Qualities

Qualities
Qualities
Gana Traits

Forms
I understand that these stat adjustments are probably terrifying. A frenzied Nilagiri with a 10 Strength and eight health levels is scary indeed. But do keep in mind that these were were-elephants, and very strong creatures. Besides, they're extinct, which cuts down on the Breed's potential for player abuse.

Form Statistics
♦ Brahtar: Str +3, Dex -1, Sta +3, Man -2, App -2; diff 7
♦ Vinayakas: Str +5, Dex -2*, Sta +4, Man -3, App 0; diff 6
♦ Ganharaja: Str +5, Dex -2*, Sta +5, Man -4, App 0; diff 7
♦ Tembo: Str +4, Dex -2*, Sta +4, Man -3; diff 6

* With a minimum possible Dexterity of 1.

Homid (man): The Homid form of the Gana was always really big and rotund; petite or skinny Gana were unheard of. Heights of up to seven feet tall and weight upwards of 300 lbs were common among Gana. The Homid form has an additional Bruised health level, giving them the Huge Size Merit for free (assuming someone talks their Storyteller into letting them play a Gana, the Huge Size Merit cannot be taken again for a double-stack).
Brahtar (near-man): The Gana's counterpart to the Glabro form, the Brahtar form is big, ugly, and between nine and ten feet tall. It's triple the mass of the Homid form, and the bones and flesh are thick and dense. The Gana's face is only vaguely human. The character is covered with rough gray hide (+1 soak), which is devoid of hair except for a few unsightly tufts here and there. Many homid Elephants employed the Brahtar form for battle when mobility was desired, and the raw power of the Vinayakas or Ganharaja was unnecessary.
Vinayakas (half-elephant): This is where it gets scary. Imagine an upright-standing elephant, say twenty to twenty-five feet tall, with human-like hands. Add in things like multiple trunks, tusks and eyes, and you have something that can probably kill with looks alone. A Gana in this Crinos analogue was unbelievably strong, but as slow as a rock. Think of a mean-looking cousin to the Hindu god Ganesha, and you have a good idea of what this form looks like. Available attack forms for the Vinayakas include Tusk Gore, Throw, Punches and weapon attacks. The thick hide of the Vinayakas form offered a +1 bonus to soak rolls. However, attempts to hit them in combat were at -1 difficulty, as they made very large targets. This form provoked a weak Delirium effect in mortals; mortals acted at +2 Willpower.
Ganharaja (near-elephant): Blending the Gana's supernatural heritage with the form of an elephant, the Ganharaja was many Gana's favored combat form. It resembled a mastodon; its massive shoulders were set higher than its hips, and its bones were dense and thick. The Ganharaja form was about 30% larger than the Vinayakas and Tembo forms, with much of the mass concentrated in the shoulders and limbs. It possessed the extra soak die of the half-form, the same reduced difficulty to be hit, and provoked the same Delirium effect. The Ganharaja possessed any extra trunks, eyes and tusks gained from the Elephant's Rank, creating a bizarre and terrifying effect for high-rank Gana. Assuming one was around in modern times, a Gana in Ganharaja form could demolish a tractor trailer with little effort. Available attack modes included the Tusk Gore, Trample and Throw.
Tembo (elephant): An ordinary elephant, sans weird appendages and anything unusual. It was still a very intimidating form for purposes of combat, assuming the Gana didn't want to violate the Veil. Attacks included Tusk Gore, Throw and Trample. Like the previous three forms, the Tembo form gained a +1 bonus to soak rolls due to its thick hide.

Breeds
The Gana had only the human and elephant breeds, homid and tembo, as they didn't allow metis among them. The two breeds were similar in outlook and got along well. Assume a starting Gnosis of 2 for homids, and 4 for tembo.

Tribes
The Gana didn't divide themselves into tribes. There were two species of elephant among them, the African and Indian varieties. The Africans were larger and stronger, and tended toward the Way of Wrath, while many of those in India were Siddhidatta; the ratio of Indhlovu among them were roughly equal. At one time, the Gana had members of mammoth and mastodon stock, even bigger and stronger than other Gana, but that line had long disappeared by the time the War of Rage killed the entire Gana race.

Other Information
Gnosis: Gana lost Gnosis from carrying silver, as Garou do.
Rage: Gana as a whole were level-headed and calm, but had the potential to become enraged like other Changing Breeds -- especially those who followed Wrath's path. Assume a starting Rage of 2 (though Nilagiri often increased their Rage after adopting that Way).
The Gana weren't a particularly quick Breed. Instead of using their Rage for extra attacks, Gana channeled the very strength of the earth into themselves, gaining its strength and resilience. They used Rage exactly as Gurahl do: to increase Strength, Stamina and health levels, or to ignore wound penalties; these benefits last for one turn. And like the bears, they were slow to regain Rage. (See Breedbook: Gurahl, The Players Guide to the Changing Breeds, or the Werewolf Players Guide (Second Edition) for more information on werebear Rage.)
Willpower: Gana were of strong will; base Willpower of 5.
The Umbra: Gana were highly spiritual, and could naturally enter the Umbra by achieving a state of deep meditation. It took a Gana from one to five minutes to attain the necessary focus to step sideways (depending on successes rolled), but they required no reflective surface.
Damage: Gana regenerated, but more slowly than those of other Changing Breeds – one health level per minute, and they couldn't heal during combat or while engaged in any activity more strenuous than slow walk. Gana were harder to damage and could take more punishment, but were far slower to heal.
The Gana had the standard Shifter connection to the moon, and took take unsoakable aggravated damage from silver in all but their breed forms.

Attacks
Throw: Gana in Vinayakas, Ganharaja or Tembo were fond of performing Throws. They grabbed their enemies in their trunks and tossed them to the ground, setting them up for a trample attack and possibly breaking bones in the process. A successful Dexterity + Brawl roll was made to grab the target, and the Gana rolled a contested Strength + Brawl against the victim's Dexterity + Dodge; if the Gana won the contest, the victim was thrown to the ground for Strength +2 bashing damage. This attack required two actions to perform (first the grab, then the throw).
Trample: A Gana in Tembo or Ganharaja could charge and bowl over her opponent, trampling him with her feet. This devastating attack was difficulty 8 to hit, and inflicted Strength + 3 lethal damage. This was the only action the Gana could take that turn (no die pool splitting, extra Rage actions, etc.)
Tusk Gore: In Tembo, Ganharaja or Vinayakas form, the Gana could lunge forward and impale his enemy with his tusks. A Tusk Gore was difficulty 7 to hit, and inflicted Strength + 1 aggravated damage. (Those on the Way of Wrath often had especially large tusks or a second pair of tusks in Vinayakas and Ganharaja forms.)


Go to the Gana index.