                                   WOLVEN



   By E.P. Long

   Wolvens are a minor bloodline which derives from any clan, when a
   lupine's kinfolk is sired. This bloodline works best in crossover
   campaigns, or games that involve a high presence of NPCs of the
   oposing mythos. If the character comes from a Garou enviroment
   (pre-embrace), the character may have knowledges which normal vampires
   would not have. However, if the character did not grow up with the
   tribe's kinfolk, he may be confronted with mysteries even his sire
   cannot explain. Also, due to reasons described below, there is a good
   chance that the character is blood-bound to her sire. The character
   may be seen only as a tool for exploitation.

   Wolvens belong to both clan and tribe, but they are ultimately
   excluded from both. Unlike Abominations, Wolvens can interact well
   enough between Garou and Kindred to act as intermediaries. Their
   unique perspective on the WoD gives them a very privilidged
   understanding. Beacause of this, they are mistrusted as well as
   useful. They walk a fine line between being indispensable and the
   Final Death. They are also a heck of a lot of fun to roleplay, being
   both physical and social.

   Disclaimer: I made this bloodline up long before I read the Kult
   rules. Therefore, I feel that I am under no obligation to change the
   name of this bloodline just because they took my name ;)

   Also, some people may find the Path of Gaia at the end somewhat
   lacking. I am not an expert in the field, so this is just sort of my
   best-guess. If anybody has worked out a Path based upon REAL religious
   and philosophical beliefs, I would be happy to see it posted or
   E-mailed to me.

  WOLVEN



   Nicknames: Bloodwolves

   Wolven are a minor bloodline, created by the siring of a Lupine's
   kinfolk. They are not Abominations, since the garou gene(s?) is
   dormant. However, their genetic make-up is different enough from
   regular humans to affect the embrace. For reasons which are not
   entirely clear, only about one in ten embraced kinfolk become Wolvens.
   There is not enough data to make conclusions about the subject.
   However, since they have no Gnosis score, they do not risk the death
   that Lupines face when Embraced. Most simply join the clan of their
   sire.

   As a bloodline, they have no structure or organization, simply because
   they are so rare. Normally they associate with their siring clan (or
   caitiff). Typically they take a clan name, as well as their bloodline.
   For example, there are Brujah-Wolvens, Tremere-Wolvens, etc. Since the
   Sabbat normally tries to simply exterminate the Lupines, there are few
   if any antitribu-wolvens, and the few who come only from Black Spiral
   stock. For the most part, they are treated as normal clan members.
   Indeed, seldom do their sires realise that their childes are
   different. When Wolvens are discovered, reaction ranges from expulsion
   from clan society to curiousity and investigation. Lupines generally
   stay away from Wolvens simply because they are too dangerous. The
   Wolvens could now be pawns of their leech masters and their knowledge
   of lupines would make them dangerous opponents. Seldomly do they
   actually hunt down the wolvens, out of pity and in respect for past
   service. Showing mercy generally cancels all debts in the eyes of the
   Garou. The exceptions to this are the Get of Fenris and Red Talons,
   who will destroy their Wolvens, and the Glasswalkers and Shadowlords,
   who may try to use the Wolvens. Some Bone Gnawers will make loose
   alliances with Nosferatu- Wolvens and some Children of Gaia attempt to
   establish the Wolvens as intermediaries between Garou and Kindred.
   Camarilla Gangrel generally treat the Wolven with respect, although
   their Sabbat brethren will hunt them down.

   Appearance: varies, as mortals. As a clan member, they tend to dress
   as their clan does, but follow the stereotypes with less enthusiasm.
   Many prefer to wear more natural clothing, and generally favour the
   practical over the fancy. Often they wear discrete pins, indicating
   their original Garou tribe.

   Haven: as per their clan. Since they are tolerated by most lupines and
   their natural disciplines, they are more likely to live in the
   countryside or wilderness than regular Kindred.

   Background: this also varies, as per clan. This usually occurs when
   their sire is unaware of their origin. Often they are embraced to be
   used as a weapon or spy against the Garou (or blood-bonded at the very
   least. This is bad, for when the Lupines find out, they go to great
   pains to destroy the Regent. The enslavement of blood is one of the
   Wyrm's vilest creations in their eyes. They often have a -4 Flaw:
   Blood-Bonded (-2 for Tremere).) When this is the case, the leeches
   take whoever they can get.

   Character Creation: They can have any type of concept. Physical
   attributes are often primary, as are Skills. Natures and Demeanors are
   usually similar. Common backgrounds are Contacts, Allies, and
   Influence. Wolvens may take Fetishes with Background points. However,
   since they have no Gnosis, they can only activate it by convincing or
   forcing a spirit to use its own power. They may also take the Totem
   background. However, since they have neither Rage nor Gnosis, they may
   have to convince the Totem spirit to provide the power for its Gift.
   This should require heavy roleplaying and is ultimately up to the ST
   whether this is permitable.

   Clan Disciplines: Special. All Wolvens start out with Protean.
   However, their second discipline is determined by their auspice.
   Ragabash get Obfuscation, Theurges get Spiritus (from the ST Guide to
   the Sabbat), Philodox get Auspex, Galliards take Presence, and Ahrouns
   take Celerity. The player chooses her third discipline from the
   regular clan list. The wolf-form in Protean 4 is the same as for the
   Wolven's tribe. Wolven who attain the 6th level of Protean
   automatically gain the ability to transform into the Hispo or Glabro
   forms of Garou, and those who reach the 7th may assume Crinos form
   (complete with stat. adjustments). For wolf-form, use either the stat.
   adjustments in Clanbook: Gangrel or in W:tA (ST's choice).

   Wolvens may be able to entreat spirits to teach them Garou gifts as
   well (or threaten them with Spiritus or Spirit Thaumaturgy). If the ST
   allows this, then they may be learned, but at 2x the experience costs
   for first level gifts, 3x for second, etc. Estimate or keep records of
   how much Renown the Wolven has gained.

   Weakness: Special. All Wolvens possess their clan weakness. In
   addition, they suffer from at least one of the following additional
   weaknesses as well:

   * they all have the Gangrel weakness. The animal form is always a wolf
   (type varies by tribe). If the character is a Gangrel-wolven, then
   they lose an attribute dot after every second frenzy (instead of
   three).

   * they take aggravated damage from silver (but this damage can be
   soaked with regular dice, only not regenerated). They still suffer
   Luna's bane. This must be actual damage, simple contact is not enough
   to injure the Wolven. However, whenever the Wolven is in contact with
   silver, all difficulties (including Frenzy rolls) are increased by 1.

   * on the night of the full moon, all Frenzy rolls have their
   difficulty increased by one.

   * for the servants of the Wyrm, Wolvens are still considered to be
   Kinfolk. Hence, they are often the target of Bane spirits and Pentex
   first-teams The ST should decide what weaknesses the Wolven gets.
   Generally, the more Garou powers and manerisms which the Wolven takes,
   the more weaknesses he gets.

   Preferred Path: Many Wolvens follow the Path of Gaia (see below). Few
   follow any other Path, although many retain just their basic humanity.
   The exception to this is Black-Spiral Wolven, who typically follow the
   Path of Typhon, Evil Revelations, or Dead and the Soul.

   Gaining Clan Prestige: as per their clan. Garou do take an interest in
   the affairs of the Wolven, and this may make the Wolven respected or
   reviled in their eyes, far more so than normal kindred.

   Quote: "If the Wyrm and Gehenna is to be stopped, then both the
   Leeches and Garou must unite. Our first goal is to remove the
   wyrm-tainted Prince of this city. Of course, I am the best qualified
   to lead the anarchs to this victory and establish a more just
   society..."

   Stereotypes: (Clan views often override these ones)

   Assamites: Jackals and mercenaries. Take them if you can. If not, you
   probably have a relative who can.

   Brujah: We have much in common, as our Rage makes us both strong. But
   they are destructive, disorganized and nilhistic and cause much misery
   in their rampages. Still, their are some who could make noble allies.

   Caitiff: We are both people without a home. They seem to be among the
   most destructive Kindred. Do not sink to their baseness.

   Gangrel: Our brothers and sisters. They have great control over Gaia's
   children but have lost touch with their spiritual side. It is a pity
   that so many have surrendered to Harano.

   Lasombra: Wyrm servants. Rage.

   Malkavians: They are corrupted by the Wyrm but some still fight. They
   might be more capable than they seem, but I doubt it. Best to leave
   them to their insanity.

   Nosferatu: Perhaps it is because the Wyrm is so visible to them, that
   they can fight its spiritual taint. Be careful, they seem to know
   everything.

   Ravnos: These tricksters are like the Nuwisha - worthless. They don't
   fight against Gehenna and they get in the way of those who do.

   Setites: These guys make Pentex look like nuns. Beware of the forked
   tongue of the wyrm. Fortunately they are easier to kill than some.
   Unfortunately, they are harder to find.

   Toreador: Vacuous, snot-nosed idiots. They aren't the worst of the
   lot, if only because their petty games keep them from doing real harm.

   Tremere: We could learn a lot from these guys, but I don't think the
   knowledge would be worth the price of our souls.

   Tzimisce: When they are angered, they assume the monstrous form of the
   wyrm. They are the vilest of your enemies. Kill them before they end
   us all.

   Ventrue: They have the most power and are responsible for the rape of
   Gaia by leeches. Justice must be served; the guilty must be punished.

   Anarchs: We can respect their aims, but their lack of restraint shows
   that they are not a viable alternative to the Camarilla.

   Camarilla: it is oppressive, yes, but at least it limits Kindred
   damage to Gaia. Better to fix it, than trash it.

   Inconnu: They're fooling themselves. We kindred are creatures of the
   Wyrm, and not even our mystics can master it completely.

   Sabbat: The Wyrm's hand. Let us rip it apart, finger by finger.

   View the Path of Gaia.
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