Acquiring RankEdit

A character is eligible to advance in Rank when he has the number of Permanent Renown Traits indicated on the chart below. Note that having the Traits is only the beginning. The character must then challenge a werewolf of higher rank. The elder chooses the nature of the contest – there are several traditional ones, but the elder is free to innovate and improvise. The challenge must be approved by the master of challenge and the ST’s. Once the character has completed the requisite challenge the elder must announce his rise in rank to the nation for him to be recognized as such. Once the character has enough renown and has waited enough time to challenge for the next rank they are treated as that rank for the purposes of gaining renown. There is no advantage to staying at a lower rank to avoid renown penalty.

Cub: Rank Zero

Laws of the Wild Revised assumes that most characters begin play with some experience of Garou life. Cubs don't have any. They've just gone through their First Change and have just begun to deal with the complex new world they've entered. Cubs enjoy a few advantages: They can't be challenged without loss of honor on the challenger's part, though they are subject to routine pack, sept and tribal discipline, and older Garou come to a cub's aid in time of danger. On the other hand, cubs can only learn breed and auspice Gifts; tribe Gifts come once a cub undergoes a Rite of Passage. Many septs designate a Garou as Den Mother or Den Father with the responsibility to watch over the cubs and teach them what they must know to survive as full-fledged members of Garou society. Cub PCs begin play in the last days of a several year long training process, they should understand that they have been involved in Garou society for quite some time.

Gifts Available: None at character creation; may learn breed and auspice Gifts

Maximum Traits per Category: 10

Maximum Willpower, Gnosis and Rage: 3

Requirements: Must have first changed.

Duties: Learn as much as you can about Garou society and your place in it.

Cliath: Rank One

This is the Rank most players will begin at. The character creation rules assume Cliath status. Cliath have completed their Rite of Passage and are accepted as a full-fledged (though still young) member of the Garou Nation. They cannot hold sept office or lead outside their pack, and they are constantly watched. Now they must submit to Garou justice, and there's little margin for clowning around or taunting their elders. Gaia's warriors do not tolerate insubordination in the ranks do not find pranking of superiors and veterans amusing, and do harshly penalize young Garou who fail to grasp the basic realities of their condition. Cliath are expected to explore their new abilities and demonstrate their strengths individually and in cooperation with their allies.

Gifts Available: Basic

Rites Available: None

Maximum Traits per Category: 11

Maximum Willpower, Gnosis and Rage: 5

Requirements: In addition to Renown requirements, Cliath must learn three initial Gifts and swear loyalty to their sept and tribe. This usually takes place at a ceremony immediately after the Rite of Passage.

Duties: Serve your sept regularly. This may involve minor jobs such as assisting the Keeper of the Land, patrol and guard duty or helping elders prepare for complicated rites. You are expected to do the duties assigned to you and to do them well. You are not expected to find it all fun, but you may learn something and may sometimes get the opportunity to earn Renown.

Privileges: Cliath can petition for justice, challenge for higher Rank when they have sufficient Renown and can usually enter the caern. Elders allow Cliath some measure of independence and just plain screwing up, but being young and inexperienced isn't license for abuse. Storytellers should feel free to rein in characters whose players seem to regard the Litany and social hierarchy as optional.

Fostern: Rank Two

Most Garou who hold positions at the sept level have achieved Fostern rank. They've made some mark on the world and gotten the Renown to prove it, and they've survived dangers that destroyed their less successful peers. Fostern are considered mature in Garou Society. They are expected to attend moots, fulfill the roles assigned to their auspice and to master the ways of their breed and tribe.

Gifts Available: Basic

Rites Available: Basic

Maximum Traits per Category: 12

Maximum Willpower, Gnosis, and Rage: 6

Requirements: Renown plus two months of time as a Cliath. You now suffer a 2/1 renown penalty.

Duties: Serve your sept. In addition to the basic duties you've performed before, you now bear greater responsibility for its safety and success. You will sometimes command younger Garou, and their actions will reflect back on your ability.

Privileges: Fostern can learn Basic Rites as well as petitioning for justice and challenging for Rank when appropriate. They can usually gain access to the caern, and can request moon bridges for serious tasks. (Frivolous requests eventually earn loss of Wisdom.) The term “Fostern” also refers to pack brothers and sisters, and within the pack Rank distinctions are less important, though they never become trivial.

Adren: Rank Three

Adren are part of the elite within Garou society. Most Garou don't make it this far, whether it's because of dying along the way or because of never managing to earn the necessary Renown. Adren lead the Garou Nation in routine matters.

Gifts Available: Basic, Intermediate

Rites Available: Basic,

Maximum Traits per Category: 14

Maximum Willpower, Gnosis and Rage: 7

Requirements: In addition to Renown requirements, Adren must be in training for one of the sept's positions. They must have spent at least four months as a Fostern and are now subject to a 3/1 renown penalty.

Duties: Serve the elder who trains you; this will take most of your time. You may take on lesser sept offices like Keeper of the Land, Gatekeeper, Guardian and Den Mother, and performing them well shows your fitness and dedication. Train Fostern and Cliath so that someday they might do as well as you, or even better. Remember that while your responsibilities are sometimes great, your authority is often limited, and you will need to use ingenuity as well as force to do your duty.

Privileges: Fostern and Cliath must address Adren with terms of respect, or the Adren can demand justice (and receive it). Adren who know the Rite of Binding can create talens for themselves and others. They're known beyond their own sept, generally within their own tribe. They can demand that the sept provide living space (even if just communal quarters), though the demand often seems petty or even unwise.

Note: Most Adren are in line for sept positions. They're under scrutiny. Ragabash can earn Renown for exposing their failings and vices, Theurges for exposing their follies, and so on. Adren are expected to set good examples.

Athro: Rank Four

Athro are known widely in the Garou Nation. Not many Adren survive and prosper enough to make to this Rank, and all that achieve it have earned respect and authority. Other Garou come to them for advice and respect the answers they get.

Gifts Available: Basic, Intermediate

Rites Available: Basic, Intermediate

Maximum Traits per Category: 16

Maximum Willpower, Gnosis and Rage: 8

Requirements: In addition to Renown requirements, Athro should fill one of the elder positions in a sept: elder of an auspice, elder of a tribe, elder of a breed, sept leader, Warder, Master of the Rite or Master of the Challenge. Some duties overlap, and an Athro may hold more than one of these positions. Athro must spend at least six months as an Adren. Athro are now subject to a 4/1 renown penalty.

Duties: Lead your pack, your sept or both. Be ready to receive guiding visions, to organize and lead quests and missions. You must face danger to set the example for others, and must not court dishonor by commanding others to take risks you're not prepared to face yourself.

Privileges: An Athro has the right to petition to be judged by his septs council of Elders; all challenges and complaints go through them. Athro get their pick of juicy assignments, and are considered teachers by all younger Garou.

Elder: Rank Five

Elders are at the peak of their ability as Garou. They stand forth as paragons of their respective communities, receiving respect and obedience from all others.

Gifts Available: Basic, Intermediate, and Advanced

Rites Available: Basic, Intermediate, and Advanced

Maximum Traits per Category: 18

Maximum Willpower, Gnosis and Rage: 10

Requirements: In addition to Renown requirements, elders must hold at least one of the sept's elder positions: elder of an auspice, elder of a tribe, elder of a breed, sept leader, Warder, Master of the Rite or Master of the Challenge. Elders can be elder of a tribe, auspice or breed and also sept leader, Master of the Rite or Master of the Challenge. You must have spent at least eight months as an Athro. An Elder is subject to a 5/1 renown penalty.

Duties: As auspice, tribe or breed elder, you are ultimately responsible for the well being of all Garou of that type within your sept. They need you to instruct them, lead them, and represent their interests when conflicts arise . . . and also to discipline them when they fail. You can veto Renown nominations, and should take this responsibility seriously. As elder of a tribe, you can adopt new members and expel existing ones who commit sufficiently heinous deeds. As elder of a breed, you are expected to deal with the non-Garou population of that sort in the surrounding area.

Privileges: Only a council of elders can judge elders. Elders are largely free to do as they wish as long as they discharge their duties.

Storyteller Note: Elders should always be very much in the minority. In small chronicles, think carefully before allowing many players to advance their characters to elder ranks.

Renown Chart

Rank Any Combination of Traits

1 (Cliath) 3

2 (Fostern) 7

Ragabash 3 (Adren) 13

4 (Athro) 19

5 (Elder) 25

Rank Glory Honor Wisdom

1 (Cliath) 0 0 3

2 (Fostern) 1 0 5

Theurge 3 (Adren) 2 1 7

4 (Athro) 4 2 9

5 (Elder) 4 9 10

Rank Glory Honor Wisdom

1 (Cliath) 0 3 0

2 (Fostern) 1 4 1

Philodox 3 (Adren) 2 6 2

4 (Athro) 3 8 4

5 (Elder) 4 10 9

Rank Glory Honor Wisdom

1 (Cliath) 2 0 1

2 (Fostern) 4 0 2

Galliard 3 (Adren) 4 2 4

4 (Athro) 7 2 6

5 (Elder) 9 5 9

Rank Glory Honor Wisdom

1 (Cliath) 2 1 0

2 (Fostern) 4 2 1

Ahroun 3 (Adren) 6 3 1

4 (Athro) 9 5 2

5 (Elder) 10 9 4

Character creation rules

STEP 1:Choose a nature and demeanor from the list below ''alpha, bravo, builder, bureaucrat, caregiver, competitor, conformist, conniver, cub, curmudgeon, deviant, director, explorer, fanatic, follower, gallant, hedonist, jester, judge, lone wolf, martyr, predator, rebel, reluctant Garou, show off, survivor, traditionalist, visionary. Other natures and demeanors are available with ST approval. STEP 2:Choose Tribe, Breed, and AuspiceTribes:

Black Fury: all female, defenders of sacred places

Bone Gnawer: homeless scrappers, trying to get by

Child of Gaia: peace loving tribe mostly hippies

Fianna: Celtic bards and fighters

Get of Fenris: warriors of the Norse, first to battle to die with honor

Glasswalkers: city business professionals and gunslingers

Red Talons: all lupus tribe tending toward strong dislike towards humans and weaver

Shadow Lords: ambitious and political, will do anything to get the job done.

Silent Strider: nomadic messengers of the Middle East

Silver Fang: royal tribe of pure breeding

Stargazers: Tibetan warrior monks, big on enigma and prophesy

Uktena: mystic natives from tribal cultures

Wendigo: Fierce natives from the north Americas.


Homid, Born a human and raised as a human child

Metis, born of two Garou, shunned by Garou society,

'Lupus' born as a wolf, does not understand human ways


Ragabash, New moon, trickster, scout, questioner

Theurge, Crescent moon, shaman, medicine man, spirit talker

Philodox, Half moon, Lawgiver, judger, peace chief

Galliard, Gibbous moon, lore keeper, tale singer

Ahroun Full Moon, soldier, war chief, protector


There are no miscellaneous traits. You must have a type assigned to each of your traits.

~Alternate traits may be purchased with ST approval but must be assigned a category.

Strength-related'': Vigorous, Brutal Brawny, Ferocious, Stalwart, Tough, Wiry

Dexterity-related'': Agile, Dexterous, Graceful, Lithe, Nimble, Quick

Stamina-related'': Energetic, Steady, Tenacious Enduring, Resilient, Robust, Rugged, Tireless

Charisma-related'': Empathetic, Friendly, Witty Charismatic, Charming, Dignified, Eloquent, Expressive, Genial

Manipulation-related'': Intimidating Diplomatic Beguiling, Commanding, Ingratiating, Persuasive

Appearance-related'': Alluring, Elegant, Gorgeous, Magnetic, Seductive

Intelligence-related'': Dedicated, Determined, Wise Cunning, Disciplined, Knowledgeable, Rational, Reflective

Wits-related'': Creative, Patient Alert, Clever, Intuitive, Shrewd, Wily

Perception-related'': Attentive, Discerning, Insightful, Observant, Vigilant

STEP 4:Choose five points of abilities form the list below
(others are available ask ST)
Academics, Alertness, Animal Ken, Athletics, Awareness, Brawl, Computer, Crafts, Dodge, Empathy, Enigmas, Etiquette, Expression, Finance, Firearms, Intimidation, Investigation, Law, Leadership, Linguistics, Lore, Medicine, Meditation, Melee, Occult, Performance, Politics, Primal-urge, Repair, Rituals, Science, Security, Scrounge, Streetwise, Subterfuge, Survival

Academics do not grant any bonus scholarly languages.

Alertness is used as a retest to notice non-supernatural effects or items, not as a surprise cancel.

Linguistics may be taken as a broad field of study, or as separate languages. In the case of languages, the progression is as follows.

Linguistics 1 – One Bonus Language

Linguistics 2 – Two Bonus Languages

Linguistics 3 – Four Bonus Languages

Linguistics 4 – Eight Bonus Languages

Linguistics 5 – Sixteen Bonus Languages

Linguistics 6 – Thirty-Two Bonus Languages

To increase your lore ability, you must have as many different teachers as the level you are trying to obtain and must receive instruction for that many months. For example, Bob the Glass Walker has Lore: Garou x2 and wants to increase to Lore: Garou x3. He must secure three different teachers and must study for three months under their tutelage. Lore that comes from books many only be used to purchase the first level of any given lore.

Focusing Abilities

A few Abilities specifically require a concentrated area of study. One cannot simply study all Crafts at once, after all. These Abilities are specifically noted in the descriptions. When you take such an Ability, you must choose an area of study, a specific topic that you have concentrated on. Each area is considered a separate ability, so Linguistics: Spanish is completely separate from Linguistics: Hebrew, for instance.

Ability Specializations

Within a given area of expertise, some practitioners further hone their knowledge to a razor's edge. By choosing a specialization in an Ability, you fine-tune your skills with a particular facet of that talent.

Remember to ask your Storyteller before taking a specialization. Sometimes they can add even more color to your character, however keeping track of players special Abilities can be tedious for Storytellers and records-keepers.

Taking a specialization requires that you spend one Free or Experience Trait on an Ability that you already possess at least three levels of. Whenever you perform a task with that specialization – even if you do not expend the Ability – you gain a one-Trait bonus on resolving challenges as long as you have at least one level of the main Ability left to spend. You may only have one specialization in any given Ability until you reach level five of the ability, these specializations cannot stack with each other. Furthermore, you can never gain more than one Bonus Trait from specializations, even if more than one would be appropriate to a given challenge. Even if you possess Law: Criminal and Investigation: Research, you only get the one-Trait bonus on a test for trial preparation, despite your multiple specializations.

A specialization is a concentrated area of expertise or practice. You cannot, for example, take a Melee specialization in “weapons” or a Medicine specialization of “healing.” Appropriate specializations refer to one focus of expertise or to one type of excellent knowledge within the Ability, such as Academic: Antiquity.

Note that the Bonus Traits from a specialization is not bid or used like other Traits. You simply are “one Trait up” on challenges within that specialization.

Elder Skill

Characters are restricted to five levels of any ability. The exception to this is Elder rank. An elder may gain a sixth dot in three abilities of their choice but these enhanced skills cost 2 xp per point. You are considered one trait up on ties in any skill in which you have six levels.


Choose five points of backgrounds''Allies – Human or wolf friends and aides

Ancestors – Spiritual connection between Garou and their ancestry

Contacts – Sources of reliable information.

Fetish – A magical item of variable power, with Storyteller approval

Influence – Sway over the institutions of human society in any number of areas Kinfolk – Non-shifting human or wolf relatives who do not suffer the Delirium

Mentor – An older or more experienced Garou instructor or patron.

Pure Breed – Measures lineage and pedigree within Garou society

Resources – Material wealth and access to readily available cash.

Rites – The number and/or level of rites one has learned

Totem – Totem spirit that instructs and guides one's character or pack

Alternate backgrounds are available with 'ST approval''.

Ancestors a ranking of three require the PC to win 2 tests for the additional 2 possible levels.

Purebreed above two (three for Silver Fangs) will require a simple test for the third level and a hard test for the fourth & fifth.

STEP 6:Choose starting gifts (3)Gifts available to starting characters are any basic gift listed below and marked with a *. Choose one gift for each: Tribe, Breed, and Auspice STEP 7:

Assign Rage, Gnosis, and Willpower Starting Rage is based on Auspice

Ragabash =1





Starting Gnosis is based on Breed




Starting Willpower is based on Tribe'' Black Fury=3


Children of Gaia=4


Get of Fenris=3


Shadow Lords=3

Silver Fang=3

Silent Strider=3



STEP 8: Freebie points

Each character is given five freebie points at character creation
Each negative trait taken grants 1 addition freebie point (max 5)
Each flaw taken grants the flaw’s cost in additional freebie points (max 7)
Each merit costs its value in subtracted freebie points (max 7)
Each additional trait costs 1 freebie per trait
Each ability costs 1 freebie point
Each Background costs 1 freebie point
Each additional Rage costs one freebie point
Each additional Will power costs one freebie point
Each additional Gnosis cost 2 freebie points

Negative Traits- *'''These are the only acceptable negative traits.

Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny, Sickly

Negative Social Traits: Bestial, Callous, Condescending, Dull, Feral, Naïve, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy

Negative Mental Traits: Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Submissive, Violent, Witless

If you have anything on your character sheet (gift, ability, background, merit, flaw, et cetera) that is not printed in Laws of the Wyld: Revised, you MUST have a printed copy of it with you during game session. If you are using something without a Mind’s Eye Theatre conversion, you must have a print out of a Storyteller approved conversion. If you do not have these printouts, you do not have access to it while in play.


Your max number of possible temporary temper traits is determined by taking your personal maximum and adding your rank. Certain gifts or powers that use the phrase “Exceed Cap” or its like can extend them beyond that point.


Gnosis represents the spiritual connection between Gaia and Her Garou children. It grants them entry to the spirit realm of the Umbra, opens them to the spirits in nature and helps fuel their powerful Gifts.

Gnosis Traits are not described with adjectives. You simply have permanent Gnosis – your normal limit of Gnosis Traits – and temporary Gnosis, your expendable Traits. Without Gnosis, you would be cut of from Gaia's spiritual wisdoms and caresses – you could not travel into the Umbra or access many Gifts and rites. At the other extreme, with too many Gnosis Traits, you sometimes find the worlds blurring and may have trouble distinguishing one side of the Gauntlet from the other.

Just as Rage Traits are spent to affect physical activity, Gnosis is used to affect more spiritual matters.

- You cannot spend Rage and Gnosis Traits in the same turn, except when certain Gifts mandate for them to be spent as part of a requisite for the power. If this is the case, you may only activate the power and spend for nothing else. These two forces are very powerful on their own and would overwhelm a Garou's spirit and body with the clash. For example, a werewolf cannot spend Rage for multiple actions and activate a fetish in the same turn.

- Each silver object or item containing silver that you carry on your person reduces your effective Gnosis rating by one Trait per silver item carried. This effect is temporary and will dissipate one day after the silver items are discarded, where you will regain any lost Gnosis Traits.

- Many of the Gifts call for a varying number of Gnosis Trait expenditures.

- Gnosis is used to attune or activate a Garou's fetish.

- Instead of winning a challenge to step sideways, you may choose to circumvent this requirement and spend a Gnosis Trait. Now you may step sideways into the Umbra automatically without any possibility of failure.

-A Garou may spend a Gnosis trait to alter the Physical landscape or environment of the umbra in a minor, temporary way.

Regaining Gnosis

You can regain Gnosis in one of a number of ways:

- Spend 10 minutes out of game in meditation; reflecting the time you take to renew your connections to Gaia (You are out of gameplay during this time). Then you may spend one of your Meditation Ability Traits or Mental Traits to recover one Gnosis Trait. You must already possess the Meditation Ability in order to perform this feat.

- You may participate in the Sacred Hunt, one of the most frequently performed activities at Garou moots. It is a ritual performed for the good of the people and the caern, in which an Engling spirit is the chosen prey, summoned and then hunted down. This ritual can be undertaken in either the Umbra or on Earth. After the prey has been caught and “killed,” all werewolves who take part in the hunt give thanks to the spirit for the gift of its life. Upon a successful hunt, all participating Garou completely replenish their Gnosis pools.

- There are certain Rites and Fetish powers that can lend temporary Gnosis to your pool.


Willpower Traits measure the strength of your character's resolve and sense of self, By exerting your Willpower, you can withstand otherwise untenable conditions or renew your commitment to a course of action.

Willpower Traits are not described with adjectives. You simply have permanent Willpower (your normal limit of Willpower Traits) and temporary Willpower, (your expendable Traits). Your tribe determines your starting permanent and temporary Willpower. When you expend temporary Willpower Traits or raise your permanent Willpower, you regain temporary Traits at a rate of one per game session (though your Storyteller may vary this pace to suit the needs of her game or simplify book-keeping), Expending a Willpower Trait allows for one of any number of effects, generally, to keep self-determination and to empower difficult or complex actions. Using Willpower is almost always a reflective action and does not count as your turn.

- A Willpower Trait can be spent to refresh all of your lost Traits in one Attribute category – Physical, Social or Mental. You may do so once per category per game session.

-Expenditure of a Willpower Trait allows you to gain a retest when defending against a Mental or Social Challenge. Trait loss works as normal for such retests.

- Spending one Willpower Trait enables you to enter a challenge for which you lack an appropriate Ability. Thus, you can make a test even if you would normally require a specific Ability that you don't have or have used up. This only allows you to enter into the test and does not give you the ability with which to call for a retest. That is the province of Ancestors.

- You can spend a Willpower Trait to try to control yourself briefly while in frenzy. You are able to act normally for one turn when you spend a Willpower Trait in this fashion, though you otherwise keep all the other stipulations of frenzy – ignoring wound penalties and so on. You do not actually regain control so much as you fight mightily to direct yourself for a few moments in the face of overwhelming rage or terror; role-play your actions appropriately.

- You can expend a Willpower Trait to ignore all wound penalties, up to and including Incapacitated, for the duration of a full turn.

- Certain Gifts require the use of Willpower,

- At Storyteller discretion, you may temporarily suppress a derangement by expending a Willpower Trait.

Regaining Willpower

At Storyteller discretion, once per session if you are effectively roleplaying your nature, you may refresh your all of your Willpower. Also, at Storyteller discretion, any time you are effectively roleplaying your demeanor, you may refresh one Willpower.

The Delirium

The custom called the Veil dictates that the Garou must never reveal themselves to humanity. Their existence is to remain secret, for both sacred and practical reasons. Humans tend to hunt what they fear, and they have a great deal of reason to fear the Garou.

The Impergium has left a permanent impression upon humanity. Just as most humans instinctively fear snakes or spiders, they also fear the werewolves who have hunted and preyed upon them for thousands of years. Since Garou in Crinos tend to be far more dangerous than any snake or spider, they trigger a much more extreme reaction, called the Delirium.

The Delirium acts as both curse and blessing. It fuzzes over people's memories, causing them to rationalize what they saw. This means that they're more likely to believe that they saw their neighbor trying on a Halloween costume than they are to believe that they saw a werewolf. It also means that they may act completely irrationally, perhaps endangering themselves and the Garou. They may run off to the police screaming about the escaped wolf or bear that needs to be hunted down. If the Garou is someone they knew, they certainly will never ever feel quite so comfortable around him again, even if they do rationalize what they saw.

People who are exposed repeatedly to the Delirium will likely develop permanent derangements.

Storytellers may allow characters with Occult to make a Static Mental Challenge against nine Traits to move up one level on the reaction, Characters from cultures which suffered the Impergium to a lesser degree, like Native Americans and Australian Aborigines, may also move up a level. Photographs and other after-the-fact data don't trigger fear reactions, though they do motivate rationalization and dismissal. Kinfolk are immune to the Delirium regardless of Willpower.

Delirium Chart


% of the Human Population


Reaction of Observer




Catatonic Fear:

This poor unfortunate seems to have a very close link to his ancestral memories. He rolls up into a ball and prays that everything will go away. He will suppress the memory of the entire experience, remembering nothing.





This individual runs as far away as possible, even running through glass windows and over cliffs in her terror. All she will remember later is the intense feeling of terror, and the certainty that something threatened her.





The person insists that the Garou isn't real. He attributes the wolf-man to stress, a trick o the light, drugs, drinking, flashbacks, insanity, or any other number of things.





This person reacts with blind, frenzied fear. She feels that she must act in some way, whether that action is to run away, destroy things (breaking windows, shooting holes in the floor), or even attack the Garou. All she remembers later is the sight of something big, hairy, and perhaps monstrous.





This reaction is not as intense as Panic, but similar in nature. The person still moves away from the Garou as quickly as possible, but he remembers to lock doors, get into his car and drive away, etc. Later he remembers seeing something hairy, big and mean.





This person will do or say almost anything to avoid getting hurt, even though she is on the verge of collapse from fear. She may remember physical details of the Garou, such as fur color or height.



No, but rationalizes

Controlled Fear:

Perhaps this person is a war veteran or worked as a cop for some number of years. He may be terrified, but he keeps a cool exterior. Later he remembers most details of the situation and knows that what he saw wasn't natural.



No, but rationalizes


Instead of fear, this individual displays curiosity. Perhaps she's a researcher or just a nut. Maybe she thinks the Garou is a person suffering from a disease that causes excessive body hair or Bigfoot himself. She may try to study the Garou from a distance or sell his tory to the tabloids. Later she's likely to rationalize the story away.





Rather than curiousity, this person reacts with anger. He runs for his gun rather than a camera or notebook. Perhaps one of his distant ancestors killed a Garou once. Later he remembers the encounter quite well, although he might rationalize the Garou as a particularly large or mutated animal.




No Reaction/Blasé

This person displays no unusual reaction at all, whether from shock or just a strong constitution. If spoken to she responds as she would to a normal person. Later she remembers everything in perfect detail.

States of the Body


The health level lets players and Storytellers keep track of damage characters suffer, regardless of whether it came from accidents, mortal weapons or supernatural powers. Every character has eight health levels. When a character takes a wound, a health level is marked off. The last level marked off indicates the character's current health, and what penalty (if any) the character suffers on all challenges until wounds get healed. As healing takes place, wounds get erased until the character resumes full health. Damage happens at the time it is incurred not the end of round.

Characters can suffer three types of damage:

Bashing damage comes from blunt attacks at relatively low speeds – punches, kicks, clubs, etc. A Garou cannot be killed with mere bashing damage; at best it can knock them unconscious. Excessive bashing may be converted to Lethal.

Lethal damage comes from more deadly attacks, capable of rupturing the body and spilling blood – knives, bullets, car collisions, etc.

Aggravated damage comes from great power, mundane or supernatural-fire, acid, sustained chainsaw blows, werewolf claws and teeth, etc.

Each character in Laws of the Wild Revised has eight health levels, unless specifically noted otherwise: Healthy, Healthy, Bruised, Bruised, Bruised, Wounded, Wounded, Incapacitated and Dead. Unless you are already Incapacitated no single attack will reduce you below that level.

Healthy: The character may have minor nicks and abrasions but can function without impairment. Whatever limitations the character may suffer from damage are purely in the realm of role-playing – fatigue, scuffed-up appearance and the like.

Bruised: The character has taken noticeable injury and suffers a one-Trait penalty on all tied challenges.

Wounded: The character has significant injuries in one or more locations (open wounds, broken bones) and must risk an additional Trait to initiate any challenge. The character's opponent automatically wins on ties and powers that allow the character to win on ties instead let him resolve the tie normally. (The character can overbid as usual.)

Incapacitated: The character is on the brink of death. She is unconscious for at least ten minutes. A critically injured werewolf can try to draw on her Rage to remain active. This requires a Rage Challenge against eight Traits. If successful, the character heals one health level, and automatically begins the next turn in a berserk frenzy. Characters can try this only once per scene; if they get critically injured again, they’re stuck with the consequences. A character who suffers one or more levels of lethal damage while Incapacitated reverts to breed form and collapses. Any further damage of any kind will kill her. Otherwise she regains one health level eight hours until able to regain consciousness and shift to a form which regenerates fully. An Incapacitated character who suffers one or more levels of aggravated damage dies.

Dead: Dead is dead.


Homid and lupus Garou regenerate one level of bashing or lethal damage per turn outside breed form, one level per day in their respective natural forms. Metis Garou regenerate one level of non-Agg per turn in all forms.

Aggravated damage heals at a rate of one level per day of rest in any form that regenerates.

Sources of Injury


Falling characters one level of bashing damage for every 10 feet of vertical distance. Characters that fall more than 100 feet hit terminal velocity, and suffer 10 health levels of lethal damage no matter how far they plummet after that. A fall of terminal velocity ignores health levels from mundane armor and destroys it utterly. Other forms of armor up to ST discretion.


Fire damage is always aggravated. Torches and small fires touching just part of the body inflict one level of damage each turn while bonfires and flames covering half the body inflict two levels per turn and infernos and flames covering the whole body inflict three levels per turn.


Garou heal more rapidly than humans do, so diseases affect them but not as severely. A disease inflicts a set level of health levels over time and then runs its course; surviving is a matter of healing in time to prevent incapacitation and death. Garou never get minor ailments like colds and flu, and even serious diseases seldom do lasting harm thanks to the power of regeneration – though they can still serve as carriers. Only diseases of supernatural origin can seriously and permanently affect Garou.


Poisons also have little effect on Garou. Garou who want to get drunk, stoned or otherwise chemically altered must do so in a non-regenerative breed form, with its lesser native resistance, or use the Rite of Spirit Awakening to rouse the drug's spirit. Supernatural toxins do full damage, and the most potent are considered aggravated damage.

Suffocation and Drowning

Garou can hold their breath for a while, but then start drowning or choking just like people do. One Stamina-related Trait lets the Garou hold his breath for 30 seconds, two for one minute, three for two minutes, four for four minutes, five for eight minutes, six for 15 minutes, seven for 20 minutes, and eight or more for 30 minutes. After the time limit expires, he can spend one or more Willpower Traits. Each Trait spent gives him a safe time of 30 seconds (if he has three or fewer Stamina-related traits) or one minute (if he has four or more).

Trying to hold one's breath and do something strenuous uses up oxygen much more quickly; a character can fight while holding his breath only for one turn per Stamina-related Trait.

Once the safe time expires, the character takes one level of lethal damage per turn. He can't regenerate this until he can breathe again. When he reaches incapacitated, he reverts to breed form and will die in a number of turns equal to his Physical Traits.

Radiation and Toxic Waste

Unless something supernatural is complicating the issue, treat radiation and toxic waste like fire and extreme heat, but taking twice as long to heal.


Silver is the metal of the moon, and Garou are uniquely vulnerable to the favored metal of the Celestine who gives them so much. It's not easy to make effective weapons out of silver, but skilled blacksmiths and gunsmiths do manage. A Garou suffers one level of aggravated damage every turn she's in contact with silver, except for homid and lupus Garou in their respective breed forms.

Garou can carry silver, but it costs them Gnosis thanks to the physical allergy and the spiritual “buzz” of the nearby threat. Lost Gnosis returns after a day away from all silver. For every five silver objects the members of a pack carry, all pack mates lose a Gnosis Trait. Carrying a great many silver objects, particularly bullets, may also cost the pack Honor or Wisdom. A klaive alone costs the pack mates a Gnosis Trait, and a grand klaive costs them two.

When attacked with a silver weapon you may only bid stamina related traits if you have a barrier of protection that would allow you to do so (ex: Lunas armor, Divine Regalia and Armor)

Battle Scars

Garou take pride in displaying the consequences of honorable combat. Gaia made them to fight, and defeating superior forces at cost to oneself is a great way to win Renown. Garou heal most damage, but some severe wounds leave behind reminders of themselves on a lasting basis. Wounds inflicted by Garou leave battle scars as do the wounds made by Triat minions hostile to the Garou. Other damage may or may not, at Storyteller discretion.

The list here is not exhaustive, and troupes should feel free to work up fresh types to suit their chronicles. Healing the battle scar costs the character the Renown that came with the scar. Silver will always leave a scar unless healed within the same scene as the damagae was taken.

Superficial scars – Large, ugly masses of scars that remain hairless in all forms.

(Some people find such things powerfully sexy.) They may reduce Appearance-related Traits in extreme cases. One temporary Glory Renown.

Deep scars – Similar to superficial scars, but affecting muscles as well; they ache when the humidity changes. One temporary Glory Renown.

Improper bone setting – A bone broke and didn't heal right, leaving behind a slight limp or other problem. Two or more levels of lethal damage to that area in one turn break the bone again, inflicting an additional level of lethal damage. One temporary Glory Renown.

Cosmetic damage – Anything visible and not covered by other entries: missing ears, harelip, exposed skull and the like. It looks grotesque to humans and impressive to Garou. The Garou suffers a one-Trait penalty on Social Challenges involving human beings unless the damage is covered for the duration of the interaction.

Broken jaw – Similar to improper bone setting; the character's jaw was shattered and is now out of alignment, creating slurred speech. Storytellers can reduce experience and/or Renown awards for players who don't role-play this out. The character suffers a two-Trait penalty to communication-related challenges while using human speech. One temporary Glory Renown.

Missing eye – One of the character's eyes was gouged. Increase the difficulty of challenges involving depth perception, including the use of missile and thrown weapons, by three Traits, and of Perception-related challenges by two Traits.

Gelded – The character's reproductive system was damaged enough to make offspring out of the question. Gelded male characters aren't necessarily impotent, but suffer a two Trait penalty on seduction and Animal Attraction-related challenges. One temporary Glory Renown.

Collapsed lung – One of the character's lungs was punctured in battle, and it's hard to breathe while exerting a lot of effort. The character suffers a one-Trait penalty on Stamina-related challenges, and an additional one Trait for every five turns of sustained exertion; she can hold her breath only half as long as other Garou. One temporary Glory Renown.

Missing fingers – The character has lost at least three fingers on one hand.

Challenges involving use of that hand suffer a three-Trait increase to their difficulty, and claw damage from the hand is halved (round down).

Maimed limb – One of the character's limbs is now damaged badly enough to be useless. If it's a leg, the character moves at half normal speed in all forms; if it's an arm, the character moves at three-quarters speed in Hispo and Lupus forms. The limb can't be used at all.

Spinal damage – The character's spine was fractured, and now he has trouble keeping his balance. He loses one Dexterity-related trait permanently (at least until the damage is healed), suffers a two-Trait penalty in initiative challenges and must spend a Willpower Trait to participate in any challenge involving balance, precision or remaining still.

Brain damage – Severe damage to the head or prolonged lack of oxygen has reduced the character's mental faculties. She loses one Mental Trait permanently (at least until the damage is healed), and loses two Traits from among Gnosis, Willpower and knowledge-related abilities at the Storyteller's discretion. The character is likely partially amnesiac.


Moots are meetings, gatherings of Garou and much more. They combine social, religious and political functions. They honor heroes, address law and justice, resolve grievances and challenges and provide a chance for the sept to decide matters of import. Beyond even that, moots recharge the very spiritual energy of a caern. They help to keep the caern close to the Umbra and strengthen Garou ties with the spirits of the caern.

Garou are social creatures, and the moot reinforces that. It reminds them of what they're fighting for. It provides a necessary link to the waning Garou culture and gives them a little bit of fun in a gloomy world. Even soldiers need a break now and then. They must speak to one another, honor their pasts and decide on future actions. Garou who avoid moots are viewed with a great deal of suspicion. They deny the social nature of the Garou, refuse to help determine the path that the sept will follow and deny Mother Earth and the spirits their due.

Most often, specific Garou hold specific moot -related offices (some of which are described under the caern section, above) over and over again. However, a Garou who performs a notable deed may find herself holding an office at the next moot in recognition for her achievement.

Garou attendance at moots has declined in recent years, unfortunately. Some Garou have forgotten just how important moots are and see them as nothing more than monthly meetings that waste valuable time. They become caught up in war and forget that without history, traditions and the spiritual energy that is renewed during moots, war loses its point. Because of this, some offices of the moot go vacant and fall into disuse or require a single Garou to perform multiple roles. Some claim that entire sections of the moot and their corresponding offices have been forgotten.

Sept Moot Structure

The most common type of moot is the sept moot, usually held once a month at the full moon. Any Garou may attend, although outsiders are viewed with suspicion.

Below you will find a general moot structure. Each tribe and sept has its own way of doing things however, so alter the guidelines as you see fit.

Storyteller's Note: You may wish to hold your moots outdoors on private property, especially if the moon will be full and bright. This isn't always possible, however, so you may instead create an indoor moot area. Try to decorate the area appropriately, to get across the ritualistic feel of a moot.

Organize the people in charge of each part of the moot ahead of time. If this is the first moot this group of players has performed together, you may wish to rehearse before the actual moot. Most important is that you keep the moot moving, keep the energy going. If you skip something or does something incorrectly, just keep going – it won't be a disaster. The more you stop to redo sections, the more you break the mood. Ultimately, of course, do whatever results in your having more fun.

The Fool

Most septs appoint a Fool for any moot. His job is to make fun of the Litany and Garou traditions, and to dispute the word of Garou who speak. What he does and says is (in theory) never held against him afterward. The idea is that someone should be able to say all the things that pecking order, custom and respect normally disallow. It can help greatly to have someone who can fearlessly point out when the Garou are being stupid. After all, rank and position sometimes mean that necessary things go unsaid – this is when they get said. The Fool's assertions also give the sept a chance to refute his words, to prove their worthiness. It gives them a chance to show their understanding of their heritage, to argue for the Litany and their own actions. It encourages each member of the sept to question and reaffirm his loyalty to sept, tribe, tradition and duty.

After the moot, the Fool's words are meant to be forgotten and forgiven. Of course not all Garou forget and forgive so easily, so the Fool usually employs some restraint in his words, speaking when his words may do some good. Some Garou fear the office of Fool and the resentment of their peers that often comes with it. Most Garou simply learn not to take the Fool seriously, which unfortunately means that his words don't do as much good as they should.

The Master of the Rite appoints the Fool for a moot. The Fool is usually, but not always, a Ragabash. Sometimes Theurges hold the position as well, as their insight is valued. Some septs find that a Theurge's words cut a little too deep, however, and so choose someone who will speak more lightly. Some septs have conveniently allowed the post of the Fool to fall into disuse while at others (particularly Bone Gnawer septs) his words may be echoed by other sept members, rather than strongly refuted.

The Opening Howl

All moots start with the howl, led by the Master of the Howl and the rest of the Galliards, and the air fills with unearthly cries. The howl reflects the makeup of each sept, as well as its recent activities and attitudes. Elements of activities, status and attitude come in during the final moments of the howl. If the sept had a recent victory in combat, the final strains might have a martial theme to them, usually still reflective of the tribal heritage of the sept. If the sept has met to determine the fate of a Garou who has turned to the Wyrm, the howl would take on a much more menacing air.

Recently, at septs that include more than one or two lupus Garou, there has been included a second howl, a mournful song sung by one throat. It is meant to remind everyone of the dwindling number of wolf kin and echoes the fact that these are the Last Times. A lupus may take offense if the Mournful Howl is not sung.

During the Opening Howl the Fool is expected to question each assertion made by the howl while the rest of the sept refutes his claims.

The Inner sky

This part of the moot starts in silence. The Theurge who holds the post of Caller of the Wyld steps forward and, sometimes with four other helpers, addresses the five directions (North, South, East, West and Within), asking for their aid in the moot. The Caller also calls up the totem or totems of the caern and the tribe, asking for their presence as well. If there are other spirits strongly associated with the caern, then those may be called on as well. Umbral spirits are the source of the caern's power and strength; thus, the Inner Sky must be performed in order to keep the caern healthy.

At some caerns Garou take the part of the totems of the sept, dressing in masks and costumes to reflect the nature of the totem. These performers are usually referred to as the Shining Ones. For the duration of the moot they represent the totem and must be treated with deference and respect. At some caerns, the Shining Ones are given gifts to represent their status for the night as the caern's totems.

The Inner Sky is the method by which the Garou renew their ties of respect with their totem and the other spirits around them. If they neglect this for nine months, the power of the caern drops by one. After another nine months of being neglected, it drops by another one, and so on, until the caern goes dormant when it reaches zero power. A Rite of Spirit Awakening must be performed by the Rite Master in order to reawaken the caern or to recharge lost points. If the caern has simply been weakened, then one temporary Gnosis Trait must be spent per point lost. If the caern has gone dormant, then one permanent Gnosis must be spent for each power level of the caern.

Calling the Winds

The Inner Sky renews the connection between the Garou and the spirits they work with. Below is a sample “script.” Change it or replace it as you choose:

Caller of the Wyld: We have gathered in this sacred place of Gaia, having called our brothers and sisters of Gaia, and we now call our brothers and sisters of Luna.

(She faces east, or her first assistant faces east if she is using four helpers)

East: East Wind! Bringer of the dawn of clear air! You who showed us the mirror side, the other side of the Velvet Curtain, come to us! We thank you for your clear thought and bright light!

(She turns to her right, to the south, or her second assistant faces south)

South: South Wind! Bringer of the eternal fire! You, who gave us the fire of rage within, that we strike swiftly against our enemies, come to us! We thank you for your fiery anger and your protection!

(She turns to her right, to the west, or her third assistant faces west)

West: West wind! Bringer of the rain! You, who gave us the Changing Ways, come to us! We thank you for the many shapes you've shared with us!

(She turns to her right, to the north, or her fourth assistant faces north)

North: North Wind! Bringer of cold from the mountains! You, who brought us the Gifts and the Sacred Ways, come to us! We thank you for your wisdom and your strength!

(She stands with her hands above her, her eyes to the sky in the spring or summer or with her hands pointing palms down, her eyes to the ground in fall or winter)

Caller of the Wyld: Inner wind! Bringer of blessings from Gaia from within us! You, who hold our Mother's power, come to us all! We thank you for your spirit and your peace!

The Litany

After the Winds are called the Truth catcher is called forward to read the Litany. At this point the fool will normally refute each tenant or point out were sept members have been lax in their obedience to it.

Cracking the Bone

As the moon rises toward its zenith in the sky, the Master of the Howl lets out a high keening howl that ends in a jagged, shattering note, thus signaling Cracking the Bone. This is the business portion of the moot, presided over by the Philodox who fills the position of Truthcatcher.

This is the time when the Garou make their grievances known or call for challenges. They may petition for judgment on some matter, propose or question sept policy and address personal conduct. It is the duty of the Truthcatcher to ferret out the truth of each matter and render a judgment. He also recognizes those who would speak and gives them permission to do so. Among more structured septs, speaking out of turn can result in a loss of Honor. Some septs pass around a talking stick to remind the Garou of who currently has the right to speak. Usually order is roughly determined by rank: Higher-ranking Garou speaks first, and lower-ranking Garou speak later. Some more tolerant tribes (such as the Bone Gnawers or Children of Gaia) may allow younger or lower-ranked members to speak out of turn without loss of Honor. In theory, everyone is allowed to speak. In practice, since the Garou are more likely to be impatient to move on to stories and songs in the later stages, elder and higher ranked Garou are likely to get the better hearing.

Requests for arbitration in disputes may be made at this time. Accusations of Litany violations may be made; requests for approval or advice are also welcomed. All parts of Cracking the Bone are public, and anyone in the sept is allowed to listen.

The Truthcatcher may interrupt anyone at any time, demanding clarification or asking questions. While he may solicit the opinions or knowledge of the other Garou present, his word on any issue is final. Judgment and punishment (if any) may not be appealed. For this reason, many Garou go out of their way not to alienate or annoy the Sept’s Truthcatcher.

Stories and Songs

The Master of the Howl next declares the beginning of the Time of Tales, and the Tale singer rises, leading the Garou in a howl that runs the entire range of the wolfs scale. Then the she leads the sept in stories of past and present Garou adventures. In tales of past adventures, the sept is reminded of what it means to be Garou. In tales of present adventures, they are honored for their own deeds.

Few Garou will skip out on this part of the moot, as it is the major way to gain Renown by being included in the Talesinger's songs. In some septs any Garou may petition to tell a tale – some Garou believe that only one who was involved can properly tell a tale. In others this is considered boastful and uncouth, and Garou must petition other Garou (preferably Galliards) to tell their tale for them.

Next the Talesinger calls out for any who would oppose the seeker of Renown.

To object at this point is a grave insult as it implies outright that the Garou who seeks Renown is a liar. It is an insult that must be borne, however, and the challenger may tell his own version of the tale. Then the Talesinger asks for a judgment from the assembled Garou. First, those who support the claimant raise their voices. Next, those who support the challenger raise their voices. From this the Talesinger decides whether to award Renown or not.

As many appeals as the Tale singer is willing to grant are heard; if there are many, some may be put off to the next moot. Note: This is the role-playing part of the Renown system; characters must receive the approval of sept elders and others in order to gain Renown. However, the Storyteller may of course use his discretion, particularly if the entire sept feels that a character deserves a little extra Renown.

This portion of the moot varies widely from sept to sept, and in particular from tribe to tribe. Shadow Lords and Silver Fangs are more likely to tell heavy-handed ballads and parables that hold the Garou as superior to all humans. They then go on to portray the tribe as guide and mentor to other tribes. These tribes usually only allow the Talesinger herself to tell the tales.

Uktena and Wendigo tell their tales more in a Native American tradition. The greatest warriors take on the roles of both victor and vanquished and dance the tale as well as sing it. A chorus of other Garou supports the story with howls and natural percussion. This part of the moot may become so charged with energy that the entire sept dances and howls around the Talesinger at the tale's climax.

The Revel

Some septs choose the Wyrm Foe (see section on caerns) ahead of time. Others choose her at the beginning of the revel. The Master of the Howl allows his gaze to pass over the Garou until he locks eyes with the Wyrm Foe. This Garou rises and closes with the Master of the Howl and attempts to stare him down as they circle. When the Wyrm Foe has been chosen in advance, this is merely for show. Otherwise, the Garou must win the stare down in order to become the Wyrm Foe. If she fails, another is chosen.

The Garou then erupt in howls and yelps; the Wyrm Foe must quiet them with a howl that rises above the noise and demands submission. The rest of the sept joins in the howl, and the Wyrm Foe changes to Lupus, followed by the rest of the sept.

Then the Revel truly begins. The energy and passions of the Garou speed toward their zenith. Mock battles erupt throughout the sept, as well as displays of strength and prowess, wild dances and ritual hunts. Some Garou shift to Crinos as the excitement grows. Once the level of excitement has grown too high, the Wyrm Foe leads the sept on a run near the caern to clear the area of all enemies.

The passion released in the Revel manifests as raw Gnosis that is released into the caern itself. All Garou present must spend at least one temporary Gnosis Trait, and a total of two for each level of the caern must be reached. There are no mechanics-based repercussions for not holding the revel, but it does help to keep the local spirits happy, in particular the caern's totem.

Not all Garou retain control of themselves during a Revel; it is not unknown for Garou to frenzy during this time. The Get of Fenris are renowned for acts of savagery during the run. Urban Bone Gnawer and Glass Walker revels have spawned rumors of gang warfare or serial killers. Revels are so strenuous that weaker elders have been known to fall dead. The most staunch Garou continue until dawn (most collapse long before this), and gain Renown for their fervor and stamina.

Urban caerns have developed a practice of reserving the Revel for special occasions rather than performing it every month. They also try to find other ways to release the energies of the Garou at the end of the night. Fianna have been known to go on pub crawls, and Glass Walkers play long and furious rounds of shoot-'em-up computer games. Uktena may hold hours-long drumming circles. Tribes such as the Get of Fenris and Red Talons are shocked by this sort of behavior and have been known to blame it for the sad state of many urban caerns.


“Howling” is actually something of a misnomer. The cries listed below incorporate various types of wolf-vocalizations. The five basic sounds that wolves make are the bark, the howl, the whimper (also called the whine), the growl (also called the snarl) and the squeak. The howl is the most expressive of these, and so may be used in the most different ways.

Barking is usually a more guttural sound than the barking of most dogs, but wolves sometimes make a barking sound as well. Barking normally indicates the concept of the chase or some type of excitement. It may also be used as an alarm call or a challenge to intruders.

Whining usually sounds soft and plaintive when made by a wolf, but the Garou have found various sharp and discordant ways in which to use this particular vocalization. In particular, the Black Spiral Dancers have made disturbing use of the wolf’s whine. Some humans have called whining “talking” because it can be very expressive.

The low growl of the wolf is, obviously, an aggressive sound and usually reflects an aggressive attitude or idea when incorporated into a howl.

The squeak is a very soft sound, difficult to hear except at close range. It is only used in social situations.

Howling is the most common wolf-sound. It is a continuous sound that lasts anywhere from 11 seconds to half a second. The pitch may remain constant or vary smoothly. It may also change direction four or five times during the howl. The wolf may use her tongue and cheeks to shape notes. A single wolfs howling session will usually last a half-minute to a minute and will consist of several howls. When an entire pack howls together (they join in one at a time), it lasts about a minute and a half. After a howling session a pack of wolves will usually wait 15 minutes or so before howling again, often more than half an hour.


Garou are wolf as well as human, and wolves communicate without human words, primarily with howls and body language. Because howls are the only way that wolves can communicate over distance, they contain a great deal of information in a few sounds. Much of the Garou language can be communicated through howls. Galliards at the very least should be familiar with the common howls; others should know a few of them as well. Any Garou with a little experience will know the Howl of Introduction.

Howls convey strong, emotional concepts and the details that go with those concepts. They may actually convey sensory impressions in a rudimentary way. Homids often find howling frustrating, as they do not have quite the control and versatility of language that they're used to. It requires a rather different way of thinking. It takes a great deal of skill to convey small details or complex ideas, or to pervert the meaning of a howl.

Howls vary from one pack to another, one tribe to another, and one geographic area to another. Some version of the major howls can be found in most areas, however, and most of them are recognizable to other Garou. A skilled Galliard may be able to recognize a Garou's tribe or homeland by the way he executes the common howls.

One Garou begins a howl, but others often join in. The Garou deliberately disdain harmony for cacophony, which makes the pack sound larger than it is and thus intimidates enemies.

As human voices aren't particularly well-made for howls, it is perfectly acceptable to call out the name of the howl you are performing instead of actually howling.

Types of Howls

The Anthem of War: This cry musters septmates to battle, and is usually called out by the Ahroun leading the charge. It may be used to rally troops whose morale wanes. Skilled Ahroun may use this howl to convey anything from the location of the enemy to their numbers. They may also use it to call for reinforcements. Information about their own side is not included on the chance that the enemy may understand the howl. This howl is loud and strong; if others join in, they sound as discordant as possible in order to frighten their enemies.

The Call for Succor: This is a call for aid in time of danger. Many Garou refuse to use it out of embarrassment (particularly because it sounds like the whine and squeak of a lost puppy). It may convey brief impressions of what the danger is.

The Call to Hunt: This low howl alerts the pack to the presence and position of prey. It is a long, deep, low sound designed not to spook prey, followed by several short, guttural barks.

The Chant of Challenge: This starts like a Howl of Introduction. However, instead of detailing the howler's breed, tribe and auspice, it details (in as bad a light as possible) the enemy's deeds, ancestry and bad habits. Some, particularly the Fianna, have elevated this howl to a satirical art form. This howl also conveys the reason for the challenge that is taking place. This howl is actually a series of growls with discordant whines worked in.

The Curse of Ignominy: This is a horrible, discordant whining sound that grates on the ears of all who hear it until they join in. It is used to insult those who violate the Litany, including a long, detailed, mocking listing of the villain's shortcomings and failures. The one who committed the sin is forced to listen to this chanting howl in all its painful detail.

The Cry of Elation: In battle, young warriors may attempt ridiculous feats of courage. This howl basically means, “Look at me”' or (in satirical translation) “Watch me do something really dumb!” This howl consists of a series of short, sharp barks.

Howl of Introduction: The Litany requires that Garou respect the territory of others. Thus, any Garou entering another's territory utters this howl, which details a Garou's breed, tribe, auspice and name. Some Garou include parts of their lineage. It may also include some impression of why the visitor is worthy of attention or what his mission is. This is a surprisingly non-threatening sound, incorporating the high-pitched howl and short, low barks.

Dirge for the Fallen: This somber, low-pitched, mournful howl acts as a requiem for the honored dead. The status of the dead Garou determines the length of the howl. A listener well-versed enough in howls may be able to determine which participants feel most hurt by the Garou's death, and may pick up brief impressions of the hero's deeds.

Snarl of Precedence: This is the howl used by Garou to claim an opponent for one-on-one combat, often used during battle. Packs use this snarl to coordinate their tactics. A higher-ranking Garou does not have to recognize this howl from lesser ranked Garou, and may “steal” the kill if he wishes. However, most recognize and respect this snarl. The Snarl of Precedence sounds like a vicious growl and is well designed to frighten enemies.

Song of Mockery: A Ragabash may take another howl and twist it into a mockery of its former self, incorporating discordant whines, used to insult and infuriate. If done well, the victim may be taunted into losing his composure or even attacking.

Symphony of the Abyss: The Black Spiral Dancers use this reverberating, maddening whine and snarl to terrify their prey. Those who listen too closely to this howl may hear the fate in store for them.

Wail of Foreboding: This is a general high howl of distress that warns of the approach of danger. While the Anthem of War warns of an attack, the Wail of Foreboding warns of natural disasters, odd spiritual phenomena or anything else bizarre and unusual. A practiced Galliard may be able to give cryptic impressions of what the danger may be.

Warning of the Wyrm's Approach: This sharply pitched call, consisting of a series of barks and growls, announces the presence of minions of the Wyrm. All who hear the howl see and feel the foulness that the howler experiences.

The Umbra

The Penumbra

Just on the other side of the Gauntlet lays the realm that Garou called the Penumbra. Its name tells an important truth about it: The Penumbra is Earth's reflection within the spirit world. Where Earth is healthy, the Penumbra prospers with exuberant diversity of spirits and where the Earth sickens and dies, the Penumbra does as well. Anything – organic or artificial – that lasts a long time on Earth gains a counterpart in the Penumbra so that ancient trees and buildings alike have their spiritual counterparts.

The Penumbra isn't just the passive mirror for Earth, however. Wyld-spirits move through prosperous natural areas, and their actions strengthen the creative force on Earth. Weaver-spirits weave spiritual webs in the cities and blighted wild lands, and those webs reinforce the drive to stasis. Wyrm-spirits move wherever they are unopposed, spreading corruption and death across the Gauntlet. Destroying the spiritual counterpart of something material weakens it on Earth while blessing and protecting it in the Penumbra may help its material form endure. A Garou may spend a gnosis trait to cause minor changes in the landscape and physical nature of the penumbra.

There are few living things moving in the Penumbra apart from native spirits.

Animals and people almost never manifest in the spirit world and when they do it's generally as a hazy blur scarcely aware of what's going on. Magicians can cross the Gauntlet, but they almost always go on to realms that don't concern the Garou, and ghosts, dead people who've drawn the Second Breath and other such creatures from Umbral depths likewise move to and from places outside Garou awareness.

The Penumbra includes countless Domains, small zones which border both the physical world and the Near Umbra. They draw energy out of deeper portions of the Umbra so as to manifest close to Gaia. Common Domains include:

Blights – Mixed Weaver/Wyrm areas which appear as polluted, web-ridden cityscapes.

Chimares – Individualized Domains built on dreams and nightmares open to every creature that can dream. Like dreams, they can range from euphoric and wondrous to unimagined horrors.

Epiphs – Each Epiph embodies an abstract idea or concept, from “low” to “seven” to “green.” Garou find them confusing at best, though some individuals claim that meditating in an Epiph provides potent insights.

Glens – Gaian and Wyld energies remain strong in these domains, where sentient trees and talking animals inhabit incredibly fertile little environments – not just forests but archetypal pictures of health for every climate from tundra to desert.

Hellholes – These Domains correspond to the most heavily polluted parts of the world, such as toxic waste dumps and the congested hearts of the world's biggest, smoggiest cities. Banes infest Hellholes, and Wyrm-creatures use Hellholes as channel, into the material world.

Trods – Places where faeries come (or used to) acquire a distinct atmosphere of their own. Trods are the Domains where faeries congregated frequently before the Weaver's encroachment drove them from the \\'orld and where a few still gather.

Webs – In these Domains, the Weaver influence is triumphant. They correspond to areas where technology and soul-destroying impulses are both strong, and Pattern Spiders and Net-Spiders feast on the results.

Wyldings – In these increasingly rare Domains, the Wyld dominates. Nothing is stable or constant, and while they're seldom actively hostile, Wyldlings can be tremendously dangerous.

The sun doesn't shine in the Umbra though there can be an ambient glow in areas where the Gauntlet is weak. There is a distinct cycle of true night and mere twilight gloom, and night in the Umbra is when many Garou feel most truly alive and complete. Spirits surround them, the moon shines with an intensity found nowhere on Earth except in deepest wilderness and the midst of great oceans, and everything is very intensely itself. Weaver-spirits exhausted from their day's labor are easier prey; Wyrm creatures are often in their Blights, manipulating the minds of sleeping human hosts. It's a good time for Gaia's warriors to do what they do best.

Stepping Sideways

Crossing the Gauntlet is like passing through a cold waterfall, only more so. For a moment the Garou isn’t anywhere at all, chilled by the void and mind detached from body. Then self and universe return. Many people occasionally sense the spirit world waiting just out of reach. Garou feel that calling more often and more strongly, and after they undergo First Change, they gain an intuitive grasp of how to get through the barrier.

Crossing the Gauntlet requires a Static Gnosis Challenge (retest with Primal-Urge) against the local Gauntlet rating. If the Garou succeeds, she steps through, taking about five minutes to make the transition. The Garou can spend one Mental Trait to reduce this time to about 30 seconds or two to make it instantaneous. Failure doesn't bar the Garou from trying again, but each successive failure within one scene raises the difficulty of the challenge by two Traits, up to a maximum of 10. In addition, on a failure, make two Simple Tests. If both fail, the character becomes stuck in the Gauntlet, lost to a spirit storm or otherwise seriously inconvenienced. Storytellers shouldn't get sadistic with these complications - make them story hooks; not death traps - but botching a sideways step is a bad thing. A Garou crossing the Gauntlet may not spend Rage in the same turn nor step sideways as a Rage action.

One Garou may open a way for an entire pack. The result the "opener of the way" gets on his Gnosis Challenge affects everyone following him. Non-packmates must make their own way across the Gauntlet.

Reflective surfaces - polished silver, quiet pools, mirrors and the like - make crossing easier. The first challenge's difficulty drops by one Trait, and there's no penalty on efforts after the first as long as the reflective surface remains available. One a botch, the surface breaks, tarnishes or otherwise becomes useless, but the Garou remains in place. Knowledgeable fomori and other antagonists break mirrors and the like to make it more difficult for werewolves to escape.

If all characters are on one side of the Gauntlet or the other, there’s no need to worry about indicating which side it is: they all know, or should. If some characters are in the Umbra and some not, each player of an Umbral character should put her right arm across her chest. This indicates that she’s not visible or otherwise noticeable - in fact, she’s not actually there and likely herself unaware of what’s going on - to characters on Earth.


Garou can try to look through the Gauntlet to observe Earth from the Umbra, or vice versa. This requires a Static Gnosis Challenge against the Gauntlet rating + three Traits, maximum of 10. (Gifts like Pulse of the Invisible make this easier.) The peek doesn’t provide a detailed view - it’s monochromatic, fine details like newsprint are blurred, and sounds are muffled. Smells come through without interruption. A peeking Garou can spend one Mental Trait to resolve fine details, or two Mental Traits to bring the whole scene into vivid clarity as if she were standing there on the other side of the Gauntlet. While peeking, a Garou can’t sense what’s going on her side of the Gauntlet until she starts losing health levels. She won’t hear others speaking to her and cannot resist others’ attacks as long as they don’t actually remove health levels. Spirits cannot peek, but they can observe changes across the Gauntlet in their own ways. Some simply know relevant things intuitively, some study changes on their side of the Gauntlet, some remain perpetually aware of events on both sides of the Gauntlet - caern spirits are among these.

The Near Umbra

Moon bridges lead out of the Penumbra and into the Near Umbra. Here things have their own patterns and arrangements independent of close ties to Earth. The Realms orbit Gaia as the moon orbits the Earth, through an endless swirling haze. Totems and countless other spirits inhabit the Realms, pursuing dreams and plans that often make little or no sense to creatures accustomed to terrestrial logic. Some love the Garou, some fear them, and others hate them. Everything in imagination is here, somewhere, in this mass of chaotic patterns.

The 13 Near Realms dominate the Near Umbra. Each Near Realm is a Pocket of tremendous spiritual power held together within a protective membrane; once inside, everything feels as solid as matter. Different “natural” laws apply to each, reflecting the Realm's nature and inhabitants. Around them swing the Domains, sub-realms and Zones. The Domains include tribal homelands, among many other features. Every Near Realm and some of the more powerful lesser realms arises from the collision between raw power from one or another of the Triadic forces with some part of the constant outward flux of spiritual passion from the Gaia Realm. Some realms strongly reflect the Triadic power that energizes them while others more closely resemble the terrestrial impulses which give them form.

The Near Realms include:

The Abyss – The Abyss is a literal pit, a chasm large enough to swallow the Grand Canyon and never notice. Acts of extreme destruction make the fabric of the spirit world break apart, and the Abyss is the biggest such rift. Monstrous creatures dwell on the brink, worshipping the power of destruction and doing their part to keep steady streams of things (and people) flowing into it. Once something disappears into the Abyss, it's never seen again. Some Garou describe the Abyss as a cancer in the Umbra, and folklore says the mouth of the Wyrm lays an infinite depth below. Even Incarnae avoid this Realm.

Aetherial Realm – This Realm is “above” everything else in the Near Umbra, closest to the heavenly light that stretches between Gauntlet and Deep Umbra. The Planetary Incarnae lives here, as do many powerful spirits of air and stars. All moon bridges travel through the Aetherial Realm, though most travelers move so fast they don't have time to see the sights. This is also where Anthelios, the new red star, shines most brightly.

Atrocity Realm – Every intentionally inflicted pain strengthens this realm. Banes breed in pits, Scrags guard and refine their powers on spirits caught in endless reenactments of warfare, genocide, rape, slaughter, child abuse and every other pain one sentient being inflicts on another. Garou commonly point to the Atrocity Realm to justify their violence against humanity, and generally refrain from calling attention to the suffering their kind creates, which is also reflected here.

Battleground – This is the Realm of War. Spirit warriors fight reenactments of every battle from the Impergium to this year's border wars. Signposts show the way, and the battles are arranged in consecutive rings around the Plain of the Apocalypse, which waits, empty, for the last battle. The difficulty of all frenzy challenges is reduced by two Traits here, and Garou automatically gain a Rage Trait each turn they're in combat. Garou sometimes come here to study their enemies' Umbral manifestations, to learn about great battles of the past or just to unleash their Rage where it won't harm Gaia.

Cyber Realm – This Realm embodies technology gone amok. Half the realm is a super-city of glass, concrete, steel and plastic, the other half a subterranean realm.

The inhabitants must constantly fight against machines which develop malevolent wills of their own. Glass Walkers in particular find it fascinating, albeit dangerous, and explore it in search of new weapons to use against the Wyrm.

Erebus – This Realm lies “below” everything else in the Near Umbra, and is considered the Purgatory for Garou. A lake of molten silver fills its heart, where Garou burn constantly, regenerating just enough to suffer more aggravated damage. A three headed wolf creature prevents them from leaving and the handful that have managed to escape (or earned release) seldom talk about it. Opinions differ as to whether it's a torment crafted by the Wyrm or some other foe, a means of purification gone wrong or something else.

Flux – Untrammeled Wyld energy created this Realm. Garou say that the raging power of creation unfettered by stability or destruction sustains Gaia in the face of Her enemies, even though it can cast forth monsters of its own as formidable as any Wyrm-spawn. Everything is possible here: time shifts, the collapse or distortion of space, the failure of causality and memory and identity. Werewolves who learn to maintain a sense of self here can wield godlike power . . . until further changes take the power away. Nothing can be bound or controlled here for very long.

Legendary Realm – Stories can come to life just like other sorts of ideas. This realm incorporates the greatest legends of every Garou tribe into a single composite fantasy-land, where every hero and villain exists simultaneously. Garou come here to learn wisdom in the territory that corresponds to their tribe's ancestral homeland.

Malfeas – Just as the Flux is where the Wyld manifests most strongly in the Near Umbra, this is the Wyrm's home close to the Gauntlet. No Garou goes here willingly: This is where their greatest enemies breed, and the spirits that govern it would greatly reward any Bane who captured a werewolf intruder. The Black Spiral which defines the Black Spiral Dancers is here, and prisoners are often forced to dance it, often after excruciating tortures.

Pangaea – Earth didn't begin with humanity or the Garou. This Realm collects the spiritual energy let loose by the ages of long ago; here spirits in the forms of dinosaurs, archaic trees and other vanished life flourish. Every species that ever lived has its place here, along with the Incarna dragon known as the Elder Serpent. Wyrm creatures make constant, peculiarly intense efforts to see this Realm destroyed, and many Garou suspect that somewhere in it is a secret that could preserve the world through Apocalypse. All Garou in Pangaea receive one Gnosis Trait at dawn and get one automatic success on all challenges involving Primal-Urge.

Scar – The flood of ideas and experiences that inaugurated the Industrial Revolution created Scar. This Realm embodies everything that's worst about industry: pollution, slums, decay, and waste. Scar factories produce potent Wyrm fetishes, and the Gauntlet is nine Traits thick throughout the Realm. Garou point to Scar as justification for their hatred of industrial regimes (ignoring the fact that Scar is a highly selective reflection).

Summer Country – If this Realm still exists, it's difficult to find, and some Garou insist it never existed as anything but a story. (Of course, in the Umbra stories have a life of their own. . . .) If it's out there still, Summer Country embodies the peaceful state of Gaia before the Triat's madness. Everything is in harmony on the crescent-shaped island that rises from a perfect blue sea. All wounds and suffering are healed here, all curses fall away. No Garou ever gets here by choice; Gaia grants the right of visiting to a chosen few who begin to comprehend Her glory.

Wolfhome – At first glimpse, this Realm looks just like the material world. I t isn't. Garou who enter it are transformed into lupus form and denied access to Gifts, rites and fetishes. Human and monstrous hunters pursue them with everything from gunmen in helicopters to complex snares, and only regeneration and Rage can keep Garou alive. “Guests” leave only after they understand the wolf's place in the world as experienced this way, with the trauma of the wolf experience magnified and illuminated.

The Dream Zone doesn't play by the same rules as most of the rest of the Umbra. It weaves across the Near and Deep Umbra, borders moving in accordance with no easily discernable principle. The Chimares don't begin to compare with the Dream Zone; so close to the Gauntlet, they have an internal discipline that the Dream Zone just doesn't. Spirit travelers can, instead of moving out past the Gauntlet and into the Near Umbra, go inward, through their own dreams to emerge at the border of Near and Deep Umbra. This is sometimes very useful, but it's always dangerous – everything people dream is real somewhere in the Dream Zone, and it may arrive or depart at any moment.

In the depths of the Near Umbra, where the Deep Umbra rises to meet it, the Vistas offer a different sort of experience. Spirit travelers can't enter the Vistas, but they can look in for glimpses of abstract concepts – death, chaos, stasis, joy, etc. in whatever expression makes sense to the viewer. Some mystics say the Vistas are the closed doors to the Heavens.

Finally, at the very outermost edge of the Near Umbra (insofar as spatial terms make sense); there's the Membrane which holds the Near Umbra separate from the Deep Umbra. The Membrane is even less permeable than the Gauntlet, and Garou who wish to enter the Deep Umbra must go to one of the Anchorhead Realms fused into the Membrane itself. Some Stargazers (and mystics of other tribes) say that the Gauntlet and the Membrane are just the first two of seven layers of Weaver-power that encases the spirit world, and that the Dream Zone runs to them all. Few travelers are in a position to experiment and say for sure.

The Deep Umbra

Beyond the Membrane there's an even more infinite realm, if that concept makes any sense. Existence as mortal creatures know it breaks down in favor of the independent flourishing of abstract concepts, alien environments and experiences that no mortal mind can comprehend. The Triat live here, and Luna orbits through here, offering one of the few points of comfort and stability available to Garou.

The Periphery

The Gauntlet stretches and “leaks,” letting some spiritual energy through so that extremes of abundance or deprivation don’t rip it apart. The resulting trickles of spirit don’t do the Garou much good, but they can make a real difference to human beings seeking the spiritual. The Periphery is where the Deep Umbra draws closest to the material world, and individuals who attune themselves to the flow of spirit through the Gauntlet can leave their physical selves behind to enter the larger universe.

Within the Periphery, there are uncounted small realms of experience for every emotion and passion and state of mind. A person who enters and leaves safely can carry away great inspiration. Unfortunately, not everyone makes the trip safely. Drugs that open the doors of perception can open them too wide, refuse to shut or swing open and closed erratically. The ascetic denial or epicurean indulgence that sets a spiritual trip in motion may harm the body while its soul is gone, and subconscious desires about what a traveler denied or pursued to get started may contaminate the experience (subtly or blatantly). A passion pursued to the point of enlightenment may then run on further on its own initiative into realms of degradation and suffering. A vision of holy truth may become garbled in memory and act as the rationale for acts of great horror. The Periphery is not a tame place.

People who spend time with werewolves are more likely to touch the Periphery. Garou sages argue about why this should be, but the fact remains even if the people never learn about the werewolves’ true natures.

The Dark Umbra

Death is as essential to the universe as life, and there are spirits associated with death just like anything else. Garou know little about the Dark Umbra, partly because they don’t spend much time there. When Garou die, their souls linger as ancestor spirits or are reborn in other bodies. They worry about dying poorly and its consequences for their souls, but not about death itself. Human beings, on the other hand, die and pass out of the world forever. Their souls must struggle to resist Oblivion and a corruption inside themselves that can turn them into ravening monsters as fearsome as any Wyrm-spawn. Human ghosts seldom get the chance to redress old wrongs or finish uncompleted business, and the fear of death and eternity weighs heavily inside most people, whether they realize it or not. Most Garou believe that human beings’ own fears built the Dark Umbra, though some say that it’s as ancient as the rest of the universe and in its way even necessary. The vast majority of Garou are content to stay well away, whatever the truth of origins may be.


Garou who spend too much time on just one side of the Gauntlet - either in the material world or in the Umbra - risk detachment and madness or Harano. A Garou who spends more than a month in the Umbra takes on spiritlike qualities, becoming ephemeral, having difficulty remembering life on Earth, losing the desire to return and eventually vanishing. If forced to return, she’ll likely go berserk and become deranged, if not locked in perpetual frenzy. Garou who stay too long on Earth gradually lose their ability to regain Gnosis, use Gifts or do anything else that draws on the spirit world. They become bitter, bleak and argumentative and often develop addictions to compensate for the absence of spirit within. The difficulty of all spirit-related challenges rises by one Trait for every six months a Garou spends without entering the Umbra.

Traveling in the Umbra

Entering the Umbra only takes a moment. Traveling in it can take quite a while. Space and time are variable in the Umbra, and often the conceptual distance between ideas matters more than what maps or clocks say. A werewolf traveling to the Battleground Realm, for instance, will find whatever path she’s on gradually taking on elements of Battleground: the sound of combat, ashes and smoke in the air, bones and rusted weapons appearing and so on. Paths are essential in the Umbra. An individual Garou’s will just isn’t strong enough to reliably set a direction for her movement, not without some help. Garou

who leave the paths available to them very easily become lost forever, caught in the swirl of ideas, realms and inhabitants who may not have anything good in mind for the traveler.

Moon Paths - Garou travel via moon paths, one of many gifts from Luna. A moon path appears as a shaft of moonlight in the Penumbra, and a Garou who stepson it finds himself moving with it through the swirl of spirits. Moon-spirits known as Lunes guard moon paths, and they don’t always agree with their mistress that Garou should be using the paths. During the full moon, the Lunes may try to lure Garou off, particularly by taunting or menacing travelers from just beyond a path‘s edge. During the crescent moon, moon paths often twist to pass by and through spirits which reflect travelers’ subconscious desires or some inward sense of doubt about a conscious goal, and it may take substantial skill in unraveling enigmas to avoid succumbing to the temptations. Moon paths remain during the new moon, but Lunes don’t guard them at that time, and foul spirits of all kinds swarm them so that any Garou using a moon path during the new moon must prepare for a great many conflicts.

Spirit Tracks- Airts or spirit tracks are paths blazed by spirits moving through the Umbra. They’re not nearly as reliable as moon paths and go wherever some spirit thought was worth going, but they’re much more desirable than random wandering.

If Banes or other forces destroy the spirits who created an airt, the airt also disappears, leaving anyone on it at a dead end or, worse yet, shunted surreptitiously onto a path leading to the destroyer. Umbral winds erase many airts, so travelers can’t count on a particular route remaining in place very long.

Gates - Caerns can bind themselves to each other, and so can other places. Some ancient sites ofpower are linked by channels spirits created long ago. The Black Portal, for instance, is an iron gateway in the Penumbra of the Greek highlands. Anyone stepping through it moves instantly to the heart of Erebus. The secret of gate creation was lost long ago, though corrupting spirits can string along modern seekers with promises of teaching it. Since the supply of gates is essentially finite, discovering an unknown gate can win much Renown for its finders.

Webs - Weaver-spirits’ webs bind much of the Umbra together. This isn’t innately bad. Without the Weaver, nothing would last long enough to have an identity. It’s bad only when it chokes off new creation and prevents appropriate destruction. Some Garou now use the webs as alternative roads, taking on Pattern Spiders and other obstacles along the way. Traditional lore says nothing of this approach and it’s not widely recommended, but Garou who gain new insights into how to do it safely can win Renown.

Wyrm Tunnels - The Wyrm’s servants also have their routes to almost everywhere, which manifest as tunnels hewn out of rocklike substances rather than paths in mist and air. Banes fill these tunnels, and Black Spiral Dancers use them to move across the Gauntlet on their missions of doom. Occasionally a brave pack ventures into a Wyrm tunnel. In every case so far, sometime later their pack- and septmates gave up hoping for their return and observed the mourning rites, and the explorers were never seen again alive or dead. The Wyrm tunnels are simply not suitable for Garou.

Pack Totems

A Garou pack is something more than just a bunch of Garou who hang out together. The rite that binds them together also binds them to a totem spirit who oversees their actions, provides inspiration and instruction and keeps them focused on their duties. The totem often refers to its pack as its “children” and takes its parental responsibilities quite seriously.

Most totem spirits are Incarnae – most of them animal spirits, but the ranks of common totems also include mythological beasts, elemental forces and other sorts of spirit – who create Jaggling representatives known as “totem avatars” to attend to the packs which honor them. Most Incarnae have “broods” of lesser spirits who serve them in various ways, and a pack on good terms with its totem often gets along better than average with the Incarna's brood. A pack dedicated to Rat, for instance, may find it easier to deal with Raccoon-spirits, Trash-spirits and the like, while a pack dedicated to Falcon may deal more readily with Bird-spirits of all sorts. Bonuses for related challenges are up to Storyteller discretion, based on the pack's role-played relations. A pack on strained terms with its totem, on the other hand, likewise tends to have difficulties with its totem's brood.

Most totems fall into one of four categories: Respect, War, Wisdom and Cunning. The first three are loosely associated with Renown categories. The fourth is less popular, though still important.

The following list of totems isn't exhaustive. It includes many common totems, and provides a basis on which Storytellers can build when making more. Note that while some totems are affiliated with tribes, simply being a member of the tribe doesn't make a Garou eligible for the benefits of affiliation. It requires specific pack dedication to get the bonuses. Tribe members can and do encounter their totemic spirits in the Rite of Passage and at other key moments such as learning tribal Gifts, however.

Personal Totems:Edit

A Garou can often find a deep personal connection to another spiritual patron, otherwise known as a personal totem. These relationships are deep and lasting creating a bond that is usually a lifetime save when a characters path so greatly diverges from his totem’s purpose that the relationship cannot continue. This is rare however, as a character should always find there totem guiding the life they live and aspiring to the ideals of the spirit in question. To form this bond is a long task. In mechanics terms, as a general rule you cannot come into play with a personal totem, though of course exceptions may be made for a good back story or for responsible players. You should be Athro rank of above before asking for ST approval and you will need a good reason even before you ask. Mostly you get a personal totem through role-play. Personal totems MUST be of your tribal brood or affiliation, any other spirit type requires at least a year of intensive RP to earn the spirits favor. A character may build and grow the relationship eventually becoming the pinnacle of a follower of the totem. In doing so you are required to follow the totem at least one year, live up to the vast majority of its codes and ethics, and be in good standing with the spirit through role-play. You may benefit from both sets of Totem benefits so long as you continue to respect both bans. Other times it is reflected by a deeper connection and more favorable reactions from it and its brood.

Background Cost and Traits

Players of characters in a pack pool the total they've invested in the Totem Background to “buy” the totem spirit. Bonuses and penalties apply immediately unless otherwise stated.

The bonus Traits a totem supplies are renewed each turn, and are available to one pack member at a time. The one who currently has the power can choose to hand it off to another at any given time. Bonus Traits can make it possible for a Garou to know something she otherwise lacks any experience in, as well as enhancing her existing abilities. Renown awards are temporary Renown and given once, when the pack is accepted by the totem, unless otherwise stated.

By spending additional Totem points and role-playing out the process, a pack can learn more Gifts from its totem. As the totem comes to know, trust and respect the pack, instruction follows.

Every totem also imposes restrictions or Bans on its followers. Garou who violate the Ban lose all benefits from the totem – extra Traits, unlearned Gifts, etc. – until they perform a Rite of Contrition. Garou who persistently violate the totem's wishes and commands may lose it altogether.

You may purchase levels in a specific Totem to reflect a stronger individual connection. This background is not to be confused with the general Totem background and only applies to power levels when purchasing that Totem.

Totems of Respect

These spirits embody virtue and honor, and Garou look them for advice in leadership and diplomacy.


Background Cost: 5 Traits

Falcon is a noble spirit, looking deeply into the Garou heart and rewarding virtue and honor where he finds them. He unites the Silver Fangs in a shared vision of excellence in duty, and his tribe's lapses do not reflect poorly on him in most Garou's eyes.

Traits: Leadership x 3, and also four Willpower Traits per session.

Ban: Dishonor is worse than death, and Falcon's followers cannot allow themselves to lose permanent Honor. They must put right the wrong if possible, and if not perform a Rite of Contrition and then hurl themselves against some powerful minion of the Wyrm. A righteous death may remove the stain.

Grandfather Thunder

Background Cost: 7 Traits

Grandfather Thunder is more feared than respected. His patience and subtlety set the example for his Shadow Lord children. He seldom sends one of his own avatars to packs that serve him; his Stormcrows usually act on his behalf.

Traits: Etiquette x 3, and also five Willpower Traits per session. All pack members may also invoke Thunder and gain Intimidation x 2. Shadow Lords find the pack interesting and watch its progress.

Ban: Thunder's Children should not tell the truth to anyone except those they respect, which in practical terms means anyone they can't dominate.


Background Cost: 4 Traits

Pegasus is concerned with sacred places above all else, and gives its Black Fury children gifts to let them move to sacred places in danger and defend them. Pegasus will not accept a pack with any Get of Fenris members.

Traits: Animal Ken x 3, and also three Willpower Traits per session.

Ban: Pegasus' children must aid females of all species, particularly young ones.


Background Cost: 6 Traits

Great Stag is an ancient spirit embodying masculinity, virility and the wild power of nature. He includes both light and dark, dividing the world between the wild and the tame, the living and the dead, rather than between good and evil, and his Gifts aren't always comfortable to those with a strong ethical sense. Sometimes his avatar appears to guide or aid lost Garou – he teaches responsibility to the whole world, including humanity, as well as leading the Wild Hunt.

Traits: Tireless, Survival x 3 and also three Willpower Traits per session. Fianna will be well-disposed to the pack, and fae spirits and changelings favorably inclined.

Ban: Children of Stag must always show respect for prey, including the Prayer for the Prey, and must always aid the fae. (This latter Ban is seldom an issue in the modern day, but Stag remembers his commitments.)

Totems of War

These are spirits of battle, tactics and Rage. Ancestral warriors and predator spirits commonly serve as war totems. Note that while warriors are the chief followers of war totems, the calling of war includes scouts, sages, healers and the like as well as warriors. War packs earn less respect than some others for their overly focused nature, but it's a time of war and there's Renown to be won on the battlefield.


Background Cost: 5 Traits

Bear is wise in peace and fierce in war, renowned as a master of healing who also knows when to attack. Few Garou favor him as a totem; his true children, the Gurahl (werebears), do not love the Garou and do not welcome competitors for their father's attention.

Traits: Medicine x 3. Each member gains Brawny permanently, and may use the Gift: Mother’s Touch once per day. Pack members can also hibernate up to three months at a time without food or water.

Garou who serve Bear earn a measure of respect from the Gurahl and tribal peoples who worship bear. Each Garou who serves bear suffer distrust from the nation costing them one honor for every three they earn.

Ban: Bear asks nothing of his children beyond their usual duties, knowing they are burdened enough.


Background Cost: 5 Traits

Hunters fear Boar, and for good reasons. He's too angry to pass up a fight, too fierce to concede defeat and too stubborn to die quietly. Combative young packs of all tribes, especially the Get of Fenris and Fianna, choose Boar.

Traits: Brawl x 2. Each member gains Robust permanently.

Ban: Children of Boar must never hunt or eat boars.


Background Cost: 5 Traits

The all-devouring god of wolves was a totem long before the Norse began to spin tales of the Fenrir, but their hymns and stories captured his essence so well that they've become nearly universal among Fenris' children. He is powerful, bloodthirsty and completely devoted to combat without mercy. He especially favors the Get of Fenris, but is willing to accept other packs that reject giving or receiving quarter and who frequently blood themselves with the life essence of their foes.

Traits: Each member can choose one of Ferocious, Quick or Resilient, and receive it on a permanent basis. Followers of Fenris wolf also gain one rage trait that may go above their rank cap. Get of Fenris respect non-Get followers of Fenris more than most members of other tribes, and like to test them by inviting them to participate in wild hunts and battles.

Ban: Fenris' children must never pass up the opportunity for a worthy fight.


Background Cost: 4 Traits

Griffin mourns extinct species, and carries a special rage against the human beings responsible for so many extinctions. His Red Talon children share this anger, and his Gifts make them better instruments of revenge. Note that to Griffin there's precious little difference between the European land developer who wipes out species for housing tracts and the aborigine who kills species with slash-and-burn agriculture or over-hunting, no matter how much the targeted humans might try to make distinctions.

Traits: Alertness x 3. In addition, pack members can communicate with birds of prey without requiring a Gift. Red Talons respect Griffin's followers.

Ban: Griffin's children may not associate with humans. Griffin almost never accepts homid Garou as his children.


Background Cost: 5 Traits

Rat is fast and quiet, the master of hit-and-run warfare and the neutralization of the enemy's strength. He fights to weaken, and then destroy.

Traits: Five Willpower Traits per session. All pack members get a one-Trait bonus on biting and stealth challenges. Bone Gnawers respect Rat's children and aid them when it's not life-threatening and Ratkin are more tolerant or at least less intolerant of Rat-serving packs than they are of most Garou.

Ban: Rat's children must never kill vermin.


Background Cost: 7 Traits

Wendigo descends from the north, wrapped in ice and roaring like the wind. He teaches his children the relentless fury of the storm and the power that comes in the utter frozen desolation of passion.

Traits: Each pack member may refresh up to three rage traits at any time once per session, regardless of Rage rating. The Wendigo tribe respect non-tribe members who serve Wendigo, though the tribe remains distrustful until the outsiders prove themselves worthy.

Ban: Wendigo's children must always aid native peoples in need.

Totems of Wisdom

These spirits keep the secrets for time of need. Garou ally with them to learn how to uncover hidden truths and rare Gifts. Straightforward Garou regard Wisdom totems suspiciously, while Garou with a more nuanced view understand that the search for the unknown must accompany the destruction of known enemies.


Background Cost: 7 Traits

Chimera is an enigma. She of Many Faces is the master example for the Stargazers tribe, who earn her special favor for their willingness to pierce through layers of illusion and confusion to find inner wisdom.

Traits: Enigmas x 3 and Chimera's children gain the Mental Trait Insightful permanently. Each pack member can disguise himself or something else while in the Umbra by making a Static Gnosis Challenge against seven Traits. Each pack member gets a two-Trait bonus to challenges involving riddles, dream interpretations and other applications of Enigmas. Stargazers notice the affiliation, but seldom let it sway their judgment.

Ban: Chimera requires only that her children must seek enlightenment.


Background Cost: 6 Traits

Cockroach is perhaps the definitive totem of the modern age. (Glass Walkers say there's no “perhaps” about it.) It is hardy, quick and persistent, and its kin are everywhere in the city.

Traits: Each pack mate gains a two-Trait bonus on challenges involving computers, electricity and science, and a three-Trait bonus on challenges to activate Gifts affecting technology. Pack members can also make a Static Gnosis Challenge against the local Gauntlet rating to enter the Umbra and view data stored in digital media or being transmitted electronically.

Ban: Cockroach's children must take pains not to kill cockroaches.


Background Cost: 6 Traits

Owl watches and strikes silently. He holds hidden wisdom, and inspires his favored children, the Silent Striders, to do the same. He flies with death even into the Dark Umbra; the widespread beliefs that owls are spirits of the vengeful dead aren’t completely baseless.

Traits: Each pack member gains wings in the Umbra, and a two-Trait bonus to challenges involving stealth, silence and quiet and a three-Trait bonus on challenges to use Gifts involving air, travel, movement or darkness. Silent Striders may mysteriously appear to aid an Owl pack in danger; Ratkin and other followers of Rat are particularly hostile to Owl.

Ban: Owl requires that the pack leave small rodents in the wood for him and his children.


Background Cost: 5 Traits

Raven is one of the cleverest birds, playful and cunning. He feeds without hunting, letting others kill for him and feeding on what they leave behind. He's companion to the wolf, summoning wolves to dead prey in winter and watching for trouble in summer, teaching wisdom all year round. Raven is also a totem of wealth, accumulated through skill and trickery alike; he makes sure the wolves want for nothing, even though perpetual hunger gnaws within him.

Traits: Survival x 3, Subterfuge and Enigmas. The Corax wereravens are more sympathetic to Raven's Garou followers than to most werewolves.

Ban: Raven's children must carry no wealth, trusting him to provide for them.


Background Cost: 7 Traits

Uktena is an ancient water spirit with the features of a serpent, a cougar and a deer. He inhabits river beds and dark places, where he seeks out secrets.

Traits: Pack members gain one automatic soak level against all damage while in the Umbra. Each pack member gets one experience point per month to spend exclusively on Enigmas, Occult, Rituals, Gifts and other mystical knowledge.

Many Garou distrust Uktena and its mysterious nature; pack members suffer a one-Trait penalty on Social Challenges with werewolves of tribes other than Uktena and Wendigo. Uktena tribe members usually regard Uktena packs as long-lost relatives.

Ban: Uktena's children must try to recover mystical lore, objects, places and animals from the Wyrm's minions.


Background Cost: 7 Traits

Unicorn is a wise spirit of peace, purity, healing and harmony. She leads her favored tribe, the Children of Gaia, toward the all-encompassing love of Gaia. . . while recognizing that it comes only at great cost.

Traits: Three-Trait bonus to challenges involving Gifts of healing, strength and protection. Pack members move at twice normal speed in the Umbra, and get a two-Trait bonus to challenges involving healing and empathy. They also suffer a two-Trait penalty on challenges to harm other Garou not of the Wyrm (and Unicorn isn't easily fooled about such things, nor inclined to accept carelessness or ignorance as excuses). Children of Gaia always aid and usually side with the pack in disputes.

Ban: Unicorn's children must aid and protect the weak and exploited, except when doing so would aid the Wyrm (and Unicorn isn't easily fooled about this, either).

Totems of Cunning

Few Garou place much value on trickery and stealth, so these totems are relatively rare and not well-respected. In modern times, however, younger Garou find them good ways to avoid the pitfalls of tradition and respond to modern threats.


Background Cost: 7 Traits

Coyote is the ultimate trickster, the perfect outlaw, the transgressor who makes Ragabash seem hidebound and conventional. He is unpredictable, lusty, and sometimes even foolish. He's also a clever warrior as well as a master of deception.

Traits: Mental Trait: Cunning, Stealth x 2, Streetwise, Subterfuge x 2, Survival. Coyote can find his pack wherever they are; this doesn't cost extra Background Traits.

Coyote isn't as wise as he is cunning. Pack members lose one wisdom for every three they receive, and they're likely to get blamed for anything that goes wrong anywhere nearby. Followers of Coyote do not receive an annual wisdom.

Ban: Coyote wouldn't think of limiting his children.


Background Cost: 7 Traits

Fox confounds prey and enemy alike, luring the weak into danger and the strong into confusion. He loves to trick opponents into trusting him, then snaring them in traps, particularly if the experience can teach the foe a lesson. Few Garou trust Fox or his children, and pack members lose one Trait from every three honor they receive.

Traits: Subterfuge x 2, Stealth x 2, Streetwise. Each pack member also gets Persuasive permanently.

Ban: Fox requires only that his children not participate in fox hunts and help foxes being hunted.


Background Cost: 6 Traits

The cuckoo lays her eggs in other birds' nest, and her chicks push out the other squabs and are raised by the unwitting foster parents. The children of Cuckoo are likewise master infiltrators, capable of moving into the deepest recesses and secret strongholds of the Wyrm without being challenged. They are spies and manipulators, earning prize fetishes and other rewards for their demonstrated accomplishments . . . and earning the ire and envy of Garou who favor more conventional means.

Traits: Ingratiating, Subterfuge x 2. The chosen pack member can also make a Static Social Challenge against six Traits (or more in the absence of protective camouflage and the like) to blend in with the scene. If this challenge succeeds, anyone who notices her must win a Mental Challenge to pierce her camouflage. Most people in the area see her as “one of us,” in some convenient and undemanding way, unless she does something drastic to call attention to herself. That requires a second Mental Challenge.

Garou who know of the pack's affiliation are wary around it, followers of cuckoo lose one honor every four months (the scheduled moot’s)

Ban: Cuckoo requires its children to be opportunistic, exploiting what fortune offers.

Creating and Modifying Totems

Players of the members of a pack can choose to buy additional abilities for their pack's totem.

Trait Cost Power

1 Totem can speak with all pack members

1 Per 3 points of Rage Gnosis and Willpower.

1 Totem can find all pack members

2 Totem is respected by other spirits

2 Totem is nearly always with a pack member

2 Per additional Charm the Totem can use

3 Per additional pack member who can use the Totem's benefits per turn

4 Totem is with each pack member and enables them to communicate mentally

5 Totem can materialize when needed without cost

5 Totem is feared by agents of the Wyrm

Merits and Flaws

As optional Traits to help flesh out your character, Merits and Flaws aid in specifying certain benefits and hindrances that add dimensions not readily covered by Attributes, Abilities and Backgrounds. All Merits and Flaws are organized into specific categories: Physical, Social, Mental and Supernatural. In order to purchase Merits you must spend Free Traits; taking a Flaw, conversely, adds burden to your beast but offers extra Traits to spend elsewhere. You may take as many as seven Traits each in Merits and Flaws.

Normally you may only purchase Merits and Flaws during character creation, however, with an appropriate explanation, you may purchase a new Merit (with Experience at double the cost) to overcome an existing Flaw (again, with Experience at double the cost). As always it is up to the storytellers to make a final decision as to whether or not the merit or flaw is appropriate for your character, please remember to discuss your choices with them. You may only take up to seven point worth of flaws at character creation for extra freebie points, and you may only purchase ten points worth of merits at character creation. Other Merits and Flaws may be available at ST discretion.

Physical Merits and Flaws

Ambidexterity (1 trait Merit)

You can use either hand equally as well as the other, this gives you a slight edge in combat activities. While everyone else trying to use two weapons in combat much bid two traits to use their primary hand and three traits to use their off hand, you need only to bid one trait for your primary hand and two traits for your off hand. You receive one extra action in combat that comes at the end of the round after all other action have taken place.

Bad Taste (2 Trait Merit)

You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.

Fair Glabro (2 Trait Merit)

Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.

Lack of Scent (2 Trait Merit)

Your body produces no defining scent, making it near impossible for you to be tracked solely by smell. Anyone attempting to track you in this manner suffers a two-Trait penalty to these tests.

Huge Size (4 Trait Merit)

You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.

Metamorph (6 Trait Merit)

Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconscious, you may make a Simple Test to shift to whatever form you like, instead of your breed form.

Animal Musk (I Trait Flaw)

No matter how often you bathe, you can never seem to get rid of the animal funk that wafts off your body. You are two Traits down in social situations where your smell is obvious (at parties, indoors, etc.). Wolves aren't bothered by the smell.

Strict Carnivore (1 Trait Flaw)

“Vegetarian” is a just a foreign term for “lazy hunter”; if it's not meat, it's not in your diet. You gain no nourishment from vegetables of any kind and subsist solely on meat.

Bad Sight (1 or 3 Trait Flaw)

You don't see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed. This Flaw is worth one Trait if your vision is correctable with glasses or contacts and three Traits if your vision is uncorrectable.

Disfigured (2 Trait Flaw)

Either a birth defect or an injury during your lifetime has left you with a scarred face. You're easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two-Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, and Seductive). Metis may take this Flaw as their metis disfigurement.

One Eye (2 Trait Flaw)

Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat. Depending on the nature of your handicap, you may choose to wear an eye patch, or you may simply have one blind eye.

Lame (3 Trait Flaw)

For some reason, your legs don't work effectively. This may have been from a disease, an injury before your Change or a battle scar. You suffer a two-Trait penalty on all movement, no matter what your form. Metis characters may take this Flaw as their metis disfigurement.

Monstrous (3 Trait Flaw)

You're regularly mistaken for a horror movie extra as you are hideous and physically displeasing. As a result, you may not initiate any Social Challenges other than those concerning Intimidation, and you may not take any Appearance-related Social Traits, such as Alluring or Gorgeous.

One Arm (3 Trait Flaw)

You lost an arm to an accident, a battle scar or even a birth defect. You have become used to using your remaining hand for most tasks, so you suffer no penalty for an “off' hand. However, you suffer a two-Trait penalty to tasks when two hands would be needed. Metis characters may take this Flaw as their metis deformity.

Permanent Wound (3 Trait Flaw)

Perhaps you suffered a deep battle scar, or were severely injured in your homid or lupus form and have never quite healed the damage. As a result, you are permanently down one Healthy and Bruised health level.

Deaf (4 Trait Flaw)

You are completely deaf – you cannot hear sound at all. You can feel the vibrations of very loud noises, but nothing more. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.

Mute (4 Trait Flaw)

You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.

Wolf Years (5 Trait Flaw)

You have the lifespan of a wolf, rather than a Garou – 12 to 20 years at most. The aging effects begin at eight years (for a lupus) or within five years after First Change (for a homid).

Blind (6 Trait Flaw)

You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.

Mental Merits and Flaws

Code of Honor (1 Trait Merit)

A specific code of honor or chivalry guides your actions, separate from your pack or sept rules. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). You gain a free retest in Mental and Social challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.

Concentration (1 Trait Merit)

You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.

Berserker (2 Trait Merit)

You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.

Calm Heart (3 Trait Merit)

You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.

Iron Will (5 Trait Merit)

You are a rock of stubborn resolve. Very little can sway you once your mind is made up. You may resist mind-altering effects (vampiric Dominate, or mind attacks by other supernatural creatures) by spending a Willpower Trait. This Merit has no effect on powers that affect the emotions (such as Presence).

Nightmares (1 Trait Flaw)

Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another, these nightmares cause you such unrest that you aren't sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion and distraction.

Phobia (l or 3 Trait Flaw)

You suffer from an irrational fear of an object, creature or circumstance heights, snakes, crowds, confined spaces are a few ideas – and do everything in your power to avoid it. Your pack mates may view you as weak and unfit to lead. When confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you're put down in some way.

Soft-Hearted (1 Trait Flaw)

You cannot stand to watch the suffering of others – the idea of causing it is unthinkable. Perhaps you're truly compassionate (which some Garou might consider a hindrance), or you just dislike the intensity of the situation. If you must watch suffering, you must bid an extra Trait in all challenges until the scene has passed.

Pack Mentality (2 Trait Flaw)

Your identity is intrinsically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no '1' in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where two or more of your pack mates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.

Amnesia (2 Trait Flaw)

Your past is a blank slate-you recall nothing of your past friends, family or foes. Of course, such things have a way of coming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller. You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill in the details later.

Lunacy (2 Trait Flaw)

Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.

Short Fuse (2 Trait Flaw)

If Rage is considered the touch of the Wyrm, then the Destroyer has his hand a little deeper in your spirit. You lose all ties when making frenzy tests, no matter what the circumstances. This Flaw is a dangerous one – a Garou who cannot control his Rage may well be put down like a mad dog.

Hatred (3 Trait Flaw)

There is someone or something that you just can't stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.

Territorial (3 Trait Flaw)

You have an area that marks your “turf.” You don't like leaving, and you sure don't like having strangers tramping on it. When uninvited guests (those without your permission to enter) enter your territory, you must test for frenzy; losing means you'll chase whatever is left of them out of your space.

Social Merits and Flaws

Favor (l or 3 Trait Merit)

An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. One Trait indicates that you are owed a minor boon, where three Traits indicate a major boon. Work with the Storyteller to come up with the specific details of the boon).

Human Tribal Status (2 or 4 Trait Merit)

You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you're the go-between for them and the Garou while four Traits means you hold a seat on a tribal councilor perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.

Enemy (1 to 5 Trait Flaw)

There is someone or something out to get you. The value of this Flaw depends on the power of your enemy. An enemy with an equal level of power to yours is worth one Trait, where a pack of Black Spiral Dancers or a coterie of vampires would be worth five Traits. Work with your Storyteller to determine who your enemy is and how you became enemies in the first place.

Dark Secret (1 Trait Flaw)

Some incident in your past haunts you and you strive to cover it up – maybe you murdered an elder, or you had extensive dealings with a vampire. Whatever it is, knowledge of this could get you branded as a pariah in the Garou Nation. You can cover it for now, but someday, the piper will need paying.

Shy (1 Trait Flaw)

You suffer a social stigma, and you just dislike the limelight. You do whatever you can do not be the focus of attention. When you are at the center of attention, you must bid an extra Trait to initiate challenges.

Persistent Parents (2 Trait Flaw)

When you became a Garou, you likely disappeared from your old life. Your parents refuse to let your memory lie and starred searching for you. Perhaps they've even hired private detectives to hunt for you. For some reason, you simply can't come clean with your parents – perhaps your mother is employed by Pentex, or they have strange religious beliefs that would mandate killing you to “save” you.

Hunted (3 Trait Flaw)

A very powerful hunter is tracking you, believing you're a rabid animal who's a threat to all humanity. He has the skills and resources enough to make your life “interesting” (and to snuff it out, if you aren't carefully, and will keep you watching over your shoulder. Your friends, family, allies and associates are also in peril should this hunter decide to turn an eye their way. Worse, your hunter is immune to the Delirium. Keep one eye on the exits....

Ward (3 Trait Flaw)

You are devoted to the protection of a human. Perhaps she's Kinfolk, or one of the few friends you've hung onto since your Change. You may describe your Ward, but the Storyteller will actually create her. Such people are often targeted by your enemies, or just get caught up in the action too well. If she is Kinfolk, you must have a particularly special relationship with her (spouse, lover, child, longtime friend, sibling, etc.).

Inept (5 Trait Flaw)

You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.

Supernatural Merits and Flaws

Ancestral Mentor (1 Trait Merit)

A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world; however it usually contents itself to providing advice and company.

True Love (1 Trait Merit)

Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength to persevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. (These Traits are not cumulative and cannot be saved for use at a later date). However, your True Love may well need rescuing or help from time to time.

Medium (2 Trait Merit)

You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favors and information.

Moon-Bound (2 Trait Merit)

You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonus Trait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).

Luck (3 Trait Merit)

Maybe Gaia has someone looking after you; maybe you're just that darn lucky. Whatever it is, you can make one retest per session on a failed challenge by bidding the Trait Lucky. The results of the second challenge always stand.

Natural Channel (3 Trait Merit)

For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favorably to you because you're so attuned to the Umbra. It doesn't mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.

Supernatural Companion (3 Trait Merit)

You have a friend who's not like the other kids – he happens to be a vampire, a wraith, a changeling or some other supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his elders will appreciate this if you're found out (and slumming with a Leech is very bad news), and you can expect punishment if you're caught. The Storyteller will create your friend.

Resistant to Wyrm Emanations (6 Trait Merit)

Gaia grants you hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the frontlines, and otherwise expected to use your Gift “for the good of Gaia.” Don't let the Bane bugs bite.

Silver Tolerance (7 Trait Merit)

Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.

True Faith (7 Trait Merit)

You have a deep-seated faith and love for Gaia, God, Allah, the Buddha or whatever you consider the Almighty. You begin the game with one Trait of Faith (which ranges from 1-10). Your Faith may also have supernatural effects (at Storyteller discretion), which vary from person to person, although you may use it to repel vampires by declaring, “In the name of...” and brandishing a holy symbol, making a Social Challenge against the vampire's Willpower. With success, the vampire must flee, and even if you lose, the vampire cannot approach closer than 10 feet unless he overbids you in a contest of Willpower.

True Faith is a rarity in this day and age; obviously you should have a very good explanation for this. No one may start the game with more than one Trait of Faith, and the Storyteller will award more Faith based on appropriate actions. For more about Faith, see Laws of the Hunt Revised.

Banned Transformation (1 to 6 Trait Flaw)

Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfs bane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.

Cursed (1 to 5 Trait Flaw)

You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.

Forced Transformation (1 to 4 Trait Flaw)

Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.

Mark of the Predator (2 Trait Flaw)

Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability Animal Ken.

Sign of the Wolf (2 Trait Flaw)

Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.

Haunted (3 Trait Flaw)

A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.

Pierced Veil (3 Trait Flaw)

For some reason, your Crinos form doesn't trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.

Dark Fate (5 Trait Flaw)

Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.

Taint of Corruption (7 Trait Flaw)

You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor's honeyed words in your dreams, beckoning you to join with it; This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales.


Rites are just what they sound like: rituals that Garou perform individually or in a group. Rites remind Garou of their heritage and commemorate important activities in the present moment. They bind the often-fractious members of the Garou Nation together in common cause, at least for a while. Rites also unite Garou with the spirit world, drawing on the terms established long ago in the great Pact, when the spirits swore to give the Garou power in exchange for the Garou's loyalty and service.

Rites also provide ways for Garou to identify and build up individual strengths; while the principles of the rites remain constant, there's room for innovation and refinement in presentation along with the occasional discovery of a new rite. Each tribe does the rites a bit differently; so does each sept, and each elder within it. Storytellers should reward players who play out the details of how their characters practice the rites as these occasions are important and deserve attention in a chronicle.

Types of Rites

Rites are both religious and magical events, and they serve both social and mystical purposes. Most rites work equally well on either side of the Gauntlet. Garou tradition groups the rites for teaching purposes, presenting cubs with categories which (hopefully) make sense and help tie together related concepts, including accord, caern, death, mystic, punishment, renown, seasonal and minor rites. Werewolves can learn any rite as long as their Rank allows it and as long as they find a teacher. Traditions about auspice make some rites more expected than others (see below), but even so there's a great deal of flexibility. In happier times, elders were finicky about what they taught to whom. Now, with many younger Garou ignoring rites altogether, many elders are almost pathetically grateful for students (though of course they seldom admit it).

Performing a Rite

Rite masters lead Garou in the rites. These are often grand ceremonies involving extensive preparation and socializing; almost all rites require at least three participants apart from those specifically designed for individuals. Tradition-minded septs frown on performing rites away from the caern and group. The rite takes a minimum of 10 minutes for Basic Rites, 30 minutes for Intermediate Rites and one hour for Advanced Rites. Minor rates take two to five minutes. In almost all cases, the celebrants must use trinkets or special materials, and rites always require concentration and skill.

The rite master bears responsibility for seeing that everyone does their part in the rite. The specific challenges appear in the description for each rite. In general, every five participants beyond the minimum required give the rite master a + 1 Trait bonus on relevant challenges.

Rites Chart

Type Challenge Difficulty

Accord Social 11 Traits

Caern Social 11 Traits

Death Social 12 Traits, minus Rank

Mystic Social 11 Traits

Punishment Social 11 Traits

Renown Social 11 Traits

Seasonal Social 12 Traits, minus caern level

Minor none none

Always retest with Rituals.

Learning a Rite

A werewolf who wants to learn a rite must approach a person who already knows it and negotiate the terms of instruction. This almost always includes payment in the form of Talens (at least one per level of the Rite) and may also include other services – fresh meat for three months, completing a quest, answering a specific question about a rival sept, etc. Role-playing out the details is good, but feel free to fall back on a Social Challenge. If the elder wins, success is some other specific object or deed the student must provide; if the student wins, the elder is favorably inclined and requires nothing more.

Learning a rite takes time. The student must have at least one level of Rituals Ability for Basic Rites, two for Intermediate Rites or three for Advanced Rites. Each player of Fostern rank or greater gains three “Rite” points a month that can be exchanged for learning Rites. A basic costs one point, and intermediate costs two and Advanced costs three. You may only spend rite points on rites that you may normally perform at your rank. Learning a rite above your rank costs experience as per the xp chart.

Characters can begin play knowing rites with the Rites Background. Characters can try to enact rites they've participated in but which they don't know – all challenges suffer a three-Trait penalty and twice whatever Gnosis expenditure is required. Elders often see the effort as impertinent even when it works. Attempting an unlearned rite in an elder's presence may cost the Garou Honor or Wisdom; failing it certainly will.

Not all Garou have the same aptitude for the Great Rites. Theurges and Philodox most often excel at them, and their mentors usually groom them for the task. Garou of other auspices must show great promise at performing the minor rites and as participants to get the same attention; they're most likely to learn the rites that enhance their auspice duties and celebrate the sorts of victories they most often achieve. Individual packs without a big sept spread the duties around more since specialization is the luxury of the many.

Rites of Accord

These rites restore Garou or a place to harmony and balance with Gaia. They purify and renew their subjects in a symbolic rebirth.

The rite master must possess a talen, fetish or some piece of Gaia never touched either by minions of the Wyrm or by human hands. Make a Static Social Challenge against seven Traits unless otherwise stated.

Basic Rites

Rite of Cleansing: This rite purifies a person, place or object so that it can be used without fear of Wyrm-taint. The most common form of the rite requires the rite master to inscribe a circle on the earth around the target, walking counterclockwise while holding a smoldering branch or torch, then to use a branch (preferably willow or birch) dipped in pure water or snow to sprinkle the target. The other participants produce eerie howls to intimidate and frighten away the tainting force. This rite works best at dawn but can be performed at any time. This rite can affect more than one target at a time, at a cost of one Gnosis Trait for each target beyond the first. The difficulty varies based on the level of taint, from four Traits for minor contamination from weak Wyrm servants up to nine Traits or more for extensive warping in the hands of powerful minions. Reduce the difficulty total by one Trait when performing the rite at dawn. This rite doesn't heal wounds and other damage, and does not remove the soul-deep corruption common to fomori, vampires, Black Spiral Dancers and the like.

Rite of Contrition: This is an apology to offended spirits or Garou to defuse tensions before battle erupts. The transgressor drops to his belly and slides forward; the rite master may also do the same, or simply whine and lick his paws or hands. More knowledgeable performance (with higher levels of Rituals knowledge) allow lesser gestures of repentance like a bowed head to suffice, The offending Garou must give a small gift to his target or a small artifact of some aspect of the spirit to an offended spirit. The difficulty is the current Rage of the target. Success counts as a gracious apology. Spend one or more Social Traits to strengthen the effects: One Social Trait heals any single breach of the peace short of major Litany violations, two Social Traits cover most short-term conflicts, and three Social Traits cover long-standing grievances. Werewolves who refuse to accept the Rite of Contrition suffer social sanction as custom and the spirits regard it as very important.

Rite of Renunciation: Garou seldom feel the need for this rite, but it's very important on the occasions when it matters at all. With this rite, a Garou gives up her auspice and joins another. It must be performed during the phase of the moon she wants to adopt. The usual form of this rite calls for pouring water from a silver basin exposed to moonlight over the supplicant, symbolically washing away the old life. See “Renunciation,” pg. 184, for more details about the social consequences.

Caern Rites

Basic Rites

Moot Rite: A moot cannot begin until this rite is done. It refills the caern with Gnosis, while the Master of the Howl leads participants in an extended unified howl. The nature of the howl expresses the concerns of the tribe and sept, identifying it to anyone listening. This rite must be performed at least once a month to keep a caern consecrated. During the course of the moot, participants must sacrifice a combined total of at least five Gnosis Traits to keep the caern charged.

Rite of the Opened Caern: Caerns are sacred places, each dedicated to a particular totem and maintained to serve a specific purpose of some sort, such as Wisdom, Strength, etc. Knowledgeable Garou can “open” the caern, tapping its power to assist them in some specific task. It's never undertaken lightly, or shouldn't be' Caerns do not idly give up their power, and the energy itself can be difficult to control. Each caern sets its own conditions for the rite master. An Enigmas caern may require the rite master to walk a maze and solve a riddle the totem poses, while a caern of Rage may require the rite master to shift into Crinos form and make and then destroy a symbol of each enemy who's slain a sept member in the last year (or last hundred years). Whatever the required actions, they must show the rite master to be competent at the caern's purpose.

See “Caerns” for more details.

Intermediate Rites

The Badger's Burrow: Caern guardians gradually become intimately, united with their bawn, closely enough to sense everything going on within its boundaries. In this rite, the rite master peers intently into a bowl of water, pool of ink or other suitable reflective surface while pouring a small amount of witch hazel, urine or other strongly scented astringent onto the ground. Participating Garou encircle the rite master and growl softly. Some younger Garou enhance the experience with psychotropic drugs. Make a Static Mental Challenge against a difficulty depending on the size of the area to be examined: five Trails for a small room, six Trails for a ballroom, seven Traits for a house, eight Traits for an acre of land, nine Traits for a small forest. Success lets the rite master or Caern Warder ask three questions about the area and receive an intuitive sense of the answer.

Rite of the Opened Bridge: Moon bridges connect caerns through the Umbra. This rite creates one. The rite master must perform it once a year for each connection the caern wishes to maintain ties with, always during a moot and enacted simultaneously from both sides. The rite master can also perform it in other circumstances, when truly warranted. The rite requires a moonstone or path stone, Umbral stones that resemble flat pearls with a wolf's paw print on one side. Theft of moonstones is a blasphemous act that justifies inter-sept warfare.

At the rite's climax, the caern totems reach out to each other and the moon bridge opens. The Garou of the two septs mingle for a wild revel. The moon bridge reduces travel time to 1/1000th the usual requirements, so even very distant caerns can remain united.

Make a Static Mental Challenge (retest with Enigmas) against eight Traits, minus the level of the rite master’s own caern. If the rite master’s pack totem is also the caern totem, she receives a three-Trait bonus on the challenge. If the rite was tried and failed last year, add one to the difficulty total. Once established, the moon bridge can be activated with the Rite of the Opened Caern and the Ragabash Gift: Open Moon Bridge. If the rite fails, it can't be tried again until one lunar year later.

If the challenge fails, the rite master must make two Simple Tests. If both fail, the paths tone in the caern is scorched by mishandled energies. This often leads to a Rite of Ostracism for the rite master.

Rite of the Shrouded Glen: This rite turns an area within the Umbra invisible, so that observers elsewhere in the spirit world can't see it. The rite requires a minimum of five participants, who must fast for at least three days to purify themselves. Make a Static Social Challenge against the caern's Gauntlet rating plus four Traits. All participants can contribute Gnosis to this rite, and must gather 10 or more Gnosis Traits to make the effect permanent. Otherwise, the Umbral Glen remains hidden for one hour, plus one per Gnosis Trait spent. When Garou try to hide an area larger than the caern itself, the required Gnosis total increases by two Traits for each one-mile increase in radius.

Advanced Rites

Rite of Caern Building: This rite creates a caern, binding the spirit world and the material world together at a carefully prepared point. Wynn creatures always come when this rite is performed, so it requires defenders and guards as well as participants. A powerful Theurge usually leads the rite; whole packs have been known to die in agony when an inexperienced rite master makes a mistake.

The participants choose the physical focus for the heart of the caern and cleanse it of all taint. They also undergo a Rite of Cleansing to purify themselves. The rite master performs many minor rituals and meditations before undertaking caern construction. The sept posts sentries (often player characters), since Wyrm servants nearly inevitably try to disrupt the rite; this duty requires demonstrated prowess, to keep the area safe while the rite master is helpless in an extended chant drawing a spirit into the caern. The rite must be performed between sunset and sunrise during the waxing of the moon (except for Black Spiral caerns, created during the waning moon).

In principle, rite masters could seek out a particular kind of spirit, but custom calls for allowing Gaia to make Her will known and accepting whatever spirit comes.

Make an Extended Social Challenge against eight Traits, minus one for every five Garou participating and spending Gnosis beyond the 13 necessary participants. It takes 40 successes to create the caern, and the rite master can accumulate a maximum of one success per permanent Gnosis Trait each hour. Yes, this makes success difficult:

This is not a rite to undertake frivolously or with inexperienced leadership. If the rite fails, all participants take five levels of lethal damage and suffer distinct teardrop-shaped scars. (These scars are a mark of bravery, for noble effort on Gaia's behalf, and are often called “tears of Gaia.”)

Once the rite master accumulates the necessary successes, participants must contribute a total of at least 100 Gnosis Traits. If they fail to reach that total, all involved – starting with those closest to the rite master – begin suffering aggravated wounds, each of which counts as three more Gnosis Traits toward the total. The Storyteller overseeing the rite should speak privately with each participating player rather than having them call out Gnosis spent, to preserve the element of uncertainty. If in the course of an hour the rite master fails to accumulate any successes, make two Simple Tests. If both fail, all involved suffer seven levels of lethal damage. Garou reduced below Incapacitated suffer severe battle scars.

The minimum 40 successes create a Level One Caern. The Gauntlet in this area is 4, and spirits within can grant powers equivalent to Basic Gifts. Every five additional successes raise the caern level by one. At Level Three the Gauntlet rating is 3 and spirits can grant powers equivalent to Intermediate Gifts. At Level Five the Gauntlet rating is 2 and spirits can grant powers equivalent to Advanced Gifts. The rite ends with the rite master sacrificing one permanent Gnosis Trait per level of caern power.

If a player character assumes the role of rite master and leads the rite successfully, she earns three Glory, five Honor and seven Wisdom. Other participants earn five Glory and three Honor: This is a legendary task, deserving suitable reward.

Rites of Death

Everything living dies. These rites honor the departed and reaffirm their connections to the living and the cycle of life, death and rebirth. Garou immerse themselves in these rites to help release their grief and fear.

The rite master must make a Static Social Challenge with a difficulty of eight Traits, minus one per Rank of the Garou being honored.

Basic Rites

Gathering for the Departed: This rite, usually led either by a Galliard or a pack-mate of a recently deceased werewolf, honors the life of the departed and acknowledges the grief of those who remain. It varies in practice wildly from tribe to tribe. An Appalachian Fianna pack may have a boisterous tale-telling competition, while a contemplative Uktena pack might observe a solemn period of meditation and crafting small mandalas embodying aspects of the commemorated Garou. Every form that allows the participants to mourn is appropriate. The Storyteller may allow the rite master to make a Static Social Challenge against eight Traits for a bonus on future efforts to contact the deceased via the Ancestors Background. Let the quality of role-playing influence the details.

Intermediate Rites

Rite of the Winter Wolf: Garou perform this rite upon deciding they're too wounded or too old to fight alongside their tribe. The celebrant announces his intent to undergo the rite and sits at the center of a circle of his pack- and sept mates. The Galliards sing chants and hymns about the celebrant's accomplishments and invoke the spirits' protection for glory as the celebrant's soul passes on to the next life. The celebrant then walks (with all the dignity he can muster) through the ranks of the tribe to some secluded place where he will die, usually with the aid of a silver klaive. The observers howl a dirge as the celebrant leaves. The suicide is immediately followed by a Gathering for the Departed. This rite is always performed at night with a minimum of three Garou besides the celebrant. The suicide weapon must be silver.

Mystic Rites

These rites bring the Garou into direct contact with the Umbra and the spirits. Most of these rites are performed alone.

Make a Static Mental Challenge (retest with Rituals) against seven Traits, unless otherwise noted.

Basic Rites

Baptism of Fire: Most tribes attempt to track down their Kinfolk's children within a month of birth and test the children for the potential to undergo the Change. Garou children are baptized in the light of their auspice moon, beside a ritual fire, with ashes and a few drops of Garou blood. A Kin-Fetch, a lesser tribal spirit, kisses the infant as the baptizing Garou holds it up and howls Gaia's greeting. The spirit kiss inscribes a spiritual mark in the form of the tribal pictograph; this mark is visible only to spirit senses and cannot be removed. When circumstances allow, the participating Kin-Fetch watches over the child to let the tribe know where it is and when it's in danger. Unfortunately, such weak spirits are both vulnerable and prone to distraction, so that the tribe often loses track of its future members. Make a Static Social Challenge against six Traits. Success completes the ritual; additional Mental Traits spent add to the Kin fetch's Gnosis for future challenges relating to its mission to watch the child.

Rite of Binding: This rite ties a spirit in servitude to a Garou. The Garou can bind nearly any spirit they encounter, but tradition favors binding only when really necessary, as too much binding strains the Garou's relationship with the spirit world. Spirits trapped in this rite can be bound to temporary service or into a talen, or indeed into any object, place or person. Only spirits friendly to the Garou's totem submit voluntarily to binding. This rite only works when a spirit is nearby, and is usually performed in the Umbra. Spend one or more Gnosis Traits (one is required); each Trait spent lowers the spirit's Gnosis by one for the ensuing challenge. Make a challenge of the Garou's Willpower versus the spirit's adjusted Gnosis. Success binds the spirit for one week, plus another week per Mental Trait the Garou spends. Basic success suffices to create a talen, which lasts until used.

Rite of the Questing Stone: This rite lets the werewolf find a person or object, as long as she knows its name. Having a piece of the target in hand makes it easier. The rite itself is a form of dowsing. The Garou suspends a stone or needle from a thread while concentrating on the target. Glass Walkers and other modem-minded Garou use a map and compass with the same results. Make the standard challenge Reduce the difficulty by one Trait if the Garou has a piece of the target (clothing, jewelry, etc.). The rite gives the Garou a sense of the object’s general location but not its exact position.

Rite of Talisman Dedication: This rite lets a Garou bind objects to his body, remaining with him through changes of form and crossings of the Gauntlet. Most talismans are mundane objects the Garou deems useful; spiritual objects such as fetishes and Talens don't need separate dedication. Werewolves usually perform this rite under their auspice moon, and each auspice has its own traditions about how to do it. Spend one Gnosis per object dedicated, and the Garou cannot have more dedicated objects than Gnosis Traits. Some particularly large objects – an appliance, say – may count as more than one object for this purpose, while closely related objects like a set of clothes may count as one object altogether. A container and its ingredients may count as one object, depending on how conceptually linked they are. Storytellers and players must work out how each object accommodates shifts of form: by stretching, by shifting around, by sinking painlessly into the Garou's body, or by some other suitably interesting means. Objects which sink into the Garou's body are visible as tattoos, and others can spend a Willpower Trait to attempt to pick them off.

Rite of Becoming: Garou must perform this rite at an Anchorhead domain. It allows the celebrant to travel safely into the Deep Umbra. It relies heavily on symbology of continuity and connection; the most common version calls for the celebrant to braid together three of his own hairs, three pieces of copper wire and three tendrils of ivy or another vine. Sometimes silk threads replace the hair or wire. The Garou makes the braid, ties around his wrist and howls out three words of power. Various tribes modify or extend the rite: The Uktena drink a potion to help loosen the soul from the Tellurian, the Black Furies perform this rite and navel the Deep Umbra in threesomes, and so on. The Garou takes one level of aggravated damage and must immediately return to the Near Umbra if the braid is destroyed.

Rite of Spirit Awakening: This rite rouses a sleeping or inactive spirit. The rite master plays rhythms on a musical instrument (usually a drum) while the other participants circle around and growl a counterpoint. The rite arouses the spirit within a mundane object and makes it appear in the Umbra; when performed on plants the rite is often known as “sanctification” and rouses the plant-spirit enough to act as a talen for a single use. Different plants naturally have different abilities, and each sept maintains its own herbal lore. The rite master must play or sing a song, but musical talent doesn't affect the outcome, just the act of performance. Make a Static Social Challenge against the spirit's Rage. This rite doesn't grant control over the spirit, and a Storyteller should decide whether the spirit is friendly or hostile; supporting rites and gestures can make a big difference. This rite doesn't work on sentient beings, who are already as awakened as they're going to get.

Rite of Summoning: Summoning spirits in the material world is always complex, usually demanding and frequently risky. In the Umbra it's much easier. This rite compels spirits to seek out the Garou summoning them and imposes a modicum of control. Powerful spirits regard themselves as coming out of curiosity, but come all the same. The rite master makes a Static Gnosis Challenge against the local Gauntlet rating to pierce the Gauntlet even though she's not already in the Umbra. (A rite master who is in the Umbra, of course, doesn't have to do this.) Make a second Static Social Challenge against four Traits to summon a Gaming, 8 Traits for a Jaggling, 11 Traits for a totem avatar, nine Traits for an Incarna, or 15 Traits for a Celestine avatar. Each hour spent in summoning reduces the target difficulty by one, down to a minimum of three Traits. At the Storyteller's discretion, past favorable and unfamiliar encounters with a particular spirit may reduce or increase the difficulty.

Success summons the spirit to arrive sometime in the next several hours, who arrives with some initial hostility and must be placated (role-play this out wherever possible). Spend one extra Social Trait to make the spirit arrive quickly, two extra Traits to make it come immediately. An additional one or two Social traits may be spent to make the spirit more friendly.

Intermediate Rites

Rite of the Fetish: This rite permanently binds a spirit into an object. In preparation, the celebrant must clean the potential fetish by, placing it under running water, burying it in pure earth and then exposing it to constant breezes or suspending it above flame for three nights in a row. Then she forces or persuades the spirit into the prepared object. Some tribes (like the Fianna) favor flattery, others (like the Bone Gnawers and Silent Striders) bribery in the form of spent Gnosis, still others (like the Red Talons and Shadow Lords) intimidation. Make a Static Social Challenge against 15 Traits, minus two for each permanent Gnosis Trait spent. Extensive preparation and efforts to win the spirit's favor may also reduce the difficulty at the Storyteller's discretion. Using force requires the Garou to attack the spirit and reduce it to 0 Essence Traits before binding it, and the fetish doesn't work until the spirit regains its Essence.

If the binding challenge fails, make two Simple Tests. If both fail, the spirit is immediately released and will be very hostile unless the Garou was very thorough indeed about efforts to win its favor. Crafting the housing of a Fetish generally requires one week of crafting per level of the fetish though the ST may mitigate this time based off RP.

Rite of the Totem: This rite creates a pack through the union of a group of Garou with a guardian spirit. The werewolves who wish to become a pack must coat their eyes with a mixture of saliva and some substance holy to Gaia, such as mugwort or tobacco, and step sideways into the Umbra. Once in the spirit world, the rite master leads the participants in a hunt for the totem. The signs the totem leaves vary based on the spirit and its assessment of the pack, but worthy Garou always do find it in the end. They must then earn its favor, often through performing a quest (though having just completed a Rite of Passage takes care of that requirement). Characters must purchase the Totem Background and then practice this rite. The standard challenge applies.

Punishment Rites

Despite their protestations, Garou aren't perfect. Sometimes persuasion and private means of discipline fail, and it's necessary for the tribe or sept to publicly sanction one of its members. These rites enforce Garou justice, setting an example for others and reinforcing the primacy of the group over the individual. These rites take place only after other efforts at correction fail.

The rite master makes a Social Challenge against the malefactor. Failure in the punishment rite is widely taken as Gaia's sign that the punishers overestimate the target's guilt. At the Storyteller's discretion, punishment rites automatically fail against a truly innocent target and earn Renown loss for the punishers.

Basic Rites

Rite of Ostracism: This is the common punishment for lesser crimes, casting out the target from tribe and sept, sometimes even from his pack. Other Garou treat him as a non-entity, ignoring him where possible and driving him away when necessary. In life-or-death situations, other Garou may help out, but in minimal degree, and it's not required. At the rite, the Garou form a circle around the target, and each participant says twice (once to Gaia, once to her brethren) the name of the offender and “Of all Gaia's children, I have no such brother/sister.” The speaker then turns counterclockwise to face away from the circle. When all have spoken, they move off singly into the night. Ostracism normally lasts from one phase of the moon to the next, but tribal leaders can proclaim as long a period of banishment as they deem necessary. Ostracism costs the target one Glory, five Honor and one Wisdom.

Stone of Scorn: The Stone of Scorn is a rock imbued with a malicious spirit of shame, sorrow or some other suitable emotion. Well-established septs maintain a permanent Stone of Scorn, but most make one as it's needed. The rite master passes the stone from one participant to the next, forcing the scorned target to watch as each participant carves or paints a symbol of shame (derision, mockery, etc.) onto it while telling an embarrassing tale about the target. Galliards sometimes win Renown for particularly effective recitations. The rite can take all night, depending on how enthusiastic or involved participants get. The punishment formally ends at dawn . . . but of course the stories remain in listeners' minds and can come up again. The standard challenge applies. The punished Garou loses eight Honor and two Wisdom until performing a noteworthy honorable deed. Storytellers should make sure that this doesn't turn into a de facto permanent loss – the Garou isn't required to go slay Eater-of-Souls, just to do something that serves the Garou Nation and demonstrates courage or cunning used well.

Voice of the Jackal: This rite is for occasions when a werewolf’s action have shamed her sept or tribe as well as herself. The rite master blows a handful of dust or ashes on the offender and says, “Because thy (cowardice, gluttony, selfishness, etc.) has proven thee to be of jackal blood, let thy voice proclaim thy true breed!” The target's voice changes into an annoyingly shrill and piercing nasal whine until the rite master repeals the punishment. Jackal-hounds, as victims of this rite are known, suffer a two Trait penalty in all Social Challenges and gain the Negative Traits Obnoxious x 2. They also lose two Glory and five Honor. The rite master can repeal the punishment at any time, though the Renown loss remains. Some jackal-hounds hasten the end of their punishment by undertaking quests of great benefit.

Intermediate Rites

The Hunt: This rite calls the sept or tribe out against a Garou who's committed a capital crime like unjustified murder and yet retains some vestige of honor. The participants mark their bodies with paint or clay symbols that identify them as a Hunting Pack. Being chosen for the Hunt is an honor, and all other Garou yield to them. The rite master, or Master of the Hunt, leads the chase, and the rite ends with the death of the criminal. There's no quarter given, though the death itself is considered a form of atonement making the criminal eligible for burial and mourning with honor. It's possible to play this out with normal systems. Alternatively, make a Static Social Challenge against the target's Rank plus four Traits. Failure means the condemned fought well and gains posthumous Glory.

Satire Rite: This rite expresses shame and derision like the Stone of Scorn, but in a more serious way. Participating Philodox and Galliards create special song, dance or dramatic event specifically to ridicule an offending Garou. They perform the work in front of the assembled sept, with the target visible to all. Garou emphasis on oral history insures that the charges and presentation will be remembered; choice bits from the satire will surface in conversation for years to come. Most satires do not circulate outside the sept, but particularly incisive or entertaining passages may spread widely. Make a Static Social Challenge against the offender. If successful, the offender loses one Rank level and is reduced in Renown to the beginning amounts for the next lowest Rank. He can thereafter regain Renown and Rank as normal, but will be under scrutiny. If the satire fails, the Garou loses no Rank; the rite master must make two Simple Tests, and if both fail, the rite master becomes the butt of scorn and loses five Wisdom.

The Rending of the Veil: This rite targets a human who's gravely offended the Garou, either by acting against the Garou directly or by inflicting severe and hard-to repair damage on Gaia and Her children. The rite removes the Veil for one night, during which the Garou hunt the target. The rite master leaves a small bag of burning dung and herbs near the sleeping victim; when she awakes, the Veil is burned away. The hunt mayor may not end in her death, though the shock of seeing what's behind the Veil (specifically, nine-foot-tall predators who make it clear they hate her) usually inflicts lasting mental disability. This rite is not a breach of the Litany if it's discussed in moot and lesser measures are tried first. The rite master must place the prepared bag within 10 feet of where the victim sleeps. It smolders during the rite itself; the rite master doesn't need to be near it once it's placed. Make the standard challenge. Failure leaves the Veil intact, and the rite master must make two Simple Tests. If both fail, the rite master falls under the Delirium for the night.

Advanced Rites

Gaia's Vengeful Teeth: This rite punishes only the greatest of traitors who actively choose to support the Garou Nation's enemies, including hostile manifestations of the Wyrm, Weaver or Wyld, and whose treachery causes much death and destruction. Five or more participants drag the traitor to a rocky, dry spot of ground. The rite master stabs her own hand with a sharpened twig or stone and recites the traitor's sins while smearing her blood over his eyes, ears and forehead. Once the recitation is complete, everything of Gaia the traitor touches turns to razor-edged silver for just as long as it's touching his flesh. Crinos hunters then chase the traitor to his death. The offender's name is removed from all histories and thereafter used only as a curse. The traitor cannot step sideways while any of the rite master's blood remains on him. Nobody survives this rite.

Rites of Renown

These rites commemorate individual accomplishments and a Garou's passage to a new station within Garou society. Make a Static Social Challenge against six Traits, unless otherwise noted.

Basic Rites

Rite of Accomplishment: This rite takes place when a Garou is eligible to challenge for new Rank. It honors her deeds and trials getting to this point. An elder calls the honored Garou forward and lists all the subject's accomplishments that contribute to her achievement. Anyone else who wishes to add something may then do so. The elder concludes the rite by proclaiming the subject's worthiness.

The difficulty is only four Traits unless someone wishes to dispute the point, in which case it rises to six. Disputes seldom take place in public, as the challenger risks humiliation as well. The challenger stands to heckle the rite master and the subject who must make a Rage Challenge to avoid frenzies. Frenzy is proof of not yet being ready. If the subject remains cool and the rite concludes successfully, nobody else can challenge her worthiness for the next three moon phases.

Failure on the rite challenge is considered evidence of some failing in the subject; the rite master usually receives some portent of a concealed flaw. Storytellers should work with players to smoothly integrate this unexpected information.

Rite of Passage: This rite follows a cub's First Change and awareness of being Garou. A werewolf who hasn't completed a Rite of Passage isn't an adult or deserving of much respect; however old he is physically, he's still considered a juvenile. The rite itself involves a quest for the participating cubs to prove their courage, honor and wisdom. The mission may be one of war, stealth, healing or any sort of activity that requires them to use the full range of their abilities. Cubs are almost always assigned to work together on the quest as the ability to operate as a whole is a key part of Garou nature that few modern societies teach their children. Some Theurges send spirits to watch the cubs and report back on their doings.

If the cubs succeed in the quest, the rite master performs a final blessing, marking them with a painted or tattooed pictogram showing them to be full Garou. Failure requires a period spent in the disgraced cub status before participants can try again. Garou can learn their first tribal Gifts upon completing this rite.

Rite of Wounding: This rite honors a Garou's first battle wound (which can happen on the Rite of Passage quest; if so, this rite immediately follows the conclusion of the Rite of Passage). Each tribe marks the moment differently, from the Get of Fenris tradition of drinking and fighting all night to the Children of Gaia custom of blessing the shed blood as a source of fertility for the world after the great battles are done. Only the wounded character and the rite master must be present, though the subject's pack and sept usually are there as well. The wounded character receives two Glory if the standard challenge succeeds

Seasonal Rites

Creatures of nature as well as society, the Garou mark the cycle of the year. The details depend on the tribe and sept. Some celebrate each full moon and other events, others commemorate only the solstices and equinoxes. The depth and variety of seasonal rites speaks volumes about how a particular Garou community views its place in the world and tradition. Particularly spirit-minded (or perhaps deranged) Garou insist that without these rites, Gaia would cease to bless the Garou and perhaps even stop changing the seasons.

At least five Garou must participate in each of these rites, and it must take place at the appropriate time of year. The rite master makes a Static Physical Challenge against eight Traits, minus the caern's level if the rite takes place at a caern, down to a minimum of three Traits.

Basic Rites

Rite of the Winter Wind: This rite is for the longest night of the year, to honor Helios and encourage him to start lengthening the days again. Every sept does it differently, almost always involving a howl around a bonfire. Beyond that, trappings vary wildly, from torchlight chases through the woods to the sacrifice of gold and crystal artifacts. In any event, the rite ends with a final howl at dawn.

Rite of Reawakening: This rite is for the spring equinox. The rite master begins at sundown with a quest into the Umbra for all the participants. Sometimes it's symbolic, but in times of danger, it involves dealing with real problems. Tradition calls for facing seven trials, which between them cover the whole range of Garou abilities, but every tribe and many septs has its own version of what the seven trials are. At least one of the trials calls for each participant to give up some object of personal importance, a funerary gift to the old year and openness to what the new cycle of growth will bring.

The Great Hunt: This rite is for the summer solstice. The short hours of night remove monsters' hiding places, and the Garou take advantage of it with a sacred hunt. The rite master calls the assembled together at midnight and asks Gaia to show them a creature or creatures worthy of the Great Hunt. Each participant sheds some blood into a bowl for painting on the surrounding spaces and each other with pictograms favoring martial prowess. At dawn Gaia sends a sign or vision proclaiming the target, and the hunt begins. The target is usually a Wyrm-creature, but not always; Gaia can point to a Weaver or Wyld minion or even an enemy among the ranks of the Garou. The hunt must conclude the following midnight with the target's blood spilled as a sacrifice to Gaia. Failing to complete the hunt is a very bad omen for the year to come.

Characters involved in a successful hunt gain the Glory suitable for the target. If the hunt is unsuccessful, participants lose two Glory each, and all rites the sept members perform suffer a one-Trait difficulty penalty until the next Midsummer.

The Long Vigil: This rite is for the autumn equinox, marking the transition from day-dominated struggle to night-dominated conflicts. The rite begins at sunset with the participants gathered around a bonfire. The sept members spend the day before decorating the caern with this year's war trophies. As the sun sets, they chant their thanks to Helios for his blessing, pray for his safety in winter and praise Luna for her coming aid. The Galliards recite tales of the most glorious battles and how they glorify Luna, pointing to each trophy in turn to call attention to the valor that brought it there. Particularly honored members of other auspices sometimes tell their own tales as well. The tale-telling lasts until dawn; the rite ends with one final invocation of Luna by the rite master, after which the participants hurl as many trophies as possible into the bonfire as a sacrifice.

Minor Rites

Every act has a sacred dimension, the Garou know. These rituals keep the sacred in the midst of daily living. This list just scratches the surface, and Storytellers should work with players to develop more that suit the characters' personal natures, totems, experiences, auspices, breeds, tribes and other aspects.

Minor rites cost half as much as others: one level of the Rites Background allows purchase of two minor rites. They take half the usual time to enact, two to five minutes. Storytellers should reward players who role-play them out as a reminder of their characters' practices, but even keeping them woven into the narrative without detailed role-playing is a good idea and should also be rewarded.

Bone Rhythms: This rite honors a Garou's totem spirit. Each spirit has its own associated rhythm; the Garou taps out the right one with special drumsticks. Tradition calls for these to be made of bone, but any material will do, and some Garou compete to find innovative but pleasing new alternatives. A Garou who performs this rite three times a day at least three days in a row gets a one-Trait bonus to use on anyone challenge in the spirit realms. Once it's spent, the Garou must spend another three days to gain another.

Breath of Gaia: The werewolf breathes deeply in clean air 13 times while meditating on his love of Gaia. A Garou who performs this rite at least once per day for one full cycle of the moon gets a two-Trait bonus on anyone healing or detection challenge.

Greet the Moon: The Garou howls out an elaborate greeting to Luna as she rises, expressing a sentiment appropriate to the phase of the moon, the season of year and any other concerns that seem relevant. Performing this rite each night at moonrise for a full phase of the moon grants a one-Trait bonus on all social interactions with Garou of that auspice the next night the moon reaches that phase.

Greet the Sun: This rite is most common among Children of Gaia, Uktena and Wendigo, but not wildly popular among any tribe. It's similar to Greet the Moon except performed at sunrise. Performing this rite nine days in a row gives a one-Trait bonus on all efforts to sense Wyrm-creatures and Wyrm-taint, as long as you continue to perform the rite every day. If you miss a day, you must start over.

Hunting Prayer: The Garou pauses before a hunt to praise Gaia and all natural creatures, and chooses some item to hold his prayers. The Garou must then take that item with him while hunting and, if he loses it, choose a new one and start over. Performing this rite before every hunt for three turnings of the moon gives a one-Trait bonus on all tracking challenges as long as the Garou continues to say his prayers.

Prayer for the Prey: The Garou steps into the Umbra immediately after making a kill, thanking the prey's spirit for giving its life. Performing this rite for every beast of Gaia (not including minions of the Triat) the character slays for one full turning of the moon gives a one-Trait bonus on all challenges involving nature-spirits.

This benefit lasts until the character makes a kill without taking time to offer thanks.



Soaking damage is retested with Survival. You must declare at the beginning of the challenge which you are using, specializations, and any merits or bonus’s specific to the ability. As said before you cannot “soak” silver.


You may always attempt to Dodge an attack of which you are aware.

Surprise: When you surprise an opponent they are considered unaware of your attack. You get one free attack (no follow-ups) and a free retest against them for a single challenge. To surprise an opponent you must Bid your Trait, declare your action, state “Surprise” and count to three. You gain automatic surprise when striking from invisibility or concealment but only in the first action of combat.

*Fetish and Talen activation is reflexive but you may spend no more than 5 Gnosis in a given round towards the forced activation of Fetishes or Talens.

*All forms of armor actively protecting you must be from different sources (ie: Physical, Fetish/Talen, Gift), may only provide a max of five additional health levels per source and must not duplicate effects. You may have a maximum of three separate armor sources defending you at any time.

Sample Renown Awards

Positive Glory Awards


Surviving an Incapacitating wound 2 0 0

Surviving any toxic waste attack 2 0 0

Attacking a minion of the Wyrm without regard to personal safety 3 0 0

Defeating a formidable supernatural threat not of the Wyrm 2 0 0

(strand spider, master mage, fae warrior, Fera)

Defeating a very powerful supernatural threat not of the Wyrm (archmage, fae sorcerer) 3 0 0

Defeating a minor Wyrm threat (Bane-infested animal, young vampires) 2 0 0

Defeating an average Wyrm threat (Blight Child, fomori) 3 0 0

Defeating a strong Wyrm threat (Psychomachiae, Black Spiral Dancer pack) 5 0 0

Defeating a very powerful Wyrm threat (Nexus Crawler, elder vampires) 7 0 0

...permanently destroying/killing the threat in question +1 0 0

...without a single other Garou being hurt +1 0 0

...without being hurt or damaged in the process +1 0 0

...and the threat(s) were armed with silver weapons +1 0 0

Traveling to any of the Umbral Realms and surviving 3 0 0

Performing a Rite of Wounding 2 0 0

Performing a Rite of Caern Building 3 5 7

Participating in a Rite of Caern Building 5 3 0

Participation in a successful Great Hunt rite 3 0 0

Owning a klaive (awarded once, only after three moons of use) 2 1 0

Owning a grand klaive (awarded once, only after three moons of use) 3 2 0

Helping to prevent a caern from being overrun by the Wyrm 3 4 0

Died while defending a caern (posthumous) 5 8 0

Single-handedly prevented a caern from being taken by the Wyrm 5 8 0

Serving in any sept position (Caern Warder, etc.) 1/year 3/year 1/year

Loyal service to a sept 1/year 2/year 1/year

Loyal service to a tribe 1/year 3/year 1/year

Participating in a just challenge 1 2 0

Telling a good story at a moot 1 0 2

Telling a true epic at a moot that is later retold by others 2 1 3

Telling an epic that is entered into the Silver Record 3 4 6

Death while defending your pack 4 6 0

Death in defense of Gaia 7 7 0

Negative Glory Awards

Participation in a failed Great Hunt rite -2 0 0

Suffering the Rite of Ostracism -1 -7 -1

Suffering the Rite of the Jackal -2 -7 0

Not preventing a caern from being overrun by the Wyrm -3 -7 0

Refusing any sept position (Caern Warder, etc.) -1 -2 -1

Succumbing to a fox frenzy -1 0 -2

Positive Honor Awards


Showing restraint in the face of certain death 0 1 2

Performing a Moot Rite 0 2 0

Performing a Rite of Passage 0 2 1

Performing a Rite of Caern Building 3 5 7

Participating in a Rite of Caern Building 5 3 0

Performing a Punishment Rite 0 2 0

Owning a klaive (awarded once, only after three moons of use) 2 1 0

Owning a grand klaive (awarded once, only after three moons of use) 3 2 0

Helping guard a caern 0 1 0

Staying at your post when on caern watch, even when tempted not to 0 2 1

Helping to prevent a caern from being overrun by the Wyrm 3 4 0

Died while defending a caern (posthumous) 5 8 0

Single-handedly prevented a caern from being taken by the Wyrm 5 8 0

Teaching other Garou (awarded once per student) 0 1 to 5 3 to 5

Learning the Silver Record, completely (a lifetime's work) 0 7 8

For a homid Garou, surviving to age 75 0 8 10

For a lupus Garou, surviving to age 65 0 8 10

Gaining the position of pack leader 0 3 0

Performing regular duties and chores for the sept (gained at moot) 0 1 0

Loyal service to a sept 1/year 2/year 1/year Loyal service to a tribe 1/year 2/year 1/year Upholding the Litany (depending on the lengths to which a Garou goes) 0 1 to 5 1 to 3

Participating in a just challenge 1 2 0

Mediating a dispute fairly 0 3 0

Keeping one's promises 0 2 0

Being truthful 0 2 0

Being truthful in the face of extreme adversity 0 5 0

Telling a true epic at a moot that is later retold by others 2 1 3

Telling an epic that is entered into the Silver Record 3 4 6

Protecting a helpless Garou 0 4 0

Protecting a helpless human 0 2 0

Protecting a helpless wolf 0 5 0

Supporting an innocent being accused of a crime 0 5 0

Death while defending your pack 4 6 0

Death in defense of Gaia 7 7 0

Honorably mated 0 2/year 0

Protecting the Veil 0 3 0

Repairing the Veil 0 2 1

Negative Honor Awards

Falsely accusing a Kinfolk of being "of the Wyrm" 0 -2 -3

Falsely accusing a Garou of being "of the Wyrm" 0 -6 -5

Refusing to perform a Moot Rite when asked 0 -3 0

Suffering the Rite of Ostracism -1 -7 -1

Suffering the Stone of Scorn 0 -8 -2

Suffering the Rite of the Jackal -2 -7 0

Performing a Punishment Rite unjustly 0 -5 0

Accidentally breaking or losing a klaive 0 -3 0

Not staying at your post when on watch 0 -3 0

Not helping guard a caern, even when asked to 0 -3 0

Not preventing a caern from being overrun by the Wyrm -3 -7 0

Disobeying a caern officer (Caern Warder, etc.) without good reason 0 -1 to -3 0

Refusing any sept position (Caern Warder, etc.) -1 -2 -1

Breaking the Litany (depends on severity of the transgression) 0 -5 to -8 -2 to -4

Participating in an unjust challenge 0 -3 0

Challenging someone too far above or too far below your Rank 0 -3 0

Mediating a dispute unfairly 0 -4 0

Failing to keep one's promises 0 -3 0

Being deceptive 0 -3 0

Being deceptive in the face of extreme adversity 0 -1 0

Attempting to act outside one's auspice, openly 0 -1 to -5 0

Speaking dishonorably to one's elders (depends on the severity) 0 -1 to -5 0

Speaking without permission at a moot 0 -1 0

Speaking poorly of the Garou as a whole 0 -2 0

Speaking poorly of one's auspice 0 -4 0

Speaking poorly of one's tribe 0 -4 0

Speaking poorly of one's pack 0 -6 0

Speaking poorly of another tribe (Doesn't include Bone Gnawers) 0 -1 0

"Crying Wolf" (summoning the Ahroun of a sept with no danger present) 0 -5 0

Not protecting a helpless Garou 0 -5 0

Not protecting a helpless human 0 -1 0

Not protecting a helpless wolf 0 -6 0

Supporting an innocent being accused of a crime (later proven guilty) 0 -4 0

Succumbing to a fox frenzy and abandoning your pack in time of need 0 -1 -2

Performing a heinous act while in the thrall of the Wyrm 0 -6 0

Harming/rending the Veil 0 -5 0

Positive Wisdom Awards


Besting someone (including a spirit) in a riddle contest 0 0 2

Showing restraint in the face of certain death 0 1 2

Ending a threat without serious harm to any Garou 0 0 3

Revealing, with certain proof, that a human or Kinfolk is "of the Wyrm" 0 0 2

Purifying a Wyrm-tainted object, person, or place 0 0 2

Summoning an Incarna avatar 0 0 1

Successfully completing a spirit quest in the Umbra 0 0 3

Having and properly following a prophetic dream 0 0 4

Giving a prophetic warning that later comes true 0 0 4

Spending a year in ritual seclusion (fasting, meditation, etc. 0 0 5

Discovering a talen 0 0 1

Discovering a fetish 0 0 2

Discovering ancient Garou lore 0 0 3

Discovering a Pathstone (see Rite of the Opened Bridge) 0 0 4

Discovering an ancient caern that was lost 0 0 7

Performing a Rite of Passage 0 2 1

Performing a Rite of Caern Building 3 5 7

Learning a new rite 0 0 1

Discovering/creating a new rite 0 0 5

Creating a talen 0 0 1

Using a fetish for the good of the sept or tribe 0 0 2

Creating a fetish 0 0 4

Sacrificing a fetish for the good of the sept or tribe 0 0 3

Staying at your post when on caern watch, even when tempted not to 0 2 1

Keeping a caern safe from humans through trickery or negotiation 0 0 4

Teaching other Garou (awarded once per student) 0 1 to 5 3 to 5

Learning the Silver Record, completely (a lifetime's work) 0 7 8

For a homid Garou, surviving to age 75 0 8 10

For a lupus Garou, surviving to age 65 0 8 10

Serving in any sept position (Caern Warder, etc.) 1/year 3/year 1/year

Loyal service to a sept 1/year 2/year 1/year

Loyal service to a tribe 1/year 3/year 1/year

Upholding the Litany (depending on the lengths to which a Garou goes) 0 1 to 5 1 to 3

Giving good advice 0 0 2

Telling a good story at a moot 1 0 2

Telling a true epic at a moot that is later retold by others 2 1 3

Telling an epic that is entered into the Silver Record 3 4 6

Healing a fellow Garou (non-pack member) unselfishly 0 0 1

Showing mercy to a wayward Garou 0 0 3

Maintaining good relations with nearby Kinfolk 0 0 2

Choosing a mate and breeding 0 0 3

Repairing the Veil 0 2 1

Teaching other Garou (awarded once per student) 0 1 to 5 3 to 5

Negative Wisdom Awards

Attacking a much more powerful force without aid 0 0 -3

Falsely accusing a Kinfolk of being "of the Wyrm" 0 -2 -3

Falsely accusing a Garou of being "of the Wyrm" 0 -6 -5

Failing to succeed in a spirit quest in the Umbra 0 0 -3

Ignoring omens, dreams and the like for no good reason 0 0 -3

Binding "inappropriate" items to oneself through the Rite of Talisman Dedication (such as

chainsaws, pagers, or wristwatches). This does not apply to Glass Walkers or Bone Gnawers. 0 0 -2

Missing a Moot Rite 0 0 -1

Suffering the Rite of Ostracism -1 -7 -1

Suffering the Stone of Scorn 0 -8 -2

Refusing to participate in a rite 0 0 -1

Giggling, joking, or otherwise being disrespectful during a rite 0 0 -1 to -5

Using a fetish for selfish reasons only 0 0 -3

Accidentally breaking a fetish or talen 0 0 -1 to -5

For a homid, ignoring one's wolf nature for too long 0 0 -3

For a metis, attempting to hide one's deformity 0 0 -3

For a lupus, using too many human tools and other Weaver things 0 0 -1/use

Living alone, without one's pack, except for ritual reasons 0 0 -3

Failing to perform regular duties and chores the sept (subtracted at moots) 0 0 -3

Refusing any sept position (Caern Warder, etc.) -1 -2 -1

Breaking the Litany (depends on severity of the transgression) 0 -5 to -8 -2 to -4

Giving bad advice 0 0 -2

Any time trickery backfires 0 0 -2

Succumbing to a berserk frenzy 0 0 -2

Succumbing to a fox frenzy -1 0 -2

Succumbing to a fox frenzy and abandoning your pack in time of need 0 -1 -2

Succumbing to a berserk frenzy and injuring fellow Garou 0 0 -3

Succumbing to the thrall of the Wyrm 0 0 -4

Having poor relations with nearby Kinfolk 0 0 -3

Choosing a mate, but not breeding 0 0 -1


You may only perform Kailindo while you still have unspent levels of Kailindo available. You MAY NOT use the Brawl ability to retest Kailindo offensively, but you no longer must expend a level of Kailindo to perform a maneuver.

The following is the Kailindorani's arsenal. Because Kailindo was originally designed to avoid permanently maiming one's septmates, it's assumed that the character does not inflict aggravated damage unless the player specifically states, before the maneuver is performed, that the character is using her claws.

1. Tornado Kick: The Kailindorani spins around once with incredible speed, her momentum adding bone-jarring force to her kick. She makes a Physical Challenge against her opponent at a minus 2 penalty. If successful, she deals an additional level of damage with her kick

2. Forceful Wind: The Kailindorani makes a running leap and delivers a powerful kick to her opponent's head or upper torso. If the Kailindorani is successful, the opponent is knocked off his feet and falls prone a number of steps away equal to the Kailindorani’s Kailindo level.

3. Falling Tempest: The Kailindorani launches himself at his opponent and, airborne, catches her about the throat with either his legs or arms. To successfully apply the choke hold, the Kailindorani must best the opponent in a Physical Challenge and afterwards win or tie two simple tests. If successful, the Kailindorani pins the opponent to the ground and holds him in a chokehold. Opponents in a chokehold lose one Health Level each turn. Damage from the chokehold cannot be soaked but does heal after an hour of rest. Opponents may escape from the chokehold by winning a contested Physical Challenge.

4. Little Cyclone: The Kailindorani crouches while spinning around with his leg extended, knocking his opponent from her feet. The Kailindorani enters into a Physical Challenge against as many opponents as he has levels in Kailindo and must only bid one Trait. If successful, the opponents are knocked backwards a number of steps equal to the Kailindorani’s Kailindo level.

5. Storm Dance: This maneuver is not a combative one but a display of skill. The Kailindorani performs an intricate series of Kailindo maneuvers in an attempt to impress or intimidate her opponents. The player makes a contested Social Challenge against as many opponents as she has levels of Kailindo, retest of Kailindo for the Kailindorani, Brawl (or Kailindo) for the opponent. The Kailindorani must only bid one trait for this challenge. The Kailindorani gains 2 bonus traits for a number of turns equal to her levels of Kailindo on all subsequent challenges. This maneuver is often performed in an attempt to dissuade an opponent and thereby avoid combat altogether. The Kailindorani attempt no other actions during the same turn as Storm Dance. This maneuver may be done only once per opponent per combat.

Kailindo Shapeshifting Maneuvers

Each of these maneuvers requires the standard expenditure of a Rage point or a level of Primal Urge to shapeshift into the appropriate form.

1. Changing Breeze: The Kailindorani presents a large target to her opponent then changes to a smaller form, dodging the incoming attack. You gain a number of bonus defensive traits equal to your Kailindo rating against your opponent when performing this maneuver. However, you may only defend yourself in the action you use this maneuver.

Usable by: All except Homid or Lupus

2. Fading Breeze: The Kailindorani steps back, changing into a larger form (with a longer reach) while punching, kicking or slashing with claws. The foe's attacks for the turn incur a minus 2 penalty.

Usable by: All except Hispo or Crinos

3. Striking the Wind: The Kailindorani allows his opponent to hit him, thus bringing her close as he changes to a larger form, then strikes. The Kailindorani is automatically hit for full damage, but then has a number of bonus traits equal to his Kailindo rating for his next attack and his next attack deals an additional 2 levels of damage.

This maneuver requires the expenditure of a Rage point as well as the expenditure to change forms.

Usable by: All but Crinos

4. Sudden Flurry: A Kailindorani uses this technique after being grappled or when she wishes to keep her opponent close but off balance. She shifts to a smaller form and uses the momentum to throw her opponent (usually straight down). Opponents are thrown a maximum of one step per level of the Kailindorani’s Kailindo. Also, if the throw is successful, the difficulty for her next attack against this opponent has a 2 trait bonus.

Usable by: All except Homid or Lupus

5. The Hurricane: The Kailindorani assumes a larger, stronger form while throwing her opponent, thus gaining the added momentum and change in leverage of the shapeshift. Opponents are thrown two steps per the Kailindorani’s levels in Kailindo. This maneuver deals an additional level of damage, but may vary depending on what the Garou's foe hits. This maneuver costs 1 Rage as well as the expenditure to change forms.

Usable by: All except Crinos


You may only perform Klaivaskar with a Klaive and only while you still have unspent levels of Klaivaskar available. You MAY NOT use the Melee ability to retest Klaivaskar offensively, but you no longer must expend a level of Klaivaskar to perform a maneuver.

1. Parry: The fighter uses her weapon to block her opponent's attack with a successful Physical Challenge. If the Klaive user parries an unarmed opponent, the opponent does his full damage against himself.

2. Riposte: The fighter makes a rapid strike following a parry. This strike may be used only immediately following a successful parry and this does not take one of your actions. Your opponent may not dodge this attack, but may Parry, if he has an action to do so.

3. Blind: Garou wounded by a klaive bleed profusely because of their "allergy" to silver. Thus, the fighter slashes the forehead of his opponent, whose vision becomes obstructed by the flow of blood. Make a Physical Challenge against your opponent, wherein your opponent is up 2 traits. If wielding a Klaive, deal normal damage. If wielding a Grand Klaive, deal one extra level of damage. Your opponent is down two traits for subsequent Physical Challenges. The penalty lasts for a number of turns equal to your levels of Klaivaskar.

4. Swinging Slash: The fighter puts everything into one powerful swing, in hopes of severely injuring her opponent, but she leaves herself open in the process. You may not take another other actions during the turn you use Swinging Slash. Make a Physical Challenge against your opponent. If successful, your attack deals half of your Klaivaskar level (round down) in bonus damage on your attack. If wielding a Grand Klaive, you do one bonus damage per level of Klaiviskar. However, you are down four traits on all challenges for the remainder of the round.

5. Stop Hit: A duelist who has an initiative advantage over her opponent can choose to defer her action until her opponent acts. If her opponent attempts to attack, the duelist attempts to step inside his guard and deliver a fast, deadly blow that stops the opponent in his tracks, using his own forward momentum to make the blow more deadly. This attack cannot be parried or dodged, because the opponent is already committed to the attack. However, if Stop Hit fails, the duelist cannot dodge or parry his opponent's attack. Make a Physical Challenge against your opponent. If successful, add half of your Klaivaskar level (round down) to damage. You may only perform this maneuver on your Normal action, not during follow-ups.