Nocturne V.2
A World of Darkness Sim
Kinfolk
Citizens Of The Nation
The Kinfolk, sometimes called Gallain or just Kin, are those humans and wolves who are related to the Garou and are not prone to the Delirium, but who are not actual werewolves themselves.
​
Human Kinfolk generally had a bit more spirituality and connection to nature, being slightly of the wolf, than did the masses of humanity. Wolf Kinfolk had more cognizance than their non-Kin fellows and thus had a bit of human in them, separating them from other wolves to a degree.
​
Kinfolk are related by varying degrees to the Garou by blood, but do not usually possess the spiritual component necessary to undergo the First Change. No Kinfolk possess Rage, nor are they blessed by Luna or Helios with an Auspice.
​
Once identified as Kin, a Kinfolk is considered to be a part of (or property of) a Tribe and owe loyalty to that Tribe above all else. The most common extra-normal ability, inherent to all kinfolk is that they're immune to effects of the Delirium.
​
Though opinions of and attitudes toward Kinfolk vary by individual Garou, Septs, and Tribes, Kinfolk are recognized as members of the Garou Nation. Under no circumstance may Kin hold rank, regardless of how renowned, respected, or beloved they may be to their Garou masters. As rank is everything in Garou society, Kinfolk (of both genders) have traditionally been regulated to a general status in the Garou Nation perhaps best described as "valuable second class citizens" as women are considered in chauvinistic cultures.
​
The primary role of Kinfolk to their Tribe was breeding stock. Gaia needed warriors for the impending Apocalypse and matings between Kinfolk increased the slim odds of offspring breeding true or, more likely, being Kinfolk themselves. Garou-Kinfolk pairings greatly increased the still-slim odds of offspring breeding true and leaving the remainder likely to be Kinfolk. A Kinsman or Kinswoman's degree of Pure Breed also raised these odds, making the purity of tribal blood in a Kinfolk an important commodity and giving those more refined in the Tribes inherited features greater stock as it did with their true breed kin.
​
Kinfolk held other roles and responsibilities within their Tribes, Septs, and the overall Garou Nation however. Childcare was of course an obvious role. Financing, politicking, and bureaucratic maneuvering on behalf of the Garou, directly or in their interests, made certain Kinfolk indispensable to their true-breed kin, spirit-warriors with whom Rage separated from humanity and it's world. Since silver had no impairment to Kinfolk, certain rare individuals acted as Fetish-crafters, particularly klaives. Whatever their calling, Kinfolk where expected to care for and provide services for and to their true breed relatives. Many Kinfolk, at some point in their lives, joined Fellowships, groups of Kin allied either because of family/social bonds or more often, specific goals such as a communication network for the Garou Nation or genealogical research and data storage.
​
-
Fellowship: A group of Kinfolk who form an alliance. Most Fellowships unify for a certain goal, such as communication or genealogy.
-
Nanna: A Kinfolk who cares for Garou children or pups.
-
Stud: A male Kinfolk who serves no purpose other than breeding stock; a derogatory term.
-
Mare: A female Kinfolk who serves no purpose other than breeding stock; also derogatory.
​
​
​
The kinfolk are protected as any property would be protected. Do not expect equal say in nation or tribe politics. Do not expect to hold sway. A kinfolk is second class citizen. Valued and prized, but never equal.
​
Note: Kinfolk cannot officially be a part of a Garou pack.
They cannot be recognized by a Totem as a permanent part of the pack nor can they have their own Totems.
​
A kinfolk may become the following if circumstances arise.
​
GHOUL VIA INGESTION OF VAMPIRE BLOOD
(Will cause tribe gift(s) and gnosis to be lost while subject is ghouled Gaia giveth, Gaia taketh away.) Garou are likely to kill an agent of the wyrm. Becoming a ghoul or a vampire is a death sentence.
​
​
GNOSIS
Kinfolk have 3 Gnosis that replenishes every day by itself.
​
GIFTS
Kinfolk may learn rank 1 Honor and Wisdom Gifts of their Tribe and Breed.
Kinfolk start with 2 free Gifts, one of their Tribe and one of their Breed.
Kinfolk are immune to Delerium and The Fog of Wraiths
​
That said, because Kinfolk may NOT have rank (regardless of how much Renown they possess), they may NEVER learn any Gift higher than Level One nor have or use Rage or it's related gifts.
​
​
​
​
KINFOLK SPECIAL GIFTS
Having useful and powerful Kinfolk reflects well on a tribe. Many encourage their Kin who are capable of learning Gifts, and even have helped create unique Kinfolk Gifts. These Gifts automatically count as being within any Kinfolk’s breed or tribe for purposes of spending experience. Garou can learn these gifts, as well, but they are generally seen as inferior to typical Garou Gifts.
Level 1 Gifts only, and be sure to remember the color key.
​
COLOR KEY:
RAGE GIFTS (Glory) (kinfolk may never take Rage Gifts ever)
NON POWERED GIFTS (Honor)
GNOSIS GIFTS (Wisdom) (only gnostic kinfolk may take gnosis powered gifts)
​
EVES TOUCH
This Gift allows the Kinfolk to soothe the wounds of others through his touch.
System: The Kin must roll Wits + Medicine, difficulty 12+, and touch the wound with his hands. The wound can’t be from any source that would normally be considered aggravated.The target’s injuries heal one Health point per two successes.
The Kinfolk may attempt this healing only once per person per day; the Gift is taught by a Pelican-spirit.
​
DONA NOBIS PACEM
The Kinfolk is able to maintain an aura of peace over herself and anyone she touches.
System: The Kinfolk can use this Gift only once per scene, and must make a contested willpower roll for the effect to manifest. Humans in her immediate vicinity must make a Willpower roll, equal to the initial roll, to initiate or continue any sort of argument or violence for the remainder of the scene.
Garou so touched are at +2 difficulty to frenzy for the remainder of the scene.
A unicorn-spirit or dove-spirit teaches this Gift.
ECHOES
A Kinfolk uses this Gift to hear the “echoes” of earlier conversation in an empty room.
System: At least five minutes must have passed since the end of the conversation before the Kin can invoke the Gift. He rolls Perception + Expression (difficulty 14+) to “hear” what words have been spoken.
With one success, he can hear conversations that occurred within the past hour;
with two successes, he can hear the past day’s chatter.
With three or more successes, he can tune in to a conversation up to a week old. Conversations take place in real time, however, so listening to an hour long conversation takes a full hour, and eavesdropping on an afternoon of chatter takes several hours.
A dog-spirit or wolf-spirit teaches this Gift
​
​
​
​
​
​
​