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  Sooner or later, the rug always gets yanked out from under you. I don't care who you are — sometime on down the road, somebody dies. Something collapses. And nothing makes sense from then on out. Maybe you learn to cope with your new life. Maybe you even figure you like it. Maybe you crack. But it always happens. And that's nothing next to what we get.
  You wanna know somethin' funny? We call ourselves the chosen few; we say we're lucky to get all the strength and speed and spirit allies and stuff that we get. We even say being born into this damn war is lucky. If that's so, then how come there ain't a soul out there who ever makes the change all peacefully 'n' shit? How come there's nobody whose Change doesn't involve blood?
  Goddammit, of all the memories I get to hold on to, that's the one that keeps waking me up at night. Puking my guts out in the morning, making my mom wonder if I'd gotten pregnant or something. Getting feverish and sweating like a pig.
  And yeah, round about sundown, just losing it. I busted out of the building like I had the Caspar Street Ninos on my ass. No telling why, at least at the time — I didn't even know where I was going. I just had to get out under the sky, just had to get off somewhere to myself.
  You know, I almost made it. I almost made it somewhere out of the way. I almost got to my old hiding spot, where nobody woulda gotten hurt.
  But like I said, that never happens. Someone always bleeds.
  And then you wind up spending the rest of your life killing the right sort of people just so you can make it up to the wrong sort of people, the people who just happened to be in the wrong place.
  Yeah, we're the lucky ones.


Chapter Three: Character and Traits


  To play Werewolf, you create a character — one of Gaia's chosen — who will be your alter ego when you interact with the world and participate in the story. Your character is like one of the protagonists in a novel or movie, except that when the story is over, you can move on to the next — and the next. Your character will grow as you play her, possibly developing into something you never expected.
  You will discover in this chapter how to create a unique werewolf character whom you will hopefully play for a long time, detailing her history and enjoying her exploits. Before you can do so, you must start with your general concept and translate it into numbers that you can use in the game. These numbers are not particularly inspiring or thought-provoking — it's hard to evoke a compelling image when you say "my character has four dots in Etiquette" — but they serve as a starting point that helps you define your character's strengths and weaknesses in objective terms. These numbers also serve when you need to determine if your character's actions are successful or not. A manipulative character is better able to convince the security guard to let him inside the offices after hours than a character who is blunt or reticent.
  It's best to create a character with assistance and supervision from the Storyteller. When you know what the game you'll participate in is like, you can more easily design a character who fits in. In fact, it's best to discuss with the other players and Storyteller what's expected in the game so that every character can fit together without too much fuss. Werewolves gather in packs, so players should keep this tendency in mind as well when designing a character.

Traits

  When you set out to create your character, you should have a general concept in mind that includes where he lives, how he grew up and what he loves or hates. These factors make each character truly alive and unique. But in order to play the character, you must first assign his Traits. You can't decide that your character is intelligent and a fast thinker without assigning dots to Intelligence and Wits. He can't be devastatingly handsome if you don't put any dots into Appearance. You should assign Traits in a manner that supports the character's concept and intended role. A smooth talker should have Charisma or Manipulation along with Subterfuge, to make him useful when the group needs someone to fast-talk their way out of a situation. On the other hand, he may need to rely on a companion for heavy-duty physical work such as combat.
  Traits are described in numerical terms, with ratings from one to five dots. (Rage, Gnosis, Renown and Willpower are exceptions, running up to 10 dots.) Each rating represents the character's capability in that particular Trait. Trait ratings are similar to the scores that critics might give a movie or restaurant. Having no dots at all is abysmal (or in some Traits, even subhuman), while five is superb (probably the best in the world), with one to four dots ranging between. These ratings are very important when it comes time to roll dice. (See Chapter Five: Rules for specifics.)

Getting Started

  Werewolf: The Apocalypse character creation is based around five basic concepts that you must keep in mind when creating the character you want to play.
  • You can create a character from any nation, of any age, from any cultural background, but your character has undergone the First Change only recently. He probably knows very little about werewolf society, unless he received instruction from a mentor or Kinfolk, or he is metis.

Common Traits and Terms:

  Werewolf characters tend to be defined by the following Traits:
  Name: The character's name, which may be a human name or nickname or a "deed name" given to him by his tribe. Some characters use both their birth name and their "Garou name" as appropriate.
  Player: The person who's playing the character in question.
  Chronicle: The chronicle is the series of stories that tells the overall tale of your pack's deeds; if each game session is the equivalent of a weekly episode of a TV series, the chronicle is the series itself. The Storyteller is usually the one to decide on an appropriate name for the chronicle.
  Attributes: The inborn, most raw aptitudes and potential a character possesses.
  Abilities: Any skills or aptitudes that your character possesses that make him better at certain activities, whether learned skills or inborn affinities.
  Backgrounds: These represent advantages your character may have as a result of his parentage or upbringing, whether great wealth or purity of bloodline.
  Renown: This measures how famous (or infamous) your character's deeds have made him among other Garou. Glory is a measure of his bravery and battle ability, Honor gauges his ability to live according to the ethics of his kind, and Wisdom represents his reputation for good or poor judgement and forethought.
  Rank: The higher a character's Rank, the more power he wields in Garou society. All characters begin at Rank 1, but may eventually rise to Rank 5 or 6, becoming esteemed elders.
  Rage: This is the supernatural fury of the werewolf, a measure of how much anger your/character has. High Rage makes a werewolf very dangerous to friend and foe.
  Gnosis: A measure of connection to the spirit world, as well as the reserves of spiritual energy a werewolf stores within himself.
  Willpower: This is a measure of a character's dedication and sheer force of will; werewolves with high Willpower never give up or give in.
  Breed: This represents your parentage — whether you were born to humans, wolves or two werewolf parents.
  Auspice: This is the moon phase your character was born under, like an astrological sign (only much more potent). Auspice determines a character's general role in werewolf society.
  Tribe: The tribe that adopted your character; tribe affects a character's aptitudes, as well as his outlook and goals.
  Pack Name: Most packs choose a common name to identify themselves, which may derive from their totem, sept or most commonly their purpose. You and your fellow players will most likely decide on your pack name.
  Pack Totem: Each pack is bound together by a particular totem patron, purchased via the Totem background. This totem lends its particular strengths to its pack, and adds a touch of Extra personality. You and your fellow players will collectively choose this totem.
  Concept: This is a basic one-to-three word description of your character's history or aspirations; sample concepts might be "Reluctant Peacemaker," "Whitewater Guide" or "Modern Crusader."
  Gifts: Your Gifts are special supernatural powers learned from spirits. The Gifts available to you are determined by your breed, auspice and tribe.
  Health: Werewolves live a life of constant danger, ever suffering great wounds for their cause and fighting their way back to health. The Health Trait measures how injured your character may be at any given moment.
  Experience: This Trait represents how much you have learned since becoming Garou. All characters begin with zero experience points. You may spend experience points to increase your Traits or purchase new ones.
  • The character creation process is designed to help you define your character and provide you with the means for that character to work within the rules. The numbers are not more important than the concept, but your character's Traits should support and strengthen your concept. The only way your character can truly come to life for you, the other players and the Storyteller is through roleplaying. Keep that in mind as you design your character.
  • The Werewolf character creation system is point-based — you receive points to apply to each part of the character (Attributes, Abilities, Advantages). After you assign these points, you receive a pool of freebie points to personalize and round out your character further. Note that even with freebies, you probably won't have enough points to purchase everything you want. This is fine! Your character is still competent at the starting level, and he'll grow into his full potential as you play him over time.
  • A Trait of one is poor, while a Trait of five makes your character one of the most accomplished in her field. If you have one dot in an Ability, your character is inexperienced, or simply not very good at it. Your character is not necessarily useless just because she has one dot in Strength. Instead, consider it an opportunity to flesh out your character further. A one-dot Trait can be as defining as any five dot Trait. Remember that Garou Attributes change when they shapeshift. A Garou in Crinos form is a lot stronger than she is in Homid.
  • It is very important to create a character that fits into the group. You can't expect the other players to tolerate a character that just won't fit in or work with the pack. If your character's behavior disrupts a story, the Storyteller or other players may ask you to modify how you play or create a new character who will fit in better. Garou are pack creatures, and life is far too difficult for werewolves if they cannot cooperate with their own packmates. Often, survival depends on a pack's ability to cooperate and work cohesively.

The Storyteller's Role in Character Creation

  As the Storyteller, you should guide your players through character creation. When your players arrive for the first session, discuss the game's basic premise and themes (specifically those you wish to explore). It's helpful to write a style sheet, a document that describes where you'd like to start and where you'd like the chronicle to go over time. You don't have to reveal your actual plans for stories, simply give guidance on the kind of stories you want to run. If any players are unfamiliar with Werewolf, spend time filling them in on the setting and rules basics. You don't need to bring them up to speed on everything, though, since a new character won't know much more than the new player does. Try to keep things as simple as possible and give the players room to discover the system's intricacies on their own.
  First, give the players each a character sheet and give them a minute to look it over and ask questions about them. Then, explain the character creation process step by step. Give the players time to ask questions, and answer them as clearly as possible. A little patience in the beginning will save a lot of frustration and misunderstanding later on. Be sure to explain what the Traits mean and how they define a character's abilities.
  Before players create their characters, discuss what kind of pack they'd like to play and which role each character might fulfill. Don't think about it necessarily in terms of "one Garou of each auspice" or "no more than one member of any tribe." Consider what the characters will do in the pack and why they formed the pack. Encourage the players to give their characters hooks to hold them together.
  Spend the entire session creating characters, and don't rush the players. Give them time to make complete, flesh-and-blood characters with personalities, goals, hopes and dreams. You don't want undeveloped caricatures. Once players have finished creating their characters, spend the remainder of the session running preludes for them. A prelude is a short session with the player to tell the story of her character's life up through the present, including family life, important events and the First Change. Preludes will be your players' first exposure to your chronicle, so make them memorable and interesting. Once you've run all the preludes, run a prelude for the pack as a whole. Describe an occasion, such as the Rite of Passage, that brings all of the characters together for a reason strong enough for them to forge a more lasting bond. You can find more information on preludes later in this chapter.

Step One: Character Concept

  Before you write down a single word or darken a single dot, you need to develop a character concept. The concept needs be only a general idea of what your character is like. Make it something unique and interesting that you will enjoy playing for the long haul. As you progress through the character-creation process, you may change or adjust this concept to suit your needs or wants, but if gives you a starting point. The character concept is something like a thesis sentence for your character. An example might be, "My character ran away from home in her early teens to escape an abusive parent, and she had her First Change in a youth shelter. Now she spends her time looking out for the other runaways, since no one else will." The concept should be unique and interesting enough to satisfy you and the Storyteller.
  Once you've decided on a concept, you must make three choices to support that concept. You must choose your character's breed (species), her auspice (role in Garou society) and her tribe (the group that claims her as a member). The better you understand these aspects and can interrelate them with each other and your core concept, the more complete and interesting your character will be.
  • Breed: The Garou are creatures of two worlds who truly belong to neither. Werewolves are outsiders in a way that few humans have ever experienced directly. They cannot even breed among their own kind. Garou must breed with humans and wolves to perpetuate their kind and breed healthy (and fertile) offspring.
  For two werewolves to mate is to violate one of the oldest taboos among the Garou. The product of such a union is always sterile and either deformed or insane (sometimes both). Worse, the offspring is born in Crinos form, and it cannot shapeshift until eight years of age, requiring the parents to raise it away from human society. Even when werewolves do breed with humans or wolves, the offspring rarely breeds true. Nine out of 10 births are normal Kinfolk wolf cubs or human infants, marked only by their blood relation to the Garou. In some families, the strain might vanish for generations, only to appear long after the Kinfolk have drifted apart from their Garou relatives. In others, several children in a single generation might experience the First Change. The Garou try to track all descendants and relatives (wolf and human) to locate potential werewolves. When Garou find any who are about to enter the First Change (either from observation or happenstance), they bring that one into their tribe to teach them about who and what they are, and about the war that they were born to fight.
  The Garou's current generation is believed to be the List, as more signs of the Apocalypse come to pass. Garou are under less pressure to breed in the end times, since nobody truly believes that a child born now will be mature in time for the final battle.
  The three breeds are homid (born to humans), lupus (born to wolves) and metis (born from the union of two Garou). All metis characters have deformities.
  • Auspice: Your character's auspice is the moon-phase under which she was born. It's similar to an astrological birth sign, but it plays a much more significant role in a werewolf's life. To the Garou, Luna is a central figure in their lives, and they draw their Rage from her. Your character's auspice indicates her profession in Garou society, some other strengths and some of her weaknesses.
  You may choose from five different auspices: Ragabash (trickster, scout or spy), Theurge (shaman, seer or mystic), Philodox (judge, lawgiver or mediator), Galliard (historian, bard or storyteller) and Ahroun (warrior or guardian). Your character's auspice may have a strong effect on her personality. Ahroun tend to be violent while Ragabash are often clever.
  Complete information on each auspice can be found here.
  • Tribe: In the shadow of the coming Apocalypse, packs are usually composed of many tribes, since Garou are too few in number to follow the older practice of creating a pack composed entirely of one tribe's members. Even so, a Garou's tribe provides context for who and what he is. Each tribe has a spirit totem that influences much of the tribe's characteristics. Choose your character's tribe carefully. Your choice will impact her background (and available Backgrounds).
  Players may select any of the 12 tribes described in Werewolf. See these pages for further information on each tribe and its unique characteristics.

Step Two: Choosing Attributes

  Once you've defined your concept and selected your character's breed, auspice and tribe, it's time to begin assigning numbers. The first step is to assign scores to each of your character's Attributes. The Attributes defines your character's innate capabilities and aptitudes. How fast can your character move? Is she attractive or even beautiful? How sharp are her senses? The Attributes answer each of these questions objectively.
  First, prioritize your three Attribute categories — Physical, Social and Mental. Decide which category your character is best at (primary), which category is above average (secondary) and which category is merely average (tertiary). Is she more mental than physical — more perceptive and intelligent than strong and tough?
  • Physical Attributes define your character's physical limits, such as how fast he can run, how much he can lift and how healthy he is. If your character is primarily action-oriented, then you'd be well advised to make Physical your primary category.
  • Social Attributes define your character's ability to interact with, relate to and sometimes use others. Social Attributes affect first impressions, your character's ability to inspire or lead people and how attractive he is. If your character is a charmer or a deceiver, Social Attributes make a good choice for your primary category.
  • Mental Attributes define your character's mental capacity. How quickly can she think? How sharp is her eyesight? How smart is she? If your character likes puzzles or is an investigator, then Mental Attributes should be primary.
  Your character concept should give you direction on how to prioritize your Attributes, but don't feel straight jacketed into such choices. Yes, it's perfectly viable to play a former soldier with Mental Attributes as primary (a genius tactician) or an artist with Physical in the primary slot (a dancer, perhaps). As noted previously, you can still modify your basic concept, and Attribute priorities might prompt you to alter your focus or intent.
  Your character begins with each Attribute at one dot. Priority selection determines how many additional dots you may place in each category: Divide seven dots among your character's primary Attributes, five dots among her secondary Attributes and three dots among her tertiary Attributes. You may choose to apply seven dots to your character's Mental Attributes, five to his Social Attributes and three to his Physical Attributes, for example. You are also not limited in how many dots you may assign to any one Attribute (in the preceding case, you could apply all three dots in your Physical category to Dexterity, leaving you with Strength and Stamina at one dot and Dexterity at four). You may not raise an Attribute above five dots.
  Freebie points allow you to increase an Attribute or two later on if you feel it necessary.

Step Three: Choosing Abilities

  Abilities describe what your character knows and can do. They represent what he's learned as opposed to what comes from natural potential.
  Like Attributes, Abilities are rated from one to five dots. This rating represents your character's competence in that area. You use this number (usually added to an Attribute) to determine how many dice you roll when your character uses an Ability. Abilities are also prioritized into primary, secondary and tertiary categories, just as Attributes are.
  Abilities are divided into Talents, Skills and Knowledges. Each category has distinct characteristics.
  • Talents are Abilities your character can work out on her own or develop intuitively. It's sometimes necessary to practice Talents in order to purchase or increase them, but they aren't learned from a teacher or a book. They can be gained through direct experience. If your character lives on the streets, for example, it's easier to pick up Streetwise. Some Talents (such as Athletics, Brawl or Expression) can be trained, but it's not required. If your character tends to survive through her own wits or common sense, Talents are appropriate as the primary category.
  • Skills are Abilities learned through training. This category includes those Abilities one learns step-by-step through practice as well as those learned from a teacher. If your character is good at learning through practice, Skills make a good primary choice.
  • Knowledges are Abilities that one can learn only through rigorous study and application. Many are learned in school or from books, but they can be acquired through experience. If your character is educated, has a good memory or spends a great deal of time in study, Knowledges are appropriate for the primary Ability category.
  Assign each Ability category a priority (primary, secondary or tertiary). As with Attributes, let your concept guide your decision. Unlike Attributes, all Abilities start at zero dots.
  Assign 13 dots to your primary category, nine dots to your secondary category and five dots to your tertiary category. You may not assign more than three dots to any Ability, but you can increase Abilities to four or five dots with freebie points later.

Step Four: Advantages

  Advantages are neither prioritized nor ranked. Instead, each Advantage has a specific number of dots allotted. It is possible to increase them with freebie points later.

Backgrounds

  Your character receives five dots to assign among the 10 Background Traits, Read your choice of tribe carefully before assigning any dots, because some tribes restrict Background choices during character creation. Backgrounds chosen should tie into your character concept as defined in Step One.

Gifts

  Your character receives three Level One Gifts (powers the spirits grant to the Garou). Choose one Gift from each of the appropriate breed, auspice and tribe lists (see the Tribe listings in the Character Creation Summary). You may spend freebie points to choose more Gifts, but they must also be Level One.

Renown

  Renown is vital for your character, since it defines how famous she is among the Garou. Your character's auspice determines her starting permanent Renown. Characters do not begin with temporary Renown (with the exception of packs with certain pack totems, as listed in the Appendix).

Rank

  Rank is a Garou's station and trustworthiness in werewolf society, and it is determined by Renown totals (these requirements are different for each auspice). All characters begin at Rank 1 (cliath).

Step Five: Finishing Touches

  Now it's time to round out your character and customize him with freebie points. At this stage, you also determine your character's base Rage, Gnosis and Willpower.

Rage

  Rage quantifies your character's inner anger and turmoil. High Rage makes it more difficult for werewolves to deal with normal humans and wolves. Your character's auspice determines his starting score.

Gnosis

  Gnosis determines how spiritual your character is and how in tune she is with the natural world. A werewolf with no Gnosis has no connection to the spirit world and cannot step sideways under her own power. Breed determines your character's initial rating.

Willpower

  Willpower describes how much self-control your character has and how determined he is in adverse circumstances. Players may use Willpower to control character actions when events conspire to force an instinctive response (frenzy and such). Your character's tribe determines his initial Willpower.

Freebie Points

  The final step. You now have 15 freebie points with which to round out your character and select Traits you couldn't afford previously. Each Trait has its own price (see the table in the Character Creation Summary).

Spark of Life

  Now it's time to work out some of those character qualities that have nothing to do with game mechanics. It's not absolutely necessary to write these qualities down, but doing so is highly recommended. At the very least, think about each of them after character creation and during games thereafter. Some will change over time while others may be reinforced.

Appearance

  What does your character look like? How do her Traits affect her appearance? If she has four dots in Strength, those muscles will show. If she has high Charisma, that rating will translate to how she moves and talks. Go over her concept and Traits to see how you can use them as descriptive hooks. Your choices will reflect not only your character's appearance, but also how she dresses, how she acts and how she speaks. Does she move with confidence and have a steady gaze, or is she hunched over, refusing to look anyone in the eye? Does she prefer casual, rugged clothing, or does she have more expensive and refined tastes? It is much more evocative to say, "My character walks with a pronounced limp, possibly from an old injury," than to say, "My character has one dot of Dexterity."

Specialties

  Characters with high Traits may be very good at some tasks — even more than the number of dots would imply. If your character has any Attribute or Ability at four or five dots, you may choose a specialty that applies to that Trait (appropriate specialties are listed with Traits, in Chapter Four). Keep your concept in mind when choosing specialties. (An ex-marine might choose "assault rifles" as a Firearms specialty, where a gangsta might choose "pistols.") You can leave specialties blank and choose them during play, but it's just as appropriate to select them right away. Specialties serve as a roleplaying tool, and they provide a bonus to dice rolls that apply to them (see below).
  You can also assign specialties to Traits rated at three or fewer dots. You won't get a bonus in this case, but you can use it as a roleplaying tool or guide. The specialty would indicate character preference rather than any objective improvement. In no case can you take a specialty that the Storyteller deems too broad (such as "small arms" for Firearms or "keen senses" for Alertness).

Quirks

  Everyone has unique habits, anecdotes, interests and hobbies. These quirks do not define the character centrally, but they do give that character more color or depth, as well as a more realistic feel. Write a few sentences on the back of your character sheet describing some of these quirks. They could range from a wickedly brutal sense of humor to a hatred for poodles to a penchant for quoting favorite action movies. You can always add more quirks after play begins if new possibilities occur to you.

Motivations

  What drives your character? Why does she go out and battle the Wyrm? Why does she risk her life for her packmates and Gaia on a regular basis? While it may seem that fighting the Wyrm is worthy for its own sake, surely most Garou have other reasons for continuing a millennia-long war. What in your character's history or concept pushes her to destroy the Wyrm's corrupting influence? A compelling, dramatic reason can give you a lot of mileage for roleplay in any chronicle. Perhaps a gang of fomori killed your character's family when she had her First Change, and every blow she strikes against the Wyrm's minions is a blow struck for her family. This motivation needs not lead her only to battle, though. She might also want to find her family's spirits and lay them to rest with the knowledge that their deaths have been avenged. Your character's motivation must answer the question, "Why does she fight this war?"

Normal Identity

  Many homids choose to maintain a "normal" life in human society. After all, not all Garou decide to leave their old lives behind entirely. Some tribes, like the Bone Gnawers, Children of Gaia and the Glass Walkers, spend a great deal of time among mundane humanity. Even some members of other tribes, like the Get of Fenris and the Black Furies could have mundane identities. How does your character maintain such an existence? How does she deal with the risks Rage can present, such as frenzy or endangering innocents?
  Lupus Garou sometimes choose to spend time among mundane wolves as well. Such a Garou (even the smallest Ragabash) will usually assume the alpha position of any wolf pack he joins. How does he interact with other wolves? How does he interact with humans who come hunting?
  These possibilities aren't exclusive. A homid might choose to live as a wolf for a time, and a lupus might experiment with living in human society (although such an experiment is unlikely for a Red Talon).

The Pack

  More important to the Werewolf chronicle than any of the individual characters is the pack they form. Among Garou, the pack is the basic social unit; Garou who are not part of a pack are practically social outcasts. For a pack to work, the characters must cooperate with each other. Pack unity is important to success among werewolves.
  It may be difficult to conceive of playing a group as closely knit as a pack, but consider that the Garou who make it up have been through hell (also called the Rite of Passage) together. They've lived with each other, breathed the same air, eaten the same food and lived with the same decisions. They came together after their respective First Changes, and they have spent nearly all of their time since working (or playing) together.
  By stressing the importance of the pack members' relationships, we do not say that all the characters must like each other unreservedly and get along in all things — this is impossible. In fact, it's more interesting if the characters do disagree over some things and experience conflict. After all, every family has its problems. The fact is, though, that a pack is more than the sum of its members. It describes those Garou as a group with common goals, motivations, enemies and background.
  It may help players to visualize the pack as a character unto itself and work out its nature before they even begin to create their characters. The Storyteller and players should discuss the pack's purpose for existence (all packs have one) and how it was formed. What must it accomplish? How does it interact with other packs? With the sept? Once the players decide upon a pack concept, they can decide who will fill which roles within the pack and what kind of characters they want to bring into it.

Creating the Pack

  The pack serves as the chronicle's center, the axis around which everything else revolves. Characters can join or die, but the pack remains. Because of its nature, it's extremely important that the players agree on the sort of pack they want to play, as that will impact directly the kind of stories they will play. If a player decides that she doesn't like her character two stories into a chronicle, it's easy enough to let her switch in a new one. If the players decide they don't like the pack's nature, though, it may be necessary to overhaul the chronicle completely.
  Most packs in the Final Days are formed during a Rite of Passage as the characters band together in the interests of survival. In past times, such packs were formed from members of a single tribe. Now, however, the Garou are too few, and the End Times too near, for elders to continue this practice. Modern packs are usually formed from members of several tribes, in the hope that they may support each other's strengths and cover each other's weaknesses.
  When they create the pack, players should answer several questions. Players should answer these questions before they create their characters or play out their preludes, but they may change the specifics afterward. The important goal is to establish a firm pack concept to give each character context.
  • Where is the pack based? — What territory does the pack claim? Where does it range? Does it even claim territory? Do the pack members patrol their territory, or do they even acknowledge such responsibilities ? Do the members have their own homes or do they live together? Is the pack urban, rural or wilderness-based?
  • What is the pack's mission? — What goals and motivations unite the pack? Do the packmates seek to destroy a particularly powerful Bane? Do they exist simply to protect their territory? Do they seek vengeance on someone in particular or upon anyone who defiles Gaia?
  • Who, if anyone, is the pack alpha? — Who makes decisions? Who leads the pack? How does the pack decide? Some packs choose the alpha through violent challenges, allowing the victor to lead. Others designate different members to lead during different missions. The Ragabash may lead scouting missions while the Ahroun leads in battle.
  • What is the pack's totem? — Does the pack have a totem? If so, what is it?Why do the characters follow this totem? Did it choose them, or did they choose it?
  • What is their sept like? — What kind of sept does the pack belong to? Does it give the characters additional responsibilities? What is its name? Who are the leaders? The elders? Does the sept have a totem? Do sept members have certain duties that they must fulfill to appease certain spirits? Why?
  • Does the pack have friends and allies? — Does the pack have any friends beyond its individual members' contacts and allies? Who are they? Does the pack protect them?
  • What about enemies? — Does the pack have any enemies? Who are they, and why do they hate the pack? What are their motivations? Are they Garou? If not, what are they?

Pack Purpose

  The pack concept is lodged deeply in the Garou psyche — everyone is viewed in that context. Garou view solitary werewolves as creatures to be pitied or cursed; they're certainly not whole. Of all Garou, only the elders live without packs, and they do so (hopefully) because they've fulfilled their sacred mission. In all too many cases, though, such is not the case. Few Garou survive to become elders, and few elders have surviving packmates.
  According to Garou tradition, Gaia charges each and every pack with a purpose that draws its members together; a purpose they are meant to serve and fulfill. In fact, potential packmates often experience visions or dreams guiding them together and revealing their purpose, before the pack is even formed.
  In the End Times, many Garou are drawn together with visions of their own violent deaths — but those deaths always serve some greater purpose. Many younger werewolves are uncomfortable with these visions, but they support each other within the packs and help those who lose conviction in their cause.

The Prelude

  One moment in every Garou's life changes everything. At that point, there is no turning back; she's transformed, and she now lives in a larger world. When a werewolf experiences her First Change, she steps into her heritage, probably very traumatically. But what's the point of defining that First Change if you don't have a sense of what her life was like before? Most werewolves grow to adulthood without knowing what awaits them.
  The prelude, then, provides context for the character's past, her experience upon the First Change, her reaction to it and what she does afterward. It's a one-on-one storytelling session during which the player and Storyteller establish the important moments of the character's history. Since it's necessary to compress many years of life into a series of rapid-fire vignettes, each highlighting a pivotal event in the character's life, rather than a fully developed life story.

Storytelling the Prelude

  The Storyteller should take the time to run a one-on-one prelude for each player, unless two characters were close friends who grew up together before they became Garou. It's important to keep the player focused during the prelude, since it is a very a personal experience that gives each character a sense of history. Some players may want to share a prelude — for example, if their characters were longtime childhood friends — but it's best to run preludes one person at a time. Don't worry about the other players; they can spend the time to socialize, refine their characters, discuss their plans for the chronicle or call for pizza. The prelude is too important to neglect.
  When running the prelude, don't take too much time with each vignette. Lay out the scene, give the player a chance to make a few decisions, then move on to the next. You can use this opportunity to foreshadow some of the events in the chronicle (perhaps a recurring enemy appears in each prelude?), but don't dwell on any one thing for too long. Your goal is to make the player respond instinctively to each situation, rather than with deliberation. Doing so gives a very concentrated sense of what the character's life was like.
  The prelude serves as an opportunity for the player to explore the rules and setting. Give her room to do so, but try to avoid combat. If combat does occur, simply describe the outcome so as not to kill the character accidentally before the game starts.
  The player may change her mind about some of her character's Traits as a result of decisions and actions during the prelude, and it's fine to let her change things around a bit to fit her concept better. Don't allow players to simply shift Traits around to make invincible characters. The idea is to highlight the character's nuances, not engage in a number-crunching exercise. Use the prelude to explore the character's Traits. Does he have high Resources? Cover how he came into that money. Allies? Run a few vignettes showing how she met her friends.
  It's important, when running preludes, to establish a sense of normalcy and of the routine (unless the character is a metis, then play up his isolation from humans and wolves). The prelude gives you a sense of the mundane that you can shatter gleefully when the First Change occurs. It's a great way to build dramatic tension both before and during the actual change.
  The prelude is presented as a storytelling session, but it's important to allow the player to interrupt and offer input. After all, this is her character, and she should not have to deal with elements she finds intolerable. It's also important that she's a part of the process.
  Finally, take the time to give the First Change all the detail it needs. Play it up as much as you can, focus on the intensity of the moment as the character's newfound Rage wells up within him and he lashes out with it for the first time. Use sensory cues — especially sound and smell. Garou are very sensual creatures, and they use far more of their senses than we humans use ours, so focus on that sensory input. Use it to give the change impact and weight. Make it clear that the character has crossed a line irrevocably and that her life will never be the same.

Questions and Answers

  When you play through your prelude, you should keep the following questions in mind. All of them should be answered to some extent by the time you're done, and you should have an idea as to how some of them will be answered before you begin. It often helps to write out the answers whether or not you've played through the prelude. Doing so can help guide the Storyteller or provide an invaluable means of solidifying concepts in your mind.
  Each question lists some things you should ask yourself as you flesh out your character. The questions also include some advice on how to use these elements in the prelude.
  • How old are you? — How long has it been since you had the First Change? Most werewolves go through the First Change at some point after they hit puberty, but an increasing number don't change until after they reach adulthood. Most homids experience the First Change between the ages of 14 and 18, but some experience it as late as 21. Lupus change between two and three years (and age like a human thereafter). Metis usually undergo the First Change somewhere between eight and 10 years of age.
  • What was your family life like? — Did your parents misunderstand you? Did other wolves shun you? Most Garou have a strong sense of "not belonging" before the First Change, although lupus don't grasp this isolation fully until afterward.
  Did you grow up with your real parents? Was one parent Garou, and therefore not present while you grew up until you underwent your First Change? Did you end up in foster care, moving from family to family? Was your birth pack hunted and killed? Captured by researchers? Or did you have a peaceful childhood, with few disruptions?
  • When did you have your First Change? — Where did it happen? Did others see it (and suffer from the Delirium)? Did you injure — or kill — anyone? Friend or foe? Did you find the experience terrifying? Exhilarating? Both?
  The First Change is probably the single most important event in your character's life, since it's the first time he changes form (usually to Crinos). From that point on, he can never go back to what he was. The first Change is especially traumatic if he killed a close friend or family member inadvertently.
  Fortunately for them, most young Garou are watched from afar with the aid of a Kin-Fetch spirit (see p. 160). Once they undergo the Change, members of their tribe seek them out and bring them to a sept where they can be trained in Garou ways.
  If your character was metis, how was she treated as she matured? Was she a continual scapegoat who was ignored at best, or did the sept treat her with love and respect (as practically never happens)? How does her upbringing affect her?
  • When did you meet your packmates? — Do you get along with your packmates? How long have you known them? Did you meet them at a caern, or did you know any of them before the First Change? Do you share the same goals? Do you have a rivalry with any of them?
  It's important that packmates be compatible on some level. Too much interpersonal conflict can tear a pack apart (or at the very least get the troublesome member expelled to live a solitary life, which is a terrible fate for a Garou). See The Pack earlier in this chapter.
  • Where do you live now? — Do you live at the caern? In an apartment in the city? In a country cabin? In the woods? Does anyone know how to find you? If you live at a caern, where is it located? Do you have neighbors? What are they like? Have you made their acquaintance?
  The Storyteller can use your home as a story hook (especially if you're not careful about who learns where you live).
  • Do you continue to live a normal life? — Do you continue to interact with the humans or wolves you knew before the First Change? Do any normal people (not Kinfolk) know what you are? Do other Garou know that you try to maintain a normal life? If you keep it secret, why? How? How will your packmates react if (or when) they find out?
  Provide your Storyteller with as many details about your character's mundane life as you can, since she can use these hooks to start a story (or even build an entire story around them). Some problems come directly from trying to juggle responsibilities between your regular job (if you have one) and your duties to Gaia.
  • What motivates you? — What guides your life as a werewolf? What drives you to fight alongside your packmates (beyond the pack's shared purpose)? Do you seek vengeance upon someone? Renown? Adventure and excitement? Acceptance? Do you wish you'd never become a werewolf and long for a mundane life?
  Your character's priorities and desires are a central part of his personality, it's vitally important that you keep them in mind as you flesh out your character. Once he's undergone the First Change, how do his priorities shift? One day, he's worrying about whether he'll pass his final exams — the next, he leams he's a chosen warrior of Gaia in what looks like a losing war. How does he avoid depression and hopelessness?

Character Creation Summary

Character Creation Process

• Step One: Character Concept
  Choose concept, breed, auspice and tribe
• Step Two: Select Attributes
  Note that all Attributes start with one dot before you add any.
  Prioritise 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
  Prioritise 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), Renown (by auspice)
• Step Five: Finishing Touches
  Record Rage (by auspice), Gnosis (by breed), Willpower (by tribe) and Rank 1 (cliath)
  Spend freebie points (15)

Breed

  See also Breeds
  • 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: Master of Fire, Persuasion, Smell of Man
  • Metis: Both of your parents are Garou, and they broke the Litany when they conceived you. You were raised within 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: Create Element, Primal Anger, Sense Wyrm
  • 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: Hare's Leap, Heightened Senses, Sense Prey

Auspice

  See also Auspices
  • Ragabash: New Moon — Tricksters and questioners, they fight the Wyrm with guile and cleverness.
  Initial Rage: 1
  Beginning Gifts: Blur of the Milky Eye, Open Seal, Scent of Running Water
  Beginning Renown: Three in any combination.
  • Theurge: Crescent Moon — Seers and shamans, they speak to spirits and understand their ways.
  Initial Rage: 2
  Beginning Gifts: Mother's Touch, Sense Wyrm, Spirit Speech
  Beginning Renown: 3 Wisdom
  • Philodox: Half Moon — Judges and lawkeepers, they adjudicate challenges between Garou and often serve as final arbiters.
  Initial Rage: 3
  Beginning Gifts: Resist Pain, Scent of the True Form, Truth of Gaia
  Beginning Renown: 3 Honor
  • Galliard: Gibbous Moon — Lorekeepers and Talesingers, they remember Garou history and teach it through their impassioned tales.
  Initial Rage: 4
  Beginning Gifts: Beast Speech, Call of the Wyld, Mindspeak
  Beginning Renown: 2 Glory, 1 Wisdom
  • Ahroun: Full Moon — Warriors and protectors, they fight like no other auspices and bring destruction to the Wyrm wherever it dwells and breeds.
  Initial Rage: 5
  Beginning Gifts: Falling Touch, Inspiration, Razor Claws
  Beginning Renown: 2 Glory, 1 Honor

Tribe

  See also 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: Breath of the Wyld, Heightened Senses, Sense Wyrm
  • 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: Cooking, Resist Toxin, Tagalong
  • 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: Mercy, Mother's Touch, Resist Pain
  • 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: Faerie Light, Persuasion, Resist Toxin
  • 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: Razor Claws, Resist Pain, Visage of Fenris
  • 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
  Backgrounds: Glass Walkers may not purchase Ancestors, Mentor or Pure Breed.
  Beginning Gifts: Control Simple Machine, Diagnostics, Trick Shot
  • 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: Beast Speech, Scent of Running Water, Wolf at the Door
  • 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: Aura of Confidence, Fatal Flaw, Seizing the Edge
  • 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: Sense Wyrm, Silence, Speed of Thought
  • 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: Falcon's Grasp, Lambent Flame, Sense Wyrm
  • 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.
  Initial Willpower: 3
  Backgrounds: No restrictions.
  Beginning Gifts: Sense Magic, Shroud, Spirit Speech
  • 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.
  Initial Willpower: 4
  Backgrounds: Wendigo may not purchase Contacts or Resources.
  Beginning Gifts: Call the Breeze, Camouflage, Resist Pain

Backgrounds

  See also Backgrounds
  • Allies: Your friends, whether they're human or wolf.
  • Ancestors: This Background describes your character's ability to speak with and channel the knowledge of his ancestors.
  • Contacts: Who you know, primarily in human society.
  • Fetish: You own an item of some sort with a spirit bound within it. Look also here for more information.
  • Kinfolk: The number of relatives you're in regular contact with — human or wolf, and all are immune to the Delirium.
  • Mentor: A Garou elder who's taken an interest in you and advises you.
  • Pure Breed: Your lineage and pedigree among Garou.
  • Resources: Your personal wealth and possessions, as well as your regular income.
  • Rites: Describes the number and/ or level of rites you have learned. See Rites.
  • Totem: A pack's totem is a unique spirit. Each pack member may contribute to this Background to create it. Look also here for more information on building totems.

Gifts

  Breed, auspice and tribe above denote what Gifts you may choose to assign to your character.

Renown

  See the auspice descriptions for beginning Renown. Also refer to Renown and Advancing in Rank.

Rank

  All characters begin play at Rank 1. Look here.

Rage, Gnosis, Willpower

  See as follows: auspice for Rage, breed for Gnosis and tribe for Willpower. See also Rage, Gnosis and Willpower.

Freebie Points

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

Character Creation Example

  Bryan decides to make his first Werewolf character for Geoff's chronicle. Geoff told the group that he wanted to run a game that explores human corruption in the heart of a gritty, industrial city. The players decided they wanted to play a pack whose specialty was digging up and using information against the unscrupulous industrialists, crime bosses and politicians who populate Geoff's city.

Step One: Concept

  Before Bryan actually dives into the mechanical part of character creation, he must develop a character concept. He decides he wants to play a journalist who always goes that extra inch to find the truth and expose it for all to see. Bryan decides that he wants to step away from standard joumalism, so decides that the character allows the outrage he sees to fill his work.
  Bryan decides immediately that homid is the best choice for breed, since the character maintains a mundane occupation and a "real life." For auspice, Bryan considers Galliard to be the obvious choice, but his journalist has to be cunning and sly to find his stories. He settles on Ragabash, for its focus on trickery and stealth. Bryan passes the Bone Gnawers over and settles on Fianna. He wants his character to contrast against the city rather than blend in, and decides that the character was born in the Appalachians, to descendents of Scottish immigrants.
  Bryan decides to give his character two names — one for his human life and occupation, and one for use among the Garou. For his human name, he chooses Stuart Brown (reflecting a common Southern practice of naming children after Civil War heroes). His Garou name is Stalks-the-Truth, representing his preferred tactics — Stuart will stop at nothing to exposethe Wyrm's activities to attack.

Step Two: Attributes

  Now that Bryan's chosen his character concept, he needs to put numbers on paper to describe what Stalks-the-Truth cando. Because Stuart is a journalist who makes a living (and often survives!) through his fast thinking and his ability to pay attention, Bryan prioritizes Mental Attributes as his primary category. Bryan doesn't see Stuart as exceptionally likeable, but he is very slick when he needs to be, so Social Attributes become the character's secondary priority. These choices leave Physical Attributes as tertiary, but since Stuart considers the mind a more dangerous weapon than the body, Bryan's not too concerned about this weakness.
  First, Bryan distributes seven dots among his Mental Attributes. Since Stalks-the-Truth needs to be perceptive enough to get into trouble, Bryan assigns two dots to Perception. Stuart's also fairly intelligent, so Bryan also assigns two dots to Intelligence. Stalks-the-Truth needs to think fast on his feet to get back out of trouble, so Bryan assigns the remaining three dots to Wits. Stalks-the-Truth's Mental Attributes are Perception 3, Intelligence 3 and Wits 4.
  Now Bryan considers Stalks-the-Truth's Social Attributes. He doesn't see this character as being particularly charming, so he puts one dot in Charisma. On the other hand, the character can talk his way into or out of just about anything, so Bryan puts three dots into Manipulation. This choice leaves one dot for Appearance. Stalks-the-Truth's Social Attributes are Charisma 2, Manipulation 4 and Appearance 2.
  Finally, Bryan assigns Physical Attributes. He decides that Stuart doesn't really stand out physically, so he assigns one dot to each Attribute. Stalks-the-Truth's Physical Attributes are Strength 2, Dexterity 2 and Stamina 2.

Step Three: Abilities

  With Attributes finished, Bryan turns his attention to Abilities. Stuart grew up in the Appalachians and learned a great deal about living in the outdoors and experiencing the wonders of nature. (He couldn't get to the city fast enough.) Bryan also thinks that Stuart needs at least some ability to survive in the city, since Stuart's been there for at least a few years now. (Long enough to attend journalism courses at a community college.)
  Bryan assigns the primary slot to Talents, reasoning that Stalks-the-Truth relies more upon his natural abilities than learned skills. Stuart is able to notice things other people miss, so Bryan puts two dots into Alertness. Stuart's not very good at fighting, but Bryan figures that he's better at avoiding danger than facing it straight on. He assigns one dot to Dodge. Stuart needs to be able to "read" people when he interviews them, so that he can tell if they're lying or hiding something, and Bryan assigns two dots to Empathy. Bryan also sees Stuart's writing style as biting and incisive as well as entertaining, and he assigns three dots to Expression. Bryan gives Stuart one dot in Intimidation to reflect his blunt style. The remaining four points are divided between Streetwise and Subterfuge, to reflect his experiences in the city's seamy underbelly, as well as his ability to use subtler means to get his way.
  Since Stalks-the-Truth has sought a semi-formal education (through community college), Bryan decides to assign his secondary priority to Knowledges. The first dot goes into Computer, to reflect Stuart's ability to use a word processor. Bryan assigns three dots to Investigation, to reflect Stuart's gift for digging up obscure information to wield against the corrupt and power-mad. Stuart speaks Spanish (since Geoff indicated that the city has a large Hispanic population), and he gets one dot in Linguistics. Bryan assigns two dots to Politics to reflect Stuart's understanding of the city's power structure. Finally, Bryan decides that Stuart spent some time after his Rite of Passage learning about Garou culture and rites, and he assigns two dots to Rituals.
  Finally, Bryan turns to the tertiary assignment — Skills. He decides that Stuart really likes fast cars, so he assigns a dot to Drive (figuring that he can spend freebie points to boost this score later). He also figures that Stuart learned how to handle guns at an early age, and he puts a dot into Firearms. As part of his upbringing, Stuart also learned how to track, hunt and sneak up on wildlife, which gives him two dots in Stealth and one dot in Survival. Stuart has more Stealth because he's had more reason to use it since moving to the city.

Step Four: Advantages

  Now Bryan needs to assign Backgrounds, Gifts and Renown to Stalks-the-Truth. In some ways, these Traits define him as a werewolf rather than just another paranoid, ranting journalist. Bryan starts with Backgrounds. Stalks-the-Truth spends a great deal of time meeting people and getting to know them, but his rather abrasive personality makes it difficult for him to establish regular friendships. Bryan passes over Allies and assigns three dots to Contacts. Bryan also figures that Stalks-the-Truth keeps in touch with his parents, but he doesn't go beyond that. Bryan assigns one dot to Kinfolk. Finally, Bryan reasons that Stalks-the-Truth actually sells a weekly column to the city's major newspaper, so he puts one dot in Resources to reflect that income.
  Now it's time for Bryan to decide which Gifts Stalks-the- Truth has learned since his Rite of Passage. First going over the Level One Gifts available to homid breed, he decides that Persuasion is the best choice, giving Stalks-the-Truth that extra little edge when doing his work. Moving on to auspice Gifts, Bryan doesn't even hesitate before selecting Open Seal from the Ragabash list. Stalks-the-Truth often needs to get into places he shouldn't go, so this Gift will be an immense help. Finally, Bryan chooses Resist Toxin from the Gifts available to Fianna. Despite his elders' warnings, Stalks-the-Truth often samples mind-altering substances, and Resist Toxin makes it possible for him to survive far more experimentation than would otherwise be possible.
  Since Stalks-the-Truth is Ragabash, he gets to assign three points of permanent Renown in any order. Bryan decides that Stalks-the-Truth's dedication to the truth has earned one permanent Honor, and that his ability to dig up and expose the Wyrm's activities have earned two permanent Wisdom. Because he prefers to avoid direct combat, he has not yet earned any Glory. As with all new characters, Stalks-the-Truth is Rank 1.

Step Five: Finishing Touches

  Bryan puts the last touches on Stalks-the-Truth's character sheet. Ragabash receive one dot of Rage, homid Garou receive one dot of Gnosis, and Fianna receive three dots of Willpower.
  At this point, Bryan can customize his character further with freebie points. He's satisfied with Attributes, but a couple of Abilities seem too low. He purchases four additional Ability dots (costing eight freebies), and he applies one to Streetwise (raising it to three), one to Subterfuge (also to three) and two to Drive (raising it to three dots). Bryan would also like Stalks to be paid what he's worth, so he spends two freebies to raise his Resources score to three dots. Bryan decides to spend one freebie to purchase the Rites Background at one dot (selecting the Rite of Talisman Dedication so he won't lose his clothes every time he shifts). Since the players want a totem for their pack, Bryan puts two freebies into Totem, giving him two dots in the Background. Bryan spends his last two freebies to raise Stalks-the-Truth's Gnosis to two dots, to further reflect the time that Stalks-the-Truth spent learning Garou ways.
  All that remains is Stalks-the-Truth's specialties, description, history and quirks. Bryan decides to select his specialties right away. For Manipulation, he chooses "witty." Stuart has a way with words that can flay his chosen target and still amuse his audience. For Wits, he selects "clever," since Stuart is always coming up with novel ways to approach new and old problems.
  Bryan determines that Stalks-the-Truth lived most of his life (through his late teens) with his family in the Appalachians. When he was old enough to leave for college, he'd been champing at the bit for a few years to get out of the country. In college, he passed only a few of his courses, since he managed to antagonize several of his instructors with his very opinionated rants. This bent was most apparent in his journalism classes, in which he rejected the idea that journalism must be "objective." Bryan had read about new journalism a few months before and found the concept of opinionated and subjective reporting to be fascinating, so Stuart follows a similar philosophy. Once out of college, it took over a year for the newspaper to accept his column. (He wrote for smaller papers until the major newspaper's editor noted his popularity and brought him over). After a year of hurling outrage after outrage into the public eye (and getting every third story spiked), Stuart experienced the First Change. Just as the subject of his scathing editorials (a city commissioner revealed to have accepted Mafia bribes) caught up with him. The ensuing attempt on Stuart's life triggered the Rage boiling within. Other Garou found him standing in Crinos amidst the bodies of his attackers. From there, he spent several months learning about his new life and going through his Rite of Passage.
  Since Stalks-the-Truth spends more time chasing story leads, investigating corruption and partying than he probably should, he devotes little time to anything more than basic hygiene. He's of about average height and rail-thin. He ties his shoulder-length brown hair into a ponytail to keep it out of his eyes. His gaze is just intent enough to make those he aims it at feel a little uncomfortable. He likes nice clothes, but he doesn't care for them properly — putting dry clean only clothes in washing machines and such — so most of his attire is somewhat wrinkled. He carries a .357 magnum pistol at all times in case he needs to defend himself. Yes, he's a Garou, but he'd rather not turn into a nine-foot monster every time a mugger jumps him. Stuart owns (but is still paying off) a Pontiac Grand Am that he uses primarily to collect traffic tickets.
  Stalks-the-Truth developed the habit of watching entertainment sports on a regular basis, and he still makes time for Extreme Wrestling Warfare Beatdown every Thursday night, and he tries to keep up with NASCAR racing since his love of fast cars extends to watching them in action. His packmates tolerate his tastes to an extent, but they've had to drag him away from the television on a few occasions.

Attributes

  Attributes define how much potential a character has in three domains of Traits: Physical, Social and Mental. If a character has only one dot in a Trait, the default score, he's pretty piss-poor. Having five dots, however, represents the best human level of achievement possible. Some Traits change as the werewolf shifts forms, even above the human maximum; all of these Attributes can be developed through time, training and experience.

Physical

  Physical Traits measure just how hearty a character is. These characteristics cover not only brute force, but also the werewolf's general constitution and nimbleness. Many Ahroun and lupus have particularly high marks in these Traits. As werewolves shift forms, their Physical Traits change as well, and space is provided on your character sheet to note these differences.

Strength

  "Hurry up!" Ingrid hissed, her face tight with worry. "If the pack gets here before you're finished..."
  "They won't," Kurt snarled. "Quit talking and let me finish, Moon Dancer. Unless your puny shoulders can bear the load, that is." The huge monster towered over her, golden brown fur covering a Crinos body thick with scarred muscles. He gritted his teeth, leaning hard into the enormous rock, and finally it budged, sliding into the crerice he'd dug earlier.
  "Now," he said, "no one needs know of Hilda's shame."
  "Or that of the poor thing she almost birthed," Ingrid sighed.

  The Strength Trait indicates how much weight the character can carry, shove or lift. Strength figures into jumping and leaping, and it also measures the raw damage you can deliver in a fight. The higher your Strength is, the more punishing your blows are. Generally, characters with high Strength are big and brawny, although such is not always the case; the short and wiry types can also pack quite a punch.
• Poor: You can carry or lift 40 pounds.
•• Average: You can carry or lift 100 pounds.
••• Good: You can carry or lift 250 pounds.
•••• Exceptional: You can carry or lift 400 pounds.
••••• Outstanding: You can carry or lift 650 pounds and turn wild beasts into hamburger.
  Specialties: Steely Grip, Lower Body, Strength Reserves

Dexterity

  Chinook found the trek across the ice harder on two legs. And yet, his sept leader had given the order. The young lupus knew that this was his challenge, to learn about life as the monkeys lived it. He'd do what he must if... Suddenly, the ice floe he'd been crossing cracked. Freezing water splashed him, soaking his crude leather trews as he fought to regain balance. Chinook reacted without thought; crouching low in the unfamiliar body, he darted quick and light across the cracking ice. Within seconds, he'd bounded onto the thicker floes to his left. Astonished at what even two legs could do, he listened to the earsplitting snaps of breaking ice where he'd been standing only moments before.
  Dexterity represents a number of physical aptitudes, including agility, speed and manual deftness. Characters with a high Dexterity have good hand-eye coordination. Generally, they're graceful and light on their feet to boot. Dexterity influences accuracy in combat, as well as the ability to do precision work with one's hands.
• Poor: You trip and stumble just walking across carpet.
•• A gymnast you're not, but you don't embarrass yourself, either.
••• There's some grace in your movements and lightness to your step.
•••• You've got the potential to be a world-class acrobat, dancer or thief.
••••• Your agility and control over your movements is possibly the stuff of legends. Every step you take is fluid, graceful and lithe.
  Specialties: Lightning Reflexes, Preternatural Grace, Nimble Fingers

Stamina

  She'll never keep up, Graymande thought, looking at his companion. Already the younghomid lagged behind, even though she ran on four legs. The old Strider lupus hardly even felt short of breath, so dire was their mission. Unless they warned the sept, the whole mad pack of Spirals on their tail would devastate the caern. Dropping back afewsteps, he nipped the youngster s heels. She yelped, butraneven faster. Satisfied, Graymantle took the lead again, takinga deep breath of air before quickening his pace.
  Stamina is a state of both mind and body. It indicates the physical ability to withstand great strain over a long period of time (such as running for hours on end or going without food for days), but it's also a matter of inner resistance (such as holding up in the face of torture or shrugging off dire wounds to finish a mission). High Stamina allows you to endure an opponent's blows, so it's the Trait of choice for representing tough-as-nails werewolves.
• Poor: Your body tires easily, and you prefer sleep to a good jog through the meadow.
•• Average: You can take a punch.
••• Good: A day's hike without food or water isn't too much for you to bear.
•••• Exceptional: Whether it's a two-day forced march or sneering at the faces of your torturers, you're up to the task.
••••• Outstanding: There's little that can tire you or force you to give up secrets. It'll take a lot more than torture or threats to weaken your resolve.
  Specialties: Unbreakable, Tireless, Resilient

Specialties

  When a character has at least four dots in an Attribute or Ability, she's eligible to choose a specialty in the given Trait. Specialties represent a particular focus and proficiency. For example, a specialty under Dexterity might be "swift-footed," while a Medicine specialty could be "combat medic." Several specialty suggestions are given with each Trait. Why are specialties so important? Well, whenever you roll for an action that falls under your character's specialty, be sure to count how many 10s you rolled, in addition to tallying up the total successes. For each and every 10, you get to roll another die and keep a running total of successes. Note that any ones rolled on bonus dice granted by a specialty do not subtract successes from the final total.
  Let's look at an example. Dr. Karel Weilbacher, Get of Fenris Theurge, has the Knowledge Medicine at four dots; his specialty is "emergency medicine." In the tale, one of the young Ahroun of his sept is wounded badly by a Black Spiral's tainted klaive. At the Storyteller's instruction, Karel's player Monica rolls Intelligence (three dots) + Medicine (four dots), making her dice pool seven. Monica rolls three 10s, one 6 and three 2s. So Karel has four successes. Now, Monica rolls three more dice, one for each 10, since this activity is Karel's specialty. She gets three successes! That roll yields a total of seven successes for Karel, who heals the kid quickly enough for him to get back into the fray.
  Note again that you have no innate right to select specialties that are too broad (such as "small arms" for Firearms or "healing" for Medicine) or just plain unbalancing (such as "doing damage" for Strength or "soak rolls" for Stamina). The Storyteller always has veto power over ridiculous specialty requests.

Social

  Are you a natural leader? Do you find it easy to make others do your bidding? Does the opposite sex find you irresistible? The Social Traits rank your aptitude in dealing with others, both your good looks and your general personality. Naturally, some penalties apply to these Attributes as the werewolf shifts forms. Many Galliards and Philodox find high Social Traits extremely useful.

Charisma

  Robiard de Chazelle looked down the hill. The Silver Fang Galliard himself wore a swath of bandages over what remained of his left arm. But duty dulled the pain.
  "My friends," he called in a strong voice, "the hour is nigh. Even as we assemble, our enemies are never distant. You have sworn a pledge to soak your claws with the death's blood of the Dark Hollow Spirals. Their Hive must be destroyed. Will you follow me, and by dawn, keep your oath?"
  As one, the cries of the werewolves rose in assent, promising death to their enemies and vows to follow their leader even through darkness.

  Charisma isn't really about good looks; rather, it's innate charm, personality and power of influence. Even ugly people can have high Charisma, and many great leaders possess a commanding presence without being beautiful or handsome. Characters with a high Charisma Trait generally serve as inspiration for their fellows, exuding an air of trust and likability. Others depend on them regularly to provide motivation and encouragement, a great expectation indeed. In contrast, characters with low Charisma have poor social skills, no matter what form they wear. They do and say the wrong things, and they generally end up pissing off people who might otherwise be friends.
• Poor: Making friends is harder for you than most.
•• Average: People think you're kind of friendly and fairly easy to get along with.
••• Good: You generally inspire others to trust you, even in tough circumstances.
•••• Exceptional: You draw in admirers like bees to honey. No one's ever a stranger for long.
••••• Outstanding: You've got tremendous leadership potential, and your mere presence stirs entire septs to extreme acts of reverence and duty.
  Specialties: Air of Confidence, Captivating, Commanding Voice, Infectious Humor

Manipulation

  Tuyen gave his best smile to the coltish caern Warder. "Hi there. Guess nobody told you I was comin'."
  The girl stared at him, tense and ready to spring. "Who're you, and what do you want?"
  "I'm Treads Near Spirits of the Uktena, but most people call me Tuyen." He looked around. "This bawn is immaculate. Your doing, no doubt. It's a great responsibility for one so young, but you've seen to the task well." The girl shrugged, but a smile of pride crept onto her lips. Ah, Tuyen thought, a crack in the ice. Getting her to take me to the ritemaster will be a snap.

  Manipulation is the art of getting others to do what you want, preferably without them realizing how they're being used. It differs from Charisma in that the person being persuaded doesn't have to be a friend; a character with a high score in Manipulation can even exploit her enemies. This Trait is usually subtle, and it involves some variety of quick talking, bluffing or understated threat, unless an overt action fits the story. Botching a Manipulation roll can bring down the wrath of the intended target. Nobody likes to be manipulated. This Attribute is generally easier for homids to master than it is for lupus, although many betas and omegas are no stranger to the idea.
• Poor: You'd have trouble getting a starving wolf to eat freshly killed rabbit.
•• Average: You're as sly as the next person; sometimes you got it, sometimes you don't.
••• Good: Haggling and striking a good deal is a snap for you.
•••• Exceptional: Folks generally agree with whatever you say, despite their better judgment.
••••• Outstanding: You could convince the most devoted pup to turn against his mother, if you wished.
  Specialties: Forked Tongue, Unswerving Logic, Doubletalk, Seduction

Appearance

  "I hear there's a party tonight," Thea grinned. "Sounds like a good time will be had by all."
"Uh huh. And you're not coming," her brother replied, thinking of all the rowdy young Kinfolk who'd been calling lately.
"Not coming! You can't keep me from attending the May Day rites! All the other Kin get to come, so I'II be there too." Thea looked just smug enough to slap.
lan's seven-foot body towered over his sister, and with a glare at her good looks, he reminded her just who was head of the family. "You're my sister, and you're not going'." he growled. "Care to argue about it?"

  Appearance describes your physical features and related qualities, such as voice and bone structure. A high score in this Attribute denotes a character who is physically attractive or who has some mysterious allure that others find enticing. A low score means that he's unattractive or lacking physical features that most folks find pleasing. Appearance is important for first encounters and impressions. Charisma can go a long way after acquaintances are made, but Appearance certainly influences initial gut instincts.
• Poor: Not pretty. Young ones howl when you come too close.
•• Average: Your looks and features don't set you apart, which can be an asset.
••• Good: You've heard all the pickup lines at the local pub, good and bad.
•••• Exceptional: You could make a living as a model, and photographers are always bugging you to pose for them.
••••• Outstanding: It's a bit of everything: your body, hair, face and voice make you exquisite to behold.
  Specialties: Genial, Exotic, Alluring, Noble Bearing

Mental

  Thinking, reasoning and sharp observation are all in the realm of Mental Traits. These Attributes help determine, among other things, reaction time and awareness of what's going on around you. Werewolves who want to be known for their cleverness would do well to have high Mental Traits.

Perception

  Mwamini scratched her nose, wishing in vain that her nostrils worked. Ah well, she thought, Gaia didn't will it to be when my parents made their choice, and nobody here seems to care anyway.
  Suddenly, her ears perked up. She knew that sound, the unmistakable crackling of wood burning. A fire had started in the forest! Mwamini scrambled down from her private thinking rock and darted back to the bawn. With luck, they could put out the flames before too much damage was done.

  Perception is a combination of watching your surroundings actively while also relying on instincts and certain feelings. It may or may not involve intense concentration; it's more like having a certain awareness or sensitivity to what's going on in the immediate vicinity. Perception comes in handy when characters search for clues, maintain alertness for ambushes or seek hidden knowledge. Characters who are too cocky or skeptical probably don't rely on their Perception as much as they should if they want to live a bit longer.
• Poor: Oblivious. You won't have a clue when the Apocalypse comes.
•• Average: You get the general idea when trouble brews, as long as there's some racket.
••• Good: You're usually alert to changes in your environment, enough not to be surprised easily.
•••• Exceptional: You notice just about everything, even when one of your senses is dulled.
••••• Outstanding: Nothing escapes your notice, not even that click beetle painted with the Magadon logo, living in the neighbor's potted plant.
  Specialties: Eyes in the Back of Your Head, Farsighted, Uncanny Instincts, Detail-Oriented

Intelligence

  Curtis Delgado leafed carefully through the massive file his assistant had left on his desk. He smiled grimly, thinking about how she'd urged him to store important information on disk. Curtis knew better. For more than 20 years, the Theurge had been amassing details on a certain Air ÂŅ jet crash that had cost him more than anyone could imagine. And now, with just a scrap of information from an informant in the States, the picture had slid suddenly into place. No one could hack into a pen-arid-paper file, especially not the corporate spies at Triangle Geo-Chemical. Curtis knew the enemy's name, and soon, he'd know just how to break them. It was only a matter of time and planning.
  Intelligence includes raw reasoning ability, problem-solving and memory. It's not just your IQ score; instead, Intelligence involves how well a character can make sense of seemingly random facts and data, organizing them into usable and constructive patterns. Many Knowledge Traits work with Intelligence to reflect working through dilemmas and conundrums. Lateral thinking and leaps of intuition are also part of Intelligence, as is logic, both deductive and inductive. Having a low Intelligence doesn't necessarily imply stupidity; it's just that the character probably thinks in simple patterns, with no shades of gray. And by the same token, a high Intelligence doesn't make a character Stephen Hawking. Instead, the character is just a whiz at remembering facts and pulling them out when they're needed most.
• Poor: Slow on the uptake, you don't comprehend anything but the here and now (IQ 80).
•• Average: You finish parts of the daily crossword (IQ 100).
••• Good: Puzzles and trivia games are a snap. You see patterns in given data easily, if you've got the time to spare (IQ 120).
•••• Exceptional: Sorting and classifying even complex information is a breeze. Also, you have excellent recall, although your memory isn't quite eidetic (IQ 140).
••••• Outstanding: You're a true genius who can figure out just about any problem, no matter how complex, with the time and resources (IQ 160+).
  Specialties: Lateral Problem Solver, Creative Logic, Probability Calculation, Trivia

Wits

  Tempers are flying tonight, Elaine thought. She stood on two legs, guiltily relieved that the visiting packs wouldn' tsee her stumpy tail.
  "While you bicker," the Philodox said loudly, "the Mother's daughters are killed by their own brothers and fathers. Are we going to act, or are we going to argue!"
  "Why should we listen to a metis bitch!" one lupus snarled from the circle's edge.
  "Because you know I'm right, Coming Moon. Our fight is with the enemy, not with each other. Help us save these sisters who may save you in turn."
  It was just the thing to say. Murmurs of assent came from around the circle for Elaine's words, and Coming Moon sank back into the shadows with a low growl.

  The Wits Trait encompasses planning, quick thinking and cleverness. It affects a character's reaction time in combat and his adaptability to new stimuli. If she has a low Wits score, she's probably gullible and not particularly fast on the uptake; jokes slip right past her, even if she's the victim. On the other hand, a high Wits Trait indicates an ability to keep cool in stressful circumstances and respond to unforeseen events with precision and aplomb. This Attribute comes in handy both in lively conversation and during the heat of a fight.
• Poor: The local Ragabash loves to torment you.
•• Average: You know enough to duck when punches or bullets start flying.
••• Good: You can handle a fast-paced debate and make a good showing of yourself.
•••• Exceptional: You're infamous for your quick retorts; it's difficult to catch you off balance.
••••• Outstanding: Almost nothing takes you by surprise, whether a stab in the back or a fiery remark at a moot.
  Specialties: Snappy Retorts, Ambushes, Cool-Headed, Cunning

Abilities

  Abilities illustrate the knacks and proficiencies the character has developed through hard training or from natural giftedness. In the course of a game, you'll match the Abilities up with appropriate Attributes to determine a die pool that will be rolled to indicate the character's success or failure. Abilities are divided into the following three groups of 10: Talents, Skills and Knowledges.
  In some cases, you should go ahead and note an area of expertise when you first choose the Ability, although you won't get the specialty bonus until the Ability reaches four dots. For example, Science is a Knowledge, but it makes little sense not to clarify the branch of science in which the character excels. Your Storyteller will tell you if such areas of expertise are appropriate for an Ability.

Talents

  Talents aren't the product of training alone. They're mostly inborn Abilities that can be honed and improved, but they're rarely created from scratch. However, characters are assumed to have some potential in just about every Talent. It makes perfect sense that these Abilities would improve through experience and practice. If a character attempts a feat with a Talent he doesn't have, the roll incurs no dice penalty. The player just rolls whichever Attribute the Storyteller decides is most appropriate, and he counts those dice do determine success or failure.

Alertness

  Neverwise pricked her ears at the sounds of machinery. The Wyrmspawn had found the caern! Quick as lightning, she darted down the hill toward the bawn. And only her inborn senses prevented the rifle butt from catching her in the shoulder as she spun at the last possible moment to face the fomor who thought he'd been sneaking up behind her. She snarled at him, fangs bared. It would be the last wolf he'd ever threaten, she thought, sinking her teeth into the corrupted flesh of his throat.
  Alertness describes how attuned the character is to things he can see, smell, hear or touch, and depending on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.
• Novice: You're alert to certain sights and sounds around you.
•• Practiced: You know when to eavesdrop and whom to keep an eye on.
••• Competent: You're alert to even subtle changes in the environment.
•••• Expert: Very little gets past your vigilance, even if you're preoccupied.
••••• Master: The wolf sense is particular strong in you. Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.
  Possessed by: Bodyguards, Hunters, Thieves, Wild Animals, Security Personnel
  Specialties: Ambushes, Paranoia, Traps, Scents

Athletics

  The river pulled at Raine, trying to drag her under and against the sharp rocks in its depths. She'd had no time to react when her raft flipped in the strong eddy. Now, she struggled to right herself, to swim up for air and find a current to pull her toward shore. Raine kicked hard and broke the surface. A few powerful strokes, and her hands grabbed dirt and roots. Good thing, she thought, hearing the roar of rapids just ahead.
  Athletics covers all kinds of athletic endeavors, whether formal sports or otherwise, such as running, jumping, throwing or swimming. A high Athletics score can represent a trained athlete or a naturally athletic individual who spends a lot of time in free-form exercise. Although Athletics is a versatile Talent, it still doesn't cover simple motor action (like lifting weights) or athletic endeavors covered by other Abilities (such as boxing, which is the focus of Brawl).
• Novice: Typical active kid.
•• Practiced: High-school jock.
••• College-level competitor.
•••• Expert: Respected professional.
••••• Master: Olympic or world-class athlete.
  Possessed by: Athletes, Jocks, Kids, Lupus, Outdoors Enthusiasts, "Extreme" Sports Nuts
  Specialties: Specific sports, Team Play, Swimming, Rock Climbing, Tumbling, Distance Trials, Pentathlon

Brawl

  Finishing her drink, Rebekah decided she'd heard one too many catcalls for the night. The Fury rose and moved over to the nearest creep, who groped immediately for her chest. He never got the chance. A hand with tight, raised knuckles busted his nose, and blood spurted. Rebekah's fingers then slid into his eyes, clawing and scraping. Her target slid to the ground, howling with pain, and Rebekah grinned invitingly at his friends. As everyone gave her plenty of room at the bar, she bit back her Rage, lest some unlucky bystander get slaughtered in her battle.
  Brawl represents training in unarmed combat. It reflects the character's schooling — or real-world experience — with martial arts, street fighting and the like. This Talent calls for real down-and-dirty action; typically, hand-to-hand fighting is ruthless and brutal. The character skilled in Brawl knows how to hit an opponent with all her might and bring him down as quickly as possible, while ignoring her own pain and loose teeth.
• Novice: You picked some fights in the schoolyard.
•• Practiced: A barroom brawl gets your blood pumping.
••• Competent: You've been in a fair share of fights, more often than not walking away unscathed.
•••• Expert: Professional boxers would have a hard time beating you.
••••• Master: Your fingers alone are deadly weapons, and when your fists come out, people die.
  Possessed by: Police, Thugs, Soldiers, Werewolves, Self-Defense Instructors
  Specialties: Boxing, Wrestling, Dirty Infighting, Weaponless Martial Arts (Judo, Karate, Tae Kwon Do, etc.)

Dodge

  "Run!" Mimiteh shouted. "I'm not joking!" Young Tadi took one look at the Spiral charging him and. made quick tracks for their vehicle. But the fetid Wyrmspawn caught up in one leap. Seeing no other option, Tadi darted quick as a rabbit under the truck, rolling away from sharp, deadly claws. He was just pulling out his pistol when he heard the gratifying sound of Mimiteh's klaive slicing through the Spiral's spine.
  A werewolf can't get hit if he's out of the way, can he? Dodge allows a character to do just that: duck, dive for cover or take whatever action necessary to avoid an incoming blow. Players should indicate to the Storyteller in what manner their characters are evading potential hits. The description may give them a bonus, depending on the circumstances.
• Novice: You know enough to hit the dirt when bullets fly.
•• Practiced: You're capable of getting under cover in most situations.
••• Competent: Evading thrown objects is pretty darn easy.
•••• Expert: Only the most skilled martial artists can hit you.
••••• Master: Sometimes, you can actually sidestep bullets.
  Possessed by: Police, Criminals, Martial Artists, Boxers, Ragabash
  Specialties: Finding Cover, Sidestepping, Drop and Run

Empathy

  Derek wiped foaming spittle from the young metis' mouth, feeling every awful sensation of the fit as if it were his own. And another day, another minute, it just might've been. Strange, the Get thought, that I should meet another metis with the exact same curse. When the worst of it was over, the young werewolf turned thankful eyes to Derek, falling into exhausted sleep. Maybe we can watch over each other, Derek thought. Two of us in the same boat, looks like, adrift on icy waters. Beats riding the waves alone.
  The Empathy Trait allows characters to identify and discern other people's emotions and feelings. With a highly successful roll, a character may even be able to tell if someone is lying to her or has an ulterior motive. Likewise, she may be able to adjust her own emotions to take advantage of someone, feign sympathy or give it genuinely. That's the trickiest side of this Talent. A character with Empathy may get so caught up in the feelings of others that her own emotions will be affected, willingly or not.
• Novice: People consider you a confidant.
•• Practiced: You're attuned to the pain of those around you.
••• Competent: You can analyze the emotions of casual acquaintances with skill.
•••• Expert: Even strangers pour out their stories; it's easy to catch people lying too.
••••• Master: You know what they're going to say before they open their mouths.
  Possessed by: Counselors, Social Workers, Psychologists, Best Friends, Psychics, Hucksters
  Specialties: Detect Lies, Hidden Motives, Emotional States, Personality Quirks, Affairs of the Heart

Expression

  Waterdancer knew he'd never seen female Kin, wolf or two-leg, as beautiful as the one who prowled near him now in the snow. He voiced a howl, just for her, punctuated by short playful yips. She grinned and waited. The lupus then circled his would-be mate, his throat emitting soft, low growls with unmistakable meaning. To his delight, she responded with a lift of her tail. For the young Wendigo, winter would not be so cold.
  Expression is the art of getting your point across, no matter what the medium. With a high Expression score, your email is just as eloquent as your carefully planned oration, and whether the information is true or not, people sit up and take notice of your words. Expression covers the creation and delivery of speeches, poetry and other writing, but for singing, music and the like, a character needs Performance. Expression is often combined with Charisma or Wits for powerful effect.
• Novice: You've written imaginative poetry.
•• Practiced: Fast-paced debates and word contests are not a problem.
••• Competent: You could make an easy living as a successful journalist or novelist.
•••• Expert: Your writing could win international awards.
••••• Master: Werewolves everywhere praise the beauty and flow of your words, especially when you speak them aloud.
  Possessed by: Galliards, Writers, Poets, Politicians, Actors
  Specialties: Rhetoric, Inspiring Speeches, Poetry, Drama, Political Doubletalk

Intimidation

  Turganova looked over the Kinfolk's cooling body dispassionately. "Take it to the quarters of my lady Kucacek in secret," she said to her young servant. "Leave it across her threshold so that she knows her agents will not find a place in my dasha."
  "My liege," the servant replied curiously but with deep respect. "I hear and obey, but would it not be more effective to simply let the carcass float down the Don? That way, the Lady of Shadows will never know what happened to her best spy."
  The Silver Fang smiled at the youth's innocence. "I would have Kucacek know that I have found her out. Fear is always a greater weapon than doubt, young Moon Dancer. Never forget it!"
  Intimidation runs the gamut from soft, subtle persuasion to outright brute force. A character skilled in this Talent knows exactly how and when to apply pressure to make a target do his bidding. Intimidation is a powerful combination of words and deeds designed to cause a particular outcome. In the hands of a forceful personality, this Trait can be rather potent.
• Novice: Your threats are crude, but effective.
•• Practiced: That cold, hard stare of yours usually gets results.
••• Competent: Your combination of bitch-slapping and understated coercion makes others fear you.
•••• Expert: Even tough opponents think twice about earning your wrath.
••••• Master: Few werewolves will stand against your goals and desires.
Possessed by: Pack Leaders, Bullies, Officers, Drill Sergeants, Shadow Lords, Ahroun
Specialties: Veiled Threats, Good Cop/ Bad Cop, Blackmail, Physical Threats, Revenge

Primal-Urge

  Something wasn't right. Leif couldn't say how he knew, but he yanked his paw back a split-second before it brushed the thick, dried leaves. A clang rang in his ears as the silver-toothed steel trap snapped on empty air. A fury like he'd never known spread over his body, and then, with paws turned to fists and claws, Leif ripped the trap out of the ground and tore the pieces asunder. Only after his own blood stained the dirt did he stop to think just who'd put the damn thing in his territory.
  This Talent describes not only the bestial nature inside every werewolf (or any animal, for that matter), but also the level of gut feelings the character has in her various half-wolf, half-human forms. Characters with a high Primal-Urge rating can rely more easily on "wolf thought" — the ability to call on raw animal instincts for guidance — rather than the rationalization so typical of humans. Moreover, werewolves with strong Primal-Urge find it easier to assume their various forms or take on partial transformations.
• Novice: Merely a pup. The urge is there, but it hasn't been honed.
•• Practiced: Your instincts often put you on the safest path through danger.
••• Competent: You feel at ease in any form because you understand the Wyld in your soul.
•••• Expert: The wolf within guides you to react quickly, without rational thought.
••••• Master: Only powerful leaders among the werewolves who are closely attuned with Gaia and the Wyld have this depth of understanding.
  Possessed by: Lupus, Warriors, Wild Animals, Predators
  Specialties: Shifting Forms, Hunting, Protection

Streetwise

  Angelica gave the skinny lad a wad of cash. "Now, tell me where you last saw him. There might be more where that came from."
"There's more, all right," the kid snickered. "Anybody who hands out piles of 20s got a lot more." He eyed her diamond bracelet with interest.
Angelica suddenly saw her contact flanked by more punks.
Damn, she thought, I didn't imagine the little snot would lie to me.
"If you won't give us your pretties, "her contact said, "reckon we'll just have to take 'em."
"Want to make a bet?" the Silver Fang smiled, tapping a well-filed nail against her teeth.

  This versatile Talent allows characters to blend into rough crowds, gather information and strike deals on the streets without attracting too much attention. Botched Streetwise rolls can be a source of real danger, but the streets can provide a wealth of hard-to-find items and gossip for those who are shrewd and careful. This Talent is the way to go to indulge in larceny, get the skinny on local crime and fence stolen items.
• Novice: You're pretty sure those guys on the corner sell drugs.
•• Practiced: Most of the local thugs consider you on the level.
••• Competent: You could be a gang member or a successful madame.
•••• Expert: The streets are like a second home to you; not much there you don't know about.
••••• Master: You could be a powerful crime-lord with multiple organizations under your control.
  Possessed by: Homeless Folks, Bone Gnawers, Criminals, Detectives, Beat Cops
  Specialties: Picking Pockets, Fencing Goods, Drug Deals, Gangs

Subterfuge

  "It's a genuine antique?" the tourist asked, looking eagerly at her husband. "Absolutely!" Keahi replied. "That's a traditional grass skirt, possibly from the time before Cook's expedition. That'd make it, oh, about 200 years old." "Fred, I must have it! Think how good it'd look in our den." The man gave a sigh and shelled out Keahi's asking price of $500. The Uktena kept her face solemn until the haole had moved on. Then, with a grin, she stuck her head into the back of the shop. "Hey, Lono, we need a couple more antique grass skirts out front. And don't make 'em look too good, okay?"
  Subterfuge is all about figuring out the opponent's motivations and twisting them to your best advantage, while hiding your own goals and interests. This Trait often works with Manipulation or Wits to convince potential targets of your sincere good intentions. Characters with a high rating in Subterfuge are masters of clever conversation, knowing exactly what to say and when to say it to fulfill their goals. Most people wouldn't trust a master of Subterfuge — if they could recognize him.
• Novice: White lies are easy to contrive.
•• Practiced: You've gotten quite good at intriguing pickup lines.
••• Competent: Hardened criminals follow your cues in their "not guilty" speeches./td>
•••• Expert: The slickest used car salesperson is putty in your hands.
••••• Master: They'll never figure out it was you, all this time...
  Possessed by: Lawyers, Con Artists, Vampires, Uktena
  Specialties: White Lies, Seduction, Innocent and Needy

Other Talents

  Instruction, Intrigue, Mimicry, Search, Ventriloquism

Skills

  Unlike Talents, Skills develop as a direct result of training and instruction. No one really just knows how to drive a car, for example; you have to at least get in a little practice before hitting the interstate. Attempting feats when the character doesn't have the Skill in question is a bit trickier. The player rolls the dice at a +1 difficulty penalty. It's a lot harder to shoot a gun than it seems on TV...

Animal Ken

  Anoki quickly saw what the dogs were after: a cougar, wounded badly but still snarling. With a growl of his own, the Wendigo shooed away the mongrels, then crouched care fully beside the feline. She hissed and spat. Anoki whispered softly, "Your people and mine are not friends, but I will help." The big cat looked at him coldly but didn't pull away as he touched her gently. Where his hands lay, wounds closed. She watched Anoki a long moment, then darted away into the hills.
  Although they too are animals, humans think and behave far differently than most creatures do. It takes a special touch to deal with critters, particularly if they are hurt or frightened. Animal Ken represents this knack. With it, a person (or werewolf) knows how to speak and move in such a way as to gain an animal's trust. Without Animal Ken, even homid werewolves find that other creatures tend to be skittish and jumpy around them. Animal Ken is also necessary for training animals (such as working dogs) and for any specific activities that involve animals (such as leading a mule train).
• Novice: You know how to behave around typical pets.
•• Practiced: Basic obedience and puppy training is easy for you.
••• Competent: You could train animals for highly specialized work, like herding.
•••• Expert: Under your guidance, most animals can learn complex tricks and routines.
••••• Master: Even the wildest animals seem attracted to your presence.
  Possessed by: Veterinarians, Animal Trainers, Farmers, Pet Owners
  Specialties: Families of Animals (canines, felines, avians, etc.), Farm Animals, Feral Animals

Crafts

  Music sprang from the forge where Diana Philothelides tapped her hammer on the twists of gold and bronze. She could never explain the rhythm in it, the song that was equal in some ways to the beauteous voices of her sisters in the pack. The smith looked up only when old Hera, the Warder, limped into the workshop.
  "Best make the fires hotter," she sighed, flicking back her steel- gray hair. "Our visitors say that a pack of Black Spirals will be here before dawn, and our weapons need repair." Diana nodded and put aside her creation of Luna's Rising Over the Sea with a sad sigh. There'd be time enough for that when the battle was won.
  Crafts allows a character to create lasting beauty or repair or useful and functional articles with a variety of materials and media. Some crafters use this Skill for building specialized devices for their packs; others make valuable tokens or items for sale or barter. This Skill is also valuable for those who hope to make fetishes. Spirits are more prone to enter a vessel that's made well, after all. The quality of the work depends on the expertise of the crafter, and the character should pick a particular Craft (or two closely related areas) in which to specialize. The Skill may also impart basic knowledge of materials or methods, however, regardless of a player's chosen Craft.
• Novice: You can produce something basic, but attractive or functional.
•• Practiced: Your work has a known and recognizable style.
••• Competent: Other artisans are familiar with you, and they praise your skills.
•••• Expert: Unique items you make fetch high prices, and they are highly desired.
••••• Master: You are among the greatest crafters in your chosen field.
  Possessed by: Artists, Designers, Inventors, Handcrafters, Theurges
  Specialties: Woodworking, Drawing/ Painting, Weaving, Carving, Sculpture, Metalworking, Car Repair

Drive

  "What do you mean you never drove a car!" Celeste squealed, as Groinek took another comer on rails. "You told me you'd driven all around Budapest!"
  "Did I say this?" her companion asked. "No, you did not hear. I said I had been in Budapest traffic. Big difference! Ah, you worry too much. We will arrive at meeting in one piece. I have seen this done many times on big road." Celeste held on for dear life as Groznek whizzed deftly through Chicago traffic, wondering how the lupus had ever talked her into this fiasco.

  The Drive Skill is pretty self-explanatory. Having it means that you can operate a car and possibly similar conveyances such as light trucks or vans. The greater your skill, the large the variety of vehicles you can use. Your difficulty might increase or decrease depending on the vehicle, terrain and weather conditions. Note that riding a motorcycle is quite different than driving a sedan, and heading down a country two-lane road is nothing compared to a metropolitan beltway.
• Novice: You're not just a Sunday driver, as long as you've got an automatic.
•• Practiced: A sporty manual transmission is lots of fun for you.
••• Competent: You're capable of driving large trucks on long hauls.
•••• Expert: Maybe you've even raced with professionals.
••••• Master: A daredevil driver, skilled with many different vehicles and terrain.
  Possessed by: Truckers, Modern folks in Western nations, Cabbies
  Specialties: Stick Shifts, Motorbikes, Four-Wheel Drive, Big Rigs, Sports Cars

Etiquette

  The caern Warder sneered at Bridget, appraising her knobby, clawless fingers and bitter heritage. "What do you want, freak? There's no room for your kind here."
  Bridget seethed but gave him a wicked grin. There would be tales the likes of which the Fianna never heard this night, and she intended to be all ears. "No place! And here I have a fine batch of mead, straight from Silver Tara itself." She held up the enormous jug. "I was hoping to share."
  The Warder's nose twitched, and he stood aside grumbling.

  Good manners and social niceties are but a small part of Etiquette. This Skill is also used for general diplomacy, haggling and seduction. Knowing the intricacies of which wines to serve with certain foods and what to do when faced with six different forks is likewise part of Etiquette. The character using this Trait will be familiar with the culture in which he was raised, but the Storyteller may raise or lower the difficulty should the werewolf be faced with traditions and mores that are not his own.
• Novice: You know when to speak and when to be silent.
•• Practiced: The difference between a black-tie and a white-tie affair is crystal clear.
••• Competent: A multi-course dinner with complex utensils doesn't pose a problem.
•••• Expert: Your manners and grace mark you as the ideal guest for any occasion.
••••• Master: Not only are you suave and debonair, others follow your perfect example, whether at the theater or the negotiating table.
  Possessed by: Socialites, Diplomats, Silver Fangs, Business Executives
  Specialties: High Society, Big Business, Wining and Dining, Moots

Firearms

  Rambler swung, his Ingram in a wide arc, howling madly as the bullets hit the Leeches and. their lackeys. The undead kept coming, but he saw that a number of the humans had crumpled into heaps. He flung himself against the cover of a brick wall, switching weapons quickly. When he jumped out again, the Bone Gnawer ignored the sting of silver bullets biting his shoulder and let loose the incendiaries with a gleeful shout. Now it was the vampires turn to scream.
  A character with Firearms has a broad knowledge of many different kinds of guns — from a kid's BB pistol to a submachine gun — and he has the ability to use them as well. This Skill also allows the character to repair all kinds of firearms and make decisions about the best ammunition for the occasion and the weapon. However, it doesn't cover the use of heavy artillery or tank guns.
• Novice: You passed a hunter safety course.
•• Practiced: Most of the time, you leave the firing range happy.
••• Competent: You're accomplished with several different kinds of guns.
•••• Expert: Chances are, you've fired shots (and been fired upon) in several gun battles.
••••• Master: You leave smiley faces blown through all your targets.
  Possessed by: Police, Criminals, Soldiers, Hunters
  Specialties: Rifles, Pistols, Submachine Guns, Gunsmithing

Leadership

  Bloodthunder acknowledged the licks and nuzzles of those holding their heads and tails below his own. As his pack gathered, he began to speak.
  "You saw what humans did to our lake, our forest. Now they call it a place to bring food and crude shelter. This night, we will take back what is ours. The apes do not deserve this land. They have not protected it, as we have." The Talon's body grew larger and hairier. The whole pack trembled, waiting. "Tonight, we cleanse their stench. Together, as one pack and one tribe." Bloodthunder led an earsplitting howl, then darted off toward the enemy, a stream of dire wolves on his heels.

  Often paired with Charisma, Leadership makes one the kind of person (or wolf) that others support and serve. It deals with knowing what to say and how to say it so that the troops stay loyal in the heat of battle. Good leaders know when to give hard orders, as well as how to lead by example. Leadership isn't about tricking people into following. It's about making yourself into someone worthy to guide them.
• Novice: Little kids would do anything for you.
•• Practiced: When you talk, others listen.
••• Competent: In tough times, others follow your lead eagerly.
•••• Expert: You're a natural alpha who attracts followers with little effort.
••••• Master: Potentially, you could be one of the greatest leaders of the Garou Nation... or one of the most infamous.
  Possessed by: Military Officers, Pack Leaders, Philodox, Executives
  Specialties: Noblesse Oblige, Combat Readiness, Motivation

Melee

  The Master of the Challenge gave her nod, and Claire jumped toward Weston, pulling her knife in a fluid motion. With a quick thrust, she drew blood from her opponent. Weston snarled and leapt at his challenger, attempting to sweep Claire's feet from under her with a staff. Just as the wood was about to smash into her legs, Claire leapt, twisted and landed on Western's back with her knife at his throat.
  "Care to give up now, pup!" she panted.
  Melee involves fighting with a weapon, such as a spear, sword, staff or even a wooden stake (which is quite useful against Leeches). Similarly, Melee paired with Dexterity is used for klaive duels. Likewise, this Skill covers weapons such as tonfa, sai and naginata. Some might think that Melee is a bit old-fashioned and outdated when matched against firearms, but it's always good to have a backup when the gun jams or the ammo runs out.
• Novice: You've got the basics of fencing under your belt.
•• Practiced: Trophies from local competitions gather dust on your shelves.
••• Competent: You've attained skill with several different kinds of weapons.
•••• Expert: If you can grab it, you can use it as a deadly weapon.
••••• Master: You have a widespread reputation as an extremely dangerous opponent with a myriad of weapons.
  Possessed by: Police, Thugs, Gang Members, Duelists, Ahroun
  Specialties: Swords, Spears, Saps, Eastern Weapons, Klaives

Performance

  Firefangs howl for the dead seeped slowly into the bones of the assembled Talons. They all knew she'd crept around the still bodies for hours, on two legs and four, thinking about what to sing at the moot. Now as her song echoed through the valley, even the monkeys who'd lent unhidden assistance wept. The Galliard's mournful voice stirred memories of glory and sacrifice, but also of the simple joys of sleeping in the sun and howling to the moan. No human tribute could've been better.
  In her chosen area of expertise, such as music, dance or acting, the character has attained a notable level of success. She knows about the history of the art and probably has a broad repertoire of pieces to perform from a variety of time periods. Some of these areas may overlap, with Storyteller approval. For example, a character who plays musical instruments may have rudimentary knowledge of singing or composing music.
• Novice: You hold regular jam sessions, or you have been a success in a college play.
•• Practiced: You're a regular in community theatres or the club circuit.
••• Competent: Producers have approached you for a movie or record contract.
•••• Expert: You're a regional, if not national, celebrity.
••••• Master: Your genius will be remembered long after your death.
  Possessed by: Galliards, Actors, Musicians, Dancers
  Specialties: Ballet, Ballroom Dance, Classical Music, A Cappella Singing, Improvisation, Howls

Stealth

  Cameo reminded herself to give Niknak a stern talking to when they got back to the caern. The young Ragabash made more noise getting to the warehouse than a tractor rolling over rocks! Suddenly, her mind snapped back to the present. One of the guards looked their way. Cameo froze, and to her surprise, she lost sight of Niknak in the shadows playing near the fence. If she hadn't already known he was there, she'd never have noticed his gold eyes nestled in black fur. Well, well. Maybe this city jaunt had taught him a thing or two after all.
  Stealth is the knack of moving so that you can't be seen or heard. This Skill also measures how good the werewolf is at making use of cover and shadow. When a character uses Stealth, Storytellers will probably have him match rolls against someone else's Perception; whoever has the most successes thwarts the other. Note that Stealth can be a bit different when used in the woods and in an urban alleyway.
• Novice: In full darkness with clear terrain, hiding isn't a problem.
•• Practiced: You know how to stick to the shadows.
••• Competent: Stalking and hiding is child's play.
•••• Expert: Dry leaves and twigs are silent under your feet.
••••• Master: If you don't want to be seen, you're as good as invisible.
  Possessed by: Cat Burglars, Ragabash, Hunters, Snipers, Assassins
  Specialties: Shadowing, Urban, Sylvan, Taking Point

Survival

  Being in the forest gave Corbin the creeps. He'd tried to start a fire, to no avail. Raw hamburger wasn't so bad, but his feet were blistered, and cold bit into his soaked jeans. Corbin would rather have hacked into IBM than spend a night outside. He started to change to his wolf form. At least it would be warmer.
  Suddenly, he heard a noise behind him. Whirling around, he beheld the biggest dire wolf he'd ever seen. It grinned at him, then pawed the ground.

  Oh shit, the city boy thought.
  Living off the land is more than eating fruits and berries or drinking from a creek. It also involves finding shelter, tracking and even navigating through dangerous territory. Characters skilled in Survival know basics for finding food, starting fires and staying safe in harsh conditions. Storytellers should note that characters using Stealth in the wilderness can't roll more dice than they have in Survival.
• Novice: You made it through scout camp.
•• Practiced: The edible berries and mushrooms are familiar to you.
••• Competent: You can read animal signs and brew natural remedies.
•••• Expert: The wild is your home; you feel at ease among all its wonders and dangers.
••••• Master: You can survive even in the harshest climates and poorest conditions.
  Possessed by: Hunters, Lupus, Scouts, Explorers, Outdoor Enthusiasts, Rangers
  Specialties: Foraging, Tracking, Specific Environments (Arctic, Desert, etc.), Trapping

Other Skills

  Archery, Boating, Cooking, Demolitions, Disguise, Escapology, Fast-Draw, Gambling, Hypnotism, Kailindo, Klaive Dueling, Mechanics, Meditation, Pilot, Swimming, Traps

Knowledges

  Knowledge Traits usually develop from time spent in formalized classroom training, private tutoring or rigorous independent study. Most involve the use of Mental Attributes rather than Physical ones. Lupus and metis characters may have fewer Knowledges than homid characters — which isn't because they're unintelligent, but just because they haven't sat through years of compulsory schooling. If a character doesn't have any dots in a Knowledge Ability, she can't make a roll for it. Of course, a Storyteller may decide that anyone would know to put pressure on a bleeding wound, and thus allow a Medicine roll at a penalty even if a character doesn't have the Trait.

Computer

  "I've finished the new relational database," Svedana said, tired but elated. "I think it has at least 700 names and addresses in it. Everything we need to know for the other team to run its investigations."
  "Excellent!" Ilmir, her pack leader, replied. "We'll get to work right away. There must be a few lost cubs among this bloodline. Or at least some Kin. Your work has given us a strongstart," he praised. The young Silver Fang blushed with pride at his words.

  Knowledge of computers includes operating the machines as well as the programs (word-processing, information-retrieval and so on). Depending on the character's level of expertise, she can make computers spit out useful information or even design her own operating system. The Computer Knowledge is required for anyone wants to write programs or hack into other people's systems, and the Storyteller should feel free to adjust difficulties based on any opposing intruder countermeasures.
• Student: Shareware games are just your speed.
•• College: You can make minor changes in system configurations and networks.
••• Masters: You can write original programs.
•••• Doctorate: Minor hacking is a snap; no more long distance bills for you.
••••• Scholar: You've got the ability to design a whole new operating system, maybe even an AI.
  Possessed by: Hackers, Glass Walkers, Software Engineers, Executive Assistants, Students
  Specialties: Databases, Hacking, Viruses, Computer Languages, Internet, Web Design

Enigmas

  Duncan pondered the new challenge from his pack leader. Find a true Fianna tale that has never been told! Where on Earth... Then, the Galliard had a thought. He'd heard that tinker Kin had kept tales going for generations. Surely they knew a few that hadn't reached the ears of Fianna in the New World. Now, it was just a matter of tracking some down, and Duncan recalled that caravans appeared regularly on the borders this time of year...
  Logic problems, puzzles and mysteries are all in the realm of Enigmas. Characters with this Knowledge link information and hunches together to solve conundrums of all varieties, from the spiritual to the material. It's not that they have any sort of ESP, they just put things together uncannily well. Those characters who have Enigmas probably enjoy matching wits against devious villains or even packmates in contests of the mind.
• Student: You always solve the daily crossword.
•• College: Why bother to read whodunits? You always know the ending.
••• Masters: The pack regards you as the resident riddlemaster when witty spirits are around.
•••• Doctorate: You can win contests of logic even with faulty information.
••••• Scholar: Even the deepest philosophical mysteries and issues are clear to you.
  Possessed by: Theurges, Mystics, Wise Elders, Gamers, Mystery Fans, Puzzle-Lovers
  Specialties: Logic Problems, Ancient Mysteries, Things Werewolves Weren't Meant to Know

Investigation

  Tomas scratched a sore, his scaly skin itching like crazy in the dry desert heat. "Well, Mrs. Ironox, I'd say your cattle rustler is of the two-legged variety."
  "Because you smelled no wolves?" his eiderly Kinfolk neighbor asked with an arm around her 11-year old granddaughter.
  "No, because I found her tracks in the mud," the metis grinned, handing her a plaster cast showing a set of kid's sneakers, and winking at the girl. "Looks like we may have another New Moon hanging around in a few years."
  Relying on physical evidence, explanations from witnesses or sheer luck, characters with Investigation are knowledgeable about crimes and criminals. They can often distinguish murder from accident or solves thefts and kidnappings by assembling and pondering the clues. This Knowledge also provides the character with what he needs to know to perform general forensic procedures, such as lifting fingerprints or figuring an approximate time of death.
• Student: You've read some detective novels, and you know the lingo.
•• College: You can tear holes in a rookie cop's case.
••• Masters: You could make a living as a PI.
•••• Doctorate: You're good enough to be a special agent for the FBI or CIA.
••••• Scholar: No witness or scrap of evidence could possibly evade your attention.
  Possessed by: Detectives, Police, Reporters, Special Agents
  Specialties: Evidence, Ballistics, Forensics, Fingerprints

Law

  "You're outta luck, Miss Daniels," the tanker captain smirked. "State court just ruled we're not liable for that spill, and since you're a hot-shot lawyer, you know double jeopardy'll prevent another trial."
  Lilly gave him a cold smile. "Don't start celebrating just yet, Captain. You see, it won't be double jeopardy when I appeal the state's decision to a federal court. And you can forget my offer to plea down to criminal negligence this time." She nodded to the deputy. "Now get this bastard out of here before I really lose my temper."

  Law encompasses many areas: the enforcement system, legal code and the workings of the courts. Characters in trouble with the police will need this Knowledge (or a lawyer friend) to get them out of any legal tangles. This Knowledge also covers Garou law, such as the various codes grown up around the Litany and the appropriate punishments for crimes against the Garou Nation. Although most lawyers have an area of expertise, such as immigration law, most state bars don't recognize these as such. The characters might have a very interesting time if their counselor doesn't have a clue about environmental law....
• Student: You know a few classic cases and the basis of the legal system.
•• College: You could pass the bar exam.
••• Masters: Chances are, you're a much-sought counselor.
•••• Doctorate: You're capable of adjudging and writing law.
••••• Scholar: There are few cases or matters of jurisprudence you don't know about.
  Possessed by: Philodox, Lawyers, Police, Judges, Detectives, Crime Writers, TV Viewers
  Specialties: Procedure, Garou Law, Specific Types (Criminal, Contacts, Liability, etc.), Courts

Linguistics

  The spirit looked to be a medieval warrior of some kind, possibly Norman or Carolingian, judging from the slightly nasal vowels. Merriam listened closely as he repeated his demand. Yes! She recognized the dialect as a direct forebear to the French she'd learned during an extended stay in Paris. Hope he doesn't mind I'm not one of his own tribe, the Strider thought as she considered the knight's plea.
  Werewolves already know three languages: a human language of choice, wolfspeak and the Garou tongue. The Linguistics Knowledge allows a character to add to her language repertoire; the greater her level of Linguistics, the more languages she can speak. Because language acquisition builds upon itself, making it easier to learn subsequent tongues, the levels of ability double the number of languages known. This progression also reflects the fact that many languages are related to each other. Additionally, the character may choose to learn unspoken languages, such as ASL, or specialize in unique dialects or accents. Remember that lupus who don't spend any freebie points on this Knowledge don't speak any human languages!
• Student: One additional language.
•• College: Two additional languages.
••• Masters: Four additional languages.
•••• Doctorate: Eight additional languages.
••••• Scholar: True polyglot, 16 additional languages.
  Possessed by: Diplomats, World Travelers, Linguists, Interpreters, Silent Striders
  Specialties: Slang, Business Terms, Idioms, Artificial Languages, Alphabets

Medicine

  Kalani plucked out the last silver buckshot from her patient. "Try not to get yourself messed up so soon, Matt. It hasn't been a day since you were in here with gashes from a fight with those Spirals. Give yourself a rest! Doctor's orders."
  The Uktena grinned sheepishly at his friend. "Typical Half Moon, always looking out for the pack. I promise I'll wait at least a week." Kalani rolled her eyes. Ahroun made the worst patients.

  Medicine is the study of health, function and wellness of the human body, and it also includes an understanding of anatomy and physiology. Characters with this Knowledge can diagnose and treat diseases and injuries. They can likewise care for wolves and other animals, although their expertise will not be as specific as a veterinarian will have. Medicine also confers a familiarity with pharmaceuticals, legal and otherwise, that can help and harm.
• Student: You know advanced first aid and CPR.
•• College: You could be a successful emergency medical technician (EMT).
••• Masters: With the right paperwork, you can work as a general practitioner.
•••• Doctorate: You're capable of performing surgery.
••••• Scholar: You're one of the greatest healers of your tribe.
  Possessed by: MDs, Med Students, Theurges, Nurses, Paramedics, Military Personnel
  Specialties: Emergency Medicine, Forensic Pathology, Specific Fields (Pediatrics, Neurology, etc.)

Occult

  Michel dropped the latest stack of papers and books on Aerik's already cluttered desk. "This batch looked particularly ripe. Look at the titles of some of these things: A Book of the Walking Dead, One Thousand Nights of Vampires, Prince Valerian the Vampire and the Werewolfs Revenge. Where do they get this stuff?"
  Aerik studied the tomes his fellow Theurge had brought. "Don't know, but this one is interesting." He pointed to a graphic woodcut in the last of the books. It showed what was unmistakably a werewolf wielding a kiaive, in a bitter fight with a finely dressed Leech. "I think it's time we did some more checking up on this author. Someone knows more about the damn bloodsuckers than they're telling. And we need a good lead right now."

  The character has a working knowledge of the vast area of the occult, including (but not limited to) psychic phenomena, magic, tarot and general mysticism. This Knowledge, based on folklore and human works as it is, doesn't always present the actual truth — just what is known. For instance, using Occult to study vampires doesn't necessarily grant you knowledge of their deepest secrets. Instead, you would possess common folk wisdom about the bloodsuckers. This principle holds true for most other denizens of the World of Darkness as well. Still, this Knowledge is undeniably useful for gathering information and studying general weirdness.
• Student: Ouija boards and tarot cards are about your speed.
•• College: You know some realities of the spiritual world.
••• Masters: Werewolves aren't the only mystical critters running around!
•••• Doctorate: You can pick credible stories out of the tabloids.
••••• Scholar: You're privy to some great mysteries of the otherworlds.
  Possessed by: New Agers, Parapsychologists, Fortune-Tellers, Mystics, Theurges
  Specialties: Tarot, Witchcraft, Curses, Ghosts, Psychometry

Politics

  "How can you trust him!" Alice nearly shouted. "He's a Shadow Lord. He's using you, Leon!" "No, he's not," Leon replied quietly. "If anything, I'm using him. Gunraven may seem like a total bastard, but he's quietly sunk more money into the city's school system than you II ever see. I know for a fact he'll be on my side on this issue — kids are at stake. What's more, he'll bring his tribe with him. And you must admit, there's nobody better suited to swaying the sept officials than the Lords."
  This Knowledge covers understanding political systems as well as knowing who's who in the world of government. Characters with Politics can be quite effective when they're trying to sway public opinion or elected officials because they know just what to say to get things done. They can also figure out how to navigate human or wolf political structures in order to talk to the "right werewolf to get their goals accomplished.
• Student: You vote and take part in occasional protests.
•• College: Local and regional politicians invite your help on their campaigns.
••• Masters: You've helped on state and national political stumps.
•••• Doctorate: You could be a member of the national government.
••••• Scholar: Your knowledge of politics rivals Machiavelli.
  Possessed by: Politicians, Caern Personnel, Elders, Diplomats, Activists, Lobbyists, ÐĀŅ members, Shadow Lords
  Specialties: Fundraising, Political Philosophy, Grass Roots, Elections, Caern Hierarchy

Rituals

  Reach of Song looked carefully at his newest charge. "You look dubious, cub. Is there a flaw in the plan?"
  "Well, if we jump the guards in Crinos, we'll look pretty conspicuous on the street afterwards, what with our clothes in shreds." Since he Firsted a month ago, Jason was running out of jeans.
  "That's not a problem," replied the older Strider. "Hold still." Jason watched as his mentor, eyes closed in deep concentration, touched the boy's jeans, then his shirt and finally his shoes. "Simple enough. I've dedicated them to you; they will change to fit no matter your form. And if you impress me on this outing, I'll show you how to perform the rite yourself," Reach of Song added with a hidden smile.

  Rituals and rites are an important part of werewolf life. This Knowledge lets the character know about the traditions, mysteries and ceremonies of the werewolves, including how to participate in such events and behave properly toward elders and leaders. At higher levels, the character may also know about the sacred rites of other tribes. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.
• Student: You've watched a few rites closely.
•• College: You carry yourself well at tribal moots.
••• Masters: Other tribes invite you to attend their moots.
•••• Doctorate: Even Black Spirals respect your knowledge.
••••• Scholar: You can devise original rites.
  Possessed by: Garou, Changing Breeds, Rare Kinfolk
  Specialties: Accord, Caern, Death, Mystic, Punishment, Renown, Seasonal, Minor

Science

  Soren checked the pipette. "Almost finished, Lise. It's a risk to transport, but it'll blow those doors off, guaranteed."
  "Good," his pack-mate replied. "I daresay we could tear out the housings with our claws, but a bit of your special liquid explosive never hurts, especially since we're outnumbered." She put a firm hand on his shoulder. "I'll see to it that Otto puts in a word or two about this in his next saga." Use grinned fiercely, a look Soren returned eagerly.

  At its most basic meaning, Science is simply a systemized study of some specific subject, and over the years, scientists as a whole have developed a number of universal laws and theories that the character will probably know. This Knowledge is broad, and characters should probably choose an area of expertise (such as biology, chemistry or geology) or two closely related areas of science with Storyteller permission.
• Student: You understand basic theories and laws.
•• College: You comprehend and can teach complex scientific applications.
••• Masters: In your area of expertise, you can construct useful items and substances.
•••• Doctorate: Your applications arc worthy of a Nobel prize.
••••• Scholar: You've made well-known and lasting contributions to science.
Possessed by: Researchers, Engineers, Inventors, Technicians
Specialties: Experiments, Theory, Specific Equipment, Practical Applications

Other Knowledges

  Area Knowledges, Cosmology, Herbalism, Wyrm Lore, Poisons

Backgrounds

  These Traits describe the special advantages available by birth, opportunity or other circumstance. When you choose your Backgrounds, be sure to flesh out the what, why and how. Who are your contacts? How did you come by that fetish? Integrate your Backgrounds into your character concept.
  A Background usually stands alone, although it can sometimes be used in conjunction with an Attribute. For example, you might roll Wits + Resources to keep your cash flow healthy in hard times, or Manipulation + Mentor to convince your teacher that it would be good for you to sit in on the council meeting.
  Backgrounds cannot be increased with experience points. They can be improved only through the actual events of the story. The only exception to this rule is the Totem Background.

Allies

  "Major!" Colonel Lockhart shouted. When his aide arrived at a trot, Lockhart pointed to the map. "Surprise drill. I want a fire mission here," he said, pointing to a valley at the far end of the proving area.
  The major blinked. "But sir, the next exercise is scheduled for —"
  "I know the schedule, Major, but do you really think the enemy will follow a schedule? Roll those momma's boys out of the mess hall, and if don't hear rounds out in 10 minutes —" But the major was already backing out. He assumed his commander was getting back at one of the gunners for some mistake or slight, but it certainly wasn't a good career move to argue with the Old Man.
  Lockbart smiled as he picked up the phone. "I have artillery on the way." He rolled his left shoulder appreciatively. "Don't mention it, my friend. You saved my arm; that's worth a few shells."

  Allies are folks who help and support you, whether out of love or common interest. They can be old comrades or even organizations that are friendly to you. They may have skills of their own (medicine, for instance), but they often have community influence, with contacts or resources they can use on your behalf. Allies are generally trustworthy, but the relationship takes time and energy to maintain. They have their own lives, so don't treat them like servants. Except in special circumstances, your allies don't usually know you are a werewolf (that knowledge would probably alter the relationship for the worse), but they may know that you have special "knacks," and they will come to you for favors. After all, friends help each other out, right?
  Allies are more than just a pool of extra contacts — you can influence them as well. They're friends, after all, and they'll listen to you. Convincing your fishing buddy that a local refinery is spilling toxins into a major fishery can do wonders for your cause when he's an aide in the governor's office. Of course, just as your allies are more loyal and directly useful than your contacts, they can also require more in return. But hey, they're your friends, right?
  You should work out who your allies are at the beginning of the game, as well as how you know them. Maybe they're old brothers-in-arms or friends from a local environmental society. Maybe (if your rating is 5) you're an old hunting buddy of the governor.
• 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).

Ancestors

  He marshaled his flagging strength as the Tainted Ones gathered their forces for another rush. Now was the time for a death song, but Hides-From-Owls sang to his ancestors instead. As he finished his song of Power, Hides heard the voice of his grandfather, Bright Knife. "You would give up after so little a fight? Let me show you what battle was in my time!"
  Strength-flooded his muscles, and his body leapt forward, no longer solely his own.

  To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies.
  Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example, young Emil, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for only one scene.
  While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller.
  Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
• 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.

Contacts

  Dr. Judy Hawthorne struggled to keep her arms around the energetic wolf cub. She smiled at the owner, Jack Sharpfoot. "Stem to stem, he's in good health overall. What are you feeding him?" When Jack replied with his usual "goat's milk and tenderized road-kill" answer, she nodded. "The lab did find some worms."When she saw Jack's stricken look, she quickly added, "But we dosed them right out. He's fine." She handed the cub to his caretaker. "I think it's great, you raising all those orphan wolves. You do a good job." Judy smiled as she watched the cub lick Jack's face eagerly. "He's sweet. He treats you like family."
  Jack only grinned.

  Contacts are the people you know who come from all walks of life. They know you in turn, as acquaintances or friends. These disparate people form an information network that may prove useful.
  There are two levels of contacts. Major contacts are friends, people you trust implicitly to give you the straight scoop about things in their areas of expertise. You should describe major contacts in some detail, either at the start of the chronicle or as the game progresses. You also have a number of minor contacts around the area. They are not quite as friendly or reliable in a pinch, but you can bribe, charm or otherwise manipulate them into giving you the desired information. To get in touch with a minor contact, make a roll using your Contacts rating (difficulty 7). Each success means that you have located one of your minor contacts. Because major contacts are closer to you (they're usually good friends), they are easier to find.
• One major contact
•• Two major contacts
••• Three major contacts
•••• Four major contacts
••••• Five major contacts

Fetish

  "Your grandmother asked that I give this to you when after your First Change." Aunt Jocelyn smiled as she handed the heirloom to Lyle. The young cub opened the box and pulled out a small pouch encrusted with mother-of-pearl and stitched with gold thread. Looking closely, he saw tiny glyphs like those the elders used. It was exquisite.
  His aunt seemed to read his mind. "Beautiful, isn't it? But the real beauty is inside." Lyle undid the knot and gasped when he felt his skin tighten as if a cool breeze had wafted out of the bag. "It stores the essence of spirit energy. Your great-grandfather crafted it himself. And now it's yours. Care for it and honor the spirit within, and it will never fail you."

  You possess a fetish, a physical object into which a spirit has been bound. Fetishes have a number of powers granted by the spirit, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them.
• 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
••••• You possess one or more fetishes with a total of five levels.

Kinfolk

  Standing on the step in the frigid night air was a girl of 16 summers, torn jeans and T-shirt half-covering a hard, scarred frame. She shook back her long black hair to reveal a coppery face set in a scowl. "My Theurge asked for you. There's been a fight," the girl growled. "Don't know why he thought a Wyrmbringer would help us somewhere besides into the grave."
  Thea, who was reaching for her coat, froze, then returned the fiery glare with steely calm. "I help who asks, red, white, black, blue or candy-striped. Do you ask?" Silence. "Did your Theurge ask?" A quick nod was the Garou's answer. "Right, then. Let me get my bag, and we'II be off."

  You are in contact with certain humans or wolves who are descended from Garou without actually being werewolves themselves. While Kinfolk are normal members of their species in most respects, they have the advantage (?) of immunity to the Delirium. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery.
• Two Kinfolk
•• Five Kinfolk
••• 10 Kinfolk
•••• 20 Kinfolk
••••• 50 Kinfolk

Mentor

  "I agree that someone needs to pick up the old Theurge's bag, but we have everybody trying to find the Bane lair before they make another foray." The council nodded in agreement, except for old Ironjaw, who looked thoughtful before speaking. "True enough, but I believe my friend's notebook will point us in the right direction. And I think I know who would be perfect for the task... Do you know young Quickstep?"
  The Warder raised his eyebrows. "He's barely a cub! Would you really trust a muzzle-nuzzler to go into unknown country and collect a pack of notes, talens and who-knows-what-else, and in the middle of a Bane infestation?"
  Ironjaw smiled. This would be the start of a glorious career for his young protege. "I have every confidence in him."

  Many Garou have one or more elders that look after them. The rating of your Mentor Background quantifies how powerful your mentor is within the tribe and what rank he or she has achieved. A mentor can teach you skills, advise you or speak on your behalf at a council fire. Of course, your mentor may expect something in return for his assistance, be it good company, an occasional gofer, a champion or perhaps a supporter in sept politics. (Mentor demands are excellent hooks for stories.) In general, however, you will receive more than you give.
  A powerful mentor doesn't have to be a single person; a pack or council of elders might be considered a collective mentor. The latter would almost certainly have a rating of four or five dots, even if no one on the council is above Rank 5.
• Mentor is Rank 2
•• Mentor is Rank 3
••• Mentor is Rank 4
•••• Mentor is Rank 5
••••• Mentor is Rank 6

Pure Breed

  "Why," the Galliard sneered, "should we accept you as sept leader? You are new. You don't know our ways —"
  The Ahroun rose to his full height. "I know the ways you have forgotten, for I am William of the Straight Blade, of the Unbreakable Hearth. The might of our ancient heroes is in my veins!" With his ragged cloak and cowl removed, the others beheld his regal bearing and knew that he spoke true.

  Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This Background represents your lineage, markings, bearing and other features of birth. Other Garou revere werewolves with high scores in Pure Breed as heroes of yore come to life — and such werewolves are expected to act the part. The higher your Pure Breed score is, the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to Social or challenge rolls involving other Garou (even Ronin or Black Spiral Dancers).
  Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It's almost a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can't or won't accept the challenge.
  Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth.
• 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.

Resources

  "The four-legs just don't understand," Martin grumbled. "If I didn't have the cash, they wouldn't have the land. All they see is some sort of Weaver-taint. What should I do, sell everything and donate it to charity?"
  Rick Keenear shrugged and took another swig of beer. "I know, I know, it's something they' II never really accept. But does that matter? It's still right." He patted Martin's shoulder. "For the price of a few growls, the sept can hunt in peace. Sounds worthwhile to me."

  This Trait describes your personal financial resources (or access to such resources). It reflects your standard of living rather than liquid assets. Even if you have four dots, it may take weeks or months to come up with half a million dollars in cash. And of course, if you don't purchase this Background, you get what you pay for — nothing, or as close to nothing as makes no difference. As with all other Traits, you should be able to justify Resources. It'll be tricky explaining how a lupus in the Yukon gets a check for a couple of grand each month. (And what could he spend it on, anyway?) Where does the money come from, a trust fund, stocks, tenant rent or a day job? Depending on circumstances, your cash flow may dry up during the course of the chronicle.
• 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.

Rites

  Redglyph knelt over at the torn body of his packmate. The unknown foe left no trail, but he always seemed to know when one of his struggling pack was alone. If only the elders were still alive! He felt a frustration keener than the winter wind. Some Theurge he was! His mentor died before he could be taught anything useful, and now the caern's strength was fading as quickly as the sept's.
  Redglyph raised his head and began a mournful howl. This one rite he did know... and he'd used it too damn many times lately.
  Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with Rites 4 may have a Level Four rite, one Level One and one Level Three rite or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
• 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.

Totem

  The Razorback Pack was cornered, bloody and near exhaustion. The Black Spiral Dancers were closing in, savoring their imminent victory. "Looks like you pig-boys are gonna be spitted. Waddayathink, boys, about Garou barbecue tonight!" The others cackled.
  The Razorback alpha's slow grin quieted them. "There's a thing y'all don't know about wild boars. When they're played out and nearly dead — that's when they're most dangerous. You can even kill them, and it just pisses them off." With that, the pack howled, as one, their voices mingled with a shrieking, grunting roar. A massive boar, hooves clattering, charged at the stunned Dancers, with the Rage-filled Razorbacks hot on its heels.

  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 (p. 293) 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 Airt 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.
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...
  The listed cost is in Background points, which can be bought through experience (see Spending Experience Points) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Totem Trait is the only Background that can be increased through experience. The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.

Renown

  Renown is a system that determines how well a character is living up to his expected role in Garou society. It is for this reason that Renown is connected so closely with auspices. Renown differs from the experience point system because it involves much more roleplaying. A character could rack up plenty of experience for his actions, but if his deeds conflict with his auspice duties, his Renown will not increase.
  Characters with low Renown, such as starting characters, are expected to respect and defer to werewolves of higher rank. Garou who ignore this system find themselves looked down upon, and they lose more Renown as a result.
  Renown is measured in three different areas: Glory, Honor and Wisdom. Each one is somewhat self-explanatory. Glory represents the physical deeds of the Garou: feats of strength, stamina and agility, such as those that made Hercules a legend. It also measures bravery, extreme risks and victories in battle. Honor measures a Garou's sense of duty and history. It speaks of the character's ethics and morals, as well as his personal sense of pride. And finally, Wisdom celebrates the more mental virtues of a character. It includes strategy, cunning and insight. Patience and a strong connection to the spirit world also help a Garou increase his Wisdom.
  On paper, Renown takes two forms. The dots represent the character's permanent Renown rating while the squares denote the Renown pool and show how many temporary points the character has earned. Renown differs from Gnosis and Willpower in that the Renown pool is allowed to exceed the Renown rating. Permanent Renown changes very little, and it changes only in dramatic circumstances. Temporary Renown is always in flux, and it might shift several times over one session.
  When a Garou gains enough Renown, she increases in rank. More information on this process appears in Chapter Six.

Beginning Renown

  A character begins with three permanent dots in Renown, which are distributed according to her auspice (see the Renown chart). This Renown is tied into her Rite of Passage, and if the Storyteller plans to play through the rite, players shouldn't assign these three dots until the rite is completed. Starting characters begin the game at Rank 1.

Glory

  Defeating mighty enemies and succeeding at noble quests are both ways to gain Glory. Fighting on through overwhelming odds and triumphing will ensure the Garou his fair share of Glory. But just the fighting isn't enough. The cause must be clear, and, in the end, you must never surrender, regardless of the cost. Many young Garou have found their Glory stripped for entering into fights they could not hope to win. The best way to win great Glory is by attempting the impossible, and living to tell the tale. Even so, a grand death gives the deceased a large share of the Glory they strove for in life.

Glory Creed

  I shall be valorous
  I shall be dependable
  I shall be generous
  I shall protect the weak
  I shall slay the Wyrm

Honor

  Honor is the moral imperative to uphold the laws of the Garou. It refers to a fundamental belief in the wisdom of society's laws, up to and including the ultimate standard of Garou behavior: the Litany. To gain Honor Renown in Garou society shows an individual to be of honesty, integrity and respect. Honor can sometimes be a rare trait, but werewolves strive to maintain their honor with ferocity for fear of losing it.
  Werewolves on the path of Honor hold themselves to the highest possible standards. They don't do so to feel superior to others, for the Garou who looks down his nose at his compatriots finds his Honor Renown slow to rise, while those who tolerate the braggart soon surpass him.
  Honor requires a large share of self-control, not only to uphold strict principles when easier alternatives abound, but also to keep from falling into a frenzy. When berserk, a Garou is capable of all sorts of evil, and more than a few young Garou have awakened to find themselves covered in blood and bereft of honor.

Honor Creed

  I shall be respectful
  I shall be loyal
  I shall be just
  I shall live by my word
  I shall accept all fair challenges

Wisdom

  Garou with a reputation for Wisdom are the ones most likely to be listened to and deferred to at moots. High Wisdom Renown marks a character who thinks through her words and actions before sharing them, and is adept at sensing when others have not done the same.
  Werewolves rich in both wisdom and glory are a rare breed. The two are often at odds, with the glory-seekers charging into battle at any opportunity and those who quest for Wisdom picking their battles carefully. Both have their advantages, but those who lose on the quest for Wisdom are most likely to be able to try again. A werewolf who is both wise and valorous knows when to fight and how, and he is, therefore, the most valuable of allies.

Wisdom Creed

  I shall be calm
  I shall be prudent
  I shall be merciful
  I shall think before I act and listen before I think

Rank

  As in any military force, rank is of extreme importance among the Garou. It shows respect and determines status. As a Garou's rank increases, more secrets of the tribe are revealed, but expectations are higher. Gaining rank is the way to show members of the tribe your commitment and your trustworthiness.
  Characters begin at Rank 1, and they increase their rank by gaining Renown. Gaining rank is discussed fully in Chapter Six.

Benefits of Rank

  Membership has its privileges. But rank has many more.
  • Gifts: When a Garou reaches a new rank, new, more powerful Gifts are hers for the asking. But to learn a new Gift, the character must not only have the required experience points, but also the Rank equal to the level of the Gift. A Garou cannot buy the respect of spirits and one's peers with experience points. The most valuable Gifts are reserved for those who have shown Glory, Honor and Wisdom.
  • Rights: As it states in the Litany, those lower in station must defer to those higher. As a Garou rises in rank, he gains the benefit of having younger and lower-ranked Garou defer to him. When a character has advanced to Rank 3 or higher, he is known throughout werewolf society. But with this fame comes responsibility, as werewolves of higher rank are expected to lead and look after those lower in station, guard caerns from attack and embark on quests to help the sept and tribe.
  • Challenges: Lawful challenges are also governed by rank. A Garou can challenge someone who is only one rank higher than himself. Therefore, a Rank 1 Garou can challenge a Rank 2 superior, but he cannot challenge a Rank 3 werewolf.
  • Self-Control: Characters of high rank have disciplined themselves so much that they are much less likely to frenzy. The following chart shows the frenzy bonus a Garou gains as his rank rises.
Rank Frenzy Bonus
0 -
1 -
2 -
3 +1 to frenzy difficulties
4 +2 to frenzy difficulties
5 +2 to frenzy difficulties, 5+ successes needed to frenzy
6 +2 to frenzy difficulties, 6+ successes needed to frenzy

Rage

  Rage is the amount of that primal Beast that still exists in a Garou. It is not just an increased capacity for battle, but a force that could just as easily become mindless violence on a frightening scale. It is the instinctual cunning and hunting ability mixed with savage bloodlust and unpredictable horror.
  Rage is a blessing and a curse to the Garou. It is the distilled raw force sent from Gaia that allows them to punish all who seek to destroy Her. This connection to both aspects of Rage makes the Garou frightening warriors. They can walk in the world of the human or that of the beast and be equally powerful in both.
  The debate about the origin of Rage has been going on since the beginning of werewolf society. Many say that it was given to the Garou by Luna, as it is the auspice that determines how much Rage a Garou has, at least at the beginning. Some contend that Rage is a curse of the Wyrm, a little of the destroyer in the children of the creator. But the most vocal tell that it was Gaia's choice that her most favored sons and daughters be given this great weapon, and that it is their noble responsibility to use it wisely.
  Much of a Garou's struggle comes from this never-ending battle against themselves. The Beast is never far from a Garou's thoughts, and many live in the dread of what might happen should it ever gain control.
  Rage is recorded on the character sheet in two forms. The first is the Rage rating, indicated by the dots. This rating is your character's permanent Rage. The second is the Rage pool, which is shown by the squares underneath. These squares tell you how much Rage you have left to spend.
  When you spend a point of Rage, remove it from the Rage pool squares. Do not take it from the permanent dots of the Rage rating. This rating stays constant, while the pool will drop during the course of the story. At certain times, a werewolf's Rage can actually go higher than his permanent rating, but only if the situation is sufficiently infuriating.

Using Rage

  Rage points must be spent at the beginning of a turn in the declaration stage. (This rule is detailed further in Chapter Six.) You can spend Rage only in times of stress.
  Rage is a powerful and versatile weapon for the Garou. The following are some of its uses and dangers:
  • Frenzy: Frenzy is the most frightening drawback of using Rage. Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy for more information on the causes and resolutions of frenzies.
  • Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points in one turn than half of her permanent Rage rating. Look here.
  • Changing Forms: A player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. Look here.
  • Recovering from Stun: If a werewolf loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the character can ignore the effect and function normally.
  • Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn't recover.
  However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou's body as an appropriate Battle Scar.
  • Beast Within: Occasionally, a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don't want to be anywhere near it.
  • Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has "lost the wolf," and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.

Gaining and Regaining Rage

  A Rage pool fluctuates from session to session and from turn to turn. Luckily, Rage replenishes itself in several ways.
  • The Moon: The first time a werewolf sees the moon at night, the Beast inside stirs, and Rage floods back into her. Under a new moon, the character gets one point; under a waning moon, two points; under a half or waxing moon, three points; and under a full moon, four points. However, if the moon phase corresponds with the character's auspice, she regains all other Rage. This phenomenon occurs only at the first sighting of the moon each night.
  • Botch: If the Storyteller approves, a werewolf might receive a Rage point after a botched a roll. Rage comes from stressful situations, and seeing the action you were attempting blow up in your face, sometimes literally, can be a very stressful situation. And Garou tempers shouldn't be taken lightly. Not to mention...
  • Humiliation: Rage will also come rushing back if anything a Garou does proves particularly humiliating. The Storyteller decides whether a situation is embarrassing enough to warrant a Rage point. Garou tend to be very proud, and they don't take being laughed at well.
  • Confrontation: Again at the Storyteller's approval, a character could receive a Rage point at the beginning of a tense situation, in the moments right before combat starts. This gain accounts for the anticipation and hackle-raising that happens just as tempers start to flare.
  • New Stories: When a new story begins, each player should roll a die to determine how many Rage points he possesses currently. (They might even exceed their permanent Rage ratings, at the Storyteller's discretion.) Yes, characters might end up with less Rage than they had at the end of the last story. Such is the way of Rage. It is always moving and never predictable.
  The player is encouraged to explain this increase or decrease in Rage by describing what happened between sessions. If they come up with some creative tales, Storytellers can be a little more giving with the Rage as the new story progresses.

Gnosis

  The Garou say that Gaia gave them Rage to make them the mightiest hunters and the fiercest warriors. But she also gave them another tool that is just as useful and potent, and one that would connect her children to their other nature, the spirit world. This connection to the Sacred Mother is called Gnosis.
  Gnosis is what allows Garou to access the spirits that surround them; it is the essence of the spiritual world. In some ways, it is the expression of their half-spirit nature. This connection is what makes travel to the Umbra possible, and it is what fuels the powerful Gifts the spirits can bestow. Without this spiritual force, Garou would be cut off from half of their natures. Characters with low Gnosis scores find contact with the spirits rare and difficult. On the other side, those with very high Gnosis scores sometimes find the worlds blurring, and they may have trouble distinguishing each side of the Gauntlet from the other.
  Gnosis comes in two forms, much like Rage and Willpower. The first is the Gnosis score, indicated on the character sheet by the dots. This score shows a character's permanent Gnosis. The second is the Gnosis pool, represented by the squares. This score shows how many Gnosis points the player has left to spend. The Gnosis pool can never be greater than the Gnosis rating. When a player spends a point of Gnosis, it should be taken from the Gnosis pool, not the permanent Gnosis rating. Permanent Gnosis stays constant through the story, while the pool fluctuates.

Using Gnosis

  Just as Rage fuels battle and the physical world, the uses of Gnosis tend toward affecting insight and the spirit world.
  • Rage and Gnosis: A player cannot spend both Rage and Gnosis in the same turn, whether spending points or rolling the Trait, with the exception of certain Gifts that demand both. These two forces are very powerful, and the Garou's body is not strong enough to pull the power from these two natures simultaneously. For example, a werewolf cannot spend Rage for multiple actions and activate a fetish in the same turn.
  • Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Too much silver can even affect an entire pack's Gnosis. More information appears here.
  • Using Gifts: Many of the Gifts the spirits have bestowed upon faithful Garou call for Gnosis expenditures and/ or rolls.
  • Fetishes: Gnosis is used to attune or activate a Garou's fetish. Look here for more information on fetishes.

Gaining and Regaining Gnosis

  Characters can regain their Gnosis in several different ways.
  • Meditation: When a character takes time to center himself and reconnect with the Sacred Mother on a personal level, he can sometimes regain Gnosis. The character must spend at least an hour staying in one place and focusing on his deeply spiritual side. (One cannot meditate while cleaning guns, for example.) The player must then roll Wits + Enigmas (difficulty 8). For each success, a player regains one Gnosis point. However, a character can regain only one Gnosis point per hour of meditation, no matter how many successes the player rolls. In addition, this form of meditation can be done only once per day, and the difficulty increases by one for each extra day a character attempts it in the same week (to a maximum difficulty of 10). The spirits are gracious, but not always generous.
  • Sacred Hunt: The Sacred Hunt is one of the most frequently performed activities at Garou moots. It is a ritual and a sacred task done for the good of the people and the caern. An Engling is the chosen prey that is summoned and then hunted down. This activity can be done in either the Umbra or on Earth. After the prey has been caught and "killed," werewolves who have taken part in the hunt give thanks to the spirit for the gift of its life. This sacrifice has allowed Garou to keep their senses and skills sharp for their ceaseless battles against the Wyrm and its minions. All who participate in the hunt replenish their Gnosis pools completely. But do not weep for the poor Engling. Because of the rituals performed before the hunt begins, the spirit will reform in another part of the Umbra after its apparent demise. See Appendix for more information on Englings.
  • Bargaining with Spirits: Ritual hunts are not the only way to get Gnosis out of a spirit. Sometimes the soft sell works just as well. A werewolf can attempt to sweet-talk a spirit into sharing some of its Gnosis. Of course, the character must be able to speak in the spirit language through the use of a Gift or some similar method. The spirit might well ask the character to run some errand or perform some task before it shares its life force with the Garou; fair is fair.
  • Between Stories: In the downtime between new tales, the players can make a Charisma + Enigmas roll to regain some Gnosis. Each success on this roll refreshes one point of Gnosis.

Willpower

  Willpower is one of the few great equalizers. Almost every creature skulking around in the World of Darkness has it. Its force is a common one. It is the strength hidden in each individual to overcome his base urges and occasionally push himself to greatness.
  Much like Gnosis and Rage, Willpower is indicated in two forms. The permanent Willpower rating is illustrated on the character sheet by dots; the temporary Willpower pool is measured in the squares below the Willpower rating. A character's Willpower pool can never be larger than his Willpower rating. As with Rage and Gnosis, spending a Willpower point is recorded on the Willpower pool squares, and not on the permanent rating dots.
  A character's Willpower rating decreases every time a character uses this innate force to perform a difficult task, keep his urges in check or remain in control of himself. However, as a character continues to spend Willpower, he finds his reserves becoming depleted. With no Willpower left, characters will be exhausted and unable to summon the inner strength to perform their duties. They will not care what happens to them, since they have no Willpower to go on.
  For the most part, Garou are very strong-willed creatures. Even young pups who have just passed their Rite of Passage might boast a 6 or 7 in Willpower. In the grand scheme, this amount seems small compared to their elders and enemies who often check in at 8 and 9. But in relation to their charges, the humans, it is miles above. A typical human adult has a Willpower score of about 2 or 3. The most willful of humans, a lawyer, cop or protester, tops out at about 4 or 5. Humans can go above 5 Willpower, but such individuals are remarkably rare.
• Spineless
•• Weak
••• Unassertive
•••• Diffident
••••• Certain
••••• • Confident
••••• •• Determined
••••• ••• Controlled
••••• •••• Iron-willed
••••• ••••• Unshakable

Using Willpower

  Of all the Traits werewolves possess, Willpower is possibly the most frequently rolled and spent because of the many ways it can be utilized. As your story progresses, you may find yourself paying a lot more attention to your Willpower pool as you discover how handy it can be.
  • Automatic Successes: Spending a Willpower point on an action gives the player one instant success. Only one point can be spent thus each turn, but the success is guaranteed. Therefore, a task can be performed successfully by concentrating and focusing the mind, without leaving the task to chance. Some situations might negate this success, and the Storyteller has the final right in deciding when it can and can't be used. For instance, Willpower is traditionally not allowed in damage rolls or any roll involving Gifts.
  • Uncontrollable Urges: Garou are instinctual creatures, and players may occasionally find the Beast in their characters reacting to stimuli that has been part of their nature for millennia. The Storyteller may inform you that your character has done something from a primal urge, like getting away from fire or attacking a creature of the Wyrm. A Willpower point can be spent to negate this gut reaction and allow the higher brain to remain in control and keep the Garou right where he is. On occasion, the feeling will not just go away, and more Willpower points must be spent to keep from reacting. This build-up continues until the character removes himself from the situation or runs out of Willpower.
  • Halting Frenzies: As mentioned previously, a character flies into a frenzy whenever her player rolls more than four successes on a Rage roll. This situation can be averted if the player spends a Willpower point to remain in control. More information on frenzies can be found here.

Recovering Willpower

  Garou rarely get a moment's peace. Besides their ongoing battles against the Wyrm and its minions, the daily rituals and duties of the human side of their lives take up much of the remaining time. Nonetheless, characters must be able to rest or at least get a chance to restore their damaged self-images, in order to regain their precious Willpower. It is ultimately up to the Storyteller when and how a character recovers Willpower.
  Presented here are three different ways characters can regain their Willpower. Remember that recovering Willpower has no effect on the character's permanent rating. That rating rises only by investing experience points.
  When a story is complete, characters can regain all their Willpower. This act should be reserved for story endings, not necessarily the end of each session. The Storyteller may wish to allow the characters to regain only as much Willpower as he feels they deserve for the goal they accomplished.
  Another option is to allow players who have achieved a particularly unique victory in the framework of the game to regain some amount of Willpower. These victories are typically deeply personal in nature, such as confronting a personal enemy or overcoming a vice. The Storyteller would rule whether a character has regained some or all of his self-confidence by this action.
  Finally, if a character performed the duties of her auspice particularly well, she might regain one to three Willpower points. This method is subject to the Storyteller's approval, and it relies largely on the roleplaying skills of the player.
  The quick-and-dirty method is simply to let the players regain a point of Willpower when they wake up each day. It is not as involved or satisfying, but it is a way to keep things moving, and keep the kids happy.

Health

  Werewolves are more physically powerful than most living creatures, and they are immune to many of the ailments and diseases that plague their human and wolf cousins. As half-spirit beasts designed for battle, they're exceptionally hard to kill.
  Even so, it's a misconception to think that werewolves are immune to physical wounds. They can be wounded, but their wounds don't remain open long, thanks to their remarkable regenerative powers. The fact is that a werewolf can regenerate one health level of bashing damage per turn under any circumstances. If the damage is lethal, the Garou can still regenerate one health level per turn, although the player must roll Stamina (difficulty 8) if the Garou is involved in a strenuous or stressful situation such as combat. (See Healing for more information.)
  As the movies show, the one great weakness the Garou have is silver. A werewolf has no defense against Luna's metal. Next to silver, the most dangerous threats to Garou are fire, radiation and the attacks of other supernatural creatures. This most powerful and lasting of damage is referred to as aggravated damage. More information on damage appears in Chapter Six.
  The Health Trait is used to show the current status of a character. A Garou can absorb a lot of punishment, but continued abuse causes even werewolves to slow down physically and in their reaction time. This slow decline is indicated by the Health Trait, which shows dice penalties and condition notes for each level as a character slips towards death. For instance, a character who has been Hurt has a -1 modifier, which means that he has one less die to roll on all rolls. If a character has been mangled enough to warrant a health level of Crippled, he would lose five dice on all actions. At this point, the character is so beaten and suffering that it is difficult to focus on anything but the pain.
  A character who reaches Incapacitated is in very bad shape. Not only is he unable to react to what is going on around him, but he's very close to ending his fighting days. If the character were to take one more health level of damage, he would die. Gaia is very gracious to her children, and she has given them many advantages to continue the fight, but dead is dead, even to her. In the olden times, the Garou would simply honor the fallen and wish them well on their next journey. But in these, the End Times, each loss hurts much worse. A fallen warrior is one who will not be present at the final battle of the Apocalypse.
Health Levels Dice Pool Penalty Movement Penalty
Bruised   Character is only slightly bruised, and he suffers no dice penalties.
Hurt -1 Character is superficially hurt, but he suffers no movement hindrances.
Injured -1 Character has suffered minor injuries, and movement is mildly inhibited (one half max. running speed).
Wounded -2 Character has suffered significant damage. He may walk, but he cannot run. At this level, a character may not move, then attack. He will lose dice when moving and attacking in the same turn.
Mauled -2 Character is badly injured, and he may hobble only about three yards per turn.
Crippled -5 Character is catastrophically injured, and he can crawl only about one yard per turn.
Incapacitated   Character is incapable of movement and likely unconscious.


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