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Werewolf Storytellers Companion

WW 03802

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100% found this document useful (2 votes)
786 views65 pages

Werewolf Storytellers Companion

WW 03802

Uploaded by

Gabryel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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© 1997 White Wolf Publishing AB.

White Wolf Publishing AB.

White Wolf Publishing AB.


White Wolf Publishing AB.
CtJ'H/PHU
C~r CJhiJ: ~15M#-$~~ 4
Stargazers, other shapechangers, animals and optional tribal weaknesses

C~r tJZp: C4tJrh.l ~m/J#jifJ


More details about caems and sept offices

C~r 7#rN: ~~tr~ ~m:/ghll/IIHv


What werewolves know about other denizens of the World of Darkness

C~r.::J:pltr: t¥P ~m/gmQ


Renown, underwater combat, weapons and time line
As already stated, the Thirteenth Tribe has with- players will do so in an attempt to be "different," in
drawn from the Garou Nation for personal reasons. hopes of drawing more attention to themselves. If you
This act of separatism has created a great rift between allow non-standard characters of this sort, you have an
them and the other tribes. Even the Stargazers who obligation to make certain that these individuals re-
remain with their old allies fall under a cloud of ceive no more than their fair share of your attention.
suspicion. They are still Garou- but to most eyes, no W erewolf is at heart a game about the Garou Nation,
longer fighting quite the same war as their cousins. and it's a bad idea to penalize players who want to play
You may allow players to generate Stargazer char- full-fledged members of theN ation by favoring players
acters if 'jOU so choose. However, be warned: Some who would rather do something else.
t~ • a ·: M 1

The Stargazers have always been outsiders to the With the Black Spiral Dancers known to be strong
rest of the Garou Nation. U nlike other werewolves, throughout the Garou N ation's territory, it was just
they seemed content to remain aloof and solitary, too much of a risk. Though it pained many elders of all
joining packs but never seeming to crave companion- tribes to admit it, they were in no position to help. If
ship. They possessed no lands of their own, at least the Stargazers were to retake their ancestral lands, they
within the Garou Nation's typical borders. They were would need assistance from another source.
able to wield serenity as a weapon, and were more Surprisingly, in early 2000, the Stargazers re-
successful in mastering their Rage than any other tribe ceived it.
had ever been. Their awareness of body, mind and Several of the tribe's elders had long been in
spirit gave them a graceful unity, one that they ex- contact with the shapeshifters of Asia, who were
pressed both through their mastery of riddles and organized into a society not unlike the Garou Nation.
through their specialized martial art, Kailindo. They This coalition ofEastern shapeshifters, the Beast Courts
were few in number, strange loners who served as of the Emerald Mother, had long been pursuing an
strong allies, if rarely as bosom friends. extended alliance with the Stargazers. Finally, in late
Despite all this, it came as a great shock to the 1999, the Courts sent emissaries to the Stargazers' most
other tribes when the Stargazers announced their senior elders, bearing a simple message:
intention to withdraw from the G arou Nation for an "It grieves us deeply to hear of the loss of Shigalu
unspecified period of time. O nly a few saw such a move M onastery, long hailed as a pearl of wisdom set in the brow
coming - a rare few that had carefully watched the of the Himalayas . Weoffer our condolences to the esteemed
Stargazers slowly wither from lack of focus. tribe known as the Stargazers, and propose this: If the
It would seem that the Stargazers' troubles stemmed Stargazers are willing to enter into alliance with our own
in no small part from their philosophy. In order to poor courts, we would be honored to provide our cousins
throw off the Weaver's strands, Stargazers trained with war parties and intelligence to assist them in their
themselves to forgo attachments to material things, struggle to retake their lands."
resources, even other people. The tribe's numbers After long debate, the Stargazers reached a
shrank as their enligh tenment grew; breeding was decision. They sent a message of simple acceptance
something of an afterthought to the Stargazers, and and thanks to the Beast Courts - and then they
holding territory seemed to be as much a burden as began to explain the ir decision to the rest of the
anything else. Unfortunately, this made the tribe all G aro u Nation. Although the news wasn't taken
the more vulnerable when the small territory they did very well, the N ation agreed that it was better to let
possess came under attack. the Stargazers withdraw peacefully than to ignite
In the latter part of the 20'h century, the forces of another bloody c ivil war in the name of "unity."
the Wynn captured multiple Stargazer caerns in their And so the Stargazers began to leave.
ancestral home in the Himalayas and India. The O f course, not all Stargazers agree with this
Stargazers were appalled by this, but found themselves philosophy. Many, particularly the younger ones,
lacking the numbers to properly retaliate. When the think of themselves as W esterners first and foremost,
tribal elders requested help from their fe llow tribes, the and proud members of the G arou Nation to boot.
answer they received was heartbreaking. T he Garou These dissidents wound up striking a compromise
Nation's lands simply didn't extend into Asia; the with their elders. As agreed, they will rema in where
Stargazers' lands were just on the fringe of what the they like for a time, and assist their allies among the
Nation called its own. Worse, the Garou no longer had other tribes. In return, they will send any new-
the numbers to spare for such an effort - to send their C hanged Stargazer cubs to their elders to be trained
own warriors deep into hostile territory would leave with the bulk of the tribe, and they will respond to the
too many caerns understaffed and vulnerable to attack. call of their elders if the need is there .

......~)J,~~'~..~......~..
........a~·~..~--ll~'t~......~..IW....IWPF
Life isn't easy for the Stargazers who remain with influential, but they usually have a variety of skills that
a foot in each world. Most of their tribe gently disap- their relatives may call upon.
proves of their independence, whereas the rest of the T erritory: The Stargazers have precious little
Garou Nation tends to look at them suspiciously, as if territory left to call their own. Many of their ancient
they might desert a fight at any moment to rejoin their caerns in the Himalayas have fallen to Wyrmish forces
relatives. But nobody ever said that being Garou was that have used China's military maneuvers as cover.
easy, and these Stargazers have decided that honor What's more, the tribe was unwilling to forcibly take
requires them to follow their consciences, no matter caerns from the other tribes, and as a result has very few
the obstacles. caerns of their own in the Americas or Eu-
A ppearance: The Stargazers are a truly multiethnic rope. This lack of definitive "Stargazer terri-
tribe; they have adopted the children of many blood- tory" has made the decision to withdraw
lines into their own. Many are European, African or easier for the tribal elders, who are currently
Middle to Near Eastern in ancestry; however, most seeking the means to retake some of the
Pure Bred Stargazers reflect the tribe's tribe's ancestral lands from the Wyrm.
original territory in the Tribal T otem: Chimera
H imalayas, India and Initial W illpower: 4
the Far East. Their .....-::iillli~ Background Restrictions: When a
coats run the cub is adopted into the Stargazers, the
gamut from pale first thing his teachers instruct him to
gray to deep do is to rely on himself first and fore-
black, and a most. Part of this learning process
light striped involvesseveringoneselffrom ma-
pattern isn't terial things that one might rely
uncommon. on; Stargazer characters may
They tend toward not begin play with Re-
lean and athletic build sources or Fetish. What's
rather than thick muscula- more, the Stargazers have,
ture, and most carry themselves for the most part, burned
with a quiet calm. their bridges with the
Kinfolk: The Stargazer tribe is Garou Nation; a Star-
sadly lacking in strong Kin support; gazer may not take any
their tendency to preach self-discipline Allies among the
and limited attachments to humans or Garou Nation or their
wolves cuts down on the number of friends without explicit
casual conceptions. The tribe originally Storyteller permission.
bred with the people of India and the Beginning Gifts: Bal-
Himalayas, but as the Stargazers spread across ance, Falling Touch,
the globe, they adopted many ethnicities as Sense Wyrm
Kin. The tribe is particularly interested
Quote: In the
in keeping their wolf blood and
quest to spread our
instincts strong, and so the
branches, we
Stargazers are inclined to
have lost our
seek out wolf mates
roots. Forgive
more frequently than
us, cousins, but
one might expect.
wemustsetour-
T hei r human Kin
selves right before
tend to be intellectu-
we can be of any
als, and are often
use to others.
people of strong con-
victions besides. Most
aren't particularly rich or
Jlp~/41
rTr/VItJM~ (CJj#PMJ/
Solemn Voice, a Stargazer Philodox, remembers Storytellers looking to throw an additional bit of
his old cohorts: spice into their players' lives may be interested in the
idea of tribal weaknesses. These are inborn flaws of
Black Furies: We are all destined to be incar-
nated as male and female alike in turn; how much
character that each member of a tribe possesses- if '"1Jt
you choose to use this rule, of course. The main
can the Furies know if they refuse to learn from
advantage to this rule is that it makes membership in
half their lifetimes?
a tribe more of a double-edged sword, emphasizing
Bone Gnawers: They are braver than that as far as family is concerned, you take the bad
anyone thinks . They guard the doors that with the good. However, you should be fair about
nobody e lse will guard. using these weaknesses; if you decide to use these
Children of Gaia: W e are much alike. If rules, be sure to let the players know, so theydon'tfeel
they chose to pursue the ir goals apart from the that you're persecuting them.
Garou Nation as we did, we would welcome Some tribal weaknesses are social in nature; others
their company. may be genetic, or even imposed by the tribe's spirit
Fianna: They are very much in love with nature or connection to their totem. It's the Storyteller's
their own bodies and the joy of being alive. responsibility to enforce each weakness; the players
They were always stronger in numbers, if weaker might conveniently "forget" now and again to play up
in discipline. their handicaps when the relevant situation arises.
Get of Fends: Strong of body, strong of spirit, Of course, you don't always have to enforce a
weak in compassion. If only they realized they tribal weakness, even if you've chosen to use these
were one-third flawed. optional rules. Many weaknesses can be overcome, or
Glass Walkers: The very fact that the Glass might not apply in given situations. Of course, these
Walkers hold so much influence in the Garou exemptions should be relatively rare (or otherwise a
Nation is a sign that we were right to leave. We tribal weakness isn't really a weakness at all), but they
cannot effectively sever the strands of the help make a weakness seem more like the flaws of
Weaver in a place where werewolves gladly character that they are and less like laws of nature.
anchor her lines.
Bfrl~:Pw-111.1
Red Talons: I respect the purity of their
Anger: -1 difficulty to enter frenzy when provoked
instinct, from which wisdom flows, and mourn
by men
their attachment to their hatred- and I desper-
The Black Furies have no tolerance for abusive
ately hope that the one is not equal to the other.
men; they have seen first-hand the sort of violence a
Shadow Lords: They value cunning and
man is capable of visiting on a woman or child, and
call it wisdom. They are one of the strongest
they bear those memories within them. Pegasus her-
reasons why we cannot rely on others to under-
self reinforces the Furies' refusal to accept domineer-
stand our needs any longer.
ing males as "part of the natural order." Whenever a
Silent Striders: They will always be welcome Fury must make a frenzy check brought on by a male
in our lands. If anyone understands why we must human (or werecreature, or vampire, or similar sen-
follow our own path, they do. tient humanlike being), her difficulty is reduced by 1,
Silver Fangs: Even if there is reason for such to a minimum of2. This weakness might be overcome
pride, it is still a fault to let it consume you. in cases where the Fury is dealing with a man she has
Uktena: They are a cautionary parable. In otherwise learned to trust implicitly, or a man she
contemplating the nature of your enemy, there is cares for deeply.
always the danger of opening doors in your heart
through which it may enter.
&tt,NJ c::,N(.IVI!/'.t
Social Outcasts: + 1 difficulty on all Social rolls
Wendigo: We parted without ever really be-
involving other tribes
coming friends. It is a humbling loss.
The rest of the Garou Nation just doesn't have
much respect for the Bone Gnawers. Even when a

~·~. .~--ll~'tiW....~. .~. .~. . . ..w....,...~JA~~·~--~


1. . . . . . . . . ...... .. ~
Gnawer achieves a remarkable feat, the praise often R4bM
bears the unpleasant tone of "He did very well Low Self-Control: All Willpower rolls are at + 1
indeed ... particularly for one of his tribe." As a result, difficulty
Bone Gnawers generally suffer a + 1 difficulty modifier The Fianna are a headily emotional tribe, given
to any Social rolls made to impress, intimidate or to bursts of manic joy, flashes of murderous anger
otherwise deal with other tribes. This weakness is gen- and bouts of severe melancholia. Their philosophy
erally overcome on a case-by-case basis, as other is to live life to its fullest- a philosophy that, sadly,
werewolves learn to respect and even admire the Bone does not promote quite as much discipline as would
Gnawer in question. be preferable.
Cblfr/h;b Pjt14hl 1111/ Pj.:hJN-ft
Weak Veil: Witnesses at +4 on Delirium Chart Intolerance
Because the Children of Gaia did not participate No Get ofFenris is ever encouraged to compro-
fervently in the lmpergium, their tribal totem has mise her ideals. The tribe's constant emphasis on
granted them an extra measure of serenity. Humans fighting a never-ending battle and showing no weak-
who see a Child of Gaia in Crinos form do not suffer ness tends to breed a rather intolerant point of view.
from the Delirium as strongly, and their reaction on Every Get has a particular object of contempt,
the Delirium chart is shifted up four places (to "Terror" something she cannot abide. When confronted with
at the worst). Some Children of Gaia do not see this as this stimulus, she will be unable to endure its pres-
a weakness, but the reality is that without the added ence and will do everything in her power to rid
protection of the Veil, the Children are in danger of herself of the annoyance.
violating one of the Litany's most sacred laws. There is
The player may either define a specific Intolerance
no reliable way to undo this flaw; in fact, if the Child for her character (with the Storyteller's approval) or
ofGaia begins causing strong Delirium reactions again, choose from the list below. Wynn creatures may not be
it's likely to be at random (and unhelpful) intervals.
chosen- all Garou, particularly Fenrir, are expected to
be intolerant of the Wyrm. Failure's Dagger: -1 Renown for failure
• Cowardice- You hate cowardice in all its forms, Shadow Lords do not tolerate failure. Whenever a
whetherfearofblooclshed or fear of taking charge in social Shadow Lord fails to carry out a task that would
situations. Anyone in your pack who demonstrates cow- normally gain him G lory, Honor or Wisdom, he in-
ardice must answer to you. If the tables are turned, and you stead loses one point of temporary Renown in that
go into a fox frenzy, you are so consumed with self- category. (If he would have gained Renown in more
loathing that you take unnecessary risks trying to atone than one category, subtract only from the category that
for your moment of weakness. would have been awarded the most.) This is in addi-
• Compromise - You see compromise as no tion to any Renown normally lost for his actions. This
better than outright capitulation. To compromise is does not affect the normal Renown process in any
to surrender, and you scorn those who advocate other way; if the Shadow Lord succeeds in the action,
such tactics. You refuse to compromise any of your then he gains the normal amount of Renown.
beliefs of your own accord; if a leader forces you to
Jl#h/-f#~/'.1
do so, that is fair, but it does not speak well for the
leader's judgement. Haunted
The Silent Striders bear a twofold curse: they can
• Lower A nimals - RespectThose Beneath Ye?
Hardly! As far as you are concerned, that's a poor no longer rest within the boundaries of their ancestral
Litany rule. You defend creatures lower than you as is homeland, and they are haunted by the spirits of the
dead. When a Strider botches the roll to step sideways,
your duty, but such wretches - including humans and
wolves- deserve not a whit of respect. A grave insult she sends ripples through the Dark Umbra, alerting
any nearby wraiths or walking dead to her presence. It's
from a human is enough to drive you toward frenzy.
almost certain that something will show up to either
• Weakness - You hate physical or moral weak-
demand the Strider's aid or try to destroy her; in areas
ness in others, scorning those you deem weak and
like old battlegrounds, cemeteries or similar places of
refusing to tolerate such qualities in yourself. This leads
the dead, the Strider may attract far too much atten-
you to be quite unmerciful - those who need sparing,
tion for her own good.
in your mind, don't deserve it.
Note: The S ilent Strider fifth level Gift: Reach
• W eaver Stuff - You're convinced that the
the Umbra will allow a Strider to enter and exit the
W eaver is the grand enemy, and refuse to let too much
Umbra without fear of this curse.
of her stuff near you - especially technology. You
especially despise the Glass Walkers and all urrah. Jlfi,l!/' :hrh$1
Weapons more complicated than bows or swords are of Derangement
no interest to you; the same goes for other technologi- Years of inbreeding with limited flocks of Kinfolk
cal items, particularly luxury items. have taken their toll on the Silver Fangs. Each Silver
t1Au ff)~/'.1 Fang begins play with a Derangement that can be
overcome only temporarily. The character's madness
Weaver Affinity: Cannot regain Gnosis in wilderness
may be chosen by the player (with the Storyteller's
The Glass Walkers' unique affinity to the spiritual
approval) or taken from the list below.
patterns of the cities limits them when they are away
• Amnesia -In a highly stressful and traumatic
from their chosen environment. They have difficulty
situation, you forget who you are.
drawing on the Wyld's energies away from urban
regions, and cannot regain Gnosis in the wilds (save • Manic-Depression- You suffer from wild mood
when at a caern). swings ranging from wild bliss to utter despair. You
begin each story in one phase or the other and can
~pf"'MJG,v switch back and forth for any number of reasons.
Wyld Affinity: Cannot regain Gnosis in cities • Multiple Personalities-There are a number of
Conversely, the Red Talons' close ties to the different personalities housed within your head. You
spiritual texture of the wilderness impair them when may switch your name, Nature and Demeanor during
they leave its embrace. Talons may not regain Gnosis times of great stress.
within a city, save when within an actual caern.
• O bsession - You tend to latch on to someone seasons. They have a different weakness during d iffe r-
or something and make him or it the focal point of your ent times of the year, but they gain power in winter, the
life. season of their totem.
• Paranoia - You see the Wynn's influence in Spring: + 1 difficulty to Willpower rolls; the vi-
everything. Don't the others see it too? Perhaps they've brancy of new life distracts the Wendigo.
been corrupted as well. Summer: -1 difficulty to frenzy rolls; summer is the
• Perfection - You work hard to keep everything traditional season of war.
in your life going perfectly at all times. You use all of Fall: + 1 difficulty to change forms; the world slows
your energy to prevent things from going wrong and down in autumn, and fewer new things are born.
have been known to frenzy when things don't go in Winter: -1 difficulty on soak rolls; winter is the
your favor. W endigo's season, and they use their hate and anger to
• Power Madness - You are obsessed with con- fortify themselve during this time.
trol and dominance over others.
• R egression - You tend to revert to childlike (or
cublike) behavior during times of extreme stress.
In the W ar of Rage, the Garou decimated the other
ffir~4'H/-.I breeds of shapeshifters that populated the world. Many
Obsessive Mind Games races were driven to extinction. Others were whittled
The Stargazer who fails an Enigmas roll becomes down to a fract ion of their numbers, and driven into
obsessed with the riddle, unable to concentrate on hiding. The werewolves have heard little or nothing of
anything e lse until he finds the solution. During this them ever since. However, a few of these other
time, the Storyteller may choose from a number of shapeshifters- the Fera- still survive.
minor effects to represent this inward obsession (only Needless to say, few of the Fera count the Garou as
one at a time, though). Examples include shutting the allies. Most are raised on tales of the werewolves murder-
world out ( + 1 difficulty to all Perception rolls) or a ing their ancestors, and are taught never to so much as
slow reaction to outside stimuli ( + 1 difficulty to all show themselves to a Garou. However, sometimes curi-
Initiative ro lls) . osity gets the better of a young shapeshifter. Sometimes
a Fera who still fee ls loyalty to Gaia crosses paths with
t/KfiJ,Nf
a werewolf pack when chasing the same W ynn ish prey.
Intense Curiosity
And sometimes a Fera deliberately seeks out a werewolf
The Uktena are almost patho logically compelled in the name of revenge. Such encounters aren't com-
to unravel any mysteries presented to them; their mon - but they do happen.
totem is a spirit of secrets and hidden lore, and they feel
There have never been any shapeshifters born of
a very strong compulsion to bring more knowledge to
domestic animals; the spark of G nosis is apparently too
Uktena's side. When an Uktena learns that somebody
dim in domesticated breeds to birth werecreatures. For
knows something he doesn't, he becomes distracted
example, legend holds that there was once a race of
unt il he's able to wrest the secret free. The Storyteller
"bull-shifters," shapeshifte rs who bred with the mighty
may impose various penalties on the character until he
aurochs, a powerful breed of wild cattle - but these
can learn the secret. Examples include having trouble
Fera were unable to carry on their line with domestic
concentrating ( + 1 difficulty for all Willpower ro lls), a
cattle (and only desperation would have forced them
short temper ( -1 difficulty to frenzy) or a surly disposi-
to even try). When the aurochs died out, all hope of a
tion ( + 1 difficulty for Social rolls}.
reborn race of bull-shifters d ied with them.
H owever, when an Uktena has gained the truth
There isn't room in this book to detail the Fera,
behind a secret in a particularly ingenious or clever
T raits and all, as thoroughly as we might like. Each
fash ion, he may gain a temporary po int of Wisdom
C hanging Breed is detailed separately in their own
Renown o r regain a po int of spent Willpower
C hanging Breed book, from Bastet and Nuwisha to
(Storyte ller's option).
R okea and Nagah (the latter two available in 2001 ).
IV~w~P The following summaries, however, should offer begin-
Wbee\ of the Seasons ning Storytellers a brief overview on the sorts of crea-
The W endigo have long lived in a very close tures sharing Gaia's blessing, and even experienced
relationship with the Earth and its ever-changing Storytellers may find the sample shapeshifte r statistics

CA.t:O.pfex O"'e: TAe Se~-Sfooefee(


helpful in a pinch. Each entry comes with an overview taste of such a "treat"- but cannot drink the blood of
of"Suggested Traits" that the Storyteller may find useful the undead.
in building Fera antagonists or rivals, and a sample Without Rage, the werespiders are not especially
member of the Breed in question (with Attributes in vulnerable to silver. They can enter the Penumbra
parentheses representing the Crinos form, or similar war without rites or Gifts, but find it easier to do where the
form if no Crinos exists). Gift lists given are also very Gauntlet is high and much more difficult in areas
vague; Storytellers should feel free to add extra Gifts to without many strands of the Weaver's webs. They
Fera if they seem particularly appropriate (such as a have multiple limbs in some forms, but do not gain any
wereraven possessing a Gift that is taught by a raven- extra actions from this benefit any more than a person
spirit), even at lower levels than the Garou might learn with two hands can perform a separate complicated
them. (Conversely, Gifts taught by wolf-spirits should action with each hand. (They do find grappling easier
be of a higher level for Fera than they are for Garou ... ) with multiple limbs, however.)
Generally speaking, each Ananasi tends to follow
AmrM!I one of the T riat rather than Gaia. This choice affects
Perhaps the most alien and disturbing of their supernatural abilities. The Weaver's followers
shapeshifters are the Ananasi, the werespiders. Even (the most numerous) tend to have Gifts and rites like
the Rokea, cold-blooded though they may be, don't those of the G lass Walkers, the Wyld-aspected
breed with invertebrates. The Ananasi are a mysteri- werespiders have Black Fury and Uktena-like traits,
ous and ruthless race, driven by intricate laws to pursue and the Wynnish Ananasi use tricks like those of the
their own ends. They remain largely aloof from the Black Spiral Dancers.
battle for Gaia, instead working for the direct benefit
The Ananasi can take four forms- a human form,
of their race- and possibly toward some other, more
a twisted human/spider hybrid (which varies from
ambitious goal.
werespider to werespider) , a spider the size of a
The werespiders rarely act in large numbers; like most Volkswagen and agiantswann of normal-sized spiders.
Fera, they aren't really pack creatures. There might be When in the swarm form, the Ana nasi can be hurt and
three or four werespiders in any city ofsignificant size and even killed, but only by destroying every last spider
importance(aboutthesizeofRaleighorCannes)- more (who can all flee in separate directions) . An Ananasi
in larger cities, where they have more room to h ide. The who loses most of her spiders in this form, or whose
Ananasi of any given area keep in loose contact with one component spiders scatter too far from one another,
another, cooperating when the need is there and acting can still reform in full health over time, although she's
alone the rest of the time. likely to lose anywhere from 50-90% of her memories.
It's very rare for a werewolf to cross paths with an In this way, the Ananasi can survive many perils- but
Ananasi and actually know it; the werespiders prefer to always at a cost.
keep out of sight for reasons of survival, and their
notably unemotional nature doesn't drive them to
CP/jbi'MIP ;P~,.
seek revenge for age-old vendettas. Even so, a Garou Attributes: Strength 2 (6), Dexterity 3 (5),
pack- particularly one that travels in G lass Walker Stamina 2 (5), Charisma 2, Manipulation 4 (1), Ap-
circles- might accidentally stumble into a werespider's pearance 4 (0), Intelligence 3, Perception 3, Wits 2
web of intrigue. What happens next is entirely up to [Note: The Attributes in parentheses don't repre-
the pack and the werespider in question .... sent a C rinos form, but rather the Ananasi's "Pithus"
Suggested Traits: The Ananasi do not possess form - a hideous spider the size of a compact car.
Rage; instead, they must drink fresh mammalian blood Although her Pithus (or "Pit Spider") form weighs
to fuel their powers. An Ananasi has a blood pool of up only 160 pounds or so, it's strong and durable well
to ten "blood points" (although higher-rank werespiders beyond its bulk.]
may possess more). The werespider may spend a blood Abilities: Alertness 2, Dodge 1, Empathy 1, In-
point to heal a health level of non-aggravated damage, timidation 2, Primal-Urge 1, Subterfuge (casual con-
to gain an extra action in a turn, or to generate webbing versation) 4, Drive 2, Etiquette 3, Firearms 2, Perfor-
(which is as strong as one might expect). When she mance 2, Stealth 3, Computer 3, Enigmas 1, Investiga-
runs out of blood points, she's very hungry, but suffers tion 4 (blackmail), Law 2, Linguistics 2, Politics 3,
no other ill effects. Ananasi can gain nutrition from Rituals 3, Science 1
the blood of other shapeshifters- and some enjoy the

...... ~-~·~ ....... .................... .........


~ ~ ;;,~~~~ .. .. ..
~ ~~
G ifts: ( 1) Control Simple Machine, Open Seal, are the tribe most likely to deal with other Bastet
Persuasion, Resist T oxin; (2) Jam Techno logy, Power tribes, although they are still loners at heart.
S urge, Sense of the Prey, T aking the Forgotten [can • The Balam are the werejaguars of Central and
apply to blood d rained from a victim]; (3) Reshape South America, an embittered and decimated tribe of
Object, Venom Blood, Visceral Agony; (4) Cocoon warriors desperately trying to hold on to what's left of
Blood pool: 12; G nosis: 4; Willpower: 7 their territory.
Attacks: Bite (7 dice), claw (7 dice). The Ananasi's • The Bubasti, sorcerous werecats with ties to
venom automatically and instantly paralyzes mortals. ancient Egypt, are on the brink of extinction. T heir
By spending a Gnosis point, she can paralyze super- Kyphur cat Kin are apparently extinct, and other
natural creatures such as werewolves and even vam· Bastet tribes whisper that the Bubasti have made some
pires; to do so, she must roll Gnosis against a difficulty sort of"deal with the devil" to survive as long as they
of the victim's Stamina+ 4 (maximum 9). T o recover have without feline breeding stock.
from this paralysis, the victim must do the equivalent • Only a very few C eilican , the fey and witch-
of healing four levels of lethal damage; for example, a to uched European wildcat-shifters, survive in the 2l•t
paralyzed G arou would have to regenerate for four century. The tribe underwent three great purges - the
turns (without actually healing any wounds he might first being the War of Rage, the second a feud with the
have) until the poison is neutralized. fae during the Middle Ages, and the most recent an
R oleplaying Hints: As a creature of the Weaver, attack by the Black Spiral Dancers on their greatest
the Corporate Puppeteer is equally at home in board- conclave. Those that survive have gone back into
rooms or sewer tunnels. Without the threat of Rage hiding, perhap never to reemerge.
driving her to frenzy, she is able to live a double life; • The Khan weretigers are the warrior nobility of the
her day job is the personal assistant to one of the most Bastet, powerful lords with as strong a sense of honor as is
prominent corporate figures in the city. W ith access to be found among the cat-shifters. Regrettably, the
to his contact list and secrets alike, she is able to push waning fonunes of the tiger species have put the Khan in
forward her own agendas with remarkable subtlety. similar straits; like the Ceilican and Bubasti, they may
At night, she frequents the most exclusive, trendiest soon die out forever.
nightclubs - where she finds her prey. She is ru- • The werecougar Pumonca are survivors first,
mored to have a few connections - or even pawns - loners second, and servants of Gaia third. After suffer-
among the vampire community, although this may ing heavy losses in the Second War of Rage, they
simply be paranoia. She avoids combat, preferring to retreated to the mountains, where they jealously guard
attack enemies through third parties or by stealth, but their secluded territories even today.
if pressed re verts to the form of a monstrous black • The Qualmi werelynxes are a particularly secre-
wido w and strikes to kill. tive lot, given to hiding in the farthest north woods and
speaking solely in riddles. These creatures have much in
common with the Uktena; a few very secret alliances
The Bastet are some of the Garou's bitterest rivals,
between the two are quite possible.
and in many ways the polar opposites of the werewolves.
• The Simba are the were lions, and they are every
The Bastet are werecats-not shapeshifters who take the
inch as proud and belligerent as one might expect.
form ofdomestic cats, but rather werebeasts whose animal
They are one of only two Bastet tribes to actively
forms are those of the great cats of the world. Where
cooperate in prides, and a S imba pride is every inch as
werewolves are pack animals, werecats are loners. The
dangerous as a Garou pack.
Garou are social and feel ill-at-ease working without
others of their kind; the Bastet hoard their secrets, reluc- • The other cooperative tribe, the Swara
tant to trust others. The bad blood between Bastet and werecheetahs are a particularly reclusive breed, very
Garou is legendary; even life-and-death situations are no much concerned with the preservation of their fami-
sure way to convince the two races to cooperate. lies and cheetah Kin. They are swift as the wind,
possibly with the potential to be even greater messen-
Although very few G arou could name them all,
gers than the Silent Striders.
there are nine tribes of Bastet in existence.
Suggested Traits: Bastet are not as strong as
• The Bagheera are the wereleopards of Africa
G arou, although they are quicker and more dexterous.
and Asia, and serve as lorekeepers to their kind. They
They are equally likely to specialize in Physical, Social ~
or Mental Attributes; the werecats enjoy physical Rage: 3; G nosis: 5; Willpower: 6
prowess, seduction and mental challenges in equal Attacks: Bite (6 dice), claw (6 dice)
portions. Gifts of perception, stealth and sheer dexter- Roleplaying Hints: The Bagheera Spy is a living
ity summarize the Bastet focus best, although indi- piece of the night born into black leopard form. He
vidual Bastet are fond of mystical tricks, and might prowls the urban jungle and the local wilderness with
possess a "surprising" Gift or two. The werecats' great- equal ease, although he longs for a territory he can truly
est weakness is that they cannot step sideways as easily call his own. He's well aware that a local sept of
as most Garou do; this requires the use of a Level Four werewolves is in the area, and tries to avoid the "dogs"
Gift, although some werecats are able to circumvent as much as possible - however, his curiosity often leads
the Gauntlet within an area they've ritually marked as him to investigate problems that the local Garou are
their own. checking out as well. He isn't a creature of high-tech
&.f#NM J}yt equipment or surveillance devices - he prefers to
A ttributes: Strength 2 (5), Dexterity 4 (6), observe firsthand, concealed in the shadows. He does
Stamina 3 (5), Charisma 3, Manipulation 3 (0), Ap- not hate werewolves as fervently as his late mentor did,
pearance 3 (0), Intelligence 3, Perception 3, Wits 3 but he still resents them and has no desire to see them
do well for themselves.
Abilities: Alertness 4, Athletics 2, Brawl2, Dodge
3, Intimidation 1, Primal-Urge 2, Streetwise 2, Subter- a-.nrx
fuge 3, Drive 1, Etiquette 2, Melee 1, Performance 2,
If the Garou have anything close to actual friends
Stealth 4, Survival2, Enigmas 2, lnvestigation3, Linguis-
remaining among the Fera, those friends would be the
tics 1, Occult 1, Politics 1, Rituals 2
Corax. The wereravens never approved of the War of
G ifts: ( 1) Catfeet [as the Level Three lupus Gift], Rage, but were largely spared during the war. Many
Heightened Senses, Hare's Leap, Persuasion, Silence; tribes, including the Get of Fenris and Fianna looked
(2) Blissful Ignorance, Eyes of the Cat [as the Level the other way while the Corax escaped. In return, the
Three metis Gift], Spirit of the Fray; (3) Great Leap, wereravens have been a little more forgiving than most
Pulse of the Invisible Fera with regards to the War of Rage. They know that
the current generation isn't responsible for their an- Abilities: Alertness 3, Athletics 1, Dodge 4, Empa-
cestors' deeds- but they also know that werewolves thy3,Expression l,Primal-Urge l ,Streetwi e4,Subter-
are creatures with very short tempers, and so they keep fuge 2, Etiquette l, Firearms 2, Stealth 4, Computer 4,
their distance. Investigation 4, Law l, Linguistics 2, Medicine 1, Oc-
The Corax's original task was to carry news of the cult 3, Politics l, Rituals l , Science 2
W yrm from one sept to the next, from Garou to Fera G ifts: (I) Open Seal, Persuasion, Scent of the
and back. They haven't abandoned that duty, but True Form, Truth of Gaia; (2) Sense the Unnatural,
these days they prefer to be much more discreet. They Sight from Beyond, T aking the Forgotten
send their warnings covertly, via anonymous email or R age: 1; G nosis: 4; Willpower: 6
by spreading rumors. When the werewolves descend Attacks: C law (6 dice)
on the threat they've anonymously pointed out, the R oleplaying Hints: T he Freelance Courier has
Corax sit high above the battle in raven form, making contacts among the local sept of Garou, but they
sure that the Garou do a thorough job - and helping don't know that he's anything other than a simple
themselves to some of the leftover carnage after the well-intentioned Kinfolk to a no n-local tribe. He
werewolves leave. cultivates a skittish demeanor, threatening that if the
Suggested Traits: Corax are by no means combat werewolves try to press-gang him into anything other
machines. T hey have only three forms: Homid, Corvid than messenger duty, he'll be gone in a flash. He may
(the raven-form), and an ungainly Crinos that can have a contact among the sept that knows his true
outfight a human but little else. Most Corax prefer not nature, but having heard plenty of tales about what
to even consider the idea of getting involved in a paranoid Garou do to other shapechangers, that
bloody brawl; what good would that do? contact is sworn to ultimate secrecy. The Freelance
Man y Corax are able to harden their feathers, Courier is as sassy as his raven relatives, although he
then hurl them like darts while in Crinos form (treat knows better than to tease werewolves too much -
as hurled knives with greater effective range). Their that's a job best left for someone better suited to
Gifts come in a wide variety, but tend to augment the surviving an angry werewolf's claw .
wereravens' ability to gather information rather than
their combat ability. Raga bash and Shadow Lord Gifts t1~tnr#/
are particularly appropriate. Corax are creatures of the Many human mythologies paint the bear as both
sun, not the moon; they do not seem to be vulnerable savage and gentle, a ferocious warrior and a wise healer
to silver, and they do not possess auspices. They tend at the same time. Such stories have their root in the
toward high Gnosis, very low Rage and average Will- Gurahl, the werebears. Although the Gurahl possess
power; they can frenzy, but their Rage is usually so low their share of Rage, they also value wisdom and com-
that this is a very rare occurrence. The wereraven's passion more than do other shapechanging races.
Crinos fo rm invokes the Delirium in human witnesses, Some say that the werebears were once the Garou's
although to a lesser extent than usual. mentors and instructors, teaching the werewolves how
Wereravens, of course, fly to get around; in Crinos to heal as we ll as harm. Unfortunately, when the W ar
form, they fly roughly as quickly as a Hispo Garou runs, of Rage began, the werebears were too scattered to deal
and are even faster in Corvid. They can step sideways with entire packs of werewolves, and very nearly
as easily as any werewolf, and are adept at maneuvering vanished into extinction.
through the Umbra. Finally, Corax possess the unusual O nly a handful of werebears survive today, and
talent of divining information from corpses. Essen- most of tho e have been in a supernatural hibernation
tially, a Corax that devours the eyeball of a corpse is for years - sometimes even centuries. As the
able to see the last few minutes of the deceased's life Apocalypse's final battles draw nearer, more and more
fro m the deceased's point of view- seeing the unfor- of the werebears are awakening. Although the entire
tunate person's last sight just as they saw it. race is no larger than a single Garou tribe, they are still
honor-bound to try and save Gaia as best they can,
.P~!Nf~J CP~tml'
fulfilling their ancient duty as healers. Unfortunately,
Attributes: Strength 2 (5), Dexterity 4 (6),
some young Gurahl, upon learning of their race's hard
Stamina 3 (5), Charisma 3, Manipulation 3 (1), Ap-
times, swear revenge rather than forgiveness.
pearance 2 (1), Intelligence 3, Perception 4, Wits 4
TI1e Gurahl almost never appear to the Garou -
they remember too many tales of slaughter. Nonetheless,

CAto.pfet' 01-\e: TAe l3e to.s f -l3footfu (


••••••IIIIIII~Rllll(lll~•,•••••• ..• ...• ..
·~w ·a _ ..... = = =~•••rw•
a few septs have deputized packs to seek out legends of the Roleplaying Hints: The Forest Guardian fell into
old werebears, trying desperately to find and enlist the a mystical hibernation two hundred years ago, and has
scant healers that remain. Locating, protecting and en- recently awoken to find his forest overrun with tourists,
listing the aid of an actual werebear would be a source of outdoor enthusiasts and surveyors. He's a walkinganach-
great honor among the septs that have given up on o ld ronism, one more suited to dealing with the early 18th
prejudices- but regrettably, so few Gurahl survive that century than the 21st. He struggles to understand the
the task seems a near impossibility. humans that are now so numerous in his sacred Land, but
Suggested Traits: Gurahl have the full range of they are slowly making his Rage grow. This mighty elder
five forms, and are generally very strong and tough - doesn't trust Garou, and it will take a major effort to
ifslow- in most of them. An angry were bear is strong make him reveal his presence to anyone he suspects of
enough to uproot trees, even if he doesn't move very being so much as werewolf Kin.
quickly. Gurahl do not spend Rage to gain extra
actions - each Rage point they spend adds an extra
;t:fpk$
dot to their Strength for a tum. The werebears' Gifts The Moko le are also called "the Dragon Breed,"
focus on healing and health; powers that preserve life and for good reason. Although these shapeshifters
or make one stronger are good choices. Were bears may breed with crocodilians and monitor lizards, their war
be of any auspice, although the more "hot-headed" forms are colossal monsters as much dinosaur or dragon
moon signs tend to be younger and the more serene as anything else. Such is the birthright of the Memory
auspices are usually o lder. of Gaia; the Moko le have no fixed Crinos form, but
Gurahl have stro ng Rage and Gn osis, and nota- each one instead takes a form that they "remember"
bly high Willpowe r. They are not particularly from long, long ago.
U mbrally adept, requiring a special rite to step side- The Mo ko le were especia lly hard-hit during
ways. Their Gifts tend toward healing and support; the W ar of Rage- many G arou saw the reptilian
Theurge G ifts are particularly appropriate, although shapechangers as too close to the Wyrm 's image to
a Gurahl will have Gifts of her auspice list. The race be coincidental. As a result, the Drago n Breed has
is highly ritualistic, and most werebears know at least a deep grudge against the werewolves, a nd many
a few rites; many devote significantly more attention react with vio le nce if they find werewo lves tres-
to rites than to Gifts. passing in their territo ry. T hey aren't urban crea-
Gurahl breed with three major types of bear: black tures, and most gather in areas where their reptile
bears, brown bears and po lar bears. (The rarer breeds Kin fl ourishes; most American Mo ko le live in the
such as spectacled bears seem to have no Gurahl Kin southern swamplands where the alligators are.
among them, and pandas aren't compatible with the They're social creatures, and a lthough they do n't
Gurahl at all.) form packs, they do gather in small groups to
defe nd what few caerns are left to t hem.
fDnvl tf~~trTfk,~ Most werewolves go their whole lives without
Attributes: Strength 4 (9), Dexterity 2 (1), even hearing of a living Mokole. For their part, the
Stamina 4 (9) , C harisma 4, Manipulation 3 (0), Ap- crocodile-shifters are well aware of the Garou's con-
pearance 2 (0), Intelligence 4, Perception 3, Wits 2 tinued existence, and they are happy to stay well clear
Abilities: Alertness 1, Brawl 4, Dodge 1, Empa- of any territory that might boast werewolves. A
thy 4, Expression 3, Intimidation 3, Primal-Urge 4, G arou pack is like ly co cross a Moko le's path only in
Animal Ken 4, Crafts3, Leadership 2, Melee 1, Perfor- gato r or croc country; it's possible that a group of
mance 1, Survival S, Enigmas 4, Investigation 1, Lin- elders might send a pack on a peacemaking mission,
guistics 1, Medicine 4, Occult 3, Rituals 5 but only if they wouldn't mind never seeing that pack
G ifts: ( 1) Mother's T ouch, Razor Claws, Resist again. It's also possible that werewolves working co
Pain, Spirit Speech, Truth of Gaia; (2) Command save a patch of wetlands fro m being drained might
Spirit, King of the Beasts, Luna's A rmo r, Snarl of the find an unexpected ally in the form of a Mokole, but
Predator; (3) Exo rcism, Name the Spirit, Reshape the situation would have to be truly dire fo r the
Object; ( 4) Beast Life, Call Elemental, Serenity; (5) d ragon-shifter to reveal itself to its ancestral enemy.
Song of the Great Beast, W all of Granite Suggested Traits: Mokole aren't generally fast,
Rage: 7; G nosis: 8; Willpower : 9 but they make up for it in size and strength. T hey have
Attacks: Bite ( 10 dice), claw ( 10 dice) only three forms - human, reptile (usually alligator
or crocodile, but monitor lizards and even Gila mon- form, she resembles a streamlined reptile shaped like
sters are possible) and C rinos. A Mokole's C rinos a seal, with long Triceratops-like horns and clawed
form is h ighly variable; no two are alike. Each flippers. Her back is heavily plated, and her tail is
werecrocodile's form is a powerful amalgam of various thick and flexible like an alligator's. In this form, she
dinosaur traits, usually towering up to 12 feet long or is clumsy on land but remarkably swift and dangerous
even larger. They may possess horns, claws, armor, when swimming.
long Tyrannosaur teeth- roughly one unusual trait
per Gnosis point. ..N~,#'
Mokole have auspices that are based on the sun's T o the Garou- in fact, to virtually every last one
position at the time of their birth (or hatching), but of the Fera - the Nagah are a myth. As far as everyone
that are otherwise similar to Garou's auspices. Their else is concerned, the wereserpents survive only in
Gifts are quite varied; a selection of Ahroun, Philodox Indian legends of the Naga, shapeshifting water-ser-
and Children of Gaia Gifts might represent a Mokole pents that guard treasures at the bottoms of riverbeds.
warrior. They don't possess many Gifts, however; they However, the Nagah managed to survive the War of
are hesitant to rely too much on magic. Their ability to Rage, and these poisonous creatures have carefully
remember things that their ancestors saw is quite preserved the secret of their continued survival for
remarkable; each Mokole has the equivalent of the generations. It is a cardinal sin among the Nagah for a
Philodox Gift: W isdom of the Ancient Ways. They wereserpent to reveal his existence to a nother
have difficulty stepping sideways, and require a special shapeshifter (or supernatural being ofany kind). Those
Level Three Gift to do so. who violate this rule are harshly punished - and any
witnesses are eith er eliminated or magically compelled
1Vt#!m8 .Bk~~.w- to forget they ever saw the Nagah in the first place.
Attributes: Strength 3 (7), Dexterity 3 (2), Even the spirit world cannot reveal the existence of
Stamina 4 (8), Charisma 3, Manipulation 2 (0), Ap- the wereserpents, for those spirits who do know of the
pearance 3 (0), Intelligence 2, Perception 3, Wits 3 Nagah are compelled to remain silent on the matter.
Abilities: Alertness 1, Athletics 4 (swimming), In their war forms, Nagah resemble giant cobras
Brawl 2, Empathy 1, Primal-Urge2,Streetwise ! ,Subter- with barrel chests and powerful, clawed arms; their
fuge 1, Animal Ken 3, Crafts 1, Drive 2, Stealth 2, hoods are often scarred in ritualistic patterns. They
Survival2, Computer 1, Investigation 1, Law 2, Linguis- breed with poisonous snakes only, preferably cobras.
tics 2, Medicine 3, Politics 2, Rituals 2, Science 4 TheN agah consider themselves the self-appointed
G ifts: (1) Beast Speech, Fatal Flaw, Razor Claws police force among shapeshifters. According to their
(used on her horn), Resist Pain; (2) Awe, C lap of legends, it is their Gaia-appointed role to punish the
Thunder, Luna's Armor worst criminals of any C hanging Breed - at least,
Rage: 6; Gnosis: 5; Willpower: 7 those that are not punished by their own kind. A
Attacks: Bite (8 dice), horn (8 dice ) , tail lash Gurahl who torments rather than heals, Garou who
(8 dice bashing) make war on the innocent instead of the enemy, Bastet
Roleplaying Hints: The Wetlands Biologist is a who use their gained knowledge to benefitthe Wyrm
strange mix of past and presen t; although a child of or Weaver - these are the N agah's targets. They
the modern world with a good scientific education, always operate in twos or threes; the wereserpents are
she can see thousands of years into the past thanks to apparently too paranoid to work alone.
her inherited memories. She spends much of her time Suggested Traits: Nagah are swift and strong,
doing research in the field, where she also keeps up almost a match for Garou. Their poison is exception-
with her a lligator Kin and the occasional fellow ally deadly- although there's only enough for about
Mokole. She is idealistic and proud, and has sabo- three injections or so, a good dose from a Crinos-form
taged more than one team of humans trying to drain Nagah does seven health levels of aggravated damage
her swamps or dump toxic waste there. She has never (which werecreatures can soak). They can shift into
met a werewolf, and although she'd like to be open- five forms, but only use Hamid, C rinos and their
minded about the Garou, she has vivid memories of cobra form regularly.
dying at a werewolf's claws. She is gentle and friendly Like most other shapeshifters, they have Rage
to those she considers on her side, but bitter and and use it in the usual fashion. The ir Gifts tend to
vicious to those she considers enemies. In her Crinos focus on stealth and detection, although they also
have plenty of Gifts that sharpen their killing pow- Attacks: Bite (6 dice), claw (6 dice)
ers. Uktena Gifts are particularly appropriate, as are R oleplaying Hints: The Trio of Assassins
any Gifts taught by snake-spirits. Nagah are able to shou ldn't even enter a chronicle unless a particular
breathe underwater when in their Crinos or Hispo- shapechanger is horribly betraying his duty and no
like forms. others of his kind are able to stop him (or even learn
7}fp P(Au41.fnJ;t of his treason). When the trio arrives, they do their
best to kill the target as quietly as possible, without
Attributes: Strength 2 (5), Dexterity 4 (6),
leaving any trace of their presence (but revealing
Stamina 3 (5), Charisma 3, Manipulation 3 (0), Ap-
evidence of their target's wrongdoing). They are
pearance 3 (0), Intelligence 3, Perception 3, Wits 3
trai ned to strike without hesitation, but they do not
Abilities : Alertness 1, Athletics 1, Brawl 3,
enjoy killing - only by regretting the necessity of
Dodge 3, Empathy 1, Primal-Urge 2, Subterfuge 4,
each death they deliver can they keep themselves
Etiquette 3, Firearms 2, Melee 3, Performance 3,
from becoming prideful and corrupt. However, the
Stealth 4, Enigmas 2, Investigation 3, Law 3, Linguis-
solitude of their task makes them terribly lonely, and
tics 2, Politics 3, Rituals 1
they might be tempted to break their code and social-
Gifts: ( 1) Heightened Senses, Fatal Flaw, Mother's ize with the players' characters for just a brief mo-
Touch, Scent ofRunning Water, Sense Wyrm, Shroud; ment, so long as they are able to keep their true
(2) Blissful Ignorance, Luna's Armor, Sense of the identities completely secret.
Prey, Spirit of the Fish, Veil of the Wani [which allows
Nagah to wipe out an opponent's memory of an en- ..N~t.~t.~Mtt
counter with the Nagah as if they suffered from the Although few Garou have anything even close to
Delirium; it costs two Gnosis]; (3) Coup de Grace, Eye proof that the werecoyotes still exist, most wouldn't
of the Cobra, Invisibility, Paralyzing Stare; (4) Open be surprised if they found out that a few managed to
Wounds, Whelp Body hold on. The Nuwisha are children of Coyote, and
R age: 3; Gnosis: 5; Willpower: 6 emulate their Trickster patron in more ways than
one. Old Uktena and W endigo tales hold that they Roleplaying Hints: The Young Infiltrator has
were the Laughter of Gaia, put on the earth in order decided to "blend in" with the local werewolves, for
to lighten others' burdens and teach the foolish reasons of her own. She has spent enough time watch-
lessons. Of course, the Nuwisha share Old Man ing the locals to understand who might be the most
Coyote's sense of troublemaking and mischief, and sympathetic to her feigned plight, and how best to
get into plenty of trouble for following their instincts phrase her cover story. She might even take a particu-
instead of their brains. lar interest in the players' pack, choosing to offer her
The Nuwisha can handle themselves in a fight, but "mentorship" to them, or even to tempt one of the
they're not very warlike next to the Garou. They handle pack members into a clandestine roll in the hay.
their affairs by stealth, like an entire species ofRagabash. (Nuwisha/G arou unions are never fertile, but there's
The most clever among their ranks are even able to no reason to let a potential partner know that he isn't
disguise themselves as werewolves in order to covertly breaking the Litany .... ) Once she's gotten into posi-
attend Garou moots. tion to pull a trick that points out one of the local sept's
When a werewolf's path crosses that of a major weaknesses, she'll do so and promptly vanish,
werecoyote, it's usually an instance where the Nuwisha leaving the werewolves to puzzle out just what went
has decided to teach the werewolfa lesson. TheN uwisha wrong and how they can fix it. Then again, if she's
carefully studies her target, observing the werewolfand discovered - no disguise is perfect, after all - she
noting all his greatest flaws. When she pulls a trick, it's might have to leave early. Werewolves don't have
one designed to expose the werewolf's flaws of charac- much by way of a sense of humor ....
ter and hopefully embarrass him sufficiently that he ~tV##
mends his ways. Of course, she also reserves some
pranks for the Wyrm's servitors - such pranks are The story goes that once G aia entrusted the care
usually more deadly than instructive, leaving behind a of humanity to the children of Rat, who ate up surplus
lesson for others along the lines of"don't do what this grain in order to control human population. When the
stupid dead bastard did." G arou decided to take over the job of shepherding
humanity, they came into conflict with the Ratkin.
Suggested Traits: All Nuwisha are Ragabash, and
The Ratkin lost the War of Rage - but they survived.
should be treated as such. They have no metis, and
Now the wererats are bitter and hateful, gathering in
their Willpower is often average at best. They are small
urban warrens and awaiting the day that they can get
and lithe, comparatively speaking; their Crinos forms
back at werewolves and humans alike.
are only as large as a werewolf's Glabro. (Modify their
forms to reflect an increased Dexterity, but with Almost all Ratkin are urban, although they don't
Strength and Stamina bonuses that are quite modest in like the cities all that much - to the Ratkin point of
comparison to the Garou's forms.) Nuwisha don't view, the Weaver should be bombed back into the
possess Rage, and cannot frenzy; however, silver causes Stone Age so that the world doesn't fall into her
them no particular problems. Their Gifts focus on clutches. Ratkin have a love/hate relationship with
trickery and Umbra! travel. their urban warrens- cities are the best place for rats
to survive, but they reek of the W eaver. Most Ratkin
!:fp~,~ /,~#hifp/" have a very low estimation of human life; to many
Attributes: Strength 2 (4), Dexterity 4 (7), elders, it would be most desirable to eliminate 90% or
Stamina 2 (5 ), Charisma 3, Manipulation 4 (2), Ap- so of the h uman population so that the remainder
pearance 3 (0), Intelligence 2, Perception 3, Wits 4 could live well without taking up too much space. As
Abilities: Alertness 2, Athletics 2, Brawl 1, a result, the Ratkin are masters of pestilence, sabotage
Dodge 3, Empathy 2, Expression 2, Subterfuge 4, and assassination. There's no weapon too dirty for a
C rafts 1, Etiquette 1, Performance}, Stealth}, Enigmas wererat on a mission.
1, Investigation 1, Linguistics 3, Politics 3, Rituals 1 Ratkin are almost never helpful to or supportive of
Gifts: (1) Open Seal, Scent of Running Water, Garou, although they have a grudging respect for the
Persuasion, Spirit Speech, T agalong; ( 2) Blissful Igno- Bone Gnawers (who, after all, follow the same totem).
rance, Distractions, T aking the Forgotten; (3) Grasp Most Ratkin that werewolves are likely to encounter are
the Beyond [lower rank for Nuwisha], Great Leap parties of wererat assassins bent on revenge- or bands of
G nosis: 5; Willpower: 6 terrorists and saboteurs dedicated to destroying as much
Attacks: Bite (5 dice), claw (5 dice) W eaver-stuff as possible.
Suggested Traits: Ratkin have only three forms: Attacks: Bite (4 dice), fang dagger, portable ro-
Homid, Crinos and Rodens. They are only marginally tary saw (8 dice aggravated)
stronger than humans in their Crinos form, but they're Roleplaying Hints: This Ratkin is, to put it po-
notably quick and tough. Individual Ratkin may be of litely, on the edge. He runs a very real danger of frenzy
any auspice save Galliard (the bards of the Ratkin died at any moment, and is subject to panic attacks if things
in the War of Rage, and their lore was lost). Metis are are going against him. He's paranoid to a point, sure
fairly common in the tribe. A Ratkin's Gifts are often that every room is full of security cameras feeding
tailored to create maximum chaos or to take advantage information back to the Weaver. He doesn't like
ofan urban environment (Raga bash and Bone Gnawer Garou much, having heard plenty of stories about how
Gifts are particularly appropriate). Fang daggers are werewolves like to kill wererats for fun. H e might help
popular weapons among wererats, as are vicious mod- out a pack who's able to convince him that they're on
ern fetish weapon such as chainsaws and power drills. his side (preferably if a Bone Gnawer, who shares his
fo;;/1-fVMi$,.~~,. totem, is doing the convincing), but he'll keep his eyes
open for a double-cross at all times.
Attributes: Strength 2 (3 ), Dexterity 4 (8),
Stamina 4 (5 ), Charisma 1 (0), Manipulation 3, Ap- ~P..IM
pearance 2 (0), Intelligence 3, Perception 3, Wits 4
The only known aquatic Changing Breed is,
Abilities: Athletics 2, Brawll , Dodge 4, Expres- un urprisingly, a predator. The Rokea are weresharks,
sion 1, Intimidation 3, Streetwise 4, Subterfuge 3, ferocious creatures that wield their Rage and their
Crafts 3, Drive I, Firearms 1, Melee 2, Stealth 4, physical prowess as weapons against those who'd vio·
Survival (urban) 2, Computer 1, Investigation 3, Lin- late the seas and their denizens. They seem to be one
guistics I, Politics 1, Science 3 and all shark-born, with no homids or metis among
Gifts: ( 1) Blur of the Milky Eye, Control Simple them; this grants them great knowledge of the sea, but
Machine, Resist Toxin, Sense Wynn; (2) Curse of comparatively little experience in dealing with people.
Hatred, Snarl of the Predator [chittering rather than Needless to say, Rokea are unlikely to make an
an actual snarl] appearance in any land-locked chronicle, but if a pack
Rage: 5; G nosis: 5; Willpower: 6 is investigating some trouble along the coast, there's
an outside chance that a wereshark (or a slew of them)
......~~~~~~=•••s~-~~~~ma~u~~ ...~..-..-RN~
might also show up. The weresharks aren't particularly
hostile or friendly coward werewolves- the War of AhlhMP
Rage obviously didn't reach underwater and the Rokea Below are some examples of animals Garou may
feel no particular loyalty coward any of the other Fera. encounter; the Storyteller is of course free to exrrapolate
Suggested Traits: Rokea are fighting machines, other critters. The scats listed here are for typical speci-
roughly equal to Garou in combat. They are somewhat mens, and can vary based on health, sex and age. Assume
ungainly on land, but they are swift and deadly in the that most bite and claw damage is lethal, while kicks, tail
water. Their Gifts allow them elemental mastery over slaps and constriction are bashing. For these general
the ocean, as well as improved combat prowess (Get of templates, assume a Survival rating of3A for their native
Fenris and Ahroun Gifts are particularly appropriate). habitat; for domestic animals assume a rating of 2.
They take five forms- Homid, near human, a massive
shark-human C rinos, a huge Hispo-like primitive shark, ~B.w~lfrP
and shark form.
Beginning Storytellers are probably asking
~P..IM 1/'&&rn/IJ themselves, "Just what are the Beast Courts, and
Attributes: Strength 3 (7), Dexterity 3 ( 1 on what exactly did they have to offer that the Star-
land, 4 in water) , Stamina 4 (7), Charisma 2, Ma- gazers wanted?" That's a fair question.
nipulation 2 (0), Appearance 2 (0), Intelligence 3, The Beast Courts of the Emerald Mother
Perception 4, Wits 3 are the governing shapeshifter society of Asia,
Abilities : Alertness 2, Athletics (Swim) 5, much as the Garou Nation is the preeminent
Brawl 4, Dodge 2, Intimidation 2, Primal-Urge 4, organization of werebeasts in the Western world.
Leadership 1, Stealth 3, Survival (ocean) 4, Investi- However, due t o As ia 1s more variable
gation 2, Linguistics 1, Medicine 2, Rituals 2 shapeshifter population (wolves aren't all chat
Gifts: ( 1) Beast Speech, Heightened Senses, Re- populous, for one), the Beast Courts are com-
sist Pain, Sense Wyrm; (2) Sense of the Prey, Spirit of posed of many shapeshifter races, in particular
the Fray, Venom Blood Oower rank for Rokea]; (3) various subtribes of Corax, Bastet, Mokole,
Elemental Favor (water); Gnaw [lower rank for Rokea] Garou and Ratkin. Because the War of Rage
Rage: 7; Gnosis: 5; Willpower: 7 never reached into Asia, these various Fera
have a much easier time getting along with one
Attacks: Bite (9 dice), claw (6 dice)
another (although it's still tense going) .
Roleplaying Hints: The Rokea Vigilante has left
The Beast Courts don't common! y deal with
the ocean to pursue a particular vendetta, most likely
Westerners (whom they call "Sunset People"),
against humans who have callously destroyed some-
although a few emi.ssaries have established dip-
thing important to the weresharks, but possibly against
lo matic re lations with a few septs in Australia,
a Garou or other supernatural creature. He has spent
western North America and the Middle East.
years studying the humans, and manages to blend in
These days, those emissaries are more likely to
moderately effectively, although he is still distinctly
be Stargazers chan any other race, as the Beast
"dangerous" to the casual observer. He understands
Courts have found that werewolves respond
human speech well enough, although he tends to make
best to their own lcind.
his sentences short, direct and to the point. ("Leave me
alone. He is my prey.") Although he is inclined to For those interested in learning still more,
listen briefly to fellow servants of Gaia (who can prove H engeyokai: Shapeshifters of the East contains
they are such to his satisfaction), his high Rage means a full look at the Beast Courts; although the
that any who provoke him run the risk of triggering a supplement was published before the Stargazers'
frenzy. When such a frenzy hits, the wereshark be- inclusion, it still should provide a Storyteller with
comes a vicious killing machine, dedicated to nothing plenty of material for portraying the Garou and
more than killing and devouring his foes. Fera's Eastern cousins.
C,npg Armor Rating: 0
Attacks: Bite (3 dice)
fVo/f
Health Levels: OK, -1, -2, -2, -5, Incapacitated
This represents a good-sized timberwolf. T hese
stars can be modified slightly for a wolfhound. h!M
Attributes: Strength 3, Dexterity 2, Stamina 3, all.!'~~~
Perception 3, Intelligence 2, Wits 2
Includes both western cougar and the eastern/
Abilities: Alertness 2, Athletics 2, Brawl3, Dodge 1, Florida panther. A solitary ambush hunter. Attacks on
Stealth 2 humans grow more frequent as people encroach on
Willpower: 3 cougar territory.
Armor Rating: 0 Attributes: Strength 3, Dexterity 4, Stamina 3,
Attacks: Bite (3 dice) Perception 3, Intelligence 2, Wits 3
H ealth Levels: O K, -1, -1, -2, -2, -5, Incapacitated Abilities: Alertness 3, Athletics (climbing) 4,
a,yofi1 Brawl 3, Dodge 2, Intimidation 2, Stealth 3
Smaller than a wolf, and more solitary, the coyote Willpower: 3
is a cunning opportunist. The bane of farmers and Armor Rating: 0
ranchers, its high-pitched howl can be heard in fields, Attacks: Claw (4 dice), bite (5 dice)
woodlots and suburban neighborhoods across much of Health Levels: OK, -1, -1, -1, -2. -2, -5, Incapaci-
North America. tated
Attributes: Strength 2, Dexterity 3, Stamina 2, .1-ltm-
Perception 3, Intelligence 2, Wits 3
The only big cat to live and hunt in large groups
Abilities: Alertness 3, Athletics 2, Brawl3, Dodge 2, (prides). Though ma les are larger, females do the
Stealth 2 bulk of the hunting.
Willpower: 2 Attributes: Strength 4, Dexterity 3, Stamina 3,
Armor Rating: 0 Perception 3, Intelligence 2, Wits 2
Attacks: Bite (2 dice) Abilities: Alertness3, Athletics 2, Brawl3, Dodge 2,
H ealth Levels: OK, -1, -2, -2, -5, Incapacitated Intimidation 4, Stealth 3
ftJX Willpower: 4
Slightly larger than a housecat, foxes tend to be Armor Rating: 1
solitary or travel in mated pairs. Attacks: C law (5 dice), bite (6 dice)
Attributes: Strength 1, Dexterity 3, Stamina 1, H ealth Levels: OK, OK, -1, -1, - 1, -2, -2, -5,
Perception 3, Intelligence 2, W its 2 lncapaci ta ted
Abilities: Alertness}, Athletics 2, Brawl2, Dodge3, ~p~
Stealth 3 The largest of the great cats.
Willpower: 2 Attributes: Strength 5, Dexterity 3, Stamina 4,
Armor Rating: 0 Perception 3, Intelligence 3, Wits 2
Attacks: Bite (2 dice) Abilities: Alertness}, Athletics 2, Brawl3, Dodge 2,
H ealth Levels: O K, -1, -2, -5, Incapacitated. Intimidation 4, Stealth 4
HPII,nf Willpower: 4
This represents a basic kibble-fed hunter. Remem- Armor R ating: I
ber that they run in packs. For trained guard dogs, Attacks: C law (6 dice), bite (7 dice)
increase Strength, Stamina, Intimidation and Stealth. H ealth Levels: OK, OK, -1, -1, -1, -2, -2, -5, -5,
Attributes: Strength 2, Dexterity 2, Stamina 2, Incapacitated
Perception 2, Intelligence 2, Wits 1 tl~..th:Q
Abilities: Alertness 2, Athletics 1, Brawll, Dodge 1,
Intimidation 1, Stealth 1 .Bfrl~.&r~
Will power: 2 (up to 5 for trained or tenacious dog) Rarely aggressive in the wild, black bears can be
dangerous when raiding garbage or taking handouts
from humans. They generally hibernate in caves or H ealth Levels: OK, O K, OK, -1, -1, -1 , -2, -2, -5,
other protected areas during the winter. -5, Incapacitated
Attributes: Strength 4, Dexterity 2, Stamina 4, 1b~r&trr
Perception 3, Intelligence , Wits 2
W ell-adapted to life on the ice, polar bears are
Abilities: Alertness 3, Athletics 2, Brawl2, Dodge 1, patient, relentless opportunists and very dangerous.
Intimidation 2, Stealth 2
Attributes: Strength 7, Dexterity 3, Stamina 7,
Willpower: 3 Perception 4, Intelligence 2, Wits 3
Armor Rating: 1 Abilities: Alertness 4, Athletics 3, Brawl 3, In-
Attacks: C law (5 dice), bite (5 dice) timidation 4, Stealth 3
H ealth Levels: O K, OK, -1, -1, -2, -2, -5, Willpower: 5
1ncapaci tated Armor Rating: 2
Bru/V'I t1;Jn& &tr; Attacks: C law (8 dice), Bite (8 dice)
Though generally more herbivorous than their H ealth Levels: O K, O K, O K, -1 , -1 , -1, -2, -2, -5,
smaller cousins, they steal carrion and sometimes hunt -5, Incapacitated
and fish. Very aggressive and unpredictable. They
hibernate in winter dens.
H~t,/Jvprq
Attributes: Strength 7, Dexterity 2, Stamina 6, Par
Perception 3, Intelligence 2, Wits 2 Includes medium sized deer such as whitetails and
Abilities: Alertness 3, Athletics 2, Brawl 3, In- fallow.
timidation 4, Stealth 1 Attributes: Strength 2, Dexterity 3, Stamina 3,
Willpower: 4 Perception 3, Intelligence 1, Wits 2
Armor Rating: 2 Abilities: Alertness3, Athletics 2, Brawl2, Dodge},
Attacks: C law (8 dice), bite (8 dice) Stealth 2
Willpower: 2 Armor Rating: 0
Armor R ating: 0 Attacks: Kick (5 dice), bite (2 dice)
Attacks: Kick (2 dice), antler charge (bucks in H ealth Levels: O K, OK, -1, -1, -1, -2, -2, -5,
season, 4 dice) Incapacitated
H ealth Levels: O K, -1, -1, -2, -2, -5, Incapacitated
~'f#A-41
67~Pl/Pt?6'~< A~lffr_,;C'h'~#
Include medium to large deer (moose would be Stats are for a large ( 10' or so) alligator; Nile and
larger still).
saltwater crocodiles may be a good deal larger and
Attributes: Strength 4, Dexterity 2, Stamina 4, stronger. A favored tactic is to ambush and drag prey
Perception 2, Intelligence 1, Wits 2 into the water, where they spin until victim is knocked
Abilities: Alertness 2, Athletics}, Brawl2, Dodge 2, senseless. Both crocodilians can shut down their sys-
Stealth 2 tems and lay on a river bottom for an hour or more
Willpower : 2 without coming up for air.
Armor Rating: 1 Attributes: Strength 4, Dexterity 2, Stamina 4,
Attacks: Kick (4 dice), antler charge (bucks in Perception 2, Intelligence 1, Wits 2
season, 5 dice) Abilities: Alertness 2, Athletics 1, Brawl2, Stealth 3
H ealth Levels: OK, OK, -1, -1, -1, -2, -2, -5, Willpower: 2
Incapacitated Armor Rating: 2
.$ftp,,. Attacks: Bite (5 dice), spin (6 dice/tum+ drown-
The largest living wild ox. Travels in woodlands ing effects), tail slap (4 dice)
and plains, in herds ranging from a dozen or so to H ealth Levels: O K, OK, -1, -1, -2, -2, -5,
thousands. Incapacitated
Attributes: Strength 8, Dexterity 2, Stamina 6, VJjJ~JI"
Perception 2, Intelligence 1, Wits 2 This includes vipers such as puff adders as well as
Abilities: Alertness 1, Athletics 2, Brawl3, Dodge l pit vipers like rattlesnakes, water moccasins, bushmas·
Willpower: 3 ters, and the fer-de-lance. Usually well camouflaged
Armor R ating: 1 and stocky, they tend to wait for prey to come to them.
Attacks: Head butt (8 dice), gore (9 dice), Pit vipers have heat-sensitive heat organs in front of
kick (7 dice)
H ealth Levels: OK, OK, OK, -1, -1, -2, -2, -5, -5, fiNTbJ ViJ,Hthi.A>It_.W
lncapaci tared
If a character gets herselfbitten, it will likely be
t)phf4dH .B~t;f' more than an annoyance. Venom doesn't act in·
Attributes: Strength 7, Dexterity 2, Stamina 5, stantly; for more realism, draw out the damage. If
Perception 2, Intelligence 1, Wits l the poison inflicts seven health levels, for example,
Abilities: Alertness l , Athletics 2, Brawl!, Dodge 1 take one health level per half hour; for a powerful
Willpower: 2 elaphid (e.g. mamba), make it one health level
every five or ten minutes. Soak rolls are possible; the
Armor Rating: 1
difficulty varies from 5 (a small copperhead) to 9 (a
Attacks: Gore (8 dice), Kick (6 dice)
taipan or other highly lethal snake). The proper
H ealth Levels: OK, OK, -1, -1, -1, -2, -2, -2, -5, antivenin, taken quickly, reduces the difficulty of
Incapacitated the soak roll by 2.
IfPI".PI Even if the victim manages to soak the worst
Represents a riding horse; draft horses will be of the venom, she will still be in pain. Ifshe tangles
stronger. with a taipan or a mamba, for example, the poison
Attributes: Strength 5, Dexterity 3, Stamina 4, may send her into respiratory arrest in a matter of
Perception 2, Intelligence 2, Wits 3 minutes. A large diamondback may give her a scar
Abilities: Alertness 2, Athletics}, Brawl2, Dodge 2 for life. Damage may not be healed until the
poison has run its course or been neutralized.
Willpower : 3

24
,......"=~·~...w=-·~-........~--~.......~....~,~--
, ,. .......w...
each eye, which they use to track prey. Viper poison is Camouflaged with mottled patterns, these snakes wait
primarily hemotoxic, destroying blood vessels and patiently for prey to come into range. Then they grab,
tissues, and is delivered through two long fangs that coil around, and suffocate their dinner. Seldom attack
snap into ready position during the strike. As with anything they can't swallow whole, but their jaws
many snakes, they retain a striking reflex for minutes unhinge to take in larger prey. These stats reflect a
or even hours after death. good-sized anaconda.
Attributes: Strength 0, Dexterity 2, Stamina 2, Attributes: Strength 4, Dexterity 2, Stamina 3,
Perception 1, Intelligence 1, Wits 2 Perception 2, Intelligence 1, Wits 2
Abilities: Alermess3, Brawl3, Intimidation 2, Stealth3 Abilities: Alertness 2, Athletics 2, Brawl2, Stealth 3
Willpower: 2 Willpower: 2
Armor Rating: 0 Armor Rating: 0
Attacks: Bite (2 dice + poison. If damage gets Attacks: Bite (2 dice), squeeze (treat as Grapple
through armor- including heavy clothing or thick followed by an extended Strength vs. Strength con-
hide - the victim takes no actual damage from the test; if the snake wins, treat as suffocation for that tum
bite itself, but must soak damage according to the - Werewolf, page 188)
amount and strength of the poison ; a copperhead H ealth Levels: OK, OK,-1,-1, -1, -2, -5, Incapaci-
might do four health levels while a larger diamond- tated.
back might do eight or more. Vipers may strike
multiple times.)
$/n;Q
H ealth Levels: OK, -1, -2, Dead .:Q.q-v~w

CP/hu Very clever scavengers. Quite curious.


Attributes: Strength 1, Dexterity 3, Stamina 2,
Cobras and other elaphids (from coral snakes to
taipans and mambas) are quick and deadly. T heir Perception 3, Intelligence 2, Wits 3
fangs are short and fixed, so they often bite and chew Abilities: Alertness 2, Athletics 2, Brawll, Dodge 2
their venom into a wound. Their poison is predomi- Willpower: 2
nately neurotoxic, resulting in paralysis and breath- Armor Rating: 0
ing problems. Attacks: Peck ( 1 die)
Attributes: Strength 1, Dexterity 3, Stamina 2, H ealth Levels: OK, -1, -2, -5, Dead
Perception 1, Intelligence 1, Wits 2
H4/fi~O/fl/
Abilities: Alertness 3, Brawl 2, Stealth 2
Typical birds of prey. Both have sharp vision, but
Willpower: 2 hawks are daylight hunters while owls fly by night.
Armor Rating: 0 Hawks have incredible vision, while owls, in addition
Attacks: Bite ( 1 die + poison; if damage gets to excellent night vision, can locate the faintest sound
through armor - including heavy clothing or thick with pinpoint accuracy.
hide - the victim must soak damage according to the Attributes: Strength 1, Dexterity 3, Stamina 2,
amount and strength of the poison; a coral snake might Perception 4, Intelligence 1, Wits 2
do three health levels (for a very small amount of Abilities: Alermess 3, Athletics 2, Brawl2, Dodge 2
venom) while a taipanormamba might do 10ormore.
Willpower: 3
The really bad part is that some snakes, such as the
taipan, have a habit of multiple strikes). Armor Rating: 0
H ealth Levels: OK, -1, -2, -5, Dead Attacks: Claw (2 dice; 4 dice if diving), peck
(1 die)
t!Mhf-C~r H ealth Levels: OK, -1, -2, -5, Dead
Covers anacondas, pythons and boas. Depending
on species, these snakes can grow up to 30 feet long.
• a a
-
The caern and sept should be the heart of most As Storyteller, you want to design your chronicle's
Werewolf games- they are a means to dramatically caern to complement the sort of game you want to run.
illustrate the primitive society of the Garou; they If you plan to run an intense game of dark horror and
represent everything that werewolves are willing to shadowy morals, you probably want a caern that ex-
fight, bleed and die for; they are the closest thing that udes strength and ruthlessness, not compassion and
werewolves have to a true home. warmth. If you want to play up the savage nature of the
There isn't enough room in this book to detail World of Darkness' wilderness, the caern should be
caerns and septs thoroughly from top to bottom (not physically foreboding. The mood you evoke in your
without taking up the entire book and then some). players as you describe life at the caem will color the
However, the following information should prove entire game; it's worth some extra thought.
useful enough for you to get a chronicle started. If you
want even more detail, the Werewolf Players Guide ~~~~~~#t>'~
and Guardians of the Caerns offer as much informa- A caern covers a lot of area. Not all of this area is
tion as you could ask for. the low-Gauntlet power source that feeds the Garou;
a proper caern also needs living space for its defenders,
room to set up adequate defensive lines, and other

L
necessities for the sept.
A caern is more than a simple reservoir of Gnosis Everything is built around the caern's heart. This
-it is the spiritual center of Garou society. They are area is not necessarily at the geographic center of the
sacred areas, rich with Umbra! energy. It's impossible
caern, but it must be defensible. The caern's heart is a
to stand in the center of a caern and be unaware of the place where the Umbra and physical world are one -
spirit energy that pulses all around you. Caerns can there is no Gauntlet here, and the world is a fusion of
change a person's very way of thought.
Penumbra and physical realm. The heart might be a ~

cA~ptexTwo: c~e-,--"'s ~"'4 Se-pfs

•••••·~~!Q~{IIIa..•,•••••• ...• ....••••·~w .a _.._ = = ·~•••rw•


circle of standing stones, the depths of a cave, an caem's Penumbral landscape. The spirits found in a
ancient tree, an old urban theater, virtually anything. caem's Umbrascape should be appropriate to the caem's
The sept leaders often call meetings at the heart, and purpose and tribal affinity; the very landscape should
this is the place where the sept calls on the caem totem reflect the caem's type. Garou are expected to be
or opens the caem's powers. A rare few caems actually particularly respectful of a caem's spirit inhabitants, as
have two hearts: the Central Park Caem of New York they are extensions of the caem and its purpose. Each
City is one example. These caems are rare indeed, and area within the caem tends to have a particular reso-
usually occur only when the area of the bawn contains nance within the Penumbra; for example, the Graves
two strongholds ofspiritual power, each one distinct in of the Hallowed Heroes may be particularly still and
nature from the other. (The Central Park Caem, for cool in the Penumbra, while the assembly area may
instance, has one heart that draws on the energy of the have a pronounced echo.
water that runs throughout the city, and another that
feeds on the spiritual energy of the massive numbers of 4P/"h- ~kPr.l
people in the city.) A caem's type determines the kind of power it can
By contrast, the bawn is the caem's outer bound- lend to its protectors via the Rite of Opened Caem. As
ary; this may range from a city block or two in an described under that rite and on the Caems chart
urban caem to a miles-wide swath of wilderness. (Werewolf, pg. 226), success grants the ritemaster
Werewolves can sense when they step across the extra dice on actions related to the caem's affinity.
boundary of a bawn; humans and other intruders The ritemaster may distribute these dice among other
cannot (although the retaliatory attacks of the sept's individuals as he sees fit; each individual retains these
territorial residents usually inform them of their in- bonus dice for the remainder of the day. Each caem can
trusion). Many werewolves live inside the bawn- grant its powers only a few times each day; in game
those who can, at any rate. For many Garou, necessity terms, a caem can grant powers through the Rite of the
demands they live elsewhere. Kinfolk generally live Opened Caem only once per day for every level of the
outside the bawn, but close by. caem. (A level two caem can grant power only twice
Since Garou have nowhere else safe to meet, they each day before it must recharge its energy, and soon.)
commonly set aside an assembly area within the caem's
bawn to hold their moots, welcome guests, try crimi-
J4-hljl# C:,pff;. ~4'~
The fo llowing figures approximate the general
nals, and so on. These places may be natural clearings
size, capabilities and other details of caems by rank.
or hollows, or in the case of urban caems, large ware-
These guidelines are very general; Storytellers are
houses or amphitheaters.
completely within their rights to modify any and all
T o honor their fa llen, Garou also set aside an
offered statistics as appropriate. Caems are, after all, so
area of remembrance, commonly called the Graves
rare that they're almost impossible to pigeonhole.
of the Hallowed Heroes. This area isn't always a literal
graveyard; usually it's simply a memorial area with ~.qhtl..t:
tokens of all the caern's fallen defenders where Average Population: 4-10 G arou
werewolves can go to meditate. Here G arou make Average Bawn: 200 acres or (usually much) less
peace with their ancestors - or prepare themselves Maximum Moon Bridge Distance: 1,000 miles
before battle to join them. Gauntlet: 4
Caem s often have other areas particular to each Disadvantages: Very little raw power; smaller bawn
individual caem. A Glass Walker caern might have size means almost no area for lupus to live.
an armory of munitions to be used just in case claws
Advantages: Fewer Garou to compete with; little
and fetishes aren't enough; a Children of Gaia caem
interpack politics; good possibility of a player charac-
might have a lodge where the sept members can
ter filling one of the sept positions; the Wyrm's forces
rendezvous with their Kinfolk mates. Consider add-
are probably unaware of its existence.
ing at least one area peculiar to your chron icle's caem
to add extra character. ~.qhtl2.:

tJhPt/#1~~ Average Population: 8-15 Garou


Average Bawn: 350 acres
The caem's physical territory should reflect the
nature of the caem itself, but this is even truer with a Maximum Moon Bridge Distance: 2,000 miles
Gauntlet: 4
Disadvantages: Not many powers; limited room; not minded Gafflings, who serve as the messengers and
as many defenders. Umbra! sentries of the caern totem.
Advantages: Still little politicking; packs have access Caern totems are directly tied to their caerns -
to healthy totem spirits. they cannot roam the Umbra, and they suffer any
Y<tr,~:J.· damage done to their land as well. Their pact with the
sept is doubly important because of this dependence;
Average Population: 10-20 Garou the totem needs the sept to defend its lands and
Average Bawn: 800 acres health, and in return it will offer the Garou the power
Maximum Moon Bridge Distance: 3,000 miles that the caern has to offer. T o betray this trust is a
Gauntlet: 3 grave offense - yet another reason that the tenet of
Disadvantages: Little chance for filling a sept role; the Litany forbidding the violation of caerns is the
large enough that defense is a bigger concern; the most harshly enforced.
Wyrm has definitely taken notice; starting to become Although a caern totem is pledged to aid the
difficult to maintain or expand. werewolves who care for it, they are not compelled to
Advantages: Real source of potent power; strong allies coddle the sept - in fact, it's usually a poor idea to do
in septmates; easy access to teachers and spirits. so. Unearned power or assistance tends to breed arro-
gance and corruption. A caern totem is often cryptic
..7<tr~4..
when offering mystic advice, strict when called upon
Average Population: 15-30 Garou to render judgement, and even demanding when lend-
Average Bawn: 800 acres ing martial strength to its sept. Simply being a werewolf
Maximum Moon Bridge Distance: 6,000 miles is not proof enough that one deserves Gaia's greatest
Gauntlet: 3 gifts - a Garou must be prepared to work hard and
Disadvantages: More people than room; W yrm is make many sacrifices to earn his birthright.
actively trying to destroy the caern; much interpack C4dffJ- 0$r/fl ffir/id/Q
and tribal politics; limited access to resources.
Despite their limitations, caern totems are fairly
Advantages: Very potent caern with a multitude of
powerful as spirits go. With their access to the ener-
powers, mighty allies and mentors.
gies of a caem , they have notably high Gnosis ratings;
Y<tr~.J. even the bellicose totem of a caern of Rage possesses
Average Population: 25-40 Garou more Gnosis than other spirits of its ilk. Rage is
Average Bawn: 1,000 or more acres usually very strongly tied to the caern's type; totems
Maximum Moon Bridge Distance: 10,000 miles of caerns of Wyld, Strength and other vibrant caern
types are more likely to have high Rage than those
Gauntlet: 2
who protect caerns of Enigmas, Wisdom and other
Disadvantages: Typically huge bawn; as large a
serene places. Willpower is normally rather high,
population of werewolves sharing resources as can
although it depends on the totem's nature; the mouse-
be; sept leaders tend to ignore pups; Wyrmspawn are
spirit totem of an urban caern may be quite timid and
constantly planning or launching attacks; cannot reserved despite its great wisdom.
be hidden.
A ll caern totems should have the Realm Sense
Advantages: Huge numbers of Garou come to de-
Charm; a caern totem will normally be able to detect
fend it. unusual disturbances across the caern's borders, al-
4tr~~.HU though as always it must make a Gnosis roll to
perceive specifics. Materialize is uncommon but not
A sept doesn't choose its caern totem - the
necessary. Other C harms should reflect the spirit's
totem chooses the caern. The caern totem is a spirit
nature and that of its domain; the totem of a caern
that in some way epitomizes the land itself, the
situated on a lake is far more likely to possess Flood
energies of the caern and the sept of Garou that calls
than Create Fires.
it. The Rite of Caern Building sends out a "call" that
is answered by an appropriate spirit; many septs have k~JJI#h
been surprised to have their call answered by a totem Inside the bawn, many of che local spirits are
somewhat unlike the one they were expecting. The awake and aware - a werewolf is far more likely to
caern totem in time attracts small broods of like- encounter an awakened oak-spirit within a caern's
boundaries than without. The Rite of Caern Building septs of the modern age are a compromise established
sends forth ripples of energy, often awakening many to more effectively fight the Garou's longstanding war.
spirits in the vicinity as well as attracting a caern Even though the sept is organized for defense, it is
totem. And, of course, werewolves often use the Rite still a social unit as well. Werewolves are pack crea-
of Spirit Awakening to gain further allies and instruc- tures; like wolves and humans, they function at their
tors within the caern's boundaries. best when among their own kind. When constructing
The spirits of a caern generally offer sept members a sept for your chronicle, be sure to keep this social
greater respect and friendship than would otherwise be aspect in mind. Although it's important that the sept
the case - the sept has usually earned it. If the is logically strong enough to hold a caern, you also
Storyteller chooses, when a sept member negotiates want to offer your players plenty of opportunity for
with one of the caern totem's brood (such as to per- roleplaying, whether it's playing political games to
suade the spirit to teach a Gift or empower a fetish), the advance their pet agendas among the elders or forging
difficulty of all Social rolls is lowered by 1. Newly bonds of filial devotion with foster parents.
changed cubs don't always receive this reward; they Not all werewolves spend all their time within the
must have served the sept faithfully and well for several bawn's boundaries. At any given time, roughly half of
moons before the spirits treat them as full brethren. the sept can be expected to remain at the caern. Fewer,
and the caern would be dangerously unguarded; more,
Jk~ and the sept isn't sending enough warriors out to take
As important as caerns are, the task of protecting the fight to the enemy. However, a sept is generally
them from corruption or destruction is a heavy respon- active day or night - the werewolves' enemies aren't
sibility. The structure of the sept arose from this very strictly diurnal or nocturnal, so the werewolves them-
responsibility- a sept is as much a military unit as it selves can't afford to be.
is a social unit or settlement. Sept structure has evolved Many Garou don't have human lives any more-
slowly and always according to what is necessary to they don't have homes to return to, they can't hold
guarding the caerns of the world; the many multi tribal down steady jobs, and the enemy is constantly at their

30

- -- -- a
heels. These werewolves tend to live in the sept full- ment; only the need to defend the caern prevents
time. However, every sept is likely to have some outright war from breaking out.
members who are managing to bring in money from The sept's tribal structure will probably be influ-
the human world one way or another. Even werewolves enced by your players' choice of characters; if two
have to eat. The Garou who continue to live human players want to play Get of Fenris, that's a good
lives (or a semblance thereof) usually spend roughly argument for a strong Fenrir presence in the sept.
two-thirds of their time seeing to their human affairs; Don't let a player browbeat you into making his
the rest of the time belongs to their duty as Garou. character's tribe more powerful in sept politics than
Even these routines are secondary to any need that you'd like; ultimately, the sept structure is up to you.
may arise - as a result, most werewolves who work However, you should be sure that each character will
have found "unconventional" jobs with flexible hours, have somewhere to learn Gifts, commune with their
so that they're free to move when needed. tribal totem, learn the mysteries of his tribe, and so on.
When designing a sept for your chronicle, be sure Finally, don't forget that a tribe is asocial unit, not
that you take the characters' background stories (and a personality disorder. Despite the very strong influ-
Backgrounds) into account. Ifone character has a high ences of breed, auspice and tribe, each werewolf is an
level of Mentor, perhaps a ranking sept official is his individual. Your sept can have forthright Shadow
guardian; if another has several dots in Kinfolk, you Lords, bellicose Children of Gaia, pacifistic Red T al-
should think about where her relatives stay and how ons, even-tempered Get of Fenris or humble Silver
they figure into the tribal politics of the sept. Unless Fangs .. . but probably not all at once. Who'd believe it?
you're running a chronicle that focuses on travel or a
pack cut off from its support networks, the sept could Jdj¢~
very well be the focus of your game. It deserves your Military and social units need structure, and the
attention; if done right, it'll certainly capture the sept is no different. Werewolves, like wolves, are
attention of your players. instinctively inclined toward hierarchy. The sept of-
fices have evolved partly out of this need for hierarchy
f#tf/Pr and partly for maximum efficiency in defending the
A caern's purpose and the mix of tribes that caerns. The following are the most common offices
protect it go a long way toward establishing the "feel" held by sept members; some large septs may have other,
of a sept. A caern dedicated to Rage, strength or more specialized offices in addition, while small septs
Primal-Urge will drip with raw intensity- even the may have elders who take on two or more offices at
mystics guarding such a place will tend to be aggres- once simply because there's nobody else for the job.
sive, powerful figures. By compare, a caern dedicated • Council of Elders -The Council of Elders is
to enigmas or Gnosis will be a potent force for intro- the sept's main ruling body - usually three to 13
spection and visionquesting, where even Ahroun are elders, depending on the size and prosperity of the sept.
encouraged to master themselves before going into T he Grand Elder (usually a Philodox) is the voice of
battle. Or perhaps the caern is dedicated to honor or the council, although he can be overruled if the
kingship, and thus is a focal point for the politics of council votes against his decrees.
many septs. A caern dedicated to hope or fertility • Warder - The Warder is the equivalent of a
should be the rarest of all, and all the more vulnerable sept's captain of the guard or head of security - her
because the entire war is against it. word is law when it comes to defending the caern
Similarly, the tribes represented at the sept - proper. Only the most battle-proven elders can rise to
and the ratio of their numbers- will play a large part this important post. The Warder's authority can even
in establishing the sept's flavor. Virtually no sept has override the Council's in times of danger. The Warder
members of every tribe- werewolves are just too few cannot order packs to take missions outside the caern,
these days. However, the desperate nature of the but she can demand that packs remain behind to guard
times means that tribes who historically have been at the caern in times of need.
each other's throats are sometimes forced to cooper- • Guardians - The Guardians are the warriors
ate - the Get of Fenris and Black Furies, Fianna and whose primary duty is to remain behind and guard
Wendigo, even the Red Talons and G lass Walkers. the caern. Some septs assign this role to as many
The tension between these tribes can lead to a num- packs as they can afford to spare from the front lines.
ber of plot hooks and a very intense game environ- Be ing chosen as a Guardian is a great honor, and

31
....~....~..~•5(•4(~~..~..
~....~..~........,.~.--~..~··~-....~.,....... ., "~
those who serve faithfully are rewarded with H onor The Master of the H owl, traditionally a Galliard,
renown (as well as Glory when called upon to prove leads other Gibbous Moons in the Opening Howl that
themselves in battle). begins every moot. The role evolved out of a need for
• Master of the Rite - The Master of the Rite the Opening Howl to set precisely the tone for a given
monitors all rites performed at the caern; it is her duty moot's business.
to ensure that nobody calls on powers that would be The Caller of the Wyld, often a Theurge, leads the
dangerous to unleash within the caern. Her permis- sept in the various rituals of homage to the pack, tribe
sion is necessary to enact a rite within the bawn, and and cacm totems that watch over the sept. She also
she usually stays at hand during the rite to make sure specializes in summoning the particular spirits that are
nothing goes wro ng. Finally, she is responsible for allied to the sept. In most modern septs, this office's
performing most rites that affect the entire caern - duties simply fa ll to the Master of the Rite.
caern rites and punishment rites in particular. This The T r uthcatcher , almost always a Philodox,
office is customarily held by Theurges or Philodox, mediates disputes and ordains punishments for
but can fall to anyone qualified (preferably with violations of the Litany o r sept law. Serious of-
Rituals 5 and knowledge of most of the rites in the fenses are a lways punished at a moot in full view of
W erewolf rulebook) . the entire sept.
• Gatekeeper - The Gatekeeper is charged with The T alesinger, of any auspice (but commonly a
control over any moon bridges opened in or to the Gall iard), leads the sept in tales of the past during each
caem. In times of siege, the G atekeeper usually forbids moot. She may also bring forward other werewolves to
any access to the caern's moon bridge. His responsibil- play the part of past heroes, reenacting great legends in
ity forbids him fro m leaving the caern, and his post pantomime to honor the Garou's ancestors.
usually puts him at the heart of any po litical machina- The W yrm Foe, always a great warrior (and there-
tions involving other septs. fore usually an Ahroun) leads the sept in the Revel
• Keeper of the Land - The Keeper of the Land that concludes each moot. His howl incites the already
is the cacm's caretaker, who is entrusted with the duty excited sept to charge through the caem's bawn,
ofkeeping the caem 's lands well maintained. This post savagely killing any intruders they may find there. The
stems from more than vanity-spiritsdemand respect Wyrm Foe may al o coordinate the activities of packs
for themselves and their physical analogues. A tree- that strike at the Wyrm's heart away from the sept,
spirit whose tree was neglected and fell ill can bear a passing on information for them to use on their mis-
grudge for centuries afterward. N ot all tribes (and their sions. The Master of the Challenge usually assumes
allied spirits) see a need for this office, however; Bone this role in smaller septs.
Gnawers and Red T a Ions in particular prefer a more
"honest" bawn. kiP$
• Master of the C hallenge - If one sept member Although it's possible to tell a story revolving
challenges another, the Master of the Challenge over- around a moot with just the bare bones information in
sees the clash. It is his duty to ensure that no duels go the Werewolf rulebook, a little more detail is always
too far (although this rule is relaxed in militant septs), helpful. The following information is meant to help
and to impartially judge any challenges of gamecraft, Storytellers customize the moots held at a sept, and to
riddles or tests of character. This post is quite neces- provide a framework that should hopefully inspire a
sary, as without it many werewolves would surely die in story held at a moot. Those who are interested in even
brawls over their honor - preserving their honor, more detail are encouraged to consult the Werewolf
perhap , but robbing Gaia of more defenders. Players Guide, and aU Storytellers are encouraged to
tailormootsas much asthey like to properlyreflectthe
~~~ character of their septs.
The following offices are present mainly in larger,
Most moots follow a fairly basic pattern, one that
more formal septs; most septs these days are too small
has a practical purpose. In order, thefivestagesofa moot
to spare the warm bodies to hold these posts full-time.
are the Opening Howl, the Inner Sky, Cracking the
It's entirely possible, especially in these days, that one
Bone, Stories and Songs, and the Revel. These stages
person may hold more than one of the lesser offices or
allow the sept to gather together, honor their totems
a lesser office in conjunction with a greater one.
and recharge the caem, air any grievances, affirm their
history and finally give release to their passions. Prop-
erly performed, a moot reaffirms what it means to be • C racking the Bone
Garou in the hearts of all that attend. The third stage is the most serious, as this portion of
• The O pening Howl the moot is the portion dedicated to sept business. Here
All moots begin with the Opening Howl, led by the elders make edicts on sept policy, and sept members
the Master of the Howl. Each sept's howl has a distinc- air their grievances. Any temporal business, from re-
tive resonance, blending together the flavor of the ports on the Wyrm's movements to financial consider-
caern, the voices of the tribes present and the tone of ations, is handled during the Cracking of the Bone.
recent events. T his howl is meant to stir the hearts of Most septs allow anyone with something to say to do so
the participants and set the mood for the moot to come during this time, although those who speak frivolously
- in times of war, the Opening Howl is grim and or out of turn may very well lose Honor. This is also the
resounding, while in times of celebration, it reverber- portion of the moot where the elders mete out punish-
ates with joy. ments against those who've violated sept or Garou law.
• T he Inner Sky • Stories and Songs
The moot's second portion devotes itself to con- Once the formal business is finished, the T alesinger

L
tacting and honoring the sept's spirit allies, thereby leads the sept in spinning stories of past and present
strengthening the caern. The Caller of the W yld (or Garou adventures. This stage of the moot is where the
Master of the Rite, if no Caller exists) leads the rituals Garou acknowledge their septmates' recent deeds of
to contact and pay tribute to the spirits. This is a deeply Renown and honor their ancestors with legendary tales.
reverent ceremony, if not always serene- the spirits of These stories are meant not only to give honor where
some caerns prefer being contacted through ritual com- honor is due, but also to inspire the sept to emulate the
bat or boisterous music and dance. glorious achievements of their ancestors and peers. ~
• The Revel at most, a matter of days to resolve. The typical case is
The passion of every Garou in the sept builds judged in a few hours, if that. The werewolf who
toward the Revel, when it finally releases in a burst of violates the Litany or the laws of their sept or tribe can
tremendou phy ical, emotional and spiritual inten- usually expect to face one of four punishments: sham-
sity. Once the ept i rou ed as high as possible, the ing, shunning, exile, or death.
Wyrm Foe a umes Lupus form and gives a mighty • Shaming is the punishment of choice for those
howl. The rest of the sept joins in the howl, and Garou who have let their pride, cowardice or self-absorption
not already in Lupu make the change, emulating the lead them to sins of negligence. Punishment rites
Wyrm Foe. Then the Wyrm Foe charges out of the such as the Stone of Scorn, the Voice of the Jackal or
caern proper, leading the entire sept on a run to clear the Satire Rite are common examples of shaming.
the area around the caern of all enemies. Werewolves W erewolves being the proud creatures that they are,
in the frenzied throes of the Revel are quite literally the this tactic is perhaps more effective than it would be
stuff of humans' nightmares. in human society.
The Garou passion released during the Revel is • Shunning is the next step in severity, applicable
effectively raw Gnosis that pours back into the caern to those who placed fellow Garou or others necessary to
itself, sustaining the caern just as it sustains the sept. Gaia at unnecessary risk or to those who have failed to
As the Revel ends, the werewolves find their way mend their ways after previous punishments. The Rite
back to the caern, exhausted but full of feelings of of Ostracism is the method of choice. The shunning
purpose and unity. (during which no other Garou will even acknowledge
the target's existence) can last from a week to a lunar
year, although the transgressor isn't told the actual
duration. Sometimes a shunning will last until the
The modern legal systems of the Western world
transgressor truly mends her ways (although, again, she
are a far cry from Garou justice. Werewolves keep
isn't told that this is how her punishment will end).
their own law , and punish transgressors as swiftly
and severely a the mo t notorious "hanging judges" • Exile is given to a werewolf whose betrayal of
of the Old We t. Although a werewolf can commit his duty was unforgivable, but who is considered
many error of judgement o r lapses in morals that insufficiently dangerous or corrupt to kill outright.
lead to a lo s of Renown, some crimes demand more The permanent form of the Rite of Ostracism com-
evere retributio n. pletes this process; from that point on , the Garou is
considered Ronin, without sept, pack or tribe. For
A werewolf charged with transgressing against the
pack creatures like werewolves, this is a harsh pun-
Garou as a whole (and thus against Gaia) comes before
ishment indeed.
the Council of Elders. The accused need not actually
be present at the trial, but absence is almost always • D eath is the ultimate punishment. If the
seen as an admission of guilt. Usually, the entire offender's crimes are so horrible as to mandate a
Council convenes for truly staggering transgressions sentence of death, but the offender herself is consid-
against the Litany. Otherwise, only a few members of ered to still have a vestige of honor, she is the subject
the Counci I need be present to act as judges. The exact of the Rite of the Hunt. If, however, she has openly
form the trial takes varies with the sept itself. In betrayed her own kind to the Wyrm or otherwise
multiple-tribe ept , the judging format usually follows erased any lingering honor she once had, then her final
from the tribe compo ing the ept's majority. fate is Gaia's Vengeful Teeth. Those who die in such
a fashion are considered less than Garou- honorless,
Although each tribe has its own format for judging
valueless creatures unfit to walk Gaia even as Ronin.
breache again t Garou and Gaia, all proceedings take,

.........~·~..~--~~~,~........~..~.....w........~)J,~d;~~........~~·
tJ;.Jfor/'T~h~Tm/ffitJ~'&
No matter what a Philodox may say, the Litany is seldom absolute. Most tribes put their own spin on the
Litany's laws, enforcing crimes against the Litany a little more ... selectively. For example, a Silver Fang who
butchers humans indiscriminately will be tried fairly severely for violating the tenet "Respect Those Beneath
Ye- All Are of Gaia." A Red Talon who does the same, though ... well, his elders might turn a blind eye, or
claim that the young hothead in question was following his duty to "Combat the Wynn Wherever It Dwells
and Whenever It Breeds." The Talons have long believed that the Wyrm breeds in the hearts of humans, after
all, and it's hard to actually disprove that ....
However, a sept must uphold a common standard of justice. If the aforementioned Red T alan were
charged with violating the Litany in a multitribal sept, his elders would be able to do little for him; the sept's
laws follow the majority opinion, not the extreme. Those who break the Litany in tribally "condoned" (or,
rather, ignored) fashion must be careful to do so out of the sight of members of less understanding tribes.
The Garou aren't alone in the World of Darkness. trusts an outsider to be exactly what they say they are.
There are a number of other supernatural creatures They might be telling the truth- but more often,
that prowl the cities and wild places, pursuing their they're not.
own agendas. The werewolves have crossed paths with Hence this chapter. Although the W erewolf:
them now and again, and pass on the knowledge The Apocalypse rulebook offers some basic, hard-and-
they've gained from such encounters to their allies. fast information about vampires, mages and the like,
The question is, how much do werewolves know? that's not very helpful when it comes time to deter-
Sure, your players can go pick up a copy of Vampire: mine just how well-educated the local werewolves are
The Masquerade and be quoting clan names and in such matters.
Discipline effects within the hour. Werewolves in the The following information is told from the per-
World of Darkness don't have that luxury. Their spective of the werewolves themselves, in particular
information is limited; it's just not possible for a the werewolves that have made a habit of studying
werewolf to go slumming in a vampire hangout and each supernatura l group in question. In addition,
pick up the lingo by eavesdropping. And they certainly sidebars sum up the quick version of what most
don't go freely exchanging information with mages or werewolves know about the given group. Generally
vampires or the like; they tried that a few times, and speaking, assume that most Garou that the characters
the end result was always the same- fallen caerns and meet know the information in the sidebars, whereas
dead Garou. In the World of Darkness, only a fool

CAtr.pfe'("TA'("ee: Rivtr.!s tr.J'\4 £J'\eMies


•-.---~-~ ......,............m.·&.- a a ~- ft -~--mn•
a mento r or elder who specializes in the lore of the them is weak as the person it once was. The more
given supernatural creature may have access to the recently they have fed, the stronger they are- blood
larger body of lore. is not merely an addiction to them, it is the source of
And, of course, remember that not everything the their power. Age also strengthens them; the corrup-
werewolves believe is true ... tion in their bodies grows over time, granting them
more and more power as they grow older and older.
V4NjJ/hV W ould that evil would consume itself more quickly -
but if that were true, there wo uld be no need for us.
As recounted by Buries-the-Dead, Silent Strider
Ahroun: I have hunted - and studied - the vampires
for a long time. T hey seem to be social creatures, but
I have heard it said that a people is defined by its
their society is a cruel one. Whether subtle or overt,
enemies. We know this to be true of the Garou, for we
they enjoy exercising cruelties on humans, "playing
have many, many foes that wish us dead-and we are
with their food," as it were. Their mortal lineage
forced to become warriors in response. Know this,
seems to be important to the m; I have marked a few
though, young one: Of a ll the monsters that you will
who spoke openly offamilies and bloodlines. Though
be forced to oppose in this world, there are perhaps
I cannot see how a corpse can pretend to pure
none more wretched and intolerable than the Leeches,
breeding, the illusion is apparently quite important
the dead who walk, the Cadavers - yes, vampires.
to the Leeches.
Listen to me, now. You will hear it said that not all
I have marked four different castes among them,
vampires are wholly and maliciously evil. Yo u will
not unlike the castes ofother human societies. A caste
learn that a few werewolves, particularly among the
seems to influence a vampire's particular strengths; I
Glass Walkers and Shadow Lords, feel that it is better
cannot say whether this is a learned thing or if the
to strike truce with the undead than to waste lives
vampires are "born" to their abilities. Ultimately,
warring on them. You will hear that vampires are
though, it makes little difference whether aptitude
sometimes victims, creatures who did not ask to have
determines caste or caste determines aptitude. No
their souls rent from them and their bellies filled with
caste is any less monstrous than the others, no matter
hunger for blood.
how civilized they may seem.
This is all true. But you do yourself, your pack, your
tribe, and your Mother wrong if ever you trust one of 1'N Pefos•n-'
the undead. It is hard to mistake one of the Deformed for any
T he Leeches are creatures made of lies. They lie other caste. Their corruption is made manifest on their
to snare their prey; they lie to hide their lairs; they lie faces, in ways oddly appropriate to the nature of their
because they have forgotten how to tell the truth. hungers. The Deformed caste is the lowest among the
Even those who did not ask for their fate will do vampire hierarchy; even other Leeches shun their
whatever they must to preserve the ir half-existences; obvious debasement. In return, the Deformed appear
even the most meek and reclusive vampire would to devote their energies to "sharing" their taints and
rather kill in order to survive another night than afflictions with humanity.
simply die. They frenzy, as we do; anything that might Some are scarred and twisted, even half-melted
endanger them, such as fi re or the rising sun, will like lepers; it is my belief that these are disease-
drive them berserk. They do not have the power to spreaders, who pass blood-borne diseases from hu·
overcome their condition, and they do not have the man to human . Some appear to be rotting corpses, as
will to renounce their undead existence at all costs. A though the power of the blood they drink is no
very few boast no greater sin than the weak will that lo nger capable of staving off decomposition. Such
prevents them from resisting the urge to harm others. putrefied creatures wie ld the power of unnatural
These few may not properly deserve to die- but they death and decay; it is their talent to wither and
must. Their souls are gone to wherever human spirits shrivel the young and vital before its time. A few are
go; what remains is a shell filled with W yrm-given even defo rmed in the manner of animals, with
hunger that remembers vaguely how a human should patches of fur and strange deformities like undead
act. Pray for the soul that has fled, even as you release parodies of the fictional Dr. Moreau's creations.
what remains from the body. These creatures spread madness and bloodlust.
Listen. All vampires have the potential for super-
natural strength, speed and endurance; not one of
Although the Deformed are easy to recognize in learned, lest they nest in your brain like a spider and
their true forms, know that these beasts have learned drive you to madness.
the art of illusion, all the better to conceal their Never - and I say never - underestimate the
deformities from their prey. They have exceptionally power of an undead witch's magic. It was a great cabal
keen senses, and some mimic the powers of animals. of these monsters that drove my people from their
Though I think they are too ignorant to realize that homeland, setting ghosts on our heels and cursing us to
they insult the natural order by aping the strengths of wander forevermore. I do not know what spirits, living
living things, that makes the insult no easier to bear. or dead, they drew on to harness such power; I am
~ fV~H'k;.t thankful they have not used such power since.
The next highest caste is that of the Warriors; or Of all the vampire castes, no greater enemy will
perhaps they are a caste of commoners instead. It you find than these witches, creatures of the red desert
would seem that this caste is by far the most populous and worshippers of the Night itself. Tread most care,
of all. I call them Warriors because they are most likely fully when you find one; never let it capture your hair,
to focus on the physical aspects of their power - nails or blood. Do not enter its sanctum unprepared.
strength, speed, heightened senses, and even clever And if you find the opportunity to destroy it, do so
tricks such as invisibility. I do not mean to imply that without hesitation.
they share a common martial discipline; they do not. ?'.l,..NJII&
Instead, they are the infantry of the Leeches' regime, The most beautiful and strongest,willed among
all too often awkwardly thrown together like a primi, the vampires naturally rise to positions of prominence
tive militia. among their kind. The popular "romantic" notion of
But this militia has fangs! As I said, they are vampires among humans- does it not seem galling,
creatures ofgreat physical prowess and they often learn that humans would idolize the human,seeming mon,
(or are created with? I cannot say) other, more subtle sters tha,t prey upon them and demonize animal preda,
powers. I theorize that perhaps the h igher castes are tors that walk on four legs, or swim in the sea?- finds
given to recruiting their new kind from the Warrior some truth here. Many of the ruling Leech caste are
caste now and again, and the common vampires you inhumanly beautiful - those that are not have tricks
face who wield atypically versatile powers are appren, of their own.
tices,in,training to those above them.
The Warriors are numerous, and that is ~ir i' fVM~ tf~t.MII.kM'/fl: t'lthf/Jih!.l
greatest strength. However, they only rarely know the
• Vampires stink of the Wyrm; they are
tricks of traveling in packs. If you catch them alone.
they are easy prey - I have heard no tales of a Warrior also redolent of Weaver energies, although not
as strongly.
that has achieved the might of old age.
• Vampires must feed on human or animal
~fV~~~ blood to survive. They are not honorable hunters,
The vampires that use sorcery to achieve their however, and hunt as if it were sport to them.
ends are perhaps the rarest of all - and not to be • Vampires fear the sun, and are harmed by its
underestimated. I do not believe them to be the rays. Fire will also destroy vampires. This would
highest among the castes; they seem to serve the role seem to indicate that purity is anathema to them.
of vizier to their superiors. They are extremely danger, • Vampires thrive in the cities, and will do
ous, however- in my experience, the very worst of all. all in their power to expand the cities as far as
The magic of the witch,caste comes from no good they can.
source.lt does not rely on the spirit world as directly as • Vampires can exist ("living" is not a good
do our rites; not even Banes answer the call of an word for what they do) for centuries; they may
undead sorcerer. It may be a blend of their blood, even be functionally immortal.
power, human magic and Wyrm,granted investments.
• And, of course, homids may "know" what,
I believe, personally, that it derives from the Dark
ever they've seen in movies about vampires; most
Umbra and the things within - or perhaps even the
Garou, however, know better than to trust
Abyss. I have never dared pry too far; even the Uktena Hollywood's reservoir of occult lore.
know that there are some secrets that must not be
You see, the ruling caste is the one with the enough purpose before - this is true. But never would
greatest power to control the minds of others. That I let them across the bawn of my caern, nor even would
would seem to be common sense, after all. And they I tell them why. If even one succumbed to a desperate
have many, many ways of exerting their power. Of thirst for Gnosis, and came stealing to the caern in
course, some may transfix you with their gaze. Others hopes of filching a few sips of the caern's energy- I
can control anyone who has ever been tricked into would have been guilty of violating one of the Litany's
drinking their blood. Still others use ritual spells and most sacred laws and my life would have been right-
hypnotic songs. fully forfeit.
Yes, spells; it is worth mentioning that the ruling But yes, I have cooperated with them - always
caste seems to be able to access the powers of any of the conditionally, but I have done so. Not all are dire
castes below them. They might possess superior enemies; they are all dangerous, and often bad to
strength, or the ability to mask themselves under know, but not all are enemies. I take it you would like
illusion, or forbidden rituals calling on the Wyrm. It is to know more?
my belief that they can compel those of other castes to There is a great difference, you see, between a
teach them such tricks, whether by right of their noble sorcerer and a shaman - or to put it another way,
status or by using their mind-raping powers. They are between a witch and a Wise One. Many human
even all the more terrifying when you consider that peoples note the difference between one who uses
these same powers grant them great power and influ- magic or medicine only to heal and soothe, and one
ence in the mortal world; they might have po liticians, who uses her ... gifts to serve her own ends, or even to
policemen, bankers o r even generals under their harm others. The first is a shaman - the second, a
thumbs. Thankfully, the ruling caste is the rarest, and sorcerer. Most mages, I fear, are the latter.
many of its members seem to spend an inordinate As the legends go, magi are not entitled to the
amount of time attempting to wrest power from one powers they wield - they use forbidden knowledge to
another. They are dangerous, dangerous enemies, ev- achieve their ends. You see, these warlocks are able to
erything that we fear about the Leeches. rewrite the natural o rder, if you will - they do not
Pardon me - does it seem unusual for an Ahroun draw their powers from the spirits as we do, but rather
such as myself to use the word "fear"? Perhaps you are force the world to obey their will for a short period of
right. But it is good to fear the vampires, for they are an time. Where an Uktena might call on the power
ancient and wily enemy. W ere they any weaker, we loaned to her by Bluejay to emulate the jay's flight, a
would have destroyed them by now - and yet they warlock will force gravity to repel him rather than draw
thrive all the same. You would do well to keep a him closer to the earth's bosom. Where I would speak
healthy respect, even a small amount of fear for the the tongue of spirits taught to me by my spirit friends,
Leeches and their powers. Respect them - and by a witch would use her power to compel spirits to speak
respecting them, you will learn never to underestimate in a language she understands.
their ability to seduce, deceive and destroy whenever I can't say for certain if their power is stolen or
it suits them to do so. In knowing them for what they forbidden, but it is true that warlocks are punished if
are, you gain the power to fight them, as you must. they go too far or dare too much. What punishes them?
Why, the world itself, it would seem- or their own
;/4tfj1Q magic. I've seen a witch devoured by the forces she
From the teachings of Ingrid St. Joan , Black Fury tried to call on. It wasn't a pleasant sight, although it
Strega: was ... somehow appropriate. The strike was so swift, I
The Galliards will tell you that the witches are our didn't have time to catch its scent- its true scent, if
enemies. That is because there are many instances in you will. Even now, I don't know whether it was Gaia's
the past where a caern came under attack, and only will, the W eaver's power or even the magic itself that
afterwards did we learn that it was not the forces of the decided to write the witch out of existence.
Wyrm - but rather, greedy warlocks who came to The most obvious explanation is the most popular
drink the caern's energies. And they do not know among our kind. A warlock's power, strange as it is,
restraint; a caern will dry up and die before a cabal of ravages the very face of Nature itself. It leaves furrows
warlocks realizes that they should stop drinking its in the flesh of Gaia- no, not the earth, but rather all
power. My sisters have told you that I have conversed, of the world. A warlock who forces the wind to carry
even fought beside shamans and witches of noble him leaves invisible scars in the air itself. These gouges
rapidly heal, but would they not be a constant irrita- right in doing so - but it is hard to say whether that
tion to the Mother, like a dust mote in Her eye? The is one of the few good instincts remaining to her, or
reprisals, when they come, seem random; but to a fly whether it is another symptom of her madness.
struck by a horse's tail or a mosquito absently smashed I wonder at the truth of this. It may be that the
by a human hand, their fate must seem random, too. truth is a blend of both explanations; perhaps the
Does the mosquito understand that its bite is in some warlocks' power pains and irritates the Mother, and
small way debilitating or undesirable to the vast moun- the Weaver watches for the Mother to flinch, knowing
tain it feeds from? No. And neither do the warlocks that the source of the irritation is her enemy as well. It's
understand that their powers are offensive to the not for me to say.
Mother. Just as the mosquito looks at the vastness of a You will know a witch by her reliance on human
person and sees only a meal, the warlock looks at the magical traditions. As I understand it, the power is not
world and sees only that which he desires. in the trappings they use - be they books of "Egyp-
However ... there is another possibility. Perhaps tian" spells, voudoun rituals, shamanicdances, Crowley-
the reprisals visited on these witches are not sent by a inspired Satanic incantations or what have you- but
sleeping Gaia, but rather by the Weaver. As you know, in the magi themselves. Unlike our own rites, which
the Weaver is not fond of. .. variables. Everything must are empowered by the spirits, their rituals seem to lend
obey her laws, or else it is not permitted to exist. I know them a sort of focus, a framework to channel their
this is her command; I have the scars that mark her energy. I can't say why it is that some use numerology
displeasure with my guardianship of the Wyld. How and alchemy and others rely on meditative techniques
furious the witches must make her - even we Garou -the foibles of their peculiar mindsets, I suppose. One
obey the laws of the universe ordained by Gaia. The witch in particular protested that there is a secret
witches don't do even that. So the Weaver lashes out conspiracy of mages who disguise their magic as tech-
at these poor fools, smashing them when they go too nology, but I believe her to have been mentally un-
far, forcing them to obey the natural order. She may be sound; she seemed out of sorts with the modem age,
and may not have been able to deal with the idea that
ftJ,(q;U4# tf4Mfl J;',J/7/cl: ft~tl.l technology can accomplish things formerly believed
to be in the province of magic alone.
• Mages possess the power to somehow re-
write the laws of nature; they are capable of I mention that their patterns of thought are un-
performing great miracles or hideous atrocities usual, yes. Many magi have a deeply rooted need to
given enough time and effort. believe in something, no matter how peculiar. They
may draw comfort from their belief in a patriarchal
• Mages are not meant to possess their powers
god, or they may believe most sincerely that their
-or at the very least, to use them as they do. Their
actions of mental assault and seduction are not only
powers offend Gaia or the Weaver, who punish
condonable, but also necessary. They are obsessive
them for their hubris from time to time.
creatures, driven by the need to overcome the flaws of
• Mages feed on Gnosis, and there are many their mortal shells-for all a warlock's power, his body
tales of them mounting raids on caerns to drink the is still as frail as any man's- and the desire to see their
sacred places dry of the Mother's lifeblood. will made manifest on the world. This makes them
• Mages learn magic according to human exceptionally dangerous, for you can never tell what
tradition; their powers run the gamut from Sa- convictions a witch may hide from you, convictions
tanic-style ritualism to New Age pseudo-shaman- that rule her soul.
ism to Taoist alchemy. And yes, those convictions may be dedicated to
• Mages can and do fall to the Wyrm. They the Wyrm. There are witches who practice the blackest
do not seem inclined to offer themselves to the forms of magic, who have fallen to the Enemy. These
Weaver or Wyld. are the worst sorts - they knowingly consort with
• There are a few mages who practice much Banes and fomori, and have sold their souls to what-
greater restraint, either to avoid the spirits' retri- ever Malfean entity has chosen to present itself to
bution or out of genuine reverence for the way them. They are insidious sorts, subtle and decadent,
the world works. These mages are not always and they cannot be tolerated to live. Are there mages
enemies, although many are still opposed to the who follow the Weaver or Wyld, by compare? I cannot
Gaian ideal.
say. I think there must be, but I've never heard of any of the cities themselves is bunk - I asked Momma
who fit that description. Tampa myself if that was so, and she ain't the sort to lie
A witch will probably be your enemy. She may be to a guy like me. Some folks say they've been empow-
a temporary ally. She may indeed seem worthy to be a ered by the Wyrm - or, depending on who you
friend. But I caution you - do not stand too close. She believe, the Weaver- to hunt down anyone and
exercises powers she was not meant to use, probably everything that might be a potential threat to their
with the full knowledge that she runs the risk of being Celestine. Ofcourse, they don't smell much like Wyrm
punished by the universe for her temerity. Whether or Weaver, 'cept on an individual basis, so that theory
you agree that she has the right to use her powers or kind of sucks, if you ask me. I've also heard that they
not, it is dangerous to stand too close to her- and by were empowered by the Wyrm in some last desperate
calling her friend, you also are in danger of making her flash ofsanity, sent out to restore Balance to the world.
enemies your own. If the stories are true, and the It's a better theory, but again, they don't smell like the
witches are anathema to Gaia Herself - then may Wyrm - and what's balancing about genocide, any-
heaven help you, for your own kind never will. way? I even hear that they're something like the magi
- maybe they're the next evolutionary step up from
humanity, kind of a humanity-with-the-power-to-de-
fend-itself, if you know what I mean. And they do tend
From the favorite rant of Trash-80, Bone Gnawer
to crop up in the cities, so maybe that's accurate-
Ragabash:
maybe the big ol' collective spirit of humanity finally
Look. You know there's always going to be some got around to providing someone to fight against the
human who can fight back. The Veil ain't perfect, and lmpergium, only they're about a zillion years too late.
now and again some guy with solid brass testicles finds
But who knows? They don't. They don't have a
the courage to stare one of us in the eye before he
clue, man. Poor bastards, the only thing they know is
unloads two barrels of silver buck into our chest.
that they woke up and started seeing monsters every-
'Course, he ain't long for the world after that, 'cause
where and they've held on just long enough to find out
the human ain't been born who's a match for one of us
that it's no hallucination. And since they're just ordi-
- particularly an angry packmate - without some
nary folks at heart, that means they see the need to
powerful mojo on his side.
watch out for their kids, or to clean up their neighbor-
'Least, that's the way it used to be. Things are hoods, or whatever. So they go vigilante- and they're
different now, since the Red Star showed up and all. just tough enough to be dangerous.
You haven't heard about these guys. Trust me. I dunno what this means in the long run. I don't
They don't get out in the boonies much - they crop think they run in packs big enough to be a threat to
up in places where there's a lot of humans to give rise any caern, but who knows? The Apocalypse is on us,
to 'em and a lot of monsters to go huntin'. And that man. Maybe this is the Eighth Sign or something.
means cities. But what we're dealing with here is a H umanity's fighting back, even against those of us
whole new breed of brass monkey, something that ain't who think humans are worth keeping around. Keep
quite a wizard and ain't quite a mortal. The kicker is, an eye out, that's all I'm saying. And spread the
they're able to see us - and vampires, and fomori, and word. We could be onto something huge here.
Gaia knows what else - for what we are, no matter
how well we're disguised.
And it gets better. These guys have some kinda
supernatural power juicing them up, something that As far as most werewolves are concerned,
ain't quite Umbral.lt's versatile stuff; it makes a butter most humans who take up hunting werewolves
knife as deadly as a klaive, or gives 'em the ability to are simply ordinary people with the willpower to
look a vampire in the eye without getting hypmotized. resist the Delirium and the idiocy to think they're
Crazy shit, man, and no two have the same power. a match for Garou. Most Garou don't even know
Only I think that "seeing monsters" thing works for that the "imbued" class of hunter is even out
them no matter what. there; even those who encounter an Imbued
I've heard a few stories about who's been giving face-to-face are unlikely to be able to tell the
these guys their powers, and why. I'll tell you right out hunter apart from a subtle fomor, mage or other-
that the theory that they're being fueled by the spirits wise enhanced human .

...... ~-~·~ ....... ...... ............ .........,,.


~ ~ ~ ~~,. .. ..
~ ~~~
We already knew that ghosts would manifest them-
selves in the physical world from time to time. This was
From a concolation address by Solomon Scarwound of always a great effort for them, and not without cost.
the Ivory Priesthood: Only the most dire need could drive a ghost that far-
None of you would disagree that the undead have a need for vengeance, or a desire to see a loved one
no place in this world. They do have a place in Gaia's through a tragedy, or whatever goal kept them from
creation, that much is true - and that place is the leaving their former lives behind. Now, however, the
Dark Umbra. None of us should begrudge a human's wall between the Dark Umbra and this world has been
spirit the right to walk in the place prepared for it weakened by the storms, and the ghosts are finding it
should it be unwilling or unable to pass further on. easier - or perhaps they are simply just that much
And yet, the Dark Umbra itself has seen the battle more desperate- to cross over.
fires of the Apocalypse, and the ramifications are Many of them arc even now taking refuge in their
many and troubling. old bodies, animating their cold corpses with nothing
The Eye of the Wyrm has appeared even in the more than the pure strength of will. The tales of battles
skies of the Dark Umbra. It is faint there, but its color with these revenants have increased sevenfold in the
is unmistakable -color, in a land where all else is black last year. The Wyrm rides some of these creatures, but
and gray. When it tore its way into the Dark Umbra, not all. Not all draw strength from the spirits of
the force of its entry whipped up countless storms, corruption. Indeed, their former lives seem to provide
tempests that wrack the land of the dead from one end them with strength - my fellow priests and I have
to the other. I have heard it said that the very cities of seen gho ts and revenants that grew stronger the closer
the dead themselves are in ruin, flooded beneath the they drew to completing their goals.
dark waters raised by these storms. This strength floods them in many ways. Tho e
We should not be surprised, then, that the ghosts who wear bodies suffer none of the weaknesses of flesh
have decided to flee their world for a safer one. But that - they require no blood, no air, not even the presence
"safer" world is the physical realm!
of their internal organs. However, much of their
strength seems to be devoted to their vessels, and so
they are unable to call on many of the powers of their As told by Ceridwen Hunting Hom, Fianna Galliard
disembodied brethren. Yes, the incorporeal undead Sweet Mother, you're asking me now about the
can affect the physical; they can move things, change Fair Folk? Why not ask twenty years ago, fifty, a
the weather, even take temporary physical form. Some hundred? No, that's not fair and I know it- but it's a
can even touch our very spirits, draining our strength little late to be taking an interest in them. Their glory
to feed their own. days are long gone.
How do we fight them? Not easily. Even if we find They're still around, yes. That much is true. But
ways into the Dark Umbra, they are no less powerful they're a pale shadow of what they used to be. The fae
there. Many, in fact, are far stronger in their home- of today, compared with their forebears- they're like
land. They seem to have difficulty penetrating the our Kinfolk compared to us. Back so long ago, there
Gauntlet, at least those without bodies - but then wasn't anything human in them at all - now they're
again, the cities are cesspools of the violence and more like changelings, fae babes raised by humans who
anguish that breeds ghosts, and I cannot say that the have taken on more than a little mortal blood.
Gauntlet is foolproof. Indeed, the surest way to fight It's sad, but what they need to keep going is
a ghost may be to help it achieve its goals - without mortal belief. Look at us - our traditions have
the tether ofdesire holding it to this plane, it has little endured in spite of the mortal world. The faeries,
choice but to pass on beyond. though, they need people to believe in the romance
I realize that this may seem a small concern, with of the medieval world, to dream tales of fae as they
the Leeches teeming like flies on carrion and the armies used to be. Their legend hasn't changed with the
of the Enemy marshalling for their final attack. None- times, and unlike us, they can't rely on their own
theless, my noble friends, I suggest that you remain strength to see them through.
wary. We make many ghosts when we go to war. Some I heard tell that they're creatures of the Wyld, like
of those are sure to remember us. us. It may be so. The Weaver hurts them bad, that's for
sure. W e can't exactly recognize just where their spirit
portion comes from, but it can't flourish in areas where
fV#Id ;/441/ i1t1h71? vkM'k: fVm#N the Gauntlet's high and nobody has need of fairytales.
• Wraiths are the spirits of dead humans who They can be nasty, and dangerous. There are
are somehow prevented from passing on to their goblins among them, horrible creatures that'd gnaw
final reward (or reincarnation, or being reunited the flesh from your bones if they thought they could
with Gaia) and are marooned in the Dark Umbra. get away with it. But I tell you, you've never seen
• Wraiths linger on because of some tragedy beauty like that of one of their nobles. Even the faded,
that makes them unable to rest. pale, half-human ones are still unearthly, creatures
that could almost make you believe in a finer world
• Wraiths are often subj ect to Wyrm-taint,
than this one.
but are not intrinsically tainted. Their taint
usually comes from succumbing to dark emo- I heard tell that some of them fall in love with
tions such as regret or anger. some of us, and I'll tell you that's something to be
avoided. They think nothing of throwing a glamour
• Wraiths are not spirits, and cannot be dealt
over your eyes and charming you into falling in love
with in such a fashion.
with them, because the wretched creatures just can't
stand to hear the word "no." A talisman of iron is
usually the charm you need to resist their powers; if
fV#Id;/441/ i1t1h71? vkM'k: fVtf/$~ :01!47/ you need to drive them away without actually killing
Most werewolves aren't fami liar with ani- them, you can press it against their flesh and they'll
mated corpses as enemies; the numbers of the leave you be.
Walking Dead have never been particularly im-
Faeries. I tell you, if there's a world left when the
pressive until recently. Apart from a general knowl-
war is over, and the forests start growing thick and full
edge that these zombies seem to be tied to the Red
again, and there are more humans who have fallen in
Star, and that they exist, the Walking Dead are
love with the world than those who haven't- maybe
considered to fill much the same niche as wraiths.
then you'll see one. But I think instead the last of them

•N•II4•~- « =.... Wer-ewolf Sfor-yfeffers CoMp~"'io"'


a· ..................,•••••>•;;P:.i~•••,_•
w..:= ..
• End ron O il, Magadan (the pharmaceut bunch),
ft)#'q- ftat/ 64/'1/1/ v{;;;p;,;: :/irtJ~IIV Ardus (those waste-disposal jerks) and Rainbow Inc.
• Faeries are, if not actually extinct, so rare (the plastics people) are definitely all tied together.
that they are nearly gone. They're all subsidiaries of this Pentex bitch.
• Faeries are allergic to the Weaver, and suffer • Each one of those guys has black-ops-level stuff
in areas where she is strong. brewing in plants here and there. W e're talking poi-
• A faerie's powers generally have to do sons, drugs, that kind of thing. These deep black plants
with illusion and bewitchment; they aren't are utterly deniable, and loaded with security - in-
powerful warriors. cluding Banes and fomori. You heard me.
• Said ties with Wyrm-spirits and BSDs [shit,
man! I hadn't even guessed!] seem to imply that the
will die before the last of us does- which might not
top echelon is somehow tied in with the Wyrm, and are
be that far off.
working according to some agenda thereof. Possible
Maelj in lncama influence here. Seems to be top ech-
elon only; most employees seem to be ordinary corpo-
From an email sent by Third Shift, Glass Walker rate bastards, no worse than the usual.
Ragabash: • The lax pollution standards seem to virtually be
It's worse than we thought. I just got word from regulation. Again, M.l. influence?
Detroit, and they verified all we knew and added some • Black ops teams - commandos, assassins, and
details. Hence the encryption. This is big-league stuff. the like - are definitely at their disposal. Completely
• First off, the name is definitely "Pentex." Big- deniable meres. Rumor has it they're immune to the
ass multinational megacorp, holdings all over the Veil, and are trained to fight werewolves( !), even to
place. Seems to have once been an oil company that the point of packing silver ammo.
diversified; doesn't produce anything itself these • Other confirmed subsidiaries: Avalon Inc.
days, but leaves that to the subsids. [toys]; Circinus Brands [RJR's main competitor to-
bacco-wise]; Good House [paper products; serious
bad-practice loggers]; Hallahan Fishing [number three IVk/-,t/tV/ tf4'M~ ~.lei: ~nPX
on G reenpeace's hit list]; Herculean [firearms]; • Werewolves who haven't made it a habit to
Herrick's [yeah, the grocery store chain]; King Brew- keep up with the corporate world (which in-
eries [dumping some of that shit out of my fridge as cludes many elders) are unlikely to even know
soon as I send this]; Nastrum [*major* military manu- that there's such a thing as "Pentex"; its logo isn't
facturer I'd been looking at]; OmniTV [I shit you present o n the factories and trucks that do its
not]; O'Tolley's [which isn't a surprise to anyone dirty work, and only the highest-ranking em-
who's ever eaten there]; Tell us [videogames, of which ployees of its subsidiaries are in the habit of
I've got like half their fall lineup]; and Vesuvius [the mentioning its name fairly regularly.
publishers, in deep w/Good House]. • Most werewolves involved in the fight
• Agenda uncertain, but we've all but verified (a) against corporate abuse of the land (and people)
making a buck as fast as possible and fuck ethics and (b) are aware of some of the "problem" subsidiaries
help turn the buying public into brain-dead consum- like Magadon and Endron, the ones who seem to
ing machines. W e're still not sure about (c) fuck the have some access to Banes and fomori. Some of
planet over and make everyone as miserable as possible these werewolves know about the "higher power"
so that the Masters get that much stronger, have a of Pentex, and some don't.
much easier job taking over, and set us up real nice -
but right now, it seems plausible to *me*.
By damn, we'd better disseminate this to the elders this isn't the time for vital information to be lost in a
outside the city limits, ASAP. Sure, they're gonna be pile of mistrust for "urrah." I don't know how we can
skeptical, but I don't care. *Make* them listen to you; fight something this big, but I tell ya, we gotta try.
b~~~IJhP.It!h~IIAf
T he Renown guidelines given in the main rulebook and tailoring their characters' actions for maximum
for W erewolf: T he Apocalypse are fairly loose, and Renown gain rather than simply ro leplaying their
intentionally so. For one, loose guidelines place more character , right or wrong.
contro l in the hands of the Storyteller - a compre- Even so, you may find the following chart of
hensive list of near-everything that could possibly sample Renown awards somewhat helpful when it
affect Renown leads to added bookkeeping, as well as comes time to adjudicating just what is or isn't worthy
setting one general rate for Renown gain. A loo er of reward (or punishment). Again, this isn't meant to

l
structure encourages the Storyteller to tailor the rate of be comprehensive- it's only a number of example of
rank gain to her own tastes, either granting more behavior that deserves Renown modifications. We
Renown than a detailed chart might suggest in order to encourage Storytellers to create whatever awards (or
speed advancement to high Rank, or granting fewer penalties) eem appropriate to the deeds of the charac-
than suggested in order to keep advancement more ters, or even to fudge them from day to day; as long as
hard-won. More importantly - and it's a shame to you remain largely consistent and even-handed, no-
have to say this - loose guidelines discourage unscru- body should compla in. ~
pulous players from paging through the Renown charts
Jlrhlj4 J</JhP/fJnAMrrrU
Activity G lory Honor Wisdom
C'P#IM"'4dhd//~nfiJ,-.1
Besting someone (including a spirit) in a riddle contest 0 0 3
Showing restraint in the face of certain death 0 1 3
Ending a threat without serious harm to any Garou 0 0 5
Surviving an Incapacitating wound 2 0 0
Surviving any toxic waste attack 2 0 0
Attacking a much more powerful force without aid 0 0 -3
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 3 0 0
(archmage, fae sorcerer)
Defeating a minor Wyrm threat 2 0 0
(Kalus, a Bane-infested animal, young vampires)
Defeating a 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
Vl!fr4H{f#II /f!yffll
Revealing, with certain proof, that a human or Kinfolk is "of the Wyrm" 0 0 2
Falsely accusing a Kinfolk of being "of the Wyrm" 0 -2 -3
Revealing, with certain proof, that an area or object is "of the Wyrm" 0 0 3
Revealing, with certain proof, that a Garou is "of the Wyrm" 0 0 6
Falsely accusing a Garou of being "of the Wyrm" 0 -5 -4
;14.JPIW'
Purifying a Wyrm-tainted object, person, or place 0 0 2
Summoning an lncarna avatar 0 0 2
Traveling to any of the Umbra! Realms and surviving 3 0 0
Successfully completing a spirit quest in the Umbra 0 0 3
Failing to succeed in a spirit quest in the Umbra 0 0 -3
Having and properly following a prophetic dream 0 0 5
Giving a prophetic warning that later comes true 0 0 5
Ignoring omens, dreams and the like for no good reason 0 0 -3
(i.e., they may be of the Wyrm}
Binding "inappropriate" items to oneself through the Rite of Talisman Dedication 0 0 -2
(such as chainsaws, pagers, or wristwatches}.
This does not apply to Glass Walkers or Bone Gnawers
Spending a year in ritualistic seclusion (fasting, mediation, etc.) 0 0 5
After following mystic signs and advice...
Discovering a talen 0 0 1
Discovering a fetish 0 0 2
Activity Glory Honor Wisdom
Discovering ancient Garou lore 0 0 3
Discovering a Pathstone (see Rite of the Opened Bridge, W erewolf, pg. 158) 0 0 4
Discovering an ancient caem that was lost 0 0 7
Rites and Gifts:
Performing a Moot Rite 0 2 0
Refusing to perform a Moot Rite when asked 0 -3 0
Mi sing a Moot Rite 0 0 -1
Performing a Rite of Passage 0 2 1
Receiving a Rite of W ounding 2 0 0
Performing a Rite of Cacm Building 3 5 7
Participating in a Rite of Caem Building 5 3
Partic ipation in a successful Great Hunt rite 3 0 0
Participation in a failed Great Hunt rite -2 0 0
Suffering the Rite of Ostracism -1 -7 -1
Suffering the Stone of Scorn 0 -8 -2
S uffering the Rite of the Jackal -2 -7 0
Suffering a Satire Rite lose one RanK level and all remporary Renown
Performing a Punishment Rite 0 2 0
Performing a Punishment Rite unjustly (botching the rite ro ll) 0 -5 0
Refusing to participate in a rite 0 0 -1
Giggling, joking, or otherwise being disrespectful during a rite 0 0 -1 to -5
(depends on the severity)
Learning a new rite 0 0 1
Discovering/creating a new rite 0 0 5
Discovering/creating a new Gift 0 0 7
Fetishes:
C reating a talen 0 0 1
Using a fetish for the good of the sept or tribe 0 0 2
Using a fetish for selfish reasons only 0 0 -1
Creating a fetish 0 0 4
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
Sacrificing a fetish for the good of the sept or tribe 0 0 4
Accidenta lly breaking a fetish or talen 0 0 -1 to -5
Accidenta lly breaking or losing a klaive 0 -3 0
411h.~-A#/v#/N
Helping guard a caem 0 1 0
Staying at your post when on caem watch, even when tempted not to 0 2 1
Not staying at your post when on watch 0 -3 0
Not helping guard a caem , even when asked to 0 -3 0
Keeping a cacm safe from humans through trickery or negotiation 0 0 4
Helping to prevent a caem from being overrun by the Wyrm 3 4 0
Not preventing a cacm from being overrun by the Wyrm -3 -7 0
Died while defending a caem (posthumous) 5 8
Single-handedly prevented a caem from being taken by the Wyrm 5 8 0
J/~
Activity Glory H onor Wisdom
tf11~-PII.;Qt1~4f 11m/Jbdk(y
T eaching other Garou (depends on the depth of study) 0 lto5 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
Breed:
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 W eaver things 0 0 -1/use
Pack:
Gaining the position of pack leader 0 3 0
Living alone, without one's pack, except for ritual reasons 0 0 -3
Sept and Tribe:
Performing regular duties and chores for the sept 0 1 0
(gained at monthly Moot R ite)
Failing to performing regular duties and chores for the sept 0 0 -3
(subtracted at monthly Moot Rite)
Disobeying a caem officer (Caem W arder, etc.) without good reason 0 -1 to -3 0
Serving in any ept position (Caem Warder, etc) 1/year 3/year 1/year
Refu ing any ept position (Caem Warder, etc) -1 -2 -1
Loyal ervice to a sept 1/year 2/year 1/year
Loyal service to a tribe 1/year 3/year 1/year
Litany:
Upholding the Litany (depending on the lengths to which a Garou goes) 0 1 to 5 1 to 3
Breaking the Litany (depends on severity of the transgression) 0 -5 to -8 -2 to -4
Challenges:
Participating in a just challenge 1 2 0
Participating in an unjust challenge 0 -3 0
C hallenging someone too far above or too far below your Rank 0 -3 0
&h4f/.IP!"
Giving good advice 0 0 2
Giving bad advice 0 0 -2
Mediating a dispute fairly 0 3 0
Mediating a dispute unfairly 0 -4 0
Keeping one's promises 0 2 0
Failing to keep one's promises 0 -3 0
Being truthful 0 2 0
Being truthful in the face of extreme adversity 0 5 0
Being deceptive 0 -3 0
Being deceptive in the face of extreme adversity 0 -1 0
Any time trickery backfires 0 0 -2
Attempting to act outside one's auspice, openly (depends on circumstances 0 -1 to -5 0
Te lling a good story at a moot 1 0 2
Te lling a true epic at a moot that is later retold by others 2 1 3
Te lling an epic that is entered into the Silver Record 3 4 6

We~ewoff Sfo~yfe!feYS C oMpa.nion

.,....~a =-. = a· w..:aa~m•... •llll••••a•..•u;•;;~,.----..-•


M t•
~'-
A ctivity G lory H onor W isdom
Speaking dishonorably to one's elders (depends on the severity) 0 -l [0 -5 0
Speaking without pennission 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 (depends on circumstance; 0 -1 0
doesn't include speaking ill of Bone Gnawers}
"Crying Wolf' (i.e., summoning the Ahroun of a sept 0 -5 0
when there is no real danger present)
Protection and D efense:
Healing a fellow Garou (non-pack member) unselfishly 0 0 l
S howing mercy to a wayward Garou 0 0 3
Protecting a helpless Garou 0 4 0
Not protecting a helpless Garou 0 -5 0
Protecting a helpless human 0 2 0
Not protecting a helpless human 0 -1 0
Protecting a helpless wolf 0 5 0
Not protecting a helpless wo lf 0 -6 0
Supporting an innocent being accused of a crime 0 5 0
(who is later proven innocent)
Supporting an innocent being accused of a crime 0 -4 0
(who is later proven guilty)
Death while defending your pack 4 6 0
Death in defense of Gaia 7 7 0
Frenzy:
Succumbing w a berserk frenzy 0 0 -1
Succumbing w a fox frenzy -1 0 -1
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
Performing a heinous act while in the thrall of the Wyrm 0 -6 0
(cannibalism, perversion, attacking own packmates, etc)
H~#Nrn 4m/..kn~;%.A>11ft#tm.t
Maintaining good relations with nearby Kinfo lk 0 0 2
Having poor relations with nearby Kinfolk 0 0 -3
Choosing a mate and breeding 0 0 3
Choosing a mate, but not breeding 0 0 -1
Honorably mated 0 2/year 0
Protecting the Veil 0 4 0
Harming/rending the Veil 0 -5 0
Repairing the Veil (covering up an instance that could 0 3

1
reveal the Garou to humans)
~~nPit!h CPhl/~r./kh Old Renown Award New Renown Award
100-300 One point
Of all the changes Werewolf: The Apocalypse
has undergone between editions, the most dramatic 350-750 Two points
change has probably been the Renown system. In 800-1200 Three points
First Edition, Renown wasn't measured in tempo- 1250-1750 Four points
rary or permanent dots; instead, it was an ever- 1800-2000 Five points
increasing series of numbers. The higher you got, 2001 + Six or seven points
the higher your Rank. Characters, of course, are something of a different
What does this have to do with the Revised story; there's no good formula for converting their old
Edition? Not a lot- but there are still a number of Renown scores to the modem system. In such a case,
first edition books in specialty stores and reprint Storytellers are encouraged to guesstimate a character's
compilations that use the original Renown system. Renown as appropriate for his or her rank or deeds;
Many of these books are still quite good, to boot, and total accuracy isn't that necessary. (Besides, time has
contain totems and fetishes found nowhere else. So certainly passed since the publication of those books,
to use the material in these old books to full effect and some of those characters may well have earned an
(and why not?), a Storyteller should be prepared to extra rank by now .... )
convert them to Revised rules. Which is where these
guidelines come in. U~MJt1/PrCP~
Generally speaking, old Renown awards tended to Werewolves are far from at their best in the water,
range from 100 to 2000. (To put this in perspective, but that doesn't mean that they can always choose to
characters began the game with a total of 10,000 fight on dry land. It's entirely possible that a werewolf
Renown to qualify them for Rank One, and needed may be tossed overboard, or be forced into combat in
20,000 to get to Rank Two, 40,000 to get to Rank
a river, lake or even swimming pool. This can prove a
Three, and so on.) Besting a minor Wyrmish threat real problem in more than one way - visibility is
would earn 100 Glory, completing an Umbral quest heavily impaired, and an air-breather cannot rely on
might earn 500 Wisdom, and so on. scent to track prey. And, of course, there's the diffi-
The current system recommends Renown awards culty involved with just moving around.
ranging from one to seven points of temporary Re- Athletics is the default factor for determining
nown, with one point marking a noteworthy but not whether a character can swim or not; unless the
spectacular deed and seven points being awarded only Storyteller rules otherwise, presume that anyone with
to those who have made the greatest sacrifices and at least one dot in Athletics can swim. When underwa-
achieved the greatest deeds. ter, the character's Athletics (or Swimming, if the
With that in mind, the simplest thing to do is to Storyteller lets characters purchase Swimming as a
convert a Renown award based on that scale. For Secondary Ability rather than an Athletics specialty)
example, if a book mentions a Renown award of 100- governs just how easily she's able to move. A character
500, that's roughly the equivalent of one or two points performing any physical action cannot use more dots
of Renown. The following chart denotes our recom- in the relevant Ability than she has in Athletics; a
mended guidelines for Renown conversion; feel free to werewolf with Melee 5 but Athletics 2 can only use
modify and interpret the results as you like. two dots of her Melee Skill when submerged.

Athletics Base Speed Sprint Speed


0 1 meter/tum 1 meter/tum
1 1 meter/tum (Strength + 2) meters/tum
2 1 meter/tum (Strength +4) meters/tum
3 (St:rength/2) meters/tum (Strength +6) meters/tum
4 (Strength/2) meters/tum (Strength +9) meters/turn
5 (S rength) meters/tum (Strength + 12) meters/turn

- »
Swimming rate is largely determined by training, is the result of image displacement), but damage is
not agility; water is sufficiently dense that the ability to reduced as usual.
pull oneself forward is more reliant on strength than As mentioned in the main rules, combat underwa-
speed. The accompanying chart is a good guideline for ter tends to be very stressful, and uses up oxygen much
how quickly a character will be able to move in the more quickly. During combat, a character can hold his
water. (If the Storyteller allows Swimming to be pur- breath for a number of turns equal to twice his Stamina
chased as a Secondary Ability, use the chart as if the - after that, he begins to drown, taking one health
character possessed an Athletics rating two higher level of lethal damage each tum, which can't be
than her Swimming rating.) regenerated until he's breathing air once more.
When actually embroiled in hand-to-hand com- For the definitive look at underwater com-
bat underwater, a character is at a severe disadvantage. bat, have a look at W orld of D a rkness : Blood -
All brawling attacks save grapples and bites halve the Dimmed Tides .
attacker's Strength for purposes of damage, and are
dodged at -1 difficulty thanks to the slowing effect of
the water. Melee weapons are similarly impaired -
f1J~w
Werewolves don't have to use weapons to be
flexible weapons such as chains and thrown weapons
effective in combat, but many prefer not to have to rely
are ineffectual, blunt weapons lose three dice from
on claws and fangs alone. Although firearms are cer-
their damage pools, slashing weapons lose two dice and
tainly effective, they're a bit coo easy for most werewolves
stabbing weapons lose one.
-learning to use the sword that your ancestors wielded
Firearms are also a risky proposition. Firing on a
requires discipline, whereas any human can use a
submerged target from dry land suffers a + 2 difficulty to
firearm. (And, of course, there's the stigma of relying
the attack roll, and a bullet loses 1 die of damage for
too much on the Weaver's per advances .... ) So al-
every meter of water it passes through. Firing underwa-
though most werewolves see no need to use anything
ter does not suffer the same difficulty modifier (which
other than their natural weaponry, some have a defi-
nite taste for melee weapons.
This expanded weapon section is intended to offer
Storytellers a much greater variety of weapons with
which to confound players - or to offer their charac-
ters as fetishes or other heirlooms. Many of these
weapons can be found in "silvered" version. These
might be crafted entirely ftom silver - this makes
them more useful against werecreatures, but does one
less die of damage due to the metal's general inferior
edge and hardness (save for klaives, which undergo a
special forging process and ritual hardening to achieve
their remarkable tensile strength). A weapon might
also be silver-plated, in which case it is treated as a
silver weapon for maybe one or two blows against a
strong target before the silver is worn away. Silver that
has been worked into an alloy is irritating and painful,
but soakable- it may turn bashing damage into lethal
as far as an allergic shapeshifter is concerned, but is
unlikely to have much more effect.
• Axe: This category includes everything ftom
the size of a fire axe on up; these statistics can be used
for Norse battleaxes, a woodcutter's axe, and so on.
Axes are fairly popular among Garou, who often fight
creature that need to be bodily hacked to bits before
they stop moving (like the undead).
• Chain: Although a simple length of chain
makes a fine weapon without any alterations, some
Eastern cultures attach weights to either end to maxi-
mize the chain's hitting power and entangling capabil-
ity. (In Japan, such a weighted chain is called amanriki-
gusari.) It's an easy thing to attach a blade to the end
of a chain as well. A character armed with such a
combination weapon (such as a kusari-gama, which
boasts a weight on one end and a small sickle-like blade
on the other) may choose to attack with the blade or
the chain on any given action, using the statistics for
the knife or chain as appropriate. Werewolves rarely
craft chains into fetishes; a werewolf is generally likely
to use a chain only as a weapon of opportunity.
• C lub: The simplest of weapons, this represents
any makeshift bludgeon . A club can be a tree branch,
a lead pipe, a baseball bat or any such thing. These
statistics can also represent the more finely crafted war
clubs of many cultures. Werecreatures aren't prone to
fabricate fetish clubs; most spirits wouldn't care to
enter and empower a simple length of wood. Any club
fetishes in existence are probably war clubs appropri-
ate to the people that crafted them.

56
• Katana: The epitome of Japanese weapon- • Labrys: A preferred weapon of the Black Fury
smithing (some would say of the world's weapon- tribe, the labrys is a dangerous double-bladed axe. The
smithing), the katana is a curved sword designed for Furies commonly make these axes into fetishes, usually
slashing. It is folded many, many times in the forging granting great speed in combat and howling like ban-
process, making a true katana a remarkably fine weapon shees when wielded against male foes.
- unfortunately, buyers are far more likely to run into • Mace: The mace is the next step up fro m the
shoddy knock-offs. The statistics listed are for the club - a hafted weapon with a forged o r cast-iron
finest katanas to be found (which are almost never for head. A mace can be flanged or spiked (the latter
sale); lesser blades do one less die of damage. version is often called a momingstar), or simply a
W erewolves do not bind spirits into katanas, and so no smooth metal weight. Designed to stave in skulls and
fetish katanas can be found outside the Beast Courts. do severe tissue damage, flanged maces are usually
Mundane katanas, however, are popular among some considered lethal damage (although at the Storyteller's
Glass W alkers who enjoy the craftsmanship required option, some targets - such as vampires or Crinos-
to forge such a blade. The exacting forging process of form werebeasts - might be resilient enough to treat
the katana makes it impossible to silver; unless a fetish a flanged mace's damage as bashing}.
weapon, a katana will do nothing more dramatic than • Polearm: These weapons were generally the
lethal damage to a werewolf. choice of peasantry - at its most basic, a polearm is
• Knife: Next to the club, the knife is the most simply a utensil such as a sickle or cleaver attached to
basic weapon there is. These statistics represent short- a pole for extra reach. However, more sophisticated
bladed stabbing or slashing weapons of all sorts: bowie versions can be found; these statistics should work well
knives, daggers, jambiyas, stilettos, Japanese tantos, for anything from halberds (a spear combined with a
and so o n. There are a variety of fetish knives, though small axe head) to nine-dragon tridents (elaborate
none so famous (or infamous) as the fang dagger. Chinese polearms). Fetish polearms are almost un-
heard of; a C rinos werebeast has plenty of reach, and

;f4p_4 fVMjJPw a~#


Weapon Difficulty Damage(fype Conceal
Sap 4 Strength/B p
Chain 5* Strength/B J
C lub 5 Strength + 1/B T
Staff 6 Strength + 1/B N
Knife 4 Strength/L p
Spear 6 Strength + 1/L N
Mace 6 Strength +2/L N
Sword 6 Strength +2/L T
Katana 6 Strength +3/L T
Axe 7 Strength +3/L N
Polearm 7 Strength+ 3/L N
Klaive** 6 Strength +2/A ]
Labrys 7 Strength+3/A *** N
Grand Klaive** 7 Strength +3/A T
Difficulty: The normal difficulty at which the weapon is used.
Damage: The number of damage dice rolled for the weapon.
Type: B = Bashing; L = Lethal; A = Aggravated
Conceal: P =Pocket; ]= Jacket; T = Trenchcoat; N =weapon can't be concealed
*A chain may be used to entangle an opponent's limb at + 1 difficulty.
**These weapons are silver and inflict unsoakable damage to Garou.
***Damage code applies only to fetish versions; a labrys without a spirit bound within inflicts lethal damage.
a polearm offers little else to someone whose claws are • Sword: These statistics can be used for every-
more deadly than a steel blade. thingfrom basket-hilted claymores to Viking broad-
• Spear: Although even a long, sharpened stake swords; the differences between tlhem aren't tre-
can qualify as a spear (Storytellers may want to penal- mendously significant. Generally speaking, the
ize such crude weapons a die of damage), most spears "sword" category covers everything with a blade of
range from five to fifteen feet in length, with a stone or about three feet or so -longer than the short sword,
metal head at one end. They are fairly popular among shorter than swords that must be used two-handed.
werebeasts, as the long haft works well in a wielder's Swords are rarely made into fetishes - the grand
hands no matter how large he can grow. Some sample klaive is of similar size, and much more useful- but
spears include javelins, tridents, flint-tipped spears some Shadow Lords and Silver Fangs appreciate
and boar-spears (which feature crossguards to keep the their symbolic impact.
boars- or enemies - from forcing their way down the
shaft to attack the wielder). The short-hafted assegai, A./5#11Uk~
notable for its unusually large leaf-shaped head, is a Although it's very hard to pinpoint specific dates
popular weapon among African shapeshifters (usually that were important to Garou history - werewolves
Bastet). Wendigo are fond of binding spirits of the are creatures of oral tradition, and don't necessarily
winds or storms into spears to craft fetishes that ma- count years the way that humans do - Storytellers
nipulate weather or call down ice or lightning. might find a briefoutline ofGarou history helpful. The
• Staff: This is the standard length of wood or following is by no means comprehensive, but it should
metal, roughly as long as its wielder is tall. A properly help give a sense of which event followed which over
wielded staff can be used to great defensive effect; the millennia.
Storytellers may choose to add one to the difficulty to It may seem that a disproportionate amount of
strike (not shoot) a person who has the Melee specialty significant events are piling up in the last century -
of staff use and who forgoes attacking in favor of that perception is very true. The Apocalypse is at
defense for the tum. The Children of Gaia are most hand, and each new event that shakes up the war is
likely to create fetish staves, as they appreciate the another one of the signs that the end is near.
weapon's utility as a non-lethal weapon.

Prehistory
(Although the Garou have many legends of the First Days, many events took place long before humans
or werewolves started counting the years. No actual dates exist for most of the prehistoric exploits of the
werewolf tribes, but the following prehistoric events are generally - not always - presumed to have
happened in the rough order given.)
• Humanity emerges
• Birth of the first Garou
• lmpergium begins
• The Wendigo, Croatan and Uktena follow their Kin across the land bridge from Siberia to North
America
• The Garou sever and scatter the Talons of the Wyrm, powerful manifestations of the Wyrm in the
physical world
• lmpergium ends; the first human cities begin to develop
• The War of Rage rages across Europe and parts of Asia and North Africa

n= ~~•M•naH·..a•...•• ..:-
..• ..•~•...••aJ••••.I);II:;.,;II~_. ..........
General History
1200 BC (approximate) - The Fianna fight the Fomori Wars for possession of the British Isles
1800 BC (approximate) - The Silent Striders are driven from Egypt by the curse of a powerful servant
of the Wyrm.
200 (approximate) - The White Howlers fall to the Wyrm; those that don't become Black Spiral
Dancers are slain by their corrupted brethren.
600 (approximate) - A massive Umbral fire heralds the beginning of the Dark Ages.
15 21 - The death scream of the last were bat echoes across the Penumbra of the Americas; the Shadow
Lords renounce war against the Fera of South America.
1589 - The Croatan sacrifice themselves to banish Eater-of-Souls from the physical world.
1780s - Steam engines make the first true factories possible, marking the beginning of the Industrial
Revolution.
1796- Laurent de Mer forms the occult Enlightened Society of the Weeping Moon, a cult founded on
garbled interpretations of Black Spiral Dancer lore.
1830s- A powerful Bane is released from its bonds in the American West; it fuses with a similarly mighty
Weaver-spirit to become the spiritual menace known as the Storm Eater. Roughly at the same time, the
Warder tribe adopts the name "Iron Riders" in sept after sept.
1850s - Vampires begin migrating into the American West in numbers. Human population begins to
explode in the West.
1865- Jeremiah Lassater and his partners incorporate into Premium Oil.
1890- Thirteen mighty Garou, one from each tribe save the Bunyip, sacrifice themselves in the Rite
of Still Skies to seal the Storm Eater once more.
1892- Jeremiah Lassater makes an unholy pact with a mighty Wyrm-beast, granting it control of
Premium Oil through him.
1895 - The Iron Riders elders begin referring to themselves at moots as the "Glass Walkers."
1913- The last few members of the Enlightened Society of the Weeping Moon disband.
1915- Premium Oil undergoes a change of management- and a name change to Pentex Incorporated.
1930s -The European Garou of Australia, tricked by the Black Spiral Dancers, exterminate the Bunyip
in the War of Tears.
1986 - Pentex moves into Brazil, beginning operations to cull the rainforest for all they can get from
it. Werewolves from around the world respond, igniting the War of the Amazon.
1989 - The Exxon Valdez disaster, coupled with the Chemobyl disaster of 1986, is cited as proof that
the Third Sign of the Prophecy of the Phoenix has come to pass.
1990 - The ancient hag Baba Yaga awakens in Russia.
1992 - Baba Yaga erects the "Shadow Curtain," a powerful Umbral barrier that closes off Russia from
the rest of the world (at least spiritually speaking).
1998- The Russian Garou slay the Zmei Gregomous; concurrently, Baba Yaga is destroyed by persons
unknown. The Shadow Curtain crashes down, reuniting the Russian Garou with the rest of the Garou
Nation.
1999 - The Red Star, Anthelios, appears in the Umbral skies. A cub is born to two metis parents; the
birth is heralded as one of the final signs of Apocalypse. King Albrecht leads a crusade against the Seventh
Generation, crushing its leadership. The Beast Courts propose alliance with the Stargazers.
2000 - The Stargazers formally secede from the Garou Nation. The Garou elders admit that the Sixth
Sign of the Prophecy of the Phoenix has come to pass, and that the Seventh is surely nigh.
Name: Pack Name:
Player: Auspice: Pack Totem:
Chronicle: Tribe: Concept:
....,.-..,.-,~-.-....-._..•.._ ,./ _.. Ma-r•r._..,,~..,P~:&.~w'~
4Affi-JII/h!J .........
P{r.tllfl:f/ Jbtf/1:(/ fti1,J-M/
Strength._ __ _ _.eoooo Charisma._ _ _ _.eoooo Perception._ __ _eoooo
Dexterity_ _ _ _eoooo Manipulation_ _ _.eoooo Intelligence eoooo
Stamina eoooo Appearance_ _ _e.oooo Wits eoooo
~- ...............-....,,.._,,/4<41!/lmtJ; ·a .
"..knPhl#q;,a~
1

74#nh f,li~
Alertness 00000 Animal Ken 00000 Computer 00000
Athletics 00000 Crafts 00000 Enigmas 00000
Brawl 00000 Drive 00000 Investigation 00000
Dodge 00000 Etiquette 00000 ~w 00000
Empathy 00000 Firearms 00000 Linguistics_ __ _ooooo
Expression 00000 Leadership 00000 Medicine._ _ __ ooooo
Intimidation ooooo Melee ooooo Occult_ _ _ __ ooooo
Primal~Urge 00000 Performance 00000 Politics_ _ __ _ ooooo
Streerwise 00000 Stealth ooooo Rituals_ _ _ _ _ooooo
Subterfuge 00000 Survival 00000 Science_ __ _ _ooooo

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q~~ 0000000000 Bruised
Hurt ~1
0
0
0000000000
0000000000 0000000000 Injured ~1 0
Wounded ~2 0
Ho"'or -./4C:na:t/.t «- ~2
0000000000 Mauled 0
0000000000 Crippled ~5 0
00000 00000 Incapacitated 0
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000 0000000 0 0 0 0 0 0 0 0 0 0
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Strength ( + 2)__ Strength ( +4 )__ Strength ( +3 )__ Strength ( + 1)__
No Stamina ( +2)__ Dexterity ( + 1) _ Dexterity ( +2)_ Dexterity ( + 2)_
Change Appearance (-1 ) _ Stamina ( +3 )__ Stamina ( +3)__ Stamina ( + 2)__
Manipulation (-1 ) _ Appearance 0 Manipulation (-3 )_ Manipulation (-3) _
Manipulation (-3)_
Difficulty: 6 Difficulty: 7 Difficulty: 6 Difficulty: 7 Difficulty: 6
INCITE DELIRIUM
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___________ooooo ~ Item: Level__ Gnosis__
_ _ _ __ _ _ _ _ _ _ 00000 Power:. _ __ _ _ _ _ _ _ _ __ _ _ _ _ __
_ _ _ _ _ _ __ _ _ _ 00000 Item: Level__ Gnosis__
00000 Power:
00000 Item:- - - - - - - - - - - Level__ Gnosis__
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00000 Item:._ _ _ _ _ _ _ _ _ _ _ Level_ _ Gnosis__
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Maneuver/Weapon Roll
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Difficulty Damage Range Rate
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Maneuver Roll
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Oiff Damage
Bite Dex+Brawl 5 Strength+ 1/A
Body Tackle Dex+Brawl 7 Speciai/B
Claw Dex+Brawl 6 Suengrh+ 1/A
Grapple Dex+Brawl 6 Srrength/B
Kick Dex+Brawl 7 Strength+ 1/B
Punch Dex+Brawl 6 Sttengrh/B
A=A(ll,'1'3vated Damage
B~Bashing Damage

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Nature: D emeanor:

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Gear(Carried):
--------114~~.1 --- __ ,.,:
TOTAL:_ _
.&"~~~~~~ - · - - ~~
Gained From:._ _ _ _ _ _ _ _ _ __ _

Equipment(Owned):._ __ _ _ _ _ _ __

Name:._ _ _ __ _ _ _ _ _ __ _ __
CaemLocation:. _ _ __ _ _ _ _ _ _ __ TOTAL SPENT: _ _
Level:_ _Type: _ _ _ __ _ _ _ _ __ Spent On: _ _ _ _ _ _ _ _ __ _ __
Totem:_ __ _ __ _ _ _ _ _ _ __

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Leader:. _ __ _ _ _ __ _ _ _ _ __

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Age: _ _ _ _ _ __
Hair::_ _ _ _ _ __
Eyes::_ _ _ _ _ __
Race::_ _ _ _ _ __
Nationality::_ _ _ __
Sex::_ _ _ _ _--:-_
Height Weight
Homid:~---1-----­
Glabro:~~-+~-­
Crinos:~--+--- ~~~4~~=========---------=======
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