Вы находитесь на странице: 1из 121

Master Character Creation Summary

Awakening – A Werewolf: the Apocalypse chronicle


Process
• Step One: Character Concept
Choose concept, breed, auspice, tribe, nature and demeanor.
• Step Two: Select Attributes
Note that all Attributes start with one dot before you add any.
Prioritize the three categories: Physical, Social, Mental (7/5/3)
Choose Physical Traits: Strength, Dexterity, Stamina
Choose Social Traits: Charisma, Manipulation, Appearance
Choose Mental Traits: Perception, Intelligence, Wits
• Step Three: Select Abilities
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5)
Choose Talents, Skills, Knowledges
• Step Four: Select Advantages
Choose Backgrounds (5 — restricted by tribe), Gifts (three — one each from breed, auspice and tribe),
record Renown (by auspice)
• Step Five: Finishing Touches
Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe) and Rank 1 (cliath)
 Step Six: Spend freebie points (15)
Trait Cost
Attributes 5 per dot
Abilities 2 per dot
Backgrounds 1 per dot
Gifts 7 per Gift (Level One only)
Rage 1 per dot
Gnosis 2 per dot
Willpower 1 per dot
You may purchase Merits & Flaws
 Step Seven: At this point, you may start thinking about naming your creation.

Help:
Whole Corebook Online: http://www.mad-dm.narod.ru/library/rules/wod/wta/corebook/index.html
Main topics: http://www.obsidianportal.com/campaign/rite-of-passage/wikis/main-page

Other topics presented here:


Derangements Feats of Strenght Howls Jumping
Movement Repair Spray Attack Swimming
Back to Process

Breeds
Back to Process

• Homid: You were born human and raised by human parents. You were not aware of your heritage
until you experienced the First Change with the onset of adulthood (or shortly before). It's very likely
that you were completely unaware of your family's nature as Kinfolk (or of your Garou parent's
nature).
Initial Gnosis: 1
Beginning Gifts
More Info

• Metis: Both of your parents are Garou, and they broke the Litany when they conceived you. You
were raised withi a sept among werewolves, and you understand Garou culture more deeply than
either homids or lupus. As a sign of your parents' sin, you are malformed and sterile.
Initial Gnosis: 3
Beginning Gifts
More Info
Metis Deformities
Every metis character must have one deformity, chosen during character creation. And while some
deformities may have minor benefits, the bad should always outweigh the good. Storytellers should
encourage players to choose defects that complement their character concept. Some possibilities for metis
deformities include:
o Albino
You have no melanin in your body, no matter what form you take. As a result, your skin is faintly pink, and it
burns easily, so stay out of the sun if possible. Your hair is stark white (not silver) and your eyes are blood
red, which makes you a real anomaly among the werewolves. Take a +2 difficulty penalty on all Perception
rolls if you're trying to operate in bright light without your protective clothing or sunglasses.
o Bestial Reflection
You have a strange and mystical disfigurement: you reflect only your natural breed form (Crinos) in all
mirrored surfaces, no matter what form you are wearing. This makes it extremely hard to pass unnoticed in
human society, but many Philodoxes and Theurges believe it is a sign of your inner honesty
o Blind
Whether you have two eyes in the right place that don't work, or no eyes at all, you are totally blind. You fail
any rolls involving vision automatically. At the Storyteller's discretion, though, you may take occasional
bonuses with other sense groups.
o Cleft Lip
The split in your lip detracts from your appearance, but perhaps worse for a Garou, you have a speech
impediment thanks to your hard palate. A minor annoyance to some, for Galliards this is a serious disability.
All metis with this deformity are at +2 difficulty to Social rolls that involve major speeches, performance or
seduction.
o Conjoined Twin Syndrome
When your parents mated, the fertilized egg split, albeit imperfectly. Instead of having two identical metis
twins, your mother bore you with a remnant of your twin still embedded in part of your body. It’s pretty
clear to any onlookers that you have part of a metis fetus stuck onto your flesh. While this causes you no
physical difficulty, it’s a real problem in social situations. Add +2 difficulty on all Social rolls that involve
Appearance and Charisma.
o Deaf
You are completely deaf, perhaps even born without external ears. You must communicate in ways such as
sign language, and cannot effectively communicate through howls – having been deaf from birth, you cannot
articulate them properly.
o Deranged

Back to Process 2/ 121


Back to Process

Although you may be physically perfect, your mind is damaged. Select a Derangement that can never be
cured, although it can be temporarily overcome with the expenditure of Willpower.
Derangements
Amnesia – In times of stress or trauma, you forget who you are or what you're doing. The memory will
return once the stress has passed
Delusions of Grandeur – You believe you are "chosen" by some higher power. Only you can ensure that
itscause will be triumphant. The fools around you refuse to recognize your importance, but that will change
intime.
Ennui – You become easily bored and jaded. It takes significant effort on your part, or that of your
packmates,to raise you from this emotionally deadened state
Fugue – In times of intense stress, you enter a trance-like state in which you continue what you were doing
in azombie-like state. If snapped out of the state by a packmate shaking you or the attack of an enemy, you
have nomemory of what occured during the fugue.
Hallucinations – Your very senses lie to you. At unpredictable times, you see, hear and smell things that
aren'treally there.
Hysteria – You are unable to control your emotions at the best of times and are prone to wild mood
swingswhen subject to stress and anxiety. At all other times you tend to over-react emotionally to events.
Somethingslightly sad will cause a great flood of tears, whilst your anger knows no bounds, even for a Garou.
Insecure – You are never sure where you stand with your pack, hive, tribe or even yourself. You probably
havevery little Willpower or a serious penalty to any Willpower rolls.
Intellectualization – You tend to over-analyze everything. You subject every experience to rational analysis
and block or ignore your emotions as far as possible. Should extreme emotion or displays of
inexplicablesupernatural might shatter this control, you must roll for frenzy.
Isolation – You often need to distance yourself from your packmates and companions emotionally,
becomingwithdrawn and uncommunicative. When this mood strikes you, you won't communicate with more
than a gruntor wave of the hand or tail.
Manic – Everything you do, you do to the hilt and with obsessive energy. You're inclined to burn yourself
outwith exhaustion when performing even the most trivial tasks.
Manic-Depression – You are an emotional powder keg at all times. You can swing from despair to ecstasy
atthe slightest trigger. To be honest, there's little rhyme or reason to these changes and virtually anything
can setoff a mood swing. One moment you're on top of the world. The next, you're in the deepest
depression.
Moon-Mad – When you succumb to your madness, you perceive yourself as playing a different role in
Garousociety. Once afflicted, you begin acting as if you were of another, randomly determined auspice.
ThisDerangement can often affect your ability to earn Renown.
Multiple Personalities – You have more than one active personality in your head, although only one of them
isin charge at any one time. Under stress, the dominant personality will change, bringing with it a new
Nature,Demeanor and even name. These personalities are probably aware of each other and know what the
others have been doing. However, some personalities may be totally isolated from the others and only come
to the forewhen you have to do something you would rather not remember doing.
Obsession – You have a tendency to latch onto someone or something as the defining factor of your
life.Everything you do tends to revolve around your obsession and your packmates have problems getting
you toshut up about it. Your obsession may stay fixed, or it might jump from target to target.Paranoia – The
Wyrm is everywhere! Why can't everyone else see it? Maybe the Wyrm has gotten to them too!You see the
Wyrm's influence in everything that is slightly out of the ordinary.
Perfection – Your life should be perfect, so you work constantly to make it so. If that means devoting all your
energies to stopping things going wrong, like your lover leaving you or losing status in the pack, well so be
it.However, should something go wrong, you have to roll to avoid frenzy.
Phagomania – You crave food even when you aren't hungry, and you may even hunger for freakish meals
suchas carrion or human flesh. Garou distrust anyone who suffers from this affliction, as they believe such
anindividual to be in the thrall of the Eater-of-Souls.

Back to Process 3/ 121


Back to Process

Power Madness – You are obsessed with gaining control or dominance over others. You will manipulate and
lieto them to that end.
Regression – In times of extreme stress, you revert to a childlike (or cublike, of course) state,
perceivingeverything in simple terms and looking to others for reassurance and protection.
Schizophrenia – You hear voices, which tell you what to do and impart secrets to you. At times of stress,
thesevoices become louder and your perceptions of the world change. Your actions become unpredictable
and makelittle sense to anyone but yourself.
Vengeful – When anyone wrongs or slights you, your desire for vengeance starts to take over your life.
Thelonger you go without revenging yourself on them, the more you obsess over it.
o Evil Eye
You were born with only one eye, which is somehow strange and unsettling – it may be in the center of your
forehead, or distended and bloodshot, or slitted like a serpent’s. You suffer a two-die penalty to any rolls
made that require depth perception, such as ranged combat. You also suffer a +1 difficulty to all Social rolls
and lack peripheral vision on your blind side.
o Fits
You suffer from periodic spells of unconsciousness and loss of muscular control. When you roll a botch in a
stressful situation, you may enter one of these fits and must make a Willpower roll (difficulty 8) each turn
until you gain control. Until then, you can do nothing but writhe on the ground.
o Fits of Madness
Mental illness plagues you on a periodic basis. Whatever your malaise, you tend to fall to pieces when you
get stressed. Make a Willpower roll (difficulty 8) whenever situations get tough. Scoring any less than three
successes makes you go quietly nuts for a while.
o Fragile Claws
Your claws, a warrior’s pride, are brittle and easily broken. Whenever you claw or rake someone, you risk
losing some claws. On a botched claws attack, you lose one claw per botch die on the attack roll, taking one
unsoakable health level of lethal damage per snapped claw. Clawing some heavily armored or particularly
hard targets may also cause your claws to break, at the Storyteller’s discretion. Your claws regenerate within
a week, but they retain their fragility.
o Hairless
You have no hair or fur in any of your forms, making you a weird sight indeed. Take a +1 difficulty penalty to
all Social rolls. You might be able to avoid this penalty among humans when you're in Homid form, although
some people will be put off by your complete lack of hair even then (particularly if they note your lack of
eyebrows).
o Hideous
Your face and form are badly disfigured, making you a horror among werewolves. Your Appearance is 0, and
cannot be raised with experience points.
o Hooves
Like an herbivore, you have hooved feet, which are apparent in all your forms; these are your back legs in
Crinos, Hispo or Lupus. These hooves may look like a cow’s, a goat’s or a deer’s, but they’re definitely the
accouterments of a grass eater. Hooves, whether cloven or solid, don't alter your movement but hooves are
the mark of prey, not predators. Take +1 difficulty to all Social rolls and see that you eat plenty of meat
especially around other werewolves.
o Horns
A pair of horns sprouts from your brow. They may be like those of a ram or goat, or perhaps you have a small
pair of antelope-like antlers. You might even have a single short horn like a unicorn's. Whatever the shape
this disfigurement takes, you suffer a +1 difficulty penalty to all Social rolls, and you are likely to be even
more heavily scorned by your fellow Garou. (Horns are a mark of prey, not of a predator, after all.) If you
actually try to attack with your horns (which may do Strength +1 bashing damage at best), you will likely lose
some amount of Glory Renown for fighting like a prey animal instead of a Garou.
o Hunchback

Back to Process 4/ 121


Back to Process

You were born with a front-to-back or side-to-side curve of your spine that's worsened as you've aged. Not
only does it give you a negative social stigma ( + 1 difficulty penalty to Social rolls), it also impedes your
movement, adding a +1 difficulty penalty to all Dexterity-based rolls.
o Hyperacute Senses
Your sensory acuity has been sharpened to the point that you suffer pain from excessive stimuli. You suffer a
one-die penalty to all rolls made in the presence of bright light (such as daylight), loud noises or powerful
odors – the city is a garden of torture for you. Pepper-spray, blinding lights or nearby explosions actually
causes one or two health levels of unsoakable damage (Storyteller’s discretion). On the plus side, in the
absence of these stimuli (such as in a quiet park at night), the difficulty of all Perception-related rolls is
reduce by two.
o Lame
Your legs don’t work properly, and are visibly badly made. Although you can stand and fight without penalty,
and you are still very strong, your walking and running speed is reduced to a quarter of what it would
ordinarily be.
o Long Ears
You have long, donkeylike ears in all your forms but Homid. In your Homid form, your ears are simply big and
ugly. Followers of Mule may actually consider you favored by their totem, but other Garou find your ears a
repulsive trait, the mark of prey rather than a predator.
o Loose Teeth
Your natural weaponry is faulty; if you botch a biting attack, you risk doing damage to yourself as your teeth
break off. Garou teeth will grow back over time (about a month), but a character with Loose Teeth ought to
avoid biting people. Unfortunately, Garou in a frenzy tend to forget about little things like this. When a
character with this disfigurement bites someone, she risks losing some teeth. On a botch, teeth break loose
and fall out (how many is up to the Storyteller; generally one per wound level he would have inflicted on his
foe).
o Mute
Your larynx does not work, and hasn’t from the day of your birth; your neck mar appear oddly swollen, or
your tongue mar be forked as well. You cannot speak or howl under any circumstances, although the Gift:
Spirit Speech will still allow you to converse with spirits.
o No Sense of Smell
You have no olfactory nerves, so your sense of smell is nonexistent. This is an unfortunate thing for a
creature who relies so much on her nose. You fail all Perception rolls involving smell automatically, and you
suffer a +2 difficulty penalty to track prey using your Primal-Urge.
o No Tail
Not having a tail creates serious communication problems with others of your kind. You take a +1 difficulty
penalty in all social situations while in Lupus, Hispo or Crinos forms. Likewise, your sense of balance suffers.
You take a +1 difficulty penalty to Dexterity rolls as well while wearing those forms. A variation on this
deformity would be having a thin, snakelike tail or some similar disfigurement.
o Reek
You smell terrible, even to other Garou – even dogs that would roll in rotting meat on a hot summer day
avoid you. Your scent can be muted somewhat with copious amounts of smelly, cheap perfume, but it’s only
marginally an improvement. You suffer a +2 difficulty on all Social rolls unless dealing with people with
absolutely no sense of smell whatsoever, and are much easier to track by scent (-3 to the difficulty of any
trackers).
o Scaly Skin
You are covered with scales in your Crinos and Hispo form; in Homid, Glabro and Lupus, the scales are
limited to small patches on your back, shoulders and hips. Your Appearance is lowered by 1, and other Garou
don’t like looking at you. However, reptilian shapeshifters may actually regard you favorably. Some metis
with this disfigurement are prone to strange and inchoate dreams of long ago; the reason is unknown.
o Seizures

Back to Process 5/ 121


Back to Process

When you're under the gun, you lose control of your body. When you botch an important roll, make a
Willpower check (difficulty 8). Scoring less than three successes makes you writhe uncontrollably until the
Storyteller tells you to make another roll. You can take no actions while experiencing a seizure.
o Silver Sensivity
Your allergy to silver is even worse than that of other Garou. You take an additional aggravated health level
of damage per turn of contact with silver. If you carry anything made of silver, you suffer an additional point
to your Gnosis penalty, and prolonged exposure to large amounts of raw silver make you ill even if you don’t
touch it. The advantage to this heightened sensitivity, small comfort though it may be, is that you can sense
the presence of silver through the appearance of a rash or blisters on your skin; roll Perception+Medicine,
difficulty 8, to detect the presence of silver in the immediate area.
o Tough Hide
Your hide's as tough as old leather, and it's wrinkled and dry with spotty patches of hair. Your Appearance
can never be greater than 1, plus unbearable itching and hot spots are constant aggravations. On the
positive side, you get an extra die on soak rolls, but it's only a small advantage to weigh against your smelly,
scratchy hide.
o Wasting Disease
Your constitution is notably weak. You cough and wheeze, and you can't keep up when your pack trots along
for hours on end. Take a +2 difficulty penalty on all Stamina rolls, including soak rolls.
o Weak Immune System
Unlike other Garou, you catch almost every germ that comes along. Sniffling constantly and often suffering
from flu-like symptoms, you don't have the same ability to resist damage that others have. Because of your
condition, you have no Bruised health level. When marking damage, begin at the Hurt level.
o Withered Limb
You have four limbs, but the muscles of one are atrophied, leaving it withered or paralyzed. Depending on
your form, you can't walk well, and you run more slowly than other werewolves. You incur a +2 difficulty
penalty on all Dexterity rolls when trying to use this limb.

• Lupus: You were born a wolf and raised in the wilds among wolves. Until you were almost full-grown
(two years or so), you were unaware of your true nature as a werewolf. You aren't as sophisticated
as a homid, but you have stronger faith in your instincts.
Initial Gnosis: 5
Beginning Gifts
More Info
Restricted Abilities
Beginning lupus characters cannot take the following Skills and Knowledges. You may, however, use freebie
points to purchase them, perhaps as a result of your character's prelude. Similarly, you can use experience
points to add these Abilities as a result of "training" in the course of the chronicle (which is a chance for
Storytellers with a sharp sense of humor to have some devilish fun).
Skills: Crafts, Drive, Etiquette, Firearms
Knowledges: Computer, Law, Linguistics, Politics, Science, Academics, Finances

Back to Process 6/ 121


Back to Process

Auspices

• Ragabash: New Moon — Scouts, spies, trackers, tricksters and questioners, they fight the Wyrm with
guile and cleverness.
Initial Rage: 1
Beginning Gifts
Beginning Renown: Three in any combination.
More Info

• Theurge: Crescent Moon — Occultists and keepers of spirit lore and rituals, the shamans speak to
spirits and understand their ways.
Initial Rage: 2
Beginning Gifts
Beginning Renown: 3 Wisdom
More Info

• Philodox: Half Moon — Diplomats to the spirit courts, judges, arbiters and lawkeepers, they
adjudicate challenges between Garou and often serve as final arbiters.
Initial Rage: 3
Beginning Gifts
Beginning Renown: 3 Honor
More Info

• Galliard: Gibbous Moon — Seers, storytellers and lorekeepers, they remember Garou history and
teach it through their impassioned tales.
Initial Rage: 4
Beginning Gifts
Beginning Renown: 2 Glory, 1 Wisdom
More Info

• Ahroun: Full Moon—Warriors of all kinds from brawlers to seasoned commanders and protectors,
they fight like no other auspices and bring destruction to the Wyrm wherever it dwells and breeds.
Initial Rage: 5
Beginning Gifts
Beginning Renown: 2 Glory, 1 Honor
More Info

Back to Process 7/ 121


Back to Process

Tribes
• Black Furies: The Furies defend the wildest places and fight viciously to defend women. Most Black
Furies are female, and the only males in the tribe are metis.
Initial Willpower: 3
Backgrounds: No Restrictions
Beginning Gifts
More Info

• Black Spiral Dancers: Once, the White Howlers were the most proud tribe of the Gaia warriors.
Then, confident in their power, they challenge the Wyrm itself in her own realm. The tribe is no
more. Purged back into the earth realm, now they are the Black Spiral Dancers, the fallen Garou, the
Wyrm’s finest weapon.
Initial Willpower: 3
Backgrounds: No Black Spiral can take the Pure Breed Background unless he takes all five dots,
representing a throwback to the original White Howler bloodline.
ST Note: This tribe is not available to play. This is just a scrap that the character may know about it.

• Bone Gnawers: Possibly the best-informed tribe and the most competent at spying. The Bone
Gnawers live in poverty, and the other tribes despise them for their casual ways.
Initial Willpower: 4
Backgrounds: Ancestors, Pure Breed and Resources are not available to Bone Gnawers.
Beginning Gifts
More Info

• Children of Gaia: The most moderate of the tribes, the Children of Gaia consider themselves
mediators and humanity's champions.
Initial Willpower: 4
Backgrounds: No restrictions.
Beginning Gifts
More Info

• Fianna: This tribe is of Celtic descent. Their ancestry ranges from Ireland, Scotland, Wales and
England, but in modern times, they can be found anywhere their relatives have migrated. They are
renowned as lusty for both battle and celebration.
Initial Willpower: 3
Backgrounds: No restrictions, but Kinfolk is recommended.
Beginning Gifts
More Info

• Get of Fenris: Dedicated to the Wyrm's utter destruction, the Get are considered savage and
bloodthirsty. This tribe is primarily of Germanic and Scandinavian descent, and Fenrir take great
pride in their heritage.
Initial Willpower: 3
Backgrounds: Get of Fenris may not purchase Contacts.
Beginning Gifts
More Info

• Glass Walkers: The Glass Walkers have adapted more closely to city life than every other tribe
(except the Bone Gnawers), and they are not considered trustworthy. Glass Walkers tend to
gravitate toward high technology, high finance and the criminal underworld.
Initial Willpower: 3

Back to Process 8/ 121


Back to Process

Backgrounds: Glass Walkers may not purchase Ancestors, Mentor or Pure Breed.
Beginning Gifts
More Info

• Red Talons: A tribe unique in that it is composed almost entirely of lupus members (with a very
small but growing number of metis). Red Talons live in the wilderness among their lupine Kinfolk,
and they believe that Gaia's only hope is the extermination of all humans.
Initial Willpower: 3
Backgrounds: Red Talons may not purchase human Allies, Contacts or Resources, and their only Kinfolk
are wolves.
Beginning Gifts
More Info

• Shadow Lords: The Silver Fangs' primary rival for leadership of all Garou. Shadow Lords are seen as
cunning, deceptive and domineering — judgments that are not far off the mark.
Initial Willpower: 3
Backgrounds: Shadow Lords may not purchase Allies or Mentor.
Beginning Gifts
More Info

• Silent Striders: Exiled from their original homeland, the Silent Striders choose to live solitary lives on
the road, traveling constantly. Some work as couriers between septs. Silent Striders have learned
many secrets of both the physical and spiritual worlds in their travels.
Initial Willpower: 3
Backgrounds: Silent Striders may not purchase Ancestors or Resources.
Beginning Gifts
More Info

• Silver Fangs: The rightful rulers of the Garou Nation, the preserve impeccable breeding through both
their lupine and human lineages. Most can claim descent through various European noble and royal
families. This exclusionary behavior has led to inbreeding, and the Silver Fangs are tainted with
madness because of it.
Initial Willpower: 3
Backgrounds: All Silver Fangs must purchase at least three dots of Pure Breed.
Beginning Gifts
More Info

• Stargazers: Carebral and contemplative, the Stargazers wander the world in search of enlightenment
and truth, but staunchly oppose the Wyrm nonetheless.
Initial Willpower: 4
Backgrounds: Stargazers cannot take Fetish or Resources. Their allies almost always lie outside the Garou
Nation.
Beginning Gifts
More Info (the Initial Willpower will be wrong on this link. The correct is 4)

• Uktena: The Uktena are the most mysterious and mystical of the tribes. They have charged
themselves to guard the resting places of many powerful Banes, and some fear that this association
taints the tribe. Once, the tribe's human blood was entirely Native American. In recent decades, the
Uktena have begun to breed with other races.
ST Note: This tribe is not available to play. This is just a scrap that the character may know about it.

Back to Process 9/ 121


Back to Process

• Wendigo: The Wendigo are the only Garou tribe composed primarily of Native American members,
but a few have bred outside their traditional lineages. The Wendigo resent the other tribes' presence
in North America, and they guard their caerns from all others.
ST Note: This tribe is not available to play. This is just a scrap that the character may know about it.

Back to Process 10/ 121


Back to Process

Backgrounds
Back to Process

Allies: Your friends, whether they're human or wolf.


• One ally, of moderate influence and power (doctor or veterinarian, local activist)
•• Two allies, both of moderate power (district ranger, deputy sheriff)
••• Three allies, one of them quite influential (newspaper editor, local philanthropist)
•••• Four allies, one of them very influential (city councilman, military base commander)
••••• Five allies, one of them extremely influential (mayor, senator's aide)
More Info

Ancestors: This Background describes your character's ability to speak with and channel the knowledge of
his ancestors.
• You have brief, hazy visions from the distant past.
•• You remember faces and places from past lives just as you remember those of your early
childhood.
••• You put names to faces among your ancestors.
•••• Ancestors converse with you on a regular basis.
••••• Your ancestors watch your adventures with interest, and they often come to counsel you.
More Info

Contacts: Who you know, primarily in human society.


• One major contact
•• Two major contacts
••• Three major contacts
•••• Four major contacts
••••• Five major contacts
More Info

Fetish: You own an item of some sort with a spirit bound within it.
• You possess one Level One fetish.
•• You possess one Level Two fetish or two Level One fetishes.
••• You possess one or more fetishes with a total of three levels.
•••• You possess one or more fetishes with a total of four levels.
••••• You possess one or more fetishes with a total of five levels.
More Info

Kinfolk: The number of relatives you're in regular contact with — human or wolf, and most are immune to
the Delirium.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk
More Info

Mentor: A Garou elder who's taken an interest in you and advises you.
• Mentor is Rank 2
•• Mentor is Rank 3
••• Mentor is Rank 4
•••• Mentor is Rank 5 (or a Pack with high Ranks)

Back to Process 11/ 121


Back to Process

••••• Mentor is Rank 6 (or a Council of Elders)


More Info

Pure Breed: Your lineage and pedigree among Garou.


• You have your father's eyes.
•• Your grandfather made a name for himself at the Battle of Bloody Ford, and you carry that
name with pride.
••• Your pedigree is blessed with pillars of the Garou Nation, and the blood tells.
•••• You can be dressed as a beggar and still command respect.
••••• The greatest of heroes live on in you.
More Info

Resources: Your personal wealth and possessions, as well as your regular income.
• Small savings: You have a cramped apartment and maybe a used motorcycle. If liquidated,
you could scrape up $1000 in cash. Allowance of $500 a month.
•• Middle class: You have a decent apartment or condominium and a car. If liquidated, you
would have$8,000 in cash. Allowance of $1200 a month.
••• Large savings: You are a homeowner with a good bit of equity. If liquidated, you would have
at least$50,000 in cash. Allowance of $3000 a month.
•••• Quite well off: You own a large house or perhaps a dilapidated country manor. If liquidated
you would have $500,000 in cash. Allowance of $9000 a month.
••••• Ridiculously wealthy: You are a multimillionaire. If liquidated, you would have $5,000,000 to
play with. Allowance of $30,000 a month.
More Info

Rites: Describes the number and/or level of rites you have learned.
• Character knows one level of rites.
•• Character knows two levels of rites.
••• Character knows three levels of rites.
•••• Character knows four levels of rites.
••••• Character knows five levels of rites.
More Info

Totem: A pack's totem is a unique spirit. Each pack member may contribute to this Background to create it.
Unlike other Backgrounds, this Trait applies to the character's pack rather than the individual. The members
of the pack pool the points invested in this Trait to determine the totem's power.
Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some
totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See
Pack Totems for a list of possible totems. Regardless of how many points the initial totem costs, all beginning
totems have a base of eight points to divide among Rage, Willpower and Gnosis. The totem also begins with
the Air Sense and Re-form Charms. Apart from bestowing power, totems are somewhat aloof from the pack,
and they have little influence among spirits (unless the players buy a closer connection is bought with
Background points). With time, roleplaying and experience points, pack totems can grow more powerful,
and they could even become the totems of whole septs or (in legendary circumstances) even tribes.
Most of the powers totems bestow are usually available to only one pack member at a time. At the end of
each turn, the Garou with the power declares who the power may be given to next turn (assuming that she
doesn't keep it). After the initial cost of the totem has been spent, any other Background points add to the
totem's strength and abilities.
Cost Power
1 Per three points to spend on Willpower, Rage and/or Gnosis
1 Totem can speak to the pack without the benefit of the Gift: Spirit Speech.

Back to Process 12/ 121


Back to Process

1 Totem can always find the pack members.


2 Totem is nearly always with the pack members.
2 Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem's powers in the same turn
4 Totem is connected mystically to all pack members, allowing communication among them
even at great distances (at Storyteller's discretion).
5 Totem is feared by agents of the Wyrm, which could mean that either the agents run away
or they do their best to kill the pack....
More Info

Other Backgrounds
Back to Backgrounds

Influence: A Garou with Influence Traits has gained a certain degree of control in aspects of normal human
society. While many Garou shun taking such an active role in human affairs, others see it as the only way to
keep accurate tabs on certain organizations and groups. Other forms of influence can reflect access to
contacts, allies or the aid of Kinfolk. Possible areas of influence include the following:

 Bureaucracy — City Government


• Trace utility bills
•• Fake a birth certificate or driver’s license
Disconnect a single small residence’s utilities
Close a small road or park
Get public aide ($250)
••• Fake a death certificate, passport or green card
Close a public school for a single day
Shut down a minor business on a violation
•••• Initiate a phone tap
Fake land deeds
Initiate a department-wide investigation
••••• Start, stop or alter a city-wide program or policy
Shut down a big business on a violation
Rezone areas
Obliterate records of a person on a city or county level
Back to Influence
Back to Backgrounds

 Church — Religious Establishments


• Identify most secular members of a given faith in the local area
Pass as a member of the clergy
Peruse general church records (baptism, marriage, burial, etc.)
•• Identify higher church members
Track regular church members
Suspend lay members
••• Open or close a single church
Find the average church-associated hunter
Dip into the collection plate ($250)
Access private information and archives of a church
•••• Discredit or suspend high-level church members
Manipulate regional branches of the church

Back to Process 13/ 121


Back to Process

••••• Organize major protests


Access ancient church lore and knowledge
Back to Influence
Back to Backgrounds

 Finance — Big Business


• Learn about major transactions and financial events
Raise capital ($1,000)
Learn about general economic trends
Learn real motivations for many financial actions of others
•• Trace an unsecured small account
Raise capital to purchase a small business (single, small store)
••• Purchase a large business (a few small branches or a single large store or service)
•••• Manipulate local banking (delay deposits, some credit rating alterations)
Ruin a small business
••••• Control an aspect of city-wide banking (shut off ATMs, arrange a bank “holiday”)
Ruin a large business
Purchase a major company
Back to Influence
Back to Backgrounds

 Health — Hospitals, Morgues, Etc.


• Access to a person’s health records
Fake vaccination records and the like
Use public functions of health centers at your leisure
•• Access some medical research records
Have a minor lab work done
Get a copy of a coroner’s report
Instigate minor quarantines
••• Corrupt results of tests or inspections
Alter medical records
•••• Completely rewrite medical records
Abuse grants for personal use ($250)
Have minor medical research performed on a subject
Institute large scale quarantines
Shut down businesses for “health code violations”
••••• Have special research projects performed
Have people institutionalized or released
Back to Influence
Back to Backgrounds

 High Society — Rich Dilettantes and The Art Community


• Learn what is trendy
Obtain hard-to-get tickets for shows
Learn about concerts, shows or plays well before they are made public
•• Track most celebrities and luminaries
Be a local voice in the entertainment field
“Borrow” idle cash from rich friends ($1000)
••• Crush promising careers
Hobnob well above your station
•••• Minor celebrity status

Back to Process 14/ 121


Back to Process

••••• Get a brief appearance on a talk show that’s not about to be cancelled
Ruin a new club, gallery, festival or other posh gathering
Back to Influence
Back to Backgrounds

 Industry — Unions, Steel Mills, Etc.


• Learn about industrial projects and movements
•• Have minor projects performed
Dip into union funds or embezzle petty cash ($500)
Arrange small accidents or sabotage
••• Organize minor strikes
Appropriate machinery for a short time
•••• Close down a small plant
Revitalize a small plant
••••• Manipulate large local industry
Back to Influence
Back to Backgrounds

 Legal — Lawyers, Judges, Etc.


• Get free representation for minor cases
•• Avoid bail for some charge
Have minor charges dropped
••• Manipulate legal procedures (minor wills and trusts, court dates)
Access public or court funds ($250)
Get representation in most court cases
•••• Issue subpoenas
Tie up court cases
Have most legal charges dropped
Cancel or arrange parole
••••• Close down all but the most serious investigations
Have deportation proceedings held against someone
Back to Influence
Back to Backgrounds

 Media — Television, Radio, Newspapers


• Learn about breaking stories early
Submit small articles (within reason)
•• Suppress (but not stop) small articles or reports
Get hold of investigative reporting information
••• Initiate news investigations and reports
Get project funding and waste it ($250)
•••• Ground stories and projects
Broadcast fake stories (local only)
••••• Kill small local articles or reports completely
Back to Influence
Back to Backgrounds

 Occult — Cult Leaders, Occult Bookstore Owners, Etc.


• Contact a make use of common occult groups and their practices
Know some of the more visible occult figures
•• Know and contact some of the more obscure occult figures

Back to Process 15/ 121


Back to Process

Access resources for most rituals and rites


••• Know the general vicinity of certain supernatural entities and (possibly) contact them
Access vital or rare material components
Milk impressionable wannabes for bucks ($250)
Access occult tomes and writings
Research a Basic rite
•••• Research an Intermediate rite
••••• Unearth Advanced rites
Back to Influence
Back to Backgrounds

 Police — Local Law Enforcement


• Learn police procedures
Hear police information and rumors
Avoid traffic tickets
•• Have license plates checked
Avoid minor violations (first conviction)
Get “inside information”
••• Get copies of an investigation report
Have police hassle, detain or harass someone
Find bureau secrets
•••• Access confiscated weapons or contraband
Have some serious charges dropped
Start an investigation
Get money, either from the evidence room or as an appropriation ($1000)
••••• Institute major investigations
Arrange setups
Instigate bureau investigations
Have officers fired
Back to Influence
Back to Backgrounds

 Politics — Politicians
• Minor lobbying
Identify real platforms of politicians and parties
Be “in the know”
•• Meet small-time politicians
Gamer inside information on process, laws and the like
Use a slush fund or fundraiser ($1000)
••• Sway or alter political projects (local parks, renovations, small construction)
•••• Enact minor legislation
Dash careers of minor politicians
••••• Get your candidate in a minor office
Enact encompassing legislation
Back to Influence
Back to Backgrounds

 Street — Street-Level Crime


• Open an ear for the word on the street
Identify most gangs and know their turfs and habits
•• Live mostly without fear on the underside of the city

Back to Process 16/ 121


Back to Process

Keep a contact or two in most aspects of street life


Access small-time contraband
••• Get insight into other areas of Influence
Arrange some services from street people or gangs
Get pistols or uncommon melee weapons
•••• Mobilize groups of homeless
Panhandle or hold a “collection” ($250)
Get hold of a shotgun, rifle or SMG
Have a word in almost all aspects of gang operations
••••• Control a single medium-sized gang
Arrange impressive protests by street people
Back to Influence
Back to Backgrounds

 Transportation — Bus Terminals, Airlines, Harbor Masters


• Know what goes where, when and why
Travel locally, quickly and freely
•• Track an unwary target if he uses public transportation
Arrange passage safe (or at least concealed) from mundane threats (robbery, terrorism, hunters ...)
••• Seriously hamper an individual’s ability to travel
Avoid most supernatural dangers when traveling (such as Leeches)
•••• Shut down one form of transportation (bus lines, ships, planes, trains, etc.) temporarily
Route money your way ($500)
••••• Reroute major modes of travel
Smuggle with impunity
Back to Influence
Back to Backgrounds

 Underworld — Organized Crime


• Locate minor contraband (knives, small-time drugs, petty gambling, scalped tickets)
•• Obtain pistols, serious drugs, stolen cars
Hire muscle to rough someone up
Fence stolen loot
Prove that crime pays (and score $1,000)
••• Obtain a rifle, shotgun or SMG
Arrange a minor “hit”
Meet someone in “the Family”
•••• Make white-collar crime connections
••••• Arrange gangland assassinations
Hire a demolition man or firebug
Supply local drug needs
Back to Influence
Back to Backgrounds

 University - Institutions of learning and research


• Know layout and policy of local schools
Have access to low-level university resources
Get records up to the high school level
•• Know a contract or two with useful knowledge or Abilities
Have minor access to facilities
Fake high school records

Back to Process 17/ 121


Back to Process

Obtain college records


••• Call in faculty favors
Cancel a class
Fix grades
Discredit a student
•••• Organize student protests and rallies
Discredit faculty members
••••• Falsify an undergraduate degree
Back to Influence
Back to Backgrounds

Numen:
To offer a child protection in a harsh and unforgiving world, many native peoples bind a spirit to a new born
child, so that the two may both protect each other. Whether or not this works for humans, it certainly works
for the Garou who adopt the practice. At birth, the Garou parent of the child (the Black Furies have a Crone
enact the ritual instead) calls a spirit to the newborn and offers it the security of a Garou's protection in
exchange for its service. Usually, this spirit also acts as the Kin-Fetch. Since a parent's love is not necessarily
limited to Garou alone, Kinfolk may also possess this Background. When taking this background, players
should specify what type of spirit accompanies them, both as a specific type (such as a Pattern Spider or fire
elemental) and if it qualifies as a spirit of Glory, Honour or Wisdom. By spending one point of Gnosis, the
Garou can draw upon his friend's strength, adding his Numen rating to a single Physical (Glory, Social
(Honor), or Mental (Wisdom) roll. Alternatively, the spirit may lend the Garou the use of a Charm it
possesses for a single use. In addition to this, the spirit may act as a straightforward ally and aide, and a
Garou with a Numen of the same type may instinctively feel a kinship. Maltreatment or neglect may
weaken the bond between a Garou and their Numen. Storytellers can represent this by denying the player
the ability to obtain extra dice. In addition, the spirit is a real, living spirit that can be hurt and killed. The
Background rating determines how large the bound spirit is.
• Gaffling
•• Potent Gaffling
••• Lesser Jaggling
•••• Strong Jaggling
••••• Very strong Jaggling (your parents were clearly owed some favours)

Spirit Heritage:
As creatures of half-spirit, the Garou share a kinship with the spirit world but this is truer of some than
others. For some reason, perhaps an ancestral tie to a household of spirits, certain types of spirits react
more positively to you than others. This doesn't need to be a friendly relationship -- spirits may be fearful
and respectful of you, in awe of you or feel a sense of duty to you. No matter what the relationship, one
group of spirits is more likely to cooperate with you. When you select this background, choose one type of
spirits. Examples are possible groups of animals spirits, plant spirits, elementals, urban spirits, or even Banes.
Whenever dealing with spirits of this type, the player may add their Spirit Heritage rating to any Social or
challenge rolls. Spirits whom you are attuned to will see you as more than 'just another Garou'; however,
they also view you (to some degree) as one of their own. (Which means those attuned to Banes may be seen
as suspicious by other Garou.) If you act against such spirits or ignore their plights, you may be seen as
betraying them.
• The spirits can smell their scent on you. No one else can though.
•• The spirits note your arrival. Others tend to think of certain spirits in your presence, though
few canunderstand why.
••• In the Umbra, you emanate an intangible, though noticeable, sense of your aligned spirit
type.

Back to Process 18/ 121


Back to Process

•••• In the Umbra you visually have hints of your aligned spirit type. Those attuned to nature
spirits may havetiny twigs emerge from their fur, for example.
••••• Some question if you really are 'half flesh.

Spirit Network: (Theurge only)


This Background is something of a spiritual equivalent of Contacts. A Theurge possessing the Spirit
Network Background has cultivated good relations with the minor wisp-spirits and Gafflings in a given area,
and is thus able to gain information about what transpires therein -- even if the events she wants to learn
about were unobserved in the real world, they were likely witnessed by some spirit or another. This
Background is one of the reasons that Theurges are often privy to information they have no mundane way of
knowing. To see if a Theurge can turn up information about a specific event from spirits, she must first spend
several hours in the Umbra talking with different spirits (via the Gift: Spirit Speech). Then, roll her Spirit
Network rating against a difficulty of the Gauntlet where the event occurred. This may only attempted once
for any given event. One success gives a vague description, while three or more mean that the Theurge will
get a fairly complete rundown. Regardless of successes, however, the description will still be given from the
perspective of the spirits, which may miss out on important details that have no strong spiritual resonance
(like detailed financial or political information).A Theurge can also receive however much random gossip and
minor secrets the Storyteller wishes by means of this Background, simply through daily communication with
spirits. Of course, this is a wonderful way to introduce a new plot hook or adventure.
• You have a few spirits on the lookout for interesting information.
•• Several spirits are willing to share what they have seen with you.
••• You have unseen eyes in countless different locations at any time.
•••• Spirits far and wide seek out information and report strange happening to you.
••••• Unless the Gauntlet is extremely high, very little escapes the notice of your watcher-spirits.

Touched
Each living creature possesses a touch of each of the Triat to varying degrees, but those of this
Background possess more than their fair share of one. Perhaps some spirit took a particular interest in them
sometime in life, maybe it's simply inexplicable. Never are these situations entirely healthy; Gaea orders
creation wisely and those that break her rules suffer. Those touched by the Weaver tend toward very small
successes or failures. For each point in this Background a werewolf has, he must deduct one success from
every roll he makes, down to the minimum of one success (resulting in a simple success). However, should
he roll a botch, he may ignore one 1 for every dot he has in this Background. A Wyld Touched, conversely,
tends to extremes. Should she roll a success, she may add one success for every point in this Background,
but should she fail, she adds a 1 to her roll, guaranteeing a botch. The more 1'sgained in a roll, the more
severe the botch should be. In these two cases, a Willpower point will negate all effects of the Background.
The Willpower point may be spent after the roll is made to either restore lost successes or negate a botch. A
Garou touched by the Wyrm gains a figurative devil on his shoulder, with no angel to balance it. Once
per chapter, he may make a Willpower roll at difficulty 2; each success will add one success to his next roll.
However, for every 1 rolled, he loses one point of permanent Gnosis, and his maximum Gnosis score is
reduced by one. Should his permanent Gnosis ever reach zero, the character is lost to the Wyrm and
becomes an NPC controlled by the Storyteller immediately. Those dealing with the devil risk the fires of Hell.
Sense Weaver and Sense Wyrm will detect those Touched by the Weaver and Wyrm respectively. You may
only ever be Touched by one member of the Triat.
• In addition to the above effects, you exhibit some personality quirks associated with the
Wyld, Weaver or Wyrm, such as excitability, cool detachment or morbid humor.
•• Your personality is warped by your exposure, occasionally to the point of incoherence. Wyld
Touched may insert inexplicable words into their sentences, Weaver Touched sometimes boil down
their sentences into the minimal possible words, and Wyrm Touched commit acts of cruelty (verbal
or physical,) for reasons even they do not understand. Depending on the circumstances, the
Storyteller may impose Social penalties.

Back to Process 19/ 121


Back to Process

••• Your attachment has begun to impose itself physically on you, creating lopsided features
(Wyld), perfectly symmetrical features (Weaver), or a slightly unnatural physical malformation
(Wyrm). In most circumstances, you suffer a -1 penalty in social situations.
•••• You have been physically shaped by a member of the Triat. Wyld Touched suffer visible
spasms, joints occasionally lock up among those of the Weaver, the Wyrm's suffer constant, low pain
throughout their body.You suffer a -1 penalty to both social and physical rolls.
••••• One member of the Triat has practically made you their avatar. You suffer all the effects
above, and radiate the effect of the Triat around you. For example, plants you touch grow
uncontrollably (Wyld), never grow again (Weaver), or rot instantly (Wyrm). Storytellers are
encouraged to create other effects.

Back to Process 20/ 121


Back to Process

Gifts list – Level 1


Breed Auspice Tribe
Homid Ragabash Black Furies
Metis Theurge Bone Gnawers
Lupus Philodox Children of Gaia
Galliard Fianna
Ahroun Get of Fenris
Glass Walkers
Red Talons
Shadow Lords
Silent Striders
Silver Fangs
Stargazers
Back to Process

Back to Process 21/ 121


Back to Process

Breed
Homid
• Master of Fire — Once humans tamed fire to keep them warm and to drive off the wild beasts, they were
on their way to civilization. Werewolves with this Gift invoke humanity's ancient pact with the spirits of fire.
The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor-spirit or a
fire-spirit grants this Gift.
System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expediture of
a Gnosis point; the effects last for a scene.

• Persuasion — This Gift allows homid to become more persuasive when dealing with others, in such a way
that his statements and arguments are imbued with added meaning or credibility. An ancestor-spirit teaches
this Gift.
System: The player rolls Charisma + Subterfuge. If successful, the Storyteller reduces the difficulties of all
Social foils by one for the remainder of the scene. In addition, any successful Social rolls may have
significantly more impact than they would without the Gift. A werewolf could win arguments with hard line
opponents, or cause a cold-hearted psychopath to relent (at least for a little while).

• Smell of Man — Creatures bf the wild have learned well that where man goes, death follows. With this
Gift, the werewolf enhances the human scent around him greatly, causing wild animals to feel uneasy and
nervous. However, the scent also causes domestic animals to recognize the werewolf as their master. An
ancestor-spirit teaches this Gift.
System: All wild animals (not including supernatural creatures in animal form) lose one die from their dice
pools when within 6 meters of the Garou (save when defending themselves or running away), and they are
likely to flee. All domesticated animals recognize the werewolf as a friend and refuse to harm him. For
example, an attack-trained dog ordered to take down the werewolf would run up to the character and wag
its tail. If the domesticated animal is harmed, then it will revert to acting naturally. The Garou may use this
Gift at will. She simply states when she is activating it or turning it off.
Back to Gifts

Metis
• Create Element — The metis has the power to create a small amount of one of the four basic elements—
fire, air, earth or water (or metal, in some cultures). In this way, she can replenish the air supply in an airtight
room, make a rock to throw at someone, create a fire without matches or wood, or even fill a bathtub
without any faucet or pipes. The metis cannot create specialized forms of any element. Precious metals
(especially silver), lethal gases and acid are beyond his reach. This Gift creates only natural air, earth, fire and
water (or metal). Elementals teach this Gift.
System: The werewolf s player spends one Gnosis point and rolls Gnosis. Each success allows the character
to create approximately 30 cubic centimeter of the desired element, to a maximum weight of 50 kg,
anywhere he can see within 20 meters. The element remains in existence until used up (breathed in the case
of air or burned up in the case of fire without any fuel to keep it going). The flames created with this Gift are
genuinely hot, but they are no substitute for a flame-thrower. They inflict one health level of damage per
success, to a maximum of three health levels of damage.

• Primal Anger— The metis learns to focus the anger within her heart and use it to increase her Rage. The
anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of
ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to
learn this Gift.
System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra
points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is
treated as aggravated damage for purposes of recovery.

Back to Process 22/ 121


Back to Process

• Sense Wyrm — The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves
a mystical sense, not a visual or olfactory tillage, although werewolves using the Gift sometimes say things
like, "This place stinks of the Wyrm" (with a few more colorful adjectives). Garou should remember that the
Wyrm's taint can cling to relatively blameless souls. Werewolves may sense an innocent person who
happens to work in a Wyrm-controlled factory or who has eaten tainted food. This power requires active
concentration. Any spirit of Gaia may teach this Gift.
System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the
Wyrm influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of
a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save
those with Humanity Traits of 7 or higher.

• Shed — You can’t keep a hold on someone who can shuck their own skin, and metis with this Gift offer the
next best thing by rapidly shedding and regrowing their own fur. In addition to making it incredibly difficult
to grapple the user, and enabling them to squeeze through very tight spaces, those facing a shedding metis
often find the experience disgusting to say the least. A lizard or snake-spirit teaches this Gift.
System: When grappled, the metis can roll Dextery + Primal-Urge (difficulty 7) and with a simple success can
break any hold. The same roll can also be used to be used to reduce the difficulty of squeezing through any
tight spaces by 2, including slipping from bonds. Naturally, this Gift only works in Crinos through Lupus form,
and cannot be learned by hairless metis.
Back to Gifts

Lupus
• Hare's Leap — By invoking this Gift, the werewolf may leap incredible distances. Hare-, frog- and Catspirits
usually teach this Gift. The lost Bunyip knew this Gift as Leap of the Kangaroo, however marsupial-spirits
seem loath to aid werewolves these days. Today, many werewolves call this Gift "Leap of the Kangaroo" in
their fallen cousins' honor.
System: The player rolls Stamina + Athletics (difficulty 7). If successful, she may double her normal jumping
distance.
Jumping:
Vertical jumping requires a Strength roll. Horizontal jumping allows the player to add the Athletics ability if
the character can get a good running start. The difficulty on a jumping roll is usually 3, but weather
conditions or narrow jumping space can modify it. One cannot gain partial successes on a jump roll. If the
player does not roll the required number of successes, the character falls short of the jump. The following
chart shows how many feet per success a character achieves in each of the five forms.
Type of Jump Meters per Success
Homid Glabro Crinos Hispo Lupus
Vertical 0,3 0,5 1,2 1,5 1,2
Horizontal 1,2 1,2 1,5 1,8 2,1

• Heightened Senses — The werewolf with this Gift tunes in to the world around him, increasing his senses
vastly. When in Homid or Glabro form, her senses become as sharp as those a wolf, allowing him to hear
sounds beyond his normal range, granting him superior night vision and making his sense of smell stronger
than that of any dog. In wolf forms, his senses become preternaturally potent, allowing him to perform feats
that border on precognition. This Gift has drawbacks as well. If a fire alarm were to go off around a Garou
using this Gift, it might render him helpless. Cities can barrage the werewolf with a sensory overload. Wolf-
spirits teach this Gift.
System: The player spends a Gnosis point. The effects last for one scene. In Homid or Glabro forms, the
werewolf’s Perception difficulties decrease by two, and he may roll Perception + Primal-Urge to perform
sensory feats impossible for humans (such as tracking by scent). In Crinos, Hispo and Lupus forms,
Perception difficulties decrease by three (which is not cumulative with the ordinary Lupus-form Perception
bonuses), and the werewolf gains an extra die to Primal-Urge dice pools.

Back to Process 23/ 121


Back to Process

• Sense Prey — Werewolves used this ancient Gift during hard winters to feed their packs. The Gift lets
Garou locate enough prey to feed a pack. In the urban environment, this Gift guides the lupus to prey within
the city, usually in parks, sewers, animal shelters and even zoos. The Gift will tell the werewolf the location
of large numbers of prey within 80,5 km in the wilds, and within the limits of a city and its suburbs. Humans
do not register as prey animals, although some say that the Red Talons know a variant of this Gift that can
find them. A wolf-spirit teaches this Gift.
System: The hunter's player rolls Perception + Primal-Urge. The difficulty is 7 in wilderness environments
and 9 in urban environments. Success indicates the location of enough prey to feed a large pack. In the case
of multiple sources, the Gift guides the werewolf to the nearest source (although not necessarily the easiest
or safest).

• Prey Mind — The wolf is not always the predator, as lupus sorely realize. Humans’ capability for
destruction grows ever greater, and more wolves die at their hands every day. When the predator becomes
prey, it is this Gift that comes to the fore and assists the Garou in evasion, showing them places to hide,
ways to run, and even chances to attack back. A lamb or deer-spirit teaches the Gift.
System: The player rolls Wit + Primal-Urge, difficulty 7 in wilderness environments, 9 in urban environments.
Success guides the wolf in how to best evade her pursuers; she gains three dice to any pool made to escape,
outdistance, hide from or evade pursuit. The Gift’s effects last for one turn per success, so if the lupus hasn’t
thrown pursuit by then, she’s on her own.

• Sense Wyld — The Garou may sense Wyld energies or spirits in the nearby area. Any Gaian spirit can teach
this Gift.
System: The Garou rolls Perception + Enigmas against a difficulty determined by the Storyteller, based on
the strength of the presence.
Back to Gifts

Back to Process 24/ 121


Back to Process

Auspice
Ragabash
• Blur of the Milky Eye — The Garou's form becomes a shimmering blur, allowing him to pass unnoticed
among others. Once the Garou has been seen, however, this Gift is negated until the viewer has again been
distracted. A chameleon-spirit teaches this Gift.
System: The player rolls Manipulation + Stealth (difficulty 8). Although he doesn't become truly invisible,
each success increases the difficulties of all Perception rolls made to detect him by one.

• Open Seal — With this Gift, the Garou can open nearly any sort of closed or locked physical device. A
raccoon-spirit teaches this Gift.
System: The player rolls Gnosis (difficulty of the local Gauntlet rating).

• Scent of Running Water — The Garou can mask her scent completely, making herself virtually impossible
to track. A fox-spirit teaches this Gift.
System: The difficulties of all rolls to track the Garou increase by two. This Gift becomes an innate ability to
the Garou who learns it. She need not expend any points or make any rolls. However, the Ragabash may still
leave a scent behind if she decides to do so voluntarily (which may be necessary to blend in with wolf packs).

• Hush — Though Ragabash are teachers, one thing they can’t always teach is when to keep one’s mouth
shut. Maybe a brash Ahroun is about to say something unfortunate to a bigger Ahroun, or perhaps a
talkative cub is about to reveal too much about what she knows. In such situations, this Gift acts as a
temporary stopgap; it makes the target fumble for words, lose his train of thought or become momentarily
distracted. Besides keeping friends from saying stupid things, the Gift can also be used against insulting rivals
or the fomori calling reinforcements. Because of the bond between packmates, it is easier to use this Gift
within the pack – after all, it’s for the greater good, right? A mockingbird-spirit teaches this Gift.
System: The player rolls Wits + Subterfuge (difficulty is the target’s Wits +4; for a packmate reduce the
difficulty by one). Every success stalls the target for one turn, preventing the target from communicating
verbally (although other forms of communication, such as sign language or writing, are still possible).
Back to Gifts

Theurge
• Mother's Touch — The Garou is able to heal the wounds of any living creature, aggravated or otherwise,
simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this
Gift. A bear- or unicorn-spirit teaches this Gift.
System: The player spends one Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded
individual's Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle
Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she
spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but
each use requires the expenditure of one Gnosis.

• Sense Wyrm — As the metis Gift.

• Spirit Speech — This Gift allows the Garou to communicate with encountered spirits. The Garou is thus
able to address them whether they wish to be addressed or not. Of course, nothing (usually) prevents the
spirit from ignoring the Theurge or leaving. Any spirit can teach this Gift.
System: Once learned, this Gift allows the Garou to understand the communication of spirits intuitively.
Particularly alien spirits may be difficult — or, in the case of many Banes, outright painful — to understand.

• Airt Perception — Using this Gift, a Theurge can roughly identify a spirit by its airt – the trail left in the
wake of a spirit’s passing. This works essentially like a tracking in the corporeal world, and is no more
informative – a hunter can tell deer tracks from bison tracks, but can’t learn anything meaningful about an

Back to Process 25/ 121


Back to Process

unknown creature. Also, powerful and subtle spirits are often able to disguise their airts. Any ancestor-spirit
renowned as a great hunter can teach this Gift.
System: Treat this exactly as a Garou identifying and tracking animals (by scent or by looking for tracks, at
the Theurge’s discretion), but apply it to spirits instead. Note that Garou may not be able to go everywhere
spirits do to follow the trail – remember, spirits can fly.

• Sense Chiminage — Theurges have ways of knowing all manner of secret things other Garou would wish
stayed hidden; with this Gift, they can learn where the balance of chiminage lies with any spiritually aware
being with a glance. The Gift reveals if the target has paid all proper obligations to the spirits, if he has
ignored a debt or engaged in blasphemy against his totem or other spiritual patrons. An owl-spirit teaches
this Gift.
System: A Perception + Subterfuge roll (difficulty 7) reveals the target’s state of debt in the spirit worlds;
with three or more successes, the Theurge may learn the name of the one spirit the target most recently
egregiously wronged, if such a being exists.

• Umbral Tether — The Umbra is a shifting world where logic does not always apply, and losing one’s way in
it is an easy affair. Theurges have worked around this by using this Gift, which creates a silvery “umbilical
cord” connecting the Garou to their point of entry into the Umbra. Only the Theurge who creates the tether
can see it, though some spirits have a tendency to trip over it, which can sever or alter the cord. This Gift is
taught by a spider-spirit.
System: No roll is needed to create the thread, however after each hour spent in the Umbra, a single point
of Gnosis must be expended to maintain it. If this point is not spent, the line slowly corrodes from the point
of entry and toward the Garou.

• Sense Weaver — The Garou may sense Weaver energies or spirits in the nearby area. This Gift is taught by
any Gaian spirit.
System: The Garou rolls Perception + Science against a difficulty determined by the Storyteller, based on the
strength of the presence.

• Sense Wyld — As the Lupus Gift.


Back to Gifts

Philodox
• Resist Pain — Through force of will, the Philodox is able to ignore the pain of his wounds and continue
acting normally. A bear-spirit teaches this Gift.
System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of
the scene.

• Scent of the True Form — This Gift allows the Garou to determine the true nature of a person. This
information is conveyed as an olfactory sensation — it is actually a scent of the target's natural form. Any
spirit servant of Gaia can teach this Gift.
System: The Garou can tell automatically when someone is a werewolf; anything else requires a Perception
+ Primal-Urge roll. It takes two successes to detect vampires, faeries or other shapeshifters as such, and it
takes four to detect fomori or mages.

• Truth of Gaia — As judges of the Litany, Philodox have the ability to sense whether others have spoken
truth or falsehood. A Gaffling of Falcon teaches this Gift.
System: The player rolls Intelligence + Empathy (difficulty of the subject's Manipulation + Subterfuge). This
Gift reveals only whether the target speaks the truth or lies.

Back to Process 26/ 121


Back to Process

• Moon Lore — Using this Gift, the werewolf can learn the phase of the moon that heralded the birth of
another. Although it can determine auspice, Moon Lore gives no clue to whether the subject is a werewolf or
even if it is supernatural in any way; being born under a waxing gibbous moon means much more to a Garou
than it does to a normal human. Any moon-spirit can teach this Gift.
System: A single success on a Perception + Primal-Urge roll (difficulty 6) is required to determine the moon’s
phase at the time of the subject’s birth; two success determine whether it was waxing or waning.

• Ma’at’s Feather — According to Egyptian legend, if the heart of one of the dead was heavier than Ma’at’s
feather, she would feed it to the beast Ammit, destroying their soul entirely. If it was lighter, then the dead
person was admitted to the afterlife. This Gift was first province of Silent Strider Philodox (and is still most
common among that tribe), but has spread throughout all of Garou society. It allows the Philodox to sense
the weight of a fallen Garou’s soul and determine if he died as one of Gaia, of had fallen to the Wyrm. It is
used to determine what rituals will be undertaken for the deceased, and is taugh by a bird or lion-spirit.
System: If the Garou died in the service of Gaia, the Gift works automatically, revealing this to be so. If,
however, the Garou has betrayed the Mother, then a roll of the Philodox’s Perception + Occult (difficulty of
the deceased’s former Gnosis) is needed to correctly determine their guilt. A simple success is sufficient, and
the Storyteller is encouraged to roll secretly for ease use of this Gift, to keep players guessing.
Back to Gifts

Galliard
• Beast Speech — The werewolf with this Gift may communicate with any animals from fish to mammals.
This Gift does not change their basic reactions; most animals are still afraid of predators such as werewolves.
Any spirit of nature can teach this Gift.
System: The player simply rolls Charisma + Animal Ken, although each separate encounter or type of animal
requires a separate roll.

• Call of the Wyld (Level One) — This Gift augments the Galliard's natural task of communication through
howls. The Galliard can howl a cry that stirs and invigorates other werewolves, even those far beyond the
normal range of hearing. This Gift is most commonly used at the beginning of revels or other events to
charge up the sept, or to call for aid in times of peril. A wolf-spirit teaches this Gift.
System: The player rolls Stamina + Empathy; the number of successes determines how far away the Call can
be heard and how stirring it is to those who hear it. This Gift can be used in concert with any of the standard
Garou howls (see pp. 45-46).
The Storyteller determines the actual effects, but they should
be linked to the type of howl made and the intent of the Garou.
Some examples are: every two successes gives those at a revel an
extra die to their dice pools; Wyrm agents are distracted by the
call and their difficulties rise temporarily; all Garou in the area
do not hesitate to respond to the Garou's Call for Succor.
Howls
Anthem of War—Ahroun muster their septmates to war with this battle cry. Moon Dancers use it to rally
them if their morale is waning. The howl can convey where the enemy is, approximately how many are
attacking and how soon reinforcements are needed.
Call for Succor — One pack member may use this howl to summon his comrades if he is in great danger.
Some find it embarrassing, since it sounds like a puppy's bark for his mother. An expressive howl may include
sensory impressions of what danger is near.
Call to Hunt — A long, low ululation informs the pack of the position of its prey. When done properly, it may
also identify what the prey is, describe its wounds or even coordinate the tactics of the pack that's hunting it.
Chant of Challenge — This howl begins very much like the Howl of Introduction, but it is quickly contrasted
by a horrible mockery of an enemy's deeds, ancestry and odiouspersonal habits. The Fianna not only

Back to Process 27/ 121


Back to Process

invented this howl as a method of initiating duels, but also further elevated it to a satirical art form.
Everyone hearing the chant can discern exactly why the challenge is taking place.
Cry of Elation — In the heat of battle, young heroes may think themselves almost invincible, and they may
attempt ridiculous feats of courage that no sane werewolf would attempt. The cry basically means, "Look at
me!" or (as some elders put it), "Watch me do something incredibly stupid!" With enough expression, it may
also convey who should get out of the way, what four or five objects are going to be used, where they will be
inserted in the victim and why the pack's healer should ready her mystic Gifts if the attempt fails.
Curse of Ignominy — This howl is a horrible, discordant snarling whine used to insult violators of the Litany.
As more werewolves lend their voices to the whine, it becomes increasingly painful. The strain on a listener
does not subside until he joins in the cry. Garou who have fallen into disfavor are subjected to it cacophony.
The sounds convey a mocking account of a villain's failures and shortcomings. An entire sept can memorize
all of the excruciating details by sharing in the chant.
Dirge for the Fallen—This dirge is a somber, low-pitched howl used as a requiem for the honored dead. Its
length depends on the status of the fallen. An attentive listener can learn which participants are hurt the
most by this tragedy, and he may even gather brief images of the hero's deeds, rather like the memories
after a great eulogy.
Howl of Introduction — The Litany commands werewolves to respect the territory of others; this howl is the
result. It details a Garou's breed, tribe and auspice. Some werewolves include parts of their lineage. The
Howl of Introduction may even include a sensory impression of why a visitor is worthy of attention.
Snarl of Precedence — This short violent outburst is directed against a chosen foe, and it usually means,
"You're mine, punk." Packs use these snarls to coordinate their tactics, establishing who is attacking whom.
A higher-ranking Garou does not have to recognize this howl — and he even has the right to "steal the kill"
from a lesser werewolf— but most react to a well-executed snarl.
Song of Mockery — A Ragabash can take any other howl and twist it into something perverted and
infuriating. Shadow Lords and cocky Ahroun are common victims of well-timed mockery. An undeniably
insulting gesture, it's the musical equivalent of "the finger". If done properly, the recipient can be taunted
into attacking or just losing his composure altogether.
Symphony of the Abyss—The Garou's greatest enemies, the Black Spiral Dancers, unleash an insane
reverberating whine as they stalk their prey. Victims who listen too closely can identify the fate that lies in
store for them. Even those who don't are usually terrified.
Wail of Foreboding — Whenever danger approaches, this sound is the general cry of distress. The Anthem of
War alerts werewolves of an attack, but the Wail of Foreboding is typically used for natural disasters,
unusual phenomenon in the Umbra or anything strange that bears further investigation. A practiced Galliard
can give impressions of what the danger may be, but such sensations are usually cryptic or contradictory.
Warning of the Wyrm's Approach — A sharp-pitched howl, followed by a series of brief staccato bursts,
announces thepresence of the Wyrm's minions. If a scout can scent the true form of these creatures, he may
be able to describe it. All who hear the howl can see and feel the foulness that surrounds them.

• Mindspeak — By invoking the power of waking dreams, the Garou can place any chosen characters into
silent communion. A Chimerling teaches this Gift.
System: The player spends one Willpower point per sentient being chosen and makes a Manipulation +
Expression roll (difficulty of the victim's Willpower) if the being is unwilling. All those included in the dream
may interact normally through the Mindspeak, although they can inflict no damage through it. Their real
bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants
want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be
within line of sight.

• Perfect Recall — Galliards often share one trait even before the Change takes them. That trait is memory.
Moon-Dancers often have good heads for detail; this Gift, however, accentuates that capacity. Any Weaver-
spirit can teach this Gift, which is one reason it isn’t more common.

Back to Process 28/ 121


Back to Process

System: The player spends one Gnosis point. The Garou can then remember any one detail, no matter how
small, from her entire life. A name she only heard once, a scent that she only smelled faintly – whatever the
memory, as long as she experienced it, she can call it to mind. Note that this Gift does not provide context
for the memory, but using it can lower the difficulty on related roll (remembering a conversation the
character had with his father about cars might aid in fixing an engine, for example). The Storyteller has final
say over whether or not the character has ever experienced a given detail.

• Memory Circle — The Galliards ate the Garou’s historians, charged with committing the legends and tales
of their people to memory, perfect memory. Not all of them are particularly good at it. Thankfully, this Gift
gives those Galliards a chance to make up for their weakness by planting Umbral “reminders” on their
person. This Gift is taught by an elephant-spirit.
System: This Gift is performed in two parts. When hearing words the Galliard wishes to remember perfectly,
he spends one point of Gnosis. As this happens, the Storyteller should write down exactly what he’s
committing to Umbral memory. Later, when he wishes to retrieve the memory, he may spend one point of
Willpower and ask the Storyteller to read it back verbatim. The use of this Gift leaves tiny clear spheres
matted within the Garou’s fur that can be seen within the Umbra, the so-called “memory circles”.
Should the Garou wish to remove a memory circle, they may do so simply by pulling it out of their fur while
in the Umbra might break some of the circles (at Storyteller’s option).
Back to Gifts

Ahroun
• Falling Touch — This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can
teach this Gift.
System: The Garou's player rolls Dexterity + Medicine (difficulty of the opponent's Stamina + Athletics). Even
one success sends the victim to the ground. Doing so counts as an action; activating this Gift and striking a
foe with intent to harm are two separate things.

• Inspiration — Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one
reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-
spirit teaches this Gift.
System: The player spends one Gnosis point. All comrades (but not the Gift's user) receive one automatic
success on any Willpower rolls made during the scene.

• Razor Claws — By raking his claws over stone or another hard surface, the Ahroun hones them to razor
sharpness. Either a cat- or bear-spirit teaches this Gift.
System: The player spends one Rage point, and the Ahroun must take a full turn to sharpen her claws. For
the remainder of the scene, her claw attacks do an additional die of damage.

• Empathy of Hatred — Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled
by anger – both at the moment and over the course of their life. An Epiphling of Rage teaches this Gift.
System: No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun
can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and
other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift:
Aura of Confidence blocks the perception granted by this Gift completely.

• Pack Tactics — While the Ahroun’s role as the overall leader of Garou is questionable, there is no doubt at
all who should take control of the pack during a battle. By taking the lead and coordinating pack actions, the
Ahroun gifts all of her packmates with great competence in the heat of battle. A wolf-spirit teacher this Gift.
System: The player spends a Willpower point before initiating a Pack Tactics maneuver, and divides a pools
of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be

Back to Process 29/ 121


Back to Process

divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of
the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).

• Spur Claws — Some Garou take the bee as a role model for their cause. The bee is so devoted to her
queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For
those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in
their opponents. Such poison as they excrete won’t kill their opponents, but neither will it kill the werewolf
in question.
System: The player spends one Rage. The next successful claw attack the character makes will bury her claws
into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the
time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the
Garou’s claws take a full turn to regenerate and can’t be used in that time.
Back to Gifts

Back to Process 30/ 121


Back to Process

Tribes
Black Furies

• Breath of the Wyld — As the Furies see it, the problem with most humans (and some Garou) is that they
have forgotten that the energy of Creation is nourishing, refreshing and ever present. With this Gift, the
Black Fury may instill a feeling of vitality and life in a living being. A spirit servant of Pegasus teaches this Gift.
System: The Fury must touch her target's skin, and this Gift must be used outdoors in a natural setting (a city
park is natural enough for the Gift to function). The player rolls Gnosis (difficulty 6 for humans, 5 for Garou).
Success grants a rush of energy and clarity of thought. In game terms, this Gift grants one extra die on all
Mental rolls for the next scene. It also adds one to the difficulty of any Rage rolls the target makes in that
time.

• Heightened Senses — As the lupus Gift.

• Sense Wyrm — As the metis Gift.

• Arion’s Burden — The Black Furies had many tribeswomen among the ancient Scythians, who were
renowned for the use of cavalry. During their battles with other Garou tribes, the Furies often surprised their
enemies by showing that they could employ cavalry, thanks to this Gift. Most animals shy wawy from
creatures of high Rage, and even the Glabro form tended to make a werewolf heavier than the horse could
handle. But this Gift perfectly calms the mount’s mind, and makes the Black Fury as light as a child to it. It is
taught by an avatar of Pegasus.
System: The Black Fury rolls Charisma + Athletics (difficulty 6). A simple success is all that is needed to keep
this Gift active for the rest of the scene. While this Gift works to calm any animal normally friendly to the
Black Fury, it is most commonly employed on horses. Riding in Crinos form, even with this Gift, is a tricky
business, requiring a Dexterity + Athletics (difficulty 7) roll.

• Sense Wyld — As the Lupus Gift.

• Watchful Eyes — Since time immemorial, the Black Furies have been able to determine the location of
those that break the laws of Gaia. Such beings (human, Garou, or spirit) are not always Wyrm- or Weaver-
tainted; as in the classic example, Orestes was not under the influence of any supernatural being when he
killed his mother Clytemnestra, but he did break Gaia’s laws by doing so. This Gift has been the Furies’ tool
for such a hunt; with a few moments’ concentration, the Black Fury who uses Watchful Eyes can roughly
determine the distance and direction to the nearest such criminal. This Gift is taught by an Owl-spirit.
System: The player spends 1 Gnosis and rolls Perception + Investigation (difficulty 6). Success indicates the
distance and direction to the nearest violator of Gaia’s laws (as interpreted by the Storyteller). Note that this
Gift does not identify the lawbreaker, and it is somewhat vague: it has a margin of error of roughly 10% of
the distance between the Garou and her quarry (that is, if the nearest violator is ten blocks away, the Gift
will point out a one-block area). A botch causes this Gift to wrongly identify a potential target.

• True Shot — The accuracy of Artemis on the Hunt could not be equaled by any other; this Gift allows Black
Furies to replicate their aunt’s spectacular feats of archery on the battlefield or on the hunt. It is less
effective for Mother and Crones than for the Maidens, but still gives them some benefit. This Gift is taught
by a Lune.
System: Spend a point of Rage and receive +3 to your dice pool for a single arrow shot. Mother and Crones
receive only a +2 bonus; Luna is said to favor those Garou who replicate her own aspect as Artemis. This Gift
can be used in conjunction with Flurry of Arrows (Level 2), but can be used only one arrow per turn.

• Mother’s Touch — As the Theurge Gift.

Back to Process 31/ 121


Back to Process

• Spirit Smuggler — Furies often make deliveries through countries with broad laws against contraband;
they might also wish to carry a weapon into an area interdicted by metal detectors or the like. Spirit
Smuggler makes this much easier for them to do, and ir is useful in a wide variety of situations. When the
character wishes to hide an item from searches, she can use this Gift to push the item into the Gauntlet for a
short time; it will return to the character’s possessions in the physical realm after a few minutes have
passed. This Gift is taught by a Racoon-spirit.
System: The character rolls Dexterity + Subterfuge and spends a point of Gnosis to push a small item (2,5
kilos or less, no more than 4 liters in volume) through the Gauntlet into the Umbra; the difficulty on this rolls
is the local Gauntlet rating. If she achieves 2 or more successes, the item now resides in the Gauntlet, and
cannot be sensed or manipulated by anyone in the Realm (unless a searcher can see into the Umbra). The
item will return to the character’s physical possessions at the end of the scene. Should the character achieve
only one success, the item is pushed through into the Gauntlet but will not return of its own accord, and has
to be fetched by stepping sideways.. a botch on the roll means that the item is lost in the Umbra, or that a
spirit pickpocket has made off with it. This Gift does not halt the flow of time for the smuggled object – and
explosions in the Gauntlet can have strange effects on both the local spirit world and the physical plane, for
those who might consider using this Gift to stow a live bomb.
Back to Gifts

Bone Gnawers

• Cooking — The Garou must have small pot (a coffee can will do) and a ladle or spoon to use this Gift. He
places whatever he can find into the pot — trash, beer cans, old newspapers, etc. — adds water (spit counts)
and stirs. The result is a pasty, bland-taking mush that is nevertheless edible and filling.
System: The player rolls Wits + Survival. The difficulty depends on the items "cooked." Inedible but harmless
material is difficulty 6, while actively toxic substances are difficulty 10.

• Resist Toxin — Many Bone Gnawers learn a preternatural resistance to poisons and toxins of all kinds,
doubtless due to their diet of refuse and American beer. A trash-spirit teaches this Gift.
System: The player rolls Stamina + Survival. Success nullifies the effects of most conventional poisons, and
adds three dice to the Garou's Stamina for purposes of resisting Wyrm-enhanced poisons. The effects last for
the scene.

• Tagalong — Commonly used by Bone Gnawers residing in a sept controlled by other tribes, this Gift
ingratiates the Bone Gnawer to a pack's or caern's totem for a short time. While the Gift is in effect, the
Gnawer is treated as a member of a pack with regards to using the totem's blessings and any pack tactics the
pack knows. If used on a caern totem, the totem looks favorably upon the Bone Gnawer. The Gnawer may
then perform the Rite of the Opened Caern, if he knows it, without fear of retribution. A lost-dog-spirit, a
spirit servant of Rat, teaches this Gift.
System: The Bone Gnawer must know the name of the totem in question. He must also prostrate himself
before the caern's center or the pack's leader and wiggle forward on his stomach like a begging dog. The
player rolls Charisma + Subterfuge. The difficulty varies based on the totem's opinion of the Bone Gnawer,
which is left to the Storyteller's discretion. Success indicates that the character gains the previously
mentioned benefits for one day, and that the totem will not look favorably on a Garou who mistreats the
Bone Gnawer without cause. This Gift usually won't cause any bad feelings from the sept or pack in question
as long as the Bone Gnawer minds his manners. However, using it too often certainly will.

• Cardboard Mansion — When it rains, it pours. Thankfully, Bone Gnawers with this Gift don’t need to worry
about that. The Gift turns any appropriately sized box into a windproof, waterproof, soundproof home that
is always warm and dry, regardless of what it’s like outside. If large enough, the box may house more than
one person as long as everyone is friendly toward each other. The Bone Gnawer may also set up a house for

Back to Process 32/ 121


Back to Process

someone else, but that person must accept a gesture of affection (a handshake is sufficient) from the Bone
Gnawer first. The Gift is taught by a hearth-spirit.
System: After finding an appropriate box, all the Bone Gnawer needs to do is spend one Gnosis point; the
box gains no real resistance to actual physical damage, but is otherwise comfortable and resilient. Sleep
tight.

• The Hungry Hound — A Garou with this Gift can hunt down the closest source of discarded, safe, edible
food. The user might find a bag of nacho puffs dropped out of a passing car window or the one perfect warm
slice of cheese pizza buried at the bottom of a dumpster. The Gift may also reveal people who are willing to
give a handout or spare some munchies. The Hungry Hound only reveals food that’s available for free. For
instance, it won’t automatically detect the hot dogs in a vendor’s cart, but if the man selling them would be
happy to give one away to a hungry-looking wolf-dog, the chance of finding them improves considerably.
This Gift is taught by a raccoon-spirit, often in exchange for liberating a few choice treasures the spirit really
wants.
System: Roll Perception + Primal-Urge (difficulty 7). One success produces an unremarkable snack. More
success can either uncover more food (like a feast of discarded donuts or cold pizza) or tastier food (like a
single heavenly untouched eclair). This Gift is somewhere between a specialized version of hunting and the
lupus Gift: Sense Prey. A successful roll means that the scent of tantalizing food has just wafted past the
werewolf’s nose. Three successes and a couple of sniffs can give more details about the “prey”, even from a
great distance. (“Wait! It smells like… a birthday cake… there’s writing on it…”).

• Smell of Success — You’re good at sizing people up. With a few sniffs, you can smell how successful
someone really is. Even on a bad day, you can sense whether he’s got money in his pocket, a steady job, or a
place to stay. When passing by street folk begging for change, some people claim they don’t have anything
to give. By repeatedly sizing up people on the street, Bone Gnawers learns to distinguish a real bad-luck case
from a cheap bastard who doesn’t give a damn. After mastering this elemental talent, the Garou can then
sniff out deeper secrets from passers-by.
This insight can also be used on people who beg for food, money, or assistance from the Garou; for instance,
Hoods use this ability to distinguish someone who really needs help from a scam artist. Either way, this Gift
is taught by a rat-spirit, usually while the student sits on a street corner asking for help over and over again;
the rat gets a cut of any handouts during the time of training.
System: Spend one Gnosis and roll Perception + Streetwise (difficulty 6). Pick a person within about a city
block you can see. One success reveals one of the following facts: whether the person has money in his
pocket, whether he has a job, or whether he has a home (your choice). Three successes either answer all
three questions or give more detailed information about one of them: how much money he’s got on him,
what his occupation is, and what kind of place he lives in.
If you score five successes, some telltale clue also reveals more specific information. With spiritual insight,
you can narrow down four or five choices of where his home may be, what company he works for, or the last
item he just bought. Specific information may come as a vision of facts whispered by a helpful Gaffling.
(“Guess what a little rat told me!”). Alternatively (at Storyteller’s discretion), it can reveal the number of dots
a character has in his Resources Background.
This Gift may be unreliable on creatures other than humans. Most supernatural creatures can resist this
ability with Willpower (difficulty 6) or Perception + Subterfuge (difficulty 7). If a supernatural creature is
impersonating someone else (say, with the Obfuscate Discipline or the Doppleganger Gift), you must beat
the number of successes on the initial roll for that talent. Figuring out a vampire’s haven or where he draws
his financial resources takes a bit of work, but it can be done.

• Urban Ward — If your home has no walls, sleeping can be a nightmare. There’s no guarantee that
someone won’t sneak up on you to steal your stuff… or even take your life. Some werewolves solve this
problem by sleeping in packs, but it never hurts to take extra precautions. Rural Garou set twigs and
branches that easily snap underfoot; Bone Gnawers rig the same warnings with tin cans, tripwires, or even

Back to Process 33/ 121


Back to Process

broken glass. With a little mystical aid, a werewolf can enlist spirits in similar defenses. The werewolf can
never be sure exactly where the boundary of the urban ward is set, but he may be paranoid enough to spend
more time setting multiple layers of trash around his encampment. This Gift is taught by a Rat-spirit, who
usually warns its students to always collect trash and shiny things for just this purpose.
System: By spending one Gnosis, a Bone Gnawer can ward an area against intrusion. The “area” can be
anywhere between the size of a room and the size of a building. Trash is set around the periphery, usually
junk that makes noise when its disturbed. If anyone crosses this imaginary boundary, the Bone Gnawer hears
the spirits scream a silent warning to him. The ward remains in effect for eight hours (or in some cases, from
dusk ‘til dawn).
The Storyteller secretly rolls the character’s Wits + Enigmas (difficulty 6). Any supernatural creature
attempting to use its powers to overcome the Urban Ward (for instance, Obfuscate) must score more
successes on its roll to activate the proper supernatural power than the Garou did. For more mundane
creatures, like humans, crossing the boundary automatically warns the Garou, who may consciously decide
whether to wake up. If the trespasser is also using Stealth, the sleeping Garou can make an opposed
Perception + Alertness roll without penalty, as if he was awake. Creatures that “teleport” in by means of
Gifts such as Shadow Step still count as having crossed the boundary; instantaneous passage through the
Umbra is still Umbral passage across the boundary.

• Declamation — By spending at least an hour studying a written text, the Garou can memorize vast
passages of information word for word. The effects work like a cross between speed-reading and eidetic
memory. Actually understanding or accessing the information is difficult, but repeating it by rote is simple.
Lupus Garou cannot learn this Gift, but remarkably enough, illiterate homids can; for the Gift’s duration,
they can decipher all sorts of “funny little squiggles” on paper. The Garou must be fluent in speaking the
language he is reading. This Gift is taught by a bookworm-spirit.
System: After the Garou spend one Gnosis, he can repeat, word for word, anything he reads over the next
eight hours. As a rough guideline, the Garou can read about a hundred pages in a hour; each time he
“studies”, he must concentrate for at least an hour. As a side effect, for the duration of the Gift, the user can
add one die to any Knowledge-based dice pool related to the information. Repeating the information word
for word can take hours; however, a second Garou with the Gift: Mindspeak can sift through the information
in the Gift user’s head in one scene if he doesn’t resist.
A supernatural creature can try to steal this information with a mind reading ability (such as vampire
Discipline: Auspex or a mage’s Mind sphere). If this happens, the Garou can resist with a contested
Willpower roll (difficulty 4) in addition to any other defense he would normally have against the ability.

• Desperate Strength — In times of great trauma, desperate people have displayed amazing feats of
strength and endurance. With a burst of adrenaline, a mother can lift a truck off a pinned child, or a father
may smash through a wall to save his family. Through strength of will, a Bone Gnawer may channel that
same desperate energy. If another packmate has fallen or been captured, the Garou may use this hideous
strength in a desperate effort to help his pack.
System: After rolling on the Feats of Strength table, the Garou can burn a point of Willpower and roll one die
for each Health Level he has remaining. For each success, he can take an extra level of aggravated damage to
increase his number of successes by one; he does not need to trade all of his successes in this fashion.
Feats of Strength
When a character is attempting a feat of strength that falls within her range on the following chart, the
player needs not make a roll. If, however, she is attempting to push herself to lift, throw or crush something
that she normally couldn't, the player must roll Willpower (not Strength) to do so. The difficulty is usually 9,
although the Storyteller may vary it due to extraneous factors such as environmental conditions or whether
the character is in frenzy. Each success on the roll increases the character's Strength one step on the chart,
to a maximum of five steps. For example, if a character with a Strength rating of 6 (in Crinos, that is) wishes
to punch through a cement wall, the player will need three successes on the Willpower roll. Botching this roll
may lead to interesting and painful problems as the character overtaxes his muscles.

Back to Process 34/ 121


Back to Process

Dice Pool Feats Lift


1 Crush a beer can 20 kg.
2 Break a chair 50 kg
3 Break down a wooden door 125 kg
4 Break a two-by-four 200kg
5 Break open a metal fire door 325 kg
6 Throw a motorcycle 400 kg
7 Flip over a small car 450 kg
8 Break a three-inch lead pipe 500 kg
9 Punch through a cement wall 600 kg
10 Rip open a steel drum 750 kg
11 Punch through 1" of sheet metal 1000 kg
12 Break a metal lamp post 1500 kg
13 Throw a car 2000 kg
14 Throw a van 2500 kg
15 Throw a truck 3000 kg

• The Mark — The Garou can mark a person or place with a scent only other werewolves can sense. The
mark is subtle; placing it isn’t. this Gift is taught by lost-dog-spirits.
System: Using this Gift requires one Gnosis and a stream of the Garou’s urine. The Garou must use his own
fluids to mark his victim. Any Garou with at least one dot in Primal-Urge can sense the mark within line of
sight. With three dots in Primal-Urge, the Garou can sense it up to a mile away. If the user of this Gift has five
dots in Primal-Urge, he always knows where the mark is. The effects last for twelve hours, then persist until
the following sunset or sunrise (whichever comes first).

• Kitchen Chemistry — With ten minutes, a bit of rage, and everyday household chemicals, you can unleash
a firestorm of vengeance against an uncaring world. You have a deep and instinctive understanding of the
principles of modern chemistry, one that allows you to scratch-build and detonate explosives. Rat-spirits
teach this Gift, occasionally with help of a few furtive cranks on the Internet.
System: One scene. One Rage. At least three household kitchen chemicals approved by the Storyteller. The
result? An explosion inflicting an amount of aggravated damage equal to the character’s permanent Rage.
Detonating the explosives properly is the difficult part.
At the end of the scene in which the chemicals are cooked, the character attempts an Intelligence + Science
roll (difficulty 6). With one success, the explosives will detonate at a specified date and time. Three successes
allow them to be thrown (Dextery + Athletics, distance equal to the Garou’s Strength in meters) or triggered
by remote (line of sight). Five successes allow for a complex trigger, such as a timed matchbox fuse, trip wire,
weight-sensitive pressure plate, or sound of a particular television personality’s voice. On a botch, of course,
the bomb goes off in the Garou’s face.
Back to Gifts

Children of Gaia

• Mercy — Children of Gaia see no use for lethal force when they are not fighting minions of the Wyrm, but
even they succumb to frenzy. This Gift, used chiefly by Children of Gaia with high Rage or in duels, allows the
Garou to use her natural weaponry and Rage without fear of killing her opponent. A dove-spirit teaches this
Gift.
System: The player spends one Gnosis point. For the rest of the scene, all damage that the Garou inflicts
with her own body (claws and teeth, but not weapons of any kind) is considered bashing. A creature "killed"
by such damage merely falls unconscious, and he may heal the wounds at the usual rate for bashing damage.

• Mother's Touch — As the Theurge Gift.

Back to Process 35/ 121


Back to Process

• Resist Pain — As the Philodox Gift.

• Water-Conning — The Child may purify water by dipping her hand or bowing her forehead to the surface.
An avatar of Unicorn teaches this Gift as a sign of his favor.
System: The Garou touches the surface and rolls Perception + Primal-Urge. Water that is poisoned by animal
dung or parasites has a 5 difficulty. The difficulty is 7 for chemical waste and 9 for Wyrm-taint. Each success
purifies enough water for one person for one day.

• Jam Weapon — The Garou may stop any Weaver-born weapons from working within the range of his
voice. A dove-spirit teaches this gift.
System: The Garou shout a single, strange word and spends a Gnosis point. The player rolls Perception +
Expression, difficulty of the Willpower of the nearest armed person. For each success, all manufactured
weapons will not function for one combat round. This includes guns, crossbows, flame-throwers, and even
tasers or cattle prods (anything with moving parts). It dos not include natural weapons (retractable claws
don’t count as moving parts).

• Swallow Rage — This Gift allows the Child of Gaia to overcome her innate savagery, although at a
dangerous cost. By use of this Gift, the Child may stop a frenzy and reduce her Rage by directing it inward.
The inward battle is visible for several minutes and can take the form of a shuddering concentration or even
a masochistic beating. An ancestor-spirit teaches this Gift.
System: When the Garou falls into frenzy, the player may make a reflexive Rage roll, difficulty 7; this Rage
roll, unlike others, cannot in itself induce frenzy. Even one success on this roll immediately brings the
werewolf out of frenzy. However, each success does one health level of lethal damage to the Garou, and
reduces her temporary Rage by a similar amount. The player must decide at the moment of entering frenzy
whether to use this Gift or not; once the Garou has fully succumbed to frenzy, she cannot focus enough to
use this Gift.
Back to Gifts

Fianna

• Faerie Light — The Garou can conjure a small, bobbing sphere of light. The sphere illuminates only a 1
meter area, but that is usually enough to provide the necessary light — or to lead foes into ambush. A
marsh-spirit teaches this Gift.
System: The player rolls Wits + Enigmas (difficulty 6). The light can appear anywhere within the Garou's line
of sight. It can move, bobbing along at 10 meters per turn, if bidden to do so. The light lasts for one turn per
success, but the player can spend a point of Gnosis to make it last for the entire scene.

• Persuasion — As the Homid Gift.

• Resist Toxin — As the Bone Gnawer Gift.

• Salmon Leap — As the Lupus Gift: Hare’s Leap.


Back to Gifts

Get of Fenris

• Razor Claws — As the Ahroun Gift.

• Resist Pain — As the Philodox Gift.

Back to Process 36/ 121


Back to Process

• Visage of Fenris — The Get appears larger and more fearsome, commanding respect from peers and
cowing his foes. A wolf-spirit teaches this Gift.
System: The player rolls Charisma + Intimidation. Only one success is necessary to affect non-Garou and
Garou of equal rank. To affect Garou of higher rank, the player must score a number of successes equal to
twice the difference of rank between the Garou and the target. For example, for a Rank 1 Garou to affect a
Rank 5 Garou would require eight successes (not very likely). Allies and peers affected by this Gift see the
Get as impressive and noble (-1 difficulty bonus to all Social rolls). Foes pause for a moment to summon the
resolve necessary to fight such a monster (losing one from their initiative ratings). This Gift lasts for one
scene.

• Sigurd’s Stride — When Odin imprisoned Brunhilde in a ring of fire, it was Sigurd who dared the fires and
rescued her. Like Sigurd, Get of Fenris with this Gift need not fear flame. The Gift is Taught by a fire-spirit.
System: The Fenrir spends one Gnosis rolls Stamina + Primal-Urge (difficulty 4). Each success provides an
automatic level of soak against fire damage for the rest of the scene.

• Safe Haven — Few Garou are as territorial as the Get of Fenris. This Gift enables a Fenrir to keep a close
supernatural watch on his territory, becoming instantly aware of any trespassers marked by the Wyrm. Owl-
spirits teach this Gift.
System: The player must spend one Gnosis to establish this early warning system, and one Gnosis per day to
maintain it. Whenever a Wyrm-tainted person or creature crosses into the Fenrir’s territory, if the werewolf
is at home or within 2 km, the player may roll Perception + Occult (difficulty 7) to detect the intrusion. The
more successes, the more accurately the werewolf pinpoints the intruder’s location. Note that this Gift may
be used to protect only that territory that the Fenrir can rightfully call his own; this Gift cannot, for instance,
protect a shared caern unless used by the caern Warder (who can be consider to “own” the territory for the
purpose of this Gift).

• Snow Running — The Fenrir have spread far and wide, but their home is in the North. This Gift has served
them well in their homelands, allowing them to run over snow or ice as if it were solid ground without
sinking or leaving footprints. An ice elemental teaches the Gift.
System: The player spends a Gnosis point. The effects last for a day.
Back to Gifts

Glass Walkers

• Control Simple Machine — The Garou may command the spirits of the simplest machines, causing levers
to flip, doors to unbolt, pulleys to roll and so on. Any technological spirit can teach this Gift.
System: The player spends a Willpower point and rolls Manipulation + Crafts (difficulty 7). The Garou's
control lasts until the end of the scene.

• Diagnostics — At a glance, the Glass Walker can tell what is wrong with a machine. He can then enlist the
aid of the machine's spirit in repairing the faulty device. Any technological spirit can teach this Gift.
System: The player rolls Perception + Crafts to determine the problem. She then spends one Gnosis point as
the Garou mentally convinces the spirit of the device to aid her in fixing it. (Most such spirits are happy to do
so — they don't want to be junk!) The time to fix the device is halved, and the player may subtract any
successes on the Perception + Crafts roll from the successes necessary to fix the device.
Repair
The player rolls Intelligence + Crafts to identify the problem, and then Dexterity + Crafts to fix it. The
difficulty of this second roll depends on the complexity of the problem. The number of successes required
depends on how long the job takes. Some repair jobs are fairly straightforward, but they still take hours. The
following chart gives a relative idea of how many successes and what difficulties to require.

Back to Process 37/ 121


Back to Process

This system is permissible in combat. One character trying desperately to start the car while the rest fend off
the oncoming hordes makes for a very exciting scene.
Job Difficulty # of Successes
Simple Mechanical Repair 4 3
Soldering Job 5 2
Electronic Malfunction 5 5
Fitting in new part 6 10
Repair stalled car 6 5
Tough auto repair 7 10+
System overhaul 8 20
Technical glitch 9 2

• Trick Shot —This Gift, once an acquired taste, has undergone a recent surge in popularity. It allows the
Garou to execute brilliant feats of sharpshooting, such as shooting a weapon from an opponent's hand or
firing down the barrel of an enemy's gun. The Garou cannot use this Gift to harm an opponent directly,
however, and he can use Trick Shot only with rifles or pistols. Air-spirits teach this Gift.
System: The player adds the character's permanent Glory rating to his dice pool when performing a really
outlandish shooting trick. Again, this Gift does not allow direct damage to targets ("I'll shoot him between
the eyes!"), but it can be used to injure opponents indirectly. ("I'll shoot the rope that's holding the
chandelier over his head!"). The effects are permanent.

• Skyscraper Vision —Whilst the urban jungle offers many new possibilities for the hunter, it also presents
its share of difficulties. One of the most troublesome of these is the possibility of their prey slipping into a
crowd and simply disappearing. With this Gift, the Glass Walker can see through the eyes of a glass spirit in a
skyscraper window to pick out their prey from above. The City Father or a glass-spirit teaches this Gift.
System: The player makes a Gnosis roll (difficulty 6). For every success rolled, the character can see from the
perspective of any window in the area (about half a city block) for one turn. If used to find specific details,
the Storyteller may ask for a second roll using Perception + Alertness, adding one bonus die for each success
gained in the initial Gnosis roll, to see if the mark can be spotted in time. Difficulty should be set by
Storyteller to reflect the elusiveness of the target.

• Budget Approval Process —As any underpaid and underprivileged office worker will tell you, getting any
budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many
other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get
results. It is taught by either an ant- or a bee-spirit.
System: The player spends one Willpower and rolls Perception + Etiquette (difficulty 5). If successful, the
Garou automatically knows which member of a group it would be best to approach to get results in her
efforts. The number of success determines how large a group can be scanned. Working out which punk to hit
in a street gang to make the rest run would only require one success, working out which guy needs bribing to
bring down an entire corporation would require at least five. The Storyteller also is fully within his rights to
suggest that no one person holds all the cards in a group and that the Gift simply won’t work.

• Cool Mind —This Gift banishes fear, anxiety or any other emotion. People targeted by this Gift lose their
emotion temporarily, able to think perfectly logically. A Pattern Spider teaches this Gift.
System: The player spends one Willpower and rolls Intelligence + Investigation (difficulty 7) in a resisted roll
against the target’s Wits + Primal-Urge (difficulty 7). The target can choose not to resist, and you may target
yourself. If successful, the target becomes cold and impersonal for as many turns as successes achieved,
thinking entirely with intellect and ignoring emotion. Emotions do still exist as abstract concepts; a target
can still think, “I love this man, so it would not be to my benefit to harm him”. This Gift cannot counter the
effects of the Delirium. Garou under this Gift’s effects suffer +2 difficulty to Rage rolls, though frenzy will
disrupt the Gift.

Back to Process 38/ 121


Back to Process

• Well-Oiled Running —The greatest tool a Glass Walker has is her equipment. The worst enemy she das is
the possibility of it failing. This Gift greatly reduces those chances by safeguarding machinery against
environmental factors. It is taught by a dust, war or water-spirit.
System: The player spends one Gnosis point and rolls Stamina + Crafts (difficulty 7). The Garou safeguards
one machine against natural corrosion or adverse weather for one day per success. This machine can still be
damaged by direct attacks.

• Tommy’s New Trick —This Gift ensures that when spraying bullets from an automatic gun, not a single
bullet misses its target. A bird spirit (though never a pigeon) teaches this Gift.
System: The player spends one point of Gnosis, and makes a standard Dexterity + Firearms roll to make a
spray attack. However, the standard +2 difficulty does not apply. Before the attack is resolved, the Garou
may spend one Willpower point to turn one failed die into a success, and this may be repeated until all dice
are considered successes. The only exception to this is if the roll is a botch, in which case no Willpower may
be spent and every bullet misses their target by exactly an inch.
In addition, not one bullet is left at the scene, nor will any bullet hit anything but the opponents. This Gift
cannot be used on a single enemy; the attack must be a spray involving at least two targets.
Spray attack
Automatic Fire: Some firearms allow the user to empty an entire clip in a matter of seconds. Firing a gun on
full-auto adds 10 dice to the attack roll, but doing so raises the difficulty by two as the recoil throws the
character's aim off. This attack is permissible only if the clip is at least half full to begin with. After this attack,
of course, the clip is completely empty.
A character may also choose to spray an area instead of emptying a clip at one target. The system is the
same as for fully automatic fire, except that successes are distributed evenly among all targets. If the
character fires at are more targets than the player rolls successes, the Storyteller chooses which targets are
hit.
Back to Gifts

Red Talons

• Beast Speech — As the Galliard Gift.

• Scent of Running Water — As the Ragabash Gift.

• Wolf at the Door — Some humans can't just be splattered all over the nearest tree. Some of them have to
be taught a lesson and left alive, for whatever reason. However, the Red Talons know how to make the
message stick. This Gift induces a terrible dread of and respect for the forest, and it makes a human target
afraid to tamper with it in any way. Any predator spirit can teach this Gift.
System: The Garou must make eye contact with the target, but he can be in any form when she does so. The
player then rolls Charisma + Primal-Urge (difficulty of the target's Willpower). The effects last for one day per
success. During this time, the human must roll Willpower to leave his home, and he may not go near
anything resembling a forest without spending a Willpower point. If the human does leave home, he is shaky
and fearful until he returns, and his player loses two dices from all Mental and Social dice pools. This Gift
functions on Kinfolk, mages, ghouls and other "supernatural" humans, but the difficulty increases by two to
a maximum of 10.

• Eye of the Hunter — Wolves can sense which animal from a herd is sick or weak and therefore the easiest
pray. Red Talons can do so normally when confronted with a herd of deer, but more complex creatures like
predators or pseudo-predators (like humans) make this difficult. This Gift, taught by a wolf-spirit, allows the
Talon to pick out the weakest member of a group at a glance. It does not reveal why the target is the weak
link in a herd, only that she is, but that alone is often enough to give the Garou an edge.

Back to Process 39/ 121


Back to Process

System: The player rolls Perception + Primal-Urge (difficulty 7). If the roll succeeds, the character knows
which member of a given group is the weakest (determined by the Storyteller) and which is the leader. If the
Red Talon enters combat against this group, she gains an extra die to her attack pools against the weakest
member.

• Hidden Killer — The Red Talons did not survive for so many years without learning ways to conceal
themselves. This Gift allows a Garou to leave behind no physical evidence that would betray her hand (or
claws and teeth) in a slaying. This Gift is taught by a snake-spirit.
System: After a battle, the Garou must lick each wound she inflicted once. The player spends one Gnosis
point and rolls Intelligence + Stealth (difficulty 7). If the roll succeeds, the wounds alter themselves so that
they resemble stabbing wounds rather than bite marks, and any hair, saliva, blood or other physical evidence
from the werewolf’s body disappears. Any peripheral damage (smashed furniture, for example) remains as it
was, however.

• Purify Meat — While some Red Talons abstain from eating humans because of the Litany, the more
common reason for hunting more conventional game is that humans are befouled by the chemicals they put
into their bodies. In some parts of the world, this isn’t such a problem, but in most countries, human flesh is
foul-tasting and unhealthy, even for Garou. In other places, the land is so corrupted that other game animals
begin to taste rubbery and disgusting. With this Gift, a Red Talon can purge chemicals and other poisons
from dead flesh. A water elemental teaches this Gift.
System: The player spends one Gnosis point. The Garou must touch the meat he wishes to cleanse. Each use
of this Gift cleans approximately 20 kilos of dead meat of any non-supernatural toxins.

• Prey’s Cry — With this Gift, the Talon may emit a cry for help designed to lead a human into an ambush. In
years past, the Talons would use this Gift to mimic the death-cry of a deer or a similar animal, since many
humans still hunted their own food. In recent years, since most humans wouldn’t know how to kill a
wounded animal if their lives depended on it, the Talons use Prey’s Cry to imitate the call of a favored pet or
another human. A Raven-spirit teaches this Gift.
System: The player rolls Wits + Expression. The difficulty varies on how complex the imitated sound is. An
animal’s call, such as a dog whining in pain or a rabbit’s death-scream would only be difficulty 5. Imitating a
human cry is difficulty 7, while imitating something more specific – “the voice of a young girl” or “a human
soldier calling for help” would raise the difficulty to 9. The Red Talon need not actually have heard a human
soldier before (for example), but if he uses this Gift successfully, nearby humans will hear a soldier yelling for
help.

• Cub’s Lesson — Lupus Garou often have difficulty when walking among humans, even as part of a pack.
Those few Red Talons that are intrigued rather than enraged by human behavior have even bigger problems,
as they cannot expect instruction from the tribe in human ways. This Gift allows a lupus werewolf to learn
from a mistake and gain a better understand of human devices and customs, albeit temporarily. Weaver-
spirits and (strangely enough) some ancestor-spirits teach this Gift.
System: This Gift, once learned, is always active. Any time the player attempts a roll using an Ability that the
character does not possess and fails the roll, she may spend a point of Gnosis and make the roll again,
adding one die. This does not replace the original roll, so any consequences of failure must still be faced.
Note that since a character that has no dots in Knowledge cannot normally use that Knowledge at all, a
character with this Gift must use it to make such an attempt at all.
If the original roll is a botch, the player may still spend a Gnosis point to make another attempt, but the
difficulty increases by one.

• Silence the Slain — Perhaps the most disturbing Gift the Red Talons as a tribe have access to, Silence the
Slain allows a Garou to cut a victim off from any means of help by rendering him unable to make sounds of
any kind. Even pounding his fists on the window of a passing car will not disturb the passengers therein. A

Back to Process 40/ 121


Back to Process

pain-spirit teaches this Gift, the better to enjoy the agony of being hunted down when potential aid stands
deafly by.
System: The victim must see the Garou in order for the character to activate this Gift. The player spends one
Gnosis point and rolls Charisma + Intimidation (difficulty of the target’s Willpower). If the roll succeeds, the
target is unable to make sound for one scene. The target cannot speak, and cannot make sound by touching
an object. However, the pain-spirit teaching this Gift becomes offended if the werewolf attempts to use
Silence the Slain as a “silencer” for an ally, often cursing the Red Talon by removing her ability to howl for a
time.

Howl Gifts:
The following Gifts are each taught by wolf-spirits or ancestor-spirits and require that the Galou let out a
mighty howl. If the Red Talon also knows the Galliard Gift: Call of the Wyld, reduce that difficulty of the roll
by one.

• Howl to the Pack — The Talon howls, and no matter how far away, her pack hears her. She cannot hear
any response they might give, but she can be sure that they hear any message she wishes to impart.
System: The player rolls Charisma + Primal-Urge (difficulty 7). The “pack” in question might be the Garou’s
literal pack, bonded by a totem, or any wolf to whom the Red Talon is related. Each use of the Gift allows
one howl, and the player must roll Manipulation + Expression (difficulty 6) to convey any concept more
complicated than “warning” or “I need help”. The recipients of the howl are the only ones who can hear it.

Back to Gifts

Shadow Lords

• Aura of Confidence — The Garou projects a demeanor of control and superiority, preventing attempts to
find flaws or read auras. This Gift does not prevent supernatural attempts to read the Garou's thoughts,
although it may make doing so difficult (Storyteller's discretion). An ancestor-spirit teaches this Gift.
System: The player rolls Charisma + Subterfuge (difficulty 7) to activate the Gift; the effects lasts for one
scene.

• Fatal Flaw — The Shadow Lord can discern a target's weakness, granting an advantage in combat. A
Stormcrow teaches this Gift.
System: The Shadow Lord must concentrate for one full turn. The player rolls Perception + Empathy
(difficulty of the target's Wits + Subterfuge). Success grants the Garou an extra die of damage during combat
with that target. Additional successes grant knowledge of further weaknesses (although no further damage
bonus is gained). Five successes reveal all of the target's flaws.

• Seizing the Edge — To the Shadow Lords, there is no possible way for a contest to be even. If neither
competitor wins, they both lose. This Gift allows the Garou to swing the balance, ever so slightly, in her
favor. A spirit servant of Grandfather Thunder teaches this Gift.
System: The player spends one Gnosis point. For the remainder of the scene, whenever the Shadow Lord is
involved in a direct confrontation with another being (specifically, if the player must make an opposed roll),
any ties go to the Shadow Lord. For example, a Shadow Lord and her Get of Fenris rival are wrestling. Both
players must roll to see if the Get of Fenris can break the hold that the Shadow Lord has caught him in. If the
players roll the same number of successes, the Shadow Lord wins, and the Get remains pinned. This Gift lasts
for one scene.

• Rains of Marcy — Though this Gift’s surprises many non-Shadow Lord Garou, it is only because they forget
the Shadow Lords follow a god affiliated with rain, and they come from a harsh land. Even the Darwinist

Back to Process 41/ 121


Back to Process

Shadow Lords know that their Kin need to be fed, and the rain summoned with this Gift made sure those
favored by the Lords never went hungry. A Stormcrow teaches this Gift.
System: The Shadow Lord spends one point of Gnosis. By the end of the day, rain pours down in an area
around the Shadow Lord. The size of this area depends on the Shadow Lord’s rank; it affects a radius of 15
minutes walk for each Rank the Lord has achieved. This Gift cannot summon harsh storms, but does produce
a heavy downpour.

• Whisper Catching — Secrets are important commodity, and those who strive to keep their secrets may
very well be hiding something dangerous. This Gift was developed to root out potential traitors or plotters
against the Garou, but has been open to… certain abuses ever since. The Shadow Lord may supernaturally
eavesdrop on whispered conversations nearby, giving her an edge over those with something to hide. This
Gift is taught by a crow-spirit.
System: The player spends a Willpower point. For the duration of the scene, any whisper within earshot is as
audible to the Shadow Lord as if the player were speaking loudly and clearly. The player may still have to
make Perception checks to hear whispers within earshot if obstacles or distance would make even an
ordinary conversation difficult to hear. The Murmur Rite (Shadow Lords revised) blocks this Gift; the Shadow
Lords are not willing to violate the privacy of a shadow moot, even for their own personal gain.

• Ears of the Bat — This Gift allows the Garou to use sonar like a bat. He may act in complete darkness
without impairment. It is a Gift used at large by the Black Spiral Dancers, but the Shadow Lords version do
not change the user’s ears. Bat-spirits teach this Gift.
System: This Gift can be counteracted with some means of generating confusing ultrasonic sounds. Garou
who make a Perception + Alertness (or Primal-Urge in Lupus) roll can hear the sonar. With three or more
successes, she can determine the Lord's exact location. A means of generating ultrasonic or extremely high-
pitched sounds can confuse the user, negating the Gift.

• Perceptive Servant — Even the loyal betas make a career of fading into the background whenever
anything important comes up – and then using the information this learned to destroy anyone they care to.
This Gift is taught by a crow-spirit.
System: When eavesdropping on a conversation, noticing details of various sorts, or engaging in any other
sort of information-gathering activity replying primarily on sight or sound (even scanning a nearby building
with binoculars), a Shadow Lord may spend a Gnosis point to reduce the difficulty of gleaning information
from such activities by 2.

• Interrogator — This Gift is used to terrify victims into confessing their crimes. It may be used only
infrequently, but it is nonetheless a potent edge when used at moots and other gatherings of high-ranking
Garou. The Gift is taught by a fear-spirit.
System: The player spends a Willpower point and rolls Manipulation + Subterfuge or Investigation (difficulty
8) versus an opposed Willpower roll (difficulty 8). If the Lord succeeds, the defender is paralyzed with fear
and must confess the gravest crime she has committed in the last lunar cycle. The Gift may only be used
once per target per lunar month.

• Paranoia — Shadow Lords don’t remain such for long unless they can see their enemies coming. This Gift
gives the Lord a heightened sense of awareness, and also reveals a few details about the enemies he’s about
to face. A Stormcrow teaches this Gift.
System: The Lord rolls Perception + Awareness (difficulty 7). A singles success is all that’s needed to
determine the number of opponents in the area. Two reveals the type(s) of opponents, while three or more
reveal progressively more detailed information. The effects of the Gift last for a scene.

Back to Gifts

Back to Process 42/ 121


Back to Process

Silent Strider

• Sense Wyrm — As the metis Gift.

• Silence — The Garou can muffle any sound she makes, the better to creep up on an enemy or escape
unnoticed. An owl-spirit teaches this Gift.
System: The player rolls Dexterity + Stealth. Each success adds one to others' difficulty to hear the Garou for
one scene.

• Speed of Thought — The Garou doubles her running speed. A roadrunner- or cheetah-spirit teaches this
Gift.
System: The player spends one Gnosis point. The Gift lasts until the end of the scene.
Movement
A character moves by walking, jogging or running. As a general rule, a character may walk seven meters, jog
12 + Dexterity meters or run 20 + (3 x Dexterity) meters in a turn.
Garou in forms other than Homid are capable of faster movement, however. In Crinos form, a character may
move an additional two meters per turn by dropping to all fours. Garou in Hispo form move at one and one-
half times their human speed, and characters in Lupus form move at twice their human speed.

• Heavens’ Guidance — A Strider with this Gift is never lost while the stars shine in the sky. This Gift is
taught by a spirit servant of the North Star.
System: Once learned, this Gift’s effects are always active from twilight to dawn. The werewolf gains an
innate sense of direction; he always knows which way is north, and the path he took to reach where he is.

• Tireless Running — Young Silent Striders quickly learn the need for extraordinary speed and stamina –
often the messages that even untested youths are asked to carry cannot wait for the message bearer to
sleep or eat. A Garou with this Gift can run from moonrise to moonrise subsisting on nothing more than her
spiritual energy, crossing almost 650 km, but as soon as she breaks her run she must eat and rest. This Gift is
taught by a wolf-spirit.
System: The player spends one Gnosis point. The character (who must be in Lupus form) may long run for
twenty-four hours, and each twenty-four hour period thereafter, the player must spend one point of Gnosis
and one point of Willpower to allow the character to continue running; otherwise, she must stop. Whenever
the character stops from running, for whatever reason, she suffers -2 dice to all pools until she has a chance
to eat and rest, unless she has run a number of hours that is less than her Stamina.

• Grim Resolve — As the Ahroun Gift: Inspiration.

Back to Gifts

Silver Fangs

• Falcon's Grasp — A leader must keep a tight grip on his power, and this Gift allows the Garou to do so
literally. The Garou's hands or jaws tighten in a mighty deathgrip, making it nearly impossible to escape. A
falcon-spirit teaches this Gift.
System: The player spends one point of Rage. For the remainder of the scene, the Garou's grip with either
hands or jaws (or both at a cost of two Rage) is much stronger. In game terms, the Garou's Strength is
considered three points higher for purposes of grappling or maneuvers such as the jaw lock. The Garou may
not use this extra Strength to inflict damage.

• Lambent Flame — The Garou causes her body to ignite with silver light. A Lune teaches this Gift.

Back to Process 43/ 121


Back to Process

System: The player spends one Willpower point to ignite the light. The glare illuminates a 30 meters area.
Any hand-to-hand attacks against the Garou take a + 1 difficulty penalty, while missile attacks receive a -1
difficulty bonus.

• Sense Wyrm — As the metis Gift.

• Eye of the Falcon — Falcon is a great predator, with keen eyes and a sharp beak. As he soars in the sky, he
can spot the tiny movement in the grass that betrays the location of his prey at great distances. He shares
this Gift freely with his children so that they may spot their foes easily and lead the Garou into battle with
confidence. Any of falcon’s brood may teach this Gift.
System: All visual-based Perception and Alertness rolls are at -1 difficulty. The same applies to all long-range
weapon attacks, such as a bow or gun. The Gift costs one Gnosis point to activate, and lasts for a scene.

• Ice Dance — This Gift is a legacy of the tribe’s deep roots in Russia and the frozen north. The Wyrm often
chooses its battlegrounds with cunning, using Gaia’s own snow and ice against Her defenders. This Gift
allows the Fangs to face the Wyrm on equal terms, or even turn Gaia’s own beauty to their advantage by
moving freely across snow and ice, as if it was a flat plain of green grass. An ice elemental teaches this Gift.
System: The player spends a single Gnosis point to activate this Gift. Its effects then last until the next
sunrise. All Dexterity-based rolls while on ice or snow are at -1 difficulty and the werewolf may move at
normal speed across both deep snow and ice. As this is a Gift of balance, Philodox gain more from it than
most: their Dexterity rolls on snow and ice are at -2 difficulty and they may double their normal running
speed when they are on snow or ice.

Austere Howl Gifts


• Osprey’s Eye — Osprey can spot his prey in the water from high in the air above, despite the distorting
effect of the water itself. She gives her children the same ability, so they may hunt the enemies of Gaia as
easily in the water as in the air. This Gift is taught by an osprey spirit, or by her ally, Salmon.
System: The player spends a point of Gnosis. For the rest of the scene, the character can see into water as if
there was no distortion at work. In addition, if the character is submerged in the water, he is at -2 difficulty
to any vision-based Perception roll.

Crescent Moon
• Wind of Buzzard’s Wings — As the Wendigo Gift: Call the Breeze:
The Garou calls up a strong (30 km/h) cold breeze and directs it at whim. This breeze chills anyone not
prepared for it, and it disperses (or redirects) clouds of vapor (including tear gas or airborne toxins) or
swarms of insects. A wind-spirit teaches this Gift.
System: The Garou simply whistles to call the breeze. Anyone caught in it loses one die from Perception rolls
as long as the breeze lasts.

Back to Gifts

Stargazer
• Balance — The Stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery.
Wind-spirits teach this Gift.
Systems: No point expenditure or roll is required. Difficulties for climbing decrease by three.
Climbing
When a character attempts to climb a surface, be it a tree, a cliff or the side of a building, ask the player to
roll Dexterity + Athletics. The difficulty varies based on factors such as how steep the surface is and
environmental conditions. Each success allows the character to climb five feet. For example, if Isis Valor
attempts to climb a 9 meters cliff, she will need six successes to reach the top. If she fails a roll, she is unable

Back to Process 44/ 121


Back to Process

to make any progress that turn. If she botches, she falls, probably taking some damage, and she cannot
attempt the climb again unless the player spends a Willpower point.
Sample Climb Difficulty
Easy climb; a large tree with many stout branches 2
Simple climb; a cliff with many handholds 4
Straightforward; a tree with thin branches 6
Treacherous; a cliff with very few handholds 8
Nearly Impossible; a slick or sheer surface 10
Note that climbing under duress (rocks being thrown from above, etc.) will raise the difficulty by two or
more.

• Falling Touch — As the Ahroun Gift.

• Sense Wyrm — As the metis Gift.

• Paper Butterfly — Ancient court magicians of the Chinese emperor were able to conjure a cloud of paper
butterflies out of thin air. Stargazers who have mastered this trick use it to create a mood of tranquility, or
can use them to distract an opponent. This Gift is taught, appropriately enough, by a butterfly or moth-spirit.
System: The player spends one Gnosis point and rolls Wits + Performance (difficulty 6). A flock of fluttering
butterflies (a dozen per success) made of varying colors of paper appears in the air around the Stargazer’s
head. The butterflies mar be instructed to head in any direction (up to a number of meters equal to the
werewolf’s Willpower score). If the Stargazer is using this Gift as a distraction to an opponent, the butterflies
take one turn to reach the opponent. The successes on the roll to activate the Gift subtract successes away
from the next non-reflexive roll the opponent attempts to make. This happens on a two-to-one basis,
however. Every success on the roll to activate the Gift subtracts two successes from the opponent’s. If the
Stargazer has successes left over, they can apply to the opponent’s next action next turn.

• Imbalance — A Stargazer possessing this Gift causes considerable problems to all attackers. Those
attacking find themselves clumsier and less nimble with every successful strike. An earth elemental teaches
this Gift.
System: At the beginning of close combat (this Gift cannot be activated after the first turn of combat), the
player spends a Gnosis point. If an attacker completes a successful hit against the Stargazer, the attacker’s
next roll to strike is at +1 difficulty. Each turn thereafter, the Stargazer may spend a Rage point to continue
the +1 difficulty to hit for another turn.

• Channeling — Rage is both a boon and a bane to the Garou, and the Stargazers feel this doubly so. Rage,
while certainly a vital resource, is also a dangerous element. Many Stargazers seek new ways to harness and
direct their Rage, and those with this Gift have at least one more option. A Garou using this Gift can channel
her Rage into a single action, helping her perform that one action as best as she is able. This Gift is taught by
a fire-spirit.
System: Once per game session, the player may spend up to three of the Garou’s temporary Rage on a single
action. Each point spent in this manner gives the Garou an extra die for that roll.

• Seed of Speed (Mantra Gift) — The spoken mantra for this Gift is Aum-Vak-Bija. It represents the primal
nature of speech and gives the Stargazer using this Gift a preternatural understanding of the underlying
force behind all words and names. Merely by intoning the mantra and activating this Gift, the Garou is
capable of harmonizing with the very fundamental nature of spoken sound and the knowledge that comes
with it. This gift is taught by an avatar of Cuckoo.
System: The player spends one Gnosis point after the Stargazer speaks the mantra. For the duration of the
scene, the werewolf gains the ability to understand the basic subject/verb structure of all sentences spoken
to him, regardless of the language used. For instance, “What are you doing here?” would translate (to the

Back to Process 45/ 121


Back to Process

Stargazer) as “You do?”; or “Put down that idol”, may translate to “You drop”. This Gift only captures the
most basic essence of a sentence spoken (the “seed”), but when being spoken to in a completely foreign
tongue, this can make all the difference.

• Sense the Demonic — The difference between a servitor of the Wyrm and a demon-possessed mortal is
subtle. While most demons emanate perceptible Wyrm-taint, strangely some seem able to mask themselves
and escape such notice. Plus, Sense Wyrm doesn’t identify the nature of the taint, so the nature of the
creature (that it’s a demon) goes circumvent that problem. It doesn’t provide a literal sense so much as a
spiritual one – the eye in the Stargazer’s mind registers the disruption in the fabric of reality, and senses the
demonic source. This Gift is taught by a chirmeling.
System: The player rolls Perception + Occult. The difficulty is dependent upon the proximity and intensity of
the demon (or demon-possessed victim). Sensing a single demon in the same room would be difficulty 6,
sensing a demon across a busy city street would be 7, and detecting a demon’s infernal influence after the
creature has already left would be a difficulty 8.
Back to Gifts

Back to Process 46/ 121


Back to Process

Rites
Back to Process

Auspice Roles
Not all Garou have a natural affinity for leading the Great Rites. Many are content to know some minor rites
and a smattering of rites most significant in their own eyes. In fact, Garou traditionally view werewolves
born under certain auspices as the rightful ritemasters of the tribes. In particular, Theurges and Philodox are
groomed for such positions from the time that they first enter the sept as adolescent cubs. It is almost
unheard of for a Garou of either auspice not to have at least some skill in the enactment of rites. In general,
Theurges tend to learn mystic rites, seasonal rites and caern rites, while Philodox traditionally leam rites of
accord and rites of punishment. This is not to say that Garou of all auspices do not learn rites, or even lead
rites occasionally. Galliards are likely to lead rites of death and rites of renown. Ragabash and Ahroun may
also learn and enact rites, although the sept is unlikely to encourage such behavior unless a particular reason
comes up for such a Garou to lead a rite. For example, an Ahroun might lead his war party in a Rite of
Wounding after a cub's first battle. It is wise to remember that individual packs are of ten (but not always )
more flexible when interpreting such traditions, being more concerned with which packmate will best carry
out a rite than with following every musty old tradition. Any Garou is allowed to learn a mystic rite,
regardless of auspice.

Basic:
Type Roll Difficulty
Accord Cha + Rituals 7
Caem varies (max. Gnosis) 7
Death Cha + Rituals 8 – rank
Mystic Wits + Rituals 7
Punishment Cha + Rituals 7
Renown Cha + Rituals 6
Seasonal Sta + Rituals 8 – Caern level
Minor none none

These rolls are the standard ones required by type to enact any given rite. If no roll is mentioned in a
system's description, assume that the roll is standard.

ST Note: Like the Fetish Background, Rites are only available up to level three. The group’s Theurge(s) may
purchase the sixth and the seventh dots on this Background, using the Freebie Points, to purchase even
more Rites.

Rites do Accord
Rites of accord restore a place or particular Garou to harmony and balance with Gaia. These rites purify and
renew by bringing the object of the rite through a symbolic rebirth from Gaia's womb.
System: Any Garou attempting to perform a rite of accord must possess a talen, a fetish or some piece of
Gaia never touched by minions of the Wyrm or by human hands (for example, a willow branch from a
remote forest or a stone from a protected caern). The ritemaster makes a Charisma + Rituals roll (difficulty 7
unless otherwise stated).
Back to Rites

Rite of Cleansing – Level One


This rite purifies a person, place or object, allowing it to be used without fear of Wyrm-taint. The most
common form of this rite involves the ritemaster inscribing a circle on the earth, walking wider shins
(counterclockwise) around the afflicted person(s) or object(s) while holding a smoldering branch or torch.
She must use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the object or

Back to Process 47/ 121


Back to Process

person cleansed. As the ritemaster does so, all Garou present release an eerie, otherworldly howl in an
attempt to "frighten away" and thus banish the corrupting influence. Ideally, this rite is performed at dawn,
but it can be performed at any time.
System: This rite can be cast upon more than one person or object, but the leader must spend one Gnosis
point on each extra thing or person in need of cleansing. The difficulty level depends on the level of taint. For
instance, taint caused by a spirit might set a difficulty equal to the spirit's Gnosis. Only one success is
required. If the character performs the rite at dawn, the difficulty of the rite decreases by one. Note that this
rite cannot heal wounds or damage caused by Wyrm-taint; it removes only any existing contamination. This
rite cannot cleanse taint of the most innate sort, either. The rite inflicts agonizing pain when performed on a
fomor, vampire, unrepentant Black Spiral Dancer or other similarly accursed creature, but it cannot wash the
recipient clean.

Rite of Contrition – Level One


This rite is a form of apology used to prevent enmity of spirits or Garou whom an individual has annoyed, or
to prevent war between septs or tribes. The rite most often involves the enactor dropping to her belly and
sliding forward. The ritemaster may also whine and lick his paws or hands. If performed well, however, a
simple inclination of the head may suffice. To enact this rite successfully, the Garou must either give a small
gift to the offended individual or, in the case of a spirit, possess some aspect of the spirit in question (for
example, a clay falcon if the Garou is appealing to the totem spirit Falcon).
System: The difficulty level of the rite equals the Rage of the target spirit or werewolf. A single success
suffices for a gracious apology, but it may not be enough to mend friendships or forgive grievous errors. The
more successes, the greater the wrong that can be forgiven. Werewolves who refuse to recognize a Rite of
Contrition are looked upon badly by elders. Most spirits will always accept a well-performed rite. This effect
lasts until the Garou performs another action that could harm or insult the other.

Rite of Renunciation – Level Two


In this rare rite, a werewolf rejects the auspice under which he was born and chooses a new auspice. The
Garou must perform this rite during the phase of the moon he wishes to embrace. Most commonly, water
from a silver basin exposed to Luna's radiance is poured over the naked supplicant, washing him clean of all
he once was, including all rank. He is now free to start anew as a member of his adopted auspice. Almost
free, that is, for many werewolves view such a "Shifting Moon" with suspicion. The Shadow Lords and Silver
Fangs in particular see this rite as a grave insult to Luna, and they are loath to trust those Garou who cannot
bear the weight of their assigned burdens.
System: A character who changes auspices must start anew at Rank 1. Although he may keep any Gifts he
has already learned, he may never learn new Gifts from his old auspice. However, Gifts of his adopted
auspice are now available to him. Sometimes this rite is performed for purposes other than shifting auspice,
such as when a Garou wishes to give up his name and start over in Garou society. A variation on this rite also
allows a werewolf to renounce his tribe and join a second tribe. Doing so, however, is a severe insult to his
formal tribal totem, who will likely view him poorly for the rest of his days. In no case can a werewolf return
to an auspice or tribe that he formerly renounced. He's made his bed, so he must lie in it.
Renunciation
Occasionaly, a Garou rejects the auspice under which he was born. Many Garou see this action as a grave
insult to Gaia, but nonetheless a way exists to switch auspices. The Garou renounces position and auspice
and claims another auspice. It represents a new birth and the death of the old life, so it is a step never taken
lightly. He must adopt a new name and lose all but three permanent Renown points (thus starting out at
Rank 1), At the end of the rite, he may ask a spirit to teach him one new Gift from his new auspice. He
doesn't lose the Gifts he learned previously, but he may not learn new Gifts from his old auspice.
Once the rite has been completed, the werewolf essentially has a new life. It is considered bad form for old
acquaintances or loved ones (except for packmates) to speak to him with any familiarity. Only when a Garou
again attains her previous rank may she reestablish old friendships.

Back to Process 48/ 121


Back to Process

Caern Rites
These rites are of vital importance to Gaia, for they aid in the opening, protection, and renewal of the sacred
spaces dedicated to her. Without such rites, the mystical flow of Gaia's spiritual nourishment might cease,
and her children, the Garou, might no longer rest themselves within her protecting bosom. Without such
renewal, even the most ferocious of werewolves would grow weary of battle.
System: These rites can be performed onlf'within a caern. The dice pool required varies with each particular
rite, but the maximum number of dice used cannot exceed the ritemaster's Gnosis. Unless otherwise stated,
the difficulty of such a roll is 7.
Back to Rites

Moot Rite – Level One


A moot cannot open until this rite is completed. The rite recharges the caern with Gnosis. The rite always
includes a prolonged howl led by a Garou known as the Master of the Howl. The howl varies by tribe and
sept, but it always expresses the unique nature of the sept. All werewolves present must form a circle within
the caern itself before they commence howling. Numerous variations on the basic requirements exist. The
Red Talons often bite their own paws and scratch their blood into the earth, while the Uktena pass their
most powerful fetish from one to another as each in turn adds her voice to the howl. However, the howl
must always echo forth and the eternal circle must form.
System: The rite must be performed at least once per month to keep the caern consecrated. During the
course of a moot, the participants must empower the caern with a combined total of five Gnosis points per
caern level in order to replenish it fully.

Rite of the Opened Caern – Level One


Caerns are highly spiritual places that are sacred to those who create them. Each caern has a specific power
associated with it, generally of a beneficial nature. Thus, there are caerns of Rage, caerns of Gnosis,
Strength, Enigmas and so on. If a character is knowledgeable enough, she may tap into the caern's power
and use it herself. Doing so is commonly called "opening" a caern. Opening a caern should not be attempted
lightly. Caerns do not give up their energies easily, and failure to harness such power properly can result in
serious damage to the Garou.
Each caem has its own requirements of the ritemaster. The ritemaster must prove herself worthy of the
caern's energies. In order to open a caern of Enigmas, a Garou might walk a spiral path while calling out the
Greek myth of Persephone. To open a caern of Rage, the Garou might transform into Crinos and chant the
litany of his ancestors who have fallen to the Wyrm. The key is forging a connection to the particular spirit of
the caem.
System: To open a caern, a character engages in a resisted, extended success test of Wits + Rituals (difficulty
7). The number of successes needed equals the caern's level.
The character must overcome the caern spirit to prove herself worthy. The caern spirit uses its caern level as
a dice pool. Its difficulty equals the character's Gnosis, while the number of successes needed equals the
character's Willpower. The first one to gamer the necessary number of successes wins.
If the character wins the test, she can add the caern's rating to her dice pool when performing actions
appropriate to that caern's focus. If she loses, however, she takes wounds equal to the number of success by
which the caern beat her. A botch indicates that the wounds are aggravated. These physical and spiritual
wounds are the results of a backlash of spiritual energy.

Rites of Death
Garou perform rites of death both to honor the departed and to reaffirm their connection to the cycle of life,
death and rebirth. In facing and acknowledging death as a necessary part of the dance of life, the pack and
sept release themselves from the debilitating poisons of grief and fear.
System: The ritemaster must make a Charisma + Rituals roll (difficulty 8 minus the Rank of the honored
Garou).
Back to Rites

Back to Process 49/ 121


Back to Process

Gathering for the Departed – Level One


This rite is enacted in honor of the newly dead. A Galliard or a packmate of the departed werewolf usually
performs the rite. This rite varies dramatically from tribe to tribe. For example, a Fianna ritemaster leads the
sept in the telling of tales, both raucous and heroic, about the fallen Garou. In contrast stands the Wendigo's
solemn rite, in which the ritemaster and all the fallen one's packmates stand on the highest peak available,
tails to the wind, and howl out their pride and grief to speed their companion onward to her next life. The
exact form the rite takes does not matter, only the acknowledgment itself.
System: The ritemaster leads the release of the Garou's combined emotions into the spirit world. The
Uktena say that such emotions have a real impact upon the Umbra and that they help ensure that the
departed Garou retains ties to her mortal relatives. At the Storyteller's discretion, this rite makes the
deceased's spirit easier to contact through the Ancestors Background.

Rite of the Winter Wolf – Level Three


Once a Garou becomes too wounded or aged to fight with his tribe, he performs this solemn and bleak rite.
Upon announcing that he will undergo this rite, the werewolf sits at the center of a gathering of his pack-
and septmates. This meeting is an onerous, solemn affair during which the Moon Dancers sing hymns of the
celebrant's life and deeds and invoke the spirits for glory in the next world or life. The celebrant then slowly
and proudly walks through the closed ranks of the tribe. As he passes his people, they begin howling a dirge
similar to that sung during the Gathering for the Departed. Some Garou beat heavy drums or play mournful
pipes as the celebrant drags himself to a secluded site where he ends his life, usually with a silver klaive.
Rarely, two werewolves, usually packmates, will perform this rite together, sometimes killing each other
simultaneously, although Ahroun may give each other a last fight to finish, with the victor ending his life
beside his fallen opponent. Immediately after the suicide, the sept performs the Gathering for the Departed.
Members of the Red Talons and Get of Fenris are the staunchest supporters of this rite. It is almost unheard
of among the Children of Gaia, who value the knowledge and experience of their aged and wounded.
System: This rite is always performed at night, and it requires that at least three other Garou be present to
acknowledge the solemn event. The weapon used by the Garou must be silver, although it need not be a
klaive.

Mystic Rites
Mystic rites bring the Garou into direct contact with the Umbra and/ or spirit beings. Unlike most other rites,
a Garou usually performs these rites alone.
System: When performing a mystic rite, the ritemaster must make a Wits + Rituals roll (difficulty 7 unless
otherwise stated).
Back to Rites

Baptism of Fire – Level One


Most tribes attempt to track down all children born to their Kinfolk within one month of the children's birth
to see if they "share the blood." (Most commonly, this search involves the Gift: Scent of the True Form.)
Those who are Garou are "baptized" in the light of their auspice moon, beside a ritual fire. Such a baptism
most commonly involves mingling ashes with a few drops of Garou blood. The mixture is then touched to the
child's ears, nose, eyelids and tongue.
In the presence of a lesser tribal spirit known as a Kin-Fetch, the babe is then held up to the moonlight while
the baptizing Garou howls Gaia's greeting to the newborn. The ritemaster then has the Kin-Fetch kiss the
infant. The spirit's fiery kiss inscribes a spiritual brand upon the babe in the form of the newborn's tribal
pictograph. This mark is not visible on the newborn's body; the only mark left is spiritual. It is impossible to
remove this spiritual brand. Such a mark can be traced and recognized by all Garou (including the Black
Spiral Dancers, who all too often track down cubs of other tribes and capture them in order to create more
of their foul number).

Back to Process 50/ 121


Back to Process

The participating Kin-Fetch spirit is assigned to watch over the young Garou as she grows to maturity, so that
the tribe may always know the child's location and whether she is endangered. When the child is about to
undergo the First Change and is ready for the Rite of Passage, the spirit alerts the tribe. Unfortunately, such
minor spirits are notoriously weak-willed and easily distracted. All too often, a Kin-Fetch loses track of its
charge or becomes lost itself, leaving the young cub on her own. Such "lost cubs" often become Lunatics or
recluses, terrified of themselves and unable to understand their powerful primal urges.
System: The ritemaster makes a Charisma + Rituals roll. Only one success is required, but additional
successes improve the chance that the Kin-Fetch will keep track of the child. This rite must be performed at
night under the moon in which the child was born. Although this rite is normally performed within a month
of birth, the brand can be inscribed at any time before the cub reaches adolescence and undergoes her First
Change. The brand fades out of existence after the cub's Rite of Passage.

Rite of Binding – Level One


This rite binds a spirit to a Garou, making it his servant. The more powerful the spirit is, the more difficult the
process is. Although any encountered spirit is subject to binding, the Garou generally feel that spirits should
be bound only when needed. They do not feel good about binding spirits for great lengths of time. This point
does not go uncontested, however, particularly by the mystics of the Uktena tribe.
Spirits trapped through this rite may be bound into temporary service or into objects to create talens. No
spirit allows itself to be bound unless it is friendly to the binding character's totem. Spirits can be bound into
objects, places and people, although the Garou generally don't perform the last feat unless the need is great.
Failing this rite can be dangerous, for the spirit is very likely to become hostile and attempt to harm the
mystic.
System: A Garou can attempt this rite only in the presence of a spirit, and it is usually performed in the
Umbra. When attempting to bind a spirit, a Garou must first spend a number of Gnosis points (minimum
one). Each point of Gnosis spent reduces the spirit's Gnosis rating by one. The Garou's player must then roll
Willpower (difficulty of the spirit's adjusted Gnosis). The number of successes indicates how long the spirit
may be forced into service (one week per success). In the case of a talen, the spirit is bound until the object
is used.

Rite of the Questing Stone – Level One


This rite allows the werewolf to find a person or object (locations do not count) . He must know the name of
the object or individual. The difficulty of the rite is reduced if the Garou has some piece of the object or
person (for example, a clipping of hair or piece of cloth) . He must dangle a stone or needle from a thread
while concentrating on the item or person sought. Glass Walkers often use maps and substitute a compass
for the traditional stone and thread.
System: Standard roll. If the Garou has a piece of the item or individual, the difficulty drops by one. The rite
gives the Garou a sense of only the object's general location, not its exact position.

Rite of Talisman Dedication – Level One


This rite allows a werewolf to bind objects to her body, allowing these objects to fit her various forms (jeans
will grow to accommodate the size increase of the Crinos form, for instance) and accompany the Garou into
the Umbra. Such talismans are most commonly mundane items, for spiritual items such as fetishes and
talens remain with the werewolf in all forms automatically. A werewolf most often performs this rite during
the phase of the moon under which he was born. Each auspice has its own peculiar ritual.
System: The cost is one Gnosis point per object dedicated, and a character may never have more objects
bound to himself than his Gnosis score. Certain large objects (Storyteller's discretion) are considered to be
more than one for the purposes of "cost." Similarly, the Storyteller may allow multiple objects to count as
one object if they are sufficiently related (and not an abuse of the rite). The most common example is
permitting a set of clothes to count as "one object" rather than one shirt, one pair of pants and so on. A
generous Storyteller might allow a container's contents (at the time of dedication) to count as part of the
container — if, again, the players aren't abusing the rite by doing so.

Back to Process 51/ 121


Back to Process

The Storyteller and the player should decide what happens to the object when the character assumes
certain forms. For example, when the character assumes Crinos form, her backpack's straps may simply grow
to fit around her shoulders (although the pack still cannot hold more items than normal). When the
character is in Hispo form, her knife may meld with her body. In such cases, the object will appear as a
tattoo. Others must spend a Willpower point to remove the object from the character.

Rite of Becoming – Level Two


Werewolves must perform this rite at an Anchorhead Domain. Once completed, it enables them to travel
into the Deep Umbra. The most common version of this rite requires that the Garou must make a braid from
three of her hairs, three pieces of fine copper wire and three tendrils of ivy or other vine. Lengths of silk
thread are sometimes substituted for the hair or wire. When the braid has been constructed, the Garou ties
it around his own wrist and howls three words of power. The Uktena often drink a bitter potion that loosens
the Garou's spirit from the Tellurian, while the Black Furies always perform this ritual in threesomes, never
traveling the Deep Umbra alone.
System: If the braid is destroyed while the Garou is in the Deep Umbra, the Garou takes one health level of
aggravated damage and risks becoming lost forever if she does not return to the Near Umbra immediately.

Rite of Spirit Awakening – Level Two


This rite is used to awaken a sleeping (inactive) spirit. To perform this rite, a Garou must play a rhythm on
some form of instrument (drums being the most common). While the Garou plays, any other participating
Garou pace around the ritemaster howling and growling in counterpoint to the beat.
When performed on a mundane item, this rite enlivens the object's spirit, causing it to awaken and appear in
the Umbra. For example, if the rite is performed on a VW bus, any Garou stepping sideways could see the
bus as a true part of the landscape. However, it would appear as a stationary object in the Penumbra unless
someone on the physical plane began to drive it, in which case it would appear as a driverless vehicle to
anyone in the Umbra.
When performed on plants, this rite is known as sanctification. Plant-spirits are generally benevolent, and an
awakened plant spirit will lend its powers as though it were a talen (one use). Different plants grant different
abilities when sanctified. For example, sanctified foxglove protects against faerie magic (adding two to the
difficulty of any faerie spell).
System: The ritemaster must play a musical instrument or sing a song (talent doesn't matter). The difficulty
of the roll is the spirit's Rage. Failure means that the spirit remains dormant. The Storyteller must decide
whether the spirit is hostile or friendly to its awakener. Awakening a spirit does not allow any control over it.
Commanding an awakened spirit requires either a Rite of Binding or a Gift. This rite doesn't work on sentient
beings such as humans. Such individuals are already as "awakened" as they're going to get.

Rite of Summoning – Level Two


Garou mystics are adept at calling spirits, be they minor Gafflings, totem spirits or even Incarna. Summoning
spirits involves complex rituals, long periods of meditation and tribal mantra chanting. Within the Umbra,
this process is far easier. This rite compels spirits to seek those who call them. Furthermore, the spirit cannot
escape its caller once the summoning is completed successfully, and it must attend the mystic. Many spirits,
particularly minor ones, are too weak to resist a powerful summoning. Powerful ones come out of curiosity.
The chance of a successful summoning depends upon the skill of the mystic, the power of the spirit and the
strength of the area's Gauntlet.
System: The ritemaster must pierce the Gauntlet just as if he were entering the Umbra (Gnosis roll against
the Gauntlet). A mystic already within the Umbra is not required to pierce the Gauntlet. The power level of
the spirit determines the difficulty level of a successful summoning. The Storyteller can determine target
numbers from the following chart:
Spirit Type Target Number
Gaffling 4
Jaggling 5

Back to Process 52/ 121


Back to Process

Totem avatar 7
Incarna 8-9
Celestine avatar 10
For each hour the Garou spends invoking the spirit, his target number drops by one. No target number may
fall below 3. The player must then make a Gnosis roll and achieve as many successes as possible, with the
following results:
Successes Effect
1 Spirit comes eventually and is initially hostile
2 Spirit manifests quickly, but it is still initially hostile
3 Spirit comes immediately and is neutral
4 Spirit comes immediately and is passively benign
5 Spirit comes immediately and is friendly
A botched roll is likely to have disastrous results. Often a botch summons the wrong type of spirit — or even
Banes — in great numbers or with great hostility. The Storyteller should feel free to adjust the previous
tables as she wishes, particularly as appropriate to totems. In certain cases, a Garou who attempts to
summon a specific spirit will have no chance of success. At other times, he will have almost no chance of
failure. The Storyteller is advised to treat each use of this rite individually and to use common sense in her
decisions.
A Garou who summons an Incarna or Celestine avatar successfully gains two points of Wisdom Renown.

Rite of the Fetish – Level Three


This rite allows a werewolf to create a fetish (an object with a spirit bound into it). To do so, the Garou must
first cleanse the potential fetish by placing it under running water (sufficiently drinkable tap water counts),
burying it in pure earth, exposing the object to constant breezes or suspending it above flame for three
consecutive nights. The Garou must then force or persuade a spirit to enter the prepared object. The Fianna
claim that cajoling or flattering a spirit produces the best results, while the Bone Gnawers and Silent Striders
claim that bribery (expending Gnosis) works best.
System: The ritemaster rolls Wits + Rituals (difficulty 10). Each point of permanent Gnosis that the character
spends during the rite reduces the difficulty by two; going to great lengthsto prove one's sincerity to the
spirit may also reduce the difficulty. A botch indicates that the spirit is released suddenly. (If the spirit was
coerced into participation, it will almost assuredly attack.) If the Garou attempts to force a spirit into the
fetish, she must first attack the spirit and reduce it to zero Essence before attempting to bind it into the
fetish. A newly created fetish will not work until the bound spirit has recharged its Essence.

Rite of the Totem – Level Three


This rite binds a totem to a group of Garou, joining them together as a pack. During the rite, all werewolves
who wish to bind their destinies to a particular totem spirit must coat their eyes with an infusion of saliva
and mugwort, tobacco or a similar substance holy to Gaia and step sideways into the Umbra. In the spirit
world, the ritemaster leads the Garou in a hunt for the spiritual spoor left by a totem spirit. Such evidence
varies with the spirit, but Garou worthy of the totem's attention can always found it. Even tracking down the
spirit does not guarantee success, for the totem must decide whether the Garou are worthy to become its
fosterlings. An undecided totem may require a quest of the supplicants, although one is almost never
required if the pack has just completed a Rite of Passage successfully.
System: Characters must purchase the Totem Background to benefit from this rite. Otherwise, the rite is
simply not performed. The roll is standard.

Punishment Rites
Punishment rites levy the sanction of the tribe or sept against a transgressing werewolf. Such rites
strengthen the Garou by establishing clear limits of acceptable behavior. By joining in the punishment, each
Garou strengthens her commitment to the pack over the individual.

Back to Process 53/ 121


Back to Process

System: Punishment rites are performed only for major transgressions or after less structured punishments
fail to cause a werewolf to mend her ways. The ritemaster must make a Charisma + Rituals roll (difficulty 7
unless otherwise stated). A failed rite is considered a sign from Gaia that the offending Garou's crimes are
not considered significant enough to warrant such a punishment. At the Storyteller's discretion, punishment
rites may fail automatically if the target is truly innocent — leading to a sure Renown loss for her accusers.
ST Note: The Rites above are not available at the beginning of the game, because they are supposed to be
performed at caerns, moots and within septs, as a whole.
Back to Rites

Rites of Renown
These rites celebrate both the specific accomplishments of an individual Garou and his achievement of a
new station in the pack or sept. Garou long to receive such rites as much as they fear facing a rite of
punishment.
System: When performing this type of rite, the ritemaster's player must make a Charisma + Rituals roll.
ST Note: The Rites above are not available at the beginning of the game, because they are supposed to be
performed at caerns, moots and within septs, as a whole.
Back to Rites

Seasonal
Seasonal rites vary from tribe to tribe and place to place. Each tribe and sept has its own means of
celebrating the turning of the seasons. Some septs celebrate only the major rites of the solstices and
equinoxes; others perform a rite at least once per moon. The rites below are the most popular. They are
fundamental rites celebrating Gaia's constant cycle of life-in-death-in-life.
These rites renew the Garou's connection to Gaia as the Earth Mother. Some Garou even believe that were
such rites to cease entirely, dire repercussions would result. A few of the more mystic (or perhaps just
crazier) Garou insist that if such rites weren't performed, Gaia herself might find no point in continuing the
cycle, and the world would enter a perpetual Fimbulwinter. . . or worse.
System: Seasonal rites must, obviously, occur at the exact time of year the particular rite celebrates, and at
least five Garou must attend. When performing the rite, the ritemaster must make a Stamina + Rituals roll
(difficulty 8). If performed at a caern, the difficulty of the roll is 8 minus the caern's level. Therefore, a
seasonal rite performed at a Level Three caern has a difficulty of 5.
ST Note: The Rites above are not available at the beginning of the game, because they are supposed to be
performed at caerns, moots and within septs, as a whole.
Back to Rites

Minor Rites
Minor rites are the rituals that the Garou incorporate into daily living. Almost all Garou know and use at least
a few such minor rites.
An almost infinite variety of minor rites is available to the Garou. The following rites are but a small
sampling. Many Garou develop their own unique minor rites to help them reaffirm their connection to Gaia,
their totem spirit or each other.
System: Players may purchase minor rites at one-half the normal Background cost (two for one). Similarly,
minor rites may be learned in half the time it takes to learn other rites. Minor rites take only two to five
minutes to enact, much less time than other rites require. Werewolves who perform a minor rite regularly
find it easier to achieve certain goals. The Storyteller should require players to roleplay the invocation of
these rites occasionally, to emphasize that a character is performing them regularly.
Back to Rites

Bone Rhythms

Back to Process 54/ 121


Back to Process

A werewolf performs this rite in homage to her totem spirit. Each spirit has a different rhythm connected to
it, and the Garou taps out her spirit's rhythm with special drumsticks to honor her totem. Such "sticks" are
traditionally made of bone, but they can be fashioned from any material.
System: Any werewolf who performs this rite three times per day for at least three consecutive days gains
an additional die to any one roll while in the Umbra. Once this die is used, the Garou must rebuild the
energies for an additional three days before regaining the extra die.

Breath of Gaia
During this rite the werewolf breathes deeply of Gala's breath — that is, clean air — 13 times. While so
breathing, she clears her mind of all things save her love of Gaia.
System: The character must perform this rite at least once per day for one full cycle of the moon. So doing
enables the Garou to lower the difficulty level of any one healing or detection roll by two.

Greet the Moon


This rite is an exuberant paean to Luna. During this rite, the Garou howls an elaborate greeting to the moon.
This greeting varies with the phase of the moon.
System: Performing this rite each night at moonrise for a full phase of the moon enables the character to
add one die to all rolls involving social interactions with Garou of that phase's auspice the next night the
moon reaches the phase in question.

Greet the Sun


Certain Children of Gaia and a few Uktena and Wendigo practice this rite. It is similar to Greet the Moon, but
it is performed at sunrise.
System: The Garou must sing Helios' praises for nine consecutive days. If the Garou does so, Helios grants his
devotee an additional die when attempting to sense Wyrm creatures or Wyrm-taint, provided the werewolf
continues to sing his praises daily. If the Garou misses even one day, he must begin this rite anew to reap its
benefits.

Hunting Prayer
This common rite takes many forms, but it always involves pausing before the start of a hunt to praise Gaia
and all her creatures. In addition, the Garou chooses some item to hold her prayers. This item can range
from an old belt to a tooth, but the werewolf must have it with her when she hunts. If she loses the item,
she must choose a new item and start her prayers anew.
System: If a Garou performs this rite before every hunt for three turnings of the moon, she receives an
additional die to all tracking rolls as long as she continues her pre-hunt prayers. If she hunts even once
without praying, she must renew her prayers for another three months before again receiving the bonus.

Prayer for the Prey


A specific form of the Rite of Contrition, this rite involves the werewolf stepping sideways into the Umbra
just after making a kill, subsequently thanking the spirit of the prey for giving its own life that the Garou
might survive. Performing this rite is a sign of respect to Gaia, her children and like itself.
System: The character must perform this rite upon every beast of Gaia (not including Wyrm-spawn) she slays
for one full turning of the moon. Should she do so, all of her difficulty numbers drop by one when dealing
with nature spirits. This bonus lasts until she kills an animal without taking time to thank the creature's spirit.

Back to Process 55/ 121


Back to Process

Totems
Respect War Wisdom Cunning

Back to Process

Totems of Respect
These grand spirits represent virtue and honor, and werewolves look to them when in need of advice in
leadership and diplomacy. Some of the greatest Garou leaders have been followers of totems of respect.
Back to Totems

Falcon
Background Cost: 5
Like the Silver Fangs he serves, Falcon is a most noble spirit. His keen eyes look deep into the Garou heart,
rewarding and inspiring the valorous and honorable. A respected totem, Falcon brings unity to the Fangs and
thus to the Garou. Rumors of the Silver Fang's less-than-sterling performance of late has tarnished Falcon's
reputation only slightly.
Traits: Packs chosen by Falcon gain three dice to Leadership as well as an extra four Willpower points per
story. Each pack member also gains two points of Honor Renown.
Ban: To Falcon's children, dishonor is worse than death; they cart never allow themselves to lose permanent
Honor. If they do, they must either put right the wrong or perform a Rite of Contrition and further atone for
their offense by -hurling themselves at a powerful minion of the Wyrm. While essentially a suicide run, their
blood will wash away the stain on their names.

Frog
Background Cost: 7
Though small, Frog carries a respect among the Garou that belies her meager size, especially among the
Uktena and Wendigo. Like Gaia’s chosen, Frog is a shapeshifter spirit and a predator. As a spirit of change,
bound by the changing water levels brought by tides and temperature, Frog is associated with the seasonal
cycle, as well as with both Luna and Helios. If asked properly, Frog will guard her children’s lands well and
make them prosper, and her many years of guarding caerns have made her a highly honored totem.
Traits: Frog is adept at understanding the four forces of the world: the Seasons, the Elements, the Triat and
Gaia. As such, she teaches her children the Gift: Elemental Favor, focusing on the classical elements. With
this Gift, Frog’s children can summon rain with water elements, so long as there are already clouds. Frog also
keenly maps the land of the heart, and her packs receive +2 Empathy. Finally, as the children of a strongly
respected totem, those associated with her each receive +2 Honor.
Ban: Though a ruler of the seasons, Frog is also bound by them. Frog’s children suffer a +1 difficulty penalty
to all rolls during the winter.

Grandfather Thunder
Background Cost: 7
Like his Shadow Lord children, Grandfather Thunder is more feared than respected by other Garou. Thunder
is patient and subtle, and he seldom sends his own avatar to packs. Instead, he commands one of his
Stormcrows to tend them.
Traits: Thunder's packs can call upon five extra Willpower points per story, and they gain three dice to
Etiquette. All pack members can also gain two extra Intimidation dice when they invoke Thunder. Many
Shadow Lords see little difference between respect and fear. Each pack member also gains one point of
Honor Renown. Shadow Lords will follow the pack's activities with keen interest.
Ban: Grandfather Thunder commands his children to give their peers and their rivals no more respect than
they deserve.

Back to Process 56/ 121


Back to Process

Horse
Background Cost: 6
Horse is responsible for most of mankind’s successes throughtou history, serving as symbol of progress and
strength. Nobles and peasants rely upon Horse for prestige, commerce, travel and farming. Most
werewolves look down on Horse for its close connection with humans.
Traits: One dot of Stamina, no penalties when riding horses (given); Animal Ken 3, Ride 2 (pack); three
Willpower points per story.
Ban: Most Garou have little respect for packs associated with Horse, it being a domesticated animal. All
Social rolls involving werewolves (other than Glass Walkers, who once recognized its connection with travel
and cities, and Bone Gnawers) add two to their difficulty. Also, Horse asks that his children never harm
domesticated animals if it can be avoided. This means that the pack must find wild prey, rather than
domesticated cattle or livestock, unless it has reached the point of starvation and has no other option. This
only applies to live animals. If a pack does make a meal of an already slaughtered domesticated animal,
Horse asks that the Prayer for the Prey be performed for it.

Lion
Background Cost: 5
The Garou distrust those that would let their children fall, and thus the ancient totem of the White Howlers
doesn’t curry as much favor as one of his strength otherwise might. However, some packs appreciate Lion’s
dominant approach to leadership, particularly those among the Red Talons and Silver Fangs who share with
him a respect for tradition. Lion is eager to adopt such packs.
Traits: Packs adopted by Lion gain 1 Honor and +3 Animal Ken. His packs may draw upon four additional
Willpower points per story, and make rolls to impress an elder at -1 difficulty. (Lion has always known how to
appeal to tradition. In the case of an unusually progressive elder, the Storyteller may waive this bonus.)
Ban: Lion’s children must destroy anyone who would hunt wild animals for pleasure.

Mammoth
Background Cost: 5
Mammoth watched hid true children die close to four thousand years ago, and has been dying ever since.
Had Griffin sheltered him, he’d no doubt have perished altogether by now, but even Griffin can’t stop his
slow death. Mammoth, even in his last years, teaches his adopted children to exercise their might wisely and
conservatively. Even when punishment is justified, for example, Mammoth frowns upon any more (or less)
punishment than necessary. He is most popular among the Get of Fenris, Children of Gaia and especially the
Red Talons.
Traits: Each of Mammoth’s children gains Enigmas +2; the pack gains two dice of Strength. Once they had
the power to summon a Mammoth from the Umbra, but if there are any left, they do not respond to Garou
calls now. However, as the dark eye of the Apocalypse sets its gaze on Mammoth, those Garou who follow
him sense his panic and despair, gaining 2 Rage and 1 Gnosis.
Ban: Mammoth now asks his charges for one thing only: Attempt to save his decent into destruction, by any
means necessary.

Merlin (Falcon’s brood Aspect)


Background Cost: 4
Although Merlin is far from the largest or most dangerous of birds, Merlin appears in many different ways
amongst Falcon’s brood. To the Fianna he is a Totem of Wisdow but the Silver Fangs know him in his guise as
a Totem of Respect and as the Totem of House Blood Red Crest. Marlin, because he is one og the smallest of
hawks, also tends to be swift, fierce and cunning. He is a champion of the underdog, teaching that size is far
from the most important factor and that courage and intelligence are just as important, if not more so. He
cautions that his children should use cunning before pure aggression and strike swiftly and with wisdow.

Back to Process 57/ 121


Back to Process

Traits: Packs devoted to Merlin gain three dice for their Brawl dice pools and two dice for their Dodge dice
pools when confronting enemies physically larger than themselves. He also grants them three extra
Willpower points per story, bolstering their courage in the fight with the Wyrm.
Ban: Followers of Merlin must not kill birds of prey of any kind, and must also spare their spirits. They may
ignore this ban for raptors that the Wyrm has corrupted if, and only if, there is no hope of capturing and
purifying it.

North Star
Background Cost: 5
When the banks of the Nile were the Silent Stiders’ greatest concern, the tribe had little use for the North
Star (known as Vegarda to many Garou), and she cared little for them. After the Striders were expelled from
Egypt and scattered to the wind, their millennia of wandering under the North Star’s light, reliant on her
guidance to find their way, softened the brilliant, hard heart of the Incarna. She sent her spirit children to
the Striders to share her gifts to aid travalers, and to watch over them as totem spirits.
Traits: Each member of a pack that follows the North Star receives two dice of Survival. They also receive the
skill Area Knowledge at two dice for any location in the Northern Hemisphere where the light of the stars is
not overwhelmed by man-made light (no large cities, but small towns and rural areas). Upon acquiring the
North Star as a totem, members of the pack receive one point of temporary Honor renown.
Ban: The North Star requires that her packs travel often, accepting all legitimate quests and message-
carrying duties.

Old Wolf of the Woods


Background Cost: 6
The Old Wolf of the Woods is a totem of spirituality rather than war. He misses the days when all Garou
looked to him as their spiritual father, and resents the growing number of homid and metis werewolves as
compared to the dwindling lupus. Old Wolf of the Woods is a sad spirit – he knows that he will only exist so
long as wolves roam the face of Gaia. When the last wolf falls, the totem will cease to be.
Traits: Each pack member gains three points of temporary Honor when Old Wolf of the Woods is chosen as
the pack totem, and Red Talons also treat such packs with great respect. Old Wolf also grants his pack the
ability to call on his knowledge: each pack member may call upon Ancestors 5 once per story, but may access
the Abilities that are restricted to lupus characters. Finally, werewolves who follow Old Wolf of the Woods
have an easier time stepping sideways; reduce all difficulties related to piercing the Gauntlet by one.
Ban: Old Wolf of the Woods doesn’t hate homid or metis Garou, but will never accept them as children. Only
lupus Garou may follow Old Wolf as a totem.

Osprey
Background Cost: 5
Osprey is a skilled and wise hunter, able to pluck her prey from the river itself. Her respect amongst water
elementals and fish spirits is high. Followers of Salmon in particular hold Osprey’s children as allies.
Traits: Followers of Osprey gain two dice to any roll taken while on or under a significant body of water. They
also gain an extra dot of Perception and two dots of Athletics.
Ban: Osprey charges her followers with protecting the rivers and the seas. They must not allow or commit
any action that causes a body of water to be fouled, even as slight as urination in a river.

Pegasus
Background Cost: 4
Like the Black Furies it holds under its wings, Pegasus is chiefly concerned with protecting sacred places. It
comes to its packs as a winged horse with fire in its eyes, and it teaches them Gifts associated with travel
and air. Because of the rivalry between the Black Furies and the Get of Fenris, Pegasus will never accept a
pack with even one Get member.

Back to Process 58/ 121


Back to Process

Traits: The Children of Pegasus can call-upon an extra three Willpower points per story, and gain three dice
in an Animal Ken dice pool. Each pack member gains two points of Honor Renown. Black Furies are well
disposed toward the pack.
Ban: Garou chosen by Pegasus must always aid females of all species, young females in particular.

Snow Queen
Background Cost: 4
The northern Garou recognize many winter-spirits as their allies, and find themselves at odds with many
more (particulary between Fenris’ and Wendigo’s Brood). One of the most peculiar of these allies is the
Snow Queen, an embodiment of the chill silent winter nights. She favors those who can carry themselves
with grace as well as strength, who are hardy enough to sleep outdoors on a long, freezing winter night and
still be cheerful in the morning.
Traits: The Snow Queen teaches her children to move as silently as a snowfall, and to hold themselves as
regally as nobility. Her packs gain three dice of Stealth and two dice of Etiquette, and may call on three
additional Willpower points per story.
Ban: Children of the Snow Wueen must be courteous to their hosts, so long as their hosts do not break the
laws of hospitality.

Stag
Background Cost: 6
Great Stag is an ancient spirit, older than the Fianna who claim him as totem. He is associated with
masculinity, virility and the wild raw power of nature. Light and dark are both in Stag. He gave the Garou
their affinity with nature, and he teaches responsibility toward humans, but he is also the master of the Wild
Hunt. An avatar of Stag occasionally appears to lost Garou, leading them to safety or otherwise aiding them.
Traits: Stag's packs can call upon an extra three Willpower points per story, gain three dice to a Survival dice
pool, and one die to Stamina dice pools for long-distance running. Each member gains three points of Honor
Renown. Fianna will always be well disposed toward them; and fearies spirits and changelings honor them as
well.
Ban: Children of Stag must always show respect toward prey, including performing a Prayer for the Prey
after a successful hunt. Children of Stag must always aid the fae.

Sulis
Background Cost: 8
Known to the ancient Romans as Minerva, Sulis was the British Celtic goddess of thermal springs, and was
also a goddess of healing. As worshiped by the Garou, Sulis is a spirit of balance and harmony, earning
respect and leading by improving those around her. She is not only a goddess of water, but her name reflects
the Sun, and fire. Her temples are also decorated with symbols of the air and earth. Sulis teaches that
devoting yourself to your charges is an excellent way to guarantee their devotion to you, and as evidence of
this she observes that indeed, she is mother to many packs. These packs are most commonly Fianna (Irish
FIanna sometimes refer to her as Brighid) and Glass Walkers (who more commonly call her Minerva).
System: Sulis is a goddess of healing, and teaches each of her children +1 Medicine. Apart from this,
however, Sulis prefers not to teach her children anything in excess, and instead continuously offers her
knowledge in that which Garou is ignorant. When spending experience points, Sulis will cut in half the cost to
raise the Garou’s lowest statistic in that category. Garou associated with Sulis also gain +1 Honor.

The Muses
Background Cost: 5
Some Garou packs follow the path of the Art Spirits, who carry with them creativity, skill and wisdom. The
Muses – there are nine – collectively choose a pack, passing their blessings to the most worthy Garou. The
Muses are not responsible for the sacred creative impulse. They teach the craft and form of their arts, but
they cannot engender the act of creation. That is reserved for mortals alone, be they human or Garou. In the

Back to Process 59/ 121


Back to Process

ancient days, ir is said, the Muses were separate totem spirits, each responsible for their own small group of
packs, but on the cusp of the Apocalypse, there are not enough packs dedicated to the arts and learning for
them to do so.
Traits: Muse pack members each gain one permanent point to the Social Attribute of their choice and one
point in Performance, Expression, or Enigmas. Each pack member will have a particular Muse to whom she is
closest, based on the art form that she prefers. Calliope favors heroic and epic poets (Expression); Clio favor
historians (Enigmas); Erato favors those who compose erotic and love poetry (Expression); Euterpe favors
those who perform instrumental music (Performance); Melpomene favors tragic theater (Performance);
Polymnia favors the poets of the sacred (Expression); Terpischoe favors song and dance (Performance);
Thalia favors comic theater (Performance); and Urania favors astronomy (Enigmas).
Ban: Muse packs must devote their lives to art and learning. They also must work to defend free speech and
freedom of expression.

Volcano
Background Cost: 5
The brother of Earthquake and Twister, Volcano stands forth and demands that all respect the power and
honor of the Wyld. Though easily angered and difficult to reason with, those who patiently listen to the
edicts of Volcano learn that honor is found in charge and righteousness. Volcano teaches: Become whatever
is needed in any time, but when you have adopted your new form, announce it, stand by it with resolve and
never back down from your ideals even if they too must change as you do.
Traits: Volcano grants his children the voice to speak their values and make the world listen; each member
of his packs receives one additional point of Expression. So they can be adaptable and vengeful when
needed, he also gives his packs +1 Strength and +1 Wits, and Pimal-Urge 2. Those adapted by Volcano also
gain one point of Honor.
Ban: Volcano forbids his children to ever attack an opponent without warning, and his packs must make a
burnt offering to him once each lunar month.

Totems of War
These totems are spirits of battle, tactics and Rage. Ancestral warriors or predator spirits are the most
common war totems. Naturally, warriors are the chief followers of these totems, although scouts and even
healers (in the case of Bear) ally themselves with these bloodthirsty spirits. While they don't garner the same
sort of respect among Garou as other totems, their assistance is invaluable on the battlefield.
Back to Totems

Aray
Background Cost: 7
Aray is one of the earliest gods of war in human history, worshiped in ancient Europe as well as in Greece as
“Ares”. Garou have also held Aray in high regard for millennia. Though fierce in his skill with weapons and
combat, it is Aray’s ability to die and then rise again that makes him unique among the totems of War. Quite
literally, not even death will stop Aray. He is popular among the Children of Gaia, Shadow Lords and Silver
Fangs.
Traits: The children of Aray are notoriously stubborn and difficult to destroy. If they suffer a wound that
would otherwise kill them, they may spend one point of Willpower per wound level to ignore the wound.
However, each wound ignored in such fashion effectively “kills” them for one scene. Enemies can effectively
short circuit this power by simply attacking the body after death, hacking it to pieces until the character runs
out of Willpower. Many Garou in the service of Aray tend to try and “die” in such ways that the body can’t
be found.
Ban: Aray ties his children to the seasons. At the start of each season, they must find an item that perfectly
embodies the season (such as a flower for spring, or an animal that has died of exposure for winter), and
burn it as an offering to him.

Back to Process 60/ 121


Back to Process

Adder
Background Cost: 8
Adder is the only poisonous snake in Britain, and was a popular totem of the Fianna since the early years
anno domini when he taught and commanded Fianna packs in guerrilla strikes against the Romans. Never
the conqueror that other War totems boast of being, Snake taught his children then as he does now, that
damage can be done gradually and that enemies can be made to destroy themselves. Though Adder has
little power in Ireland, English, Welsh and Scottish Fianna, and other tribes in Britain, often enjoy Adder’s
blessing.
Traits: Adder is a sly totem of War, often confused with one of Cunning. But where the children of Cunning
trick their opponents into destroying themselves, Adder envenoms his opponents and lets their panic spread
his venom ever faster. Garou adopted by Adder receive the Gifts: Fatal Flaw and Wither Limb. In addition,
each of his children receives +2 Stealth.
Ban: Adder is a Totem of the British Isles, and when outside them must receive difficult ritual offerings every
month to remain powerful. In effect, this ties up one dot of Resources for one member of the pack, and they
are treated as having one less dot in the Background. Also, his children may never set foot in Ireland.

Badger
Background Cost: 7
A strong hunter and powerful digger, Badger isn’t a common totem, but is very pleased when a pack chooses
him. His sharp teeth and strong jaws can shear bone, and he revels in being underestimated. He prefers
packs that don’t charge directly into the fray but search for their opponent’s weakness and exploit them. If
cornered, Badger is capable of terrifying rage – to his mind, it is better to be injured in battle than killed in
captivity.
Traits: Packs that follow Badger may call upon Stealth 2 and the Metis Gift: Burrow. Each member of the
pack gains one dot of Stamina. The pack may draw on 5 points of Rage per story.
Ban: Followers of Badger may not make their homes in pre-constructed dwellings, but must either sleep in
the wild or build their own homes.

Bear
Background Cost: 5
Great Bear is wise in peace and fierce in war. He is renowned as a master of healing and mystical rites. Garou
don't favor this totem because of a mistrust for his true children, the Gurahl werebears.
Traits: Bear's children gain three dots of Medicine. Each pack member's Strength increases by one
permanently, and each pack member may use the Gift: Mother's Touch once per day. The pack also gains
the ability to hibernate for up to three months at a time without food or water. Garou with this totem are
well regarded by werebears as well as certain animistic peoples. Such is not the case with other Garou,
however. All pack members lose five points of temporary Honor Renown if they have that many.
Furthermore, they must subtract one from any temporary Honor Renown awards they receive. The pack
members must work harder to prove that they are honorable.
Ban: Bear asks nothing of his Garou children. Asking for his favor has already cost them much standing
among their own people.

Boar
Background Cost: 5
Boar is feared by hunters, and with good reason. He is too angry to pass up a challenge, too fierce to
concede a fight and too ornery to die with good grace. Many combative young packs, particularly of the Get
of Fenris and Fianna, choose Boar as their totem.
Traits: A hearty scrapper, Boar grants his packs two dots of Brawl; each pack member also receives an
additional dot of Stamina.
Ban: Children of Boar must never hunt or eat boars.

Back to Process 61/ 121


Back to Process

Black Unicorn
Background Cost: 5
Black Unicorn is called by some “Unicorn’s Shadow”; his coat is as dark as Unicorn’s white, though his eyes
shine with the same reverent love for Gaia. He is a noble spirit of war, created by Unicorn to help defend her
children in times of need and to teach the Garou how to fight with nobility and chivalry.
Traits: Each member of Black Unicorn’s pack gains a dot of Brawl and a point of Glory. In addition, any one
pack member at a time may gain three extra soak dice; Black Unicorn prefers that these dice go to the pack
member currently defending an innocent, if any. His pack may call on 5 extra Willpower points per story.
Ban: Black Unicorn demands that his children defend those who are unable to defend themselves, a duty
that is often more demanding than it would seem.

Bull
Background Cost: 8
The Apocalypse is nigh, and each year more and more Garou decide that the time for subtlety or negotiation
is long since past. Fortified by the strength of many warriors and overflowing with Rage, Bull has become
one of the dominant War Totems among the Garou. Appearing as a fiery aurochs, Bull favors try-and-die,
head on attacks. He is popular among almost all tribes, although especially among the Get of Fenris and
Fianna. The Red Talons also approve of Bull for his connections to Griffin as a representative of an extinct
species.
Traits: In the last few years, Bull has become much stronger and extends this strength to his children. Each
member of a Bull pack receives an additional dot of Strength, as well a +3 Brawl. He also offers 4 Rage to his
packs, which may be drawn upon once per story. Last, being associated with Bull earns his children +1 Glory.
Ban: However, Bull has also grown more desperate in the final days. His children find it very difficult to resist
frenzy, and are at -2 difficulty on Rage rolls. He also disapproves of indirect solutions to problems, and may
temporarily withdraw his support if his pack adopt such methods.

Buzzard
Background Cost: 4
Buzzard is the most beloved of Falcon’s brood and has been the Totem of the House Crescent Moon, of the
Silver Fangs, for its entire history. Slow moving, yet graceful, Buzzard is a powerful bird that few can stop
when he grows angry. He values control and precision in his followers and encourages them to learn skillful
combat.
Traits: Packs chosen by Buzzard gain two dice to all Melee rolls and an additional point of Dexterity.
Ban: Buzzard detests the sight of Gaia’s warriors fighting amongst themselves when there are so many other
enemies to be fighting. He asks that his children never initiate a fight with another werewolf. This ban
excludes Black Spiral Dancers.

Clashing Boom-Boom
Background Cost: 8
Also known as Horus, Sekhmet, Nefertiri, Bishomon, Shango, Huitzilipochtli, Are, Athena, Mars, Minerva, Tyr,
or the Archangel Michael, the spirit of War is one of the oldest and most feared of all. She does not choose
any but the greatest of warriors as her children, and refuses to be disobeyed. As well as a great warrior, she
is a great tactician and commander. Clashing Boom-Boom appears in many forms and adjusts her
appearance to suit the age.
Traits: Clashing Boom-Boom’s children each gain two dice to their Firearms and Melee Skills. No target is
ever impossible to hit, as long as it can be seen; the maximum difficulty for any roll involving weapons is 8.
Her children are also taught the art of warfare, and instinctively know how to properly use any weapon they
hold. In addition, she conveys some knowledge of tactics: her children can make untrained Leadership rolls
with no penalty, just as if Leadership were a Talent. Clashing Boom-Boom also ensures her children’s
weapons never jam.

Back to Process 62/ 121


Back to Process

Ban: Clashing Boom-Boom is a harsh mother to follow. As a military commander, she is free to issue orders
and she does expets to be obeyed. Refusing a direct order can be grounds for dismissal; acting against her
orders may be considered treachery. She will fire upom traitors.

Cobra
Background Cost: 7
The queen of cobras was known to the Egyptian people as the goddess Wadjet, the protectress of the
pharaoh. The theft of her symbols and the corruption of a number of her spirit brood by vampires like
Sutekh infuriated the goddess; a serpent’s fury is cold, and only grows with time. Warlike Garou and angry
cobra-spirits are drawn to each other, joining together to take their war to the corrupting minions of the
Wyrm – especially the Leeches. And woe to anyone else who stands in their way.
Traits: Children of Cobra gain immunity to snake venom, and an additional four dice to soak any other
poison damage. Also, once per day, each member of the pack gains the ability to inflict four dice of lethal
poison damage with his bite, in addition to the damage from the bite itself. Against Banes and vampires, this
damage is aggravated.
Ban: Cobra grows impatient with Garou who will not fight (though of course she has no problem with stealth
and ambush tactics). She demands that her packs take every opportunity to root out the vampires and their
corruption.

Crocodile
Background Cost: 5
Crocodile is a wily hunter. He lurks unmoving and unseen, beneath murky waters; the violent end of any
prey that wanders too close to his jaws is inevitable. Crocodile chooses wily warriors among the Garou to call
his children, taking only those who understand that surprise and overwhelming strength is the only way to
win.
Traits: Crocodile grants each of his children an additional die of damage with the bite maneuver (and the
teeth of his children appear unusually long and sharp, even in Homid form). Also, each member of the pack
can channel Crocodile’s cold calm to force down a frenzy. Upon invoking this ability, the urge to frenzy
disappears, and the werewolf cannot frenzy for the remainder of the scene. This ability can only be used
once per story.
Ban: Packs that follow Crocodile must not attack or bring harm to the Mokolé, the reclusive reptilian
shapechangers. This is a ban that is not tested often, but when it does come into play, these packs might be
accused as traitors.

Crow
Background Cost: 2
Followers of Crow are, first and foremost, survivors. This does not mean they are selfish or unconcerned
with the affairs of others, however. Quite the contrary – Crow’s followers take a keen interest in the world
around them, and many of them are the humblest and most self-effacing Garou in existence. Crows make
poor warriors, but they are intensely observant and quite loyal. They do not take betrayal lightly, however,
and will go remarkable lengths to gain revenge in whatever fashion they see fit.
Traits: Packs of Crow gain two points in Alertness and Subterfuge and one point in Etiquette.
Ban: Crow asks that his children remain loyal to those they serve. He does not expect this from children
whose leaders treat them poorly, however, or whose leaders are corrupt. In these instances, Crow asks his
children to find a way to remove those leaders from power, and to replace them with others who are worthy
of his children’s respect. If this is not possible, Crow never punishes loyalty.

Eagle (Falcon’s brood Aspect)


Background Cost: 7
Eagle is an awesome sight: powerful yet loyal, regal yet vicious. He and Falcon watch over his packs.

Back to Process 63/ 121


Back to Process

Traits: Eagle gives each of his children two extra dice in their Brawl rolls and an extra dot of Strength. The
children of Eagle are fearsome foes in hand-to-claw combat.
Ban: Eagle asks two things of his children. He asks that fallen foes are decapitated and their heads are
displayed in his name, and that his followers stay absolutely faithful to their mates.

Eagle (Unicorn’s brood Aspect)


Background Cost: 9
Eagle is a fierce fighter who aids Garou in honorable struggles and in building and upholding just societies.
He loves those who cry for justice and hates cowardice and disunity.
Traits: Eagle grants three extra dice for any endeavor that the pack shares. In a pack of his which fights
together, no member can suffer fox frenzy. Silver Fangs are prone to respect children of Eagle.
Ban: Eagle demands that his children oppose injustice and work to build and maintain a just society. Simply
killing evil people is not enough; Eagle’s children must involve themselves in local government or politics to
some extent, working positively toward a better society.

Earthquake
Background Cost: 5
As the Messenger of the Wyld’s Glory, Earthquake has little of Volcano’s codes and ethics, or Twister’s
mysteries. He is bent on one goal only – the destruction of anything and anyone that displeases him.
Earthquake has little metaphysical knowledge to offer his children, instead he teaches them exactly how to
hit something so that it will be hurt as much as possible, and that is all. And in the presence of Earthquake,
who would dare argue his decision?
Traits: Earthquake teaches each of his children +1 Brawl, so that they may act as his fists. In addition, he
grants his pack +3 Strength. As the chosen of the Wyld’s Messenger of Glory, his packs gains +1 Glory.
Ban: Children of Earthquake may never travel by air.

Fenris
Background Cost: 5
Over a thousand years ago, the Norse spoke of the ravening Wolf God Fenris, a beast even the other gods
feared. He is powerful, bloodthirsty, and he neither gives nor expects quarter. The patron of the Get of
Fenris is a warrior's totem who disdains weakness and chooses only packs that soak their blades and claws in
the blood of foes frequently.
Traits: Fenris' packs gets an additional point in a Physical Attribute (Dexterity, Strength or Stamina, at the
individual's choice), even if it increases the rating over 5. Each pack member gains two points of Glory
Renown. Get of Fenris respect the followers of their tribal totem a little more than other "outsiders," and
they test them often by inviting them on Wild Hunts and battles against powerful enemies.
Ban: Fenris requires that his followers never pass up an opportunity for a worthy –fight.

Firedrake
Background Cost: 6
Firedrake is an aspect of the fiery nature of Dragon; he is a potent, if not over-mighty, spirit of flame and
battle. He is largely a European totem, and is allied to Great Fenris thanks to their common zeal for
devouring their enemies. He is a guardian of hidden treasures, a manifestation of the fire that destroys and
renews, and a patron of destructive battle. He gladly serves as patron to packs who swear to leave their foe’s
houses in ruins, and is particularly sought after by Garou who make a habit of fighting Leeches.
Traits: Firedrake’s packs can call on an additional four Rage points per story, and receive two extra dice of
Brawl. Firedrake teaches each of his children the Homid Gift: Master of Fire (level one), and each pack
member gains an extra die to Crafts rolls that involove shaping metal.
Ban: Firedrake, like many draconic spirits, is avaricious; his children must sacrifice gold to him each month by
hurling it into a potent fire such as a furnace.

Back to Process 64/ 121


Back to Process

Flea
Background Cost: 5
The master of guerrilla warfare, Flea teaches her children to strike quickly and repeatedly before and
opponent can react, and how to leap away once the enemy has become aware of you. Many Garou see her
war tactics as cowardly, an unfortunate misconception since she is not only quick, but also tough and
armored. Though most popular among Bone Gnawers, she is also relatively common to Red Talons (who see
her tactics as a viable method of attacking humans) and Glass Walkers (since her tactics are perfectly suited
to urban warfare).
Traits: Flea’s children learn the Gifts: Hare’s Leap and Luna’s Armor. However, all members of her packs lose
1 Glory, and subtract one from all temporary Glory awards they receive. Those who follow Flea have to
prove themselves.
Ban: Flea asks that you leave her people in peace. (You can’t scratch, you poor mutt).

Griffin
Background Cost: 4
Griffin mourns those species lost to Extinction, and his rage against humans — so often the killers of entire
species — makes him one with his Red Talon children. Always hungry, always hunting, Griffin strikes like
lightning and kills without hesitation.
Traits: A swift, watchful hunter, Griffin grants three dice to an Alertness dice pool. In token of Griffin's avian
aspect, each pack member can communicate with birds of prey without resorting to a Gift. Each pack
member gains two points of Glory. Red Talons respect the followers of Griffin.
Ban: Griffin's children may not associate with humans. Griffin almost never accepts a homid Garou as his
child.

Herne the Hunter


Background Cost: 4
Herne is the relentless master of the hunt, who often appears as a huge man with a headdress of stag
antlers, bearing a boar spear and surrounded by fierce hounds. Stalking through field and forest, he quests
for minions of the Wyrm, unleashing his packs to bring them down.
Traits: Herne grants his packs an extra point of Stealth and Survival and the Metis Gift: Sense Wyrm (level
one).
Ban: Herne’s packs must always pusue and do battle with minions of the Wyrm, regardless of the odds.

Morrigu
Background Cost: 8
The Morrigu, called “Great Queen” or “Mistress of Battles”, was a totem of the ancient Celts. Her symbol,
and the preferred form of her avatar, was the carrion crow. While she seldom fought, she was a frequent
participant in battle, urging her favored heroes to victory. Though a powerful totem, few packs petition for
her patronage, for the Morrigu is a harsh mistress, and demands much from her children. Those who fail her
or refuse her requests may find themselves the victims of a horrible vengeance. This is specially true of those
brave enough to take her as a personal totem.
The Morrigu is a triune spirit; a pack picks one of her aspects: Macha, “The Personificastion of War”, Badb,
“Fury”, or Nemain, “Venom”. Members of her packs are often cold and vengeful in their anger, and show no
fear in battle. She is especially popular with Galliards and Ahroun, although her followers come from all
auspices. The children of Morrigu are respected and feared among the Fianna, and find allies among the
Corax (and most specially the three ravens known as the Morrigan), and some faeries.
 Macha: the personification of battle. She incites warriors to heroic, if occasionally suicidal,
deeds.
Traits: Each pack member gains the Ahroun Gift: Inspiration (level one); the pack gains the Ahroun
Gift: Stoking Fury’s Furnace (level four), which can be used by any one pack member at a time.
Members of her packs gain a point of temporary Glory.

Back to Process 65/ 121


Back to Process

 Badb: Badb represents fury unleashed; she is the harbringer of battle madness.
Traits: The pack gains the Galliard Gift: Song of Rage (level three), and each packmember receives
the ability to enter a berserk frenzy at will. Members of her pack gain a temporary point of Glory but
lose two temporary points of Wisdom when first taking this totem.
 Nemain: Her name means “venom”; she poisons with fear and cripples by sowing confusion and
chaos on the battlefield.
Traits: Each pack member gains a point of Subterfuge; packs receive the Ragabash Gift: Fog of War
(level four). Nemain’s packs lose a temporary point of Honor when first taking this totem.
General Traits: All of the Morrigu’s Children receive a bonus of -1 difficulty to Social rolls dealing with Corax
and raven-spirits.
General Bans: No Child of the Morrigu may ever harm a raven, and all must always show respect for, and
give aid to, the Corax. They must never show fear, even in the face of certain death.

Rat
Background Costs 5
Silent and quick, flat is adept at hit-and-run warfare. Rat fights to weaken, cripple and finally overwhelm, but
he can be as vicious as any other when cornered.
Traits: Rat's children can call upon five Willpower points per story. Rat teaches how to bite to best
advantage, subtracting one from the difficulty of all biting rolls. The pack also subtracts one from the
difficulties of all rolls involving stealth or quiet. Bone Gnawers respect Rat's children and will aid them
(although not at the risk of their own lives}. Ratkin will be more tolerant of the pack than of most Garou.
Ban: Rat's children must never Kill vermin.

Rhino
Background Cost: 5
Lion may claim otherwise, but not all would acknowledge the great cat as the king of the savanna. Rhino,
with his proud stoicism, is Lion’s opposite. Where Lion is arrogant and showy, Rhino moves slowly and
carefully. Rhino is humble, but a great defender of his own, and most Garou underestimate his
thoughtfulness, worldliness and ancient knowledge. He is popular among the Children of Gaia, Red Talons
(Griffin has shown an interest in the endangered species) and Silent Striders, and some Bone Gnawers and
Silver Fangs also follow him. Occasionally, he has been called upon to resolve disputes within the Ahadi
(Africa’s shapeshifters organization.
Traits: Rhino grants his children both his strength and patience; each of his children receives +1 Strength and
one point of Willpower. In addition, Rhino teaches those he adopts how to quickly end a fight, and his packs
can add +1 to their Brawl or Melee for the first attack they make in combat.
Ban: Packs adopted by Rhino must actively attempt to save his true children. He will also not adopt any
Garou without Wisdom.

Seadrake
Background Cost: 7
Seadrake is the cold, cruel sister of Firedrake. She catches her foes in her coils and crushes them to death, or
drags them deep beneath the waves to drown. She is the patron spirit of seas yet uncharted, and the
manifestation of the ocean’s ability to kill. She loves Gaia and the majesty of the sea, but is a wrathful spirit.
Traits: Each member of Seadrake’s pack gains two extra dots of Stamina whenever immersed in the ocean,
and one extra dia to Athletics rolls. Her packs may use the Uktena Gift: Spirit of the Fish (level two), and can
call on five extra Willpower points per story. Uktena Garou react well to Seadrake’s children, but followers of
compassionate totems like Unicorn might be less enthusiastic about their presence.
Ban: Seadrake demands the offering of living foes bound and hurled into the ocean to drown. Her packs
must sacrifice a foe to her in this way once each season at least.

Shark

Back to Process 66/ 121


Back to Process

Background Cost: 6
There is no animal that evokes more fear and horror in humanity than Shark. Emotionless and alien, Shark is
a lethal and silent hunter. Packs adopted by Shark may be better received by Rokea, but don’t count on it.
Traits: The children of Shark receive one point of Glory each, and learn how to bite with exceptional power,
doing two dice more damage than normal. The pack also receives one point of Strength and two extra dice
of Stealth.
Ban: Shark cannot abide those who show either pleasure or distress from killing.

The Gorgons
The “Medusae”, as a single Totem, no longer exist. Due to circumstances that are not clear even to the Black
Furies’ eldest Theurges, Medusa herself has fallen away from her sisters; all five now exist as independent
Totem spirits. The one available is listed as follow:
 Helena
Background Cost: 4
Helena, the Crescent Moon of the First Daughters, holds a great deal more respect for Man than her
older sister Euryale does. She knows that both sexes are equally parts of Gaia, and it is simply the
misguidance of the Patriarch that leads Man astray. Packs devoted to Helena probably tend to err on the
side of harshness when it comes to females’ weakness; Helena’s daughters, for instance, are sure to hold a
mother partially culpable if her husband is abusing their children. However, they are sure to ferret out the
truth of such situation, and come down most harshly on the more serious offender of the couple, regardless
of gender.
Traits: Helena’s packs receive the Gift: Name the Spirit (level three), +1 to Charisma and +3 dice to
Investigation dice pools. Each pack member gains one temporary Wisdom Renown.
Ban: Helena’s pack must contain an equal number of male and female Garou. If there is an odd
number in the pack, the odd Garou can be of either gender.

Typhon
Background Cost: 5
Typhon is a raging storm-spirit, the dragon that spits thunder and lightning. He is one of the more violent
aspects of Grandfather Thunder, and his children reflect his tendency toward violence. They are aggressive
and furious, just like their totem. Most Garou look on Typhon as a mixed blessing; he grants prodigious
ability in battle, but he also makes his children thoughtless and temperamental.
Traits: Packs dedicated to Typhon may share three additional points of Brawl. Each pack member also
receives three temporary Rage points per story. Typhon’s children gain two temporary Glory but lose two
temporary Wisdom.
Ban: Typhon demands that his children never pass up a fight with a worthy foe. He also expects his children
to spend time communing with stoms.

Weasel
Background Cost: 7
Some homids are surprised to learn that Weasel is a totem of War, expecting her to be a Totem of Cunning,
instead. And whilst Weasel is cunning indeed, she is no mere trickster, but a sneaky, dexterous and
relentless warrior. Like Flea, Weasel favors quick strikes and surprise above sheer muscle. Unlike Flea, she
will never back down until a foe is destroyed. This attitude has made her popular among many young
Shadow Lord packs.
Traits: Weasel gives one point of Dexterity and an additional die to Dodge pools to each of her children, and
they all gain an extra die of damage on bite attacks as well.
Ban: Weasel packs must never show fear.

Wolverine
Background Cost: 6

Back to Process 67/ 121


Back to Process

Though Bull has gained admiration for his furious anger and straightforward approach, Wolverine has been
spurned for the same qualities in terrible excess. Wolverine fights rabidly, exuding Rage in every movement,
fighting long after all others have dropped due to exhaustion, injury or simple common sense. Almost
mindlessly violent, Wolverine remains an outsider totem spurned by most, only showing his sympathy to the
rogues and misfits of the Garou Nation.
Traits: Wolverine grants each of his children an extra point of Stamina, knowing they’ll need it to fight as he
does, and so they will withstand his personal initiation ceremony. Upon adopting his children, he sends them
a vision of the very heart of Malfeas, a glimpse at the soul of the Wyrm itself. This torture gives an extra
point of Rage to each of his children, though it may not let them exceed 10 Rage. This point may never be
lost, so they cannot lose the wolf.
Ban: Wolverine’s children must spend at least one point of Rage in every battle, and may never show marcy.

Wyvern
Background Cost: 4
Despite his winged, serpentine form, Wyvern is no friend of the Wyrm. Instead, he is one of the Wyrm’s
most implacable foes. He often appears as a herald of war, bringing news of a major confrontation with the
forces of the Wyrm. He drives all Garou, and those who follow him in particular to give everything toward
the defeat of corruption and often counsels the use of trickery and ambush in combat. Wyvern’s anger and
viciousness make him an attractive totem for young, angry Garou, looking to win Renown in battle with the
forces of the Wyrm.
Traits: Followers of Wyvern gain +2 Alertness, +2 Primal-Urge and the Gifts: Sight from Beyond (level 2) and
Call of the Wyld (level 1) to share between the pack.
Ban: The sight of defiled caerns distresses Wyvern greatly. His followers must protect any caern if asked for
assistance, even if one of the Fera holds it. Wyvern’s children must not participate in the “rescuing” of a
caern from other shapeshifters and must stop such a theft occurring, should they learn of it.

Totems of Wisdom
These spirits are the keepers of mystical secrets. Garou who ally with them learn to uncover hidden truths
and rare Gifts. More straightforward Garou don't trust them, but those who seek answers in the unknown
find friends among the totems of wisdom.
Back to Totems

Bacchus
Background Cost: 5
Though much older than the Ancient Romans, this ancient Incarna of intoxication, sex and fertility has been
dubbed with the name Bacchus ever since, and does not object. Always known as a mad wanderer, he has
traded favors with the Black Furies as a fertility god, been pleaded with to bless the brews of the Fianna, and
these days seems most at home among the raves and innumerable narcotics of the young Glass Walkers.
Those who see Bacchus only as a reveler miss the darker mysteries into which he inducts his children and the
terrible rage he can bring upon those who would deny him. What’s more, those Silent Striders interested in
the Dark Umbra often see the once-dead Bacchus as a guide.
Traits: Bacchus immerses his children in the mysteries of life and death, giving them +3 Occult and +2
Enigmas. These are far from trivial and he prepares them for the shocks they will face by giving each of his
children +1 Stamina (which also enables them to withstand greater intoxication before passing out). Finally,
Bacchus is wise but furious in his anger. His packs may draw on 3 extra Rage per story.
Bans: Those who follow Bacchus tend to be strongly connected to their baser natures. If a character has a
chance to indulge a strongly felt desire, they must succeed in a Willpower roll (difficulty of their own Rage)
to do otherwise.

Chameleon
Background Cost: 4

Back to Process 68/ 121


Back to Process

Changing animals share a strong kinship with the Garou, and few are as well-known and respected as
Chameleon. Ever adaptable, invisible, silent and observant, Chameleon favors patient Garou who prefer to
unobtrusively observe before acting. He is the patron of many Children of Gaia and Uktena.
Traits: Packs adopted by Chameleon are taught the Gift: Blur of the Milky Eye and are granted three points
of Perception.
Ban: Chameleon’s packs may not act until they have fully taken stock of their situation.

Chimera
Background Cost: 7
The totem of the Stargazers, Chimera is an enigmatic spirit, mysterious She of Many Faces, who invites one
to find the inner wisdom beneath layers of puzzles and deceptions.
Traits: Chimera's children are granted the ability to disguise themselves or something else when in the
Umbra (Gnosis roll, difficulty 7). Chimera also teaches how to find the truth behind a tangle of deceptions;
the pack gains three dice to Enigmas and one to Perception. Each pack member subtracts two from all
difficulties involving riddles, dream interpretation or enigmas. Each pack member also gains two points of
Wisdom Renown. While Stargazers will notice the pack's affiliation, that affiliation won't necessarily
influence their opinion of the pack.
Ban: The pack must seek enlightenment, but otherwise Chimera places no restrictions.

Cockerel
Background Cost: 3
Cockerel crows his warning in a cackle to wake the dead. Loud and poud, he greets the dawn and alerts all to
intruders. Though not the “sexiest” totem spirit, a few packs (mostly European) hunt the Wyrm with
Cockerel’s patronage.
Traits: Cockerel givas all his children the Metis Gift: Sense Wyrm (level one).
Ban: Cockerel’s children are forbidden to eat domesticated animals.

Cockroach
Background Cost: 6
Cockroach, say the cockier Glass Walkers, is the totem of the modern age. To be sure, Cockroach is quick,
hardy and persistent. Hardly a nook exists in the city in which its kin can't be found.
Traits: Each pack member subtracts two to difficulties involving computers, electricity and science. The pack
gains three dice on rolls to activate Gifts affecting technology. Also, Cockroach's pack has the ability to enter
the Umbra and view data stored on media or streaming through data cables (with a successful Gnosis roll).
Ban: Pack members must take pains not to kill cockroaches.

Danu
Background Cost: 8
Danu (also known as Dana) was the mother of the Tuatha de Danaan and worshipped by Fianna as an aspect
of Gaia as tribe-mother. For worthy packs she holds ancient wisdom and the power to use it. Just as true
wisdom is never easy find, Danu must be sought, for she reveals herself very rarely.
Traits: Danu grants her children the power to sense fae or other supernatural shenanigans; each pack
member gains the Lupus Gift: Sense the Unnatural (level two). Her packs gain the ability to entrance
listeners through taletelling, singing or howling (Manipulation + Performance, difficulty 8); the actual effects
are up to the Storyteller. In addition, the pack gains three additional dots of the Ancestors Background; this
is not an actual affinity with Garou ancestors, but an ability to learn ancient knowledge and lore by accessing
primal memories. All Fianna and most faeries (including many changelings) will recognize and honor children
of Danu.
Ban: Danu asks that her children hold a moot in her honor during each of the four seasons, telling tales old
and new.

Back to Process 69/ 121


Back to Process

Epona
Background Cost: 4
The White Hose Goddes is a master of all equines. None can match her for speed or distance. She even
crosses into the Otherworld as easily as one fords a shallow stream. Those who wish to follow her must
often endure a hard pursuit to win her favor.
Traits: Horses are at ease around followers of Epona, who don’t suffer the Garou’s usual +2 penalty to
Animal Ken or Ride rolls for horses; each of her children may also cross the Gauntlet at -1 difficulty. Packs
gains three dice to add to running dice pools and a die of Stamina for purposes of long-distance running.
Ban: The children of Epona must not eat horseflesh, nor allow cruelty to any equine.

Fog (Aeolus)
Background Cost: 5
A totem of mystery and secrets, Fog (also known as Aeolus) is a spirit of both knowledge and stealth.
Favored by mystics and spies alike, Fog knows much but teaches it only slowly, imparting the value of
patience and subtlety to his children. He is most revered among the Uktena and Silent Striders.
Traits: Fog grants his children an extra die of Subterfuge and Stealth, as well as reducing the difficulty of any
Occult or Enigmas roll by 1. He also allows his children to use the Gift: Curse of Aeolus.
Ban: A child of Fog may not reveal a secret to anyone outside his sept or pack. If they do so, they lose one
point of Willpower immediately.

Harrier
Background Cost: 4
Compared to many of Falcon’s brood, Harrier is small, plain and unremarkable. However, her wisdom is
unsurpassed and she always seeks to encourage cooperation in those who follow her.
Traits: Harrier gives her children two dots of Empathy and allows them -2 difficulty on all Social rolls to do
with negotiation, truces and alliances. She also gives her children speed, to arrive on time where they are
needed. Harrier’s children may double standard movement rates in all forms.
Ban: Harrier cautions her children to listen before they speak, and insists that they listen to all debates for
five minutes before starting to speak themselves.

Heron
Background Cost: 5
Heron is graceful and wise and appears to be a tranquil spirit to all but her children. They, however, know
the truth: that Heron cannot resist poking her long beak into affairs that others would prefer remained
secret. She is fussy about her children for that reason: she demands elegance, wisdom, discretion, and most
of all, inquisitiveness from her children. Packs that follow Heron tend to be impeccably groomed, well
dressed, irreproachably polite and incurably nosey. A sept that counts followers of Heron amongst its
members can expect their sudden return full of excitement and fear of their latest discovery of plots, plans
and scheme of the Wyrm’s minions and demands for immediate assistance in dealing with them.
Traits: Followers of Heron gain one point of Wisdom. They also gain +3 Enigmas and may add three dice to
any dice pool that involves cleansing or purifying someone in Gaia’s name. she also grants her followers the
Ragabash Gift: Open Seal (level one), the better for them to find secrets she loves.
Ban: Heron suggests ever so politely, that her followers seek out and expose a new secret at least once a
month. They must reveal the secrets to the whole Sept in Heron’s name. the secrets must, of course, be far
more than mere gossip. The information discovered must, in some way, palpably help in the fight against the
Wyrm.

Hrafn, the Raven


Background Cost: 5
Hrafn is the aspect of Raven within the Fenris Brood; he is a trickster-spirit and spirit of wisdom, and many
lupus honor him. Hrafn plays with cubs, teases adults and mocks the over-proud. He is always hungry; in

Back to Process 70/ 121


Back to Process

fact, he is the hungriest of all the totem creatures. In his aspect as a totem of prosperity, Hrafn often liads
wolves to prey, though he lacks the strength to kill the animal himself, and contents himself with what is left
of the carcass after the wolves finish eating. He makes sure the wolves want for nothing and always have the
resources they need.
Traits: Hrafn teachs his packs Survivel 3, Subterfuge 2 and Enigmas 2. Each pack member gains a bonus of
one temporary Wisdom. The Corax, the raven-shifters who sometimes associate with the Garou, favor
Hrafn’s children.
Ban: Hrafn asks that its Children carry no wealth, instead trusting in Hrafn to provide.

Merlin (Stag’s brood Aspect)


Background Cost: 6
A merlin is a dark, quick falcon whose diminutive size belies her ferocity as she hunts low and swift over the
moors. Merlin is swift and sharp-eyed as she hunts the Wyrm. She sees many secret things and understands
the nature of magic.
Traits: Each pack member gains an extra dot of Alertness and on point of temporary Wisdom Renown. Packs
of Merlin gain an extra point of Occult, Rituals, Enigmas and Primal-Urge.
Ban: Merlin commands her packs never to destroy knowledge.

Owl
Background Cost: 6
Silent watcher, Owl strikes without warning in the darkness. Like the Silent Striders who claim the totem's
protection, Owl holds hidden wisdom. The totem is also associated with secrets of death and the shadowy
Dark Umbra. Some believe that owls are vengeful spirits of the dead.
Traits: Owl's children are often gifted with premonitions of danger and of the location of mystic places long
forgotten. Upon entering the Umbra, each of Owl's children gains wings, allowing them to fly from place to
place. Owl's children subtract two from all difficulties involving stealth, silence or quiet. The pack gains three
dice when using any Gift involving air, travel, movement or darkness. Each pack member gains two points of
Wisdom. Silent Striders may appear mysteriously to aid the pack when it is in danger. Ratkin and children of
Rat do not get along well at all with Owl's children, considering Owl's predatory nature.
Ban: Owl asks that the pack leave small tied or helpless rodents in the woods for him and his kind.

Peregrine Falcon
Background Cost: 5
Peregrine Falcon was once among the most common of Falcon’s brood. Packs all over the world served her.
However, she no longer flies high over the the world as she once did. Her earthly counterparts are dying,
poisoned by a build up of pesticides in the food chain. A sighting of Peregrine Falcon or news of a pack being
chosen by her are both causes for celebration.
Traits: Peregrine Falcon allows her children to learn more easily. They may increase their Knowledges with
experience points at a cost that is one level lower than normal. Thus a new Knowledge costs 2 experience
points to learn, and each new level costs previous level x2 to learn. She also grants her children an extra die
on all Enigmas and Occult rolls. Packs whom Peregrine Falcon chooses gain two Wisdom Renown.
Ban: Peregrine Falcon demands that her children never use pesticides or weed killers of any form, and that
they destroy utterly any source of such materials they find. The children of Peregrine Falcon often avoid
gardening center and hardware stores because of this.

Ratatosk
Background Cost: 4
Ratatosk, the clever squirrel, sees and hears all from his secret pathways up and down the trunk of the
World Tree. While he is small and puny, he knows much and teaches his children craftiness.
Traits: All children of Ratatosk learn Subterfuge 2 and two dots in any Knowledge of their choice. Lupus
children of Ratatosk can even choose Knowledges normally restricted to them upon character creation.

Back to Process 71/ 121


Back to Process

Children of Ratatosk will always gain one fewer Honor Renown point than usual (they must gain at least two
points on any occasion to gat one), but they gat an extra point of Wisdom Renown every time they earn
Wisdom.
Ban: Children of Ratatosk become skittish and jumpy. They will always enter fox frenzy rather than a berserk,
and they may not learn the Get of Fenris Gift: Wearing the Bear Shirt (level two).

Raven
Background Cost: 5
Raven is perhaps the cleverest bird. He likes to play, baiting wolves and then flying out of range when they
lunge for him. Raven is wise, for he feeds without hunting, by following wolves and picking over their kills. If
he finds an animal dead in the snow he summons the wolf to tear open the carcass for him. For time out of
mind Raven has been companion to the wolf, finding food and feasting with the hunters, teaching him
wisdom through his games. (After all, who wants to look foolish by trying to catch the uncatchable bird?)
Raven is also a totem of wealth, making sure the wolves want for nothing, although he himself is always
hungry.
Traits: Raven grants his packs three extra dice in Survival, one in Subterfuge and one in Enigmas. Each pack
member gains one Wisdom point. Wereravens are sympathetic to Raven's Garou followers.
Ban: Raven expects his Children to carry no wealth, instead trusting to him to provide.

Salmon
Background Cost: 7
There was a legend among the Celts that held the oceans as a barrier between this world and the next. Fish,
denizens became the messengers between the two worlds. Of these creatures, none knew secrets and magic
like Salmon. When Salmon swam down the Boyne River, he was imbued with great wisdom, a gift that would
be passed on to whomever ate him first. Salmon was caught by the bard Finnegas, and then given to his
apprentice Fionn Mac Cumhail to cook. When Fionn touched Salmon’s flesh, he was given magic powers.
Those Garou who follow Salmon obviously do not believe Salmon died there, but instead made a clever
bargain with Fionn, exchanging those magic powers in exchange for being freed. He makes a similar bargain
with his children, offering power in exchange for service.
Traits: Salmon teaches his children the secrets he learned on the Boyne, granting each of his children both
two dice of Rituals Knowledge and two extra points of the Rites Background. In addition, packs sponsored by
Salmon step sideways at -1 difficulty.
Ban: Salmon asks his children to accomplish a specific task once a year, and this task varies each year. Tasks
often seen trivial (“Place a single cooper coin on the edge of the Thames at exact dawn on the twenty-third
of March.”) but often end up serving much larger purpose.

Sea Otter
Sea Otter loves humand who swin and play in the water and who conserve the resources of the sea and
land. He despises pollution and the overconsumption of the sea’s wealth, especially shellfish. He has little
power outside the natural range of the sea otter, but he gives what he can to those that will help the sea.
Traits: Sea Otter allows all of his children to float in the ocean or any water indefinitely;they will never tire or
down. Each child of Sea Otter also swins at twice the normal speed and gains a point of Wisdow Renown. It’s
rumored that Rokea are well disposed toward children of Sea Otter, although little enough proof exists.
Ban: Sea Otter demands that the ocean and its resources remain inviolate, including cleaning streams for use
as salmon runs, preserving shellfish beds, and creating and protecting nesting grounds for seabirds. His
followers are less often aco-warriors than tireless workers for the maintenance of as much of the sea as can
be saved.
Swimming
Athletics is the default factor for determining whether a character can swin or not. When underwater, the
characther’s Athleticis governs just how easily she’d able to move. A character performing any physical
action cannot use more dots in the relevant Ability than she has in Athletics; a werewolf with Melee 5 but

Back to Process 72/ 121


Back to Process

Athletics 2 can only use two dots of her Melee Skill when submerged. Swimming rate is largely determined
by training, not agility; water is sufficiently dense that the ability to pull oneself forward is more reliant on
strength than speed. The accompanying chart is a good guideline for how quicly a character will be able to
move in the water.
Athletics Base Speed Sprint Speed
0 1 meter/turn 1 meter/turn
1 1 meter/turn (Strength +2) meters/turn
2 1 meter/turn (Strength +4) meters/turn
3 (Strength/2) meters/turn (Strength +6) meters/turn
4 (Strength/2) meters/turn (Strength +9) meters/turn
5 (Strength) meters/turn (Strength +12) meters/turn

Sphinx
Background Cost: 7
Holder of the secrets of ancient Egypt, Sphinx is both a wise guardian and a cunning warrior. Though known
best for her clever riddles and mysteries, her claws and teeth are sharp, a fact that proves reassuring for
many Garou in the End Times. A demanding mother, Sphinx only takes those who demonstrate intelligence
and wit.
Traits: Each of Sphinx’s children gains an extra point of Wits, and two Wisdom. In addition, she teaches her
children the riddles of their opponents in the Gift: Fatal Flaw. The pack may also add +3 to any Enigmas dice
pool.
Ban: Sphinx’s children may never refuse a riddle contest. Sphinx also never takes a pack that will harbor a
member with no Mental Traits of at least 4 after her gift of extra Wits (thus, she will accept someone with
Wits 3).

The Spirit without Name


Background Cost: 7
The Spirit without Name is a misnomer. This spirit definitely does have a name, but it is unpronounceable by
humans, only conveyed by wolves through scent, body motion and instinct. Humans cannot name it, cannot
comprehend it. Wolves cannot miss it, and see it in every motion of the breeze. It doesn’t represent
anything, for then it would signify that, and such semiotics are the thinking of humans. It merely is, signifies
nothing, has very firm characteristics and is deeply meaningful – if you’re a wolf. (The spirit’s children tend
to ignore claims from some homids that it may simply not choose to reveal himself to humans in order to
improve its mystique.)
Even if any human used these exact words, they’d get it wrong. Nonetheless, the spirit is the connection
between the individual and the immediate, always fleeting environment surrounding him. It is the pack
instinct. It is the brook and the knowledge of that brook; the tree and the knowledge of the tree at that very
instant. It is here now, not a second ago, not a moment ahead, but exactly at this instant, as any wolf will
understand it to be. It is, of course, most commonly the patron of Red Talon packs.
Traits: Those who follow this spirit are strongly attuned to their inner nature and instincts, and receive +2
Primal-Urge even if this takes their score over 5. Those of his children who have 6 or 7 Primal-Urge receive -1
or -2 difficulty to all Dodge rolls respectively. In addition, he attunes his children more strongly to what
happens around them. The difficulty of all pack tactics is reduced by 1, and by spending one Gnosis point and
tolling Perception + Primal-Urge (difficulty 8), for one minute a child of the Spirit without Name can sense all
events around her for 50 cm per success rolled.
Ban: The spirit cannot even be sensed by those with less than Primal-Urge 3, and thus he will not adopt
them. Nor will he adopt any pack with a homid in its ranks. Lastly, the spirit’s blessings cannot be received in
the unnatural city.

Themis, the Dream-Weaver


Background Cost: 6

Back to Process 73/ 121


Back to Process

Themis is the ancient Greek goddess of justice; she is seen in the traditional image of justice as a blindfolded
woman holding scales. A pack of Black Furies dedicated to Themis built the templo of the oracle at Delphi,
though it was later taken from them. As the child of both earth and sky gods, she strode between the old
chthonic ways of Gaia and those of Man. She was able to keep this balance for eons, until the balance of the
Triat shifted. As it did so, Themis slipped between Wyld and Weaver. Her present Realm is an Umbral sphere
near the dreamlands; aid and advice from Themis come only through dreams, a trait that has given her the
epithet “Dream-Weaver”.
Packs serving Themis are constantly on the prowl in search of injustice. They observe and meditate on the
balance of the Tellurian when they can, but for the most part they follow their mistress’s guidance to
sources of great injustice. Themis is an old spirit; the more traditional Garou often follow her.
Traits: Children of Themis gain a permanent point of Wisdom Renown, and add one to their Enigmas and
Gnosis traits. Galliards of Themis gain the Gift: Dreamspeak (level two), and all of her children receive
prophetic visions of the Storyteller’s devising from time to time – the meaning of which will not be obvious.
Players should interpret the dreams through roleplaying, rather than making Enigmas roll.
Ban: Themis will never choose Glass Walkers nor allow her children to learn Glass Walker-only tribal Gift.
Too much of the Weaver exists in these things.

Twister
Background Cost: 5
The Wyld’s keeper of Wisdom and brother to Earthquake and Volcano, Twister appears to offer little but
destruction and incoherence. But listen to his mad ramblings, and you may hear the very secret of creation
itself. Twister leaves his mark on all he touches, tearing apart the transient things that surround us and
reforming the world in his wake. Perhaps of all his lessons, this is the most pertinent: Nothing stays the
same. He is favored most by the Black Furies and Red Talons.
Traits: Twister teaches his children how to perceive the world without preconceptions. Because of this, each
of his children gains one point of Enigmas. He also grants his packs one point of Dexterity and Strength, and
Primal-Urge 2. As the children of the Wyld’s guardian of Wisdom, his packs receive 1 point of Wisdom.
Ban: Twister’s children may not leave a dwelling without destroying something.

Unicorn
Background Cost: 7
The totem of the Children of Gaia, Unicorn is a wise totem of peace, purity, healing and harmony. She is the
embodiment of the blissful and encompassing love of Gaia.
Traits: Unicorn's children gain her swiftness in the Umbra, moving at twice the normal speed. They subtract
two from all difficulties involving healing and empathy, although they add two to all difficulties to harm
other Garou not of the Wyrm. The pack gains three dice when using Gifts of healing, strength and
protection. Each pack member gains three points of Wisdom Renown. Children of Gaia will always aid and
usually side with the pack in disputes.
Ban: Unicorn's children must aid and protect the weak and exploited (as long as doing so doesn't aid the
Wyrm).

Wild Raven
Background Cost: 6
A scavenger and a trickster, Raven follows wolf packs to feast on their leavings, and shows his primal,
animalistic face to them in the deep woods. Packs who follow the “lupus version” of Raven are often
shocked that Raven’s more citified incarnation provides money to other Garou.
Traits: Raven is delicate but nimble – he knows that one strong blow will kill kim, and thus tries to stay out of
harm’s way. Each of his children adds one dot of Wits and can call upon Dodge 2. Packs who follow Raven
gain one point of Wisdom upon choosing him as their totem.
Ban: Raven asks that Garou who follow him always leave part of a carcass behind for him to feast on. He’s
partial to eyes.

Back to Process 74/ 121


Back to Process

Wind Incarna
Background Cost: 5
Each wind blows its secrets across the ground, in falling snow and autumn leaves. Those Garou who can can
forget their Rage for long enough can hear their whispers, and the words of wisdom they offer. Garou packs
may be adopted by one (and only one) of the Winds. The Wendigo are on good terms with the North Wind,
and may purchase the North Wind totem as if the Background Cost were 4.
Traits: Packs favored by the East Wind receive an additional three points of Gnosis per story, and all of the
East Wind’s children are at +1 difficulty on Rage rolls.
Those favored by the South Wind are urged to explore the uncharted reaches where the wind cannot touch.
Thus, each are granted endurance (+1 Stamina) and incredible vision; by rolling Perception + Alertness
(difficulty 8) they may see clearly up to 2 km away per success.
The North Wind grants his children knowledge of the great mysteries; they receive Occult 3 and Enigmas 2 if
they do not have them already.
The wind blowing from the West offers his chosen great leadership prowess and determination. Packs
following the West Wind receive Leadership 2 and can draw on an additional 3 points of Willpower per story.
And the rarest of winds, that blows only from the Umbra, invites his children home. All of the Umbral Wind’s
children can step sideways at -2 difficulty.
Ban: Wind’s children must keep a reminder of their totem in their presence at all times. Many bind small
bells into their clothing and fur to ring in the wind, and decorate their homes with wind chimes.

Totems of Cunning
As a rule, Garou don't look kindly on trickery and stealth, so pack totems of cunning are fairly rare. These
days, however, more and more young Garou look to new ways of thinking to combat the threats they face.
Should they choose to ally with these clever spirits, however, they will find they are little trusted by more
"respectable" traditionalist Garou.
ST note: The Totems of Cunning are not available because they wouldn’t fit in the chronicle’s mood.
Back to Totems

Back to Process 75/ 121


Back to Process

Fetish
Back to Process

Fetishes are ranked by level, corresponding to the Fetish Background Trait. Characters with this Background
may choose one or more of these items (up to their level in the Background). Again, remember that fetishes
that require activation rolls (such as fang daggers and sanctuary chimes) cannot be used in the same turn
that their wielder spends Rage.
Fetishes should be rare and cherished items that are uncommon among werewolves. Having too many
fetishes present in a chronicle can give players a feeling that they need "magic items" to have powerful
characters. A werewolf must rely first on her own claws and fangs to rend her prey.

ST Note: Like the Rites Background, Fetish are only available up to level three.

Level One

Apeskin
Level One, Gnosis 6
This somewhat gruesome fetish is nonetheless highly useful for metis and lupus Garou who want to have an
easier time hiding their true nature. When activated, the fetish — which takes the form of a scrap of ape (or
human) skin tattooed with a glyph — makes a metis or lupus' Homid form identical to that of a homid Garou.
While in Homid, the werewolf takes no special damage from silver (although it will still reduce her
Gnosis), but he is not able to regenerate as usual. A homid ancestor-spirit must be bound into this fetish.

Childbearer’s Talisman
Gnosis 5
This amphisbaena is made upo f two actual serpentine skins sown together with the eyes replaced by red-
glowing Umbral gemstones, called Meralgems. When active and worn by a pregnant Garou, the fetish
precents miscarriage of almost any kind (direct attacks to the wonb or attempting to give birth in the wrong
form are still dangers). The Childbearer’s Talisman also wards the pregnant Garou against Banes, Who must
pass a Willpower test at difficulty 9 to use their Charms against the wearer.
To create this fetish, some formo f maternal spirit must be bound into it.

Golden Pockets
Gnosis 3
Also humorously known as the Big O’Tolley burger with Fries amongst the Bone Gnawers, this fetish's origins
lie neither with pants nor burgers of any kind. It originated in the Dark Ages, where it was represented by a
pouch with a few coins in it. As long as the pouch was never fully emptied, it always held an amount of
coinage. This fetish comes in two parts: a coin and the pocket it rests in (usually pants pockets, but
sometimes an old-fashioned coin purse). Six coins are infused with spirit, as long as one of them always
remains; it mystically generates an additional five coins when the fetish is activated. If the coin is a dime,
there will always be about sixty cents in the character's pocket. If the coin is a silver dollar, there might be
about 6 bucks. A minor spirit of plenty must be bound into the coins to create the fetish.

Harmony Flute
Level One, Gnosis 5
Carved from hickory, this small flute has many small feathers from songbirds decorating it. When activated
and played (which requires a Performance roll), the flute emits an enchanting harmonious melody,
reawakening ancient memories of peace from the time before the Severing. When an aggressive creature
hears the song, the Storyteller must make a successful Rage roll, or the creature ceases its struggles.
Creatures without Rage may not resist the effects of the flute. Any being listening to the sound may still

Back to Process 76/ 121


Back to Process

defend himself if he is attacked. The power of the flute affects only those listening to the music. Once the
music stops, anything goes.
To create a harmony flute, a Garou must bind a spirit of peace, calm or water, or he must bind a bird spirit.

Hawk's Eye
Level One, Gnosis 4
A very traditional fetish, the Hawk's Eye looks like a small gem in the shape of a monocle. Although it is most
commonly a precious stone (most pleasing to the spirits), the fetish can just as easily be any simple, elliptical
object of colored glass or crystal, often carefully engraved with glyphs and patterns on one side. When
activated and placed in front of the eye, it lets the Garou spy on a particular, predefined area from afar. The
Rite of the Fetish must have been performed at this particular place to create the fetish. MMost commonly,
it is a room in a building, but it can just as easily be a glade in a forest or a cave. The area in view can never
be greater than about 20 feet on a side, and the fetish provides only a fixed view-the werewolf cannot pan
or zoom around the area. To create this fetish, a hawk spirit must be bound within.

Kauka's Keychain
Level One, Gnosis 5
Kauka's Keychain looks like an ordinary keychain, but when activated it is never lost from its owner. It need
not necessarily be used as a keychain; it obviously has other uses too, as delinquent Ragabash long ago
figured out. The keychain consists of two removable parts, the chain and the anchor. The anchor is only a
small metal ring adorned with tiny glyphs, and it must be fastened somewhere on the owner's body, be it in
a belt, a piercing, whatever. When the chain is moved more than 50 yards from its anchor, it mysteriously
rejoins with it. No one ever sees it disappear or materialize. It's just one of those things.
To create a Kauka's Keychain, a minor spirit of trickery must be bound into it.

Magpie's Swag
Level One, Gnosis 5
This fetish is becoming increasingly popular, but it is said to have its roots hundreds of years back. The
Magpie's Swag can be any simple closeable bag, satchel, sack or whatever, which can actually contain twice
the amount of a rectangular bag the same size. If dedicated, it counts as a single item even if filled with other
fetishes or even non-dedicated items, and it is represented by a stripe of fur in Crinos, Hispo and Lupus
forms. This item cannot contain complex Weaver items like Blackberries, Guns, or Laptops unless the items
are broken or useless, or independently dedicated. Variations of this fetish include the Corporate Brief Case
of the GW, the Whole Gym Bag of the BG, and the Medicine Bag of the Uktena, often with a slightly different
area of use. To create this fetish, a magpie or even a marsupial spirit of any kind must be bound into it,
though the GW and BG in particular might bind entire different kinds of spirits into it.

Nyx’s Bangle
Common among the Black Furies and Ragabash of all tribes, this fetish, reselmbling a silver bracelet with
glyphs honorind Luna carved into it, allows the wearer to seemingly blend with shadows and move around
unseen at night when activated. Only the eyes betray the user, shining like twin full moons in the darkness.
Unlike the talen: Nightshade, the wearer of Nyx’s Bangle does not turn into shadow, but merely has her
presence masked. The wearer gains four extra dice to Stealth pools at night when the fetish is activated. A
spirit of night or darkness must be bound into this fetish in order to create it.

Level Two

Alyosha's Headband
Gnosis 7
Alyosha Popuvitch was a Bogyar epic hero, known to be both a great fighter and an unrivalled trickster.
Amongst other things, he is said to have possessed an even sharper wit than sword, and though he was a

Back to Process 77/ 121


Back to Process

fine warrior, he preferred to use this wicked wit to his arms. One of his greatest feats was killing Tugarin,
known in Russian Folklore as Son of the Wyrm. The shadow Lords hold Alyosha as a revered kinfolk, as the
tales of his deeds touch their hearts. They honor him with this fetish, a leather headband, adorned with
glyphs and other symbolic signs, that grants the wearer Alyosha's sense of sharp, cynical and mischievous
trickster humor. In Game mechanics, the character gains +3 traits for any Subterfuge challenge with this
fetish is activated. This fetish is common amongst other tribes, but the Silver Fangs hate it. A spirit of
cunning, preferably a fox spirit, must be bound into this fetish in order to create it.

Chameleon Skin
Gnosis 7
Garou needing to keep a low profile and stay out of sight commonly use this fetish. Generally a belt or
headband, or tattooed as a scar fetish by some, it allows the Garou's fur to blend into the environment.
chameleon's skin is most efficient in the wild and other densely overgrown areas, but some GW has fetishes
that easily harmonize with their urban surroundings of glass, steel and concrete. When activated, this fetish
acts as the Wendigo Gift: Camouflage, save that the power my function in whatever environment this fetish
is attuned to (not necessarily the woods). A chameleon-spirit, naturally, must be bound into this fetish in
order to create it. chances are that the chameleon spirit will be easier to sway if the skins are from any other
lizard other than a chameleon, or indeed from another type of animal altogether.

Dream Stealer
Gnosis 5
A dream stealer, or Chimera Gem, is a multi-colored gemstone that can extract and project another's dream.
The gem is placed near the target when asleep, and when activated it will give the user impressions from the
target's dreams.. Though not the must useful of fetishes, it is nonetheless popular amongst Ragabash.
To create a Chimera Gem, one must bind a spirit of Dream, or one of Cuckoo's brood into it.

Medicine Man’s Blessing


Gnosis 6
Wearing this amphisbaena carved with the heads of the sept and Pack totems of the creator at either and
negates three health levels of non-aggravated damage from any attack based on disease or poison. It also
cleanses wounds made by Wyrm emanations and removes Wyrm taint delivered by attacks (though it does
not heal wounds resulting from Wyrm taint IF they are aggravated, only cleanses them). A river-spirit must
be bound into the fetish during its creation process.

Paracelsus' Pommel
Gnosis 8
This old GW fetish has recently returned to common use, although it has evolved a lot over the years. This
fetish is named for the sword of the famous 16th century alchemist, and like its name sake, contains an imp
that can lend its mystical insight to aid its master in his work. In game terms, when the fetish is activated, the
imp adds 1 trait per gnosis fed to it to any one Mental challenge related to any knowledge check. The classic
form of the fetish is the pommel of a sword, but these days GW find Blackberries, Iphones, Netbooks or
Droids to be more convenient. Lately forms of this fetish have become popular amongst other tribes as well,
especially the Shadow Lords who call it Ivan's Reward and the Children of Gaia, who call it the Djinn's Lamp.
This fetish requires an appropriate spirit for it to be created. The GW version requires a spirit of cunning
known as an Imp. Finding an Imp has become difficult over the years, and since they are very cunning and sly
they will require some hefty bribing before accepting the agreement. Some imps are found in the Legendary
Realm of the Umbra, but the dangers of retrieving one are notable.

Rhine’s Resilience
Gnosis 5

Back to Process 78/ 121


Back to Process

A popular fetish among Black Furies, it is said that whoever wears a fetish of this kind is blessed with the
rhino’s substantial fortitude. In game terms, activating this fetish grants the character an additional point of
Stamina for the purpose of withstanding physical attacks. The fetish takes the form of a bronze amphisbaena
with rhino heads carved at each end of the brace, and is worn around the neck. To create a fetish of this
kind, a rhino-spirit must be bound into it.

Spirit Tracer
Gnosis 5
This fetish is a human hair suspended in an iron ingot. When the wielder activates the fetish and
concentrates upon a specific spirit, the ingot pulls in that direction. This fetish works only for tracking spirits.
To create a spirit tracer, one must bind a predator spirit or a spirit that has the Charm: Tracking into the
ingot.

Umbral Navigator
Gnosis 5
Anyone who has tried to navigate her way around in the Umbra knows how hard it can be. Therefore, some
clever GW came up with the idea of Umbral Navigators, devices that guide the user to a predetermined Near
Realm that she has visited before. When activated, the Garou simply asks the spirit bound in the fetish to
guide her the quickest and safest way to the realm, and the device, resembling a very simple sextant or a
witch compass, points the way for the Garou. A wind spirit or wanderlust spirit must be bound into this
fetish in order to create it.

Level Three

Baneskin
Gnosis 7
This tiny piece of a Bane spirit is wrapped carefully in cloth and worn as an amulet. When activated, it causes
all malevolent spirits, especially Banes, to react to the wearer as if she were a kindred soul — a "wolf in
Bane's clothing," as it were. If the wearer takes any action against her "fellow" Banes, the guise is broken
immediately. These fetishes cannot fool Incarnae or mightier spirits.

Beast Maks
Gnosis 8
The norse god Loki represents cunning and guile, and was also a very clever shapechanger. He is said to have
had numerous animal skins he could don to turn himself into that animal. This kinf of fetish mimics Loki’s
power, and alloes a Garou to take the shape of another animal. Tribes, such as the Uktena, Fianna and
Children of Gaia, are quite fond of these Beast Maks.
When donned and activated, the Beast Mask transforms the Garou into the animal the mask represents. The
character gains all the characteristics of that animal, but retains her own mind. This means thath the Garou
cannot use her regenerative powers, nor change into other forms, while wearing her beast mask. The wearer
reverts to her birth form when removing the mask.
The Get of Fenris, who harbor a great dislike for Loki, often distrust Beast Masks. Instead, they have their
own form of this fetish called the Berserk, or Bear’s Shirt, which allows them to change into the form of a
bear by wearing the skin of one. The Shadow Lords and Silent Striders are rumored to have a version of this
fetish that can mask them as a vampire for a short period. Needless to say this variety would be extremely
difficult to create, if it even exists, and would be one level higher.
Common Beast Masks are fox, raccoon, raven, owl, lion and crocodile, though rumors that masks of
magnificent beasts like dragons and griffins may have existed circulate among ambitious cubs. However, to
create such a mask the Garou must earn the friendship of an animal spirit of the kind whose form he wishes
to borrow.

Back to Process 79/ 121


Back to Process

Belt of the Ettins (or Giants)


Gnosis 6
This fetish is most commonly a belt (as the name suggests) but can be other forms of apparel as well. When
activated it gives the Garou a tremendous boost of strength, represented by three extra dots of Strenght
which last one turn. However, this fetish is dangerous, as it can draw attention from unwanted places, as
some malevolent spirits can sense the activation of this fetish through the Umbra, and might want to
investigate. Also, it is extremely hard to make, as it requires the blood of a mythic beast of enormous
strength in the process. It is common for the fetish’s maker to travel either to his Umbral tribal homeland or
to the Legendary Realm. All the tribes, but not least the Get of Fenris, the Fianna and the Black Furies, have a
wealth of majestically powerfull beasts to slay there.

Fang Dagger
Gnosis 6
These daggers are always carved carefully from the tooth or tusk of a great beast. After striking an
opponent, the werewolf can activate her weapon. If successful, the spirit trapped within the fang dagger
"bites" deeper into the wound, doubling the number of successes on the damage roll. The damage is
aggravated. To create a fang dagger, one must bind a snake-spirit or a spirit of war, pain or death into the
blade.

Phoebe’s Veil
Gnosis 7
This fetish is a small, golden pendant in the shape of a half moon. These fetishes are usually worn around the
neck, held by a strong leather thong. At night, when the pendant is activated, the wearer vanishes
completely for one minute per success. Neither mundane creatures nor spirits may sense her in any way
except touch. The veil remains drawn until the time expires or the wearer removes it. To create this fetish,
one must bind a Lune, a chameleon-spirit, a spirit of illusion or a spirit of shadow into the pendant.

Puzzle Board
Gnosis 6
Despite the name, this fetish can be any game, toy or other object composed of puzzle or a conundrum.
Many of these are highly specialized, and some are incredibly difficult to solve. When a particularly devious
enigma causes a Garou much trouble, he may make use of his puzzle board. The Garou then spends a
number of hours trying to solve the puzzle board instead of the problem at hand. If successful, the puzzle is
solved and the Garou receives a sudden insight in the aforementioned problem.
In game terms, the player must activate the fetish, then rolls Wits + Enigmas at difficulty 7. If the puzzle is
solved, the character is granted a definite insight (Storyteller’s discretion) in the situation. Maybe the bits
and pieces of the puzzle make up a face or a map as the puzzle is solved, or it points in a certain direction.
Some times the insight might be hard to comprehend and could require an additional Wits + Enigmas roll,
but most Garou owning a puzzle board only find that even more stimulating anyway.
A spirit of curiosity or of a curious animal (commonly raccoons or monkeys, but also cats) is the preffered
resident of this fetish, but any spirit of wisdom or enigma will suffice.

Sanctuary Chimes
Gnosis 6
When activated, this miniature tubular bell emits chimes into the wind. No spirit may materialize within 100
feet unless it is invited to do so. This fetish usually protects caerns or the homes of pregnant Kinfolk.
To create sanctuary chimes, one must bind a spirit of protection or a turtle-spirit into the tubular bell.

Speaker’s Stick
Gnosis 5

Back to Process 80/ 121


Back to Process

Some septs are very meticulous about moots, and demand that everything should be done according to
tradition and convention. Amongst other things, no one should speak out of turn, and this is where this stick
comes in. the one who holds the Speaker’s Stick is allowed to talk, and all others must bu silent. In truth, it
need not be a stick; bones or lavishly carved stones are also used for this purpose, but all are decorated and
characterized.
In addition to its more obvious usage this stick, when activated, forces whoever holding it to speak the truth.
It is all but impossible (Willpower roll, difficulty 9) to lie whole holding this stick, which is very useful during
trials and other such ordeals.
A truth spirit must be bound into this fetish in order to create it.

Talens
While fetishes are rare items requiring great effort to create, talens are far more common. Even a fairly
inexperienced Garou may create a talen.

Bane arrows
Gnosis 4
These obsidian-headed arrows seek out and home in on Banes, whether or not they are visible. They hit
Banes automatically and inflict three dice of aggravated damage. Furthermore, the bite of a Bane arrow is so
painful that no Bane can resist howling in agony. Wyrm-spirits can sometimes sense the presence of these
talens, and they may not wait for the archer to fire before acting. To create a Bane arrow, one must bind a
spirit of war, air or pain into the arrow.

Chiropteran Spies
Gnosis 6
These Shadow Lord talens look like wooden bat figurines, which come to life when activated. The
Chiropteran Spies can serve as scouts, spies or diversions for up to 12 hours. When their tasks are completed
they turn to sawdust. A Garou will often use but one at a time.
Similar talens exist among other tribes as well: The Silent Striders have clay scarabs, the Children of Gaia use
clay doves, and the Glass Walkers have three-inch-long metal insects called Invaders.
A bat-spirit must be bouind to create a Chiropteran Spy.

Death Dust
Gnosis 6
When broken open, activated and sprinkled over the body of a recently (within a day) dead creature, this
small jar of dust allows the wielder to communicate with the spirit of the corpse. The Silent Striders
sometimes give these talens to their pups to help them discover knowledge. To create death dust, one must
bind a spirit of death, communication or divination into the jar.

Faerie Gold
Gnosis 5
A favourite among the Fianna, but common under many various names and forms, the faerie gold appears to
be something valuable while being, in fact, something worthless. Legends say that when the gold of the Fae
was transported out of Faerie, it runed into lead, and this is the case with this talen. A worthless substance is
infused with spirit], and, when activated, turns into a similar object of great value. Lead can be transformed
into gold, glass to diamonds, or what have you. The unwary victims of the Faerie Gold accepts it and
suspects nothing wrong, only to find later that the gold has turned into lead. The down side is that this talen
only works on greedy individuals; should the Garou himself act greedly or try to fool someone honest and
underprivileged the substance will return to its natural form straight away. A dream-spirit must be bound
into this talen to create it.

Back to Process 81/ 121


Back to Process

Moon Glow
Gnosis 8
This talen is a single moonbeam caught within a small crystal. Upon embarking on a journey into the Umbra,
the wielder may activate this talen from Luna. As long as it is carried continually, the journey should be a
safe one. The crystal shatters once the Garou reaches his destination. This talen keeps away only incidental
danger. If a powerful and hostile spirit hunts the werewolf actively, she has more problems than this talen
can solve. Only a Lune can empower a moon glow talen.

Moon Sign
Gnosis 5
This small waxen seal bears the sign of the full moon. When activated and thrown down before any
werewolf, the werewolf s player must succeed on a Willpower roll (difficulty 7), or the character changes
immediately to Lupus form. This talen works on Black Spiral Dancers and other shapechangers as well,
making them shift to their animal form. To create a moon sign, one must be bind a Lune into the seal. One
may also use a spirit of the Wyld, a spirit of change or a wolf-spirit.

Nightshade
Gnosis 5
This talen is distilled from the very essence of night. When quaffed, one fluid ounce of this liquid turns the
imbiber's body into shadow, rendering her virtually invisible in darkness. Only a watcher searching actively
for the user can make a roll to spot her. This effect lasts only an hour. Weaker versions of this talen exist that
last only until the change of the next hour. To create nightshade, a spirit of night or darkness must be bound
into a vial.

Storm Feather
Gnosis 8
Storm Feathers seem to be mere black feathers from either ravens or crows. More careful examination
reveals the entire shaft of these feathers to be graven with tiny glyphs. When a Storm Feather is activated
and the feather tossed into the air or let loose in the wind, black, threatening clouds gather and thicken in
the skies, and soon a tempest strikes the area surrounding the user. The severity of the storm depends
heavily on the conditions for it; a particularly rainy day might make for a good thunderstorm, though it is
doubtful that there will be any affect whatsoever on a day without a cloud in the sky. Any of Grandfather
Thunder or Wenfigo’s brood, or other storm- and weather-spirit may be used to create this talen.

Trapdoor Boon
Gnosis 5
When a vigilant Garou swallows this bead, he is able to blend with his surroundings, physically melding into
the earth or sinking into stone. While within the earth, he is still aware of his surroundings for up to a scene,
and can emerge whenever he wants to. Should the terrain the werewolf occupies suffer damage, the Garou
takes lethal damage corresponding to the secerity of the damage to his surroundings. The Garou’s dedicated
items remain with him while interred. The spirit of a trapdoor spider must be bound into this talen to create
it.

Wyrm Scale
Gnosis 8
This sigil possesses some protection against the power of the Wyrm. Servants of the Wyrm revert to their
true forms if the sigil activates in their presence. Some believe that this action alerts the Wyrm to the
existence of the sigil, but in any event, the sigil combusts in a greenish fire immediately after use, and it is
incinerated completely. To create a Wyrm scale, a Wyrm-spirit must be bound into the sigil.

Back to Process 82/ 121


Back to Process

Merits and Flaws


Physical Social Mental Supernatural

Back to Process

Physical
Merits
Alcohol Tolerance: (1 pt Merit) The Fianna pride themselves on their brewing, but the Get are still able to
show the Fianna a thing or two about drinking. With a successful Stamina roll (difficulty 7), a Garou with this
Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect
a drunken fighter. This Merit works against all natural intoxicants, though not against poisons. Naturally, a
werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a
bit.

Double-Jointed: (1 pt Merit) You are unusually supple. The difficulty of any Dexterity roll involving body
flexibility is reduced by 2. You can contort yourself into odd positions or squeeze into small spaces with this
Merit.

Mixed-Morph: (1 or 5 pt Merit) It is easy for you to transform certain body parts only, such as a hand to a
claw while you remain in Homid form or changing your Lupus vocal cords into a human voice box. Your
difficulty for the Dexterity + Primal-Urge roll is only 6, instead of 9. The five-point version eliminates the
need for the Willpower roll; you can achieve partial transformation almost at will.

Unusually Fertile: (1 pt Merit) The character with this merit is far more likely to become a parent than
another Garou is. While Garou with Unusually Fertile is twice as likely as an average human to become
pregnant or cause a pregnancy after a single unprotected sexual encounter. The children of a character with
this merit are no more likely to be Garou then are the children of another character not so blessed. The
specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is
female. For obvious reasons, metis may not take this Merit.

Longevity: (2 pt Merit) Gaia has blessed you with long life. You do not suffer aging effects until you are 90
years old or more (rather than 70 and up). You can expect to reach 120 to 130 years of age, barring death in
combat.

Perfect Balance: (2 pt Merit) You have an uncanny knack for staying on your feet, either from natural talent
or from long hours of training. Most likely, you have never fallen in your life, nor does it seem likely that you
will lose your balance in the near future. Any rolls you make to attempt physical activities requiring balance
(such as tightrope walking, maneuvering across ice or other slippery surfaces, mountain climbing or rock
scaling) are at a -2 difficulty.

Wolf Sight: (2 pt Merit) In all your forms, you see colours and intensities of light as a wolf does. Your colour
vision is dimmer than that of humans, though you embrace the full spectrum of colours. Your night vision,
however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra
die to all Perception rolls that involve movement or take place at night.

Ambidextrous (2 pt Merit) Your “off” hand is nearly as dexterous as your dominant hand. If you are normally
right-handed, you have a good motor skill with your left hand and vice versa. In game terms, you have only
+1 difficulty to each hand when you use both hands to perform different actions – such as fighting with two
weapons. If you attempt to do something with your off hand that you normally do with your dominant hand
(such as write or use a keypad), you do so at only a +1 difficulty to your off hand. A non-ambidextrous

Back to Process 83/ 121


Back to Process

character has a +1 penalty to her dominant hand and a +3 penalty to her off hand when attempting different
actions with both hands.

Fair Glabro: (2 pt Merit) Your Glabro form can pass for Homid, albeit a large and bulky one. You lose no
Social Attributes when in Glabro.

Lack of Scent: (2 pt Merit) You either have no scent at all, or your scent is extremely faint. You are hard to
track by Garou or other hunters who use scent. Any attempts to track you are at +2 difficulty. You may find it
difficult to deal with lupus Garou or wolves, as they will mistrust your lack of a “natural” scent.

Seldom Sleeps: (2 pt Merit) This Merit is the product of a dab of magic in the blood. While rest is still
required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three
days won't make a Garou more than a little red-eyed. Such people find themselves pulling more than their
share of guard duty.

Daredevil: (3 pt Merit) You enjoy taking risks and have a talent for surviving dangerous situations. When you
attempt something with a higher danger or risk factor (such as leaping to grab a flagpole thirty stories above
the ground), you receive 3 additional dice to your rolls, and you may ignore a single 'one' (giving you an
additional success) on these rolls. Generally, an action must be at least difficulty 8, and with the potential to
inflict at least three health levels of damage if failed, to qualify as sufficiently dangerous to earn this bonus.

Huge Size: (4 pt Merit) You are abnormally large in size, possibly over 2,1 m tall and 180 kg in weight in
Homid form. You therefore have one additional Health Level, and you can thus suffer more harm before you
are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls. Of course, with
your immense size comes other problems (blending into a crowd, finding clothes that fit, being seated on a
plane).

Metamorph: (7 pt Merit) You find it extremely easy to change forms and can do it even in your sleep. You
do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need
to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious
(due to wounds, etc.), you can make a roll of Wits + Primal-Urge, difficulty 8, to assume whatever form you
wish instead of reverting to your breed form.

Flaws
Animal Musk: (1 pt Flaw) You smell like an animal even in Homid form. You suffer +2 difficulty on Social rolls
in a situation where your smell is obvious (indoors, at a party; but not at a dump, etc.). Outdoors, or in
situations where you can distance yourself from humans, your odor is not noticeable. This scent does not
bother wolves, only humans.

Anosmia: (1 pt Flaw) You’ve lost all sense of taste and smell. Maybe it’s because you’ve been surrounded by
the stink of the city for so long, or it may simply be a genetic defect. Some Bone Gnawer metis are born with
this affliction; this Flaw is always in the addition to the more crippling and obvious metis deformity chosen
during character creation.
Regardless of the cause of this Flaw, you automatically fail any roll involving these two senses. Including
Primal Urge rolls for tracking or hunting. In lupus form, its even more crippling, since smell is a wolf’s most
acute sense; this Flaw cancels out the -2 difficulty to Perception rolls a Garou gets in that form. There’s a
slight benefit, however: At the Storyteller’s discretion, you may be immune to Gifts and supernatural abilities
that rely on odors or stink, such as the Gift: Odor of the Skunk. Bone Gnawer cooking also tastes just fine to
you, even if the texture is occasionally repulsive.

Back to Process 84/ 121


Back to Process

Hard of Hearing: (1 pt Flaw) You have problems hearing certain sounds or ranges of sounds or have some
other problem that affects your auditory senses. You have a +2 difficulty to all rolls involving hearing sounds.
Your lupus form receives its standard Perception bonus only to rolls involving scent.

Infertile: (1 or 3 pt Flaw) Your character is infertile, for whatever reason; perhaps she contracted a virulent
disease as youth, suffered from battle scars to the abdomen, or was the victim of a botched abortion before
her First Change. She cannot bear any children. This is the cause of some lowering of status within the Black
Furies; she loses 1 point of honor Renown. If the Character has never borne any children, the she will be
considered a Maiden until such time as she goes through menopause and becomes a Crone…this is the 3
point version of the flaw. She cannot learn any Mother Gifts or rites. If the Character has had children and
simply can have no more this is only a 1 point Flaw. At the Storytellers option, depending on the traditions of
the Sept, the latter version of this flaw may lead to the character’s being considered a Crone.

Monochrome Vision: (1 pt Flaw) You cannot distinguish between colours, but see the world in varying
shades of black, white and gray. This is not true colour-blindness, which usually refers to the inability to
distinguish between certain colours (such as red and green). Colour has no meaning for you, though you can
differentiate intensities of shade — dark gray, light gray, dull gray, etc. This Flaw occurs more frequently
among lupus.

No Partial Transformation: (1 pt Flaw) You cannot take any mixed forms at all (such as Crinos paws while in
Hispo) — only the full forms.

Short: (1 pt Flaw) You are well below average height, and you have trouble seeing over high objects and
moving quickly. Your Crinos form doesn't gain as much mass and size as it normally would; you are just
under average human height in this form. You suffer a two-dice penalty to all pursuit rolls, and you and the
Storyteller should make sure your height is taken into account in all situations. In some circumstances, this
Flaw can give you a concealment bonus.

Strict Carnivore: (1 pt Flaw) You derive no nourishment from vegetables, and you must rely solely on meat
— preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.

One Eye: (2 pt Flaw) You lack depth perception and have limited vision due to the fact you only have one
eye. Your blind side has no peripheral vision. When depth perception is involved (such as during ranged
combat), you suffer a 2 dice penalty to your rolls.

Bad Sight: (3 pt Flaw) You have a hard time seeing due to an uncorrectable visual defect. You make all dice
rolls related to sight at a +2 difficulty. Your Lupus form does not receive the standard bonus to Perception
for visual checks, though other senses are not affected. You also suffer from night-blindness. Unlike
nearsightedness or farsightedness, this defect cannot be corrected.

Deformity: (3 pt Flaw) You have some kind of deformity — a misshapen limb, a hunchback or some other —
that affects your interactions with others and may inconvenience you physically. Your difficulty is +1 on all
dice rolls related to physical appearance. This Flaw also raises the difficulty of some Dexterity rolls by two,
depending on the type of deformity you possess.

Lame: (3 pt Flaw) Your legs are injured or otherwise prevented from working effectively. You suffer a two-
dice penalty to all dice rolls related to movement, no matter your form. Lameness may result from a birth
defect, pre-Change injury or battle scar. A character may not take this Flaw along with the Merit: Double-
jointed.

Back to Process 85/ 121


Back to Process

Monstrous: (3 pt Flaw) There is something wholly monstrous about you, something that makes you hideous
in the eyes of fellow Garou. Your Homid form scarcely looks human and your Crinos and Lupus forms look
horrendous; in what manner you differ from the norm is up to you. Perhaps you have taken on the features
of a reptilian animal and resemble a creature of the Wyrm to certain literal-minded Garou. Your Appearance
is 0.

One Arm: (3 pt Flaw) Whether from a birth defect, pre-Change injury or battle scar, you have only one arm.
It's assumed that you are accustomed to using your remaining hand, so you suffer no secondary-hand
penalty. However, you do suffer a two-dice penalty to any Dice Pool when two hands would normally be
needed to perform a task. Your running speed in Hispo and Lupus form is 75% of normal.

Deaf: (4 pt Flaw) You were either born profoundly deaf or have lost your hearing entirely during your
childhood. You automatically fail any rolls involving hearing. You may feel sound vibrations from sufficiently
loud noises, but you hear nothing.

Mute: (4 pt Flaw) Your vocal apparatus does not function, and you cannot speak at all. You can communicate
only through other means — typically writing or signing.

Wolf Years: (5 pt Flaw) Your life span is that of a wolf, rather than that of a normal Garou. In other words,
you've got 12 to 20 years at most. You begin to take aging effects at eight years if you are lupus or within five
years of the Change for a homid character. Naturally, homids with this Flaw begin aging quickly only after the
Change.

Blind: (6 pt Flaw) You are totally blind, lacking even the faintest ability to see. You cannot even attempt any
Perception rolls involving visual stimulus. All rolls made to step sideways are at a +1 difficulty, as you cannot
use the usual method of visualizing the other world.

Social
Merits
Animal Magnetism: (1 pt Merit) You are especially attractive to others of your breed. You receive a -2
difficulty on seduction, subterfuge or animal attraction rolls (which may inspire some jealousy in others of
your own gender, who will view you as "competition").

Family Support: (1 pt Merit) Your family knows what you are and accepts your new life wholeheartedly.
Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full
Garou. However, they are not necessarily Kin (of the sort purchased through the Kinfolk Background); they
may not understand what you’ve become but still believe you are “special” or “gifted”. While you can’t
assume they will risk themselves for you or your pack, you can rely on their moral support and
understanding – and maybe a place to crash on occasion.

Distant Sire: (1 pt Merit) The Children of Gaia adopt so many pups that some Children maintain family ties
with Garou parents of other tribes. This merit simply means that you know of a parent who is Garou (not
Kinfolk) in another Tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be
specified and the Storyteller needs to give permission for you to choose the tribe that you specify. In some
cases he may refuse. The Storyteller will create your parent, but will not reveal everything about them to
you. In general, this Merit functions as a dot in Allies within another tribe, although it will also tend to spawn
its own subplots.

Flaws
Dark Secret: (1 pt Flaw) You have some sort of secret that, if uncovered, would be of immense
embarrassment to you and would make you a pariah in the Garou community. It can be anything from

Back to Process 86/ 121


Back to Process

having murdered an elder to having been seduced into an affair with a Black Spiral Dancer. While this secret
is on your mind at all times, it will come up in stories only once in a while, but when it does, watch out. If
your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice three
experience points to buy it off.

Enemy: (1-5 pt Flaw) You have an enemy, or perhaps a group of enemies, who seek to do you harm. The
value of the Flaw determines how powerful these enemies are. The most powerful enemies (Methuselah
vampires or archmages) would be 5 points, while someone near your own power would be only 1 point. You
must decide who your enemy is and how you became enemies in the first place.

Human Attention: (1/3/5 pt Flaw) Humans have spotted you in a place where no wolves should be, and now
they're trying to find you again. This Flaw assumes you were seen in a place you frequent (like the edge of a
sept) and can't just avoid from now on. For one point, word of “wolves in our forest” has leaked out, but
hasn't gotten much negative attention, although scientists may arrive to tag and release your kin (which will
lead to other problems anyway). For three points, the locals take offense to lupine infringement on “their”
land and have started carrying rifles and looking for wolves. For five points, you’ve caught the attention of a
supernatural being or beings who recognizes (or at least suspects) your true nature – a local group of
Imbued, a powerful vampire, or a Pentex branch. You must be a Lupus to purchase this Flaw.

Persistent Parents: (2 pt Flaw) Most werewolves, unless they have Kinfolk parents, sacrifice their family ties
after their First Change, this preserving the Veil. Your parents, however, have not given up on you. They may
hire detectives to find you, plaster posters with your picture on it on local bulletin boards, pester radio and
television stations to run public service ads or dedicate their websites to finding you. They may be ignorant
of your new life, suspecting instead that you have run away or joined a cult, or they may have ties to Pentex
and have ulterior motives in locating you. Only homids may take this flaw.

Hunted: (3 pt Flaw) You are pursued by a fanatical werewolf hunter who believes you are a dangerous,
slavering beast inimical to humanity (whether you are or not). All your companions may be hunted by the
sameindividual as well. Although this hunter seeks the destruction of all Garou, there is something about you
that impassions this killer. The hunter is, for some reason, immune to the Delirium.

Mental
Merits
Common Sense: (1 pt Merit) You have a significant amount of practical, everyday common sense (which is
often not so common among humans and Garou alike). If you're about to do something counter to common
sense, the Storyteller may alert you to what you are trying to do and how it might violate practicality. This
Merit is an ideal one for a novice player, for it allows you to receive advice from the Storyteller concerning
what you can and can't do and (even more importantly) what you should and shouldn't do.

Concentration: (1 pt Merit) You have learned how to center your thoughts and focus your attention to
eliminate distractions. Circumstances that might be detrimental to taking actions affect you less than they
do others. You are immune to circumstantial penalties that might otherwise affect your dice pools or
difficulties; if you pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty
of the task, but the distraction of the rainstorm would not.

Berserker: (2 pt Merit) You feel the rage burning inside you, and you know how to use and direct it against
your enemies. You have the ability to frenzy at will and, thus, are able to ignore your wound penalties.
However, any acts you commit during frenzy have consequences, just as they would otherwise. Also, you
have the same chance of going into frenzy even when you don't wish to do so.

Back to Process 87/ 121


Back to Process

Code of Honor: (1 pt Merit) You have a strict personal code of ethics that you cannot ignore. You can
automatically resist most temptations that would bring you in conflict with your code. When battling
supernatural persuasion (mind magick, vampiric Domination, etc.) that would make you violate your code,
either you gain three extra dice to resist or your opponent's difficulties are increased by 2 (Storyteller's
choice). You must construct your own personal code of honor in as much detail as you can, outlining the
general rules of conduct by which you abide. An obvious choice might be adherence to the Litany, but
personal codes and commitment can vary widely.

Cool in Battle: (2 pt Merit) You don’t lose your head when the fur starts flying. You remain in control in
combat, regardless of how chaotic things get. Add one to the character’s initiative rating. If the character
enters frenzy, this benefit is lost.

Eidetic Memory: (2 pt Merit) You possess a "photographic" memory, allowing you to recreate scenes,
conversations and other information you have seen or heard exactly as they happened in perfect detail. By
gaining at least one success on an Intelligence + Alertness roll. This enables you to remember and recall any
particular sight or sound (such as a conversation or a page from a book) accurately, even if you heard it or
glanced at it only once (although the difficulty of such a feat would be high). The Storyteller should assign
the difficulty according to your actual familiarity with what you are trying to remember. Five or more
successes give you total recall, enable you to recall an event perfectly: The Storyteller can supply you with
the information your character would remember.

Homid Ancestor: (2 pt Merit) The character must be Lupus and have at least one dot in the Ancestors
Background to purchase this Merit. Somewhere in the far-flung mists of the past, you have a human born
relative. Maybe a homid relative of yours bred with a wolf that was Kin, perhaps a more recent relative was
actually born to another tribe. Either way, you have a slightly better grip on human thought than most lupus.
Reduce the difficulty of rolls involving logic and abstract thinking by one, and the difficulties of using
Ancestors to access Abilities such as Crafts, Melee, Etiquette, and Politics likewise drop by one (Firearms and
Computers are probably still off-limits). On the minus side, if word of your lineage gets out, you might lose
some temporary Honour if you’re a Red Talons.

Calm Heart: (3 pt Merit) You are naturally calm and well composed, in the most trying of circumstances, and
you rarely fly off the handle. Raise the difficulty on all your frenzy rolls by 2, no matter how any incident is
provoked.

Jack-of-All-Trades: (3 pt Merit) You have a little knowledge about a lot of things. If making a roll on a Skill
you do not possess, you do not suffer the usual +1 penalty to the roll’s difficulty. You may attempt a roll on a
Knowledge that you do not possess, although the difficulty for the roll is raised by 2. Only homid or metis
characters may take this Merit.

Iron Will: (3 pt Merit) You have a tremendous ability to resist outside attempts to take over your mind. You
receive three extra dice to resist attempts to manipulate your mind, and may spend a Willpower point to
shake off the direct mental control of a vampire. Gifts that induce frenzy still have the usual chance to
succeed, for instance.

Flaws
Compulsion: (1 pt Flaw) You have some sort of psychological compulsion that can cause you a number of
different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gambling,
exaggeration or just talking. The only way to avoid your compulsion temporarily is to spend a Willpower
point (Storyteller's discretion as to how long you resist the urge), but it is in effect at all other times.

Back to Process 88/ 121


Back to Process

Nightmares: (1 pt Flaw) You experience horrendous nightmares every time you sleep, and memories of
them haunt you during your waking hours. Sometimes, the nightmares are so horrific they cause you to lose
one die on all your actions during the following day (Storyteller's discretion). Some of the nightmares may be
so intense that you mistake them for reality; a crafty Storyteller is quick to take advantage of this Flaw.

Shy: (1 pt Flaw) You are distinctly ill at ease when dealing with people, and you try to avoid social situations
whenever possible. All rolls concerned with social dealings are at +1 difficulty, and any roll you make while
your character is the center of attention is at +2 difficulty. Don't expect to make a public speech.

Soft-Hearted: (1 pt Flaw) You cannot stand to see others suffer; maybe you're truly compassionate, or
maybe you just dislike the intensity of their emotion. If you directly cause someone's suffering while that
person is with you, you experience days of nausea and sleepless grief. You avoid situations in which you
might have to observe suffering, and you will do anything possible to protect others from it as well.
Whenever you must witness true suffering, difficulties for all your rolls are at +2 for the next hour.

Speech Impediment: (1 pt Flaw) You suffer from a speech defect such as a stammer or some other
impediment that hampers spoken communication (even in the Garou tongue of howls and growls). All
relevant rolls are made at a +2 difficulty. You aren't obliged to roleplay this impediment constantly, but you
should attempt to simulate it in times of stress or when dealing with strangers.

Vegan: (1 pt Flaw) You cannot eat any food that comes from an animal's body. You also must avoid using
animal products such as leather, fur or wool. If flesh so much as enters your mouth, the Storyteller may force
you to make a Willpower roll to avoid gagging. This makes you unwelcome at most social events (especially
among lupus) and you cannot hunt (except for spirits).

Docile: (1-3 pt Flaw) For better or for worse, you are docile in nature. Your distance from 'the wolf' is
noticeable to others. They may use the words 'domesticated' or 'dog'. Some Children of Gaea lupus who
have this Gift are actually somewhat doglike in appearance. For every point of Docile you take, your
maximum Rage is lowered by 2, and can never be bought above that level.

Amnesia: (2 pt Flaw) You have no memory of your past before your First Change (if Garou) or you are unable
to remember your past or anything about yourself or your family. Your life is a blank slate. You don't know if
you still have a family or if someone is out to get you, much less where you were born or anything about
your education (although you do remember what you've learned). However, your past may someday come
back to haunt you, revealing many surprising facts about your former life. (You can, if you wish, take up to
five points of other Flaws without specifying what they are. The Storyteller can...supply the details; over the
course of the chronicle, you and your character slowly discover them.)

Lost Homid: (2 pt Flaw) You can’t remember anything since your First Change. At times, you cant remember
back much farther than a year or two. Your first transformation was so intense, so vivid, that it completely
ripped away all memory of your former life. You no doubt wandered the streets for months before the Bond
Gnawer tribe found you and taught you who you really were…no other tribe would take you in. After all,
most Garou don’t share the tolerance Bone Gnawers and Children of Gaea have for mentally ill.
This Flaw is only available to Homid Garou. Living on the streets as thoroughly distanced you from the
human world. You lived like an animal, and so you have lost much of your understanding for how humans
live. As part of this, you have the same restrictions on Abilities as a lupus. You have fallen between the cracks
of society, and so begin play without identification, a human name, or any ties to human society.

Pack Mentality: (2 pt Flaw) You are lost without your pack. Their presence helps define you to an extreme.
You have little identity outside the pack and even find it hard to speak in terms of “I” oe “me”. When you are
with at least one member of your pack, you have a -1 difficulty to all rolls involving pack activities or

Back to Process 89/ 121


Back to Process

strategies; when you are alone, your difficulty increases by 1 on any task you would ordinarily expect people
to help you with (such as combat). You sometimes have trouble making decisions without your pack to help
you, even if you are the pack leader. In stressful situations, you mai need to make a Willpower roll to act on
your own.

Phobia: (2 or 3 pt Flaw) You have an overpowering fear of something. You instinctively and illogically retreat
from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds,
open spaces, confined spaces and heights. You must make a Willpower roll whenever you encounter the
object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must
retreat from the object. If your phobia is severe (3 points), you must make a frenzy roll to avoid entering a
fox frenzy when you confront the object of your fear. The difficulty depends on the circumstances. The
Storyteller has final say over which phobias are allowed in a chronicle.The Storyteller has final say over which
phobias are allowed in a chronicle.

Short Fuse: (2 pt Flaw) The difficulty of your frenzy rolls is always 2 lower, no matter how you might be
provoked. The Wyrm's touch on you is stronger than normal, and you naturally fall more easily into the
"Thrall of the Wyrm." This Flaw is a dangerous one; don't choose it lightly.

Vengeance: (2 pt Flaw) You are out for revenge — perhaps the caern you belonged to was destroyed, Pentex
made your best friend into a fomori or someone brutally murdered one of your parents. This may be
something from your days before the Change, or its origins could be in some event from your life as a
werewolf. Either way, your obsession is wreaking vengeance on an individual (or perhaps an entire group),
and you make it your first priority in all situations. Your need for vengeance can be overcome only by
spending Willpower points, and even then, it subsides only temporarily. Someday, you may have your
revenge, but the Storyteller won't make it easy.

Weak-Willed: (2 pt Flaw) You are highly susceptible to domination and intimidation; you are, in fact, unable
to use your Willpower freely. You can roll or spend Willpower only when survival is at stake or when it is
appropriate to your auspice or Nature (see the Archetypes section).

Deranged: (3 pt Flaw) Due to circumstances beyond your control, you are permanently insane. You may
have a congenital brain disorder, or perhaps you saw things you weren't meant to see, and the experience
drove you mad. Choose a Derangement for your character; although you can temporarily overcome this
insanity with Willpower, you can never permanently rid yourself of its grip.

Hatred: (3 pt Flaw) You have an unreasoning, total and virtually uncontrollable hatred of a certain thing. You
may hate an animal, a class of person, a situation — almost anything. You must make a frenzy roll whenever
faced with the object of your hatred. You constantly pursue opportunities to injure, destroy or control your
nemesis, so much so that your reason is clouded.

Ability Deficit: (5 pt Flaw) For some reason, be it poor education, lack of opportunity or simply laziness,
you’ve fallen short of your potential. You have five less points to distribute in one of your Ability categories,
either Talents, Skills of Knowledges. Therefore, the most you could take on that category would be eight
points, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the
appropriate category. However, you cannot have any Ability in that category at three dots or higher at the
start of the game. This Flaw is particulary appropriate for lupus character that have yet to learn much about
life as Garou.

Supernatural
Merits

Back to Process 90/ 121


Back to Process

Ancestor Ally: (1 pt Merit) You are strongly linked to one particular Ancestor; the difficulty to channel him is
2 less. Create the ancestor; give him a name, abilities for which he was known (and which you can easily
channel) and decide how renowned he was among other Garou. You must have the Background: Ancestors
to purchase this Merit.

Second Sight: (2-6 pt Merit) Those with the Sight have limited, uncontrollable clairvoyance and precognition,
ranging from an intuitive nudge to a view of a scene from the future. For two points, you may know who's
calling you before you pick up the phone or feel a visitor is coming. Disorienting flashes of insight and sudden
visions of the future and other places are hallmarks of the Sight at higher levels. For six points, visions are
relatively details and lengthy.
Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold
event occurs. The Sight is unpredictable and comes unbidden, in dream or waking as a 'gut feeling' or
blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no
means rely on the Sight to as a sure-fire early warning system. Revealed futures may be dark, and, actions
taken to prevent the occurrence usually end up precipitating the unwelcome event. People with a very
active Sight can be a grim, unhappy lot.

Moon-Bound: (2 pt Merit) You are especially tied to your auspice, and when Luna is in the waxing phase of
your auspice, you receive an extra die on all rolls. However, when your moon phase is waning, you lose one
die on all rolls.

Spirit Magnet: (2 pt Merit) You naturally attract the attention of the spirits whenever you cross the Gauntlet
into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see
who you are and what you're doing in their “neck of the woods”. Occasionally, you attract more than you
bargained for -- Banes are as likely to come calling as are the friendly spirits. None of the spirits who collect
in your vicinity are under your command unless you use a Gift that allows you to command them or
influence them in some way. This Merit can be both a boon and a nuisance.

Natural Channel: (3 pt Merit) You find the Gauntlet between worlds thinner than most Garou do. Your
difficulty to step sideways is one less, and spirits react a bit more favorably to you. Even if you aren't a
Theurge, you won't find it difficult to obtain training from the Garou shamans.

Luck: (4 pt Merit) Maybe you were born lucky; maybe Gaia has sent someone to look after you. Either way,
you can repeat three failed rolls per story (not per scene). Only one repeat attempt may be made on any
single roll, and the second roll always stands.

True Love: (4 pt Merit) You have discovered, and possibly lost (at least temporarily) a true love — not just a
romance, but a source of joy in an increasingly darkening world. The Wyrm may be winning, but you know
there is something to keep fighting for. You receive one automatic success on all Willpower rolls, which can
be negated only by a botch die. Also, the power of your love may be enough to protect you from other
supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance and require
aid (or even rescue) from time to time. Be forewarned: This Merit is a most exacting one to play over the
course of a chronicle. Be prepared to roleplay it well.

Immune to Wyrm Emanations: (6 pt Merit) You have a special boon from Gaia: You are immune to the
toxins of the Wyrm. You receive no penalty from supernatural radiation, balefire, Wyrm elementals and the
like (although you still suffer damage from such attacks). Likewise, you are immune to Bane possession. Your
sept recognizes this invulnerability and thrusts you into many dangerous perils with the expectation that you
will use your immunity for the good of others.

Back to Process 91/ 121


Back to Process

Elemental Affinity (7 pt Merit) You are tied to one of the four elements – earth, air, fire or water. You feel
especially attuned to that element and can derive certain powers from that bond. Storytellers who wish to
emphasize this connection may add other benefits, but should also require greater maintenance of the tie
such as services to be rendered.
 You are linked to air, you have no difficulty finding Bird or Air-spirits willing to teach you Gifts,
possibly even outside those normally available to you. Your thrown attacks fly straighter
(Firearms, Archery or Athletics difficulty lowered by one, as it fits) and you are able to withstand
strong or chill winds up to hurricane force. You must always wear or carry something white, be it
a feather, paint, jewelry or clothing and thank your patron daily for these gifts.
 A bond with fire allows you to kindle a fire even in the worst downpour with no dry wood
available. You take one less health level of damage per turn from fire. As with air, you must
thank your patron daily and always wear or carry something red.
 An affinity with water allows you to swim in any turbulence up to hurricane or tidal wave
force.additionally, you can always tell in which direction pure water lies, though you may not
realize whether it lies underground or on the surface. As with the other affinities, you must
thank you patron and wear or carry something blue.
 Being linked with earth gives you great strength. So long as you touch upon the earth, your
Strength is effectively one higher in whatever form you are in, even if this takes you beyond
maximum human Strength when in that form. Further, you always know the direction in which
food may be found, though you will not know whether it is a field of maize, a herd of deer or
within the storehouse. Thanks to your patron must be maintained and you must wear or carry
something brown.

True Faith: (7 pt Merit) You have a deep-seated faith in (and love for) Gaia, God or whatever it is you
consider the Almighty. You begin the game with one point of Faith (a Trait that ranges from 1-10). This Faith
provides you with an inner strength and comfort that continues to support you when all else betrays you.
Your Faith adds to Willpower rolls as an extra die to that Dice Pool for each point in Faith. The exact
supernatural effects of Faith, if any, are completely up to the Storyteller, although it typically repels
vampires. (The werewolf must make a Faith roll against a difficulty of the vampire's Willpower to repel him.)
The effects of Faith certainly vary from Garou to Garou, and some are almost never obvious — some of the
most saintly people never perform miracles greater than managing to ease an injured soul's suffering. The
nature of any miracles you might perform is usually tied to your own auspice or Nature, and you may never
realize that you receive aid from a force beyond yourself. True Faith is a rare attribute in this day and age. No
one may start the game with more than one Faith point. Additional points are only awarded at the
Storyteller's discretion, based on appropriate behavior and deeds.

Flaws
Banned Transformation: (1-6 pt Flaw) Some event prevents you from changing, except back to your breed
form. Choose one from below or create your own. You must spend a Willpower point and make a Willpower
roll (difficulty 8) to change forms successfully when the restricting circumstance occurs. Some examples
include:
 Soothing music is being played (1 pt)
 When the wolfsbane plant is near (2 pt)
 Without spending a Rage point first (3 pt)
 When silver is nearby (4 pt)
 During the day or during the night (5 pt)
 When the moon cannot be seen (6 pt)

Cursed: (1 to 5 pt Flaw) You have been cursed by someone or something with supernatural or magical
powers. This curse is specific and detailed; it cannot be dispelled without extreme effort, and it can be life
threatening. Some examples:

Back to Process 92/ 121


Back to Process

1.
a. Your fur falls out in clumps from time to time, lowering your Appearance to 1 for days at a
stretch.
b. If you pass on a secret that was told to you, your betrayal will later harm you in some way.
c. You develop a distinctly foul body odor every few days that drives people away from you
and lowers your Charisma to 1 for the duration.
2.
a. You always wind up losing something very important to you — your keys, a minor fetish or
that strategic memo from the Pentex board of directors.
b. You stutter uncontrollably when you try to describe what you have seen or heard.
3.
a. Tools often break or malfunction and electrical devices short out when you attempt to use
them.
4.
a. You are doomed to make bitter enemies of those whom you become most attached — so
whatever you do, don't get too close to the other characters!
5.
a. At critical moments, you tend to experience catastrophic failures. Fetishes don’t work when
you need them most, guns misfire and you have uncharacteristic difficulty crossing the
Gauntlet in emergency situations.

Foe From the Past: (1-3 pt Flaw) An enemy of one of your ancestors still seeks revenge — through you. If the
enemy is supernatural, such as a vampire, mage, wraith, changeling or spirit, this Flaw is worth two or three
points; depending on how powerful your foe is; if you are being stalked by a fanatical werewolf hunter or
other non-supernatural human, it is worth one point. (Such a mortal probably isn't the same person that
pursued your ancestor, but rather a descendant or heir of one of your ancestor's enemies.) She doesn't
necessarily pursue you all the time. She is out for revenge against your ancestor, and you are simply the best
path to that vengeance. You must have the Background: Ancestors to purchase this Flaw.

Forced Transformation: (1-4 pt Flaw) Some event or condition forces you to shapeshift uncontrollably. You
must spend a Willpower point each turn to resist the change. Once changed, you cannot shift back until the
condition forcing the change has passed. Choose one event from below or create your own.
1.
a. You change under influence of alcohol: to Glabro
b. When you are sexually aroused: to Glabro
c. When you get angry (just short of a Rage roll): to Glabro
d. When entering the Umbra: to Glabro, Crinos, Hispo
e. When you sense Wyrm-taint: to Crinos
f. At the sight of a vampire: to Crinos
g. At the sight of wolfsbane: to Homid
2.
a. You change under influence of alcohol: to Crinos
b. When you are sexually aroused: to Crinos
c. When you are sexually aroused (If you are a Lupus): to Homid
d. When you get angry (just short of a Rage roll): to Crinos
e. When you frenzy, you take a form other than Crinos: to Glabro or Hispo
f. When you frenzy, you take a form other than Crinos: to Glabro or Hispo
g. When entering the Umbra: to Homid or Lupus
h. When you sense Wyrm-taint: to Homid
i. Every full moon you must assume Crinos form
j. When your auspice waxes or wanes you assume Crinos form

Back to Process 93/ 121


Back to Process

3.
a. When you frenzy, you take a form other than Crinos: to Hispo
b. When you frenzy, you take a form other than Crinos: to Lupus
c. At the sight of a vampire: to Crinos
4.
a. When you frenzy, you take a form other than Crinos: to Homid

Geas: (1 to 7 pt Flaw) A geas is a mystical prohibition of imperative designed to make life difficult. A central
tenet of Celtic life, a geas was a mark of distinction, a sign of destiny. Many of the Fianna of legend carried at
least one geas, carried from birth or placed upon them by a spirit or druid. In the old legends, geasa are very
common among people of note, from heroes to kings to druids, and the greatest had multiple geasa. Despite
their best efforts, the heroes often ended up breaking a geas, a circumstance which always spelled disaster,
not necessarily immediately but soon (Cuchulain faced a choice between his two geasa — 'Never reject
hospitality' and 'Never eat dogmeat' — and soon fell into battle).
The point value of a geas starts with a base of one to four points, depending on how difficult it is to avoid (or
fulfill) the ban. A minor geas (easily avoided circumstances) such as 'Never drink brandy while sitting at a
table' is worth one point. 'Must honour every second request' could be worth two points, while 'Never harm
a Garou, save Black Spiral Dancers' would count as four. The severity of the consequences adds to the point
value of the Flaw (e.g., All hair falls out: +0 points; the loss of Gifts, or all difficulties increase by 1: +1 point;
ostracism by all Garou: +2; imminent death: +3). A broken geas that can be forgiven through quest or
atonement is worth one less point.

Insane Ancestor: (1 pt Flaw) An insane ancestor of yours occasionally takes over when you seek help from
the spirits or your forebearers. Usually, this ancestor appears only under certain common circumstances,
such as when a Black Spiral Dancer threatens you or whenever a certain common rite is performed in your
presence; roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes
control of you for the scene, or until a packmate manages to convince him to relinquish control once more.
You should create your ancestor, name him and describe his madness. If you do not play this character at
the appropriate time, your Storyteller may determine that you have spent a Willpower point to stifle this
ancestor-spirit. You must purchase the Background: Ancestors to take this Flaw.

Slip Sideways: (1 pt Flaw) You can't always control your passage to the Umbra. If, during a stressful situation,
you should confront a highly reflective surface, roll Wits + Occult, difficulty 7, to avoid making the shift. You
must still make a Gnosis roll to pass the Gauntlet in this instance, though your difficulty is 1 less — but only
when you accidentally step sideways. If you want to go through, you're at normal difficulty.

Mark of the Predator: (2 pt Flaw) You give off emanations of a predatory nature. Herbivores fear and shy
away from you, while carnivores see you as a potential threat and may offer challenge. You cannot posses
the Skill: Animal Ken.

Sign of the Wolf: (2 pt Flaw) You find it difficult to hide your werewolf heritage. In fact, your Homid form has
all the folkloric signs of werewolves. Your eyebrows have grown together, there is hair on your palms, your
second and third digits are the same length — you exhibit all manner of embarrassing conditions, in other
words. In extreme cases, a pentagram may appear on your palm just before and during your auspice's phase
of the moon. Obviously, it's difficult for you to hide from werewolf hunters.

Wotan's Curse: (2 pt Flaw) The curse of Wotan has fallen on your bloodline, and has unluckily manifested
itself in you. You are vulnerable to the powers of the walking dead. Whenever a vampire, wraith, or other
undead entity attempts to affect you with one of their supernatural powers, the difficulty to do so is reduced
by one. This curse makes you somewhat a liability in many operations, which may affect your standing
among fellow Garou.

Back to Process 94/ 121


Back to Process

Pierced Veil: (3 pt Flaw) Unlike most Garou, your Crinos form doesn't trigger the Delirium in mortals. This
Flaw can be a dangerous one, as werewolf hunters find it easier to trace you and perhaps find your caern.

Umbral Vertigo: (3 pt Flaw) Being in the Umbra so distorts your perceptions that you cannot tell which way
is 'up' or 'down'. You constantly experience the sensation of falling. You perform all physical actions at a
+2difficulty while you are in the Umbra, including combat; furthermore, you must make a Willpower roll to
avoid suffering the same penalty on Social and Mental rolls, due to your inability to concentrate completely
on what you are doing.

Dark Fate: (5 pt Flaw) You are doomed to experience a most horrible demise or, worse, suffer eternal agony.
Ultimately, even your efforts, your struggles and your dreams may come to naught. Even more ghastly, you
have partial knowledge of this end, for you occasionally have visions of it — and they are most disturbing.
The malaise these visions bring on can only be overcome through the use of Willpower; even so, it returns
after each vision. In terms of the story, someday you will indeed face your fate, but when and how are
completely up to the Storyteller. Although you can't do anything about your fate, you can still attempt to
reach some goal before it occurs, or at least try to make sure that your friends aren't dragged down with
you.

Back to Process 95/ 121


Back to Process

Archetypes
As human beings, we're no strangers to roleplaying. We layer different personalities around ourselves,
presenting false faces when they're more "acceptable" and offering our true faces when we feel
comfortable. We take on roles when necessary, roles that guide and shape our behavior. The optional
system of personality Archetypes is a way of encouraging this in characters, and of rewarding players for
adding extra detail.
A character typically has two Archetypes: Nature & Demeanor. Nature is the character's true personality;
Demeanor guides the way he behaves around others.
These Archetypes are presented here for players who wish to enrich their roleplaying (or at least get a better
handle on regaining Willpower). Certain Archetypes tend to overlap some of the roles that are already set in
Garou society, such as Philodox or Galliard. To a certain degree, all Philodox are Judges, just as Ragabash are
Deviants and Jesters, but such roles are more duty to auspice than true personality traits. Just as with
humans, a Garou can let his perceived role in life define his personality — or not.
These rules provide a deeper level of psychology and some variety in roleplaying for troupes who wish to use
them. If the Storyteller allows, players can recover Willpower by achieving goals appropriate to their
Natures, as well as through ones pertinent to their Auspices.
The key to using Archetypes is the interaction between the character's Nature & Demeanor. Their Nature is
the true personality of the character, which she is but might not reveal to others. Most people don't want
others to know them intimately, and they therefore create facades behind which they can hide. Their
Demeanor, the personality she "shows" to others, may be as consistent as her Attributes, or it may change
from minute to minute. An extraordinarily open, honest or simple-minded individual often has the same
Demeanor & Nature.
Archetypes have a practical impact on the game, for each Archetype provides a different way to regain
Willpower points. The Nature of the character is thus vital in regaining Willpower. If a character succeeds at
something important to her Nature, the Storyteller can at times allow the character to regain Willpower. If
the Storyteller deems the effort valid, he awards anything from 1-3 Willpower points, depending on the
character's actions. The Storyteller shouldn't reward a character if he thinks the player took certain actions
simply to regain Willpower and not for a valid roleplaying reason.

 Alpha
You believe that you were born to lead and that your instinct proves you correct. It's your driving goal to
become the leader of the pack, sept, tribe—whatever. You are an "alpha," the lead wolf— even when others
don't necessarily recognize you as such. Thus, you feel the need to prove your dominance to others
constantly in order to reinforce your leadership to them and to yourself. This approach has brought you
many challenges and is to bring many more in the future.
Any Garou can take this Archetype, and the Storyteller should judge when to award Willpower. Everyone
expects to follow an Ahroun or Philodox; Garou of these auspices don't regain Willpower for this Archetype
unless they've truly earned it.
— Regain Willpower whenever you successfully prove your right to lead others, either through
challenge or by convincing them, through roleplaying, to follow you.

 Analyst
Anything can be explained rationally, and you will explain it.
— Regain Willpower when your rational/scientific method helps solve a major problem.

 Architect
The Architect has a sense of purpose even greater then herself. She is truly happy only when creating
something of lasting value for others. People will always need things, and the Architect strives to provide at
least one necessity. You are the type of person who makes an effort to build something of value: to found a

Back to Process 96/ 121


Back to Process

town, create a company or in some way leave a lasting legacy. Inventors, pioneers, town founders,
entrepreneurs and the like are all Architect Archetypes.
— Regain Willpower whenever you create or establish something of importance or lasting value.

 Autist
You must hide your secrets from others. Even more importantly, you hide your true self. Anyone who
understands you can hurt you, so no one must ever see the real you -- no one can come close. Give away as
little of yourself as possible -- adopt a false personality if you like -- but just make sure no one gets hold of
the truth about you. Knowledge is power, and those who know you can do anything they like to you. This is a
Nature found among many Uktena
— Regain Willpower whenever another character confesses an inability to understand you, or
whenever someone makes a false assumption about you that gives you an advantage.

 Autocrat
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an
operation’s best interest at heart or because he has the best ideas (though he may certainly think so). You
must have complete control of the situation, complete control over those around you and as much control
over fate as you possibly can. Control is the only thing you understand; it is what you worship. Authority is
what you desire, and it is what you gain when you have control. The more authority you have, the more
control you gain. One hand feeds the other. Others may consider you domineering, but they just aren’t up
for the job - you are the only one who can do it. He may genuinely believe others are incompetent, but
ultimately he craves power and control. Dictators, gang leaders, bullies, corporate raiders and their ilk are
Autocrat Archetypes.
— Regain Willpower whenever you achieve complete control over a situation involving other
individuals, group or organization.

 Avant Garde
You must always be in the forefront - always the first with a piece of news, a dance or fashion trend, or a
discovery in the arts. Nothing pains you more than hearing news secondhand, or someone else telling you
about a hot new band. New discoveries are your life, and you devote a great deal of time and effort to
keeping up with things. After all, if you’re not in the forefront, you’re nowhere.
— Regain Willpower whenever you are first with a piece of news or some other significant discovery.

 Barbarian
Civilization is for weaklings. Intrigue is for cowards. You know that the only things that matter are personal
strength, honor and bravery, and you live your life by an unshakable code. No one earns your respect unless
he’s powerful enough to hold his own in a straightforward contest. The weak are fit only to serve the strong.
Not to say that you only respect physical violence; you may be very intelligent, caring and merciful. You
cannot, however, abide weaklings or craven bastards who die behind pretty words or others’ bodies. A title
means nothing unless it is earned through personal valor or wisdom, and an oath means nothing unless the
one who makes it will die to uphold it. As for the trappings of civilization, you find them a waste of time.
What was good enough for your forefathers is good enough for you. After all, the measure of a man (or a
woman) is endurance to hardship and honor in the face of adversity.
— Regain Willpower whenever you or your code of honor clearly triumphs over some overtly ‘civilized’
opponent or situation.

 Benefactor
You have a bounty of riches or some other resources which you feel compelled to share.
— Regain Willpower when you help someone by providing something no one else around you can.

 Beta

Back to Process 97/ 121


Back to Process

Second to the alpha, the beta is his favoured companion and lieutenant. Your place is not to lead, but you do
not believe in going against the grain. Your strengths are counsel and support, not only to the alpha, but also
to the rest of your pack. You act as the alpha's right arm, and the pack is often dependant on the beta's
wisdom before making decisions.
— Regain Willpower whenever your counsel or aid is the direct cause for your packs success.
Conversely, you lose one point of Willpower whenever your council results in a loss, or when the
alpha you have been blindly following and supporting is proven unfit for his role.

 Bon Vivant
The Bon Vivant knows that life - and unlife - is shallow and meaningless. As such, the Bon Vivant decides to
enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, she is simply predisposed to
having a good time along the way. Most Bon Vivants have low Self-Control scores, as they are so given to
excess. Hedonists, sybarites, and dilettantes are all examples of the Bon Vivant Archetype.
— Regain Willpower whenever you have you truly enjoy yourself and can fully express your exultation.
At the Storyteller’s option, a particularly fabulous revelry may yield multiple Willpower points.

 Bravo
You are known as a bully, a tough guy and a thug. Things must always go your way, and you do not tolerate
anyone who crosses you. Power and might are all you respect; indeed, you heed only individuals who can
prove their power to you.
You see nothing wrong with forcing your will upon others. There is nothing you like better than to persecute,
antagonize, heckle and intimidate anyone for whom you have contempt — and you respect few people
indeed. The emotions of kindness and pity are not completely foreign to you, but you hide from your own
sense of weakness through cruelty to others. You might protect the weak, but you do not tolerate such
weakness in yourself.
— Regain Willpower whenever you intimidate or physically force another person into doing what you
want.

 Builder
Your sense of purpose goes beyond your own needs; you try to create something of lasting value for all who
come after you. People need many things, and you gain satisfaction by providing whatever you can. You are
the type of person who makes an effort to build something of value: to found a sept, create a caern, raise
strong and wise cubs or in some other way leave a lasting legacy.
— Regain Willpower whenever you create or establish something of importance or lasting value.

 Bureaucrat
Laws were created for a reason, and you have to be sure to follow them. Rules weren't made to be broken.
The Litany exists to protect the Garou, the laws of the wild influence every lupus and mankind's laws aren't
as easy to forget as some Garou would hope. You must follow the rules to a "T." If nobody follows the laws,
civilization breaks down into chaos. You know the rules, and you know that by following them, they lead to
victory.
— Regain Willpower whenever you resolve a situation "by the book" and can get others to follow the
correct procedures.

 Capitalist
Why give it away for free when you can sell it? You are the ultimate mercenary, realizing that there is always
a market to be developed - anything can be a commodity. You have a keen understanding of how to
manipulate both kine and Cainites into thinking that they need specific goods or services. Appearance and
influence are everything when it comes to the big sale, though you'll use anything to your advantage.
Salesmen, soldiers of fortune and bootlickers all adhere to the Capitalist Archetype.

Back to Process 98/ 121


Back to Process

— Regain Willpower whenever you make a successful "sale" or barter of any commodity. Commodities
need not be physical items; they may be bits of information, favors or other such intangibles.

 Caregiver
You have a soft place in your heart and feel the need to care for the unfortunate. People around you depend
on your stability and strength to keep them steady and centered. You are the one to whom people turn
when they have a problem. As a wolf, you nurture and care for smaller wolves and the weak. This is an
Archetype found among many Children of Gaia.
— Regain Willpower whenever you successfully protect or nurture someone else. This comfort can be
as small as a smile of support or bringing food to an elderly wolf. You must help the other person in
some way, though he need not acknowledge (or even be aware of) your assistance.

 Cavalier
You are bold, intrepid, valiant and fearless as you need to be to complete your duty. You are the hero who
tries to live up to glorious ideals and codes of justice. By protecting that which is good, you seek to preserve
the society that made you what you are. If your Nature is Cavalier, and your Humanity ever falls below four,
you have to choose a new Nature. You probably hate Deviants, though you may not always recognize them.
— Regain Willpower when you manage to accomplish a significant task that positively affects the group
to which you belong.

 Celebrant
You live for the joy of what you do. Your cause, be it enthusiasm for battle, the telling of tales, or for weaving
intricate political plots, is what sustains you, and you love it. It gives you the little edge that will make you
victorious, and even inspire those around you with your fervor.
— Regain Willpower when you manage to rejoice over your cause, or when you successfully win
another over to your passion. Conversely, lose one point of Willpower whenever you are deprived of
your pursuit, or you for some reason lose your zealousness.

 Chameleon
Independent and self-reliant, you manage to blend into any situation. You carefully study the behavior and
mannerisms of everyone you come in contact with so you can pass yourself off as someone else later. You
spend so much time altering your mannerisms and appearance that your own sire may not even recognize
you. Spies, con artists, drag queens and impostors best represent the Chameleon.
— Regain Willpower whenever you fool someone into thinking you're someone else for your own (or
your pack's) benefit.

 Child
The Child is still immature in personality and temperament. He wants what he wants now, and often prefers
someone to give it to him. Although he can typically care for himself, he would rather have a caretaker-type
cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature, ignorant of
the cold ways of the real world. Children, spoiled individuals and some drug abusers are Child Archetypes.
— Regain Willpower whenever you manage to convince someone to help you with no gain to herself,
or to nurture you.

 Competitor
It's all or nothing for you. The thrill of victory is the only thrill that you recognize; it is the thing that drives
you forward. You see life as a contest and society as a dichotomy of winners and losers. You try to turn every
situation into a contest of some kind — it is the only way you can relate to anything. You are capable of
cooperating with others, but only by turning the group interactions into another contest: You must be the
leader, or the most productive, or the most indispensable, or the best liked — anything, as long as it means
you win, in some way or another. This Archetype is found among many Shadow Lords.

Back to Process 99/ 121


Back to Process

— Regain Willpower whenever you win a contest of any sort, formal or informal. For truly impressive
victories, the Storyteller may award more points.

 Confidant
You understand others, and, more importantly, you like them. You are a facilitator who listens and advises.
People confess to you and in return you give them advice, most of it good (though sometimes your advice is
more to your own benefit than to that of its recipient). You are very interested in other people, in who and
what they are. Personality fascinates you, as does the brutality and the beauty of Garou nature.
— Regain Willpower whenever someone confides in you on a personal and intimate level.

 Conformist
The Conformist is a follower, taking another's lead and finding security in the decisions of others. She prefers
not to take charge, instead seeking to throw in with the rest the group and lend her own unique aid. The
Conformist is drawn to the most dynamic personality or the individual she perceives to be the "best." Being
a Conformist is not necessarily a bad thing - every group needs followers to lend stability to their causes.
Groupies, party voters and "the masses" are Conformist Archetypes.
— Regain Willpower whenever the group achieves one of its goals due to your support.

 Conniver
Why work hard and break your back when you can get someone to do your work for you? You always try to
find the easy way out, the fast track to success and wealth. Some people might call what you do swindling or
even outright theft, but you know that you just do what everyone else does — except that you do it better.
Additionally, it's a game, and you get great pleasure from outwitting someone. Connivers play many roles, so
you may be a thief, a swindler, a street waif, a con man or just a finagler. This Nature is one found among
many Bone Gnawers and Glass Walkers.
— Regain Willpower whenever you trick another person into doing what you want.

 Contrary
Opposites are necessary in order to have balance. Without conflict, all life devolves into stagnation. You
embody the art of reminding others the 'other' way. You do not disagree simply fo the sake of disagreeing;
rather, you do so to shake the complacency of others so that they do not act without questioning the truth
of their actions or speak without considering the opposite point of view. Your approach to life sometimes
takes the form of deliberately acting contrary to the expectations of societal or gender roles. If you are male,
you question the standard of maleness by assuming the dress or responsibilities of women. If you are
female, you challenge the restrictions of your gender by dressing or acting as a male. You may sometimes
speak in riddles or say the opposite of what you mean. This Nature is suitable for Ragabash Garou in
particular.
— Regain Willpower whenever your contrary actions cause another person to question a previous
assumption.

 Crackerjack
Whatever it is you do, you're the best, and people can't help but be impressed.
— Regain Willpower whenever you pull off an impressive stunt in the face of incredible odds (this may
include making a roll of 4 successes or more on something).

 Creep Show
You strive to shock and disgust those around you with gratuitous acts and ostentatiously "evil" mannerisms.
You realize, of course, that it's all show and merely a way to intimidate and control others. Outsiders, on the
other hand, think you are the Devil incarnate, and you revel in this image. Shock-rockers, rebellious
teenagers and the attention-starved exemplify the Creep Show Archetype.
— Regain Willpower whenever someone recoils from you in horror or otherwise reacts in fear.

Back to Process 100/ 121


Back to Process

 Critic
Nothing in the world should be accepted without thorough scrutiny and examination. Nothing is ever
perfect, and the blemishes must be pointed out in order for the good to be truly known. Your standards are
high for everything, and you insist on their being met. You encourage the same ideals in others, because
laxity and low standards reduce the quality of life of everyone. Others will thank you later, once they
discover the purity of your perspective. You seek out and expose the imperfections in every person or thing
you encounter. You are never satisfied with anything that is less than perfect, unless it is within yourself -
after all, you’re not a perfectionist.
— Regain Willpower whenever you are able to discover a significant imperfection that has escaped the
attention of others.

 Cub
You are still immature in personality and temperament: a kid who never grew up. Although you believe you
can care for yourself, you prefer the security of being watched over by others. You often seek out someone
who can look after you — a caretaker of sorts. Some see you as a spoiled brat, while others see you as an
innocent pup unaffected by the evils of the world.
— Regain Willpower whenever someone does something to help you with no apparent gain for herself.

 Curmudgeon
You're an irascible, churlish old wolf at heart, with a severely grim outlook and a black sense of humor (if
any). Whether your cynicism is fed by the oncoming Apocalypse, or whether you put up a stern front to hide
your true sorrow, you're well known for naysaying just about anything. Of course, to you it may not be
"cynicism," but rather "a perfect understanding of how the world really works."
— Regain Willpower whenever someone does something stupid, just as you predicted. You must
predict it either out loud to the other characters or in private to the Storyteller.

 Dabbler
The Dabbler is interested in everything but focuses on nothing. He flits from idea to idea, passion to passion
and project to project without actually finishing anything. Others may get swept up in
the Dabbler's enthusiasm, and be left high and dry as a result when he moves on to something else without
warning. Most Dabblers have high Intelligence, Charisma and Manipulation ratings, but not much in the way
of Wits or Stamina. Toreador are often Dabblers, particularly those afflicted with the derisive sobriquet
"Poseurs."
— Regain Willpower whenever you find a new enthusiasm and drop your old one completely.

 Decoder
You thrive on puzzles and riddles, be they the obvious sort, found in books and games, or hidden within
seemingly benign texts or even a person's face.
— Regain Willpower when you solve a particularly challenging puzzle or mystery.

 Defender
Not everyone can be a warrior. You can, however, and whatever your chosen field of combat may be -
warfare, law, medicine, religion, whatever - you bend your efforts towards defending those who deserve a
fighting chance. Perhaps you are (or once were) a guardian on the road to Damascus, a city watchman or a
healer. Maybe you achieved whatever title you hold (or held) by protecting your vassals, not by favoring a
lord; or turned your sword-arm to God’s will. Whatever history you may have, your task in life is to defend
some patron. Some protect the weak, others protect the throne.
— Regain Willpower whenever you successfully ward you protectorate or patron from some hostile
threat.

Back to Process 101/ 121


Back to Process

 Deviant
There are always people who don't fit in, and you are such a miscreant. The status quo doesn't suit you, and
your beliefs, ethics and motivations fly in the face of conventional thinking. You don't give a damn about
other people's morality, but you do adhere to your own strange code of conduct. Deviants are typically
irreverent, and some have truly bizarre tastes and desires.
— Regain Willpower whenever you are able to thumb your nose at society and its precepts without
retaliation (a hard task in tradition-bound Garou society).

 Director
You despise chaos and disorder, and you tend to take control and organize things as a means of suppressing
anarchy. You like to be in charge, live to organize and habitually strive to make things work smoothly. You
trust your own judgment implicitly and tend to think of things in black and white terms: "This won't work";
"You're either for me or against me"; "There are two ways to do this—my way and the wrong way." This
Archetype is not the same as Alpha, for a Director can be perfectly happy working under an Alpha — as long
as things go the Director's way.
— Regain Willpower when you are able to lead a group and accomplish some significant task.

 Enigma
Your actions are bizarre, puzzling and inexplicable to everyone except yourself. Your strangeness may be
residual effects from the Creation Rites, or the most effective way for you to carry out the work of the
Sabbat - to see the movements of the Antediluvians and counter them. To the rest of the world, however,
your erratic actions suggest that you're eccentric if not completely crazy. Conspiracy theorists, deep-cover
agents and jyhad fanatics all live up to the Enigma Archetype.
— Regain Willpower whenever someone is completely perplexed or baffled by one of your actions that
later turns out to be a fruitful endeavor.

 Explorer
There is much you haven't done or seen in your life. There's an entire world out there to explore. New
people to meet, new places to visit, new things to see... you want to take it all in. Just think! Once you've
finished exploring this world, there's always the Umbra! You know that the Umbra is full of new and exciting
things. Discovery fuels your fire, and you spend as much time as possible exploring and traveling to new
places.
— Regain Willpower whenever you make a significant discovery such as finding a lost fetish, a new area
of the Umbra or even something new about yourself or others.

 Eye of The Storm


Despite your calm subtle appearance, chaos and havoc seems to follow you. From burning cities to
emotional upheaval, death and destruction circle you like albatrosses. For you, unlife is a never-ending trial
with uncertainty around every comer. Gang leaders, political figures and other influential individuals
exemplify the Eye of the Storm Archetype.
— Regain Willpower whenever a ruckus, riot or less violent phenomenon occurs around you.

 Fanatic
You are consumed by the cause, the primary force in your life. You direct every ounce of blood and passion
you possess toward it; in fact, you may feel very guilty about spending time on anything else. You let nothing
stand in your way. You and others around you may suffer, but your cause is everything — the end justifies
the means. Before the game begins, make sure you describe your cause and define how it may affect your
behavior. Fighting the Wyrm is every Garou's cause, so it is not recommended as a cause here.
— Regain Willpower whenever you accomplish an act that furthers your cause.

 Follower

Back to Process 102/ 121


Back to Process

All great leaders need followers, and you stand ready for your orders. Taking charge is just not your style.
You find it very distasteful to go against the flow or to rebel. You work incredibly well with others when you
are all trying to reach a common goal. You never aspire to be the alpha of the pack; all you want to do is
follow and support your leader. You hate inconsistency and instability, and you know that supporting a
strong leader prevents chaos from occurring.
— Regain Willpower whenever your pack accomplishes something because of your support and aid.

 Gallant
You are as flamboyant as you are amoral; some see you as a rogue, a Don Juan, a rake or an idol to many —
but you see yourself as all of the above. You are a consummate actor who loves to make as big a show of
things as possible; nothing attracts your attention more than an appreciative audience. You love people, and
you love to impress them even more. Gallants vary widely in temperament and ambition, as little unites
them beyond their love of attention. This Nature is found among many Fianna.
— Regain Willpower whenever you manage to dazzle or impress another person. The Storyteller is
always the judge, even when characters are involved.

 Guru
Your enlightenment draws others to you. You may be a mentor of a particular Path of Enlightenment, a
priest with the Church or merely an idealist in your pack. Whatever the case, your presence motivates and
moves others to engage in spiritual or ideological pursuits. Your peers view you as calm, centered and "with
it" even when you are preaching about violence as a means to an end. Cult leaders, Zen masters and pack
priests are examples of Gurus.
— Regain Willpower whenever someone seeks out your help in spiritual matters and your guidance
moves that individual to an enlightened action that he normally would not have taken. Also, regain a
point of Willpower whenever you achieve an epiphany that relates to your personal philosophy.

 Hedonist
The Apocalypse is coming — so have as good a time as possible. A human would call you a bon vivant,
sensualist, epicure or voluptuary — but your fellow Garou call you an idler, loafer, layabout and irresponsible
pleasure seeker. You are quite the party animal, though: The words austerity, self-denial and self-discipline
have no place in your life. You much prefer the concept of instant gratification. Still, you don't mind a little
hard work, as long as a good time awaits you upon its completion.
— Regain Willpower whenever you have a truly good time and can fully express your exaltation (or
perhaps even more points if you enjoy an especially boisterous night).

 Honest-Abe
You have a moderate temperament, and refrain at all cost from telling lies and stealing from others. You
were brought up to live honestly and openly, and to be good to others - you have lived your life (or unlife) by
these simple truths ever since. You are not a dogmatist and do not insist that others live as you do, nor have
you constructed a complicated set of rules for yourself. You are flexible in your behavior, but always
carefully evaluate your actions against your beliefs.
— Regain Willpower if your honesty harms you or your friends in some way, but later turn out to help
you. In other words, your honesty turns out to have been the proper way to do things, even from a
pragmatic point of view.

 Idealist
The Idealist believes - truly, madly, deeply - in some higher goal or morality. The object of his idealism may
be something as pragmatic as the Camarilla's eventual triumph or as amorphous as the ultimate good, but
the belief is there. Idealists are frequently either very new to the Blood or very old, and many seek after
Golconda as the final expression of their idealism. In the meantime, an Idealist tries to reconcile his beliefs
with the demands of vampiric existence, often acting contrary to self-interest to do so.

Back to Process 103/ 121


Back to Process

— Regain Willpower any time an action in pursuit of your ideals furthers your goals and brings your
ideal closer to fruition.

 Innovator
There are always better ways to achieve a goal; you will find those better ways. Inventors, traders,
philosophers and strategists are examples of your kind. You are the path-blazer; the visionary; the critic who
is never satisfied, even with seeming perfection. Tradition, to you, is a snare which binds imagination.
Whatever you do, strive to improve upon what went before.
— Regain Willpower whenever your quest to create some new way of doing something succeeds.
Dramatic breakthroughs are worth more confidence (and thus more Willpower) than simple
improvements.

 Jester
You are the fool, idiot, quipster, clown or comic, forever making fun of both yourself and others. You
constantly seek the humor in any situation, as you strive always to battle the tides of depression inside
yourself. You hate sorrow and pain, and you constantly try to take others' minds off the dark side of life.
Sometimes you'll do nearly anything to forget that pain exists. Your particular brand of humor might not
always impress your friends, but it makes you feel better. Some Jesters manage to escape pain and are truly
happy, but most never find release.
— Regain Willpower when you lift the spirits of persons around you through the device of humor,
especially when you are able to escape your own pain in the process.

 Jobsworth
You are dedicated to the unbroken routine of your existence, and refuse to do anything that compromises
your routine and established practices. No matter how urgent or deserving an individual case may be, the
preservation of established practices and routines is more important. Individual decisions and considerations
are fallible, whereas routines and established procedures are the distilled wisdom of years or decades of
decision-making. Routines are what separate order from chaos. Make an exception once, and it sets a
dangerous precedent; make an exception twice, and the door to anarchy is opened.
— Regain a Willpower point each time you are able to preserve your routine, and each time you avoid
reevaluating anything or making a decision about a situation based on its individual merits. At the
Storyteller’s option, more points may be awarded for truly impressive feats of generalization.

 Judge
You seek to make things better by acting as a mediator, arbitrator and peacemaker. You pride yourself on
your rationality, your judgment and your ability to deduce a reasonable explanation when you process the
facts. You struggle to promote truth, but you understand how difficult it is to ascertain. You respect justice,
for it is the means by which truth can reign.
In your view, people are resources, though ones that are most difficult to manage and employ. You hate
dissension and arguments, and you shy away from dogmatism. Sometimes Judges make good leaders,
though a lack of vision can sometimes cause them to maintain the status quo instead of searching for a
better way. Philodox naturally gravitate toward this Archetype.
— Regain Willpower when you are successfully able to separate the truth from a web of lies (without
using a Gift) or when you can convince disputing individuals to agree with your judgments.

 Lone Wolf
You are the type of Garou who is always alone, even in the midst of a crowd. You are the wanderer, the
hunter, the loner. Although others might think of you as lonely, forsaken, isolated or remote, in truth you
prefer your own company to that of others. There are many potential reasons you are this way: You don't
understand others, you understand others too well, others dislike you, others like you too much, or you are

Back to Process 104/ 121


Back to Process

simply lost in your own thoughts. Your reasons are your own. Despite the name, most Ronin are not Lone
Wolves by Nature, and therein lies the pain of being outcast.
— Regain Willpower when you manage, without the aid of others, to accomplish some significant task
on your own that aids the group (pack, sept, tribe) in some way.

 Maker
Your sense of purpose goes beyond your own needs; you try to create something of lasting value for those
who will come after you. People need many things, and you gain satisfaction by providing whatever you can.
You are the type of person who makes an effort to build something of value: a sept, create a caern or in
some way leave a lasting legacy. Many American pioneers were of this Nature.
— Regain Willpower whenever you create or establish something of importance or lasting value.

 Manipulator
You have always been fascinated by others. Why do people behave as they do? What thoughts and emotions
affect their actions? The cognitive processes that influence the choices people make intrigue you.
Sometimes just asking people questions about their actions can yield important information, but often
people do not truly understand their own motivations and concerns. In these cases, it is far easier to set up
situations - experiments, if you will - to see how people behave. You attempt to manipulate these situations
for your own personal advantage, in order to discover more information about your chosen subject. Some
might call these experiments cruel, but to you it is mere scientific necessity.
— Regain Willpower whenever you manage to set up an incident or situation that allows you to gain
new insight into your subject’s psyche.

 Martyr
Many Garou possess the martyr instinct, but few act upon it. Even fewer live the life of a martyr, but you are
such an individual. You work twice as hard as anyone else and expect no reward beyond some recognition
for your efforts. You are able to endure long-lasting and severe suffering because of your beliefs and ideals.
At worst, a Martyr expects sympathy and attention because of her suffering, and she may even feign or
exaggerate pain or deprivation. At best, a Martyr chooses to suffer injury or even death rather than
renounce her beliefs, principles, causes or friends.
— Regain Willpower when you sacrifice yourself in a real and immediate way for your beliefs or for
another individual.

 Masochist
The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains
satisfaction in humiliation, suffering, denial and even physical pain. The Masochist defines who he is by his
capacity to feel discomfort - he rises each night only to greet a new pain. Certain extreme athletes, urban
tribalists and the clinically depressed exemplify the Masochist Archetype.
— Regain Willpower whenever you experience pain in a way you never have before.

 Masquerader
You enjoy pretending what you're not, and may be doing so to hide from others-or yourself. Particularly, you
try to hide your true supernatural identity.
— Regain Willpower when you resolve a situation without anyone finding out that you're a
supernatural being (or, depending on the situation, the true supernatural being you are, rather than
the one you're pretending to be).

 Mediator
The world is full of people who want things, sometimes people want the exact same thing. Some people
have what other people want and would be willing to talk about working out a deal, but just don’t know how
to start. These people often have immense trouble finding and communicating with each other. That is

Back to Process 105/ 121


Back to Process

where you come in. You are dedicated to mediating between people - fulfilling needs, smoothing over
disputes, and generally helping people talk to one another. You are the diplomat, the middle child, the
perpetual person in the middle.
— Regain Willpower whenever you are able to act as a go-between between two individuals or groups,
and regain another point if you bring things to a satisfactory conclusion. The Storyteller may award
more points for particularly outstanding mediation.

 Mercenary
You are driven by your need to make the best possible deal, to acquire goods or services that add to your
own personal wealth at the least possible cost to yourself. You avoid quick sales in order to experience the
simple joy of bargaining. The contest itself is often more pleasurable than your inevitable victory. You enjoy
the daily challenges of commerce and watch the fluctuations of your coffers with fascination. This mercantile
attitude influences more than your finances. In fact, it carries over into every aspect of your unlife. You hunt
for victims with the same eye for efficiency that you turn toward purchasing a new wagon. You avoid waste
whenever possible, taking only what you need and nothing more, unless it can be stored safely or sold.
Arguments and bargaining are, in your opinion, the only way for individuals to resolve their differences and
still maintain respect for one another.
— Regain Willpower whenever you use your bargaining skills to acquire something for much less than it
is worth, or whenever a clever investment turn a substantial profit.

 Omega
You know your place, and it's at the bottom of the social rank. You expect no mercy, no compassion, no
nothing. You get the scraps after everyone else has eaten. You get a butter knife when everyone else has
klaives. You struggle to keep up, but hardly manage it, and always with your tail between your legs. To be
the omega is the worst place to be for a Garou, and your ambition should be to some day rise above your
station and prove your worth. This archetype is common among metis in tribes where they are disdained.
— Regain Willpower whenever you achieve something that -should- gain you recognition, even when
you don't receive that recognition. Gain one -permanent- Willpower when you manage to rise on
the social ladder, and earn yourself a place of acceptance, then choose a new archetype. Since an
Omega is pushed around all the time, she can only have a maximum of five temporary Willpower
points at any time. As such, she does not lose Willpower through her Archetype.

 Optimist
"Everything always turns out for the best." That is the motto of your life, and you know if you can just stay
cheerful and stop worrying, your problems will never be with you forever. Some call you a fool, but even
they have to admit you’re happier than they are. Certainly you’ll encounter difficulties from time to time, but
there’s no sense in worrying yourself to death in advance. Don’t worry, be happy and have a nice day.
— Regain a Willpower point whenever things turn out for the best, just like you said they would. You
must predict such an outcome, either out loud to the other characters or to yourself (tell the
Storyteller).

 Pedagogue
The Pedagogue knows it all, and desperately wants to inform others. Whether thorough a sense of purpose
or a genuine desire to others, the Pedagogue makes sure his message is heard - at length, if necessary.
Pedagogue Archetypes may range from well-meaning mentors to verbose blowhards who love to hear
themselves talk. Instructors, the overeducated and "veterans of their field" are Pedagogue Archetypes.
— Regain Willpower whenever you see or learn of someone who has benefited from the wisdom you
shared with them.

 Penitent

Back to Process 106/ 121


Back to Process

The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either
low self-esteem or legitimate, traumatic past experiences, and feel compelled to "make up" for inflicting
themselves upon the world. Penitent Archetypes are not always religious in outlook; some truly want to
scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem and
remorseful criminals are examples of the Penitent Archetype.
— Regain Willpower whenever you feel that you have achieved absolution for a given grievance. This
redemption should be of the same magnitude as the transgression- the greater the crime, the
greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of
reparation.

 Perfectionist
Perfectionist Archetypes simply demand the best. A half hearted job gives the Perfectionist no satisfaction,
and she expects the same degree of commitment and attention to detail from others that she demands from
herself. Although the Perfectionist may be strict and exacting, the achievement of the end goal drives her -
and often for whom she is responsible. Prima donnas, artist and conceptual designers exemplify the
Perfectionist Archetype.
— Regain Willpower whenever you accomplish your goal without any demonstrable flaw or
impediment.

 Plotter
Everything you do is planned. Very little springs form you spontaneously. Your plans are often long and
involved, sometimes extending beyond the lives of the mortals involved in them. Details must be exact, for
you believe any deviation could bring ruin. You try to plan everything in your life; each thing you do must
accomplish something in the greater scheme. Deviation from routine, however, is bothersome, not
traumatic. You are organized, not deranged. You tend to be neat and precise in everything you do.
— Regain Willpower when one of your plots comes to fruition in the exact manner you planned.

 Poltroon
Meeting trouble (or anything else) head-on is the tactic of fools and optimists. The sensible way to deal with
trouble is to deny it a target. While some people might accuse you of sticking your head in the sand, they do
have to admit that it has remained on your shoulders for quite some time, and looks like it will continue to
do so indefinitely. You never confront what you can evade, and never face anything unless there is no other
option. Courage is not high on your list of virtues, but then the line between courage and folly is virtually
nonexistence to your eyes.
— Regain Willpower whenever you are able to avoid a problem or situation without dealing with it.

 Praise Seeker
Your self-worth is based entirely on the opinions of others. You crave approval and praise, and will go to
extreme lengths to get such - even risking yourself and things you love. Unlike the Sycophant, you do not
think of protection, and you have no thought of using others’ good
opinions to your own advantage - you simply crave praise and approval for their own sake, so you can feel
good about yourself.
— Regain Willpower whenever another character offers unprompted praise, admiration or
appreciation. If the appreciation is truly great, and/or the other character is powerful or particularly
admired, the Storyteller may award extra points.

 Predator
The urge of the wild is strong within you. Kill or be killed, survival of the fittest — these age-old instincts are
imprinted in the deepest recesses of your brain. Let the others talk of merciful Gaia all they wish — you
know Mother Nature takes no prisoners. The surest way to render yourself safe from harm is to place

Back to Process 107/ 121


Back to Process

yourself firmly at the top of the food chain—whether this "food chain" is metaphorical or all too carnal
depends on you.
— Regain Willpower whenever you single-handedly stalk, attack and defeat another creature in order
to ensure your own survival (said creature may be prey or an actual threat). The defeat of
particularly deadly foes may warrant additional Willpower points.

 Rebel
You do what you want, when you want, where you want. You are a defiant free-thinker. You are so
independent minded and free-willed that you are not willing to join any particular cause or
movement. You are simply yourself and desire only the freedom to be yourself. You're not a good
follower and you aren't usually a very good leader either (unless your followers are willing to go
wherever you lead). You tend to be insubordinate toward authority to the point of stupidity.
— Regain Willpower whenever your rebellion against authority or the status quo turns out to be for the
best.

 Recognition Seeker
The opposite of most Garou, you love being the supernatural being you are, and despite the danger, long to
let other people know about it.
— Regain Willpower when someone realizes for the first time that you are more than merely mortal.

 Reluctant Garou
Being a werewolf is cool, you guess, and you can understand the need for "change," but why does it have to
be you? You were enjoying being human (or wolf), and now you can never go back. You want to have a
normal life, to go shopping without guilt, to go to school, watch MTV, fall in love, have a family or a career
like a normal person. Or, if you were a wolf, you would much prefer to roam the wilderness with your pack.
Your eyes have been opened to things you never wanted to see, and you miss being half-blind. Granted,
there are certain compensations in being a Garou; still, given the chance, you'd rather be the human (or
wolf) that you never really were.
— Gain one permanent point of Willpower when you realize and accept your true place in the world
and establish peace between your warring sides. This rapprochement should occur after some long
soul-searching and excellent roleplaying. Afterward, choose another Nature, perhaps one related to
the catalyst of your change: Did you realize your true self when you took control of your pack (Alpha)
or while helping people (Caregiver)?

 Renunciate
For some reason, you want to leave your past far, far behind you; though as hard as you try to forget it, the
past will forever haunt you.
— Regain Willpower when you shake aside someone/something that reminds you of your past, and do
so without consequences.

 Reveler
The Apocalypse is coming -- so have as good a time as possible. A human would call you a bon vivant,
sensualist, sybarite and party animal, but your fellow Garou call you an idler, loafer, layabout and
irresponsible pleasure seeker. You are quite the partier, though; the words austerty, self-denial and self-
discipline have no place in your life. You much prefer the concept of instant gratification. Still, you don't
mind a little hard work, as long as a good time awaits you upon completion.
— Regain Willpower whenever you have a truly good time and can fully express your exaltation (or
perhaps even more points if you have an especially fun night).

 Revolutionary

Back to Process 108/ 121


Back to Process

You hold freedom dearly and desire justice, and will do whatever is necessary to hold on to these precious
liberties. Unlike the Rebel, your urge is not to resist ALL authority, but rather to fight corruption in the
system where you find it.
— Regain Willpower when your questioning or resisting leadership or the status quo turns out to be
best for you/your party/or those you are trying to protect.

 Rogue
Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they
have no right to them. The Rogue is not necessarily a thug or bully, however. She simply refuses to succumb
to the whims of others. Rogues almost universally possess a sense of self sufficiency. They have their own
best interests in mind at all times. Prostitutes, capitalists and criminals all embody the Rogue Archetype.
— Regain Willpower when your self-centered disposition leads you to profit, materially or otherwise. At
the Storyteller's discretion, accumulating gain without exposing your own weaknesses may let you
regain two points of Willpower.

 Sadist
Your exist to inflict pain and suffering upon others. Killing is too easy - torture is the best way to truly harm a
person, and you seek the Slowest, most painful means to push others to the ultimate limits. Pain - others'
pain - gives you immense pleasure. Drill sergeants, jilted ex-lovers and some of the terminally deranged may
all display Sadist Archetypes at one time or another; sadism is rare enough to appear only in aberrant cases,
rather than reliably in one type of person or another.
— Regain Willpower whenever you inflict pain upon someone for no reason other than your own
pleasure.

 Sage
Knowledge is your treasure and your joy, and you enjoy both learning as well as teaching others your
wisdom.
— Regain Willpower when you help someone through your vast knowledge or uncover an obscure
piece of lore.

 Scientist
To a Scientist, existence is a puzzle which she can help to reassemble. A Scientist logically and methodically
examines her every situation and maneuver, looking for logical outcomes and patterns. This is not to say that
the Scientist is always looking for a scientific or rational explanation, but rather, that she examines her
surroundings rigorously and with a critical eye. The system a Scientist attempts to impose on the world may
be completely ludicrous, but it is a system, and she sticks by it. Scientists have high Mental Attributes, and
often hold low-ranking positions in Camarilla city governments.
— Regain Willpower any time a logical, systematic approach to a problem helps you solve it, or
information gathered logically is of use in another, similar situation.

 Sensualist
Sensation is your addiction, and you'll do anything to experience a new one.
— Regain Willpower when you experience a new, exciting sensation and live to tell about it.

 Show-Off
You get your self-worth entirely from others. You crave approval and praise, and you go to extreme lengths
to get it —even risking yourself and things you love if necessary. You do not think of protection, and you
have no compunctions about using others' good opinions to your own advantage — you simply crave
approval for its own sake, so that you can feel good about yourself.

Back to Process 109/ 121


Back to Process

— Regain Willpower whenever your antics bring you praise, admiration or appreciation. However, the
more points you get, the harder and harder they will be to gain thereafter; your feats must grow
increasingly spectacular — and dangerous.

 Sociopath
All inferior beings both living and undead should be exterminated in order to bring about a harmonious
existence. You likely feel no remorse when you kill (depending upon your Humanity or path). On the
contrary, you are doing a glorious deed for society. Some Sabbat are critical of your violent nature, but you
sometimes manage to sway them with arguments like, "Darwin would agree that I'm only helping nature
along!" and, "Only the Sabbat shall survive!"
— Regain Willpower whenever you are the greatest contributor to a body count after everything has
settled down. This count includes times when you are the only killer, and it needs not result from a
massive combat - like killing every member of a movie audience or gunning down defenseless
patrons in a bank robbery.

 Soldier
You exist for the War, be it the war against the Wyrm or your own personal war. However, you know that
you're one of many, and therefore your goals are tied to the leadership of others. Of course, you're a soldier,
not a blind follower, and might some day strive for leadership yourself. You are willing to do everything it
takes to make sure your orders are carried out, no matter the price.
— Regain Willpower when you carry out your orders to a tee. For more complex and complicated
orders, the Storyteller may feel free to award more points, especially for outstanding success in the
face of almost certain doom. However, should the Soldier choose -not- to carry out her orders, she
may suffer Willpower loss should it prove that her choice was wrong. If the choice proves correct,
she is celebrated for this, but does not gain Willpower.

 Supplicant
Whatever you do, it is in the service of the Divine Being which you honor, fear, and/or love.
— Regain Willpower when you significantly advance the aims of your Benefactor (M:tSC says, "Without
endangering yourself in the process," but that doesn't really make sense to me...). Remember, of
course, that the deity you follow does not necessarily have to be nice.

 Survivor
Living is what you are best at and enjoy most. No matter what, you always manage to survive. You can
endure, pull through, recover from, outlast and outlive nearly any circumstance. Sure, you've been at death's
door so many times you've lost count. You have more scars, patches of fur missing and badly reset bones
than any other Garou you know. When the going gets tough, you get going. Nothing angers you as much as a
person who doesn't struggle to make things better — except a person who surrenders to the nameless
forces of the universe.
— Regain Willpower whenever you survive a difficult situation by barely winning or by escaping from
overwhelming adversity. (Considering that this sort of thing happens in almost every Werewolf
story, Storytellers should be cautious when rewarding this Archetype.)

 Sycophant
In the grand scheme of things, you are small and weak and unfit for survival. Your best hope is to find
someone who is more powerful than you are and persuade her to take care of you. In return you will serve,
admire and follow her. You will do anything she says, unless it puts you in great risk. In any type of uncertain
situation, you will attach yourself to the strongest-seeming person, siding with her, performing various
barely necessary services and generally trying to ingratiate yourself. Thereby you hope to earn some kind of
protection. There is no limit to the depths to which you will lower yourself in order to be accepted, and you
have no pride.

Back to Process 110/ 121


Back to Process

— Regain Willpower whenever a stronger character to whom you have attacked yourself acts in your
defense, be it siding with you in an argument or protecting you form physical harm.

 Theorist
The world around you is something to try and explain, and your theories drive your purpose for being.
— Regain Willpower when an observation based on your theory comes to pass. This has to be a well-
thought-out, complex theory, not something that's already blatantly obvious.

 Thrill-Seeker
The Thrill-Seeker lives for the rush brought on by danger. Unlike those of arguably saner disposition, the
Thrill-Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously
suicidal or self-destructive - he simply seeks the stimulation of imminent disaster. Gangbangers, petty
thieves and exhibitionist are all examples of the Thrill-Seeker Archetype.
— Regain Willpower any time you succeed at a dangerous task that you have deliberately undertaken.
Thrill- Seekers are not stupid, however, and the Storyteller may choose -not to reward a player who
heedlessly sends her character into danger for the sole intent of harvesting Willpower.

 Traditionalist
You are an orthodox, conservative and extremely traditional individual. You know that history repeats itself,
so you look to the past for solutions to today's problems. What was good enough for you when you were
young is good enough for you now. You almost never change. In general, you are opposed to change for the
sake of change — things could get worse, not better.
— Regain Willpower whenever an old-fashioned solution proves effective.

 Trickster
Sorrow and pain scare you, or at the extreme, hurt you. Therefore you seek to bring humour, laughter and
mirth wherever you go. You always strive to find the joke in every situation, play the fool and ridicule what
you can, but unlike Ragabash, you do it to lift other's spirits, not to test them. Most of all, you do it for
yourself; when you laugh, you do not feel sad.
— Regain Willpower when you manage to brighten your packmates' moods with your clownish antics,
and your humour kills pain. Lose Willpower if you fail to lift your own moods, or lose a -permanent-
point if you fall into Horano.

 Tyrant
No one can do anything right except you. Whenever you leave something in someone else’s care, that
person fouls it up. Therefore, you must watch over those you care for, and take matters into your own hands
whenever possible. You may have been an innkeeper before your embrace, or a knight whose squires simply
couldn’t achieve the chivalric ideals. Perhaps you oversee your ghouls the way you once commanded your
household servants. Whatever you do, make sure that no one make a mess of it. People may not like you for
it, but at least things will be done right, this time.
— Regain Willpower whenever you succeed through stubbornness, forcefulness and attention to detail.

 Visionary
Very few are brave or strong or imaginative enough to look beyond the suffocating embrace of the mundane
for something more. Society treats such people with both respect and contempt — for it is the Visionary
who both "perverts" society as well as guides it into the future. You are always looking for something more.
You see beyond the bounds of conventional imagination and create new possibilities. Although you might
have your head in the clouds and are often of an impractical bent, you are filled with new ideas and
perceptions. This Archetype is one found among many Stargazers.
— Regain Willpower whenever you are able to convince others to believe in your dreams and follow
the course of action outlined by your vision of the future.

Back to Process 111/ 121


Back to Process

 Warrior
Nothing seems more important than pitting your skill as a fighter against someone or something that
threatens your pack, your Kinfolk or your duty to Gaea. You live for battle and direct most of your attention
towards honing your mind and body into the perfect weapon. You delight in the thrill of combat and in the
preparation and aftermath of war. You respect others for their fighting prowess and can appreciate a worthy
opponent (except in the case of creatures who have no honour). You view other activities as if they were
tactics in a larger war.
— Regain Willpower whenever you achieve a decisive victory in single combat with a foe that is at least
your equal.

Back to Process 112/ 121


Back to Process

Naming

Back to Process 113/ 121


Back to Process

Back to Process 114/ 121


Back to Process

Back to Process 115/ 121


Back to Process

Back to Process 116/ 121


Back to Process

Back to Process 117/ 121


Back to Process

Back to Process 118/ 121


Back to Process

Back to Process 119/ 121


Back to Process

Back to Process 120/ 121


Back to Process

Back to Process 121/ 121

Вам также может понравиться