌对迦鲁或敌意精魂,
传递敏感信息或关键灵具,甚至
破坏那些想在他们有机会前就伏击他们的人。
谁是寂静游者? 许多迦鲁认为寂静游者的存在至少是一种预兆。他们中的许多人都是流浪者,当他们来到迦鲁领地时,总会拥有一些每个迦鲁都想知道或拥有的东西。这可能是圣地陷落的消息,可能是传奇长老的信息,也可能是强大精魂腐化的证据。无论如何,寂静游者的任务都需要一个人来完成和确认。
寂静游者作为旅行大师,发现自己非常适合进入别人不希望他们进入的地方,然后再找到回来的路。在寂静游者的思维方式中,一头扎进影界灾难现场或敌对狼群的领地,几乎只会导致痛苦和折磨。为什么不先进行探索,找出最
有效而非最直接的方法呢?在最坏情况下,人们可能会确认另一种不承担责任的方法。在最好情况下,人们发现了一种方法,可以在不被任何人察觉的情况下得到自己需要的东西。
因此,寂静游者往往对各种文化和习俗了如指掌,从南美土著的死亡仪式和陪葬品,到亚的斯亚贝巴的精魂问候,再到纽约彩色玻璃族群的嚎叫大师生日。他们在这些广泛旅行中积累了无数人际关系,但同时也背负着带来噩耗的恶名。
寂静游者的活动范围并不一定很广——他们在履行服侍盖亚的更大承诺的过程中扮演着多种角色。他们可能是有长期世仇的互相疏远的狼群之间的中间人与和平斡旋者,也可能是为分散在各大洲的半打著名圣地带来智慧的外交官。他们可能会也可能不会长久地留在某个狼群中,但当他们离开时,几乎都是为了学习一些东西或找到远方的某个人所需的东西。这即使在同龄人中也是一条孤独之路。
守护精魂 猫头鹰是寂静游者的守护精魂,他鼓励追随者按自己的意愿行事。猫头鹰站在高处仔细观察,直到他看清一切,方会采取行动。他也只有那时才会迅速果断地雷霆猛击。猫头鹰和寂静游者与智慧声望相关。
恩惠:猫头鹰的智慧推崇必要时飞行的美德。寂静游者可以在与穿越、逃跑或潜入有关的运动或潜行特质骰池上+1骰。
禁忌:猫头鹰时刻警惕着过去曾折磨过他部落的敌对精魂的回归,他确保通过尊重这种“另类”精魂的存在来做到这一点。若一个寂静游者造成、参与甚至目睹了死亡,但却没有举行纪念仪式来承认,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型寂静游者寻嫡者 迦鲁濒临灭绝——这是寻嫡者的看法。他们抱着这种绝望想法,无休止地旅行,永远在寻找那些还不知道自己是狼人的狼人。这通常是一条孤独的路,但也会让寻嫡者接触到其他许多迦鲁,他们自己最好也在为正义而战。这种生活不是他们所希望降临在其他人身上的,所以寻嫡者还没有成为其他狼人的导师,也没将他们引入猫头鹰一族。但让他们找到一个可以称之为家的狼群及圣地,总比帮助他们选择永远在夹缝中苦苦挣扎要好得多。
大使 传统智慧认为,要把柠檬变成柠檬水,需要发挥主观能动性。因此当大使意识到召唤他们的守护精魂会让他们永远奔波在外时,他们就需要将自己的才能转化为适应这种召唤的能力。大使的“家”实际上是国会大厦里一间无人问津的公寓,他们四处奔波,将自己外向性格用在谈判合作关系和化解旧怨上。大使与世界各地的狼群伙伴们保持联系,这确保了他们无论身处何地,外交晚宴都是他们众多约会中最省心的。
推动复兴者 推动复兴者在城外支起大帐篷,宣扬爱与宽恕的福音,他们举办的巡回救赎演出为他们在全境的圣地间穿梭提供了充足借口。它是五旬节教派和盖亚信条的奇怪结合,但服务充满活力和能量,在这个愤世嫉俗的时代,它可能带来了不止一个真正的信徒。巡回活动也让推动复兴者有机会看到能源公司的影响力有多大,因为复兴活动遍及能源公司的大本营所在地区。
长途卡车司机 物流让世界运转起来,当长途卡车司机追踪他们真正的猎物时,无论是逃犯,还是在全球疾病肆虐的时代运送急需的医疗用品,把东西从甲点运到乙点都是很好的掩护方式。做好自己的老板,定好自己的时间,捉好自己的猎物。若货物恰好是
不应该完好无损地送达乙点的东西,那么,长途卡车司机已经经历过不止一次“保险事故”,赢得了时间,却毁掉了物资。
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Silent Striders I’ve been everywhere, man, and let me tell you, you’re going to want to hear this. Among wolves, Garou follow where prey leads the pack, and among humans, Garou have historically been found in cultures that are either migratory or diasporic. Deep in their own history, the Silent Striders were themselves… cursed? by a powerful spirit, malignant and not wholly understood, and as a result they often find sympathetic peoples and familiar practices among ever-moving or dispersed cultures.
Wisely, the Silent Striders have made opportunity of this misremembered crisis in their past, and they have assumed a role as travelers, messengers, and news-bearers among the Garou. It makes for a difficult life, certainly, especially in the wake of a shattered Garou Nation and the travails of the Apocalypse, but it’s absolutely a better fate than a collapse into oblivion… or the tragic paths that lost tribes have taken.
In play, Silent Striders might expect to
journey great distances through difficult territory,
scout whether they might be facing hostile Garou or antagonistic spirits,
deliver a sensitive message or critical talisman, and even
sabotage those who would waylay them before they get the chance.
Who Are the Silent Striders? The presence of a Silent Strider is something that many Garou regard as portentous, to say the least. Many are itinerant, and when one arrives in the territory, they invariably possess something every Garou wants to know or possess. It may be news of a caern falling, a message from a legendary elder, or proof of a mighty spirit’s corruption. Whatever the case, a Silent Strider’s charge is something that requires an individual to deliver and confirm.
Master travelers, the Silent Striders find themselves uniquely suited to finding their way into places where others don’t want them and finding their way back out again. Diving headfirst into an Umbral disaster site or a hostile pack’s territory rarely yields more than pain and suffering, to the Silent Strider way of thinking. Why not explore first and find out the most
effective way, rather than the most direct? At worst, one may confirm another method not to undertake things. At best, one has discovered a way to get what one needs without anyone becoming aware of the Silent Strider’s having been there.
As such, Silent Striders are often broadly versed in cultures and customs, from the death rites and funerary paraphernalia of indigenous South Americans to the spirit-greetings of Addis Ababa to the Master of the Howl at New York’s Stained Glass Sept’s birthday. And in these vast travels, they accumulate numerous relationships but also bear the weight of their reputations for bringing bad news. The territory over which a Silent Strider ranges need not be vast — they take on many roles in the greater fulfillment of their pledge to Gaia’s service. They may be go-betweens and brokers of peace for long-feuding packs a stretch of highway away from each other, or they may be the diplomats bringing wisdom among a half-dozen prominent caerns scattered across continents. They may or may not remain part of any particular pack for long, but when they do, it’s almost always with the intent of learning something or finding something that a distant someone will need. It can be a lonely path, even among peers.
Patron Spirit Owl is the Patron Spirit of the Silent Striders, who encourages those his followers to approach matters on their own terms. From his high vantage point Owl carefully observes and does not act until he has seen everything there is to see. Only then does he make the plunge — swiftly and decisively. Owl and the Silent Striders are associated with Wisdom.
Favor: Owl’s wisdom extols the virtue of flight when necessary. Silent Striders can add one die to Athletics or Stealth dice pools related to traversal, escape, or infiltration.
Ban: Owl remains ever alert to the return of the rival spirit-haunt that tormented his tribe in the past, and he makes sure to do so by honoring the presence of this “other” sort of spirit. If a Silent Strider causes, participates in, or even witnesses death but doesn’t perform a commemorative rite to acknowledge it, they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating.
Silent Strider Archetypes Kinseeker The Garou are dying — that’s the way the Kinseeker sees it. With that desperate outlook, the Kinseeker travels endlessly, forever seeking werewolves who don’t yet know they’re werewolves. It’s generally a lonely path, but one that brings the Kinseeker into contact with any number of other Garou, themselves ideally fighting the good fight. This life isn’t one they’d wish upon anyone else, so the Kinseeker hasn’t yet been a mentor to any other werewolf or introduced them to Owl’s ways. Much better to let them find a pack with a caern that they can call home than to help them choose a bitter existence forever in the spaces between.
Ambassador Conventional wisdom says to make lemons into lemonade, so as the Ambassador realized the Patron Spirit who called to them would have them ever on the move, they’d need to turn their talents to suit that calling. With “home” effectively a neglected flat in the capitol, the Ambassador travels far and wide, putting their outgoing personality to use in negotiating partnerships and resolving old grudges. The company the Ambassador keeps, and the packs all over the world with whom they stay in contact ensures that diplomatic dinners are the least fraught of their many appointments, wherever they are.
Revivalist Putting up the big tent outside of town and preaching a gospel of love and forgiveness, the Revivalist runs a touring salvation show that provides ample excuse to move among the caerns all across the territory. It’s a strange combination of Pentecostalism and Gaia’s creed, but the service is vibrant and energetic, and it may have brought around more than one true believer in these cynical times. Itinerancy also gives the Revivalist the opportunity to see just how widely the energy company’s influence has spread, as the revival traverses the region where it’s a huge employer.
Long-Haul Trucker Logistics makes the world run, and moving things from Point A to Point B is a good way to cover ground when the Long-Haul Trucker is tracking their true quarry, whether it’s fugitives or they’re simply moving a shipment of much-needed medical supplies during an era of global illness. Be your own boss, set your own hours, hunt your own prey. And if it just so happens that the payload is something that
shouldn’t arrive at Point B whole and intact, well, the Long-Haul Trucker has had more than one “insurance incident” that buys time and ruins materiel.
Posted by: Lord Ex 2023-08-27, 00:26
银牙 权力是达到目的的手段,是为盖亚服务的毕生事业。它既是一种责任,也是一种特权,甚至更为重要。 迦鲁社会生来就是部落,而部落存在的地方就会出现领袖。对于狼人来说,银牙早就继承了领袖的衣钵,他们是迦鲁文化中最接近贵族的血统。他们继承了贵族做派,行事果断,而且——虽然其它部落不愿承认——能在危急情况下团结一致。
游戏中的银牙可能会
激励他们的狼群,
带领他们投入战斗,
团结他们摆脱绝望的失败,
鼓舞他们取得伟大成就。
谁是银牙? 欲戴王冠,必承其重。这句谚语对银牙来说再适合不过了,因为他们在部落中肩负着领导的重任,这也使他们在其他迦鲁中的地位得到了提升。当然,很少有其他狼人对这种高贵传统如此乐观——但的确很少有人能就银牙是很好领袖有异议。
话又说回来,由于银牙历来在迦鲁中扮演着领导者的角色,所以他们难道不该为迦鲁之国的崩溃和未能避免这个末日年代的到来负上一定责任吗?
迦鲁文化的本质是寻求强力领袖,而历史上一直是由银牙承担这一角色。值得称赞的是,部落始终意识到这种角色的风险,自古以来,迦鲁部落与哀号和狂嚎的关系都很复杂。一方面,银牙暴君被狂嚎折磨得精神错乱,将那些质疑他们力量或智慧的人撕成碎片;另一方面,银牙被哀号折磨得焦头烂额,觉得无论把多少年轻迦鲁扔进妖蛆大嘴,战斗都已经输了。因此,银牙部落的威望伴随着悲剧的音符。
该部落与灵界的关系同样复杂。许多精魂——可能比迦鲁自己还要多——仍尊重银牙传说中缔结的古老契约。由于等级森严,灵界对银牙的尊敬根深蒂固,但这也是一把双刃剑。头脑简单的难缠精魂们无法从银牙的道德选择中看出细微差别。
其它部落的狼人——尤其是这些部落的年轻成员——不承认“世袭贵族”,而银牙则认为自己便是。在部落长老中,不合时宜的习俗——从与盖亚结盟的神权观念到纳妾,再到对过时着装的简单修饰——依然盛行。当然,参加月会者都会忍耐背诵无数银牙被赞颂的事迹,但在末日年代,这些事迹如何转化为世袭的贵族身份却受到了极大质疑——最令人惊讶的或许是部落中的年轻迦鲁。
守护精魂 鹰隼是银牙的守护精魂,他的敏锐洞察和高贵气质激励着银牙追求自己的目标,并激励其他人追随自己的脚步。鹰隼和银牙都与荣耀声望相关。
恩惠:鹰隼号召银牙以身作则,发挥领导作用。银牙可以在说服或领导力特质骰池上+1骰,使他人听从他们的意见、建议或直接命令。
禁忌:鹰隼是一个骄傲的精魂,不光彩的行为会给他带来巨大的耻辱。若银牙采取的行动会导致他们冒着懊恼或失去声望特质的风险,那么他们在下盘游戏开始时,只能恢复1意志点,而非沉着或决心值。
典型银牙当地名流 当地名流几乎以光鲜亮丽和结识贵人为职业。想帮他们忙的人似乎无处不在,这与他们糟糕透顶的信用评级和需要低调时寻求“崩塌空间”的意愿形成了鲜明对比。那些华丽衣服都是用刷爆的信用卡或二手店淘来的;那些酒钱都是友好的酒保给的;甚至那辆闪亮的汽车也是借来的。为什么不呢?本地名流知道你带不走它,而且他们很可能会遭遇可怕结局,这也是他们所隐藏的毛骨悚然的秘密的一部分。活在当下吧!
盖特曼(
译注:(旧时)波兰军事指挥官)
不是每场战争都能登上头版头条,也不是每场战争都能在媒体的报道中结束。盖特曼正在打一场这样的战争,这场战争并不光彩,也不公开,发生在一个谁也没听说过的国家,但这并不意味着这场战争的对手不是那些认为这个国家是他们——并可以把它一块块地卖掉——的混蛋。钱不是问题(钱总是有的,通常是其他混蛋给的,但盖特曼稍后会解决这个问题),也不缺愿意为钱流血的暴力志愿者。盖特曼的工作就是把这些暴力志愿者变成有组织的战士,而不仅仅是嗜血的暴徒。这种领导才能激发忠诚——
不容置疑的忠诚。
光辉岁月队的四分卫 你真该看看——第四次进攻,九分,落后五分,但光辉岁月队的四分卫深藏不露,带领特洛伊队奋起直追,在狮子队头顶上打出一记完美的螺旋球,飞入端区,接球队员将球稳稳接住,赢得了胜利。胜者永不言败,败者永不胜利。若光辉岁月队的四分卫受伤,那么只需在伤口上抹点泥土,就能重新回到比赛中。现在,他们发现自己的生活不仅仅是周五晚上的灯红酒绿,但这种永不言败的精神让他们继续前进,全力以赴。
流亡贵族 高贵是银牙的标志,但对某些人来说,这种传统却是一种磨难。不知道鹰隼看中了流亡贵族什么,他们似乎无法不玷污自我形象——沉溺于各种恶习、不检点行为和不体面习惯,因为这就是他们所知道的一切,而且他们也负担得起,因为家族的钱财源远流长。当归结到最重要的事情时——为盖亚而战和反对妖蛆——流亡贵族和其他迦鲁一样热情洋溢,甚至可能更甚。不过,当不是领导冲锋陷阵的时候,流亡贵族就会躺在酒瓶底,昏睡在妓院的床上,过去三天都忘记了进食。■
原文:
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Silver Fangs Power is a means to an end, a life’s work constructed in service to Gaia. It is as much a responsibility as it is a privilege, if not more so. Garou society is inherently tribal, and where tribes exist, leaders emerge. For werewolves, the mantle of leadership was long ago claimed by the Silver Fangs, who are as close to a noble lineage as Garou culture produces. Theirs is a legacy of aristocracy, decisiveness, and, as grudging as other tribes are to admit it, unification in dire circumstances.
Silver Fangs in play might expect to
motivate their pack,
lead them into battle,
rally them from desperate defeat, and
inspire them to grand achievements.
Who Are the Silver Fangs? Heavy hangs the head that wears the crown, and this adage is true for none so much as for the Silver Fangs, as they claim the burden of leadership among the tribes that also elevates them among other Garou. Of course, few other werewolves are so sanguine about this legacy of nobility — but few can argue that the Silver Fangs do indeed make good leaders.
Then again, because the Silver Fangs have traditionally held the role of leaders among the Garou, aren’t they somewhat culpable for the collapse of the Garou Nation and its failure to avert this age of Apocalypse?
Garou culture, by its nature, seeks strong leaders, and historically it has fallen to the Silver Fangs to assume this role. To its credit, the tribe is ever cognizant of the risks of such roles, and since time immemorial it’s had complicated relationships with both harano and hauglosk. At one end of the spectrum bellows the Silver Fang tyrant, deranged by hauglosk, tearing apart those who would question their might or wisdom; at the other end of the spectrum stands the Silver Fang racked by harano, feeling that no matter how many young Garou they hurl into the maw of the Wyrm, the battle is already lost. Thus, accompanying the prestige of the Silver Fangs tribe is a note of tragedy.
The tribe’s relationship with the spirit world is likewise complex. Many spirits — probably even more than the Garou themselves — still honor the old pacts forged by Silver Fang legends. Hierarchical as they are, spirits’ respect for Silver Fangs runs deep, though it can prove to be a double-edged sword. Simple, intractable spirits fail to see the nuance in a Silver Fang’s ethically weighted choices.
Werewolves of other tribes, particularly the young members of those of tribes, disavow “hereditary aristocracy,” in which light the Silver Fangs cast themselves. Among tribal elders, anachronistic practices still hold sway, from Gaia-aligned notions of divine right, to the keeping of concubines, to simple affectations for outdated modes of dress. Certainly, moot participants endure recitations of countless deeds for which the Silver Fangs are lauded, but how that translates into inherited nobility in the time of the Apocalypse has greatly come into question — perhaps most surprisingly among the young Garou of the tribe itself.
Patron Spirit Falcon is the Patron Spirit of the Silver Fangs, and his keen sight and noble bearing inspire the Silver Fangs to pursue their goals, and to inspire others to follow them in that enterprise. Falcon and the Silver Fangs are associated with Honor.
Favor: Falcon calls upon the Silver Fangs to lead, both by example and in demeanor. Silver Fangs can add one die to Persuasion or Leadership dice pools related to making others follow their advice, suggestions, or outright orders.
Ban: Falcon is a proud spirit, and dishonor brings great shame to him. If a Silver Fang takes an action that causes them to risk chagrin or losing Renown, they may recover only a single Willpower at the start of the next session, instead of their Composure or Resolve rating.
Silver Fang Archetypes Local Celebrity The Local Celebrity has practically made a career out of looking great and knowing the right people. People who want to do them favors seem to be everywhere, which contrasts greatly with their completely fucked credit rating and their willingness to seek “crash space” when the need to lie low arises. All those fancy clothes come from maxed charge cards or secondhand-store wizardry; all those drink tabs are comped by friendly bartenders; even that flash car is a loaner. And why not? The Local Celebrity knows that you can’t take it with you, and that they’re likely to meet a gruesome end as part of the hairy secret they’re hiding. Live in the now!
Hetman Not every war makes the front pages, and not every war ends when the media says it does. The Hetman’s fighting one of those wars, unglamorously and off the books, in a country that no one’s heard of, but that doesn’t mean the fight isn’t happening against the usualassholes who think the country is theirs to take and sell off piece by piece. Money’s not a problem (there’s always money, usually from some other assholes, but the Hetman will cross that bridge later), and there’s no shortage of violent volunteers willing to bleed for pay. It’s the Hetman’s job to turn those violent volunteers into organized fighters and not just a bloodthirsty mob. That’s the kind of leadership that inspires loyalty —
unquestioning loyalty.
Glory-Days QB You shoulda seen it — fourth and nine, five points behind, but the Glory-Days QB dug deep, rallied the Trojans, and sailed a perfect spiral over the Lions’ heads and into the endzone, where the WR hauled it in for the win. A winner never quits and a quitter never wins, and if the Glory-Days QB gets hurt, they just rub a little dirt on it and get back in the game. Now that they’ve found that their life is more than Friday-night lights, though, that same never-say-die spirit keeps them going, giving a hundred and ten percent.
Noble-in-Exile Bearing and nobility mark the Silver Fangs, but to some, that legacy is a millstone. Unsure of what Falcon sees in them, the Noble-in-Exile can’t seem to not tarnish their self-image, indulging in any number of vices, indiscretions, and unseemly habits because that’s all they’ve ever known, and they can afford it, because the family money runs deep and old. When it comes down to what’s important — fighting for Gaia and opposing the Wyrm — the Noble-in-Exile is as enthusiastic and passionate as any other Garou, and perhaps even more so. When it’s not time to lead the charge, though, the Noble-in-Exile can be found in the bottom of a bottle, passed out on a brothel bed, having forgotten to eat for the past three days. ■
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