Breed

Homid

The most common of all the breeds, homid Garou are born to a human or homid mother and suffer from her lack of connection to Gaia. Because humanity has separated itself from the Wyld and has become focused on the trials and tribulations of civilization, members of the homid breed have become disassociated from their wild inner selves.

This is why so many homids are lost cubs, Lunatics who do not know their true heritage. Many times the Kin Fetch (see “Baptism by Fire”) for a homid will be lost when she is young, and a homid child will have her First Change in a strange place without Garou aid. Still, it might be argued that the homids are the most hardy of the breeds, able to adapt to almost any environmental threat. Many Garou believe that the homids will be the last breed to fall before the end of the Apocalypse.

Lupus

This is a Garou whose mother is either a wolf or a lupus Garou. This breed is the least represented among the Garou population. It is a sad state of affairs when even the metis, who are considered abominations among some of the Garou, are more populous than the lupus. This is, in part, because of the nearly genocidal killing of wolves throughout North America and Europe.

Wolves once had the largest natural range of any terrestrial mammal except man. Currently, the only significant populations of wolves in North America are in Canada, Alaska and northern Minnesota.

Part of playing a lupus character is understanding her lupine nature. You must keep in mind some facts about wolves that make lupus Garou different from homid or metis Garou.

Wolves are nocturnal or crepuscular (meaning that they come out at night or twilight), although diurnal activity, especially during cool weather and in winter, is not uncommon. Lupus Garou are often “night creatures” and tend to be lazy and sleepy during the day. They are almost entirely carnivorous. Some lupus Garou have adapted enough to eat foods other than meat, but they usually like their meat bloody, warm and freshly killed.

Lupus do not understand some human concepts at first. The concept of time is difficult, as is using money and operating technology (the lupus refer to it as “weavertech”). Human laws, bureaucracy and computers are totally alien to them.

Also, lupus do not communicate like humans do. In fact, they have to learn human tongues by painstakingly taking Homid form and trying to form strange words. They are used to howling, posturing and marking territory with their scent glands to get their point across.

Lupus characters howl during mating, during courtship, as a warning, as part of worshipping the moon and in celebration. In addition to howling, wolves also bark, growl and whine. The bark is associated with surprise and warning. Growling occurs during challenges and is associated with threatening others or asserting one’s rights. Whines are associated with greetings, hungry cubs, playtime and other signs of anxiety, curiosity or inquiry. These noises are intimate messages that lupus Garou make to other wolves and to each other.

Lupus will posture to show dominance: the most common pose for this is placing one’s paw on another lupus as that lupus rolls over to accept dominance. Lupus also mark possessions and territories with their scent glands, which, in Crinos form, are located on the wrists and the neck.

The dominant members of a lupus pack are the alpha male and alpha female. In a lupus pack, only the alpha pair breeds with wolves, and this pair also suppresses breeding in all other pack members. However, all pack members will help care for pups and feed them as well. Unlike homid and metis Garou, many lupus packs also have Kin-folk wolves as members.

Lupus Garou respect other Garou more when they take Lupus form to communicate with them. They generally have a hard time considering possible actions in terms of future results or as a result of past actions. They live in the present for the most part, and often take the most logical, most common-sense course of action rather than involving themselves in complicated schemes. They do not often make elaborate plans— instinct usually guides them.

They believe that Gaia watches over them, and that she will provide for them. They are perhaps the most spiritual of the breeds. They are known to respect Theurges (of any breed) more than the other auspices, and in the Umbra, they show respect for all spirits encountered.

Metis

When a Garou mates with another Garou, the result is a metis. This mating is proscribed by the Litany and is usually considered a perversion among the Garou. In these last days, when so many Garou are dying and not many are born among the lupus or homids, it is very tempting for some of the remaining Garou to consider producing more Garou this way. Still, the fact that they are born disfigured is proof enough to most Garou that metis are somehow tainted by the Wyrm from birth.

Despite the stigma, metis do usually grow up fully aware of their Garou heritage and have the unmistakable proof that they are Garou from the day they are born. This is a powerful thing, largely because they do not have to go through the traumatic First Change as homids or the lupus do, and they are often taught Beginning Gifts before they even show signs of changing. They sometimes take their first trip in the Umbra as children, as it is a simple thing for them to step sideways even before they first learn to walk. It is a good thing that a metis has Garou parents— not many human parents could handle a toddler whose natural form is a growling Crinos. Garou mothers usually assume Crinos form in order to give birth to metis, but the births are always difficult and dangerous.

Metis are considered to be the cursed of Gaia because of the sin that caused their birth. They are, by nature, infertile, and they each have at least one disfigurement. The disfigurement is always detrimental (see Metis Disfigurements )

Metis Disfigurements

You must choose a disfigurement from the list below or make up your own and have it approved by your Narrator. All mandatory Negative Traits do not count towards the normal bonuses gained by Negative Traits (you cannot gain extra Traits simply by choosing to play a metis).

Hunchback: You cannot take any of the following Social Traits: Beguiling, Charming, Elegant, Friendly, Gorgeous, Magnetic, Persuasive or Seductive. You must take the Negative Trait: Repugnant.
Malformed Limb: You cannot take the Physical Trait: Dexterous, and you must take the Negative Trait: Lame.
Widely Spaced Eyes: You are automatically recieve a one Trait penalty when bidding for ranged attacks, and you must take the Negative Social Trait: Bestial.
Musk: You smell. Most humans attribute this to bad perfume, but it sets animals on edge, and it causes lupus Garou to avoid you. You are easily tracked by your smell, and you must take the Negative Social Trait: Obnoxious.
Madness: You are slightly mad. Your mental “wiring” is a little bit off. When in a stressful situation, you must spend a Willpower Trait or have a temporary Derangement imposed on you by a Narrator. This can cause many Garou to distrust you.
Cleft Lip: You have a cleft lip— at least you can snarl. You must take the Negative Social Trait: Repugnant, but it only applies to homid or human opponents. You should roleplay this disability: it’s hard for others to understand you when you get excited.
Bad Hearing: You must take the Negative Mental Trait: Oblivious, and you must roleplay your disability. This can actually be useful: you can encourage other Garou to repeat themselves. Of course, many Garou have frenzied for simpler reasons.
Hairless: You have no hair on your body. This is not necessarily a disadvantage in homid form, although you will probably attract some notice. In any other form, however, other Garou will shun you. You must take the Negative Social Trait: Repugnant, which applies to Garou only. When it is cold, you must also take the Negative Trait: Delicate, which applies to nearly every situation.
Lack of Claws: You have no claws, and you do not do aggravated damage, ever. The only way you can fight efficiently in wolf form is if you create some kind of fetish that gives you weaponry in that form. Furthermore, you need twice the amount of Glory if Glory is a requirement for you to advance in Rank. It’s a wonder that you weren’t euthanized at birth.
Human Face: You retain a human face in all your forms. This is disgusting to most Garou— take the Negative Social Trait: Bestial (only other Garou can use this Trait against you, however). You also do not gain any Trait bonuses for perception while in Lupus form.

Auspices

The Touch of Luna

It is often difficult to explain the nature of auspice to those who don’t have Garou blood coursing through their veins. Some, in their ignorance, assume it to be some form of petty astrology. Others with some understanding of such things dislike the sense of destiny this idea suggests. Many young Garou who are disdainful of anything that hints at constraint make similar false assumptions. One’s auspice is not a predestined and inflexible path a Garou is forced to follow. Instead, it is a silvery beacon that serves to illuminate her path through life. The influence of an auspice comes as much from within as it does from without.

Auspice also serves as an important focus of Garou social life. The Garou as a whole lack the vast diversity of potential interaction that their human counterparts enjoy. Therefore, it is not uncommon for Garou of the same auspice to gather together for fellowship. These meetings are informal and not at all closed to other Garou. The “Society” section provides more details on these meetings.

In addition to the distinctions of the phases of the moon, many werewolves notice a difference between a Garou with a waxing auspice and one with a waning auspice. When waxing, the moon provides a more positive, aggressive and direct auspice. When waning, the moon causes a more negative, introspective and indirect auspice. Thus, a waxing Galliard may be a great public performer, while a waning Galliard may only create songs for herself and dwell on things in quiet places.

It should be noticed that the brighter, more clearly-seen planets (Mars, Venus, Mercury and Jupiter) are sometimes also noted in the night sky on the day a Garou is born, as well as whether those planets are rising or falling in the sky. Saturn is ignored, as it is regarded as the “Star of the Wyrm.”

Ragabash

The penultimate outsiders, Ragabash are the breakers of boundaries, the outcasts, the rogues, the pranksters and the scapegoats of Garou society. They are always playing the fool, breaking rules and making new paths and new traditions.

Some Ragabash rebel just because it is their nature, while others do it out of a reasoned and essential need to question authority. Sometimes a No-Moon can go from a cynical hardcase to a trusting idiot in seconds. They are often adept at following their noses, listening to their instincts and trusting in their luck.

They’re often found in the midst of trouble, and when they’re caught, they usually claim innocence. Whether a Ragabash is responsible or reckless, it’s quite likely that he can get himself out of just about any situation he uncovers.

The Coyote Totem has been known to consort with Ragabash, and they are fond of playing jokes not just on Garou, but also on mages, vampires and especially faeries.

Ragabash are not tied to tradition: indeed, they are expected to break it. They usually follow rules only when it suits them.

Quote: “Just because the Moon is dark doesn’t mean that we walk always in darkness. We hold within us the inner light of Gaia, and we find our way out of the darkness to new paths that were never before known. We are the pathfinders, the scouts for our Garou brothers. We will always be on the outside, but we are an intrinsic part of the Garou Nation.”

Theurge

Theurges explore the paths of the spirit and are most familiar with the spirit world. They serve as healers, prophets, warders, exorcists, diviners, spiritual counselors, purifiers, artificers and summoners. They use spirits to accomplish their magic, and many Theurges develop rites of their own to use when they reach elder status.

Because they are allied with the spirit world, they often have conversations with people who aren’t there and develop complicated superstitions. Some of these superstitions are geasa laid on them by spirits. (See “Geasa” in the section on “Spirits” and as part of the Rite of Spirit Summoning.)

Quote: “Quiet! Do you hear the wind? I’ve listened to its sighs every morning and every evening for the space of a moon. Do you know why? I await my messenger, who has been sent into the Deep Umbra to search out other realms and other places. What do you think it will say when it returns? Will it still speak my language? Will it hold secrets of a new race of people? Will it tell the tale of another Gaia-spirit out there in the void? Or will it never return, like a stone dropped in a bottomless well? Quiet! Listen! You may hear something...”

Philodox

Much about the Garou is a matter of balance: balance between wolf and man, spirit and flesh, and creation and destruction. Born when Luna’s face sits on the threshold between light and darkness, Philodox are the physical incarnation of this balance. Among the Garou, they are known for their unbiased outlook. Indeed, the words of a Philodox are often taken to heart by the most radical of Garou factions. They value this honor and strive to maintain their image as fair and impartial judges in the eyes of other Garou. The Philodox who does otherwise may find himself ostracized by other Half-Moons.

A Philodox character is often the mediator and peace-maker in his pack. As she grows older and wiser, she should expect to be called upon as a judge and arbitrator for a wide variety of matters. And although a Philodox can not help but see the world in terms of balance, she is loathe to express her views unless others ask her. This reluctance to become involved often makes her seem unconcerned to other auspices. Sometimes, by “playing the devil’s advocate,” she actually hinders necessary split-second decisions. Such is her nature, however, and few would argue her inestimable value to the already fractious Garou.

Quote: “You do not know of what you speak. Do you both truly mean the curses that you spit at each other? Would the two of you truly tear each other apart? Would you slay your own brother while the Wyrm coils and readies to strike at us from the darkness? Have you no wits about you? Now is the time for unity, not strife— the Apocalypse is nearly upon us!”

Galliard

The Garou born under this phase of the moon are imbued with the spark of creation. The greatest poems, songs and tales of the Garou have sprung from their fertile minds. Their thoughts are like quicksilver, racing and fluid, dashing headlong into places where few other Garou give a passing glance. The Moon Dancers lead the sept in its howls during the time of the moot. Their energetic and inspirational performances infect the whole sept, filling them with a sense of belonging and tradition. This is an important role in a time when so many Garou are losing their sense of direction and purpose.

The Galliard character is a creative and intuitive spirit. He will be the member of her pack most likely to come up with an original or previously unconsidered solution to a problem. This Trait, combined with the ability to quickly and powerfully communicate his unique views to others, often allows a Galliard to inspire his fellows to great accomplishments. However, his continual deviance from the norm threatens some conservative Garou. This lack of restraint is deeply ingrained into the Galliard auspice. A Galliard will sometimes have to force himself to stick with time-honored or direct solutions, even when they are the best options.

Quote: “Your traditions and customs confine you like chains. Who are you to question passion? That is the only truth before Gaia. I will be true to myself as I live my life.”

Ahroun

The Ahroun are the undisputed battlelords of the Garou. Born under the power and majesty of the full moon, they are the first in battle and the last to retreat. Even as pups, those born under the full moon are taught the martial ways and take great pride in their warrior status. The impending Apocalypse requires strong warriors, both in mind and body, to assault the forces of the Wyrm, and the Ahroun of all Thirteen Tribes are prepared to face that challenge.

Most prefer death to defeat, and many have lived and died by this ideal.Unlike other auspices in the Thirteen Tribes, the Ahroun do not segregate themselves because of their tribes. They tend to be a close-knit family despite tribal politics. It is a familiar sight to see Ahroun from all tribes congregate to share tales of glory while those of other auspices remain detached from their peers. Other Garou could learn a lesson from their example.

Quote: “Death holds no power over me, for I do not fear it. I will gladly meet her vicious onslaught and rend her very essence with my teeth and claws before she brings me down. These are the final days, the Apocalypse. My death is already accounted for in the grand scheme of things— it is only a question of when I will die in battle.”

Tribes

Black Furies

The Black Furies exist as a counterpoint to the somewhat male-dominated Garou society. Ever since their ancestors left the rest of the Garou and went to the farthest places to establish a place where they could be alone, Black Furies have been separate and strong. They believe that their Goddess, Artemis (Luna in another guise), wants them to remain apart from men. The only men in their tribe are those who are of the infertile metis breed.

They believe that their tribe has remained strong and pure with their own heritage throughout the centuries, and they can trace their heritage all the way back to prehistoric times.

Among the Furies, there are many reactions to the current Apocalypse. Some choose to save everyone they can, some choose to defend only women, some search through the world looking for lost sacred places and missing artifacts, and some choose to worship Artemis as their Goddess. Despite these disparate goals, they are all united under one tribe, and when they are unified under a common cause and bring their might to bear, they are a powerful foe.

Quote: “Follow you? Why? You show as much common sense as a half-trained cub. I wouldn’t follow you into a paper bag, because I’m sure you couldn’t find your way out of one!”

Bone Gnawers

As hungry mutts, the Bone Gnawers have survived for centuries using their canny ability to sniff out food and sneak about unseen. It’s possible that they were originally of jackal stock, although their legends say that they were the “runt” of the litter back in the old days: young, tough, and stringy. Today, they tend to be play the role of convenient scapegoats, although the Children of Gaia tend to stick up for them in septs. A few Bone Gnawers have gained enough Renown on their own to form their own septs. They often discover or build caerns in the secret places of the city they use on their own.

Throughout history, Bone Gnawers have followed the dispossessed and the homeless. They hate slavery and oppression in general, but they’re usually too busy just surviving to care about most of Garou politics.

Because they are allied with all the dogs in any given city (through a complex system of communication called the “Barking Chain”), and because they know many secrets about the sewers and the tunnels underneath the city, the Bone Gnawers are pretty much in the know about what goes on in any metropolitan area. This is as much a survival tactic as it is a strategic activity: they need to know when it’s time to flee a sinking ship once things go wrong.

Quote: “Whatcha gonna do, send ‘em chocolate and roses? Two days ago, I saw an entrance that could get you into that Pentex factory. If you want in there, you talk to me. Yeah, that’s right... me. Ya got any grub?”

Children of Gaia

Amidst the sea of violence and anger that consumes the Garou race, there is an island of reason and restraint. These gentle and empathic souls are the Children of Gaia, so-named because of their self-professed claim to be the tribe closest to the true purpose of Gaia.

Children of Gaia believe, unlike the majority of Garou, that humans can be taught the error of their ways. They argue that by persecuting the blind, naked humans, Garou have only isolated these errant children from their place in Gaia’s scheme. Caught between the ravages of the Impergium and the dangers of the untamed wilderness, it is no wonder that they sought shelter in the dark shadows of the Wyrm.

The Children of Gaia propose that cooperation and education are the best tools the Garou have to rectify the mistakes of the past and hopefully prevent what appears to be a darkening future. The Children only hope that it’s not too late to avert disaster.

The other tribes often scoff at the pacifistic disposition of the Children, calling them hopeful dreamers. When cornered or defending what they see as a noble or just cause, the Children of Gaia can become a terrifyingly lethal force, even though they lack the blind fury that they despise in their brethren.

Quote: “Each human we alienate, every careless frenzy we give into and every petty power play we engage in fills the bloated belly of the Wyrm to the point of bursting and drowns us all in a flood of hate and putrescence.”

Fianna

Known among Garou throughout Ireland, Britain and Europe as bards, storytellers and great warriors, the Fianna have earned their reputation through the centuries by mastering both sword and song. Although today the Fianna make their homes in many parts of the world, their graceful Celtic homelands are still dear to them.

The bards of the Fianna are considered by all tribes to be the most gifted, even by other Gibbous Moons. Taught from birth to master the glory of song, their memories reach back farther into Garou history than any other tribe (despite the claims of those who might contest this). Fianna Ahroun are also taught the glory of battle and prove to be difficult adversaries for even the most ferocious Get of Fenris.

Out of all the tribes, the Fianna seem to be more tolerant and hold fewer prejudices than any other tribe. They do have long-standing rivalries with both the Get of Fenris and the Shadow Lords, though, and they will go to great lengths to show up or embarrass members of those tribes. For the most part, the Fianna are content with a good song and a pint of stout, but they are quick to temper and dangerous when angered.

In recent years, there has been a division of loyalties among the Fianna. With the occupation of Northern Ireland by the British, Irish Fianna have lent their services to the IRA, while their British cousins have joined forces with the Provincial Army. This has been the greatest threat to Fianna security ever. The war rages on, despite pleadings from other Fianna for the fighting to cease.

Quote: “I’m concerned as much about Northern Ireland as you are, but right now, why don’t you sit your arse down and listen to the music? Damn! Bartender, another whiskey... Hey, I said shut up!”

Get of Fenris

Renowned for their fierce tempers and bloodthirsty ways, the Get of Fenris have earned the reputation of being the quintessential battlelords of the Garou. As a rule, they are savage and merciless, giving no quarter to a fallen enemy. They believe mercy is for the weak.

Originally from Scandinavia, the Get migrated with the Vikings in their conquests throughout Europe and took what they wanted before destroying the rest, much like their Viking Kinfolk. They believe in the superiority of their bloodline, much like the Fianna, and even today, most of this tribe hails from Scandinavian and German ancestry. The Get believe that the other tribes are too weak to combat the forces of the Wyrm, and they feel that they must do it themselves. They are renown for intervening in battle, pushing their cousins of other tribes aside and taking the glory for themselves. At times, other tribes harbor great animosity for the Get.

Members of the Get of Fenris believe that the only way to defeat the Wyrm is all-out war; anything less is cowardice. They constantly push their philosophies at the moots and become irritated and violent when their ideas, considered brash and foolish, are ignored. The Get believe that those who do not rush into battle are weak and deserve only death. The battlefield is home for the Get of Fenris, and they do not fear death. They believe that if they fight bravely and embrace the glory of war, they will be lifted to Valhalla upon death and be given the Gift of eternal conflict. The Get have the highest casualty rate of all the tribes.

When the Get are not in battle, they are planning strategies or telling tales of glory around the fire. This tribe keeps mostly to itself, not caring to interact much with other tribes. They are long-standing enemies with the two tribes composed of primarily indigenous peoples, the Wendigo and the Uktena.

Quote: “You’ve put up a good fight, but I’m through playing. Now I’m going to kick your ass and tell of my glory under the next full moon. Die well.”

Glass Walkers

While the Bone Gnawers merely survive in the city, the Glass Walkers thrive there. They see the city as just another kind of wilderness: an ocean of concrete, a forest of skyscrapers or a coral reef of condominiums. They feel that the city has a kind of spirit and life all its own, and they seek to explore the diversity that this “new wilderness” provides.

The Glass Walkers originated in Mesopotamia, where they split with the Garou and came to live in the cities despite the proscriptions against doing so. They became enforcers and mercenaries for merchants in the Middle Ages and allied with guilds and the like. They were at the forefront of technological change during the Renaissance and later in the Industrial Revolution, learning that everything has spirits, even great steam engines and assembly lines.

The Glass Walkers developed Mafia ties as a result of their enforcer past, and in the ’20s, Glass Walker gangs provided muscle to many Mob actions. With the advent of computers, the Glass Walkers learned about a new kind of spirit— the Net-Spiders, the computer spirits.

Befriending these spirits, they found themselves in control of spirits that could alter and gather information from computers all over the world, and they discovered an entirely new world called the CyberRealm. The Glass Walkers believe it is their duty to guide the cities and technology of the world to a path allied with Gaia. Indeed, they see Gaia as a part of the city itself.

Quote: “Okay, I was cool when you asked me to leave the Gameboy behind. And I can understand not bringing along an electric generator— they’re heavy. But now you’re saying that I can’t bring my CD player into the caern because it’s upsetting the spirits? That’s crap! What do they want to hear? John Denver?”

Red Talons

The Red Talons are perhaps more intolerant of humans than any other tribe, even the Get of Fenris. They would enjoy nothing more than seeing the entire race utterly destroyed so that the blood of the humans could flow freely through the streets. The Red Talons were the most opposed to ending the Impergium and still attempt to convince other tribes to reinstate it. They believe humanity as a whole is “of the Wyrm” and, as such, must be removed from the Earth. Only then will the Garou be able to defeat the Wyrm completely.

The Red Talon tribe is composed entirely of lupus stock Garou, and although they tolerate the other breeds, they disdain being in their presence. Other breeds are considered to be weak, but are also seen as necessary in the war against the Wyrm. The Red Talons are the least understood of all the tribes. They are the most wolf-like and take great pleasure in rituals that the other tribes could never fathom. They also keep to themselves as much as possible, and fighting among their own tribe members is very rare.

Humans are not the only creatures they despise. They’re so filled with hate that they’ve got plenty to go around. Vampires are at the top of their list and rival the hatred they hold for the humans. The Red Talons believe that vampires are little more than dead humans with too much power, a blasphemous manifestation of the Wyrm whose only gift should be destruction. Younger members of this tribe have become more tolerant toward humans and believe that some of them may be worth saving. These upstarts have become the targets of anger and violence from their elders, and many have been destroyed because of their beliefs.

Quote: “Grrrrrrrr. Me hate human, kill human, kill all human. Start with you first. Grrrrrrr.”

Shadow Lords

The Shadow Lords are a tribe as dark, forbidding and unyielding as the lands of Eastern Europe that spawned them. Their deeply ingrained hierarchy gives them a strength that is sorely lacking in the other tribes. Their tales are filled with descriptions of their prowess, cunning and innate superiority.

Highest among Shadow Lord instincts is a sense of “manifest destiny.” They see the Garou as the ultimate lifeform on the planet. Therefore, Garou are the obvious rulers. Furthermore, among Garou, there is no greater tribe than the Shadow Lords. After that, it doesn’t take a genius to figure out this tribe’s agenda.

In the end, the only thing the Shadow Lords will respect from Garou of other tribes is power. Even then, they will always be waiting to seize the opportunity to displace their rivals at the slightest sign of weakness.

The dark strengths of the Shadow Lords are possibly their greatest weaknesses. Their boundless pride, perhaps better called arrogance, is easily warped by the Wyrm. Under the Wyrm’s maddening tutelage, the Shadow Lord’s pride blossoms into full scale megalomania.

Quote: “The meek may very well inherit the Earth, but not until we’re finished with it.”

Silent Striders

As their name would suggest, these enigmatic Garou skirt the boundaries of both Garou and human society. Quick minds, agile bodies and an unfathomable pool of knowledge are the hallmarks of these most mysterious of Garou. Their origins, both as individuals and as a tribe, are often nebulous at best. Their preference in names and in culture suggests strong ties to ancient Egypt. Among the other tribes, they are respected for their wisdom, but their solitary and secretive nature makes it difficult for other Garou to fully accept them.

The same nature that alienates the Silent Striders from many of their fellow Garou also makes them best-suited for the invaluable service they provide to the other tribes. Among Garou, the Silent Strid-ers are the penultimate messengers and couriers. Striders cross regions other Garou would avoid, and they travel with an alacrity that rivals human contraptions. Without this service, communications among the already fractious septs would quickly erode.

The rigors of a nomadic lifestyle are not without their price, however. Few Silent Striders form lasting friendships with those outside their tribe.

Quote: “I can handle the ‘rain, sleet and dead of night’ thing, but next day delivery? Into Malfeas? We’ve got to talk...”

Silver Fangs

It has been said that if one were to take the single best quality from each of the other twelve tribes and bring them together in a Garou, that Garou would be a Silver Fang. While many would contest this, none can deny that, more so than any other tribe, the Silver Fangs have been a rallying point for the Garou race. Leadership and valor are the bread and butter of the Silver Fangs. The palpable charisma and confidence they exude has made them obvious leaders among the Garou.

Of late, however, the rock-solid bearing of the Silver Fangs has suffered a terrible erosion. At best, they are reserved and overly cautious in their rulings. At worst, they are moonstruck. As a result, younger Garou are loosing the time-honored respect for these once noble Garou.

A Silver Fang character won’t just assume command, he will expect it. While they are hardly the heavy-handed tyrants the Shadow Lords portray, a Silver Fang will brook little disrespect for his ability as a leader. The character should lead by example. By best exemplifying the most noble Garou Traits— wisdom, courage and honor— she will inspire those around her to act likewise. Remember, the Silver Fangs know more about what it is to be a heroic Garou than most of the tribes.

Quote: “Patience and birthright are apparently virtues you lack, pup. You would do well to follow me and my example.”

Stargazers

The Stargazers are perhaps the most peaceful and contemplative of the Garou tribes. During the Impergium, they were among the Garou who believed the treatment of the humans was unjust and criminal and sought an end to their persecution. Their pleas fell upon deaf ears, so they withdrew from werewolf society to study and meditate on their own, hoping to find inner peace and enlightenment in a bleak, violent world. Their tendency to gaze thoughtfully into the night sky was the inspiration for the other tribes to give them the name they carry still today.

The Stargazers, despite their peaceful nature, can be as fierce in times of war as any other Garou. They merely have different ideals. Working unseen in the shadows, they protect humanity from the hideous minions of the Wyrm. This has brought them great animosity from some members of other tribes, but their wisdom is widely respected among the Garou. Despite this, the Stargazers are considered untrust-worthy by many Garou.

The Stargazers live a very spartan life, shunning civilization completely. They do not hold to mate-rial wealth of any kind, considering it to be a burden to spiritual enlightenment. They seek only truth. Due to their spiritualistic nature, they have strained relations with the Glass Walkers, who are children of the city and followers of mankind’s ways. The Glass Walkers cannot understand their tranquil nature, so they condemn them for it.'

The Stargazers hold a special relationship with the moon. They believe that she guides them in all ways, watching over and protecting them from the horrors of the night.

Quote: “It is such a peaceful night. Listen carefully to the forest, and it will tell you of days long gone. Do not be so rushed; wisdom will find you. If you go through life at a lightning pace, it will never catch up with you. The choice is yours.”

Uktena

The Uktena belong to one of the three tribes of Garou that came to America across the Bering Land bridge. They believe that open rage and narrow vision will be the downfall of Garou. They also believe that, by coming to understand the Spirit World, they will be able to spread wisdom and allow the Garou to purify the world of the Wyrm’s influence. The Wyrm is seen as a very real spiritual taint that spreads itself all across the world.

To the Uktena, the “real” world is not important. They would rather be in the Umbra than walking about on earth. Since the destruction of the Croatan Tribe, the Uktena’s maxim is “Know Thy Enemy.” They put their spirits on the line in order to venture into the heart of the Wyrm and discover its foul plans.

The Uktena were once purely Native American, but they have since begun accepting those who are alienated from other tribes. They have incorporated many magical beliefs and cultures into their tribal rites and moots.

They are also concerned with fetishes, as they see them as spiritual tools to strengthen themselves as spirit warriors and protectors. They also feel that it is their duty to watch over Wyrm-ridden areas and protect other Garou from the Wyrm’s influence. They will often raid the holdings of mages, Tremere vampires and even Black Furies to recover fetishes they believe should be used in service to Gaia.

The Uktena are secretive among themselves and are often accused of allying with the Wyrm because of their close study of it. This is not the case, however, as the Uktena are probably one of the only tribes that knows enough about the Wyrm to begin seriously harming it.

Still, taint by the Wyrm is an ever-present danger, and all Uktena are aware of this fact. It is common practice for all Uktena to undergo the Rite of Cleansing regularly in order to clean themselves of Wyrm-taint.

Quote: “You cannot know the power of the Wyrm. Have you seen the fires reflected in its eyes? Have you watched its fangs drool with poison? Have you heard its breathing? Until you have walked with me down that road, you will have to understand that there are some things that you do not wish to know. There are some things which would kill you if you found them out. Beware of what you ask of the spirits...”

Wendigo

The Wendigo see themselves as the last of the pure Native American tribes. Once part of the many tribes who called the Americas their home, they are, along with the Uktena, all that remain of the Pure Ones after the European colonization of the continent. Because of this, they still harbor resentment towards everyone of European descent, including their Garou cousins, for destroying the land that they love so dearly. They will, however, reluctantly come to their aid in times of need to wage war against the Wyrm and its dark minions.

The Wendigo are very proud of their pure blood and stay as far away from those of European descent as possible, preferring to live in the wilds or, at the very least, on the reservations away from the cities. Their pride in the Native American heritage is strong, and they pass on tales of glory around the evening fire. The European invaders took their land, but they cannot break their spirit.

The Wendigo are masters of woodland survival, becoming one with the land and letting the spirits guide them through the wilderness. Such prowess has earned them great renown, even among other Garou, and they are sought out for their expertise. They are also experts at hit-and-run tactics and are well-known as some of the fiercest warriors among the Garou. After all, they have more than 200 years of practice gained from fighting the European invaders to fall back on. They enjoy causing trouble and love nothing more than to provoke conflict among their enemies. Their philosophy is simple: we don’t need to fight the Europeans; they’re quite capable of killing themselves.

Some of the young among the Wendigo believe that the world is not as bad as their elders say and believe that the differences between the Native Americans and the others can be overcome. They ignore the teachings of their elders and the bloody lessons that history has taught, preferring to go out in the world and learn for themselves. This has caused great unrest within the tribe.

Quote: “Welcome to the real America. Now go, before I kill you.”

Nature and Demeanor

Alpha

You believe that you were born to lead and that instinct proves you correct. It is your driving goal to become the leader of the pack, the sept, the tribe or another group. You are an “alpha,” a lead wolf. However, others do not necessarily recognize you as such. Thus, you feel the need to prove this to others constantly, in order to reinforce this idea in them and in yourself. This has brought you many challenges, and will bring many more in the future.

Autist

You must hide your secrets from others. Even more importantly, you hide your true self. Anyone who understands you can hurt you, so no one must ever see the real you. No one can come close. Give away as little of yourself as possible— adopt a false personality if you like— but just make sure no one gets hold of the truth about you. Knowledge is power, and those who know you can do anything they like to you. This is a Nature found among many Uktena.

Bravo

You are a bully, a ruffian and a tough. You delight in tormenting the weak. You always demand to have things your way, and do not tolerate those who cross you. Power and might are all you respect; indeed, you heed only those who can prove their power over you.

You see nothing wrong with forcing your will upon others. There is nothing you like better than to persecute, antagonize, heckle and intimidate those for whom you feel contempt. The emotions of kindness and pity are not completely foreign to you, but you hide from your own sense of weakness through cruelty to others. While most Bravos despise the weak, others become their protectors.

Caregiver

You always try to help those around you, struggling to make a difference in the needs and sorrows of the unfortunate. People around you depend on your stability and strength to keep them steady and centered. You are the one to whom people turn when they have a problem. This is a Nature found among many Children of Gaia.

Child

You are still immature in personality and temperament. You’re a kid who never grew up. Though you can care for yourself, you prefer the security of being watched over by others. You often seek out someone to look out for you, not as a parent, but as a caretaker of sorts. Some see you as a spoiled brat, while others see you as an innocent cherub unspoiled by the evils of the world. This is a very uncommon archetype for Garou.

Competitor

You are driven by the need to win at all costs. The thrill of victory is the only thrill that you recognize; it is the thing that drives you on. You see life as a contest and society as a dichotomy of winners and losers. You believe all the macho business proverbs: if you’re not lead dog, the view never changes; there are no prizes for second place; eat or be eaten. You try to turn every situation into a contest of some kind— it is the only way you can relate to anything. You are capable of cooperating with others, but only by turning the group interactions into another contest. You must be the leader, or the most productive, or the most indispensable, or the best liked— anything, as long as it means you win in some way or another. This is a Nature found among many Shadow Lords.

Confidant

You understand others, and more importantly, you like them. You are a facilitator who listens and advises. People confess to you, and, in return, you give them advice, most of it good (although sometimes your advice is more for your own benefit than for the benefit of the recipient). You are very interested in other people, including who and what they are. The personality, brutality and beauty of the Garou fascinate you.

Conformist

You are a follower. Taking charge simply isn’t your style. It’s easy for you to adapt, attune, adjust, comply or reconcile yourself to a new situation in which you find yourself. You are attracted to the brightest star, the person whom you feel will go the farthest. It is both difficult and distasteful for you to go against the flow, to rebel. You hate inconsistency and instability, and know that by supporting a strong leader, you help prevent chaos from occurring. All stable groups need some kind of conformist.

Conniver

What’s the sense of working hard when you can get something for nothing? Why work when, just by talking, you can get what you want? You’re always trying to find the easy way out, the fast track to success and wealth. Some people might call what you do swindling or even outright theft, but you know that you only do what everyone else does; you just do it better. Besides, it’s kind of like a game to you, and you get great pleasure from outwitting someone. Connivers play many roles. You may be a thief, a swindler, a street waif, an entrepreneur, a con man or just a finagler.

Curmudgeon

You are an irascible, churlish old wolf at heart, taking everything seriously and finding little humor in life (though you may have a wickedly barbed wit). Cynicism is your middle name; it is the tool by which you judge everything in life. You have a very well-defined understanding of how things really work, especially when they involve the circus of Garou endeavor. Long ago, the foolish actions of others ceased to surprise you. This could be a false front to protect the true sorrow you feel at the coming of the Apocalypse, or maybe the Apocalypse simply feeds your cynicism and “I told you so” attitude.

Deviant

There are always people who don’t fit in. You’re one of them: you’re a miscreant. Your beliefs, motivations and sense of propriety are the complete antithesis of the status quo. You are not so much an aimless rebel as an independent thinker who does not belong to the society in which you were raised. You don’t give a damn about other people’s morality, but you do adhere to your own strange code of conduct. Deviants are typically irreverent, and some can have truly bizarre tastes and desires.

Director

You despise chaos and disorder and tend to take control and organize things in order to suppress anarchy. You like to be in charge, live to organize, and habitually strive to make things work smoothly. You trust your own judgment implicitly and tend to think of things in black-and-white terms: “This won’t work”; “You’re either for me or against me”; “There are two ways to do this: my way and the wrong way.” This is not the same as an Alpha, for a Director can be perfectly happy working under an Alpha— as long as she gets her way.

Fanatic

You are consumed by a cause; it is the primary force in your life, for better or worse. You are driven to accomplish the directives of your self-appointed mission. Every ounce of sweat and passion you possess is directed toward it. Indeed, you may feel very guilty about spending time on anything else. You let nothing stand in your way— nothing that you cannot overcome, in any case. You and those around you may suffer, but your cause is everything. The end justifies the means. Before the game begins, make sure you describe your cause to the Storyteller and define how it may affect your behavior.

Gallant

You are as flamboyant as you are amoral. Some see you as a rogue, a Don Juan, a rake, a paramour or just a lounge lizard— you see yourself as all these things. As a consummate actor who loves to make as big a show of things as possible, nothing attracts your attention more than an appreciative audience. You love people, and you love to impress them even more. Although you may indeed be a superior lover, you enjoy the chase almost as much as you enjoy the consummation. Gallants vary widely in temperament and ambition, holding little more in common than their love of attention.

Hedonist

There is no point to life, no meaning or direction, so the best plan is to have as good a time as possible. Rome may burn, but you will drink wine and sing songs. You are a bon vivant, a sensualist, a sybarite and a party animal. The words austerity, self-denial, self-discipline and asceticism have no place in your life. You prefer instant gratification. You don’t mind a little hard work, as long as a good time awaits when the work is done. Most Hedonists have low self-control, for they so dearly love going to excess.

Jester

You are the fool, idiot, quipster, clown or comic, forever making fun of both yourself and others. You constantly seek the humor in any situation, and always strive to battle the tides of depression inside yourself. You hate sorrow and pain and constantly try to take others’ minds off the dark side of life. Sometimes you’ll do nearly anything to forget that pain exists. Your particular brand of humor might not always impress your friends, but it makes you feel better. Some Jesters manage to escape pain and find true happiness, but most never find release.

Judge

As a facilitator, moderator, arbitrator, conciliator and peacemaker, you always seek to make things better. You pride yourself on your rationality, judgment and ability to deduce a reasonable explanation when given the facts. Your constant struggle is to promote truth, but you understand how difficult it is to ascertain. You respect justice, for justice is the means by which truth can reign. In your view, people are resources, although they are sometimes difficult to manage and employ. You hate dissension and arguments, and shy away from dogmatism. Judges often make good leaders, but a lack of vision can sometimes cause them to adhere to the status-quo instead of searching for a better way.

Loner

You are always alone, even in a crowd. You are the wanderer, hunter and lone wolf. Though others might think of you as lonely, forsaken, isolated or remote, in truth, you prefer your own company to that of others. There are many different reasons why this might be: you don’t understand people, people dislike you, people like you too much, or you are simply lost in your own thoughts. Your reasons are your own. You prefer to walk alone and could care less about what others think or say about you.

Maker

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

Martyr

Many people possess the insticts of martyrdom, but only a few act upon it. Even fewer live the life of a martyr. You, however, are one of those few. Your desire for self-sacrifice may stem from a poor self-image, a lack of control, or a profoundly developed sense of love. You are able to endure long-lasting and severe suffering because of your beliefs and ideals.

At the worst of times, a Martyr expects sympathy and attention because of his or her suffering, and may even feign or exaggerate pain or deprivation. In the best of times, a Martyr chooses to suffer injury or even death rather than renounce religion, beliefs, principles, causes or friends.

Masochist

You like to push the boundaries of endurance and like to see how much pain you can tolerate before you collapse. There is a certain satisfaction gained out of suffering humiliation, degradation and even mutilation— especially when you are the cause of it and have some control over it. You know that these needs are somewhat perverse, but you also know that you aren’t crazy; it’s just the way that you are.

Penitent

You are unworthy. You are sinful. You are base, vile and lacking in virtue. You have no right to exist and are utterly without hope. Either because of a low self-image or because of a spectacularly traumatic past, you have to spend your life making up for what you are, what you lack or what you have done. You owe it to creation at large to make some kind of amends for the crime of your existence. You struggle incessantly to make up for your weaknesses, and your daily dream is finally to be able to overcome it. Nonetheless, you know you are weak and beyond hope.

Predator

The urge of the wild is strong within you. Kill or be killed, survival of the fittest— these age-old instincts are imprinted in the deepest recesses of your brain. Let the others talk of merciful Gaia all they wish. You know Mother Nature takes no prisoners. The surest way to render yourself safe from harm is to place yourself firmly at the top of the food chain. Whether this “food chain” is metaphorical or all too carnal depends on you.

Rebel

You are a malcontent, iconoclast and free-thinking recalcitrant. You are independent-minded and free-willed, and you’re unwilling to join any particular cause or movement. You desire only the freedom to be yourself. You do not make a good follower and aren’t usually a very good leader (unless your followers are willing to go wherever you lead). You tend to be deliberately insubordinate to authority, even to the point of stupidity.

Reluctant Garou

Being a werewolf is cool, you guess, and you can understand the need for “change,” but why does it have to be you? You were enjoying being a human (or wolf), and you can never go back. You want to have a normal life, go shopping without guilt, go to school, watch MTV, fall in love, have a family and a career— you want to live just like a normal person. Or, if you were a wolf, you would much prefer to roam the wilderness with your pack. Your eyes have been opened to things you never wanted to see, and you miss being half-blind. Granted, there are certain compensations in being a Garou; still, given the chance, you’d rather have the life you’ve lost.

Show-Off

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

Survivor

No matter what, you always manage to survive. You can endure, pull through, recover from, outlast or outlive nearly any circumstance. When the going gets tough, you get going. You never say die, and never give up— never. Nothing angers you as much as a person who doesn’t struggle to make things better, or who surrenders to the nameless forces of the universe. You utterly despise quitters.

Traditionalist

You are an orthodox, conservative and extremely traditional individual. What was good enough for you when you were young is good enough for you now. You almost never change. You oppose change for the sake of change— what point is there in that, after all? You may be seen by some as a miser, a reactionary or simply as an old fogy. You strive to always preserve the status-quo.

Visionary

There are very few who look beyond the suffocating embrace of society and mundane ideas to see something more. There are very few people who are brave enough, strong enough or imaginative enough. Society treats such people with both respect and contempt. The Visionary perverts the standards of society as she guides others into the future. You may be a spiritualist, shaman, New Age, mystic, philosopher or inventor, but whatever you are, you are always looking for something more. You see beyond the bounds of conventional imagination and create new possibilities. Though you might have your head in the clouds and be of an impractical bent, you are filled with new ideas and perceptions.

Traits

Traits have two primary purposes. The first purpose is to enable you to describe your character concretely and thereby empower your roleplaying. The second is to enable you to interact with other characters in the mechanics of the game system. The mechanics of The Apocalypse revolve around the Trait system. Challenges between characters are resolved using them.

The premise of this system is that a character who is described by a specific Trait tends to be pretty good at things that involve that Trait, and is certainly better at those things than someone who doesn’t have the Trait. For example, someone who is Brawny is a better arm wrestler than someone who isn’t. Likewise, a marathon runner needs to be Tireless in order to finish a race without being winded, and a child who is Persuasive has a good chance of convincing his mom that he didn’t break a vase that’s been shattered on the floor.

In theory, a player can choose any adjective and take it as a Trait. However, for a number of reasons, this is not suggested for any but the most expert. Many adjectives are unimportant, extraneous and impractical; there is no need for a Pyorrheal Trait, although it’s possible that a vampire might get some form of gum disease. Still, the chances of that Trait being used in a bidding contest— the act of a challenge— are close to nil.

Allowing any adjective would play hell with the mechanics of the game. Players would have to carry around pocket dictionaries and flip pages every time some wise-cracker bid the Trait: Vigesimal. If there are a set number of standard adjectives used as the Trait pool, everyonecan be expected to know the meaning of every adjective and can know when each is applicable. For these reasons, The Apocalypse has a list of Traits from which to choose.

If you decide to add more Traits to the list, here are some guidelines: keep the number of new Traits low, make sure all players understand them, and make sure they don’t duplicate existing Traits.

Attributes and Bidding Traits

Creative players can think of ways to use nearly any Trait in nearly any challenge. Though this is praiseworthy, people can sometimes go too far. To avoid this, the general rule on bidding Traits is very strict: you can only bid Traits from the category that best suits the nature of the challenge (i.e., bidding is done using one of the three categories— Physical, Mental or Social categories). Even then, however, not all Physical (or Mental, or Social) Traits are appropriate to all Physical (or Mental, or Social) Challenges.

For example, beginners might think they can use all their Physical Traits in combat. This is incorrect. If your character is trying to kick someone, Resilient is not an appropriate Trait to bid as part of the attack. Likewise, if your character is trying to sense the taint of the Wyrm,Creative might not be an appropriate Trait.

For such an “inappropriate” Trait to be allowed, both parties must agree. When an opponent bids a Trait that you feel is extremely inappropriate, politely tell her that you’re not going to allow its use. If she is insistent, reevaluate your grievance. If you still can’t agree, appeal to any witnesses of the contest. Then, if there is still deadlock and no one is willing to compromise, seek out a Narrator to make a ruling. Appeals to a Narrator, however, should occur very, very rarely. Learn to handle confrontations on your own, quickly and socially. Apocalypse is a social game, and compromise makes the game more entertaining for everyone.

To keep things simple, your group may choose to ignore the subtleties of Traits and use any Physical Trait in any Physical Challenge. This approach is particularly useful when you have a number of novice players. Eventually, you will go beyond this boring convention and only allow players to use Traits that are appropriate to the situation at hand. This method is more complicated, but it can be a lot more fun. Try it out.

Physical Traits

Negative Physical Traits

Social Traits

Negative Social Traits

Mental Traits

Negative Mental Traits

Abilities

Abilities allow the character to engage in, if not excel in, a type of challenge when she could not otherwise participate. Additionally, if a character is defeated in such a challenge, she may choose to temporarily sacrifice a level in the appropriate Ability to call for a retest. While any Traits you’ve risked are still lost, it is possible for you to still win the challenge. An Ability lost in this manner is recovered at the beginning of the next session. If a character loses all her levels in an Ability in this manner, she may not use that Ability until the levels are recovered.

Abilities can be chosen multiple times to represent a high degree of expertise in that skill or familiarity with a wide variety of specialties, such as the case with Performance, Science and Linguistics.

The use of Abilities is often accompanied by a challenge of one sort or another. Some of these will be performed with a Storyteller who will not only assign the relative difficulty of the challenge (measured by a number of Traits), but will actually perform the test with you. As a rule, no Traits or one Trait would be risked for trivial uses, two to four would be at stake in novel, unusual or challenging projects, and five or more would be risked by attempting taxing, groundbreaking or unlikely attempts. More details concerning difficulty and the factors that influence it are included with each Ability.

Other abilities, such as Subterfuge or Melee, can be used directly against another player and rarely need the assistance of a Storyteller to use.

Animal Ken

This Ability is not as common among the Garou as one would imagine— natural animals are just as susceptible to the effects of the Delirium as humans, if not moreso. A character with Animal Ken, however, has practiced long and hard to regain the ability to interact and cooperate with her feral brethren. Given time and access to an animal, she may train it to perform simple tasks, e.g. fetching, guarding, attacking, etc. When the command is given, the animal must make a Mental Challenge to successfully understand and carry out the order. The Traits that must be bid range between one and three depending on the difficulty of the task. The character may also attempt to calm an injured, attacking or frightened animal by defeating it in a Social Challenge.

Brawl

You are proficient at using your hands (or claws) as weapons. You may possibly be skilled at some form of martial art or may have acquired your skill from numerous street brawls.

Bureaucracy

The world of homids is a complex place riddled with a staggering amount of complexity, paperwork and red tape. An enterprising character can find this Ability a godsend when trying to enlist the aid of organizations, from government bureaus to small businesses. Bureaucracy can allow the character access to appropriate licenses, use contractual agreements to his advantage, or recover, alter or destroy files (in a pseudo-authorized manner, of course). Bureaucracy often requires a Static Mental or Social Challenge, depending on the type of roleplaying the character performs or as a Storyteller sees fit. Difficulty depends on such factors as security, accessibility, nature of the information sought or cooperativeness of the target involved.

Computer

We live in an Information Age where data pulses and flows through silicon circuitry and fiberoptic lines. A character with this Ability has learned many of the secrets of this other world and can use them to her advantage. She can infiltrate systems, swap data, steal business and science secrets and access records. A Mental Challenge is required to accomplish these and other similar acts. Difficulty is based on system security and accessibility, equipment, time, and the rarity of information, as interpreted by a Storyteller. Failure can lead to investigation by natural and sometimes supernatural agencies that operate in the computer sphere.

Drive

The automobile is practically an essential aspect of our world. It shrinks our world, giving the average person the ability to regularly visit places her ancestors would never have seen. In the states, the majority of adults have at least some familiarity with these vehicles. A character who also has this Ability is an adept driver capable of tailing (and avoiding tails), avoiding collisions and using her vehicle as a weapon. These actions often require a Physical or Mental Challenge. Factors influencing difficulty could include the type of vehicle, road conditions and the sort of stunts attempted.

Enigmas

The character has a knack, if not a fascination, with the perplexing permutations of riddles and problems of both the physical and intellectual varieties. When posed with a conundrum of this sort, the player may request a Mental Challenge to gain insight into the solution. The Storyteller may require the player to risk a variable number of Traits, depending on the relative difficulty, character familiarity with the problem and existing information on the enigma.

Finance

Money talks, and you are fluent in its language. This Ability allows you to follow money trails, perform and verify accounting and understand such concepts as investment, buyouts and the like. These actions are a function of Mental Challenge that depends on any precautions taken by the subject, the amount of money in question and the availability of information.

Firearms

Sometime during your existence, you have spent the time to familiarize yourself with a range of guns and similar projectile weapons. You not only to understand how to operate them, but can also care for them, repair them and possibly make minor alterations. The most common use of this Ability is in combat, but a Storyteller may also allow a Mental Challenge to allow the character to use other functions, such as trick shots, hunting and so on.

Investigation

You possess the learned skills of a diligent investigator. This sort of attention to detail is often found among private investigators, police officers, government agents and insurance claims personnel. In any case, you can often pick out or uncover details and clues that other individuals would overlook or ignore. You may request a Mental Challenge with a Storyteller to see if any clues have been overlooked, piece together clues or uncover information through formal investigation.

Law

Laws, whether civil or criminal, are based on layer after layer of confusing tradition, precedence and procedure. Your experiences with it, however, allow you to make the system work for you. In the world of humans, you can use the Law Ability to write up binding contracts, defend clients, and know the rights of yourself and others. The difficulty of the Mental Challenges necessary to accomplish these tasks depends on factors like the precedence, severity of the crime, legal complexity of the subject and legal action desired.

Leadership

You have the gift of influencing and inspiring others. This is a function of confidence, bearing and a profound understanding of what motivates others. You may use this Ability to cause others to perform reasonable tasks for you. They must first be under your command or serve in some way as your subordinates. Examples include: an Alpha and her packmates, an officer and his soldiers, a CEO and his employees or a crimelord and her henchmen. These requests should not violate the subject’s Nature or Demeanor. The subject must first be defeated in a Social Challenge. If the action would endanger other characters who follow you, they should be given a choice, but a challenge can assist in roleplaying this out.

Linguistics

You have received tutelage in one or more languages other than your native tongue. This can be anything from ancient hieroglyphics to common national languages or complex dialects. The language known must be specified when the Linguistics Ability is chosen and may not be changed; one new language is chosen each time it is taken. This skill allows you and anyone who also knows the language to speak privately. Furthermore, you can translate data for yourself or others, though a Static Mental Challenge may be required, depending upon the complexity of the text.

Medicine

This Ability represents an adeptness at treating the injuries, diseases and various ailments of living creatures. You can allow a living being under the treatment of someone with the Medicine Ability to recover a single Health Level per night with time and a Mental Challenge. The difficulty is influenced by the severity and nature of the damage, equipment at your disposal and any assistance or distractions. Other uses of this Ability include forensic information, diagnosis and pharmaceutical knowledge.

Meditation

Meditation is the Ability of calming the emotions, controlling the mind and relaxing the body. Garou may use this to channel and renew Gnosis. For every ten minutes spent in meditation, the Garou may convert one Mental Trait into a Gnosis Trait (up to a full Gnosis Pool; see the section on “Gnosis”).

Melee

You are skilled at armed combat. You are proficient in the use of a variety of weapons, from broken bottles to swords.

Occult

There exists, on the fringe of mundane society, a wealth of arcane and alternative knowledge, most of which offers enlightening insight into the nature of our mysterious universe. This Ability allows the character to tap that information and use it to her advantage. Examples of these uses include, but are not limited to: identifying the use and nature of visible magicks, rites and rituals, understanding basic fundamentals of the occult, and having knowledge of cults, tomes and artifacts. Most uses of the Occult Ability require a Static Mental Challenge based on the obscurity of the knowledge, the amount of existing data, and the character’s individual scope of understanding.

Performance

You have the gift to make your own original creations and/or express these creations to your peers. The genius of your creativity or the power with which you convey it is determined by a Static Social Challenge. Some particularly sensitive types (such as Galliards and Toreador vampires) can even become entranced by the use of this skill. They must first be defeated in a Social Challenge, of course. The area you are skilled in should be chosen before play begins.

Repair

You possess a working understanding of what makes things tick. With time, tools and parts, you can fix or slightly alter most of the trappings of modern society. This knowledge also allows you to excel at sabotage, should you choose to do so. Using this Ability usually calls for a Static Mental Challenge, the difficulty of which depends on such factors as the item’s complexity, the tools and parts available, the extent of the damage and the time spent on the repairs.

Science

You have a degree of factual and practical expertise in a single field of the hard sciences. This knowledge will allow you to identify properties of your field, perform experiments, fabricate items, bring about results or access information a player could not normally utilize. A Static Mental Challenge is necessary for all but the most trivial uses of this skill. The difficulty depends on resources (equipment, data, etc.) available, complexity of the task and time. A field of study must be chosen when the Science Ability is taken. A few examples are Physics, Biology, Electronics and Chemistry. Other fields can be allowed at the Storyteller’s discretion.

Scrounge

Scrounge allows the character to produce items through connections, wits and ingenuity. Many individuals who lack the wealth to purchase the things they desire or need develop this Ability instead. Materials acquired with Scrounge aren’t always brand new or exactly right and often require some time to come by, but this Ability can sometimes work where finance or outright theft fail. A Static Mental or Social Challenge is necessary to use Scrounge. Some factors that influence the difficulty of the challenge include rarity and value of the item and local supply and demand.

Security

You have a degree of experience and knowledge of the variety of ways people defend and protect things. Not only can you counter existing security, such as locks, alarms and guards, but you can also determine the best way to secure items and areas. Other uses include breaking and entering, infiltration, safecracking and hotwiring. Almost all applications of the Security Ability require a Static Mental Challenge. Difficulty depends on the complexity and the thoroughness of the defenses, the intruder’s equipment and the time available.

Streetwise

With this Ability, you have a feel for the streets. You know its secrets, how to survive and how to use the network of personalities on the street. You can get information on current events on the street, deal with gangs and the homeless, and survive (if somewhat squalidly) without an apparent income. Some uses of Streetwise require a Static Social Challenge influenced by such things as composition of the local street community, familiarity with the area and the current environment on the street.

Subterfuge

Subterfuge is an art of deception and intrigue that relies on a social backdrop to work. When participating in a social setting or conversation with a subject, you can attempt to draw information out of him trickery and careful probing. Information can be revealed by successfully using Subterfuge. This includes finding out someone’s name, nationality, Negative Traits or friends and enemies. The first requirement to doing this is getting the target to say something dealing with the desired knowledge, such as entering a conversation about foreign culture to find out where the subject is from. If you can accomplish this, then you may proposed your true question and initiate a Social Challenge. If you win, then the subject must forfeit the information (hopefully by roleplaying his faux pas). To use the Ability again, you must once again lure them into a conversation. Furthermore, Subterfuge may not reveal more than one Negative Trait per session, and it may be used to defend against others with Subterfuge.

Survival

You have the knowledge and training to find food, water and shelter in a variety of wilderness settings. Each successful Static Mental or Physical Challenge allows the character to provide the basic necessities for herself or another living creature for one day. This Ability can also be used to track down someone in a wilderness setting. The nature and difficulty is usually set by a Storyteller. Important factors in the challenge are abundancy or scarcity of resources, the time of the year, equipment used and type of wilderness.

Gifts

Gifts are normally taught by spirits. A Garou must either petition a particular spirit to teach him its power or ask an elder to summon that spirit and petition for him. (Further ideas for this process can be found in Werewolf Second Edition.) Only spirits allied with the Garou will teach Gifts, and they will not teach them to Garou who have not attained the proper Rank.

Sometimes a Garou may teach another Garou a Gift he knows. Unlike spirit teaching, which takes only a short time, this can take quite a while of training. In addition, Gifts learned this way cost an additional experience point.

Additional note: although many Garou can affect spirits, there is a distinction between spirits and wraiths. A Gift that can affect a spirit will not necessarily have any affect on a wraith.

One Trait Down / One Trait Penalty

If a Gift places a Garou “one Trait down” after a challenge, the Garou has his total number of Traits reduced when ties are resolved. If a Garou receives a “one Trait penalty” as a result of a Gift, the victim must spend one extra Trait when initiating a challenge. Gifts like Smell of Man or Infest incur a Trait penalty; Gifts like Body Wrack or Chill of the Early Frost will put a Garou down a specific number of Traits when ties are resolved.

Breed Gifts

Homid

Basic Gifts

Metis

Basic Gifts

Lupus

Basic Gifts

Auspice Gifts

Ragabash

Basic Gifts

Theurge

Basic Gifts

Philodox

Basic Gifts

Galliard

Basic Gifts

Ahroun

Basic Gifts

Tribal Gifts

Black Furies

Basic Gifts

Bone Gnawers

Basic Gifts

Children of Gaia

Basic Gifts

Fianna

Basic Gifts

Get of Fenris

Basic Gifts

Glass Walkers

Basic Gifts

Red Talons

Basic Gifts

Shadow Lords

Basic Gifts

Silent Striders

Basic Gifts

Silver Fangs

Basic Gifts

Stargazers

Basic Gifts

Uktena

Basic Gifts

Wendigo

Basic Gifts

Rites

Enacting a Rite

All but the simplest of rites are performed by a group of three or more Garou. One participant coordinates the effort and is designated as the Ritemaster. The Ritemaster is the only member of the group that must know the rite, and, as a result, she directs the actions and channels the energies of the others.

Rites often demand intense, if not total, concentration. If undisturbed, a competent Ritemaster can cast a rite in about ten minutes for each level of the rite. Basic Rites require approximately 10 minutes, Intermediate Rites take approximately 20 Minutes and Advanced Rites can take up to 30 Minutes or more. An untested or inexperienced Garou can take twice as long.

Each rite has a requirement of a minimum number of Traits. This means that the Garou attempting the rite must match this minimum Trait requirement before he can perform the ceremony. These Traits are not spent— they are merely the minimum number of Traits the character must have in order to perform the ceremony. If the Ritemaster does not have enough Traits, but is within three Traits of the number required, then he can still make an attempt. If this is the case, the rite will take require as much time.

Additionally, a rite can take less time to perform if the Ritemaster has more Traits than needed. For every two Traits over the minimum needed, the Ritemaster can subtract five minutes from the time it takes to perform the rite.

Involving more Garou makes the rite easier to perform. For every two Garou beyond the minimum number necessary, a free additional Trait is gained by the Ritemaster to use in the ceremony. The following table shows the type of Traits that are used in different types of rites.

Rite:
Accord
Caern
Death
Mystic
Punishment
Renown
Seasonal
Minor
Type:
Social
Social
Varies
Mental
Social
Social
Varies
Varies

Rite Level Minimum Traits Min. Participants
Basic

5

3

Minimum Participants

Some confident or desperate Garou attempt rites even when they do not have the necessary resources. If a rite does not have the minimum number of Garou necessary to complete the rite, the Ritemaster must spend a number of Mental Traits equal to the number of participants he is lacking.

Minimum Number of Traits

If a ceremony requires a minimum number of Traits from the Garou present, this pool of Traits is separate from the Traits that are actually risked. This is not part of the actual test, and the Traits of attending Garou are not actually part of the bid. The Traits risked in a rite are those of the Ritemaster.

Rites of Accord

These rites draw their power from connecting to the primal state of Gaia. That cycle is characterized by harmonious coexistence and rejuvenation.

To channel this power, the Garou must utilize an object that is unspoiled by the ravages of man or the Wyrm.

Basic Rites

Caern Rites

These rites are aligned with the most sacred sites of Garou and Gaia. Caerns are the bosom from which all Garou are nourished. If the caerns were left to ebb and die out, the death of the Garou race would not be far behind.

These rites may only be performed while within a caern. This implies having the permission of the presiding Garou, as caern piracy is one of the foulest breeches of Garou etiquette. Furthermore, for every level of the caern, the Ritemaster receives a free Trait to use in the rite’s contest. This is in addition to any other bonus Traits.

Basic Rites

Rites of Death

Having spent their lives so close to the spirit world, Garou understand death as an essential part of Gaia’s cycle and show the appropriate homage for it instead of showing fear or ignorance.

Basic Rites

Mystic Rites

These rites call forth spirits and Umbral entities to the Garou that performs them. This is considered a solitary affair, as it is performed by a lone Ritemaster (a ceremony can be performed somewhere else). The results often occur in complete privacy.

Basic Rites

Punishment Rites

In a race as isolated as the Garou, the regard and fellowship of one’s peers is of paramount importance. It is no surprise that their punishments for transgressions rely so heavily on the pack, tribe and sept. This is usually enough, but for truly heinous or repeated offenses, these rites may be brought to bear.

Basic Rites

Rites of Renown

These rites serve to reward Garou who distinguish themselves in any of the Garou virtues. Many Garou dream of frequently receiving the accolades of these rites.

Basic Rites

Backgrounds

Pure Breed

The Garou hold their dead heroes and mystics in high regard. To actually share the same blood as one of these Garou of Renown bestows a great honor, as well as responsibility. All other Garou automatically sense the noble lineage within the bearer. A character with the Pure Breed background gains an additional Social Trait for each level of Pure Breed— these Traits may only be used in challenges with other Garou. In exchange, those “of the blood” are expected to live up to the standards of their famous ancestors and are given far less lenience than other “common” stock Garou.

Past Life

The Garou can call upon the knowledge of his dead ancestors in times of need. For each level of Past Life, the Garou may try to use an Ability she does not have or has already expended. To do so, the player must win a Simple Test. Additionally, the Storyteller may rule that certain Abilities are not accessible to the character in this manner. This may only be attempted once per session per level taken. Roleplaying this Background can be quite entertaining.

Fetish

Many cultures have a tradition of passing on physical items that are held in high regard by the young. Among the Garou, this tradition is especially important because the relics of their past are often totems of mystical power. A Garou who carries one of these items may draw upon its powers. Being chosen to carry one of these items is a great honor to the Garou and should be taken very seriously. The Storyteller will assign a fetish appropriate to the level of Background taken.

Rites

The Garou has been introduced to the mysteries of the rites and celebration of her race. She knows the traditions and trappings of these rites and can identify them by drawing upon her knowledge of them (the player must win or tie on a Static Challenge). Furthermore, she may have been taught how to perform a few of these rites.

Influence

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

Totem

When a pack is formed, its members often choose a totem spirit to watch over them. This spirit is the summoned by all the members of the pack and is created using the total score of the pack’s Totem Background. Costs to build the spirit are as follows:

Willpower

Each character begins the game with a number of Willpower Traits. For Garou, the number of Traits depends on the character’s tribe. These Willpower Traits can be used for almost anything that the player deems important. A few examples of how Willpower can be used by Garou are listed below.

Willpower can be used to negate the effects of frenzy (by using a Willpower Trait, the character gains a new tolerance of the situation that would ordinarily throw her into frenzy).

Willpower allows the character to replenish all of her lost Traits in any one category: Physical, Social or Mental.

Willpower allows a character to ignore the side effects of wounds, such as In-capacitation, for one challenge.

A Willpower Trait can be expended to negate the effects of any one Mental or Social Challenge

Once a Willpower point has been used, it is gone until the end of the story. At that time, the character regains all Willpower used during the course of the story. It is possible that a Narrator may choose to give a character Willpower during the course of a story as a reward for exceptional roleplaying. Such a reward would be given for playing a Nature appropriately, acting out a Derangement in an appropriate fashion or any other reason the Narrator deems suitable. This should not, however, be a common occurrence.

Rage

Using Rage

Rage can be used in many ways, depending on the needs of the character. Several examples of how Rage can be used in the course of a story are listed below.

Regaining Rage:

Gnosis

Beginning Gnosis is determined by breed, because the birth of a Garou establishes his initial connection to Gaia. You may gain extra Gnosis Traits by spending experience and becoming more spiritually aware in a roleplaying sense— either through meditation or guidance.

Gnosis Traits are used in Gifts and rites, and one Gnosis Trait can be spent to immediately step sideways into the Umbra (see “Spirit”, Stepping Sideways).

Garou have both Gnosis Traits and a Gnosis Pool. The Gnosis Pool determines how many Gnosis Traits a Garou can store within herself. Gnosis Traits can be bid and spent in Static Challenges just like other Traits.

Garou regain their spent Gnosis Traits in the following ways: