Post by Tameh on Jan 2, 2013 15:47:24 GMT -6
The Theurge
Crescent Moon
Searcher of the Ways
Other Names: Other Names: Wise One (Black Furies), Godi (Get of Fenris), The Listening Moon (Red Talons), Mirror (Stargazers), Shaman, Medicine Worker, Medicine Folk (Uktena), Angalkuq (Wendigo)
The Theurge. Born under a crescent moon, he is perhaps the most mysterious of the Auspices. He has powers that go beyond the physical realm, more so than other Garou, and he knows things mortals were not meant to know. The Theurge (pronounced like “surge”) is an Auspice with deep spiritualism and awesome power. Whether she is the Native American shamans of the Wendigo, the dark and creepy fortune-tellers of the Shadow Lords, the calm Hindu priests of the Stargazers or the back-alley mystics of the Bone Gnawers, the Theurge plays a vital role in the connection between Umbra and Garou. The word 'Theurge' is based on 'theurgy', which is Greek for magical arts. Thus, the name of this Auspice literally means magic.
ROLE OF THE THEURGE
No matter what the tribe or breed, it is the primary duty of a Crescent Moon to parley with the spirit world on behalf of his brethren. Theurges are born with a special connection to the Umbra and its denizens, a connection that gives them a distinct advantage over the other Auspices in all matter spiritual. Thus it is expected of them to be knowledgeable of the Umbra and skilled in dealing with the spirits.
A Theurge communicates with spirits on behalf of pack and sept, arranging pacts and just generally keeping them happy. Spirit Speech is perhaps the most vital Gift any Theurge will ever learn. Communication is key to getting on well with Umbrood. After all, if they cannot understand each other, neither Crescent Moon nor spirit will gain anything.
Spirit Lore is something Theurge spend their entire lives learning. No matter how much they learn, there is always something new to discover, for there are countless spirits of an endless variety, each more strange and fascinating than the last. It is not just how spirits act, but how they live, how they are born and how they die and how they exist in the exotic environment of the Umbra. Understanding the facets of the Wyld, the Weaver and the Wyrm and how the Triat interacts with each other and the universe is also very important to the war effort.
Cosmology, too, is a Theurge’s forte. It is considered a Crescent Moon’s duty to be an “Umbral guide” for his pack, and every guide needs to know how to get around. When the pack is lost in the far reacches of the Atrocity Realm, it is the Theurge that gets them home.
On Earth, the duties of the Crescent Moon do not end. In the caern, she is expected to learn, perform and oversee the many different rites and rituals the Garou possess. Rites call upon the energies of the Umbra, and the Theurge must understand what effects a Rite will have when performed in a certain place at a certain time involving certain Garou. The importance of Umbral ‘feng shui’ cannot be understated, even if the Theurge is not a Stargazer.
Caerns are centers of spiritual activity, and nobody knows this better than the Theurge. These spirits always seem to know when a Theurge is present, and will take every opportunity to talk to him, starved for interaction with the physical world. A Crescent Moon must make sure the spirits of a caern are cared for and happy. If they are not, it will only mean trouble for the sept. One of the most sacred (and abused by players) duties of the Theurge is the crafting of Fetishes and Talens. Fetishes are holy objects for the Garou, and their manufacture is entrusted only to their priests, the Theurges. It is a difficult process; the creation of an object (be it weapon or not) that is worthy enough to become a Fetish, the careful negotiations with the prospective spirit to inhabit the item, and then the highly difficult ritual to bind the spirit into the Fetish. Only the Theurge has the skill and learning to pull this off.
Whenever a Garou wishes to deal with the spirit world, it is to the Crescent Moons they come. Whether it is to seek information, gain a favor, learn a new Gift or seek a Fetish, the Theurge is the medium through which the other Garou communicate. And yet, for all this, the Theurge usually finds herself at odds with her fellow werewolves.
PSYCHOLOGY OF THE THEURGE
This is perhaps because of the personality of the common Theurge. Most Garou find them.....well......creepy. A Theurge is born with that special intuitive bond to the Umbra, and it has a definite effect on her mind and soul. Crescent Moons are often sort of ‘spaced out.’ They live in two worlds at once, the physical and the spiritual. When in one, they find it hard to ignore the other. Theurges are all too aware of the Umbrood flying about them at all hours of the day, and they thus tend to be only partially paying attention to what is right in front of them. Garou of other Auspices find this unnerving and annoying. Why can’t those damn Theurges focus a little? Try carrying on a conversation with someone who’s also probably listening to half a dozen spirits yammer at him as well.
It is not that the Crescent Moon cannot concentrate on the here and now. They can, easily. It is simply that most of the time, they don’t want to. They like being one of those special Garou that are masters of the Umbra. Another reason this Auspice has a hard time getting along with other werewolves is arrogance. Theurges are very knowledgeable, usually very smart. Garou interact with the Umbra a great deal, and the Theurge is called upon a lot to help. This breeds a certain amount of superiority in the personality of a Theurge. He knows his pack can’t get along in the Umbra without him. He knows the Ahroun needs him when that big thug wants to learn that Silver Claws Gift. There is a reason that social interactions with beings in the physical realm falls to the Galliard, Philodox or Ragabash. The Theurge would usually piss everybody off, just like the Ahroun would scare everybody away.
Theurges can be nice, certainly. As nice as any Garou is capable of being. It’s not easy to be a sweetheart when you have Rage. But that hubris colors every Theurge’s personality just a tiny bit. At best a Theurge is somewhat tricky to get along with. At worst they are outright assholes. Breed and tribe also colors a Theurge.
Homids tend to be more analytical with the spirit world, apply scientific thought processes even when they don’t know anything about science. Humans just tend to think that way. Metis and Lupus are more intuitive. Metis grow up in caerns, surrounded by active spirits, and often see spirits as childhood friends (ones that never judge her for her deformities like the Garou do). Lupus interact with spirits like they interact with everything else. It is a predator and prey outlook, and relationships with spirits are generally based on dominance, as in a wolf pack.
In the tribes, outlooks on how to deal with spirits vary. The Children of Gaia, Black Furies, Silent Striders, Wendigo and Stargazers take a supplicant approach, being as respectful and harmonious with the Umbrood as they can, giving up sacrifices and gifts of Gnosis. Meanwhile, the Silver Fangs, Red Talons, Get of Fenris, Uktena and Shadow Lords (especially the Shadow Lords) will take a more dominant stance, going on the offensive in spirit negotiations and getting the respect of Umbrood by force, if necessary. More practical tribes such as the Bone Gnawers, Glass Walkers and even Fianna will usually try to ‘buddy up’ to Umbrood, offering bribes of Gnosis for favors. All of these approaches work, though typically with different sorts of spirits. There is a reason Grandfather Thunder’s Brood are spirits of dominance and edginess. It is because they respond well to the fierce approach of the Shadow Lord Theurges, just as Rat’s Brood responds well to the sly techniques of the Bone Gnawer Theurges. But Crescent Moons are not stupid, and they know well enough to change tactics if they must deal with a spirit who requires a different approach then the Theurge typically uses.
.
ROLE-PLAYING TIPS
Being as cerebral as they are, Mental Attributes tend to take precedence among the Theurges. It takes a sharp mind, quick wits and a watchful demeanor to deal with the spirit world. Physical would come secondary in many cases. The Crescent Moons are no pushovers in fights, and dealing with spirits is often physically demanding. Social traits are typically last. Theurges are rarely very sociable or good-looking, though they do tend to know how to get what they want out of others (Beguiling tends to be more common than Charismatic and Gorgeous).
When it comes to Abilities, obviously Knowledges get the lion’s share or points. Not just Rituals and Occult, which are the most needed, but also Enigmas. Theurges are great puzzle-solvers. Medicine and Investigation have their place as well. Many a Theurge has several levels in Crafts. Being able to create a finely made Fetish will only please the spirit and help to ensure the success of binding the spirit into it. Etiquette has its place, for a Theurge must often be highly respectful to powerful spirits. Empathy, Expression and Subterfuge help in spirit-dealings as well. Music can help to placate many a spirit, so it is not unheard of for a Crescent Moon to possess Performance. Lores such as Cosmology, Spirit Lore, Wyrm Lore, Weaver Lore, Garou Astrology and others are prized Knowledges.
Past Life is a useful Background for the Theurge. Being able to contact the spirits of your own ancestors is great for gaining lore of ages past. Plenty of Theurges begin with a Fetish or two, and having a Mentor available to teach new knowledge is always an advantage. Rites and Totem are very prized and common Backgrounds for Theurges, for obvious reasons.
Gnosis. Important to all Garou, but most so to the Theurge. She needs it not just for stepping sideways and using Gifts, but for bribing Umbrood and casting Rites. Theurges should have higher than average Gnosis scores. A low score tends to leave her stuck. Willpower is also important, for the Crescent Moon’s work needs a lot of strength of will. Rites take long hours of hard work, and dealing with finicky spirits can try anyone’s patience. Rage is typically low in this Auspice. They tend to need it less, and some spirits (such as the placid ones of plants and rocks) will refuse to deal with a Garou with high Rage. A good Theurge does not want to alienate a potential ally.
Wisdom is the sort of Renown the Crescent Moons prize the most. Their concern is to be wise and learned, and the Renown system encourages that behavior in this Auspice. Glory has its place, for even Theurges are expected to get their hands bloody. Honor tends to be of least use to them.
Crescent Moon
Searcher of the Ways
Other Names: Other Names: Wise One (Black Furies), Godi (Get of Fenris), The Listening Moon (Red Talons), Mirror (Stargazers), Shaman, Medicine Worker, Medicine Folk (Uktena), Angalkuq (Wendigo)
The Theurge. Born under a crescent moon, he is perhaps the most mysterious of the Auspices. He has powers that go beyond the physical realm, more so than other Garou, and he knows things mortals were not meant to know. The Theurge (pronounced like “surge”) is an Auspice with deep spiritualism and awesome power. Whether she is the Native American shamans of the Wendigo, the dark and creepy fortune-tellers of the Shadow Lords, the calm Hindu priests of the Stargazers or the back-alley mystics of the Bone Gnawers, the Theurge plays a vital role in the connection between Umbra and Garou. The word 'Theurge' is based on 'theurgy', which is Greek for magical arts. Thus, the name of this Auspice literally means magic.
ROLE OF THE THEURGE
No matter what the tribe or breed, it is the primary duty of a Crescent Moon to parley with the spirit world on behalf of his brethren. Theurges are born with a special connection to the Umbra and its denizens, a connection that gives them a distinct advantage over the other Auspices in all matter spiritual. Thus it is expected of them to be knowledgeable of the Umbra and skilled in dealing with the spirits.
A Theurge communicates with spirits on behalf of pack and sept, arranging pacts and just generally keeping them happy. Spirit Speech is perhaps the most vital Gift any Theurge will ever learn. Communication is key to getting on well with Umbrood. After all, if they cannot understand each other, neither Crescent Moon nor spirit will gain anything.
Spirit Lore is something Theurge spend their entire lives learning. No matter how much they learn, there is always something new to discover, for there are countless spirits of an endless variety, each more strange and fascinating than the last. It is not just how spirits act, but how they live, how they are born and how they die and how they exist in the exotic environment of the Umbra. Understanding the facets of the Wyld, the Weaver and the Wyrm and how the Triat interacts with each other and the universe is also very important to the war effort.
Cosmology, too, is a Theurge’s forte. It is considered a Crescent Moon’s duty to be an “Umbral guide” for his pack, and every guide needs to know how to get around. When the pack is lost in the far reacches of the Atrocity Realm, it is the Theurge that gets them home.
On Earth, the duties of the Crescent Moon do not end. In the caern, she is expected to learn, perform and oversee the many different rites and rituals the Garou possess. Rites call upon the energies of the Umbra, and the Theurge must understand what effects a Rite will have when performed in a certain place at a certain time involving certain Garou. The importance of Umbral ‘feng shui’ cannot be understated, even if the Theurge is not a Stargazer.
Caerns are centers of spiritual activity, and nobody knows this better than the Theurge. These spirits always seem to know when a Theurge is present, and will take every opportunity to talk to him, starved for interaction with the physical world. A Crescent Moon must make sure the spirits of a caern are cared for and happy. If they are not, it will only mean trouble for the sept. One of the most sacred (and abused by players) duties of the Theurge is the crafting of Fetishes and Talens. Fetishes are holy objects for the Garou, and their manufacture is entrusted only to their priests, the Theurges. It is a difficult process; the creation of an object (be it weapon or not) that is worthy enough to become a Fetish, the careful negotiations with the prospective spirit to inhabit the item, and then the highly difficult ritual to bind the spirit into the Fetish. Only the Theurge has the skill and learning to pull this off.
Whenever a Garou wishes to deal with the spirit world, it is to the Crescent Moons they come. Whether it is to seek information, gain a favor, learn a new Gift or seek a Fetish, the Theurge is the medium through which the other Garou communicate. And yet, for all this, the Theurge usually finds herself at odds with her fellow werewolves.
PSYCHOLOGY OF THE THEURGE
This is perhaps because of the personality of the common Theurge. Most Garou find them.....well......creepy. A Theurge is born with that special intuitive bond to the Umbra, and it has a definite effect on her mind and soul. Crescent Moons are often sort of ‘spaced out.’ They live in two worlds at once, the physical and the spiritual. When in one, they find it hard to ignore the other. Theurges are all too aware of the Umbrood flying about them at all hours of the day, and they thus tend to be only partially paying attention to what is right in front of them. Garou of other Auspices find this unnerving and annoying. Why can’t those damn Theurges focus a little? Try carrying on a conversation with someone who’s also probably listening to half a dozen spirits yammer at him as well.
It is not that the Crescent Moon cannot concentrate on the here and now. They can, easily. It is simply that most of the time, they don’t want to. They like being one of those special Garou that are masters of the Umbra. Another reason this Auspice has a hard time getting along with other werewolves is arrogance. Theurges are very knowledgeable, usually very smart. Garou interact with the Umbra a great deal, and the Theurge is called upon a lot to help. This breeds a certain amount of superiority in the personality of a Theurge. He knows his pack can’t get along in the Umbra without him. He knows the Ahroun needs him when that big thug wants to learn that Silver Claws Gift. There is a reason that social interactions with beings in the physical realm falls to the Galliard, Philodox or Ragabash. The Theurge would usually piss everybody off, just like the Ahroun would scare everybody away.
Theurges can be nice, certainly. As nice as any Garou is capable of being. It’s not easy to be a sweetheart when you have Rage. But that hubris colors every Theurge’s personality just a tiny bit. At best a Theurge is somewhat tricky to get along with. At worst they are outright assholes. Breed and tribe also colors a Theurge.
Homids tend to be more analytical with the spirit world, apply scientific thought processes even when they don’t know anything about science. Humans just tend to think that way. Metis and Lupus are more intuitive. Metis grow up in caerns, surrounded by active spirits, and often see spirits as childhood friends (ones that never judge her for her deformities like the Garou do). Lupus interact with spirits like they interact with everything else. It is a predator and prey outlook, and relationships with spirits are generally based on dominance, as in a wolf pack.
In the tribes, outlooks on how to deal with spirits vary. The Children of Gaia, Black Furies, Silent Striders, Wendigo and Stargazers take a supplicant approach, being as respectful and harmonious with the Umbrood as they can, giving up sacrifices and gifts of Gnosis. Meanwhile, the Silver Fangs, Red Talons, Get of Fenris, Uktena and Shadow Lords (especially the Shadow Lords) will take a more dominant stance, going on the offensive in spirit negotiations and getting the respect of Umbrood by force, if necessary. More practical tribes such as the Bone Gnawers, Glass Walkers and even Fianna will usually try to ‘buddy up’ to Umbrood, offering bribes of Gnosis for favors. All of these approaches work, though typically with different sorts of spirits. There is a reason Grandfather Thunder’s Brood are spirits of dominance and edginess. It is because they respond well to the fierce approach of the Shadow Lord Theurges, just as Rat’s Brood responds well to the sly techniques of the Bone Gnawer Theurges. But Crescent Moons are not stupid, and they know well enough to change tactics if they must deal with a spirit who requires a different approach then the Theurge typically uses.
.
ROLE-PLAYING TIPS
Being as cerebral as they are, Mental Attributes tend to take precedence among the Theurges. It takes a sharp mind, quick wits and a watchful demeanor to deal with the spirit world. Physical would come secondary in many cases. The Crescent Moons are no pushovers in fights, and dealing with spirits is often physically demanding. Social traits are typically last. Theurges are rarely very sociable or good-looking, though they do tend to know how to get what they want out of others (Beguiling tends to be more common than Charismatic and Gorgeous).
When it comes to Abilities, obviously Knowledges get the lion’s share or points. Not just Rituals and Occult, which are the most needed, but also Enigmas. Theurges are great puzzle-solvers. Medicine and Investigation have their place as well. Many a Theurge has several levels in Crafts. Being able to create a finely made Fetish will only please the spirit and help to ensure the success of binding the spirit into it. Etiquette has its place, for a Theurge must often be highly respectful to powerful spirits. Empathy, Expression and Subterfuge help in spirit-dealings as well. Music can help to placate many a spirit, so it is not unheard of for a Crescent Moon to possess Performance. Lores such as Cosmology, Spirit Lore, Wyrm Lore, Weaver Lore, Garou Astrology and others are prized Knowledges.
Past Life is a useful Background for the Theurge. Being able to contact the spirits of your own ancestors is great for gaining lore of ages past. Plenty of Theurges begin with a Fetish or two, and having a Mentor available to teach new knowledge is always an advantage. Rites and Totem are very prized and common Backgrounds for Theurges, for obvious reasons.
Gnosis. Important to all Garou, but most so to the Theurge. She needs it not just for stepping sideways and using Gifts, but for bribing Umbrood and casting Rites. Theurges should have higher than average Gnosis scores. A low score tends to leave her stuck. Willpower is also important, for the Crescent Moon’s work needs a lot of strength of will. Rites take long hours of hard work, and dealing with finicky spirits can try anyone’s patience. Rage is typically low in this Auspice. They tend to need it less, and some spirits (such as the placid ones of plants and rocks) will refuse to deal with a Garou with high Rage. A good Theurge does not want to alienate a potential ally.
Wisdom is the sort of Renown the Crescent Moons prize the most. Their concern is to be wise and learned, and the Renown system encourages that behavior in this Auspice. Glory has its place, for even Theurges are expected to get their hands bloody. Honor tends to be of least use to them.