Growing a bit more unsightly body hair these days? Nair and Bic razors just not cutting it? Temper a bit out of control? You're a Garou, my friend. Sorry. I mean, it's okay to be Gaia's defender and all. Being that I live in the Gaia Realm, I'm rather partial to its continued existence. And I would rather not find out what happens if these guys lose... Unlike the vampires and mages, these guys have the Delirium, so humans don't remember seeing them. For the Garou's sake, it's too bad it doesn't work on video equipment. Remember, there are many agents of the Wyrm out there just waiting to take young Garou into their fold...by force if neccessary. Good luck. Advice on playing each of the Tribes: Black Furies: Males are evil. After all, males run the world, and look at the state things are in. So, don't take any guff from 'em. Remember, human males are fragile and tend to break easily when the strength of Crinos form is applied. Black Spiral Dancers: So, you're actually depraved enough to want to play one, hmm? Well, you've got guts, I'll give you that. The bad news is that your greatest threat isn't from the 13 Tribes, but from other Black Spirals. As a newcomer to a hive, you'll want to be very careful to grovel to all the appropriate people, just in case one of them decides that the pack needs to be a bit smaller... Bone Gnawers: Like the Nosferatu and the Sluagh (qv), you'll want to have a good supply of dirt on almost everyone, while letting each of them think they're the only one you have nothing on. This, of course, makes you too valuable to kill. See what you can find in dumpsters... everyone will just assume you're hungry. Bunyip: So, you convinced your Storyteller to let you play the last Bunyip, or something similar. In that case, you probably don't need my advice on manipulating others. As for combat, remember that there's a reason there aren't any Bunyip left... Children of Gaia: Pacifist, yes. Cowardly, no. Always respond to a challenge in a manner that makes the challenger rethink his desire to fight you. After all, a battle not fought is a battle not lost. Use your "peaceful nature" to convince others that they'd be better at fighting the Wyrmspawn. This last works especially well with Shadow Lords. Croatan: See Bunyip. Fianna: Faeries are your friends, right? Surely no one that sides with a faerie can be a bad person. Only bad people fight. So, by default, you shouldn't be forced into combat, based on the fact that you're really just a fun guy. Get of Fenris: You picked this tribe, so don't come whining to me about how you don't want to get into fights. As for manipulating others into doing your fighting for you, think again. If a Get won't fight it, who would? Glass Walkers: Technology is your friend. Think flame throwers, remote detonating explosives, and other nice little toys that everyone wishes were under their tree this Yule. Red Talons: See Black Furies, substituting Homids for males. Shadow Lords: This group specializes in manipulation. How do you survive in such a web of deceit? Simple. Weave plans of sinister diabolic intent, and then as they are discovered, your accusers will discover that the plans were merely a game (rehearsal for a play/ interview for a harmless job, etc.), and that the "obvious false front" you put up was the real plan all along, and no one thought it was real because it was too obvious. Silent Striders: Act really mysterious, and never tell anyone where you go or what you do there. Then make up incredible stories about your exploits. Watch your renown shoot up, especially if you're a Galliard! Silver Fangs: Take a Psychological Flaw. Now take a few more... Play the character like a Malkavian vampire. Wait for everyone to forget that there's nothing (besides the flaws) forcing you to act strangely. Then suddenly stop (without telling the other players), and demand your rightful place as Alpha. More likely than not, they'll "give" it to you just to see what you do. Of course, you don't want to abuse power... Just have a little fun. Stargazers: Whenever anyone asks you to join a Hunting Party, begin philosophizing. Loudly. About anything at all. Also good for delaying verbal contests. Uktena: Play it close. Remember, you know more about the Wyrm than your friends. They'll need you if they're going to win. You must be protected at all costs. Wendigo: See Get of Fenris. Also, see Black Furies, substituting White Men for males. White Howler: See Bunyip.