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House Rules
The following rules are ment for within the group. This doesn't mean that you can force these rules upon anyone outside of the group. All you may do is ask nicely if it is okay you use them with others in a scene that aren't part of Splintered Soul. Any questions need to be forwarded to the ST's.
Character Creation
For now, please do this by the books. However, there are a few things of note that should be looked at.

Cliaths/Rank 1s/Kinfolk: Because of some of the remaining PCs sometimes being anywhere from 5-12 years old, all those who start out with generic starters are rewarded upward to 10 bonus freebies. This is to help balance them and put them so they can blend better into storylines since an active PC of six months can significantly outbalance someone just starting. However there Is a catch to this. These extra freebies will be award based on Age of the character. 18 year old Cliath may take no more then 6. 21 may take up to 9. Higher may take the full 10.

Fostern Starters: This may become limited in the future, but for now we are allowing folks to start with a Fostern/Rank 2 starter character. We do not use the stats presented in the ST Handbook and we ask that those who wish to submit for a Fostern use the following statatics for creation. We also request that the history reflect what is normally asked for (see below) and that their Fostern challenge also be reflected in the history as well as achievments to get that far. Higher ranked characters means more details and history to come up with. Fosterns must be At Least 21 years old (or Lupus and Metis variation), but we recommend higher.

Step One: Make a basic Cliath Character from the book. This is the bare bones of it and will be the foundation of the character. Also list on the bottom where Freebies were spent.

Step Two: Spend the following stats:

1 Free Dot in Attributes. 3 Free Abilities. 2 Free Dots in Backgrounds. One Extra Rank 1 Gift. Two Rank 2 Gifts. 5 Extra Freebies.

The Fostern statistics should be represented in parenthesis on what you spent it on when you discuss where you spent freebies. For example it can look like this: 1 Free Attribute (Perception), 3 Free Abilities (1 Empathy, 1 Ritual, 1 Cosmology), 2 Free Backgrounds (2 Totem), etc etc.

Age: We ask that all PCs start at AT LEAST 18 years of age (or Lupus/Metis appearance equivalant). However, we suggest that they be older unless your concept just demands you be that young. Fosterns must start at the age of 21+ to reflect their years earning that rank.

Tribes: We allow all twelve of the core Tribes and will allow Stargazer's who stayed with the Nation within reason. Ronin concepts are frowned upon but could be workable. Obviously no Bunyip or Croatan offshoots. White Howlers are likewise, as the closest to those are the 'genetic throwbacks' of Pure Breed 5 Black Spiral Dancers. Such things as runaway/former Dancers are also limited but a good concept may get you approved.

Camps: For now, Camps are open at character creation but will require good details on how you got into said camp. Fostern characters in such will be more readily accepted but we aren't going to bar Cliaths from it to be fair. However, some Camps and Secret Societies may be rejected if we feel the character is too antagonistic or could land in deep trouble IC. If you're wondering if one may be such, just ask.

Backgrounds: For now, I am tentatively setting it so most Backgrounds are okay (barring Tribal Restrictions, of course). There are a few I do want to address that can get out of hand or need clarification. I want to allow for folks to get creative, but I also want to keep the game as balanced as possible.

Fetish: You will need a good justification on higher levels and I also will need a background/history on any Fetish submitted for. Is it a family heirloom? Did your character challenge for it and win it? What type of Spirit is in it? What is the Fetish's name if it has one? How do you appease the Spirit inside? Get creative guys. Fetishes are more then just nifty tools and powers. The more detailed a history, the more likely I am to actually allow your character to have it.

Pure Breed: Aside from Silver Fangs, I will be scrutinizing any submission that has a Pure Breed of more then 2. Please detail it in your history why you have such breeding if you want more then a few dots and even still, just having it warrants a little history behind it. Also please bare in mind you should resemble hereos of your Tribe. A Pure Breed 3 Wendigo is not going to be a caucasion street tough dressed like a gangster for example.

Numen: Please detail how you came across this Spirit, what type it is and what your relationship is. Also for more powerful Spirits, you may need a higher rating to reflect it. You will also be required to incorperate the Numen into In Character play as a NPC that is often around your character.

Touched: This background personally makes me cringe but if I get a hell of a good story and it's not abused, I will allow it. However, I do not want to see high ratings of Wyld Touched.

Fate: Without an impressive back history, please limit this. It however may be rewarded In Character.

Clout: As always, a Shadow Lord only character. Cliath's may not start with more then two dots and a very good backstory. Fostern may not start with more then three dots and an extremely well written backstory. However upon reaching Adren and with exceptional RP, we are allowing Shadow Lords to purchase the background at one dot per rank (that is, a Garou who starts with 0 Clout can technically have Clout 3 at Elder).

Merits and Flaws: I am tentatively removing the restrictions/bans on all Merits and Flaws until I see abuse or just too many of. With so many characters retired or inactive, it's unfair to limit folks due to what may have been numerous in the past. But please don't take Merits just because of the 'kewl powerz' aspect. If I start getting Ahrouns with Silver Tolerance constantly, I will likely ban it again.

Supernatural Kinfolk: As of March 5, 2012 we once more are allowing Supernatural Kinfolk. However, players must first go through outside sources to even be allowed within the Bawn. Your character may have to meet a character or pack outside and do several scenes to the point they can be trusted for example. But make sure to get an STs okay before doing this. Some are shakey on Mage rules which is the popular request along with Changeling. Some concepts may not work and be prepared for the typical IC prejudice with some characters. Some concepts may also be pointed toward other games. Obviously, don't submit anything such as a Vampire Kinfolk. Ghoul Kinfolk will also be heavily monitored because chances are, you wont be ghouled for long. It can make for a good story hook, but you eventually will loose your ghouldom (or your life).

XP and Renown
XP: Experience is handle in two ways mainly. You may gain 2 'weekly' XP for playing that week. And by playing, this can be a short but meaningful scene. If you actually do something geared towards furthering the character, this counts. If you're just shooting the breeze in random places such as Shadows or the Woods, then we require a minimum of at least three hours of play. You may gain weekly XP on multiple characters a week. The second way to earn XP is by participating in plots then whoever is running it may reward the character an amount they feel is justified. In most cases, XP is based off the honor system.

XP Submissions: There is a form and example . Please use this when submitting. Also, all submissions Must hit the Assistant STs mailbox before it can be considered for approvals. Asking for things across MSN and such does not cut it as this can lead to it easily being forgotten. As always, your XP is based off the honor system but if we feel someone is cheating, we have right to question where the XP came from. For this reason if you don't have a Websheet, we ask that you reconsider stock hording XP since submissions with 50 XP spent often times look fishy.

Renown: Renown in the past has been handled in a way that it has been extremely hard to keep track of when and where characters got the Renown. Also some of the more honor system related ones, it does seem like these rewards have gotten out of hand. So for now on, Renown will be handled a bit differently. To keep folks from speed ranking, you may still only ask for One Rite of Accomplishment in a single catagory per moot. However, each time you must also include exactly what was done. You can do this as having the person who does the Rite of Accomplishment for you play it out or simply putting an OOC notation of what it's from. An example of the later could look like this.

Example: Willy the Theurge steps up for a Rite of Accomplishment in Wisdom. His player isn't sure who offers to do the Rite for him since he's packless, so they decide to just make a note of it. Willy has been busy the past few months and has made a trip to the Umbra on a Spirit Quest and got 3 Wisdom. Willy is only Cliath, so he got the full amount. On this Spirit Quest, he ran across another pack fleeing Banes and wound up healing two who were heavily injured and gained 2 Wisdom. Before his trip, he made a few Gaia's Breath Talens which got him 1 Wisdom. And then the reason he was going on the Spirit Quest to begin with was to finish making a Fetish which earned him 4 Wisdom. His player lists all the rewards in the e-mail for the Moot in the format of (+3 Wisdom for going on a Spirit Quest, +1 Wisdom for making Talens, +1 Wisdom for healing a Garou not of his pack unselfishly (x2) and +4 Wisdom for making a Fetish). In this method, the ST can go 'oh, that's right' or if it seems suspecious, call into question and ask for proof of where this Renown came from.

Rank And Renown: Another measure to keep characters from Speed Ranking is to implement the Rule of Rank we have used for years. With the page overhaul, I decided to clean this up and put into words the instances that do gain full amounts. I will do the ranks by Auspice even to make sure everyone is on the same page. Basically, when a Garou reaches Adren they lose -1 to ALL Rewards on their main Catagory. This also cumulates with any Totem reductions so if you follow a Totem who says -1 in that catagory and your Adren, you lose -2 all together. Upon reaching Athro, you lose -2 in that Catagory. Upon reaching Elder (since we do allow folks to go beyond 10 Permenant in a Catagory) it is -2 in the main Catagory and -1 in the second Catagory. There are instances that allow for full gains but are few and far between. Making a Fetish is one example and we have implied that learning a Rite that is your Rank or more (therefore, a bigger and more powerful Rite) you may gain the Wisdom. STs will often be the ones to reward this, but if it's an honor system thing and you aren't sure, just ask and we'll help you out. The only acceptions to this is Ragabash (and Fera who follow the X of any drill) who get 1 per Catagory per rank. Upon reaching Adren (or respective Rank 3 title) the one that they have the most in loses -1. Upon reaching Athro (or respective Rank 4 title) they lose -1 from the Next catagory. If Timmy the Ragabash has 4 Glory, 5 Honor and 7 Wisdom then he would be losing from Wisdom first, then Honor second. Upon reaching max rank, it becomes -1 in the third catagory.

Ragabash (And most Fera)

Adren: -1 in main catagory.
Athro: -1 in main catagory, -1 in secondary catagory
Elder: -1 in all three catagories.

Theurge

Adren: -1 to Wisdom
Athro: -2 to Wisdom
Elder: -2 to Wisdom, -1 to Honor

Philodox

Adren: -1 to Honor
Athro: -2 to Honor
Elder: -2 to Honor, -1 Wisdom

Galliard

Adren: -1 to Glory
Athro: -2 to Glory
Elder: -2 to Glory, -1 to Wisdom

Ahroun

Adren: -1 to Glory
Athro: -2 to Glory
Elder: -2 to Glory, -1 to Honor

Basically this is to curve speed ranking and to represent that higher ranked characters have done deeds in lue of their Auspices that chances are, by the time they are Adren an Ahroun has likely gone toe to toe with a few Banes or Fomori. By the time they are Adren, Philodox have likely mediated disputs or done Punishment Rites. By the time they are Adren, Theurge have likely healed plenty of Garou of injury. As they climb higher in rank, it only gets more redundant to the point society expects it of them and doesn't reward them. Also as a sidenote, we Do allow for folks to go over 10 Tempoary Renown. For now. In the future, this may change to continue curving speed ranking. Especially since I'm noticing a lot of people pausing from the transition between ranks and gathering more Renown (usually in the catagory that will get a subtraction) and challenging for Rank later after hording enough Renown they are practically on par with Athro rank.

Spirit Matters
Gifts: In the past it has been done that all you had to do to get a Gift is submit for it and provide evidence you had means to get someone to call up and at times translate the Spirit for you. This has cut out a lot of the spirituality of Werewolf in the name of convenience. No one wants to spend six hours to learn a single Level 1 Gift and honestly in a game with dozens of characters, STs don't want to spend hours for a character to learn that Level 1 Gift. So to balance it out, every time you submit for a Gift you need to tell me what your character did to recieve it. Do they have to somehow honor the Spirit? Is there some sort of chimage they owe? Is there some sort of sign they learned that particular Gift due to the process? Did they have to do something specific? Just give me exactly how your character got the Gift and it will be approved. But no more neglecting that Spirits don't usually just teach a Garou and then the Garou goes about their business with one more trick under their belt.

Limits: The limit of Gifts a character can have is 35. This is hard capped and basically with us going through books to try and see what the highest number of Gifts a NPC may have. On average it was somewhere in the early 30 numbers so we went with 35. So if you want to have a dozen level 1 Gifts before your even Fostern, go for it. Just know you may not have more then 35 Gifts total even if you are an Elder. This is plenty of Gifts to have on a single character. The only acception to this is if you have 35 Gifts and create a Gift, subject to approval from the ST. So in theory there could be 37 slots, but you would have had to do a ton of work and a lot to impress the ST in making two Gifts.

Also there is now a limit to how many out of Breed/Auspice/Tribe Gifts you can learn without having a penalty. Folks, Spirits get upset when your teaching a Tribes special Gifts. You are born under an Auspice and adopted into a Tribe for a reason. Spirits recognize that and that is why it's harder to gain Gifts outside of Breed/Auspice/Tribe. It shouldn't be 'Well I have the Experience for it' and more so folks need to look at the fact of Why you pay more for that Gift. It's because you aren't meant to learn that Gift really. The limit from now on will be five total max and you may not have anything above Level 3 in this without providing a quest to get that Gift or scenes of someone teaching you that Gift. Also if you are hoarding a bunch of out of Breed/Auspice/Tribe Gifts and have more then five for whatever reason, you now face a penalty of +1 difficulty per Gift you have when dealing with Spirits and learning Gifts etc. So if you have seven, you now are looking at a +2 difficulty. Any further characters getting beyond five will be worse then pulling teeth and I suggest if your just looking to hoard cool powers, you make a character of that Tribe or Auspice or Breed and do it from there. Also things will be monitored to make sure Random Athro isn't teaching a non-packmate Random Athro Gift etc. If we think your trying to skirt penalties, we will step in.

Also a small note on Gifts granted by a Totem. If you ever lose that Totem, you lose the Gift unless you purchase it via XP immediately following losing that Totem if you lost it under good circumstances (such as being the last standing member of a pack). Gaining a Gift from a Totem is free because you have that Totem. Should you lose that Totem, you lose the Gift and if you lost the Totem because you insulted it, left your pack etc then you May Not buy the Gift.

Disclaimer On Corrupted Gifts and Rites: Seeing as there are a lot of redeemed characters out there, lets be logical and clear on something. Black Spiral Dancer Gifts are on the corrupted Tribe for a reason. They are powers of the Wyrm and not of Gaia. Even as harmless as they may seem, they still will lead your character into spiraling right back into corruption. The only exceptions to this is Ears of the Bat and Patagia due to the fact that Bat is half redeemed. He grants these to a specific camp of Shadow Lords so in theory, it can be argued that these Gifts can stick with a character and not lead to corruption. The only other's that may not have an adversal side effect are ones that belong to another Tribe etc. Resist Toxin, Shroud, Sense Wyrm are all good examples. However ones that are Specifically Black Spiral Dancer Gifts will start corrupting you if used to often. Even ones that have a Gaian version but are altered (such as Invisability if you somehow retained that Gift from your former Totem of Cunning) will corrupt your character. This will be left to an ST to dertemine the exact fate of such. Minor usages now and again may only result in the character becoming Tainted. Repeated reliance on the Gifts of a corrupted Tribe of Garou however will have more dire consequences. Be warned if your character has them or somehow picks them up. They are just not an extra power in your arsenal and will have side effects.

Fetish and Talen Creation: Because of the redundancy it can cause to keep recreating the same Talen when the need arises and because Fetish creation scenes can be a bit boring, there will be a set system of how these are done now. There wont be any long, drawn out scenes for them unless the ST decides otherwise. For the really epic, nigh legendary Fetishes you will have to do a lot of work. But for most, this is the system we will use so the STs time isn't taken up with scenes that have been played over and over again.

For Talens, you simply need to make a moderate sized post of what your character is doing and how they are summoning the Spirit and what they do once they are there before the binding. Then all you need to do is send the Summoning roll and then the Binding roll. That's it and you can have your Talen(s).

For Fetishes, I will need a little more but there wont be a walking through of the process any more. I want a good, long write up of what all your character does and what is involved in the making of this Fetish. Did your character find an expert blacksmith to create their sword IC? If so, then I want rolls for it. Did they do something to make the future home for the Spirit more appealing? Did they bargin with the Spirit or try to convince it why taking up shelter in an item permenantly was for the best? I will need all that and rolls for it. Then before you roll, I will need to know if you spent any Gnosis as per the Rite. This can only be declared BEFORE you make the roll. If the roll is successful then you will have your Fetish.

In the case of some items, such as the Storm Gauntlet from Shadow Lords, Grand Klaives in general, Threefold Axes of the Fianna, etc..It will require a lot of playing or at least a lot of research. These items you just don't come across every day and with good reason. They are hard to make, hard to obtain and in some cases you may be fighting off people who want it.

Special Note on Limits: As far as Talens, you are not limited to how many you have but keep in mind you do need the materials to make them. Also, I now plan to make sure they have a shelf life except in certain occasions such as one made for the Caern cache in case of emergencies. The Talen will only exist for so long since the Spirits don't typically like being sealed away when a Talen is suppose to be used assumingly in a quick fashion. For now on, Talens will only last for as many weeks as their Gnosis scores. If the Gnosis is 5, then it will last 5 weeks before the Spirit escapes on it's own. This is to prevent people from stocking up personal droves of Talens for any and every occasion.

For Fetishes, there now will be a limit of how many your character can have. I know everyone wants one or has ideas for a super cool Fetish but in Werewolf the Apocalypse, they are meant to be rare folks. That's why you get 4 Wisdom if you manage to make one. It's why some like a Klaive grants additional Renown rewards. Such items are cherished by the Garou and they aren't mass produced like most would probably think the Garou should do. So for Fetishes, there will be a limit. For starters, you may not have more Levels worth then your Rank + 5. So in theory an Elder can have two Level 5 Fetishes. Also you may not possess more Fetishes then your Rank. So if your a Cliath and somehow managed to get a Level 5 Fetish, this is your max since your probably having to fend off higher ranking Garou trying to get the one you Do have. So a Fostern in theory could have that same Level 5 Fetish and then somehow get their hands on a Level 2 Fetish also. But he cannot have a third one after this unless he reaches Adren and even then, he may only have another Level 1 at that time. So for now on, choose what you create or seek wisely folks. You may not have dozens of Fetishes, no matter how many ideas your character comes up with. Fetishes shouldn't be your own personal army of weapons and advantages.

Umbral Travel: For all intents and purposes, travel to any of the Realms will be limited to ST plot devices or there being a really good reason. Unless your a Theurge or some sort of mystic, you don't just wander off into the Umbra for a vacation. Garou usually wind up in Realms when it's absolutely necessary, some sort of quest or in a lot of cases, they got lost. Also, you have to have a way to get to the Realm you are going if you do travel. You don't just walk off an expect to find the Realm you want. That's a good way to land in a Realm you don't want to ever be in and may never get out of. Characters will need some sort of Guide or Cosmology outside of plot devices to venture to a correct Realm or to know details about that Realm. Even then, unless you have a speciality in Cosmology your information may be limited. Just because you have Cosmology 1 does not give you details about every niche of the Umbra, how you escape it, what to expect etc.

Totems: Totem is one of the few backgrounds that can reach over level 5. You may purchase it at the time of creation or with 2 experience per dot after creation. However to raise your score you must have a good reason. A new pack mate joining, rank gained, a huge deed the pack accomplishes. These are some of the reason to reflect the growing power of the Totem and rise to more dedication as a pack. So you may purchase as many levels as you like, but will need a reason to justify such.

Combat
Lethal vs Non-Lethal: Always a touchy subject in online gaming. The rule of thumb however is we're lethal, folks. This is Werewolf the Apocalypse and that means characters do die. Those who explicitly express they want to be Non-Lethal may do so, but your character may only gain Half the Glory of any Reward and suffer the normal rank reductions at Adren. You also will still be subject to Battlescars and the one's that only Reward 1 Glory, you gain nothing from it. You must always let an ST known at the start of a scene your character is Non-Lethal and you must also have it placed on your sheet. Those who do risk death for their character gain better rewards. Those who do not will not reap the same rewards.

In some cases, Challenges may be limited to Non-Lethal status when it comes to combat. This will be an agreement between players or a ruling from an ST before the duel begins. In other cases, a ST may make a scene Non-Lethal to further a plot.

Rage Rolls: Werewolves have the unique regenerative ability in situations that should kill them and may call upon their Rage to 'heal' the killing damage they sustained and sometimes beyond that. At ST descretion, a Werewolf may do this at Incapacitated if the ST feels such is warranted. Always ask if your character falls just to Incap. In the situation you go 'beyond' Incapacitated, this will not be done like it was in the past where you needed a success per health level taken below. From now on, you need just 1 success to go back to Incap (ST descretion if you pass out or Frenzy). There are no 'negative' health levels to heal and basically your rolling to see if your Rage can keep you alive. 2 or more successes means you automatically Frenzy and heal in accordance to the Health Chart. These rolls ALWAYS gain a Battlescar, typically determined by an ST.

Rage Spending: Go by the book with this guys. You may only spend up to your Dexterity and Wits without having complications. You may have Rage 6 and want to spend the alloted half. But if you only have Wits 2, you may only spend 2 without hitting complications. Likewise, Rage must be declared at the beginning of the turn.

Damage and Soak: 1's do count on these rolls. The chat roller can be fickle and does crank out low rolls from time to time, but to not count 1's can lead to some very heavy dice pools that can get out of hand or unbalanced quickly.

Soaking For Humans (AKA Kinfolk): Kinfolk may soak bashing as normal. They may soak Lethal at difficulty 8 (6 with armor dice). Shifters in Breed form may also soak Lethal at difficulty 8. Kinfolk may not soak aggravated damage without Armor, nor can Shifters in breed form without Armor, dice from a Gift such as Luna's Armor or Fetishes. If you happen to be a Supernatural Kinfolk, you soak based on your creature type if they happen to have the ability.

Realistic Damage: In some cases, some damage that is 'bashing' may be converted to lethal. If a Bone Gnawer picks up a dumpster and hurls it at a Fomori, then it's likely going to be made lethal damage in most cases. This will be ST descretion.

Fera
For now Fera are open but in limited numbers. With their History of Garou, most Fera will not willingly interact with Garou and often times outright hate them. On the otherside of the coin, most Fera aren't to keen on dealing with the Garou after the War of Rage. After all this time, it's still rare for the Fera to accept the Garou but there are a few rare acceptions. Shadow Crest Caern has allowed alliances with several Fera in the past but even still the terms can be a bit strained and restricting. For those who want to play a Fera within the Caern game, keep in mind you are playing an outsider. You are not Garou and you may even be treated unfairly at times. But that will be the cost of playing a character interacting within the territory of the Garou. Some Fera will be limited in numbers or outright banned. If you are interested in playing them, it can be approved for the House of the Splintered Soul game but likely will not be allowed within the Caern.

Ajaba: The Hyena Shifters are native mostly to Africa, though after facing the near exitinction of their kind after Black Tooth's genocidal rampage, they scattered to the four winds. Since then they have hid and tried to rebuild. Many sought refuge where ever they could find it, often times with Hives of Black Spirals who saw them as useful shock troops. Even still, a great many were either born into Africa afterwards or returned. With the Ahadi bringing most Ajaba under it's banner, it makes it rare that the Ajaba show up in great numbers anywhere else. The only real concepts that will fit are refugees or decendants of such from the original genocide. Ajaba must have a fitting concept and even then, the Caern has had no dealings with them in the past really. There will not be a number limit yet and players must make an Ajaba according to Players Guide to the Changing Breeds, but should keep in mind they are a Shifter way out of their element.

Ananasi: Ananasi are banned from the actual Caern. Being rural in nature, the Garou would view such Shifters as heralds of the Weaver and likely attack. Any approved will be possible 'urbanized' Garou interaction only unless something is worked out IC. But in the meantime, Ananasi are banned from the Caern itself.

Bastet: Bastet are always such tricky creatures to work into a werewolf game. Canon wise, most hate the Garou's guts. Player wise, there have been plenty of good concepts that have allowed them to at least put aside their differences and side with Garou. So as long as the concept matches, we will allow Bastet. However there will be a bit of restriction on Tribes considering, well..Some really don't make sense geography wise. The two most easily worked in are Pumonca and Qualmi and the Caern has also been able to work with them almost since the Caern was build a decade ago. These two are the ones that will likely get approved more easily. The other Tribes that can argueably work out are Balam, Bubasti, Bagherra and Khan. Balam are native to South America, which means less of a jump then some. However, the concept can be hard since most are down in South America fighting for their very homeland and most do bear a grudge on Garou due to the Second War of Rage. To have one approved, you must have a good reason for the Cat to be in Missouri and they must be capable of getting along with Garou to some degree. Bubasti and Khan are likewise tricky, because geography wise..They are not on their home turf. Bubasti tend to stick to the land of Khem and many Khan belong to Asia. Bubasti however could have a number of concepts to allow for them to venture away. Khan however are harder, but tend to not care about ethiticny when it comes to breeding so long as their mate is ideal. Bagherra are known to roam and they to aren't choose about the color of skin and tend more towards breeding with what they find to be key qualities. These last three will be monitored heavily, but probably no more then two each. Khan however of the Beast Courts will be allowed fully into the Hengeyokai branch of the game and Asian Bagherra may also find a home there. Needless to say, there is no reason really for a Simbra or Swara and this game does play that the Celican have been destroyed or corrupted. Also the Den-Realm background will likely be denied as one already exists IC.

Corax: Of all the Changing Breeds, it is perhaps the Raven-Shifters that get along best with Garou. Because of this, they are not limited at all and most Garou in the Caern welcome them even.

Gurahl: The Gurahl are rare in these nights but the occasion one has surfaced, they have made for allies with the Garou. But because of their rarity, there will be a limit on PCs available. Also while there is a area hidden away near the Bawn the Gurahl claim, Umbral Glade may not be purchase without a good reason but eventually a PC may inherit the Umbral Glade present IC from the once PC-turned-NPC that watches over it.

Kitsune: The Ninetails are Asian in culture and usually if they side with someone, it is the Beast Courts. Because of this, Kitsune will not be allowed without an extremely impressive, jaw dropping reason, concept and history. However, they may find a home in the Hengeyokai game easily and can still interact with the Caern at times. Mokole: Once upon a time, there was an IC Wallow allied with the game. It faded away with time and has pretty much been forgotten about. Because of this, Mokole have been opened up but are hard to work into a Garou game. They tend to work better as outside allies at best due to the relationship between Mokole and Garou. Mokole tend to hate Garou as much as the next Fera and Garou tend to see the Mokole as the very face of the Wyrm often. They are allowed, but choose carefully the concept and reason they are around and they will be limited.

Nagah: Who? Those don't exist...Really...(No, you may not play one here).

Nuwisha: The Coyotes are not unheard of to alley with the Sept. They will not have to many restrictions, but do need a good concept to work them in. Outside allies are also fine.

Ratkin: They have their own game and usually have very little dealings with the Caern save perhaps interaction with Bone Gnawers on a good day. Bad days typically mean run in's with others and tend to escalate into fights. But since the Nest has shrunk since it's inception, the Ratkin are more worried about their own survival then picking fights with the dogs. If you are interested in playing a Ratkin, there is an entire game dedicated to such.

Rokea: There is no ocean in sight smack dab in the middle of the US. For obvious reasons, there will be no Rokea allowed.

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