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Werewolf Apocalypse 5

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I'm a Garou, champion of Gaia charged with
defending her against the demiurges of chaos,
order, and entropy , all seeking her
destruction. The Apocalypse has come and
gone and we live in its aftermath, the Garou
among us, are dying out like their mother.
These are the times of the Malady. Now, the
only group a werewolf can trust is their own
pack.
Will you heed their cry?
What legends will the Garou sing of you?
WEREWOLF: THE APOCALYPSE
Rage
Conversão
W20 refere-se a lobisomem o apocalipse 20th
Edição, V5 to Vampire the Masquerade 5th Edition, H5
to Hunter the Reckoning 5th Edition and W 5 to this
Unofficial Doc. All pages refer to PDF pages.
Credits: ThatOneGuy, Spins-the-Black-Circle,
SilentComedy97 and Yogarpg
Atributos: Quando qualquer habilidade,
habilidade, dom, etc. em W20 fizer referência a
Aparência, substitua por Carisma. Quando qualquer uma
dessas mesmas habilidades se referir a Percepção,
substitua por Raciocínio ou Determinação.
Habilidades: Substitua as seguintes Perícias
de W20 a W5: Prontidão por Percepção, Empatia por
Intuição, Expressão por Liderança, Habilidade de
Instinto Primitivo por Sobrevivência, Computador por
Tecnologia, Enigmas por Investigação, Lei por
Acadêmicos, Rituais por Ocultismo, Esquiva por
Atletismo, Consertar por Arte.
Para testes de Fúria, use Dados de Fúria, Gnose
use Gnose não gasta e Força de Vontade use Força de
Vontade não gasta.
Rage is a trait of supernatural fury all Garou possess,
rating from 0 to 7. Each Garou has the potential to call
upon this power and test its boundaries within them,
this is called "Calling Rage", and a Rage Check is made.
However, with each failed roll on a Rage Check, their
Rage swells a little further until building up into
dangerous levels. Each Auspice offers a threshold their
Rage can grow to before it becomes too much for them
to hold back frenzy. Checking their Rage and passing
means they keep the surge of Luna's fury under control
while benefiting from its power, but failing this test
means they begin to suffer its curse. The threshold is
how many Rage Dice you can accumulate before you
begin testing for Frenzy on every Brutal Critical. For
the Ragabash, they have quite the leeway, however for
the raging Ahroun, every dice risks a struggle of Frenzy.
Rage is used like Hunger Dice in V5, but unlike the
Hunger Dice, Rage can also be used as a roll, using
your current Rage level as the Dice Pool, referred to a
Rage Test.
Dificuldade para rolagens que não exigem
margem:
Rage Threshold
W 20
W5
Dif. up to 6
Dif. 7
Dif. 8
Dif. 9
Dif. 10
Dif. 1
Dif. 2
Dif. 3
Dif. 4
Dif. 5
How many Rage Dice a Garou can have in their dice
before they begin to have to roll a Frenzy Test at every
Brutal Critical.
Rage Threshold is determined by your
character's Auspice, for example, a Galliard has a Rage
Threshold of 1 and will begin roll a Frenzy Test on
each Brutal Critical when her Rage is equal or greater
than 2.
Your Auspice also determines how much Rage
Bonus you have = 3 – Rage Threshold (min. zero).
Modificadores para rolagens que requerem margem:
W 20
W 5 (Dif. 2)
Dif. 3
+3
Dif. 4
+2
Dif. 5
+1
Dif. 6
+0
Dif. 7
−1
Dif. 8
−2
Dif. 9
−3
Dif. 10
−5*
* If −5 reduz a parada de dados a 0, apenas
será um sucesso rolando um 10
Rage Dice
Rage Dice replace dice in all dice pools (but
Willpower/Gnosis/Harmony) up to the maximum
dice pool possible.
Example: An Ahroun with 2 Rage with 4
current dice in her dice pool, replaces 2 of her regular
dice in their dice pools with Rage Dice.
4
WEREWOLF: THE APOCALYPSE
RAGE DICE
Failure, Feral Failure if the test fails (1)




Failure (2-5)
Success (6-9)
Success, Brutal Critical if part of a critical win
(10)
Rage dice can never be rerolled using Willpower.
Brutal Critical
This Compulsion ends when the werewolf
enters in Frenzy.
(4-5) Dominance: See V5 page 210
(6-7) Harm: See V5 page 211
(8-9) Paranoia: See V5 page 212
(10) Auspice Role: Garou are pack mentality
creatures, just like wolves. They crave a sense
of community and instinctually desire to be
with and improve their pack.
Auspice Roles:
 Trickster (Ragabash): For the scene, the
Ragabash must act to deceive an enemy,
pull a prank, or help a packmate fulfill
their Role, often by becoming the target
of their ire or compassion. Any other act
suffers your Role Penalty. This lasts until
you fulfill your Role, or the scene ends.
 Mystic (Theurge): For the scene, the
Theurge must discover a new piece of
information about the Umbra, meet a
new spirit, or share a secret with a
packmate. Any other act suffers your Role
Penalty. This lasts until you fulfill your
role, or the scene ends.
 Judge (Philodox): For the scene, the
Philodox must seek to solve a problem,
correct an injustice, or dole out judgment
or reward to a packmate. Any other act
suffers your Role Penalty. This lasts until
you fulfill your role, or the scene ends.
 Skald (Galliard): For the scene, the
Galliard must seek to create a work of art,
inspire another Garou to action, or
improve the mood of a packmate. Any
other act suffers your Role Penalty. This
lasts until you fulfill your role, or the
scene ends.
 W arrior (Ahroun): For the scene, the
Ahroun must seek to gain an advantage
over an enemy, defeat a threat, or end a
conflict between packmates. Any other
act suffers your Role Penalty. This lasts
until you fulfill your role, or the scene
ends.
Can have many effects similar to that of a Vampire.
 Gain one or more Maladies (see Harmony page 17)
for their monstrous action or by demonstrate
supernatural strength or speed to humans.
 The character loses one dot from an Advantage,
for harming them.
 Increase their Rage Dice by one as they are
infuriated by circumstances.
In addition to all these previously mentioned
outcomes, any Garou that rolls a Brutal Critical when
their Rage exceeds their Rage Threshold, must also
make a Frenzy Test not to enter a Berserker Frenzy.
Feral Failure
Can cause a number of things to happen, also similar
to a Vampire. Such as:
 The character must act out a Compulsion, as the
Rage starts to subtly dictate their actions, roll a
dice to determine which Compulsion.
 In combat losing your turn as it pulls all yours
focus to control yourself.
 Fox Frenzy: As you've failed terribly and the beast
inside wants to retreat, fleeing the scene until you
calm down.
 Increase their Rage Dice by one as they are
infuriated by their own incompetence.
Compulsions List:
 (1-3) Hysteria: A character subject to hysteria
cannot control his emotions, and becomes
subject to severe mood swings or violent fits
when subjected to stress or anxiety. A
werewolf with this Compulsion must make
Frenzy Tests whenever subjected to extreme
stress; the difficulty to frenzy is reduced by 2.
5
WEREWOLF: THE APOCALYPSE
Roll a Rage Check
Staring at the moon for the first time each night
can soothe Rage based on the moon’s phase:
 New Moon (4)
 Crescent Moon (3)
 Half Moon (2)
 Gibbous Moon (1)
 Full Moon (0)
 Moon of your Auspice (All Rage)
To make a Rage Check, the player rolls a single die. As
always, a result of 6 or higher succeeds. On a success,
the werewolf’s Rage remains unchanged. On a failure,
the werewolf gains 1 more point of Rage, and thus
gains one more Rage Dice.
 Rage Mastery: Add your Primary Renown to any
roll involving one of your 3 Auspice Skills.
 Changing Forms: Auto shift into any form your
desire.
 Active Gifts
 W in at a Cost: At Storyteller discretion
 Ignore Impaired penalties for a scene
 Remaining Active: Stay alive when sustaining an
incapacitating blow (Once per Scene) and earns a
battle scar after. Roll a Rage Test, for each success
completely heal the last boxes on your Health track
regardless of damage, you must do a Frenzy Test
after.
 W olf Speed: Werewolves are fast — often faster
than everyone else. Werewolves engaging a foe
with this power act as if already engaged when the
turn begins.
 Failing to do Soothing Rage methods: See
methods below (with the exception of the way of
staring at the moon), the number in parentheses
will be the amount of Rage Check you must do.
Looking to the moon phase of your Auspice can
sooth all of your Rage, this is the only method that can
lower Rage below one. However, regardless of the
moon's phase, you must first succeed a Frenzy Test
(dif. equal to the number that each moon’s phase sooth
your Rage) upon seeing the moon. Because Luna
blessed you with Rage but it still acts as a curse. If you
fail your Frenzy Test, you still sooth your Rage but not
until after your frenzy has subsided. This is the hidden
truth behind why the full moon is so commonly
associated with raging, bloodthirsty werewolves,
unable to control themselves under its light.
Berserker Frenzy
When a Garou would be forced to make a Frenzy Test,
roll his current Willpower + Harmony Dice at a
difficulty equal to his Rage (unless otherwise stated).
Failure means the Garou loses himself to his Rage and
cannot hold on any longer. Ahrouns and those that
have grown their Rage further have a struggle with not
losing themselves to their own Rage. If a Garou fails
this roll they can spend a point of Willpower to hold it
off until the next provocation or failed Rage Check at
Rage 7 (but her character can’t take any further actions
that turn).
Other things can cause Garou to frenzy as well.
Depending on the seriousness of the provocation:
 Looking at the moon for the first time each night
(Dif. = Based on the Moon Phase)
 Minor nuisance; embarrassment or public
humiliation (Dif. = Rage +1)
 Place of nature harmed; Touchstone injured with
aggravated damage (Dif. = Rage +2)
 Caern destroyed; Touchstone killed (Dif. = Rage
+3)
 Aggravated Willpower Damage (Dif. = Rage +
Damage taken)
Soothing Rage
Rage starts at 1 and slowly swells until it's all too much
to bear. To keep control of yourself there are a few
ways to sooth your Rage.
Rage is soothed away by a small number of
ways, with the amounts indicated in parentheses:
 Landing a killing blow (1)
 Succeeding in some way against those who insult
or humiliate you (1)
 Defeating true agents of the Wyrm (2)
 Succeeding in the protection of a natural location
(2)
 Succeeding to defend a Caern (3)
 Succeeding to protect Touchstones (not
Packmates) in danger (1 to 3)
 Whenever the Storyteller deems fitting. Usually no
more than 3 at a time for any reason other than the
moon.
6
WEREWOLF: THE APOCALYPSE
Thrall of the Wyrm
All frenzy difficulties increase by 2 on the
night of your Auspice moon's phase (Including
those that are made before soothing Rage by the
moon).
The werewolf can only see moving targets —
targets she wants to reduce to bloody lumps of
mangled meat. A berserk Garou shifts (no rolls)
immediately to either Crinos or Hispo form (the player
decides which), and attacks something.
Whom she attacks depends on the circumstances.
If the Garou’s Rage does not exceed her unspent
Gnosis, she will not tear into her Packmates — unless
she’s in the Thrall of the Wyrm. Anything else is fair
game, including other were-creatures who are not
members of her pack.
A Garou whose Rage exceeds his Gnosis attacks
anything that moves. He can’t distinguish between
targets unless his player spends a point of Willpower, in
which case he can select his victim. If he doesn’t spend
Willpower, the Storyteller chooses who he attacks.
Werewolves in this state don’t remember what happens
to them during frenzy. Many collapses once the frenzy
is over.
A werewolf can only come out of frenzy once the
triggering situation is over.
If you your Rage exceeds 5, you’re stretching into
the dangers of rage and getting closer to the Wyrm.
You can continue to make Rage Checks to summon
forth your swelling of your Rage.
However, if you Brutal Critical with a Rage of 6+
or fail a Rage Check when at 7 Rage, you must succeed
a Frenzy Test equal to the difficulty determined by
your Rage and other modifiers (like the moon's phase),
not to give into the Thrall of the Wyrm, as your Rage
has swelled to the brink of what any child of Gaia can
withhold.
As a creature of Gaia, the Garou are not tainted by
the Wyrm, but that does not stop the Wyrm from
trying. Wyrm tainted spirits known as Banes, feed off
of intense and negative emotions, such as Rage.
While in this state, they lose all sense of self. The
Garou becomes controlled by the Storyteller for the
rest of the scene, and seeks to mutilate any and all
moving targets in the scene, friend or foe. When an
enthralled Garou completes a kill, and there is no other
target with immediate melee range, they will stop their
assault to devour the flesh of their kill. Gorging
themselves in cannibalistic savagery, the Garou will not
even attempt to defend itself from an attack. Once
injured however, they will resume their assault again.
Most Garou that witness another become enthralled,
do them the favor of putting them down, to save them
from the guilt and shame of their actions.
Berserker Frenzy Effects
Resist Injury Modifiers: Do not suffer from
Crippling Injuries (V5 page 303)
 Resist Mental Powers: Resist mental powers
(e.g., Dominate, Presence) with three extra dice
added to their resistance pools. (If a power has no
resistance pool, the user adds +2 to their
Difficulty)
Drawbacks:
May not:
 Use any Gifts.
 Use maneuvers in a fight.
 Communicate with others.
 Step sideways.
 Spend Gnosis or make Gnosis Tests in
general.
 Split dice pools.
 Shift into other forms during Berserker
Frenzy.
May only:
 Use melee weapons or Brawl attacks.

Gnosis
Gnosis is the spiritual connection of all Garou that
tether them to their spiritual nature, and permits them
access to the Umbra, as well as Fetishes, and specific
Gifts that might require more of an understanding of
spiritual energies other than Rage. Gnosis can be spent
like Willpower, by sustaining superficial damage to the
tracker, and can be restored with some methods
described below. Sustaining superficial damage in every
box of your Gnosis tracker, results in being Spiritually
Impaired. The Garou cannot step sideways, and suffers
a –2 to any gift activation, as well as any roll to use a
Fetish, or Talen.
7
WEREWOLF: THE APOCALYPSE
Superficial Damage





Stepping Sideways: Roll unspent Gnosis +
Harmony Dice at a difficulty set by Gauntlet
Chart below, depending on location, and can be
reduced by gauntlet rating of your Primal Urge,
reflective surfaces, as well as many gifts, and
fetishes. Cost 1 Superficial Gnosis damage.
Performing Rites
Fetishes and Talens: Active both.
Gifts
Recovering:

Meditation: The character must spend at least an
hour in one place, focusing deeply on his spiritual
side. The player rolls Resolve + Insight (dif. 3).
The character regains one superficial Gnosis point,
up to a maximum of one point per hour of
meditation; additional successes are lost. A Garou
can only meditate to regain Gnosis once per day.
The difficulty increases by one for each extra day a
character attempts it in the same week, to a
maximum difficulty of 7. The spirits are gracious,
but not always generous.
GAUNTLET CHART
Area
Science Lab
Inner City, downtown
Average City Street
Rural Countryside
Deep Wilderness
Urban Caern
Active Caern
Powerful Caern
Greatest Caerns
Aggravated Damage

Difficulty
9
8
7
6
5
5
4
3
2
MODIFIERS
Nighttime
Reflective Surfaces
Primal Urge Bonus
Only peering across the Gauntlet
Carrying Silver: For every object made of or
containing silver that a character is carrying, she
receives 1 aggravated Gnosis damage once per day
(when you get the object).
Recovering:

Bargaining with Spirits: Ritual hunts are not
the only way to get Gnosis out of a spirit; the soft
sell can work just as well. A werewolf can simply
ask a spirit to share some of its Gnosis. The
character must be able to speak in the spirit
language through the use of a Gift or similar. The
spirit may ask the character to perform some task
before it shares its life force with the Garou. Once
the bargain is completed, the spirit spends an
amount of Essence wit Bleeding, and the werewolf
regains that many points of aggravated Gnosis.
–1
–2
See page 16
+3
Resonance
Secret Hunt: The Sacred Hunt is one of the most
frequently performed activities at Garou moots.
The chosen prey 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. All who participate in the hunt divide up the
Essence of the spirit, evenly with the extra odd
amount going to the pack leader. The Primal Urge
level of the pack leader or single Garou determines
the level of the Spirit of which they hunt, see
Primal Urge Chart page 16 and Spirits page 25.
Each point of Essence the werewolf Bleeds this
way, regain one aggravated Gnosis. After the spirit
“dies” he will give a Resonance to all involved in
the hunt, see Resonance below. See W 20 page 366
for more information of Spirits.
All spirits give off a resonance. It’s the Essence that
creates the Resonance. If a pack successfully defeats a
spirit and reduces its essence to 0, its essence is granted
to the pack and so its resonance. Grant each pack
member +1 die to any single skill or attribute roll used
related to the Resonance of the spirit for the duration
until the next full moon or next Sacred Hunt,
whichever comes first.
Resonance type is dependent upon the spirit.
For instance, a cunning Fox spirit may grant a +1 die to
the wolfs Intelligence rolls, where as an Epiphling
Murder spirit may grant +1 to Brawl dice pool.
Storyteller discretion but usually the Resonance type is
self-explanatory.
8
WEREWOLF: THE APOCALYPSE
rank and respect in their nation, as well as the core
mechanic to the very function of using gifts.
Each Garou has two Favored Renown, one
determined by their Auspice, and one of their choices
determined by their chosen Tribe. A Garou then
designates which of their Favored Renown, will be
their Primary Renown. The chosen primary is often
the Renown of their Auspice, but does not have to be,
as two Ahroun Garou might both favor Purity, but
one may display a greater connection to the Renown of
Glory and all it represents.
Rites and Fetishes
Rites works almost the same as described in W 20
(page 202), with the difference that the Dice Pool is
aways Charisma + Harmony Dice. All Garou present
in the Rite roll Harmony, the sum of all successes
determining whether the Rite was successful. All
Minor Rites are Level 1.
LEVEL
1
2
3
4
5
Mystic Rites
3
4
5
6
7
Other Rites
10
14
18
20
25
Cunning
Luna hides, but feels no shame. Sometimes she chooses to
watch without light, to listen to, touch and feel what
happens in the world without alerting her children to
her presence. She looks to us to obscure her, to cover her
actions and mask her words. Anyone could be Luna on
the new moon.
Garou hunt things greater than they are. They
can’t always win through brute force or superior
numbers. Sometimes, raw creativity and clever
planning win the day.
Feats of Cunning: Killing a foe and making
his allies believe the death was accidental; convincing
one foe to attack another; avoiding potential human
discovery of the Garou without the use of violence; a
new and original battle strategy; any monumental act
of stealth, manipulation, cleverness or diplomacy.
If the number of successes is not reached, all
Garou present may reroll Harmony for the cost of 1
Gnosis, adding the successes to the preceding roll. This
adds 5 minutes per level to the Rite.
To use a Fetish (W20 page 222), the Garou
must first attune herself to it by making a roll with
unspent Gnosis, difficulty is the Level of the Fetish.
Each time the wielder wishes to use one of the fetish’s
powers, the player must spend 1 Gnosis. Talens (W 20
page 228) requires 1 Gnosis to activate, but don't need
a test to attune.
Renown
Glory
The moon edges toward full, and Luna dreams of days
yet to come. The moon slinks toward invisibility, and
Luna remembers, nostalgic for the days of glory.
Everything that is memory is real under the gibbous
moon’s light, every deed remembered as a shining epic,
every word as an elegant poem. The future is a dream
that remembers events that haven’t happened yet. Fact
Truth? Secondary considerations. Facts are forgotten
and argued over; truth changes with the teller. Only
glory can bestow immortality.
Garou stand strong, and fight until their
muscles tear apart. They boil with epic fury, storm into
battle, and remain in the fray in spite of overwhelming
threats.
Werewolves are a fractious race. A werewolf from a
different pack or tribe is a rival first and an ally later, if
ever. Therefore, it’s necessary for the Garou to have
some way of measuring each other’s accomplishments
and status. This need is mirrored by the demands of a
werewolf’s spirit nature, the need to have a clear place
when standing among the spirits that are loosely related
to his kin. From these requirements came the system of
Renown, allowing other werewolves and even spirits to
gauge the deference they should grant a visitor or
intruder. Garou live and die by their renown. Renown
is everything to the Garou, being both a measure of
9
WEREWOLF: THE APOCALYPSE
don’t force their views on other werewolves, but they
lead by example — and expect their pack and their sept
to listen when necessary.
Feats of Purity: Discovering a source of the
Wyrm’s taint; removing the taint from an area;
cleansing humans and spirits of the Wyrm’s touch;
holding to the Litany in the face of great temptation;
loosening the Weaver’s hold over an area; any other
monumental feat of zeal or self-restraint, channeled
against the Weaver or Wyrm.
Feats of Glory: Winning a battle or
outmaneuvering a foe in a spectacular or especially
triumphant way; winning a battle in the name of a
lover, ancestor or totem; telling an epic story that is
later repeated by others; telling a stirring rendition of a
traditional tale; acting as inspiration to fellow Garou;
any other monumental feat of bravery, tradition, valor
or daring.
Honor
The light half or the dark half, wrong or right. Luna, in
her half-moon aspect, judges. A statement must be true
or false — but which is it? Only by viewing both the
bright and the shadowed can one determine the truth.
Only by seeing both sides can one make the correct
judgment.
The Garou fight not because they must, but
because it’s right. A werewolf could eschew her
ancestral duties, and find a place to hide away from her
role. An honorable Garou grabs that role and owns it
proudly, standing as a judges and shepherd.
Feats of Honor: Adjudicating a fair challenge
between other werewolves; performing one’s duties to
the pack and totem in the face of extreme adversity;
participating in a just challenge; uncovering taint or
injustice; striking a diplomatic truce with a potent rival
spirit; any monumental feat of justice, truth or fairness.
Wisdom
By the crescent moon, Luna thinks. Those who come upon
her in this state come away wiser, for she shares her
wisdom with those who know how to ask. Those who ask
the wrong questions go mad, for she denies no inquiry
while her sliver moon shows. But sometimes seeking
answers is more important than knowing them.
The Garou favor Wisdom as a counterpoint to
their savage fury. Sometimes, it’s better to take a
holistic approach to a problem, even when the blood of
the wolf rears its violent head. After all, Garou are
beings half of spirit, and have esoteric answers to many
questions.
Feats of W isdom: Solving a great spiritual
riddle; developing a new rite; binding a potent spirit;
discovering and exploiting an enemy spirit’s ban;
creating or strengthening a Caern; negotiating a
suitable compromise; any monumental act of logic,
intelligence, memory or intuition.
Purity
All is revealed by Luna’s brightest light. Under the full
moon, we can truly be ourselves, pure and unsullied by
what the world has become, our hands unbloodied by our
past crimes. We cannot wallow in guilt or lose ourselves
in Rage, for there is much to be done. Listen to the howls
of your fellows and follow me, brother!
As the pure light of the full moon highlights
corruption, so to do werewolves who adhere to Purity
Renown burn out the taint of the Wyrm wherever it is
found. Purity is about more than just finding Wyrm
spawn and flying into a frenzy, though — it is the
strength of Rage tempered with the careful planning of
a seasoned warrior. A werewolf who holds to Purity
knows well when to send his pack on a surgical strike to
cut out the heart of a tainted group, and when to
engage in all-out battle. Garou who strive for Purity
Gaining Renown
Renown is purchased only after you make the
important feats of the Renown in question, for each
new Renown level you will need a number of feats
equal the cumulative Renown Level (see Renown and
Gifts chart below). When gaining a point of Renown,
you gain that many levels of Gifts Points, and you can
pre-allocate new Gifts with these points, but they will
only be gained when learned from Spirits or other
Garou. You can choose only Gifts of this Renown or
General Gifts (see Gifts below) and the Gift's level
cannot exceed your highest Renown.
10
WEREWOLF: THE APOCALYPSE
Ex: Gaining your 3rd point of Glory could
grant you a 3rd level Gift or a level two and a level one,
or three level one Gifts.
Auspices
Breeds
■ Homid: Born human and raised by human parents,
you were not aware of your heritage until you
experienced your First Change — though you’ve felt
the effects of Rage burning within you before that. It’s
likely that you were completely unaware of the
werewolves in your family tree.
 Initial Gnosis: +1
■ Metis: Your parents are both Garou. They broke the
Litany in a moment of animal passion and you’re the
twisted result. Raised in a sept among other
werewolves, you know Garou culture better than most
homids or lupus. Your parents’ crime left you
malformed and sterile, a visible reminder of their crime.
 Initial Gnosis: +2
 Special: Choose one Flaw from Metis
Conditions (W 20 page 75)
■ Ragabash — New Moon: Questioners and
tricksters who stalk the Wyrm with guile and cunning.
 Verbs: Trick, Misdirect, Mock, Sneak.
 Rage Threshold: 4
 Favored Renown: Cunning
 Auspice Skills: Larceny, Stealth or
Subterfuge
■ Lupus: You were born a wolf and spent your first
two years among wolves. Your First Change didn’t
come until you were almost fully grown. You haven’t
the sophistication or understanding of the human
world of a homid, but your instincts and connection to
the wild is much stronger.
 Initial Gnosis: +3
 Skill Restrictions: May not begin with the
following Skills without spending experience
points to purchase: Academics, Craft, Drive,
Etiquette, Finance, Firearms, Larceny, Science,
Politics and Technology.
■ Theurge — Crescent Moon: Seers and shamans
who clearly understand spirits and their ways.
 Verbs: Summon, Invoke, Placate, Bind.
 Rage Threshold: 3
 Favored Renown: Wisdom
 Auspice Skills: Animal Ken, Medicine or
Occult
■ Philodox — Half Moon: Judges and lawmakers
who balance the dual nature of man and wolf.
 Verbs: Evaluate, Interpret, Punish, Judge.
 Rage Threshold: 2
 Favored Renown: Honor
 Auspice Skills: Insight, Investigation or
Politics
11
WEREWOLF: THE APOCALYPSE
■ Galliard — Gibbous Moon: Lore-keepers and tale
singers who tell the deeds of Garou past to inspire the
present.
 Verbs: Regale, Hype, Unite, Bluster.
 Rage Threshold: 1
 Favored Renown: Glory
 Auspice Skills: Craft, Performance or
Persuasion
■ Bone Gnawers: As the best-informed tribe, the
Bone Gnawers are consummate spies. Members live in
poverty, and have a casual regard for Garou traditions.
 Verbs: Infiltrate, Pilfer, Eavesdrop, Witness.
 Favored Renown: Cunning or Glory
 Ban: The Bone Gnawers are looked down
upon by the other Tribes. As such, –1 die to
all social rolls involving Garou from another
Tribe.
 Tribe Totem: Rat
 Advantages: Contacts 1 (Ratkin/Humans),
Kinfolk 1 or Fetish 1.
 Specialties: Streets (Survival), Any
(Streetwise), Parkour (Athletics) or National
(Politics).
■ Ahroun — Full Moon: Warriors and protectors
who bring destruction to the Wyrm wherever it dwells
and breeds.
 Verbs: Fight, Attack, Destroy, Charge.
 Rage Threshold: 0
 Favored Renown: Purity
 Auspice Skills: Brawl, Intimidation or
Survival
■ Children of Gaia: The most moderate tribe, the
Children of Gaia nurture what little the Wyrm has not
corrupted and often speak out on humanity’s side.
 Verbs: Discover, Discern, Heal, Puzzle Out.
 Favored Renown: Wisdom or Honor
 Ban: In an attempt to lower the veil with
humans, Humans suffer less Delirium gaining
+4 Willpower for the chart (W 20 page 264).
 Tribe Totem: Unicorn
 Advantages: Ancestors 1, Influence 1 or
Mentor 1.
 Specialties: Empathy (Insight), Inspiration
(Leadership), Any (Streetwise), Any
(Performance) or Any (Etiquette).
Tribes
Garou Nation
■ Black Furies: Defenders of the wild places and
fierce warriors for their fellow women. Most Black
Furies are female; the only males in their tribe are metis.
 Verbs: Avenge, Overcome, Dismantle,
Demolish.
 Favored Renown: Purity or Wisdom
 Ban: Only females or metis males may be
tribal members. All attacks by a male must be
met with retaliation tenfold. No slight by a
male is permitted against a member of the
Tribe. All affronts to a Fury must be
answered. When a Fury is confronted by these
circumstances, roll for Berserk Frenzy +1
difficulty.
 Tribe Totem: Gorgon
 Advantages: Allies 1, Contacts 1 or Mentor
1.
 Specialties: Any (Brawl), Any (Melee), Any
(Survival) or Rituals (Occult).
■ Fianna: Originally of Celtic descent, the Fianna hold
on to a lust for both celebration and battle, wherever
they are in the world.
 Verbs: Reclaim, Cultivate, Nurture, Protect.
 Favored Renown: Glory or Honor
 Ban: Fianna lack self-control. Willpower rolls
are at +1 difficulty.
 Tribe Totem: Stag
 Advantages: Ancestors 1, Contacts 1
(Changelings/Humans) or Kinfolk 1.
 Specialties: Any (Performance), Any (Brawl),
Any (Melee) or Any (Athletics).
■ Galestalkers (Previously W endigo): The
Galestalkers are cold and insular, guarding their caerns
against even other Garou.
12
WEREWOLF: THE APOCALYPSE






Verbs: Track, Ambush, Pursue, Harry.
Favored Renown: Purity or Glory
Ban: Wheel of Seasons:
o Spring: +1 difficulty to all Willpower
rolls
o Summer: +1 difficulty to resist Frenzy
o Autumn: +1 difficulty to shapeshift
o Winter: minus 1 to all margins of
success in combat
Tribe Totem: North Wind
Advantages: Allies 1, Mentor 1 or Status 1
(Galestalkers).
Specialties: Forest (Survival), Any (Brawl) or
Hunting (Survival).
■ Red Talons: Living in the deep wilderness, this tribe
only allows lupus and some metis to join. They believe
that the only way to beat the Wyrm is to exterminate
humanity.
 Verbs: Ruin, Ward, Reduce, Purge.
 Favored Renown: Purity or Glory
 Ban: Due to a Red Talon’s affinity to the
Wyld, they may not use essence to gain Gnosis
by hunting in the city.
 Tribe Totem: Griffin
 Advantages: Ancestors 1, Kinfolk 1 or Rites
1.
 Specialties: Wilderness (Survival), Any
(Brawl), Any (Animal Ken) or Any
(Intimidation).
■ Ghost Council (Previously Uktena): Mysterious
and mystical, the Ghost Council are a tribe of outsiders
charged with guarding the resting places of many
powerful Banes, though this taints them by association.
 Verbs: Travel, Solve, Subvert, Unearth.
 Favored Renown: Honor or Wisdom
 Ban: Intense passion for mystical secrets drives
the Ghost Council to look for them
constantly. When a secret of this nature is
learned of; +1 difficulty to Willpower rolls
and +1 difficulty in Social Combat, until it has
been discovered.
 Tribe Totem: Horned Serpent
 Advantages: Ancestors 1, Fetish 1 or Rites 1.
 Specialties: Rituals (Occult), Fetishes (Craft),
Wyrm Taint (Awareness) or Umbra
(Survival).
■ Shadow Lords: Cunning, deceptive, and
domineering, the Shadow Lords have a burning drive
to lead the whole Garou Nation.
 Verbs: Envision, Plan, Scheme Intimidate.
 Favored Renown: Glory or Cunning
 Ban: Lose one point of Renown temporarily
when failing in a task of which you would
have gained Renown. The type lost is equal to
the type that would have been gained if
successful. This can lock the use of Gifts. To
recover the Renown, you must do a task of the
same Renown that you initially failed to do.
 Tribe Totem: Thunder
 Advantages: Status 1 (Shadow Lords),
Contacts 1 (Vampires/Humans) or Rites 1.
 Specialties: Any (Insight), Any (Persuasion),
Any (Subterfuge) or Any (Politics).
■ Glass W alkers: The ultimate urban predators, the
Glass Walkers take the war against the Wyrm into the
boardroom and the skyscraper — though other Garou
do not trust them.
 Verbs: Research, Build, Hack, Repurpose.
 Favored Renown: Cunning or Wisdom
 Ban: Due to a Glass Walkers affinity to the
Weaver, they may not use essence to gain
Gnosis from hunting in the wilderness.
 Tribe Totem: Spider
 Advantages: Contacts 1, Influence 1 or
Resources 1.
 Specialties: Any (Drive), Any (Firearms) or
Any (Technology).
■ Silent Striders: Exiled from their homeland, the
Silent Striders travel constantly. Many learn the secrets
of the physical or spiritual world on their journeys.
 Verbs: Journey, Scout, Deliver, Sabotage.
 Favored Renown: Honor or Wisdom
 Ban: Attract hostile Wraiths with a failed roll
(no successes) in an attempt to step sideways.
 Tribe Totem: Owl
 Advantages: Allies 1 (Supernatural
Creatures), Contacts 1 (Mummies/Wraiths)
or Rites 1.
13
WEREWOLF: THE APOCALYPSE

Specialties: Any (Survival), Any (Streetwise)
or Supernatural Creatures (Occult).
■ Silver Fangs: The hereditary rulers of the Garou
Nation, their careful maintenance of royal blood has
led to inbreeding and the taint of madness.
 Verbs: Motivate, Lead, Rally, Inspire.
 Favored Renown: Purity or Honor
 Ban: Any Feral Failure is accompanied by an
additional stain. The chance for Harano is a
Silver Fangs greatest fear.
 Tribe Totem: Falcon
 Advantages: Fetish 1, Mentor 1 or Status 1
(Garou Nation).
 Specialties: Command (Leadership), Any
(Intimidation) or Any (Etiquette).


werewolf suffers a –1 to Composure and
Awareness rolls not directly involved in
solving the mystery until the obsession is
solved or resolved.
Advantages: Ancestors 1, Contacts 1 (Beast
Courts/Mages) or Mentor 1.
Specialties: Any (Animal Ken), Any (Insight)
or Meditation (Occult).
■ Ronin (W 20 page 510): Werewolves that are, for
one reason or another, outcasts of the Garou Nation.
 Favored Renown: Choose one
 Ban: Cannot buy Renown with experience. A
Ronin can learn no new Gifts, except under
special circumstances. Begin with Dark Secret
Flaw •• (Ronin).
 Advantages: Any 1.
 Specialties: Any (Any).
Outsiders
■ Get of Fenris (Currently Independent):
Dedicated to the Wyrm’s destruction, the Get are
savage and bloodthirsty warriors who take great pride
in their Germanic and Scandinavian heritage.
 Favored Renown: Purity or Glory
 Ban: Players must define an intolerance for
something common; (examples: weakness,
humans, cowardice, technology). It can’t be
something the Garou already hate (such as
Fomori or the Wyrm). And it may not be
specific or rare (examples: women, a certain
race, octopus). Get characters suffer +1
modifier to Frenzy when their intolerance is
involved.
 Tribe Totem: Fenris
 Advantages: Ancestors 1, Kinfolk 1 or Status
1 (Get of Fenris).
 Specialties: Any (Brawl), Hammer (Melee),
Any (Survival) or Any (Intimidation).
Wyrm
■ Black Spiral Dancer (W20 page 425): The Black
Spiral Dancers are the only werewolf tribe to have
wholly turned to the Wyrm (for now). Millennia ago,
this tribe was known as the White Howlers. These
white furred werewolves were cousins of the Fianna,
roaming the lands we now know as Britain and
Western Europe.
 Favored Renown: Power, Infamy or
Cunning (These are your only Renowns)
 Ban: Derangement – The Black Spiral breaks
the minds of those who dance it. Each Black
Spiral Dancer has at least one overt or covert
form of insanity, represented with a
Derangement (W 20 page 486). Totem must
be Whippoorwill.
 Advantages: Contacts 2 (Fomori), Retainers
2 or Status 2 (Wyrm Servants).
 Flaws: Psychological Traits 2 (Derangement
W 20 page 486).
 Specialties: Tracker (Awareness), Any
(Survival), Wyrm (Occult) or Any (Brawl).
■ Stargazers (Currently in Beast Courts): Ascetics
who seek to master their own Rage, the Stargazers
wander the world striking at the Wyrm wherever they
find it.
 Favored Renown: Wisdom or Purity
 Ban: Obsessed with mind games and enigmas.
When a character encounters these situations,
they become obsessed with solving them. The
14
WEREWOLF: THE APOCALYPSE
Renown and Unfavored use the lowest Renown
possessed by the Garou.
Ex: Falling Touch (Resolve 3, Purity 3) = dice
pool of 6.
This brings the potential of the Garou, and
their Renown among the spirits into the same action
and reflects varying skill levels in execution, as well as
varied respect among the spirits, who teach the Gifts.
This also incentivizes players to enhance their Renown
as all Garou should want to.
If has no Relevant Attribute on Gift, for
Willpower use Resolve, for Rage use Rage Bonus +
Primal Urge halved rounded up and for Gnosis use
Harmony Dice + Primal Urge halved rounded up, this
can be noted on 2nd page of your Character Sheet.
Gifts
Garou start with a number of gifts equal to the
cumulative total of their Renown. A Garou can
purchase and learn Gifts without increasing their
Renown, but can never learn a Gift of higher level than
their highest Renown. Gifts can be taught by other
Garou, but are commonly taught by spirits the Garou
meets in their journey, as rewards for their efforts and
willingness to comply with the ever shifting wants and
desires of the spirits. The price of one Gift is its Level,
as seen in the example below.
Ex: Longtooth has 2 in Wisdom and 1 in
Purity. This is a cumulative total of 4 Gift Points. She
could take 4 level one gifts, 2 level two gifts, or 1 level
two, and 2 level one gifts.
GIFTS RENOW N CHART
Gifts
Renown
Breed
Your Breed
Highest Renown
Other Breeds
Lowest Renown
Auspice
Ragabash
Cunning
Theurge
Wisdom
Philodox
Honor
Galliard
Glory
Ahroun
Purity
Tribe (Each Gift comes from one Renown)
Black Furies
Purity
Wisdom
Bone Gnawers
Cunning
Glory
Children of Gaia
Wisdom
Honor
Fianna
Glory
Honor
Galestalkers
Purity
Glory
Ghost Council
Honor
Wisdom
Glass Walkers
Cunning
Wisdom
Red Talons
Purity
Glory
Shadow Lords
Glory
Cunning
Silent Striders
Honor
Wisdom
Silver Fangs
Purity
Honor
Outsiders
Get of Fenris
Purity
Glory
Stargazers
Wisdom
Purity
W yrm
Black Spiral Dancers
Power Infamy Cunning
RENOW N AND GIFTS
Renown Dots
●
●●
●●●
●●●●
●●●●●
Gift Points / Renown Feats
Required
1
3
6
10
15
Core Gift Roll: Relevant Attribute + Associated
Renown + Modifiers (Gift Power Bonus by Primal
Urge; Difficulty for Conversion page 4).
Difficulty: If a gift requires No. of Successes,
difficulty is 2 and No. of Successes (1 to 5) from W 20
becomes Margin (0 to 4). If not, use the difficulty from
the first table (see page 4). No modifier may ever
reduce a gift’s dice pool below 1.
Gifts will specify the relevant attribute needed
for activation, the Associated Renown is determined
by the category you chose the gift from (Auspice or
Tribe) see Gifts Renown Chart below. Not all Gifts
requires a roll for activation.
Gifts purchased from your Auspice, Tribe or
Breed are called Favored Gifts. In the same way Gifts
purchased outside of your Auspice, Tribe and Breed,
are considered Unfavored Gifts.
General Gifts (Breed Gifts) are Gifts that all
Garou can learn. Favored are rolled using your highest
15
WEREWOLF: THE APOCALYPSE
take the highest of the two rolls. Increasing your ability
to hold your rage when extorting it.
Frenzy: This is a reduction in the difficulty of
your Frenzy Tests. As you become more in tune with
your Primal Urge you'll learn to control them better.
(Min. Dif. 1)
Gauntlet: Like Rage and Frenzy is a part of a
Garou, so is Gnosis and the Umbra. As your power
grows, you'll find it easier to step sideways. This
reduces the difficulty of stepping sideways as your
power grows you become a master in stepping sideways
no matter where you are. (Min. Dif. 1)
Social Penalty: As you become more in tune
with who you are as a Garou, you become more
terrifying to mortals and normal animals. Apply this
negative to any social dice pools with mortals or
Animal Ken rules, except for those meant to intimidate
or startle them.
Gift Power Bonus: Add this bonus to any
dice pool involving the activation or use of a Gift and
to resist rolls against other Gifts, Disciplines, and other
supernatural powers in general.
Maximum Gnosis: Increase of your
maximum Gnosis.
Spirit Rank Hunted: The level of the Spirit
of which they can summon and hunt in Sacred Hunt,
see page 25 to more information about Spirits.
Primal Urge
Primal Urge is the measure of how in touch the Garou
is with their primal urges and how the strength of that
connection can help them perfect the state of their
being, both physical and spiritual.
Primal Urge give some benefits has described
in the table below.
Healing: Garou take superficial damage from
all sources except for fire, and silver which are
aggravated. Your Primal Urge determines how quickly
you naturally regenerate superficial damage. The
number listed under healing is how many superficial
you heal per turn at the start of your turn. Starting at
Primal Urge 3, you can choose to heal one point of
aggravated damage instead of your 2 superficial. At
primal urge 7 you can choose to heal 2 aggravated
instead of your 4 superficial. This is true for all
aggravated damage except that dealt by silver weapons.
Garou who make it to 6+ levels of Primal Urge become
truly terrifying creatures, though they are few and far
between, as most Garou don't live that long.
Role Penalty: Whenever a Garou is
compelled to fulfill their Role, they suffer this penalty
to any dice pool that does not meet the requirements of
their Role.
Gift Rage Reroll: When you roll a Rage
Check for the use of a Gift, you can reroll the dice and
PRIMAL URGE CHART
Primal
Urge
0
1
2
3
4
5
6
7
8
9
10
Healing
Role Penalty
0
1
1
2
2
3
3
4
4
5
5
–1
–2
–2
–3
–3
–4
–4
–5
–5
–6
–6
Gift Rage
Reroll
No
Level 1
Level 1
Level 2
Level 2
Level 3
Level 3
Level 4
Level 4
Level 5
Level 5
Frenzy / Gauntlet
/ Social Penalty
–0
–0
–1
–1
–2
–2
–3
–3
–4
–4
–5
16
Gift Power Bonus /
Maximum Gnosis
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Spirit Rank
Hunted
None
Rank 1
Rank 1
Rank 2
Rank 2
Rank 3
Rank 3
Rank 4
Rank 4
Rank 5
Rank 5 and 6
WEREWOLF: THE APOCALYPSE
shapeshifting powers and Rage to which they can
resort. The path of Harmony is not a path of peace or
calm — it is the path of accepting the wolf and the
human, the spirit and the beast.
Harmony starts at 7 and Harmony Dice equal
1/3 rounded down of Harmony rating. Harmony dice
are added to resist Berserker Frenzy, Step Sideways,
perform Rites and in some Gift Dice Pools.
Harmony
Werewolves aren’t human. Although they’re raised
with human mores, they find certain ethical credos
somewhat counterintuitive. For example, even before
her First Change, a werewolf might consider stealing to
be not so much a sin. After all, if the owner of the
given property wasn’t strong or smart enough to
protect it, why shouldn’t the werewolf take it? Yet
werewolves often form very close bonds to friends and
family, protecting them as a wolf does her packmates.
That this affection isn’t always returned — the friends
and family aren’t werewolves, and might find the
strange child frightening — is a source of constant
frustration and angst for these cubs.
When the First Change comes, a werewolf
suddenly begins to see the world through different
eyes. In some ways, the Change brings freedom.
Human laws and morals no longer seem quite
appropriate. How can the laws of humans not killing
one another apply to creatures seemingly designed to
kill? Yet this philosophy is deceptive. A werewolf who
utterly succumbs to his bestial side loses the ability to
control it. In order to retain their sanity and have a
chance at some precious peace of mind, the Garou
must walk a middle path between animal and human,
between spirit and flesh, between Rage and Gnosis,
between instinct and reason, and especially between
Wyld and Wyrm, they need to balance the influence of
Wyrm within, the Malady runs wildly nowadays, the
Apocalypse may have passed, but the Wyrm definitely
has not.
The Harmony credo stresses the need to abide
by the laws that the werewolves have set down, to keep
Rage in check until it’s needed, to honor Gaia and the
totems (both pack and tribal) and to always protect the
pack. Those werewolves who obey these structures
might never find complete peace, which is denied
Garou nature, but they come closest. Those who
search for Harmony come nearest to balancing their
dual natures, accepting their feral instinct without
losing their human reason. Those who don’t are
monsters, rampaging beasts with only their
HARMONY DICE
9-10
6-8
3-5
1-2
3 dice
2 dice
1 dice
0 dices
Harmony works like Humanity in V5 (page
241). Maladies (Stains in V5) are caused violating your
personal Convictions, Chronicle Tenets or by doing
acts universally hideous to Garou.
Convictions
Convictions are a little different for werewolves.
Rather than being human values that vampires cling to
after death, for a Garou they are beliefs that guide the
werewolf in his fight, whatever that may be. Start with
two Convictions related to your two Favored Renowns
(or your Auspice and Tribe) and one additional of
your choice.
Chronicle Tenets work the same as in V5
(page 174) being just thematically different.
If the Conviction or Tenet was violated in the
service of another Conviction, reduce the Maladies
gained by one or more.
17
WEREWOLF: THE APOCALYPSE
CONVICTIONS & CHRONICLE TENETS
EXAMPLES
MALADIES
Loses himself to Berserker Frenzy;
Disrespecting the beasts of Gaia’s
creation; Carrying a silver weapon.
Disrespecting those of lower station;
Refusing an honorable surrender.
Slaying a human or wolf needlessly;
Murdering a Garou; Using a silver
weapon against another Garou;
Disrespecting those of higher station;
Depraved indifference towards victims;
Falling in Thrall of the Wyrm.
Eating the flesh of humans or wolves;
Breaching the Veil; Aiding spirits of the
Wyrm;
Violating a Caern; Betraying your Pack;
Eating the flesh of Werewolves.
A character with any Maladies marked on their
Harmony track at the end of the session makes a
Balance Test (in the same way of Remorse Test
described in V5 page 241).
1
2
State of the Soul
3
As a character’s Harmony erodes, he grows less
concerned with the world, yielding more to
recklessness and violence. He becomes capable of
virtually any depraved act against another human, wolf
or werewolf. Werewolves with low Harmony scores
find interaction with spirits even more difficult.
Harmony isn’t the same as human morality, however.
A high morality doesn’t grant the same bonus dice on
dealing with spirits that a high Harmony does; spirits
know nothing of “morality,” but seem to recognize a
werewolf with high Harmony as something more akin
to them. Similarly, spirits (not Wyrm ones) react even
more viciously toward a low Harmony werewolf, as its
blasphemous half flesh nature is even further
exaggerated. The specific Storytelling and game effects
of degeneration are as follows (all spirits related here are
non Wyrm ones):
4
5
Look W erewolf Translation Guide page 30
for more details of actions. You can use this to Fera
(other Shapeshifters) too, changing accordingly.
Touchstones
Each werewolf begins with one to three Touchstones:
humans, wolves or spirits who are friends, family
and/or loved ones. Additionally, Garou are pack
creatures, add one or more Packmates to your
Touchstones.
Touchstones in one way or another aid the
werewolf in his battle, and their deaths echoes in the
Garou's Rage and Spirit.
In addition to Tenet violations, other acts
endanger the werewolves’ Harmony. When such acts
occur, the werewolf gains additional Maladies based on
the severity of the occurrence.
ACTION
MALADIES
Causing any harm to humans or wolves
needlessly
Killing a human or wolf needlessly
Killing a werewolf needlessly
Touchstone damaged
Touchstone damaged by your actions
Touchstone destroyed
Touchstone destroyed by your actions
+1
Harmony 10: The werewolf is a paragon of Harmony;
the parts of her soul are in perfect balance. Very few
werewolves ever reach this degree of enlightenment,
and those who do are accorded the same reverence as
saints and legendary leaders are among humans. This
veneration occasionally carries jealousy and threat of
assassination, of course, but only the most depraved
Garou would consider raising a hand against such a
holy individual. The spirit worlds themselves might
demand justice.
System: The werewolf receives a +2 modifier
to all Mental and Social rolls involving spirits.
Harmony 9: The werewolf lives in harmony with the
spirits and adheres closely to the Litany. She probably
acts as something of a guide to her fellows, making sure
that they behave in accordance with the laws, but
acknowledges that perfect Harmony still eludes her.
She’s much more capable of dealing with spirits than
most of her kind are, but still faces the same stigma that
all do when dealing with otherworld denizens.
+2
+3
+1
+2
+3
+3
18
WEREWOLF: THE APOCALYPSE
thinks that’s because she’s a werewolf, not because of
her behavior.
System: No mechanical bonuses or penalties
apply at this level.
System: She receives a +1 modifier to all
Mental and Social dealings with spirits.
Harmony 8: More enlightened than most of her kind,
the werewolf makes a point of harmonious living. Yes,
some of the tenets of the Litany can be cumbersome,
but they’re still important, and she attempts to live by
them at all times. The pack is important to the
werewolf, and she feels lost without it. With perfect
understanding of the pack comes the realization that
she’s never truly alone, which leads to pure Harmony.
The spirits still confuse her, but she’s learned to rely on
instinct when dealing with them.
System: She receives a +1 modifier on all
Social rolls with spirits.
Harmony 4: The werewolf loses much of her regard
for life at this level. She isn’t necessarily sadistic, but
she’s assuredly selfish. Her pack is important to her,
but she couldn’t articulate why if she tried. She
understands on an intellectual level why killing
werewolves is wrong — it makes for tense interactions,
can lead to reprisals and violates the Litany — but she
doesn’t see it as a violation of the People. In fact, she
probably sees her pack as “the People” and everyone
else as outsiders.
System: She suffers a –1 modifier to Social
interactions with spirits.
Harmony 7: Most werewolves fall into the range of
Harmony 6 to 7. The werewolf understands the
reasons behind the Litany and the need for Harmony,
but she can’t always be bothered to observe the more
annoying tenets of either. The werewolf wouldn’t
dream of turning on her totem or pack or eating
another werewolf’s flesh, however — such actions are
simply abhorrent.
System: The werewolf receives a +1 modifier
on Social rolls dealing with spirits of her pack totem’s
brood.
Harmony 3: If a werewolf crosses into this character’s
territory, the intruder should die. Werewolves at this
level don’t tend to work for anything except their own
self-betterment, or occasionally their packs’ goals. A
werewolf who’s fallen this far into degradation lives by
her own vice. She might be so caught up in her own
Rage that even her Packmates aren’t safe from her
tantrums. Werewolves who’ve fallen so far usually
receive gruff advice from elders to shape up or ship out.
Sometimes totems give similar advice, but some totems
might not even see a werewolf’s behavior as a problem.
System: The werewolf receives a –1 modifier
to all Social and Mental rolls involving spirits.
Harmony 6: A young werewolf can stay at this level of
Harmony until she grows used to Garou society and
begins to understand the need for respect of elders and
spirits. She still instinctively bonds with her pack and
totem to the point that the notion of betrayal of either
gives her a sick feeling, but elders (and any werewolves
with high Harmony) seem far away and untouchable.
The werewolf understands the need to hide the Garou
from humanity, inconvenient though it is.
System: No mechanical bonuses or penalties
apply at this level.
Harmony 2: Neither werewolves nor humans should
take joy in injuring and causing pain to others. While
killing is sometimes necessary, it should be done
cleanly, out of respect to the enemy or prey’s spirit. A
werewolf at this depth of morality, however, takes great
pleasure in causing as much pain as possible to her foes.
She probably doesn’t bother to hunt. When violence is
necessary, she leaps in, claws flashing, hoping to spill as
much blood and viscera as possible. The werewolf is
drunk on her own power, but by acting so far out of
accordance with Harmony, she denies herself much of
the power that she might have.
System: She suffers a –2 penalty to all Social
and Mental rolls involving spirits.
Harmony 5: The werewolf worries her Packmates
sometimes. While she finds killing other werewolves to
be abhorrent, she has little trouble killing humans and
has to remind herself not to shapeshift in front of
them. She knows that the spirits don’t like her, but she
19
WEREWOLF: THE APOCALYPSE
where it’s hardest — in the soul. Mechanics alone
aren’t enough, though. If Harmony were so easy to
achieve, the Forsaken would’ve reclaimed recognition
or atoned fully among spirits long ago.
A character who wishes to raise his Harmony
cannot do so based on any one act. Harmony has less
to do with individual good deeds and more to do with
living one’s entire life. As a general guideline, the
purchase of more Harmony points should come hand
in hand with a constant effort to live in accordance
with the Litany.
Why demand an experience-point cost for an
increased Harmony when characters lose the trait so
easily? Because being a werewolf is a struggle. One
moment of grace can’t absolve the sin that stains a very
race of beings. Perfect balance is all the harder to
achieve when the bestial fury of millennia predator
howls in your veins. Therefore, characters have to earn
each step they take toward ideal Harmony, and single
acts don’t allow for resounding achievements. It’s a
long hard struggle that’s been waged for ages.
Harmony 1: The werewolf teeters on the brink of
becoming corrupted by Wyrm. Spirits shun her, not
fleeing from her or raging at her, but simply ignoring
her. Some Garou notice this and grudgingly admit they
need to change their ways. Most simply state that they
get along just fine without spirits. Even at this
advanced level of moral decay, werewolves feel some
remnants of a pack bond, and may fight viciously to
protect their packs. Unfortunately, they also lose
perspective on what is and isn’t a threat, so the elder
who bullies a Packmate at a gathering might get the
same treatment as the vampire who attacks with fang
and claw.
System: The werewolf suffers a –2 modifier to
all Social and Mental rolls involving spirits. An
additional Gnosis must be spent to activate any Gift. A
Gift that normally costs a single Gnosis now costs two,
a Gift with no cost associated with it now costs 1
Gnosis, and one that normally requires other trait also
requires a spent of 1 Gnosis.
Harmony 0: A werewolf with Harmony 0 who does
not walk the Black Spiral has her connection to the
Umbra permanently severed. The character is locked
into his breed form (Metis take either Homid or Lupus
form when they lose their last dot of Harmony), and
cannot change shape or heal from damage. He cannot
use Gifts, rites, or fetishes, and can use only Rage
Checks equals any Rage Dices he has left. Forever cut
off from part of his soul, he falls into a deep and
painful depression. Some such werewolves take their
own lives. Others throw themselves into suicidal tasks
in the hope of redemption. None have survived.
Black Spiral Dancers are the only werewolves
to survive long with Harmony 0. Their only
connection to the Umbra — and their only real agency
— comes directly from the touch of the Wyrm.
Everything they are and everything they do is to further
the ends of corruption and to slay the very spiritual
essence of the Earth.
Shifting Forms
The Garou can take several different forms, each
responsible for the different myths of what a werewolf
looks like while transformed. The claws and fangs of
the Garou deal Aggravated damage to humans, and
non-halved superficial to supernatural creatures who
do not take damage like humans. A forms’ change in
size is represented by an increase of Health, and forms
that can benefit from the wolf’s natural sense of smell,
gain bonus dice to any die pool where the Garou’s
sense of smell can benefit them. Non Homid forms
receive a penalty to Social Dice Pools when dealing
with normal humans or animals, in any social capacity
other than intimidation. Crinos form induces the fear
of Delirium in humans, causing them to forget what
they witnessed.
Primal Urge is used to help shift through your
many forms. Shifting takes one turn as long as you
succeed the roll to shift. Failing to meet the needed
successes to shift mean you obtain a partial shift and
won’t be completed until a number of turn pass, equal
Regaining Harmony
The mechanical side of regaining Harmony is simple
enough — it’s an experience point expenditure. The
experience-point cost represents the amount of
personal investment made in trying to improve oneself
20
WEREWOLF: THE APOCALYPSE
to the number you failed the roll by. Make a Rage
Check to shift forces the change instantly and still
allows actions in the same turn.
System: Roll Stamina + Primal Urge
Homid:
 Difficulty: 2
 No changes
Glabro:
 Difficulty: 3
 Strength +2, Stamina +2, Social Pools –1
 Claws +1
 Looks (Ugly Flaw •)
Crinos:
 Difficulty: 2
 Strength +3, Dexterity +3, Stamina +3, Social
Pools –3
 Claws +2, Fangs +2
 Scent Die Bonus +1
Hispo:
 Difficulty: 3
 Strength +2, Dexterity +2, Stamina +2, Social
Pools –2
 Claws +1, Fangs +2
 Scent Die Bonus +1
Lupus:
 Difficulty: 2
 Dexterity +3, Stamina +1, Social Pools –1
 Fangs +1
 Scent Die Bonus +2
Partial transformation (Ex: wolf’s head, wolf's
claws) requires the same Shift dice however difficulty is
3 or a Rage Check.
Damage and Health
Werewolves in any forms but Homid gain claws and
fangs, that deal non-halved Superficial damage on
Werewolves and Vampires. And Aggravated damage
on humans and other Night-folks in human bodies.
Hominid and Lupus Werewolves in the form
they were born take Superficial and Aggravated
physical damage and heal like a human (V5
Companion page 47). In any other form they heal a
number of Superficial damage or Aggravated damage
(see Primal Urge Chart page 16) per turn and take
Aggravated damage only from silver and fire. Metis are
blessed with accelerated Superficial and Aggravated
damage healing in all forms, but also take Aggravated
damage from silver all the time.
Aggravated fire damage can only be healed
after all Superficial damage and Aggravated silver
damage can only be healed by resting.
A character heals one Aggravated damage each
day, as long as she spends her time resting in a form
that normally regenerates (any other than Homid or
Lupus breed form). Willpower damage works the same
as V5.
21
WEREWOLF: THE APOCALYPSE
Blood Archetypes
Superficial damage is recorded as ‘/’,
Aggravated as ‘X’ and Aggravated silver damage as ‘#’.
Alpha: The Alpha must be in control. He demands
rigid hierarchy, even if he’s not inherently on top of
that pile. He needs order. The wolf inside him is a tool
for establishing and maintaining that order. Anything
violating his idea of order sends him into a rage.
Your character achieves a Minor Refresh when
he puts order above free-thinking logic. He achieves a
Major Refresh when he uses the force of his bestial
nature to put subordinates in line.
Challenger: A Challenger never settles for second
place. When things look bleak for the Challenger, he
steps up his game. For Garou, this means
overwhelming force. Garou dominate on the fight, so
the fight is a tool in the Challenger’s pursuit of victory.
Your character achieves a Minor Refresh when
he ignores safety and reason to look superior. He
achieves a Major Refresh when he uses Berserker
Frenzy on the hunt to dominate a rival.
Destroyer: The Destroyer is an embodiment of
devastation. He’s a tidal wave, a hurricane, a force of
nature. To the Destroyer, anything worth doing is
worth doing hard enough to leave rubble in his wake.
Your character achieves a Minor Refresh when
he causes significant, lasting damage in pursuit of
success. He achieves a Major Refresh when he
abandons himself to Berserker Frenzy without
exploring any other options.
Fox: A Fox is a survivor. A Fox is clever. A Fox will
evade, lie in wait, and wait for the right time to strike.
A Fox always favors flight over fight, because dead
Garou can’t hunt. This can cause problems for a pack
that expects action. It can devastate a pack if he leaves
them in a time of dire need.
Your character achieves a Minor Refresh when
he drops everything and flees the scene. If he falls into
Fox Frenzy while trying to escape from a violent
situation, he achieves a Major Refresh.
The Monster: A Monster revels in the shadows, using
terror and shock to cripple the victims of his hunts. It’s
less important to overwhelm a victim by force than it is
to overwhelm it psychologically. By the time his jaws
clamp down, the fight should already be over.
Your character achieves a Minor Refresh when
he resorts to disgusting or frightening someone into
submission. He achieves a Major Refresh when using
Blood and Bone
(This mechanic is optional; you can use Ambition
and Desire like in V5 if you want)
Blood and Bone offer up two competing facets of a
Werewolf: The Apocalypse character. Blood is wild
chaos. Bone is her conscious identity, when the haze of
instinct isn’t getting in the way. When she’s on the
fight, she is her Blood archetype. She’s on autopilot,
behaving in accordance with her innermost, darkest
self. Everything she does has a little hint of the
unknown, and that’s both terrifying and exciting at the
same time.
When she’s in her home element, she’s her
Bone archetype. She knows herself. She can rely on her
own behaviors. When your character makes a clearly
bad choice in the heat of the moment in accordance
with her Blood archetype, she achieves a Minor
Refresh (recover one point of Superficial Willpower
damage). If she takes it a step further, submitting to
Garou or calling a fight on a whim in accordance with
her Blood archetype, achieves a Major Refresh (recover
one point of Aggravated Willpower damage or two
Superficial Damage).
When your character forces down her rage,
and takes action with what she fundamentally knows as
true, if it’s in accordance with her Bone archetype, she
achieves a Minor Refresh. When she stands her ground
and lets her rational mind interfere with the hunt, or
cause conflict within the pack, she achieves a Major
Refresh.
The Willpower gained from these anchors
comes from a reinforced sense of identity. In taking a
dangerous action in support of who she is, either by
instinct, or by sense of self, she strengthens her resolve.
This section offers six examples of Blood and
six examples of Bone archetypes. These lists are far
from exhaustive. Feel free t make your own, using these
as models. You just need to know some reasonable
situations in which they would cause a Willpower
refresh, both on the small scale and the large scale.
22
WEREWOLF: THE APOCALYPSE
indulgence. She achieves a Major Refresh when she
abandons the hunt for personal pursuits.
Lone W olf: The Lone Wolf knows that sometimes,
the answer lies not with the pack, but with the
individual. She’s not inherently bad at working with a
team, but she’s much more willing to handle
something herself if she feels it’s the best recourse.
Your character achieves a Minor Refresh when
she acts independently of her pack to solve a pack
problem. She achieves a Major Refresh when her pack
is on the hunt, and she subverts their plans and solves
the problem alone.
W allflower: The Wallflower prefers to deal with
issues through subtlety and consideration, avoiding the
spotlight whenever possible. She walks the quiet road,
the safe road, and among the Garou, the lonely road.
But not every pack member needs to be a superstar.
Your character achieves a Minor Refresh when
she acts from the shadows, outside any attention her
pack draws. She achieves a Major Refresh when she
operates independently to complement her pack that’s
on the hunt.
their forms or Berserker Frenzy as a terror tactic.
Soldier: The Soldier obeys orders. The Soldier is a
weapon for his pack. When his alpha speaks, he
becomes a tool for the fight. His own safety means
nothing to the greater plan, and his pack’s tactics.
Your character achieves a Minor Refresh when
he ignores his own safety in favor of a leader’s order.
He achieves a Major Refresh when engaging in a fight
or entering Berserker Frenzy to fulfill his alpha’s orders,
against his own good sense.
Bone Archetypes
Community Organizer: The Community Organizer
wins the day through groups and networks. She knows
one person is never enough to ensure success, so she
navigates interpersonal relationships and bureaucracy
to achieve greatness.
Your character recovers a point of Willpower
when she convinces a group to focus on its internal
problems before external ones. She regains all spent
Willpower when she convinces her pack to eschew the
hunt, in favor of social or political solutions.
Cub: The Cub hasn’t quite finished baking. She isn’t
ready to take on full responsibility for herself, and relies
on the help of others to get by. Her own answers aren’t
the best, so she leans on others’ answers to get by.
Your character achieves a Minor Refresh when
she ignores her own impulses in favor of another’s
advice. She achieves a Major Refresh when she puts life
and limb completely into another’s hands, when she
could alternatively use the blood of the wolf to achieve
her goals.
Guru: The Guru prides herself in knowing practical
answers, and sharing that information with others. She
guides because her wisdom is valuable.
Your character achieves a Minor Refresh when
someone achieves success by following her advice. She
achieves a Major Refresh when her practical advice
leads her pack to an alternative solution to the hunt.
Hedonist: The Hedonist finds truth and answers in
immediate gratification. When you’re a fucking
werewolf, the world’s your oyster. You’re bigger,
stronger, faster, and hotter than everyone around you.
Why not revel in that fact?
Your character achieves a Minor Refresh when
she eschews greater success in favor of personal
Advantages
Merits
Looks:
••• Fair Glabro: Glabro form doesn't gain the
Looks Flaw or the –1 to Social rolls, as it looks like a
large human
 Subtle Condition (Metis Only):
•• Subtle Form: You have one form you can shift
to that doesn't show your Condition. You still suffer
the negatives of it, but that form looks normal.
••• Better Subtle Form: you either have a second
form that doesn't show its Condition, or the one form
that no longer shows it, no longer suffers from its
drawbacks either. You cannot choose your Metis birth
form for this merit.

23
WEREWOLF: THE APOCALYPSE
Advantages: Mawla 2 (Galestalkers)
Ban: You must always help animistic peoples
in need.
■ Horned Serpent
 Renown: Cunning or Wisdom
 Specialization: Occult (Umbra)
 Advantages: Status 2 (Ghost Council)
 Ban: You must recover any mystical lore,
person, place, object, or animal from the
Wyrm.
■ Spider
 Renown: Cunning or Wisdom
 Specialization: Technology (Networks)
 Advantages: Resources 2
 Ban: You must never kill any insect.
■ Griffin
 Renown: Wisdom or Purity
 Specialization: Animal Ken (Birds)
 Advantages: Kinfolk 2 (Wolves)
 Ban: You must never have Allies, Contacts,
Mawla, or Retainers, representing human
relationships.
■ Thunder
 Renown: Cunning or Glory
 Specialization: Intimidation (Name
Dropping)
 Advantages: Influence 2 (High Society)
 Ban: You must never behave as a sycophant.
■ Owl
 Renown: Wisdom or Honor
 Specialization: Stealth (Silent Moving)
 Advantages: Contacts 2 (Visions from Owl)
 Ban: You must leave rodents as an offering to
owls.
■ Falcon
 Renown: Honor or Purity
 Specialization: Leadership (Pack Tactics)
 Advantages: Fame 2 (Garou)
 Ban: Honor must always be your highest
Renown.
■ Fenris
 Renown: Honor or Glory
 Specialization: Academics (Warfare)
 Advantages: Status 2 (Get of Fenris)
 Ban: You must never deny the call of a worthy
challenge.
Totems


Every character selects a spirit Totem for either
personal Totems, or more commonly, as a Pack Totem
with the other players. You gain the following benefits:
 1 Dot of the Totem’s Favored Renown
 One Skill Specialization
 Varied Advantages
 Totem Spirit Ban
A Totem’s Ban is a restriction or requirement
needed by that spirit to retain their benefits. If broken,
you temporarily lose all benefits gained by the Totem,
until atonement can be sought with the spirit. No
Totem will demand you uphold their Ban, if the
outcome would aid the Wyrm in any way (with
exception of Wyrm Totems).
■ Gorgon
 Renown: Wisdom or Purity
 Specialization: Brawl (Any)
 Advantages: Contacts 2 (Black Furies)
 Ban: Followers of the Gorgon will not tolerate
any abuse from a male gender of any species.
Insults are repaid in blood.
■ Rat
 Renown: Cunning or Glory
 Specialization: Brawl (Biting)
 Advantages: Mawla 2 (Bone Gnawers)
 Ban: You must never kill vermin of any kind.
■ Unicorn
 Renown: Wisdom or Honor
 Specialization: Medicine (Natural Remedies)
 Advantages: Rites 2
 Ban: You must always protect the weak and
exploited.
■ Stag
 Renown: Glory or Purity
 Specialization: Athletics (Running)
 Advantages: Status 2 (Fae Folk)
 Ban: You must never deny a Fae help when
asked.
■ North W ind
 Renown: Wisdom or Purity
 Specialization: Survival (Tracking Prey)
24
WEREWOLF: THE APOCALYPSE
■ Chimera
 Renown: Wisdom or Purity
 Specialization: Investigation (Enigmas)
 Advantages: Mask 2 (Umbra Only)
 Ban: You must pursue your ideal form of
Enlightenment. Whatever that may look to
you.
■ W hippoorwill (W yrm Bane)
 Renown: Cunning or Infamy
 Specialization: Survival (Imitate the Calls of
Birds)
 Advantages: Status 2 (Wyrm)
 Ban: Whippoorwill demands a moot in its
honor twice a year. Bastards of Whippoorwill
are banned from harming any bird.
■ Create a Totem
 Renown: Choose one
 Specialization: Choose one
 Advantages: 2 Dots in a chosen Advantage
 Ban: Create one
Rank Two: Animal spirits (Caribou, Rhino),
Elementals (Electricity, Data), Banes (Murder, Scryers),
Bane Elementals (Hoglings), Net-Spiders, Serpentine,
Chimerlings.
Rank Three: Naturae (Lune, Stormcrows),
Elementals (Whirling Dervish, Lightning), Banes
(Pestilence, Bitter Rages), Bane Elementals (Balefire),
Chaos Monitor, Hunter Spider), Ephlings.
Rank Four: Naturae (Twister, Vector), Elementals
(Fire, Water), Banes (Ooralath, Dratossi), Bane
Elementals (Toxins), Structural Geomid, Sand of
Time, Gagglings.
Rank Five: Naturae (Vortex), Elementals
(Earthquake, Hurricane), Banes (Nexus Crawler,
Wyrmholes), Atomic Spirit, Dreammakers, Jagglings.
Rank Six: Some spirits have power beyond
understanding.
Spirits
Traits
Essence
Rank
Essence Dice are determined by the Rank chart.
Essence is rolled just as a werewolf Rage or a vampire
Rouse check and referred to as an Essence Check.
Success and the spirit successfully use Essence traits
without Bleeding essence. Used to activate Charms and
Influence, use Manifestations, boost Attributes and
Heal.
Failure on a roll and a spirit Bleeds one. The
spirit may still succeed at Charms, the use of
Manifestations or Heal, however, even if it fails its
Essence Check.
Essence Check at the end of every day to
remain active.
If Materialized in the material world, Essence
Checks once a scene. Boost Attributes beyond Spirit
Rank Trait Limits for 1 scene to no more than +2 of
Rank with an Essence Check.
Spirits sense their essence Resonance when in
its Domain.
Rank of spirits range between 1 to 5. Each rank is used
to assign traits. A Garou normally may not attempt to
bind, command or in general influence a spirit of
higher Rank than the higher Renown of the Garou.
RANK
1
2
3
4
5
Bane
Severity
Attribute
Dots
Essence Dice
–1
–2
–3
–4
–5
5-8
9-14
15-25
26-35
36-45
1
2
3
4
5
Essence
Check
Bonus
+1
+2
+3
+4
+5
Rank One: Animal spirits (rabbit, raccoon), Minor
Elementals (Wood, Stone), Low Banes (Stink,
Corruption), Little Weavers (Junk spirit, Pattern
Spiders), Sparks, Englings.
25
WEREWOLF: THE APOCALYPSE
Bleed
Attributes may be assigned at any level but total
dots may still not exceed total Attribute dots for that
Rank.
A failure on an Essence Check results in spirit Bleed or
Bleed Dice. Bleed is rated from 1 - 5. When a spirit
reaches 5 it must enter Slumber and discorporate.
Bleed Dice result from a failed Essence Check.
Bleed may be caused by boosting an Essence
Check. Spirits Bleed 1 and gains 1+ dice (determined
by the Rank Chart) to its Essence Check.
A spirit may grant essence in the form of
essence bleed to an object or a willing subject (Ex: a
werewolf) usually in the act of Bargaining with a
werewolf. The spirit bleeds an amount it deems worthy
of giving without going into slumber. Also, a werewolf
who has used the Rite Sacred Hunt and brings a spirits
Corpus to zero, bleeds the spirits remaining essence
and gains that much essence per the rules of the Sacred
Hunt.
Failure of an Essence Check equates to a still
successful use of a Charm but Bleed 1 (gain a Bleed
Dice).
Regain essence (lessen Bleed Dice), 1 per day
when in proximity of its Resonance.
Regain essence (one less Bleed Dice), each day
of Slumber per the Slumber rules.
When rolling Action dice using Power, Finesse
or Resistance, include Bleed Dice just as Hunger or
Rage.
An Essence Critical (Messy Critical in V5): the
spirit lowers its Bleed by 1 to no lower than 0.
A Ban Failure (Bestial Failure in V5): increased
Bleed by 1 and the spirit follows its Ban.
Skills
Ability + Rank = Dice Pool of skills in which the Spirit
has a Resonance. May not apply Rank to a skill the
spirit has no Resonance with.
Corpus
Health levels of a spirit equal to Resistance, referred to
as Corpus.
Willpower
Resistance + Finesse = Willpower.
Heal 1 point of willpower per day. A
Willpower may be used to resist a Compulsion for 1
turn. It may be used per normal Willpower use rules.
It may not be used for failed Essence checks. Spirits are
immune to all mind control powers that do not
specifically target spirits. Willpower is used to resist
summoning, command etc. Willpower damage is taken
and when it reaches 0, it is compelled.
Always roll the spirits current Willpower
rating in resistance rolls, not its permanent dots in
Willpower.
Charms
Charms activated by Gnosis or Rage are instead
activated with Essence Checks. Some Charms are
activated with Rage, use Essence Checks instead for
simplicity.
Influence
Influence is the power a spirit wields even outside its
Domain according to its Resonance. Each level of
Influence determines how powerful its sphere of
Influence is per the Influence Effects chart. A spirits
Rank directly determines its Influence Rating: level of
Rank equals total dots of Influence. Those dots of
Influence are divided up between each sphere. Each
sphere of Influence must be both appropriate and very
specific to the spirit.
To use a sphere of Influence, it must be
activated with an Essence Check. Follow with a Power
+ Finesse roll. Successes are divided among Effect,
Range and Duration. Use below charts. The margins
of success are a resisted roll when used in an attack.
Attributes and Skills
Spirits have three Attributes: Power, Finesse and
Resistance.
When converting Spirits in W 20 to W5 rules, use
the below Attributes:
 Power equals Rage. Abilities: Strength,
Intelligence, Charisma.
 Finesse equal Gnosis. Abilities: Dexterity, Wits,
Manipulation.
 Resistance equal Willpower. Abilities: Stamina,
Resolve, Composure.
When there is a contested roll that calls on an Ability,
look for its corresponding Spirit Attribute above.
26
WEREWOLF: THE APOCALYPSE
Level
●
●●
●●●
●●●●
●●●●●
●●●●
Create
INFLUENCE DURATION
Duration
Successes
Required
1 turn
1 success
The scene
2 successes
The chapter
3 successes
The story
4 successes
Permanent
5 successes
●●●●●
Mass Create
INFLUENCE EFFECTS
Effect
Successes
Required
●
Enhance a
1 success
Strengthen
sphere of
influence.
Strengthen
emotion, add
to resistance
rolls, enhance,
grow and
reinforce.
●●
Make minor
2 successes
Manipulate
changes, read
minds, change
emotion,
increase or
decrease the
actions of
others, alter
perception.
●●●
Make major
3 successes
Control
changes.
control minds,
alter the state
of reality,
change
resonance,
animate
objects.
summon
spirits.
Level
Level
●
●●
●●●
●●●●
●●●●●
Conjure
objects,
transfer
consciousness,
reanimate life,
make thoughts
reality, create
resonance,
create illusions.
Create realms,
create reality,
create spirits,
create
paradigm,
travel time.
4 successes
5 successes
INFLUENCE RANGE
Range
Successes
Required
Self
1 success
Touch
2 successes
Close
3 successes
Sight
4 successes
Domain
5 successes
EXAMPLE:
A fire-elemental of Rank 1 may have an
Influence: Fire •. The spirit makes an Essence Check but
fails. The desired effect of its Influence still is used but
with a Bleed Dice. The spirit rolls its Power + Finesse
with 4 successes. The spirit uses its successes to grow an
existing fire (Self), for a single turn doing 2 superficial
damage (remaining 2 successes) to anything that may
touch it for that duration.
Rules
Combat
Damage is Superficial unless specified as Aggravated.
 Attack: Power + Finesse contested.
 Armor: All spirits have a natural Armor equal
to Resistance. Cannot decrease Aggravated
Damage.
 Damage: Damage taken is to Corpus.
 Initiative: Finesse + Resistance.
27
WEREWOLF: THE APOCALYPSE
Damage
EXAMPLE:
A fire elemental Ban may be to simply burn.
While a Dratossi Ban may be to destroy anything that
enters its Domain no matter what it is.
The fire-elemental may burn until nothing
remains in its Domain and the Dratossi may simply be
driven to murder everyone in its Domain.
Damage is Superficial unless specified as Aggravated.
Wards still cause Aggravated damage to spirits. (See
Ward vs Spirits) (V5 page 277 and 280)
Contact with a Bane causes Aggravated.
Spirits do not suffer Crippling Injuries.
Targeted hits have no effect unless the spirit has
Materialized but still Storyteller discretion if there are
any specific effects.
Spirits never Reform from Aggravated damage
and are permanently destroyed.
Healing
Spirits normally may only heal 1 Superficial Damage a
day or 1 Aggravated every 5 days of Slumber. In
addition, when healing Aggravated, make an Essence
Check. Whether the check is successful or not, the
damage is healed. However, a failed check Bleeds 1.
Banes
Every spirit has a Bane, perhaps more than one. Banes
start as simple: a Rank 1 fire-elemental spirits Bane
may be water. A Rank 4 Drattosi Bane may be a
memento such as its first victim's locket hung around
its own neck by that victim’s relative. A bane should be
as difficult to discover as its severity and just as difficult
to wield.
When a bane is applied, the damage is
Aggravated and can never be decreased. Bane Severity
is added to margins of success in any attack using that
Bane, according to the Rank Chart. Contact with a
bane wielded as a weapon suffer direct damage as
described. Visual, auditory, smell etc., proximity to a
bane (usually visual will suffice) subtract the Bane
Severity from all actions in general until the bane is
withdrawn. This affects Willpower as well, lowering it
temporarily by the Bane Severity to no lower than 0.
This also affects Essence Checks, but also may be
brought no lower than 0.
Banes are determined by the Storyteller, some
are more obvious than others depending on the type of
spirit.
Slumber
A deep sleep for spirits. If a spirit Bleeds 5, it enters
Slumber. When Corpus reaches 0, it enters Slumber. A
spirit may Discorporate on purpose to enter Slumber
as a means of escape.
The Spirit awakens after it makes a successful
Essence check but this roll may only be made at the end
of its slumber. The spirit regains all of its Corpus at the
end of its Slumber. The duration a spirit remains in
slumber is per the Slumber chart. Failing an Essence
Check at the end of slumber extends the slumber and
starts all over on the chart. The duration of the slumber
is determined by its Rank. The more powerful the
spirit, the longer it must Slumber to awake.
Rank
1
2
3
4
5
Bans
Otherwise known as Compulsions. As described in
Bleed Dice and a direct result. Each Ban is compulsory
and in accordance with the nature of the spirit. Bans
are not static and may change according to conditions
present. Bans may not be resisted with Willpower and
last until the Ban has been acted out.
SLUMBER
Duration of Slumber
1 week
1 month
1 year
100 years
1000 years
Twilight Form
The spirit enters the material realm without a Gauntlet
Breach and may only use Attributes or Charms on
other beings in Twilight and may only be seen by the
same. Examples of abilities or powers to see a spirit or
in some cases interact with this form are: Sense the
Unseen, Incorporeal Passage, Visions of Dust, and
Sense the Unnatural. Combat with a spirit in Twilight
28
WEREWOLF: THE APOCALYPSE
Form is rolled as normal as long as they have the ability
to see the spirit to begin with and possess an ability to
interact with spirits to begin with. Standard actions
may never affect a spirit in Twilight. A spirit in
Twilight may not verbally communicate in the
material world unless it uses Image.
Other spirits are always aware and may interact
with another spirit in Twilight Form as long as they are
also in the material world. An additional Essence
Check is only required when it wishes to use Attributes
or Charms. Twilight Form may only be used in its
Domain.
Spirits in Twilight Form are still susceptible to
its Bane.
Make an Essence Check per the rules for
Gauntlet Breach and automatically Bleed 1 per turn of
keeping the Gateway open.
Discorporation
The spirit becomes anchored to a particular place or
object. The person, place or object is considered
‘Haunted’. Requires a successful Gauntlet Breach.
Make an additional Essence Check. The spirit remains
in the material world as long as it is anchored to the
person, place or object. It does not need to make an
Essence Check to remain in the material world when
Fettered. If the fettered object is destroyed, the spirit
immediately discorporate. A spirit Fettered is a
permanent condition. A spirit is considered in
Twilight Form when fettered.
A spirit may fetter itself to a person. This is a
contested roll Power + Finesse vs Resolve +
Composure resisted. The spirit may urge a person
when successfully fettered to it. Another contested roll
is required to read thoughts of its urged target and may
make suggestions. An urge may only be something the
person would do anyway and not opposite its Desire or
Ambition. The difference is, the person must actively
perform actions for a scene conducive to its Desire or
Ambition.
A spirit that is fettered is still considered in
Twilight Form.
Image
The ability to make a spirit's Twilight form visible and
be heard. The same rules apply per Twilight form, the
difference is the Spirit is visible but still not solid.
Requires Essence Check.
Materialize
All spirits may only normally materialize within its
Domain. It must cross the gauntlet as werewolves do.
Doing so requires an Essence Check.
Fetter
When Corpus reaches 0, the spirit discorporate and
reappears in Slumber in its own Resonant location but
not necessarily its own Domain.
To voluntarily discorporate, make a Resistance
test. Successes required are equal to the margin of
successes of Ritual, Gift, Discipline etc. meant to bind,
command or summon the spirit. The spirit may spend
a Willpower to resist for a single turn. That turn is
usually used to attack. The spirit may spend Willpower
to resist. Failure to resist and the spirit may not
voluntarily discorporate.
A spirit may not voluntarily discorporate
while in the material world.
Reaching
The spirit may interact with the material world but
may not manifest. The use of Charms or Influence the
material world is possible. Each attempt to do either
requires an additional Essence Check. Reaching may
only be performed in its Domain.
Gauntlet Breach
Entering the material world by making an Essence
Check. Extended action. See the Gauntlet Chart for
werewolves for successes required. The spirit has no
Image, and must roll separately to do so. It is in
Twilight Form.
Unfetter
To temporarily become unfettered, make an Essence
Check and the spirit is unfettered. The spirit remains
unfettered for the scene. When unfettered, a spirit may
only travel in Twilight Form and may not return to the
spirit world. When the Unfettered condition ends, the
spirit immediately returns to its fettered location.
Gateway
Creating a portal through the Gauntlet in which a
spirit enters the material and keeps open for further
spirits to enter or take others back through to the spirit
world.
29
WEREWOLF: THE APOCALYPSE
Possess
target possession or the spirit, may still affect the spirit
however.
Claimed inanimate objects and corpses are still
temporary and lasts the length of a scene.
To begin the process of possession, the spirit must be
in the material world which requires a successful
Gauntlet Breach and is considered in Twilight Form.
The spirit may possess an object, person or corpse. To
possess requires another Essence Check. Possession is
considered permanent. Follow the Fetter rules for
possession of intelligent beings. Unlike a Fettered
person, the spirit may end a possession at any time and
return to Twilight Form. A possessed person loses all
self-control and memory during possession. A spirit
that Bleeds all the way to 5 while in possession, still
discorporate and returns to the spirit world in slumber.
Possessed beings; retain all its original
attributes but the spirit may replace attributes with
their own for a single turn with an Essence Check. The
spirit may heal a possessed with an Essence Check, each
margin of success heals a 1 Superficial Damage but may
only heal 1 Aggravated once per day. The spirit may
access a single memory of a host with a contested roll.
Possessed objects and corpses gain the
attributes of the spirit for 1 scene with an Essence
Check. The spirit may ‘heal’ the object with an Essence
Check as Aggravated damage.
Possession also ends if the person or object
possessed is destroyed at which time the spirit simply
returns to Twilight Form.
MANIFESTATION CHART
Manifestation
Twilight Form
Discorporate
Reaching
Gauntlet
Breach
Gateway
Image
Materialize
Fetter
Claim
Claim works the same as Possession with some
differences. In addition to the Essence Check and the
contested roll to resist when claiming an intelligent
being, margins of success are applied to the subject's
willpower and considered aggravated Willpower
Damage. When the willpower of the subject reaches 0,
The Claimed now becomes the spirit and the spirit
becomes the person, the two are merged. The host may
once again resist a claim when it has completely healed
all aggravated willpower damage. The Ambition and
Desire of the claimed change. Claimed no longer exist
in Twilight nor Essence bleed, however the Claimed
still suffers from its Bane and Bans. Aggravated
Damage suffered to its host also does Aggravated to the
spirit. Claimed still have access to its Influence but not
Charms. The Claimed now has the spirits Willpower
rating. Spirits are immune to Wards or other powers
that indirectly affect the spirit. Powers that explicitly
Unfetter
Possess
Claim
Effect
Enter the Material World invisible and
with no form; may not physically
interact. No Essence Check.
Voluntary Discorporation - Corpus
reduced to zero and enters Slumber.
No Essence Check.
Use Charms in the Material world.
Once Essence Check per turn of
Reaching.
Cross the Gauntlet physically. Essence
Check difficulty of the Gauntlet rating.
Extended.
Create a portal through the Gauntlet.
Gauntlet Breach roll and Bleed 1
automatic. Lasts 1 turn.
As Twilight Form but becomes visible
and audible. Essence Check.
Must materialize in its Domain.
Essence Check once a scene. Must
successfully Gauntlet Breach and create
Image.
Must successfully Gauntlet Breach.
Make an Essence Check to anchor to
an object.
Temporarily unfetter from an object.
Make an Essence Check.
Temporarily possess a person, place or
thing. Make an Essence Check, lasts the
Scene.
Permanently control a person and
create a Host. Control objects and
corpses. Resisted roll and Essence
Check.
Domain
A Domain is rated 1 - 5 dots. The rating represents the
size of the domain but also must contain its
Resonance. There are some special rules for Weaver
spirits in Domains. A Domain Rating affects travel
through the Gauntlet. It also represents where a spirit
has Influence. A Domain does not necessarily
30
WEREWOLF: THE APOCALYPSE
to create its resonance. A dratossi may urge a human to
kill in order to create its resonance.
It doesn't matter if the resonance is in the
spirit realm or the material world. The essence remains
the same, however, it's easier to create a resonance in
the material world than the spirit realm. Creating
resonance consumes much more time and energy than
simply finding it and curating it. Also, finding and
creating negative resonance is much easier than doing
the same with positive resonance.
determine the Rank of a spirit. Consider a Domain a
type of haven for spirits in the material world.
Remember, spirits guard their Domain jealousy and
must be able to defend its domain from other spirits so
a Domain size usually coincides with the approximate
Rank of the spirit. A spirit will choose a domain with
its same Resonance.
A spirit that has claimed a domain will allow
other spirits of lower rank to reside within its domain
in exchange for added protection of the domain and
the understanding that the ranking spirit will not
destroy them all. And so, begins fiefdoms and
hierarchy in the domain.
A spirit knows what any one person is doing at
any time within its Domain. A spirit is aware of both
when a new presence enters and leaves.
Each level of a Domain lowers the number of
successes needed to Gauntlet Breach for a spirit.
The Gauntlet rating for Weaver spirits is quite
the opposite in its Domain. Flip the ratings for
successes required for these spirits to breach.
DOMAIN
Level
●
●●
●●●
●●●●
●●●●●
Size
A house, condo, apartment, etc.
Housing block, pond, neighborhood park,
mansion
School, library, skyscraper, wrecking yard,
cruise liner
City subway system, airport, state park, whole
neighborhood or borough
A small city, town, forest, an island,
Necropolis
Resonance
A spirit regains essence and hence, lowers its Bleed Dice
by finding its resonance and feeding on it. Every spirit
has a Resonance. That resonance typically matches the
spirit. Resonance can be anything. Spirits lower their
Bleed dice when in a domain that shares its Resonance.
For a fire-elemental, resonance may be as
simple as fire or as esoteric as a pyromaniac. A dratossi
may be as simple as hunger or as esoteric as murder.
These resonances attract these spirits because it's how
they feed.
The surest way to find a resonance is to create
one. That same fire-elemental may set fire to a building
31
WEREWOLF: THE APOCALYPSE
Character Creation Summary
wolves or spirits who are friends, family and/or loved ones.
Additionally, add one or more Packmates to your
Touchstones. Together with the Storyteller and other
players you choose Chronicle Tenets (V5 page 174). You
and other players will now name your Pack and choose or
create a Totem. Add all of them (humans, wolves,
werewolves and spirits) to the Relationship Map.
CORE CONCEPT
What was your character’s name? What did they do? Where
and when were they First Change? Where are they now?
Write your character’s name on the Relationship Map.
W EREW OLF CONCEPT
Pick your Breed, Auspice, Tribe and your Ambition and
Desire (or your Blood and Bone Archetypes).
RANK
Together with the Storyteller and other players, decide if
your pack are:
 CUB: A werewolf who either has not yet Changed, or
has not yet accepted her place as a Garou.
 Primal Urge 0
 Can't choose Totem yet
 CLIATH: A young Garou, not yet of any significant
rank.
 Primal Urge 1
 Each player spends 15 experience points
 ADREN: These Garou have taken on major
responsibilities within their sept. They hold most of the
positions of consequence, such as Warder, Master of the
Rite, and Gatekeeper (among others).
 Primal Urge 2
 Each player adds 2 points of Advantages
 Each player adds 2 points of Flaws
 Each player subtracts 1 Harmony
 Each player spends 35 experience points.
ATTRIBUTES
Take one Attribute at 4; three Attributes at 3; four
Attributes at 2; one Attribute at 1. Health = Stamina + 3;
Willpower = Composure + Resolve.
SKILLS
Pick one Skill distribution.
 Jack of all trades: One Skill at 3; eight Skills at 2; ten
Skills at 1
 Balanced: Three Skills at 3; five Skills at 2; seven Skills at
1
 Specialist: One Skill at 4; three Skills at 3; three Skills at
2; three Skills at 1
Add free specialties to Academics, Craft, Performance, and
Science Skills. Take one more free specialty.
W OLF AND SPIRIT
Set your Rage to 1. Gnosis = 3 + Breed Gnosis and set
Harmony to 7.
RENOW N AND GIFTS
Start with 3 points: 1 point in each of your Favored
Renowns and 1 point in the Renown of your choice.
Choose your initial Gifts (see Gifts page 15), these Gifts
must be of your Favored Gifts. You can't start with more
than 3.
TRAIT COSTS: EXPERIENCE
TRAIT
EXPERIENCE
Increase Attribute
New Level x 5
Increase Skill
New Level x 3
New Specialty
3
Renown
New Level x 5
Favored Gift*
Gift’s Level x 3
Unfavored Gift*
Gift’s Level x 5
Advantages
3 per point
Harmony**
New Level x 10
Primal Urge
New Level x 10
ADVANTAGES
Spend 7 points on Advantages, and take 2 points of Flaws.
Add any new supporting cast from Advantages and Flaws to
the Relationship Map.
CONVICTIONS AND TOUCHSTONES
Start with two Convictions related to your two Favored
Renowns (or your Auspice and Tribe) and one additional of
your choice. Create one to three Touchstones: humans,
* If you want to buy a Gift without increasing Renown
** Special conditions
32
WEREWOLF: THE APOCALYPSE
WEREWOLF: THE APOCALYPSE
■ Larceny: Breaking and entering, guarding against
that (Physical)
■ Leadership: Directing and inspiring others (Social)
■ Medicine: Healing injuries, diagnosing disease
(Mental)
■ Melee: Armed hand-to-hand combat (Physical)
■ Occult: Secret lore, both real and unreal (Mental)
■ Performance: Expressing art in person to an
audience (Social)
■ Persuasion: Convincing others (Social)
■ Politics: Handling, moving, and making
government (Mental)
■ Science: Knowledge and theory of the physical
world (Mental)
■ Stealth: Not being seen, heard, or recognized
(Physical)
■ Streetwise: Understanding the ins and outs of
criminal and urban society (Social)
■ Subterfuge: Tricking others into doing your will
(Social)
■ Survival: Remaining alive in adverse surroundings
(Physical)
■ Technology: Understanding and using modern
technology, computers, and online activity (Mental)
Summary Sheet
ATTRIBUTES
■ Strength: Exertion of force by the muscles
(Physical)
■ Dexterity: Agility, grace, eye-hand coordination
(Physical)
■ Stamina: Toughness, resilience, endurance
(Physical)
■ Charisma: Charm, magnetism, strength of
personality (Social)
■ Manipulation: Getting others to do what you want
(Social)
■ Composure: Self-control, cool, calm head (Social)
■ Intelligence: Memory, reasoning, intellect (Mental)
■ W its: Cleverness, intuition, spur-of-the-moment
decision-making (Mental)
■ Resolve: Focus, concentration, attention (Mental)
SKILLS
■ Academics: Humanities and liberal arts, book
learning (Mental)
■ Animal Ken: Animal handling and communication
(Social)
■ Athletics: Running, jumping, climbing (Physical)
■ Awareness: Senses, being aware of your
surroundings, spotting threats (Mental)
■ Brawl: Unarmed combat of all types (Physical)
■ Craft: Crafting, building, shaping (Physical)
■ Drive: Operating vehicles (Physical)
■ Etiquette: Politeness in social settings (Social)
■ Finance: Handling, moving, and making money
(Mental)
■ Firearms: Using ranged weapons, such as guns and
bows (Physical)
■ Insight: Determining states of mind and motives
(Social)
■ Intimidation: Getting another person to back
down (Social)
■ Investigation: Following clues, solving mysteries
(Mental)
BREEDS (Page 11 and W20 page 74)
■ Homid: Born human and raised by human parents,
you were not aware of your heritage until you
experienced your First Change — though you’ve felt
the effects of Rage burning within you before that. It’s
likely that you were completely unaware of the
werewolves in your family tree.
■ Metis: Your parents are both Garou. They broke the
Litany in a moment of animal passion and you’re the
twisted result. Raised in a sept among other
werewolves, you know Garou culture better than most
homids or lupus. Your parents’ crime left you
malformed and sterile, a visible reminder of their crime.
■ Lupus: You were born a wolf and spent your first
two years among wolves. Your First Change didn’t
come until you were almost fully grown. You haven’t
the sophistication or understanding of the human
world of a homid, but your instincts and connection to
the wild is much stronger.
33
WEREWOLF: THE APOCALYPSE
AUSPICES (Page 11 and W20 page 77)
■ Ragabash — New Moon: Questioners and
tricksters who stalk the Wyrm with guile and cunning.
■ Theurge — Crescent Moon: Seers and shamans
who clearly understand spirits and their ways.
■ Philodox — Half Moon: Judges and lawmakers
who balance the dual nature of man and wolf.
■ Galliard — Gibbous Moon: Lore-keepers and tale
singers who tell the deeds of Garou past to inspire the
present.
■ Ahroun — Full Moon: Warriors and protectors
who bring destruction to the Wyrm wherever it dwells
and breeds.
■ Shadow Lords: Cunning, deceptive, and
domineering, the Shadow Lords have a burning drive
to lead the whole Garou Nation.
■ Silver Fangs: The hereditary rulers of the Garou
Nation, their careful maintenance of royal blood has
led to inbreeding and the taint of madness.
Outsiders
■ Get of Fenris: Dedicated to the Wyrm’s
destruction, the Get are savage and bloodthirsty
warriors who take great pride in their Germanic and
Scandinavian heritage.
■ Stargazers: Ascetics who seek to master their own
Rage, the Stargazers wander the world striking at the
Wyrm wherever they find it.
■ Ronin: Werewolves that are, for one reason or
another, outcasts of the Garou Nation.
TRIBES (Page 12 and W 20 page 81)
Garou Nation
■ Black Furies: Defenders of the wild places and
fierce warriors for their fellow women. Most Black
Furies are female; the only males in their tribe are metis.
■ Bone Gnawers: As the best-informed tribe, the
Bone Gnawers are consummate spies. Members live in
poverty, and have a casual regard for Garou traditions.
■ Children of Gaia: The most moderate tribe, the
Children of Gaia nurture what little the Wyrm has not
corrupted and often speak out on humanity’s side.
■ Fianna: Originally of Celtic descent, the Fianna hold
on to a lust for both celebration and battle, wherever
they are in the world.
■ Galestalkers (W endigo in W 20): The Galestalkers
are cold and insular, guarding their caerns against even
other Garou.
■ Ghost Council (Uktena in W 5): Mysterious and
mystical, the Ghost Council are a tribe of outsiders
charged with guarding the resting places of many
powerful Banes, though this taints them by association.
■ Glass W alkers: The ultimate urban predators, the
Glass Walkers take the war against the Wyrm into the
boardroom and the skyscraper — though other Garou
do not trust them.
■ Red Talons: Living in the deep wilderness, this tribe
only allows lupus and some metis to join. They believe
that the only way to beat the Wyrm is to exterminate
humanity.
■ Silent Striders: Exiled from their homeland, the
Silent Striders travel constantly. Many learn the secrets
of the physical or spiritual world on their journeys.
W yrm
■ Black Spiral Dancer: The Black Spiral Dancers are
the only werewolf tribe to have wholly turned to the
Wyrm (for now). Millennia ago, this tribe was known
as the White Howlers. These white furred werewolves
were cousins of the Fianna, roaming the lands we now
know as Britain and Western Europe.
ADVANTAGES & FLAWS
Merits
(V5 page 181)
■ Linguistics (All)
■ Looks (All)
■ Archaic (All)
■ Mythic (only Folkloric Bane – adapted)
(H5 page 70)
■ Psychological Traits (All)
■ Substance Abuse (All)
(W 5 page 23)
■ Looks
■ Subtle Condition (Metis Only)
(W 20 page 75)
■ Metis Conditions (Metis Only)
34
WEREWOLF: THE APOCALYPSE
*You can adapt Merits and Flaws of W 20 (p. 472)
MERITS AND FLAW S TABLE
From W 20
1 point
2 points
3 points
4 points
5 points
For W 5
Don’t use
1 point
2 points
3 points
Don’t use
Backgrounds
(V5 page 186)
■ Allies (All): Human associates, usually family or
friends
■ Contacts (All): The information sources you
possess
■ Fame (All): How well-known you are among
humans
■ Haven (All but W arding – named as ‘Safe
House’): A place to sleep safely
■ Influence (All): Your political power within human
society
■ Resources (All): Wealth, belongings, and income
■ Retainers (All): Followers, guards, and servants
■ Status (All – adapted): Your standing in Garou
society
(H5 page 72)
■ Mask (All): A false identity, complete with
documentation
■ Mentor: A Garou who advises and supports you: a
mentor, patron, or confederate
(W 20 page 136)
■ Ancestors: The ability to channel the knowledge
and skills of those Garou who have gone before
■ Fetish: You have an item of some sort with a spirit
bound within it, giving it
supernatural powers.
■ Kinfolk: Relatives who you are in touch with,
human and wolf, who are immune to the Delirium
■ Rites: You know a number of rites, rituals
empowered with spirit magic
■ Spirit Heritage: You have the touch of a particular
type of spirit on you, and they treat you as their own
35
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