Ajaba



Weaning the Cub:
Character Creation


Why play an Ajaba? They lack the battle and spirit savvy of the Garou, and don’t have the mysticism and allure of the Bastet. They can’t fly, turn into twenty foot tall bears, spit a natural and deadly venom, or become titanic dinosaurs in a heartbeat. So what’s the point?

Playing an Ajaba means participating in a legacy of defeat, shame, and death. But this is ultimately the story of Werewolf at whole. The Ajaba illuminate this reality in its most stark and bleak perspective. And besides, the Ajaba aren’t push-overs. They aren’t weak. They’re survivors, and as vicious and voracious as any Red Talon or Simba. They’re not dead and they’re coming back.

With a vengeance.

Prelude

When you the player sit down to make your Ajaba character, there a number of fundamental questions to be answered before assigning dots to Traits. Answer the following questions with your Storyteller’s help:

  • Who were you before the First Change?
    Were you a fierce, competitive hyena, likely a member of an Ajaba’s clan? Were you metis, dreading the day your Change would alter your gender? Perhaps you were an exiled tribesman from Africa, or a street rat pickpocket. The possibilities of concepts for Ajaba are quite boundless. Use your imagination.

  • What triggered your First Change?
    Were you witness to something horrible that just triggered the Rage inside? Were you running down an antelope with your pack when the thrill of the hunt took a wild leap forward? Was someone trying to hurt or kill you or your family? There are many reasons an Ajaba might undergo the First Change. It is normally stress-related, just as with other Killi.

  • Who was your teacher?
    Chances are you were marked and the Ajaba came right away to adopt you and teach you their ways. Did you go willingly or did you run in fear of what you became? Was your teacher kind and helpful or cruel and domineering? Was your leader the Aktu of the pack or another experienced Ajaba?

  • Who else is in your pack?
    Chances are there are at least three or four more werehyenas in your pack, and as many as ten. Who are they? Are they other PCs, or does the Storyteller control them? Who is the Aktu? Where does the pack hunt and live?

  • Do you belong to one of the Twilight Courts?
    The Twilight Courts are the last vestige of Ajaba culture and society. It’s encouraged that they be incorporated into the Chronicle. But that doesn’t mean your character or pack has to or even can begin at these places. It’s up to the Storyteller.

  • What are your goals? What are your pack’s goals?
    Now that you are Changed, what are your goals? Have you already gotten through your Rite of Passage? What do you intend to do with your new life and powers? What does your pack want to do as a group? Does the pack’s interests conflict with your hope and purpose?


Breeds

Homid

Strength and tenacity defined you even before the First Change. Chances are you were a tribesmen from Africa or India, or perhaps a Bedouin of the Middle East. But maybe you are a product of the diaspora, and you’re American or Southeast Asian, born and raised in the streets. You likely witnessed some butchery even before you became a hyena-monster, and that could very well be what triggered your Change.

In ancient times, the Ajaba chose their Kin among the strongest, toughest humans. Sometimes, they mated by force. That still happens today. Homid Ajaba tend to be simple but willful children. In their adolescence, they are among the most iconoclastic and temperamental youths one can find. In fact, many homids find themselves in prison when they undergo their First Change.

Initial Gnosis: 1

Metis

The bastard child of two Ajaba, you belong to the most common breed of Ajaba today. It wasn’t always so. In the past, metis Ajaba were quite rare. But you are a consequence of the Massacre. You have the shame of sterility or barrenness. Worse, just when you’re starting to get comfortable with yourself and your hormones, your supernatural crinos body First Changes -- and your gender flips, or even odder, you become a true hermaphrodite. Permanently.

As metis, you are often expected to take the full brunt of pack duty. Sullied with shame at their inability to help propagate the species, most metis set themselves up as guardians and bodyguards. Anyone who wants the pack has to get through the metis first.

Ajaba metis are very difficult to give birth to. The mother must force the giant infant (while in crinos herself) through her unusually long genitalia. Your mother possibly even died. (Giving birth to metis can be quite dangerous for Ajaba; a mother must survive by successfully rolling Stamina alone, difficulty 7. Failing this roll results in stillbirth, while botching means the child is born dead and the mother dies. This risk is the main reason metis were once so rare.)

Ajaba metis also have a unique “deformity”. When they undergo the First Change, their genders are switched permanently. Externally, little changes. Hyenas and Ajaba alike possess genitalia of very similar appearance. But to the metis, this throws the hormones way out of whack and makes life very uncomfortable for the first couple years. Many metis go a little off their rockers as a result (not that that’s unusual among Ajaba to begin with). In rarer cases, the metis become true hermaphrodites. They possess the assets of both genders. In either instance, it’s irrelevant: Ajaba metis are quite sterile/barren.

Initial Gnosis: 3

Hyaena

Born feral, you were familiar with the ferocity of life since the day you were born. A born predator, you often competed -- sometimes quite viciously -- with your one or two siblings and other cubs over food. Within three years, you were old enough to venture on your own, but chances are you remained with your original pack and clan. It’s very possible your original pack consisted of Great Hyenas, the Ajaba. When your First Change came, they were quite excited to count you among them. It’s possible your Change was brought on by the zeal of a wild hunt, or the threat of a chasing lion or other territorial predator. It’s also very possible your First Change was brought on by the thunder of the hunter’s rifle. Chances are, your opinions of humanity are dim indeed. Though confused by the new way of thinking you had, and the sense you made of the Great Hyenas’ words, you were still a feral, vicious killer. And those qualities were only encouraged and improved with your First Change.

Regardless of where you grew up, you are likely born of the spotted hyenas. Brown and striped hyenas are the only species found outside of Africa (in the wild at least). But these two breeds aren’t quite as aggressive as the Ajaba would like. So the Rainmakers brought their laughing kin wherever they migrated, whether it be the deserts of Oman or the forests of India. Your eerie laughter has been heard since you were born and you know it will be heard until the day you die.

Hyaena breed Ajaba suffer all the Ability limitations that lupus breed Garou do.

Initial Gnosis: 5

The Five Forms

Like the Garou and Bastet, the Ajaba can shapeshift through a range of five different forms. Every form has its own advantages and drawbacks. Like all Changing Breeds, changing forms requires an action and a successful Stamina+Primal-Urge roll. It can also result the shredding of any non-dedicated clothing. To transform instantaneously to any form and skip the roll, the Ajaba must spend a point of Rage. Like the Garou, the Ajaba may “mix-morph” (for example, in homid, changing a hand into a claw).

Homid (difficulty 6)

This is the werehyena’s human form, which carries his ethnic ancestry. Although physically weak compared to his other forms, this is his most flexible shape and often the most innocuous. Regardless of ancestry and breeding, all Ajaba carry certain traits into their homid form. These include large lower jaws, bristly hair, heavy builds, broad shoulders, and hoarse voices. They are not the most attractive of Folk, but can make up for it with fiery charisma and glib tongues.

Crocus (difficulty 7)

The crocus is a halfway form to crinos. It’s taken most often to menace and threaten more effectively. The crocus is not a graceful form, but it’s a hell of a lot tougher than the homid. The name seems to come from the fact that that Ajaba’s voice tends to deepen to a harsh croak. The Ajaba’s hair coarsens and grows from most of her flesh. Her stout build doubles in mass and muscle and the teeth sharpen, though are not effective enough for a serious bite attack. However, the Ajaba’s nails sharpen and harden, and may be used to claw for Strength+1 aggravated damage.

Crinos (difficulty 6)

This huge half-form is the Ajaba’s favored battle-form. It combines the agility of humanity with the raw ferocity and power of the hyena. Covered in thick, coarse, dark fur (usually bearing the dark brown spots of the spotted hyena), and packed with superhuman muscle, the Ajaba crinos is vicious and potent. His eyes darken with death and brighten with the fires of predatory Rage. Powerful jaws snap with terrifying force and long claws seek flesh to rend. Speech is possible in crinos but limited to the most simple of phrases. The Ajaba can inflict Strength+2 aggravated damage with both biting and clawing attacks in crinos. However, the Delirium is reduced for Ajaba crinos (see the Werewolf Players Guide for details). The reason is simply because this form is not the shape the Rainmakers terrorized humanity with -- it was reserved for battles with asura, Shadow Folk, and Killi.

Spela (difficulty 7)

This primeval war-form is the visage Ajaba prefer to wear when hunting and chasing down superhuman prey and opponents -- or just human ones. It harkens back to the days of “giant cave hyenas” that stalked the northern wastes especially (fossils have been located as far north as England). The spela looks just like the Ajaba’s normal hyaena form, but twice as big and twice as mean. Most terrifying are the spela’s long, yellow teeth, designed for gnashing through the hide, meat, and bone of the most mammoth meals: the smaller, softer prey of the modern era aren’t designed to withstand this throwback’s voracious hunger. Human speech is all but impossible in this form (and so tends to be human logic). Used to enforce the Ajaba’s own Impergium, the spela inflicts the full-fledged Delirium in humans. The Ajaba can claw enemies (Strength+1 aggravated damage), but by far prefers to bite with her massive jaws (Strength+3 aggravated damage). Combined with certain bite-augmenting Gifts and working in concert with packmates, it’s clear that the Endless Storm could not have been as successful as they were without their stolen Yava-lore.

Hyaena (difficulty 6)

The hyaena form is quite simple. The vast majority of all Ajaba take the form of spotted hyenas. They are stout animals about the size of large dogs or small wolves. Their fur is coarse and dark -- usually gray or dark-brown -- and mottled with brown spots. Their fur tends to darken at the points (paws, muzzle, ears, and tail). They bear a vague resemblance to canines, but actually have more in common with the modern civet and mongoose. Male and female genitalia appear the same even at close inspection. The hyaena can’t claw particularly effectively (Strength-based lethal damage), but their bite packs a nasty punch (Strength+2 lethal damage).

Form Statistics

Crocus
Strength: +1
Dexterity: +1
Stamina: +2
Manipulation: -1
Appearance: -2

Crinos
Strength: +3
Dexterity: +1
Stamina: +3
Manipulation: -2
Appearance: 0

Spela
Strength: +2
Dexterity: +2
Stamina: +3
Manipulation: -3
Appearance: 0

Hyaena
Strength: +2
Dexterity: +2
Stamina: +2
Manipulation: -2

Siracca's Blessings

The Ajaba inherit many of the same blessings other Killi receive. They have the ferocity of Rage, the magic of the spirits, and their physical hardiness. Only silver or corruptive attacks (such as toxic waste, radiation, and Balefire) can normally pierce an Ajaba’s thick hide. And even silver is not particularly effective against a homid or hyaena Ajaba when in her breed’s natural form.

The Ajaba cannot step sideways automatically, they must learn a Gift. This was a consequence of the War of Rage, when the Garou drove them back and cut them off from the Umbra. However, the Ajaba learned they could slip into or out of the spirit world where the Gauntlet doesn’t exist, namely from a binu (caern).

Of greatest importance to the Ajaba is their inherent supernatural constitution. Though most Killi are resistant to poison and immune to most disease, the Ajaba require this extra stamina to perform the duty with which they were charged. Not surprisingly, many of their Gifts improve their endurance beyond even this superhuman level.

Heightened Senses

The Ajaba are predators that live on the edge of instincts. They are keen and cunning like their animal brethren, relying especially on their sense of smell. All sensory-related Perception rolls are made at -2 difficulty in any form but homid.

A Common Language

The Ajaba can communicate in a special racial tongue that includes gruff barks, howls, snarls, whines, whimpers, and (of course) an eerie giggle-like noise unique to their kind. Body posture, particularly of the tail and mouth, is also important. Combined with ancient human terms, this Ajaba language enables Rainmakers from Sri Lanka to converse with Kenyan werehyenas without difficulty. For the most part, this secret hyena language can only express simple warnings and messages. The Ajaba’s tongue is known as Fisilu. Fisilu is taught during an Ajaba’s initial mentorship. The few unlucky enough to have a teacher who didn’t get to learn the intricacies of Ajaba culture will have to learn Fisilu later in the Chronicle. It’s an easy language for Ajaba to learn and speak, but it’s not instinctive.

The hyena issues his strange giggle most often when he feels threatened, particularly by one of his own kind. But in Fisilu, the laughter is often used to intimidate and harry foes and prey (much like the Black Spiral Dancer’s Symphony of Doom whipoorwill call). Indeed, this laughter is often augmented with certain Gifts. It’s very unnerving and it really works. No wonder some Killi think the Ajaba are minions of Asura.

Cahlash's Price

In addition to the dangers of Rage, the Curse, the Delirium, and the Thrall of Asura, and their vulnerability to silver (which functions the same as it does for Bastet and Garou), the Ajaba have a few unique drawbacks to their supernatural prowess and gifts.

The Destroyer’s Hunger

The Ajaba, as servants of Cahlash, have a dark, infinite reservoir of predatory hunger. They give new meaning to the concept of having a “bottomless pit” stomach. No Ajaba will turn down a free meal, even if it’s laced with powdered silver (although if they know it’s poisoned, they can refuse). Whether this means a McDonalds (or O’Tolley’s…) combo meal or a rotting slab of tipu carcass, no Ajaba will turn down the offer. And they can handle it. The Ajaba never get constipated and they never fill “full”. They can eat and eat and eat…

And for the most part, it doesn’t offend the Ajaba. Their hardy constitutions and voracity insures normal foods are digested and metabolized safely. It’s Wyrm-toxins or supernatural poisons that pose the real danger to the Children of Seb-at-Al. Knowing this, Seb-at-Al taught his children many Gifts to protect them. But not every Rainmaker knows these ancient secrets.

The Yava

Unlike the Bastet, who earned their Yava curses through their innate curiosity and nosy secret-unearthing, the Ajaba were simply cursed. Ironically, it was the Bastet that leveled this terrible curse upon the Ajaba millennia ago. The Bagheera and Bubasti’s sorceries laid upon the Ajaba one seemly restriction, and one terrible weakness. The cats didn’t know what curses their sorceries and spirit-magics lay. Only the Ajaba knew, for the demons mocked the hyenas with that doom. Like the Bastet, the Yava cannot be learned magically from an Ajaba’s mind. It can, however, be pried from his lips through torture.

The Life Yava

This magical geasa was levied from the Bagheera’s behalf. It lay a moral imperative upon the Ajaba, senselessly restricting their natural duty. For some reason -- call it moralist drivel -- the Ajaba were not permitted ever after to eat the meat of an infant younger than one year old. The Ajaba were quite annoyed. After all, some babies are sick and dying from the moment they’re born. This delayed their unpleasant but (in their minds) necessary task of culling the weak.

The Death Yava

From the Bubasti, however, came the curse that would later undo them almost entirely. Forever was the physiology altered in the Ajaba. Though the original curse-bearers didn’t demonstrate the nick in the backs of their skulls that, when struck dead-on, could demolish their brains, their descendants all did. And this is the flaw that the Simba exploited to thoroughly thrash the Ajaba at the Massacre.

While this dangerous weakness can outright kill a Ajaba if exploited, it is too small and embedded to kill an Ajaba by accident (thus, even a freak fall down a set of stairs won’t set it off). Nor is it even remotely likely to be struck inadvertently in the middle of a fight. The opponent must be aware of its location and strike a direct, inwards blow -- a sword or similar piercing weapons works best. But the tips of the fingers, in a “spearhead” strike, will work, too, if the fighter is strong enough. A bullet will work also, provided the shooter can aim at such a small target.

But strength isn’t really the issue. Accuracy is a must. And it’s no easy feat to target such a small weakness, especially in the heat of battle. The attacker must roll his Dexterity+Brawl (or Melee or Firearms) at the standard difficulty, but -5 Accuracy dice. If he succeeds, and even one level of damage gets past the Ajaba’s soak (and the attacker does get the usual +4 damage dice for a aimed head shot), the Ajaba instantly drops. The werehyena is considered to have suffered 8 levels of aggravated damage right then and there. The Ajaba only has once chance after that -- she can try to recuperate and heal through Rage (as per normal). The roll for Battle Scars after this punishment is made at +10, and the result is almost always brain damage. This Yava is effective against the Ajaba no matter what form they are in. The Endless Storm made bountiful use of it during the Massacre. The Ajaba tend to fight Simba by throwing themselves in whole packs at the beasts. Normally, their jaws overwhelm even the hardiest werelion in a matter of seconds. But the Endless Storm invited this assault, as it allowed them easier access to the Ajaba’s fatal weaknesses. While werehyenas clung viciously to their opponents, gnashing through fur and sinew, the Simba flailed, and every blow pierced the Yava.

Both the Bagheera elders and the Endless Storm keep the Ajaba’s Yavas secret. If for no other reason, they want to cultivate their image of superiority over the Choosers of the Slain.

Personality and Pryio

The Ajaba, like the Bastet, appoint a Pryio to all of their Trueborn. Instead of the lunar Auspices of the Garou, the Ajaba’s Pryio is based on what time of day they undergo the First Change: Day, Twilight, or Night. But unlike the Bastet, this carries more social importance and duty. For Bastet, it is merely a suggestion on how to behave, on one should guide one’s secret nature. But for the Ajaba, the aspects of Pryio play into the roles an Ajaba can be expected to play within their society. However, Pryio roles are not nearly the rigid castes of Garou. A Daylight Ajaba may be expected to lead (or vie for leadership), but they aren’t penalized if they fail to do so. The behaviors associated with Pryios aren’t serious expectations, they’re just guidelines. Because Pryio do have more social impact on Ajaba than they do Bastet, following one’s birth Pryio is how one can regain Willpower. A character can behave however the player wants, and if that means the Ajaba is behaving in another Pryio’s tendencies, so be it. But the character won’t be gaining any Willpower that way, because he isn’t acting the way his comrades expect. The pack status won’t commend him, and his limited pack mentality won’t appreciate such tendencies.

Aspects of Character

In game terms, the optional rules of Pryio and Nature/Demeanor provide a means by which the character can regain Willpower. They also serve as helpful guidelines for roleplaying the character, and ultimately speak of the character’s entire concept. Just about any of the Archetypes found in the Werewolf Players Guide fit an Ajaba character. But at the Storyteller’s discretion, a character can regain Willpower through Pryio instead of Nature if she does something particularly outstanding in the guidelines of that auspice.

Daylight

Daylight Ajaba are brutally honest, straightforward, and very direct hyenas. They do not often rely on deception and trickery, and prefer to fight a foe face-to-face. Among the Ajaba, they become leaders, warriors, diplomats, and guardians. And like the sun, they nurture talent and cubs alike, making them excellent parents and teachers. In the wild, they chase down their prey, run Simba out of town, and explore the land. An Ajaba aligned to Daylight lives with a clear heart and purpose, giving his ferocity for the sake of his family.

A Daylight Ajaba can regain Willpower by facing a serious challenge head-on and winning through courage and honesty.

Twilight

In Twilight, shadows come, obscuring the obvious and turning it to muted shades. The Ajaba with ties to Twilight often has a natural knack for dealing with the chaya and understanding the mysteries of Ahu. Ajaba under Twilight never see things in black and white, and tend to think of things more philosophically than most Ajaba (think is safe). They search for hidden meanings and keep their true feelings reserved. Twilight Ajaba are often shamans, witch doctors, scouts, and spies. They can also be passionate artists and daredevils whose drives cut through the dark and light with the abandon of both. Ajaba under Twilight often spend more time alone, trying to decipher the mysteries of life and spirit.

Twilight Ajaba regain Willpower when they solve some mystery, riddle, or puzzle, or create some complex and expressive work of art.

Night

The Night Ajaba is the monster in the shadows, the sinister predator who eats babies and baits a foe into deadly ambushes. The Ajaba are all of the Night, of Cahlash, but the Ajaba under Night is the quintessential Rainmaker. Such Ajaba tend to have short tempers and devious ways, and fiercely guard their own privacy as readily as the pack’s. They may be the quintessence of the Folk, but they aren’t well-trusted even in their own pack. Night Ajaba are the hated and feared werehyenas, and consequently they are often the most revered and praised. They make fearsome assassins and hunters, the man-eaters in the dark.

Ajaba under Night regain Willpower when they perform activities that cause others serious discomfort, reinforce their own privacy, or terrify others into quiescence.

Basic Traits

Ajaba characters share most of the basic Traits Garou and Bastet characters have. Attributes and Abilities especially have no particular irregularities. However, players should consider the Changing Breed when assigning these basic Traits.

Attributes

First and foremost, the Ajaba are a tough, hardy folk. Physical Attributes will almost always be Primary. Stamina is of highest value to the Ajaba. Social and Mental Attributes par off equally for Secondary. Some hyenas are keen and cunning, while others are slick and persuasive -- though very, very few are anywhere in the realm of model-quality attractive. In other words, it’s very uncommon to see an Ajaba with an Appearance score over 3.

Abilities

Talents and Skills are equally valued as Primary. It often depends on the upbringing. Many homid Ajaba will favor Skills while hyaena breed favor Talents. Knowledges are almost never Primary or even Secondary -- the Ajaba do not concern themselves with “higher learning”. Most Rainmakers are content with learning nothing beyond a bit of Enigmas, Rituals, Occult, and appropriate Lores here and there. Area Knowledge, however, can be quite common. Linguistics is not to be discounted, and some Ajaba learn a bit of practical Medicine or Herbalism.

Backgrounds

Most standard Backgrounds are available to the Ajaba. Some are more common than others. Others replace the Backgrounds found in Bastet. For example, the Ajaba do not bind themselves to Jamak, but pack-based totems called Lwa. The only Background Ajaba can never take is Pure Breed. This isn’t because their blood is impure or diluted, but because social stratification comes solely through what an Ajaba makes of herself now, not who and what her ancestors were.

Allies

This Background is not particularly common for the Ajaba, who have very few if any accountable allies. Taking this Background usually refers to, in fact, any approved takuya in one’s pack. Such allies can demand a very high Trait cost indeed.

Contacts

More common than Allies at least, contacts for the Ajaba generally mean street personalities or even spirit spies.

Fetish

The Ajaba can own and use fetishes as readily as any shapeshifter. However, they are not nearly as skilled shamans as the Garou. Thus, they have even fewer fetishes at their disposal than the werewolves. In fact, most fetishes in Ajaba hands are stolen or looted from their enemies. If a fetish is approved for a character, many of those found in the Werewolf and Bastet books can be available.

Kinfolk

Simply, Kinfolk among the Ajaba works the same as it does for the Garou. Almost all hyena Kinfolk are spotted hyenas.

Lwa

Instead of personal Jamak totems, the Ajaba instead sometimes summon and bind Lwa spirits to their packs and Courts. This Background reflects a pack Lwa and it is purchased in the same method that a pack Totem is acquired for Garou. A list of sample Lwa can be found later along this supplement.

Mentor

Ajaba may maintain their mentor from just after the First Change, or find a new one in the course of the Chronicle. This Background works the same for Ajaba as it does Garou, except that finding a Mentor who rates at **** or more is very rare, if not impossible.

Past Life

Bastet cannot access past lives, but the Ajaba can. In fact, they have one of the best connections to their ancestors of all the Killi. Only the Mokolé exceed the Ajaba’s long memory, which is similar to the Ratkin‘s Blood Memory. The Ajaba’s Past Life comes more as a sense of instinctive recall than mystical soul-channeling. This Background is very common for all Ajaba, and perhaps the reason why werehyenas born after the Massacre are more ferocious and angry than ever.

Resources

This Background isn’t restricted from Ajaba, but it is highly recommended that you carefully consider how the character is making money before taking this Trait. Most Ajaba cut themselves off from human society, even those that dwell in the city. It is a long-standing tradition, and gut instinct, to remain the shadowy lurker in the dark. Those Ajaba that have this Background often acquire their wealth through illicit means, and were usually established prior the First Change (i.e., criminal concepts).

Rites

This Background works the same for Ajaba as it does for Bastet and Garou. See the next chapter for the mystic and cultural ceremonies of the Ajaba.

Rage & Gnosis

Ajaba use their Rage and Gnosis in all the same ways Garou and Bastet do. Rage and Gnosis, along with Willpower, also all interact in the same manners. The only distinctions are how the Rage and Gnosis Traits are replenished.

Rage

An Ajaba can regain a Rage point anytime one of the following events occurs:

  • Botch: Anytime the Ajaba botches a roll or otherwise screws up, the stress can edge him closer to frenzy.
  • Humiliation: Public humiliation, which takes place most often in one’s own pack or Court, can raise a werehyena’s hackles.
  • Confrontation: The flair of stress at the onset of a fight or just a very tense situation, representing the anticipation of danger.
  • Injury: The first wound that gets past the Ajaba’s tough hide can spark a snarl of outrage; this is particularly true if the injury is inflicted with silver (which also calls for a frenzy check).
  • The Moon: Anytime the moon is full, the Ajaba can regain a point the first time she beholds Seline in the night sky that evening.
  • New Stories: The Ajaba can regain a random number of Rage points between Stories. Roll one die; the number dictates how many Rage points are recovered (to the score’s maximum, of course). This represents the fickleness of passion.


Gnosis

An Ajaba can regain Gnosis anytime one of the following events occurs:

  • Meditation: An Ajaba can regain Gnosis by contemplating the spiritual and physical truths of the Rainmaker’s purpose and duty. By looking beyond the mere statements of being,, and comprehending them fully, the Ajaba can serve Gaia and Cahlash with renewed vigor. The Ajaba must find a quiet place in the wilderness and meditate undisturbed for at least an hour. Roll Wits+Enigmas (difficulty 8). Each success is one Gnosis point regained, but only one point can be regained per hour spent in meditation. This meditation can be done only once per day. And the difficulty increases by 1 (to a maximum of 10) for everyday this meditation is performed within a week.
  • Bargaining with Chaya: Some Ajaba shamans become somewhat adept at summoning, binding, and bargaining with spirits to borrow some of their energy for their own personal uses. The chaya will usually demand favors in return.
  • Sacred Hunt: Courts with binu and totem Lwa have the benefit of being able to perform this ceremonial Gnosis hunt. This ritual is often performed at the end of an Ua in place of the usual wild revel. The Court Mchawi summons a spirit, an Engling (that usually takes the form of an antelope or another swift prey animal), and the entire Court hunts it down and devours it. All participants regain all of their Gnosis.
  • Between Stories: Between Stories, characters can make a Charisma+Enigmas roll (difficulty 6). Each success restores one Gnosis point.


Merits & Flaws

The optional Merit and Flaw system provides the player the opportunity to purchase Traits that reflect unusual quirks, idiosyncrasies, and talents. Most of the Merits and Flaws found in the Werewolf Players Guide work for the Ajaba. Some work especially well for an Ajaba character, while others don’t make sense or shouldn’t be allowed. The only Trait recommended from the Bastet book is the Disconcerting Flaw; no other Merit or Flaw from this supplement are appropriate.

Recommended

Psychological
Any

Mental
Iron Will

Awareness
Color Blindness

Aptitudes
Daredevil, Uneducated, Unskilled

Supernatural
Ancestor Ally, Danger Sense, Dark Fate, Forced Transformation, Immune to Wyrm Emanations, Insane Past Life, Mark of the Predator, Sign of the Wolf (Hyena), Taint of Corruption, Vampire/Werewolf Companion

Ties
Enemy, Twisted Upbringing, Hunted, Ward

Physical
Any

Banned

Supernatural
Moon-Bound, Natural Channel, Slip Sideways

Ties
None, though no mortal society connections (Church Ties, Police Ties, etc.) are really that appropriate without a damn good explanation.

Physical
Mixed-Morph, No Partial Transformation

In addition, here are some new Merits and Flaws appropriate and unique to the Choosers of the Slain.

Bite of the Aardwolf (4 pt-Flaw)
You are unlucky enough to have brittle, undeveloped teeth and jaws. It’s very well possible you have aardwolf blood, and are probably better off feeding like that: licking up termites instead of trying to chomp through the sinew and bone of large prey. Any bite attack you make will inflict the regular damage. But whether any damage gets past your victim’s soak or not, your teeth break and chip. You can’t bite again until your teeth regenerate (which they will with 3 turns of regeneration). Not only does this severely limit your combat ability, but renders you almost useless when it comes to performing some of the Ajaba’s charged tasks. It carries serious social stigma, and you’ll be lucky to ever be awarded more than the most menial of tasks and duties. Characters with this Flaw deduct 2 points of Ferocity from all such Renown gains, and cannot learn the birthright Gift of Crushing Jaws.

Culture Shock (1 pt-Flaw)
Especially appropriate for homid breed Ajaba, you underwent the First Change. And while that shocked you about as much as can be expected, what really horrifies you is what the Ajaba do, and how hyenas live. You find it monstrous and disgusting and want no part of it. Licking one another’s genitals when hyenas greet? Eating toddlers? This is WRONG! You’ll either get over this horror (and buy this Flaw off), or get yourself in serious trouble down the line. Until then, you must make a Willpower roll (difficulty 7) to get yourself to even observe (never mind participate in) a facet of Ajaba or hyena life that humans would consider grotesque or viciously wicked. Older Ajaba are likely to either laugh at you or smack you around til you get some hyena-sense.

Doom-Marked (3 pt-Flaw)
The Death Yava is branded clearly on the back of your head with a patch of missing hair/mane and a birthmark in the shape of a glyph. You had better cover it up. Although the vast population of the world won’t know what it means, any Bastet that sees it will recognize the glyph birthmark, and will probably put two and two together. In fact, any intentional strikes to this Yava weakness are at +2 Accuracy dice to your skull, so wear a wig. This Doom Mark cannot be covered naturally or magically. Only temporary covers (such as a hat or wig) will do.

Easily Inebriated (1 pt-Flaw)
Some Ajaba are vulnerable to liquor. In myth, they can be intoxicated by simply pouring wine into their footprints left in the mud. Though that isn’t true, some Ajaba do have a fondness and weakness for alcohol. Any consumption of alcohol, whether it be wine, beer, or hardcore liquor, affects you twice as potently. You just can’t hold your liquor. You’ll be slurred and tipsy even after a wine cooler or two.

Hermaphrodite (3 pt-Merit)
Hyenas are not hermaphrodites. It is a common misconception. However, the misconception has become so well-ingrained in human myth that the power of belief has taken root in your spirit and body. After the First Change, you realized you had the functional assets of both genders. You can mate as male or female. Unfortunately, bearing children for you (regardless of what kind of children) can be troublesome and dangerous. Use the system mothers of metis require (see above under Breeds). Metis characters cannot take this Merit, even though some are (non-functional) hermaphrodites as their metis “disfigurement”.

Iron Jaws (2 pt-Merit)
Like a bull dog, you get your jaws locked onto something and won’t -- can’t, practically -- let go. You’re the Ajaba that brings down the proud lion while your packmates are tossed aside. You’re the hyena who doesn’t subject your teeth to air til your victim is entirely eaten. Prying you off when you bite a foe is especially difficult, no matter what form you’re in. You make all resisted Strength rolls to maintain a bite attack with +2 dice.

Queenitus (2 pt-Flaw)
Appropriate only for metis breed Ajaba (unless the character has the Hermaphrodite Merit, above), when you First Changed, your gender flipped on you. And you’re not happy about it. You were too comfortable being female (or male). And you refuse to accept your new gender! You still act, talk (as much as you can), and dress like a woman (or man). The Ajaba find this behavior fairly amusing, but won’t hesitate to penalize you for ignoring your metis heritage (this will exact a cost in Fidelity Renown over time).

Step Sideways (6 pt-Merit)
For some reason, perhaps just an innate talent you never lost over the course of many lives, you’re able to step sideways as readily as the Garou and transverse the Shadow. This rare ability must have the Storyteller’s approval. You still require a reflective surface to enter the Umbra, but you don’t have to be in the heart of a binu (as other Ajaba must). (See the next chapter on how Ajaba use their caerns to enter the spirit world.)

Voice of the Chaya (3 pt-Merit)
You are a talented shaman. You have an easy time dealing with the chaya, even if you rarely if ever cross into the spirit world. The spirits, namely those aligned to the Ajaba, like you and will often request to use you as a willing channel. You could make an impressive Court Mchawi someday, or just a skilled rite-master and fetish-maker. All Social rolls for interactions with allied and friendly spirits are made at -2 difficulty. You won’t find it hard to bargain with chaya for their aid and services.


Creation Process


Character Creation Process

  • Step One: Choose Concept, Breed, Nature, Demeanor, and Pryio.
  • Step Two: Choose Attributes (7/5/3).
  • Step Three: Choose Abilities (13/9/5).
  • Step Four: Choose Backgrounds, Gifts (three Level One Gifts from General, Tribe, and Pryio), and Renown (3).
  • Step Five: Record Gnosis (by Breed), Rage (5), and Willpower (3), Merits/Flaws, and Rank (1). Spend Freebie points (15) as desired.


Concept

  • Artist: musician, painter, dancer, craftsman
  • Loner: drifter, hermit, cannibal
  • Native: hunter, tribesman, shaman
  • Scholar: keeper of the old ways, loremaster, spiritualist
  • Searcher: treasure hunter, traveler, secret dirt-digger
  • Sneak: spy, scout, assassin, scavenger
  • Thrill-Seeker: daredevil, criminal, circus performer
  • Vagabond: escaped hyena, street person, runaway
  • Warrior: guardian, guerilla fighter, avenger, terrorist
  • Weirdo: mad prophet, pervert, serial killer


Breed

  • Homid: Born of human parents, your new life is strange and even horrifying, but you were prepared for this life in heritage and instinct.
    Initial Gnosis: 1
    Initial Gifts: False Steps, Sweet Hunter’s Smile

  • Metis: Forced out painfully from a improper but all too common union between Ajaba, you bear the permanent stigma of your inbred blood, but boast a deeper link to the purpose and spirituality of the Folk.
    Initial Gnosis: 3
    Initial Gifts: Sense Asura’s Taint, Shed

  • Hyaena: You descend from fierce, spotted hyenas. Life was a battle from the literal moment of your birth, and you can brag you are a true survivor.
    Initial Gnosis: 5
    Initial Gifts: Den Tunnels, Heightened Senses


Pryio

  • Daylight: You are simply direct and open, and prefer to tackle things head-on.
    Initial Gifts: Inspiration, Sense the Truth

  • Twilight: You view life in different shades and prefer more complex and enlightened pursuits to plainer things.
    Initial Gifts: Shadows in the Savanna, Whispers of the Chaya

  • Night: You prefer your privacy, and can lose your temper when this space is invaded; you prefer the night most of all, and are a prime example of Cahlash’s servants.
    Initial Gifts: Black of Night, Blur of the Milky Eye


Backgrounds

  • Allies: People you can honestly call friends and companions, possibly takuya of your pack.
  • Contacts: Sources of information and aid among humans or even spirits.
  • Fetish: A rare item of mystical, spiritual, and magical power.
  • Kinfolk: Non-Ajaba relations, either human or hyena, who are immune to the Delirium, and know what you are.
  • Lwa: A totem spirit bound to your pack to give aid and patronage.
  • Mentor: An older, higher-Ranked Ajaba that helps you get ahead in the world.
  • Past Life: Your connection to ancestral Ajaba, and the ability to access memories and powers from these ancient Rainmakers.
  • Resources: A steady flow of cash and monies at your disposal.
  • Rites: Social and mystical ceremonies that you’ve learned.


Gifts

See the following chapter. Characters begin with 3 Level One Gifts, one selected each from General, Breed, and Pryio categories, according to character concept. The Level One General Gifts the player may choose from include: Hunter’s Fangs, Lick Wounds, Resist Pain, and Stink of Death.

Renown

See the previous chapter. All characters begin at Rank One with 3 points of permanent Renown in any categories they wish.

Rage, Gnosis, and Willpower

Ajaba begin with Gnosis according to their Breed. All Ajaba begin with Rage 5 and Willpower 3.

Freebie Points

All characters begin with 15 Freebie points that may be spended to increase Traits at costs according to the statements below:

Attributes: 5 per dot
Abilities: 2 per dot
Backgrounds: 1 per dot
Gifts: 7 per Gift (Level 1 only)
Rage: 1 per dot
Gnosis: 2 per dot
Willpower: 1 per dot

Character Development & Experience Points

Ajaba characters by and large excel and develop in personality, purpose, and ability in the same manner all Werewolf characters do. The only thing that bears emphasis is the price of Gifts. See the following chapter for more information on learning Gifts.

General Gifts: Level of Gift x3
Same Breed/Pryio Gifts: Level of Gift x3
Other Breed/Pryio Gifts: Level of Gift x5
Non-Ajaba Gifts: Level of Gift x7