This is a profile for Cormac, the Ahroun of Kevin's pack and usually Kevin's right-hand, made a long while back when I was kicking the idea around of playing another Dancer. I eventually scrapped the idea and made him an NPC. So. He's an NPC with a very detailed profile.
Name: Cormac
Breed: Lupus
Auspice: Ahroun
Tribe: Black Spiral Dancer
Hydra: Beast-of-War
Pack Name: Corrupted Fangs
Pack Totem: Bat
Concept: First-Team Sergeant
Rage: 6
Gnosis: 5
Willpower: 5
Rank: 2
Dementia: Sadism - You adore the reactions of others in pain. The suffering of others satisfies Angu, Urge Wyrm of Cruelty.
Info for Morbid Aristocracy:
Species: Werewolf
Fandom: Werewolf: the Apocalypse
Alignment: Evil
PB: Richard Brake
Physical Description:
Homid:
Height: 5'10"
Weight: 164 lbs
Age: 25 years old
Hair: Blond
Eyes: Blue
Race: White
Nationality: Southern U.S.A.
Sex: Male
Glabro:
Height: 6'4"
Weight: 410 lbs
Crinos:
Height: 9'6"
Weight: 840 lbs
Hispo:
Height: 5'2" at the shoulder
Weight: 840 lbs
Lupus:
Height: 2'10" at the shoulder
Weight: 110 lbs
Coat: Dark gray, liberally mixed with brown patches and lighter gray patches
Species: Appears to be a large Eurasian Wolf
Attributes:
(Physical)
Strength - 3
Charisma - 1
Perception - 4 (Uncanny Instincts)
Alertness - 4 (Paranoia)
Animal Ken - 1
Computer - 0
On Rage:
• Frenzy: Frenzy is the most frightening drawback of using Rage. Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 190 for more information on the causes and resolutions of frenzies.
• Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points in one turn than half of her permanent Rage rating. (See p. 193.) |
• Changing Forms: A player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 203.
• Recovering from Stun: If a werewolf loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the character can ignore the effect and function normally.
• Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn't recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou's body as an appropriate Battle Scar.
• Beast Within: Occasionally, a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don't want to be anywhere near it.
• Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has "lost the wolf," and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.
On Gnosis:
Just as Rage fuels battle and the physical world, the uses of Gnosis tend toward affecting insight and the spirit world.
• Rage and Gnosis: A player cannot spend both Rage and Gnosis in the same turn, whether spending points or rolling the Trait, with the exception of certain Gifts that demand both. These two forces are very powerful, and the Garou's body is not strong enough to pull the power from these two natures simultaneously. For example, a werewolf cannot spend Rage for multiple actions and activate a fetish in the same turn.
• Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Too much silver can even affect an entire pack's Gnosis. More information appears on p. 18
• Using Gifts: Many of the Gifts the spirits have bestowed upon faithful Garou call for Gnosis expenditures and/ or rolls.
• Fetishes: Gnosis is used to attune or activate a Garou's fetish. See p. 240 for more information on fetishes.
On Willpower:
Willpower is one of the few great equalizers. Almost every creature skulking around in the World of Darkness has it. Its force is a common one. It is the strength hidden in each individual to overcome his base urges and occasionally push himself to greatness.
Much like Gnosis and Rage, Willpower is indicated in two forms. The permanent Willpower rating is illustrated on the character sheet by dots; the temporary Willpower pool is measured in the squares below the Willpower rating. A character's Willpower pool can never be larger than his Willpower rating. As with Rage and Gnosis, spending a Willpower point is recorded on the Willpower pool squares, and not on the
permanent rating dots.
A character's Willpower rating decreases every time a character uses this innate force to perform a difficult task, keep his urges in check or remain in control of himself. However, as a character continues to spend Willpower, he finds his reserves becoming depleted. With no Willpower left, characters will be exhausted and unable to summon the inner strength to perform their duties. They will not care what happens to them, since they have no Willpower to go on.
For the most part, Garou are very strong-willed creatures. Even young pups who have just passed their Rite of Passage might boast a 6 or 7 in Willpower. In the grand scheme, this amount seems small compared to their elders and enemies who often check in at 8 and 9. But in relation to their charges, the humans, it is miles above. A typical human adult has a Willpower score of about 2 or 3. The most willful of humans, a lawyer, cop or protester, tops out at about 4 or 5. Humans can go above 5 Willpower, but such individuals are remarkably rare.
• Spineless
• • Weak
• • • Unassertive
• • • • Diffident
• • • • • Certain
• • • • • • Confident
• • • • • • • Determined
• • • • • • • • Controlled
• • • • • • • • • Iron-willed
• • • • • • • • • • Unshakable
On Backgrounds:
—Regain Willpower when you succeed acting by your "survival of the fittest" code. Lose willpower when your code backfires and you are made to pay by those you see as weaker than yourself.

Demeanor: Bravo - The Big Bad Wolf — that's you. You're not a tough guy; you're the one that all the tough guys want to be. You care nothing for anyone, and if you don't get your way, there will be hell to pay. You are a vicious bastard who heeds only two ideals; power and might. Your goal is to be the best and the strongest, no matter how many weaklings you have to break or waltz over to get there. The weak are only good for being used as puppets anyway. Deep within you, you may even fear you are weak yourself, which drives you to act this way. You cannot admit this to anyone, much less yourself. If ever you should break, you are finished.
—Regain Willpower whenever you get your way through intimidation or brute force. Lose one point of Willpower whenever your lust for power overtakes you and your packmates suffer for it.
Merit: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is dimmer than that of humans, though your embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all Perception rolls that involve movement or take place at night.
Flaw: Strict Carnivore - You derive no nourishment from vegetables, and you must rely solely on meat — preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.
(Rank 2)
Cormac is the pack's contact in Pentex's First Teams. He works in the First Team's Rangers division. This group of scouts is responsible for gathering information about enemies, checking out new companies for takeover opportunities, hunting rogue fomori, and guard duty. Among First Teams, the Rangers are the most intelligent and have a reputation for even-temperament. They are the division that Pentex executives prefer dealing with. Cormac's current platoon is one of 3 assigned to the New York City area as guards for Pentex subsidiaries in the city. Sergeant Cormac heads a team of 5 Rangers assigned to the Magadon building in Manhattan.
Cormac grew up a wolf near the Chattanooga, TN Hive. Shortly after his first change, he was captured by Black Spiral Dancers and forced through the Black Spiral. It was there that he met Kevin Hawking, and the two form the original core of the Corrupted Fangs.
Breed: Lupus
Auspice: Ahroun
Tribe: Black Spiral Dancer
Hydra: Beast-of-War
Pack Name: Corrupted Fangs
Pack Totem: Bat
Concept: First-Team Sergeant
Rage: 6
Gnosis: 5
Willpower: 5
Rank: 2
Dementia: Sadism - You adore the reactions of others in pain. The suffering of others satisfies Angu, Urge Wyrm of Cruelty.
Info for Morbid Aristocracy:
Species: Werewolf
Fandom: Werewolf: the Apocalypse
Alignment: Evil
PB: Richard Brake
Physical Description:
Homid:
Height: 5'10"
Weight: 164 lbs
Age: 25 years old
Hair: Blond
Eyes: Blue
Race: White
Nationality: Southern U.S.A.
Sex: Male
Glabro:
Height: 6'4"
Weight: 410 lbs
Crinos:
Height: 9'6"
Weight: 840 lbs
Hispo:
Height: 5'2" at the shoulder
Weight: 840 lbs
Lupus:
Height: 2'10" at the shoulder
Weight: 110 lbs
Coat: Dark gray, liberally mixed with brown patches and lighter gray patches
Species: Appears to be a large Eurasian Wolf
Attributes:
(Physical)
Strength - 3
- The Strength Trait indicates how much weight the character can carry, shove or lift. Strength figures into jumping and leaping, and it also measures the raw damage you can deliver in a fight. The higher your Strength is, the more punishing your blows are. Generally, characters with high Strength are big and brawny, although such is not always the case; the short and wiry types can also pack quite a punch.
• Poor: You can carry or lift 40 pounds.
• • Average: You can carry or lift 100 pounds.
• • • Good: You can carry or lift 250 pounds.
• • • • Exceptional: You can carry or lift 400 pounds.
• • • • • Outstanding: You can carry or lift 650 pounds and turn wild beasts into hamburger.
Specialties: Steely Grip, Lower Body, Strength Reserves
- Dexterity represents a number of physical aptitudes, including agility, speed and manual deftness. Characters with a high Dexterity have good hand-eye coordination. Generally, they're graceful and light on their feet to boot. Dexterity influences accuracy in combat, as well as the ability to do precision work with one's hands.
• Poor: You trip and stumble just walking across carpet.
• • Average: A gymnast you're not, but you don't embarrass yourself, either.
• • • Good: There's some grace in your movements and lightness to your step.
• • • • Exceptional: You've got the potential to be a world-class acrobat, dancer or thief.
• • • • • Outstanding: Your agility and control over your movements is possibly the stuff of legends. Every step you take is fluid, graceful and lithe.
Specialties: Lightning Reflexes, Preternatural Grace, Nimble Fingers
- Stamina is a state of both mind and body. It indicates the physical ability to withstand great strain over a long period of time (such as running for hours on end or going without food for days), but it's also a matter of inner resistance (such as holding up in the face of torture or shrugging off dire wounds to finish a mission). High Stamina allows you to endure an opponent's blows, so it's the Trait of choice for representing tough-as-nails werewolves.
• Poor: Your body tires easily, and you prefer sleep to a good jog through the meadow.
• • Average: You can take a punch.
• • • Good: A day's hike without food or water isn't too much for you to bear.
• • • • Exceptional: Whether it's a two-day forced march or sneering at the faces of your torturers, you're up to the task.
• • • • • Outstanding: There's little that can tire you or force you to give up secrets. It'll take a lot more than torture or threats to weaken your resolve.
Specialties: Unbreakable, Tireless, Resilient
Charisma - 1
- Charisma isn't really about good looks; rather, it's innate charm, personality and power of influence. Even ugly people can have high Charisma, and many great leaders possess a commanding presence without being beautiful or handsome. Characters with a high Charisma Trait generally serve as inspiration for their fellows, exuding an air of trust and likability. Others depend on them regularly to provide motivation and encouragement, a great expectation indeed. In contrast, characters with low Charisma have poor social skills, no matter what form they wear. They do and say the wrong things, and they generally end up pissing off people who might otherwise be friends.
• Poor: Making friends is harder for you than most.
• • Average: People think you're kind of friendly and fairly easy to get along with.
• • • Good: You generally inspire others to trust you, even in tough circumstances.
• • • • Exceptional: You draw in admirers like bees to honey. No one's ever a stranger for long.
• • • • • Outstanding: You've got tremendous leadership potential, and your mere presence stirs entire septs to extreme acts of reverence and duty.
Specialties: Air of Confidence, Captivating, Commanding Voice, Infectious Humor
- Manipulation is the art of getting others to do what you want, preferably without them realizing how they're being used. It differs from Charisma in that the person being persuaded doesn't have to be a friend; a character with a high score in Manipulation can even exploit her enemies. This Trait is usually subtle, and it involves some variety of quick talking, bluffing or understated threat, unless an overt action fits the story. Botching a Manipulation roll can bring down the wrath of the intended target. Nobody likes to be manipulated. This Attribute is generally easier for homids to master than it is for lupus, although many betas and omegas are no stranger to the idea.
• Poor: You'd have trouble getting a starving wolf to eat freshly killed rabbit.
• • Average: You're as sly as the next person; sometimes you got it, sometimes you don't.
• • • Good:Haggling and striking a good deal is a snap for you.
• • • • Exceptional: Folks generally agree with whatever you say, despite their better judgment.
• • • • • Outstanding: You could convince the most devoted pup to turn against his mother, if you wished;
Specialties: Forked Tongue, Unswerving Logic, Doubletalk, Seduction
- Appearance describes your physical features and related qualities, such as voice and bone structure. A high score in this Attribute denotes a character who is physically attractive or who has some mysterious allure that others find enticing. A low score means that he's unattractive or lacking physical features that most folks find pleasing. Appearance is important for first encounters and impressions. Charisma can go a long way after acquaintances are made, but Appearance certainly influences initial gut instincts.
• Poor: Not pretty. Young ones howl when you come too close.
• • Average: Your looks and features don't set you apart, which can be an asset.
• • • Good: You've heard all the pickup lines at the local pub, good and bad.
• • • • Exceptional: You could make a living as a model, and photographers are always bugging you to pose for them.
• • • • • Outstanding: It's a bit of everything: your body, hair, face and voice make you exquisite to behold.
Specialties: Genial, Exotic, Alluring, Noble Bearing
Perception - 4 (Uncanny Instincts)
- Perception is a combination of watching your surroundings actively while also relying on instincts and certain feelings. It may or may not involve intense concentration; it's more like having a certain awareness or sensitivity to what's going on in the immediate vicinity. Perception comes in handy when characters search for clues, maintain alertness for ambushes or seek hidden knowledge. Characters who are too cocky or skeptical probably don't rely on their Perception as much as they should if they want to live a bit longer.
• Poor: Oblivious. You won't have a clue when the Apocalypse comes.
• • Average: You get the general idea when trouble brews, as long as there's some racket.
• • • Good: You're usually alert to changes in your environment, enough not to be surprised easily.
• • • • Exceptional: You notice just about everything, even when one of your senses is dulled.
• • • • • Outstanding: Nothing escapes your notice, not even that click beetle painted with the Magadon logo, living in the neighbor's potted plant.
Specialties: Eyes in the Back of Your Head, Farsighted, Uncanny Instincts, Detail-Oriented
- Intelligence includes raw reasoning ability, problem-solving and memory. It's not just your IQ score; instead, Intelligence involves how well a character can make sense of seemingly random facts and data, organizing them into usable and constructive patterns. Many Knowledge Traits work with Intelligence to reflect working through dilemmas and conundrums. Lateral thinking and leaps of intuition are also part of Intelligence, as is logic, both deductive and inductive. Having a low Intelligence doesn't necessarily imply stupidity; it's just that the character probably thinks in simple patterns, with no shades of gray. And by the same token, a high Intelligence doesn't make a character Stephen Hawking. Instead, the character is just a whiz at remembering facts and pulling them out when they're needed most.
• Poor: Slow on the uptake, you don't comprehend anything but the here and now (IQ 80).
• • Average: You finish parts of the daily cross word (IQlOO).
• • • Good: Puzzles and trivia games are a snap. You see patterns in given data easily, if you've got the time to spare (IQ 120).
• • • • Exceptional: Sorting and classifying even complex information is a breeze. Also, you have excellent recall, although your memory isn't quite eidetic (IQ 140).
• • • • • Outstanding: You're a true genius who can figure out just about any problem, no matter how complex, with the time and resources (IQ 160+).
Specialties: Lateral Problem Solver, Creative Logic, Probability Calculation, Trivia
- The Wits Trait encompasses planning, quick thinking and cleverness. It affects a character's reaction time in combat and his adaptability to new stimuli. If she has a low Wits score, she's probably gullible and not particularly fast on the uptake; jokes slip right past her, even if she's the victim. On the other hand, a high Wits Trait indicates an ability to keep cool in stressful circumstances and respond to unforeseen events with precision and aplomb. This Attribute comes in handy both in lively conversation and during the heat of a fight.
• Poor: The local Ragabash loves to torment you.
• • Average: You know enough to duck when punches or bullets start flying.
• • • Good: You can handle a fast-paced debate and make a good showing of yourself.
• • • • Exceptional: You're infamous for your quick retorts; it's difficult to catch you off balance.
• • • • • Outstanding: Almost nothing takes you by surprise, whether a stab in the back or a fiery remark at a moot.
Specialties: Snappy Retorts, Ambushes, Cool-Headed, Cunning
Alertness - 4 (Paranoia)
- Alertness describes how attuned the character is to things he can see, smell, hear or touch, and depending 'on the story, perhaps things that are not so tangible. In combat, it's often paired with Wits to gauge reaction and response time. Out of combat, it works well with Perception to give the character clues about his surroundings. Alertness usually kicks in even when the character isn't necessarily looking for anything.
• Novice: You're alert to certain sights and sounds around you.
• • Practiced: You know when to eavesdrop and whom to keep an eye on.
• • • Competent: You're alert to even subtle changes in the environment.
• • • • Expert: Very little gets past your vigilance, even if you're preoccupied.
• • • • • Master: The wolf sense is particular strong in you. Even when sleeping, you're wary to minute alterations in temperature, light and other environmental features.
Possessed by: Bodyguards, Hunters, Thieves, Wild Animals, Security Personnel
Specialties: Ambushes, Paranoia, Traps, Scents
- Athletics covers all kinds of athletic endeavors, whether formal sports or otherwise, such as running, jumping, throwing or swimming. A high Athletics score can represent a trained athlete or a naturally athletic individual who spends a lot of time in free-form exercise. Although Athletics is a versatile Talent, it still doesn't cover simple motor action (like lifting weights) or athletic endeavors covered by other Abilities (such as boxing, which is the focus of Brawl).
• Novice: Typical active kid.
• • Practiced: High-school jock.
• • • Competent: College-level competitor.
• • • • Expert: Respected professional.
• • • • • Master: Olympic or world-class athlete.
Possessed by: Athletes, Jocks, Kids, Lupus, Outdoors Enthusiasts, "Extreme" Sports Nuts
Specialties: Specific sports, Team Play, Swimming, Rock Climbing, Tumbling, Distance Trials, Pentathlon
- Brawl represents training in unarmed combat. It reflects the character's schooling—or real-world experience—with martial arts, street fighting and the like. This Talent calls for real down and dirty action; typically, hand-to-hand fighting is ruthless and brutal. The character skilled in Brawl knows how to hit an opponent with all her might and bring him down as quickly as possible, while ignoring her own pain and loose teeth.
• Novice: You picked some fights in the schoolyard.
• • Practiced: A barroom brawl gets your blood pumping.
• • • Competent: You've been in a fair share of fights, more often than not walking away unscathed.
• • • • Expert: Professional boxers would have a hard time beating you.
• • • • • Master: Your fingers alone are deadly weapons, and when your fists come out, people die.
Possessed by: Police, Thugs, Soldiers, Werewolves, Self-Defense Instructors
Specialties: Boxing, Wrestling, Dirty Infighting, Weaponless Martial Arts (Judo, Karate, Tae Kwon Do, etc.)
- A werewolf can't get hit if he's out of the way, can he ? Dodge allows a character to do just that: duck, dive for cover or take whatever action necessary to avoid an incoming blow. Players should indicate to the Storyteller in what manner their characters are evading potential hits. The description may give them a bonus, depending on the circumstances.
• Novice: You know enough to hit the dirt whenbullets fly.
• • Practiced: You're capable of getting under cover in most situations.
• • • Competent: Evading thrown objects is pretty dam easy.
• • • • Expert: Only the most skilled martial artists can hit you.
• • • • • Master: Sometimes, you can actually sidestep bullets.
Possessed by: Police, Criminals, Martial Artists, Boxers, Ragabash
Specialties: Finding Cover, Sidestepping, Drop and Run
- The Empathy Trait allows characters to identify and discern other people's emotions and feelings. With a highly successful
roll, a character may even be able to tell if someone is lying to her or has an ulterior motive. Likewise, she may be able to adjust her own emotions to take advantage of someone, feign sympathy or give it genuinely. That's the trickiest side of this Talent. A character with Empathy may get so caught up in the feelings of others that her own emotions will be affected, willingly or not.
• Novice: People consider you a confidant.
• • Practiced: You're attuned to the pain of those around you.
• • • Competent: You can analyze the emotions of casual acquaintances with skill.
• • • • Expert: Even strangers pour out their stories; it's easy to catch people lying too.
• • • • • Master: You know what they're going to say before they open their mouths.
Possessed by: Counselors, Social Workers, Psychologists, Best Friends, Psychics, Hucksters
Specialties: Detect Lies, Hidden Motives, Emotional States, Personality Quirks, Affairs of the Heart
- Expression is the art of getting your point across, no matter what the medium. With a high Expression score, your email is just as eloquent as your carefully planned oration, and whether the information is true or not, people sit up and take notice of your words. Expression covers the creation and delivery of speeches, poetry and other writing, but for singing, music and the like, a character needs Performance. Expression is often combined with Charisma or Wits for powerful effect.
• Novice: You've written imaginative poetry.
• • Practiced: Fast-paced debates and word contests are not a problem.
• • • Competent: You could make an easy living as a successful journalist or novelist.
• • • • Expert: Your writing could win international awards.
• • • • • Master: Werewolves everywhere praise the beauty and flow of your words, especially when you speak them aloud.
Possessed by: Galliards, Writers, Poets, Politicians, Actors
Specialties: Rhetoric, Inspiring Speeches, Poetry, Drama, Political Doubletalk
- Intimidation runs the gamut from soft, subtle persuasion to outright brute force. A character skilled in this Talent knows exactly how and when to apply pressure to make a target do his bidding. Intimidation is a powerful combination of words and deeds designed to cause a particular outcome. In the hands of a forceful personality, this Trait can be rather potent.
• Novice: Your threats are crude, but effective.
• • Practiced: That cold, hard stare of yours usually gets results.
• • • Competent: Your combination of bitch-slapping and understated coercion makes others fear you.
• • • • Expert: Even tough opponents think twice about earning your wrath.
• • • • • Master: Few werewolves will stand against your goals and desires.
Possessed by: Pack Leaders, Bullies, Officers, Drill Sergeants, Shadow Lords, Ahroun
Specialties: Veiled Threats, Good Cop/ Bad Cop, Blackmail, Physical Threats, Revenge
- This Talent describes not only the bestial nature inside every werewolf (or any animal, for that matter), but also the level of gut feelings the character has in her various half- wolf, half-human forms. Characters with a high Primal-Urge rating can rely more easily on "wolf thought" — the ability to call on raw animal instincts for guidance — rather than the rationalization so typical of humans. Moreover, werewolves with strong Primal-Urge find it easier to assume their various forms or take on partial transformations.
• Novice: Merely a pup. The urge is there, but it hasn't been honed.
• • Practiced: Your instincts often put you on the safest path through danger.
• • • Competent: You feel at ease in any form because you understand the Wyld in your soul.
• • • • Expert: The wolf within guides you to react quickly, without rational thought.
• • • • • Master: Only powerful leaders among the werewolves who are closely attuned with Gaia and the Wyld have this depth of understanding.
Possessed by: Lupus, Warriors, Wild Animals, Predators
Specialties: Shifting Forms, Hunting, Protection
- This versatile Talent allows characters to blend into rough crowds, gather information and strike deals on the streets without attracting too much attention. Botched Streetwise rolls can be a source of real danger, but the streets can provide a wealth of hard to find items and gossip for those who are shrewd and careful. This Talent is the way to go to indulge in larceny, get the skinny on local crime and fence stolen items.
• Novice: You're pretty sure those guys on the corner sell drugs.
• • Practiced:Most of the local thugs consider you on the level.
• • • Competent: You could be a gang member or a
successful madame.
• • • • Expert: The streets are like a second home to you; not much there you don't know about.
• • • • • Master: You could be a powerful crime-lord with multiple organizations under your control.
Possessed by: Homeless Folks, Bone Gnawers, Criminals, Detectives, Beat Cops
Specialties: Picking Pockets, Fencing Goods, Drug Deals, Gangs
- Subterfuge is all about figuring out the opponent's motivations and twisting them to your best advantage, while hiding your own goals and interests. This Trait often works with Manipulation or Wits to convince potential targets of your sincere good intentions. Characters with a high rating in Subterfuge are masters of clever conversation, knowing exactly what to say and when to say it to fulfill their goals. Most people wouldn't trust a master of Subterfuge — if they could recognize him.
• Novice: White lies are easy to contrive.
• • Practiced: You've gotten quite good at intriguing pickup lines.
• • • Competent: Hardened criminals follow your cues in their "not guilty" speeches.
• • • • Expert: The slickest used car salesperson is putty in your hands.
• • • • • Master: They'll never figure out it was you, all this time ....
Possessed by: Lawyers, Con Artists, Vampires, Uktena
Specialties: White Lies, Seduction, Innocent and Needy
Animal Ken - 1
- Although they too are animals, humans think and behave far differently than most creatures do. It takes a special touch to deal with critters, particularly if they are hurt or frightened. Animal Ken represents this knack. With it, a person (or werewolf) knows how to speak and move in such a way as to gain an animal's trust. Without Animal Ken, even homid werewolves find that other creatures tend to be skittish and jumpy around them. Animal Ken is also necessary for training animals (such as working dogs) and for any specific activities that involve animals (such as leading a mule train).
• Novice: You know how to behave around typical pets.
• • Practiced: Basic obedience and puppy training is easy for you.
• • • Competent: You could train animals for highly specialized work, like herding.
• • • • Expert: Under your guidance, most animals can learn complex tricks and routines.
• • • • • Master: Even the wildest animals seem attracted to your presence.
Possessed by: Veterinarians, Animal Trainers, Farmers, Pet Owners
Specialties: Families of Animals (canines, felines, avians, etc.), Farm Animals, Feral Animals
- Crafts allows a character to create lasting beauty or repair or useful and functional articles with a variety of materials and media. Some crafters use this Skill for building specialized devices for their packs; others make valuable tokens or items for sale or barter. This Skill is also valuable for those who hope to make fetishes. Spirits are more prone to enter a vessel that's made well, after all. The quality of the work depends on the expertise of the crafter, and the character should pick a particular Craft (or two closely related areas) in which to specialize. The Skill may also impart basic knowledge of materials or methods, however, regardless of a player's chosen Craft.
• Novice: You can produce something basic, but attractive or functional.
• • Practiced: Your work has a known and recognizable style.
• • • Competent: Other artisans are familiar with you, and they praise your skills.
• • • • Expert: Unique items you make fetch high prices, and they are highly desired.
• • • • • Master: You are among the greatest crafters in your chosen field.
Possessed by: Artists, Designers, Inventors, Handcrafters, Theurges
Specialties: Woodworking, Drawing/ Painting, Weaving, Carving, Sculpture, Metalworking, Car Repair
- The Drive Skill is pretty self-explanatory. Having it means that you can operate a car and possibly similar conveyances such as light trucks or vans. The greater your skill, the large the variety of vehicles you can use. Your difficulty might increase or decrease depending on the vehicle, terrain and weather conditions. Note that riding a motorcycle is quite different than driving a sedan, and heading down a country two-lane road is nothing compared to a metropolitan beltway.
• Novice: You're not just a Sunday driver, as long as you've got an automatic.
• • Practiced: A sporty manual transmission is lots of fun for you.
• • • Competent: You're capable of driving large trucks on long hauls.
• • • • Expert: Maybe you've even raced with professionals.
• • • • • Master: A daredevil driver, skilled with many different vehicles and terrain.
Possessed by: Truckers, Modern folks in Western nations, Cabbies
Specialties: Stick Shifts, Motorbikes, Four- Wheel Drive, Big Rigs, Sports Cars
- Good manners and social niceties are but a small part of Etiquette. This Skill is also used for general diplomacy, haggling and seduction. Knowing the intricacies of which wines to serve with certain foods and what to do when faced with six different forks is likewise part of Etiquette. The character using this Trait will be familiar with the culture in which he was raised, but the Storyteller may raise or lower the difficulty should the werewolf be faced with traditions and mores that are not his own.
• Novice: You know when to speak and when to be silent.
• • Practiced: The difference between a black-tie and a white-tie affair is crystal clear.
• • • Competent: A multi-course dinner with complex utensils doesn't pose a problem.
• • • • Expert: Your manners and grace mark you as the ideal guest for any occasion.
• • • • • Master: Not only are you suave and debonair, others follow your perfect example, whether at the theater or the negotiating table.
Possessed by: Socialites, Diplomats, Silver Fangs, Business Executives
Specialties: High Society, Big Business, Wining and Dining, Moots
- A character with Firearms has a broad knowledge of many different kinds of guns — from a kid's BB pistol to a submachine gun — and he has the ability to use them as well. This Skill also allows the character to repair all kinds of firearms and make decisions about the best ammunition for the occasion and the weapon. However, it doesn't cover the use of heavy artillery or tank guns.
• Novice: You passed a hunter safety course.
• • Practiced: Most of the time, you leave the firing range happy.
• • • Competent: You're accomplished with several different kinds of guns.
• • • • Expert: Chances are, you've fired shots (and been fired upon) in several gun battles.
• • • • • Master: You leave smiley faces blown through all your targets.
Possessed by: Police, Criminals, Soldiers, Hunters
Specialties: Rifles, Pistols, Submachine Guns, Gunsmithing
- Often paired with Charisma, Leadership makes one the kind of person (or wolf) that others support and serve. It deals with knowing what to say and how to say it so that the troops stay loyal in the heat of battle. Good leaders know when to give hard orders, as well as how to lead by example. Leadership isn't about tricking people into following. It's about making yourself into someone worthy to guide them.
• Novice: Little kids would do anything for you.
• • Practiced: When you talk, others listen.
• • • Competent: In tough times, others follow your lead eagerly.
• • • • Expert: You're a natural alpha who attracts followers with little effort.
• • • • • Master: Potentially, you could be one of the greatest leaders of the Garou Nation... or one of the most infamous.
Possessed by: Military Officers, Pack Leaders, Philodox, Executives
Specialties: Noblesse Oblige, Combat Readiness, Motivation
- Melee involves fighting with a weapon, such as a spear, sword, staff or even a wooden stake (which is quite useful against Leeches). Similarly, Melee paired with Dexterity is used for klaive duels. Likewise, this Skill covers weapons such as tonfa, sai and naginata. Some might think that Melee is a bit old-fashioned and outdated when matched against firearms, but it's always good to have a backup when the gun jams or the ammo runs out.
• Novice: You've got the basics of fencing under your belt.
• • Practiced: Trophies from local competitions gather dust on your shelves.
• • • Competent: You've attained skill with several different kinds of weapons.
• • • • Expert: If you can grab it, you can use it as a deadly weapon.
• • • • • Master: You have a widespread reputation as an extremely dangerous opponent with a myriad of weapons.
Possessed by: Police, Thugs, Gang Members, Duelists, Ahroun
Specialties: Swords, Spears, Saps, Eastern Weapons, Klaives
- In her chosen area of expertise, such as music, dance or acting, the character has attained a notable level of success. She knows about the history of the art and probably has a broad repertoire of pieces to perform from a variety of time periods. Some of these areas may overlap, with Storyteller approval. For example, a character who plays musical instruments may have rudimentary knowledge of singing or composing music.
• Novice: You hold regular jam sessions, or you have been a success in a college play.
• • Practiced: You're a regular in community theatres or the club circuit.
• • • Competent: Producers have approached you for a movie or record contract.
• • • • Expert: You're a regional, if not national, celebrity.
• • • • • Master: Your genius will be remembered long after your death.
Possessed by: Galliards, Actors, Musicians, Dancers
Specialties: Ballet, Ballroom Dance, Classical Music, A Cappella Singing, Improvisation, Howls
- Stealth is the knack of moving so that you can't be seen or heard. This Skill also measures how good the werewolf is at making use of cover and shadow. When a character uses Stealth, Storytellers will probably have him match rolls against someone else's Perception; whoever has the most successes thwarts the other. Note that Stealth can be a bit different when used in the woods and in an urban alleyway.
• Novice: In full darkness with clear terrain, hiding isn't a problem.
• • Practiced: You know how to stick to the shadows.
• • • Competent: Stalking and hiding is child's play.
• • • • Expert: Dry leaves and twigs are silent under your feet.
• • • • • Master: If you don't want to be seen,you're as good as invisible.
Possessed by: Cat Burglars, Ragabash, Hunters, Snipers, Assassins
Specialties: Shadowing, Urban, Sylvan, Taking Point
- Living off the land is more than eating fruits and berries or drinking from a creek. It also involves finding shelter, tracking and even navigating through dangerous territory. Characters skilled in Survival know basics for finding food, starting fires and staying safe in harsh conditions. Storytellers should note that characters using Stealth in the wilderness can't roll more dice than they have in Survival.
• Novice: You made it through scout camp.
• • Practiced: The edible berries and mushrooms are familiar to you.
• • • Competent: You can read animal signs and brew natural remedies.
• • • • Expert: The wild is your home; you feel at ease among all its wonders and dangers.
• • • • • Master: You can survive even in the harshest climates and poorest conditions.
Possessed by: Hunters, Lupus, Scouts, Explorers, Outdoor Enthusiasts, Rangers
Specialties: Foraging, Tracking, Specific Environments (Arctic, Desert, etc.), Trapping
Computer - 0
- Knowledge of computers includes operating the machines as well as the programs (word-processing, information-retrieval and so on). Depending on the character's level of expertise, she can make computers spit out useful information or even design her own operating system. The Computer Knowledge is required for anyone wants to write programs or hack into other people's systems, and the Storyteller should feel free to adjust difficulties based on any opposing intruder countermeasures.
• Student: Shareware games are just your speed.
• • College: You can make minor changes in system configurations and networks.
• • • Masters: You can write original programs.
• • • • Doctorate: Minor hacking is a snap; no more long distance bills for you.
• • • • • Scholar: You've got the ability to design a whole new operating system, maybe even an AI.
Possessed by: Hackers, Glass Walkers, Software Engineers, Executive Assistants, Students
Specialties: Databases, Hacking, Viruses, Computer Languages, Internet, Web Design
- Logic problems, puzzles and mysteries are all in the realm of Enigmas. Characters with this Knowledge link information and hunches together to solve conundrums of all varieties, from the spiritual to the material. It's not that they have any sort of ESP, they just put things together uncannily well. Those characters who have Enigmas probably enjoy matching wits against devious villains or even pack mates in contests of the mind.
• Student: You always solve the daily crossword.
• • College: Why bother to read whodunits? You always know the ending.
• • • Masters: The pack regards you as the resident riddle master when witty spirits are around.
• • • • Doctorate: You can win contests of logic even with faulty information.
• • • • • Scholar: Even the deepest philosophical mysteries and issues are clear to you.
Possessed by: Theurges, Mystics, Wise Elders, Gamers, Mystery Fans, Puzzle-Lovers
Specialties: Logic Problems, Ancient Mysteries, Things Werewolves Weren't Meant to Know
- Relying on physical evidence, explanations from witnesses or sheer luck, characters with Investigation are knowledgeable about crimes and criminals. They can often distinguish murder from accident or solves thefts and kidnappings by assembling and pondering the clues. This Knowledge also provides the character with what he needs to know to perform general forensic procedures, such as lifting fingerprints or figuring an approximate time of death.
• Student: You've read some detective novels, and you know the lingo.
• • College: You can tear holes in a rookie cop's case.
• • • Masters: You could make a living as a PI.
• • • • Doctorate: You're good enough to be a special agent for the FBI or CIA.
• • • • • Scholar: No witness or scrap of evidence could possibly evade your attention.
Possessed by: Detectives, Police, Reporters, Special Agents
Specialties: Evidence, Ballistics, Forensics, Fingerprints
- Law encompasses many areas: the enforcement system, legal code and the workings of the courts. Characters in trouble
with the police will need this Knowledge (or a lawyer friend) to get them out of any legal tangles. This Knowledge also covers Garou law, such as the various codes grown up around the Litany and the appropriate punishments for crimes against the Garou Nation. Although most lawyers have an area of expertise, such as immigration law, most state bars don't recognize these as such. The characters might have a very interesting time if their counselor doesn't have a clue about environmental law. ...
• Student: You know a few classic cases and the basis of the legal system.
• • College: You could pass the bar exam.
• • • Masters: Chances are, you're a much-sought counselor.
• • • • Doctorate: You're capable of adjudging and writing law.
• • • • • Scholar: There are few cases or matters of jurisprudence you don't know about.
Possessed by: Philodox, Lawyers, Police, Judges, Detectives, Crime Writers, TV Viewers
Specialties: Procedure, Garou Law, Specific Types (Criminal, Contacts, Liability, etc.), Courts
- Werewolves already know three languages: a human language of choice, wolfspeak and the Garou tongue. The Linguistics Knowledge allows a character to add to her language repertoire; the greater her level of Linguistics, the more languages she can speak. Because language acquisition builds upon itself, making it easier to learn subsequent tongues, the levels of ability double the number of languages known. This progression also reflects the fact that many languages are related to each other. Additionally, the character may choose to learn unspoken languages, such as ASL, or specialize in unique dialects or accents. Remember that lupus who don't spend any freebie points on this Knowledge don't speak any human languages!
• Student: One additional language.
• • College: Two additional languages.
• • • Masters: Four additional languages.
• • • • Doctorate: Eight additional languages.
• • • • • Scholar: True polyglot, 16 additional languages.
Possessed by: Diplomats, World Travelers, Linguists, Interpreters, Silent Striders
Specialties: Slang, Business Terms, Idioms, Artificial Languages, Alphabets
- Medicine is the study of health, function and wellness of the human body, and it also includes an understanding of anatomy and physiology. Characters with this Knowledge can diagnose and treat diseases and injuries. They can likewise care for wolves and other animals, although their expertise will not be as specific as a veterinarian will have. Medicine also confers a familiarity with pharmaceuticals, legal and otherwise, that can help and harm.
• Student: You know advanced first aid and CPR.
• • College: You could be a successful emergency medical technician (EMT).
• • • Masters: With the right paperwork, you can work as a general practitioner.
• • • • Doctorate: You're capable of performing surgery.
• • • • • Scholar: You're one of the greatest healers of your tribe.
Possessed by: MDs, Med Students, Theurges, Nurses, Paramedics, Military Personnel
Specialties: Emergency Medicine, Forensic Pathology, Specific Fields (Pediatrics, Neurology, etc.)
- The character has a working knowledge of the vast area of the occult, including (but not limited to) psychic phenomena, magic, tarot and general mysticism. This Knowledge, based on folklore and human works as it is, doesn't always present the actual truth — just what is known. For instance, using Occult to study vampires doesn't necessarily grant you knowledge of their deepest secrets. Instead, you would possess common folk wisdom about the bloodsuckers. This principle holds true for most other denizens of the World of Darkness as well. Still, this Knowledge is undeniably useful for gathering information and studying general weirdness.
• Student: Ouija boards and tarot cards are about your speed.
• • College: You know some realities of the spiritual world.
• • • Masters: Werewolves aren't the only mystical critters running around!
• • • • Doctorate: You can pick credible stories out of the tabloids.
• • • • • Scholar: You're privy to some great mysteries of the otherworlds.
Possessed by: New Agers, Parapsychologists, Fortune-Tellers, Mystics, Theurges
Specialties: Tarot, Witchcraft, Curses, Ghosts, Psychometry
- This Knowledge covers understanding political systems as well as knowing who's who in the world of government. Characters with Politics can be quite effective when they're trying to sway public opinion or elected officials because they know just what to say to get things done. They can also figure out how to navigate human or wolf political structures in order to talk to the "right werewolf to get their goals accomplished.
• Student: You vote and take part in occasional protests.
• • College: Local and regional politicians invite your help on their campaigns.
• • • Masters: You've helped on state and national political stumps.
• • • • Doctorate: You could be a member of the national government.
• • • • • Scholar: Your knowledge of politics rivals Machiavelli.
Possessed by: Politicians, Caern Personnel, Elders, Diplomats, Activists, Lobbyists, PAC members, Shadow Lords
Specialties: Fundrais ing, Political Philosophy, Grass Roots, Elections, Caern Hierarchy
- Rituals and rites are an important part of werewolf life. This Knowledge lets the character know about the traditions, mysteries and ceremonies of the werewolves, including how to participate in such events and behave properly toward elders and leaders. At higher levels, the character may also know about the sacred rites of other tribes. A character needs a Rituals rating equal to or greater than the level of rites he knows or seeks to learn.
• Student: You've watched a few rites closely.
• • College: You carry yourself well at tribal moots.
• • • Masters: Other tribes invite you to attend their moots.
• • • • Doctorate: Even Black Spirals respect your knowledge.
• • • • • Scholar: You can devise original rites.
Possessed by: Garou, Changing Breeds, Rare Kinfolk
Specialties: Accord, Caern, Death, Mystic, Punishment, Renown, Seasonal, Minor
- At its most basic meaning, Science is simply a systematized study of some specific subject, and over the years, scientists as a whole have developed a number of universal laws and theories that the character will probably know. This Knowledge is broad, and characters should probably choose an area of expertise (such as biology, chemistry or geology) or two closely related areas of science with Storyteller permission.
• Student: You understand basic theories and laws.
• • College: You comprehend and can teach complex scientific applications.
• • • Masters: In your area of expertise, you can construct useful items and substances.
• • • • Doctorate: Your applications are worthy of a Nobel prize.
• • • • • Scholar: You've made well-known and lasting contributions to science.
Possessed by: Researchers, Engineers, Inventors, Technicians
Specialties: Experiments, Theory, Specific Equipment, Practical Applications
On Rage:
• Frenzy: Frenzy is the most frightening drawback of using Rage. Frenzy is the violent outburst, the untamed savagery, the animal instinct for blood and brutality that lurks in the heart of every werewolf. Whenever a player gets four or more successes on a Rage roll, the character enters a frenzy. See Frenzy on p. 190 for more information on the causes and resolutions of frenzies.
• Extra Actions: A player can spend Rage to give her character extra actions in a single turn. However, a Garou cannot spend more Rage points in one turn than half of her permanent Rage rating. (See p. 193.) |
• Changing Forms: A player may spend a Rage point for his character to change instantly to any form he desires, without having to roll Stamina + Primal-Urge. See p. 203.
• Recovering from Stun: If a werewolf loses more health levels in one turn than his Stamina rating, he is stunned and unable to act in the next turn. By spending a Rage point, the character can ignore the effect and function normally.
• Remaining Active: If a character falls below the Incapacitated health level, a player can use Rage to keep her character going. Doing so requires a Rage roll (difficulty 8). Each success heals a health level, regardless of the type of wound. A player may attempt this roll only once per scene. If this roll fails, the character doesn't recover. However, this last-ditch survival effort has its price. Like all Rage rolls, the character is still subject to frenzy. The wound will also remain on the Garou's body as an appropriate Battle Scar.
• Beast Within: Occasionally, a Garou is more of the wolf than of the world, and she must pay the price for it. For every point of Rage a character has above her Willpower rating, she loses one die on all social-interaction rolls. People, even other werewolves, can sense the killer hiding just under her skin, and they don't want to be anywhere near it.
• Losing the Wolf: If a character has lost or spent all his Rage and Willpower points, he has "lost the wolf," and he cannot regain Rage. The Garou cannot shift to anything except his breed form until his Rage returns. The character must regain at least one Willpower point before he can recover any Rage.
On Gnosis:
Just as Rage fuels battle and the physical world, the uses of Gnosis tend toward affecting insight and the spirit world.
• Rage and Gnosis: A player cannot spend both Rage and Gnosis in the same turn, whether spending points or rolling the Trait, with the exception of certain Gifts that demand both. These two forces are very powerful, and the Garou's body is not strong enough to pull the power from these two natures simultaneously. For example, a werewolf cannot spend Rage for multiple actions and activate a fetish in the same turn.
• Carrying Silver: For every object made of or containing silver that a character is carrying, she loses one effective point from her Gnosis rating. More potent objects will cause the character to lose more. Luckily, this effect is only temporary, and it lasts only a day after the silver is discarded. Too much silver can even affect an entire pack's Gnosis. More information appears on p. 18
• Using Gifts: Many of the Gifts the spirits have bestowed upon faithful Garou call for Gnosis expenditures and/ or rolls.
• Fetishes: Gnosis is used to attune or activate a Garou's fetish. See p. 240 for more information on fetishes.
On Willpower:
Willpower is one of the few great equalizers. Almost every creature skulking around in the World of Darkness has it. Its force is a common one. It is the strength hidden in each individual to overcome his base urges and occasionally push himself to greatness.
Much like Gnosis and Rage, Willpower is indicated in two forms. The permanent Willpower rating is illustrated on the character sheet by dots; the temporary Willpower pool is measured in the squares below the Willpower rating. A character's Willpower pool can never be larger than his Willpower rating. As with Rage and Gnosis, spending a Willpower point is recorded on the Willpower pool squares, and not on the
permanent rating dots.
A character's Willpower rating decreases every time a character uses this innate force to perform a difficult task, keep his urges in check or remain in control of himself. However, as a character continues to spend Willpower, he finds his reserves becoming depleted. With no Willpower left, characters will be exhausted and unable to summon the inner strength to perform their duties. They will not care what happens to them, since they have no Willpower to go on.
For the most part, Garou are very strong-willed creatures. Even young pups who have just passed their Rite of Passage might boast a 6 or 7 in Willpower. In the grand scheme, this amount seems small compared to their elders and enemies who often check in at 8 and 9. But in relation to their charges, the humans, it is miles above. A typical human adult has a Willpower score of about 2 or 3. The most willful of humans, a lawyer, cop or protester, tops out at about 4 or 5. Humans can go above 5 Willpower, but such individuals are remarkably rare.
• Spineless
• • Weak
• • • Unassertive
• • • • Diffident
• • • • • Certain
• • • • • • Confident
• • • • • • • Determined
• • • • • • • • Controlled
• • • • • • • • • Iron-willed
• • • • • • • • • • Unshakable
On Backgrounds:
- Resources - 2
- This Trait describes your personal financial resources (or access to such resources). It reflects your standard of living rather than liquid assets. Even if you have four dots, it may take weeks or months to come up with half a million dollars in cash. And of course, if you don't purchase this Background, you get what you pay for — nothing, or as close to nothing as makes no difference. As with all other Traits, you should be able to justify Resources. It'll be tricky explaining how a lupus in the Yukon gets a check for a couple of grand each month. (And what could he spend it on, anyway?) Where does the money come from, a trust fund, stocks, tenant rent or a day job? Depending on circumstances, your cash flow may dry up during the course of the chronicle.
• Small savings: You have a cramped apartment and maybe a used motorcycle. If liquidated, you could scrape up $1000 in cash. Allowance of $500 a month.
• • Middle class: You have a decent apartment or condominium and a car. If liquidated, you would have $8,000 in cash. Allowance of $1200 a month.
• • • Large savings: You are a homeowner with a good bit of equity. If liquidated, you would have at least $50,000 in cash. Allowance of $3000 a month.
• • • • Quite well off: You own a large house or perhaps a dilapidated country manor. If liquidated you would have $500,000 in cash. Allowance of $9000 a month.
• • • • • Ridiculously wealthy: You are a multimillionaire. If liquidated, you would have $5,000,000 to play with. Allowance of $30,000 a month.
- This Trait describes your personal financial resources (or access to such resources). It reflects your standard of living rather than liquid assets. Even if you have four dots, it may take weeks or months to come up with half a million dollars in cash. And of course, if you don't purchase this Background, you get what you pay for — nothing, or as close to nothing as makes no difference. As with all other Traits, you should be able to justify Resources. It'll be tricky explaining how a lupus in the Yukon gets a check for a couple of grand each month. (And what could he spend it on, anyway?) Where does the money come from, a trust fund, stocks, tenant rent or a day job? Depending on circumstances, your cash flow may dry up during the course of the chronicle.
- Rites - 2
- Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with Rites 4 may have a Level Four rite, one Level One and one Level Three rite or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
• Character knows one level of rites.
• • Character knows two levels of rites.
• • • Character knows three levels of rites.
• • • • Character knows four levels of rites.
• • • • • Character knows five levels of rites.
- Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with Rites 4 may have a Level Four rite, one Level One and one Level Three rite or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
- Totem - 1
- Unlike other Backgrounds, this Trait applies to the character's pack rather than the individual. The members of the pack pool the points invested in this Trait to determine the totem's power.
Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p. 293) for a list of possible totems. Regardless of how many points the initial totem costs, all beginning totems have a base of eight points to divide among Rage, Willpower and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems are somewhat aloof from the pack, and they have little influence among spirits (unless the players buy a closer connection is bought with Background points). With time, roleplaying and experience points, pack totems can grow more powerful, and they could even become the totems of whole septs or (in legendary circumstances) even tribes.
Most of the powers totems bestow are usually available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn't keep it). After the initial cost of the totem has been spent, any other Background points add to the totem's strength and abilities.
Cost Power
1 Per three points to spend on Willpower, Rage and/or Gnosis
1 Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
1 Totem can always find the pack members.
2 Totem is nearly always with the pack members.
2 Totem is respected by other spirits.
2 Per charm possessed
3 Per extra pack member who can use the totem's powers in the same turn
4 Totem is connected mystically to all pack members, allowing communication among them
even at great distances (at Storyteller's discretion).
5 Totem is feared by agents of the Wyrm, which could mean that either the agents run
away or they do their best to kill the pack....
The listed cost is in Background points, which can be bought through experience (see Spending Experience Points, p. 181) at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Totem Trait is the only Background that can be increased through experience. The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member joins the pack or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.
- Unlike other Backgrounds, this Trait applies to the character's pack rather than the individual. The members of the pack pool the points invested in this Trait to determine the totem's power.
- Ancestors - 1
- To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies. Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example , young Emil, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for only one scene.
While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller. Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
• You have brief, hazy visions from the distant past.
• • You remember faces and places from past lives just
as you remember those of your early childhood.
• • • You put names to faces among your ancestors.
• • • • Ancestors converse with you on a regular basis.
• • • • • Your ancestors watch your adventures with interest,
and they often come to counsel you.
- To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies. Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example , young Emil, a pure flatlander, must scale an immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for only one scene.
—Regain Willpower when you succeed acting by your "survival of the fittest" code. Lose willpower when your code backfires and you are made to pay by those you see as weaker than yourself.

Demeanor: Bravo - The Big Bad Wolf — that's you. You're not a tough guy; you're the one that all the tough guys want to be. You care nothing for anyone, and if you don't get your way, there will be hell to pay. You are a vicious bastard who heeds only two ideals; power and might. Your goal is to be the best and the strongest, no matter how many weaklings you have to break or waltz over to get there. The weak are only good for being used as puppets anyway. Deep within you, you may even fear you are weak yourself, which drives you to act this way. You cannot admit this to anyone, much less yourself. If ever you should break, you are finished.
—Regain Willpower whenever you get your way through intimidation or brute force. Lose one point of Willpower whenever your lust for power overtakes you and your packmates suffer for it.
Merit: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is dimmer than that of humans, though your embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all Perception rolls that involve movement or take place at night.
Flaw: Strict Carnivore - You derive no nourishment from vegetables, and you must rely solely on meat — preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.
- Pack Tactics (Level One) — By taking the lead and coordinating pack actions, the Ahroun gifts all his packmates with great competence during the heat of battle. This gift is taught by Wolf-spirits.
- Heightened Senses (Level One) — The Garou may vastly increase her sensory input for a short time. When in Homid or Glabro form, her senses become as sharp as those of a wolf, while in her wolf forms, her senses become preternaturally potent. This gift is taught by Wolf-spirits.
- Inspiration (Level One) — Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his bretheren. This Gift is taught by a Lion or Wolf spirit.
- Toxic Claws (Level One) — The Dancer can cause toxic waste to ooze from her claws, coating them with an unhealthy greenish-gray slime. Wounds left by these claws tend to leave unhealthy-looking scars.
(Rank 2)
- Renewed Vigor (Level Two) — By slaying an enemy in a particularly spectacular fashion, the Ahroun can inspire all allies who have him in their line of sight to fight harder through his example. A corrupted hawk spirit teaches this gift.
- True Fear (Level Two) — The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. This Gift is taught by a spirit associated with fear.
- Wyrm Hide (Level Two) — A Dancer may use this Gift to transform her skin into a lumpy, leathery, odious, sickly hide that grants her additional protection from harm. Once the Wyrm Hide wears off, it slides oozing and bubbling off the Black Spiral Dancer, leaving a congealing, smelly mess where she stood.
- Horns of the Impaler (Level Two) — This talent endows the Black Spiral with a pair of spiraling, chitinous black-and-green horns. Usually they're worn as antlers, though some Black Spirals have learned to protrude them from other areas. This gift is taught by Dratossi or by the Bane in a particularly freakish Fomor.
Cormac is the pack's contact in Pentex's First Teams. He works in the First Team's Rangers division. This group of scouts is responsible for gathering information about enemies, checking out new companies for takeover opportunities, hunting rogue fomori, and guard duty. Among First Teams, the Rangers are the most intelligent and have a reputation for even-temperament. They are the division that Pentex executives prefer dealing with. Cormac's current platoon is one of 3 assigned to the New York City area as guards for Pentex subsidiaries in the city. Sergeant Cormac heads a team of 5 Rangers assigned to the Magadon building in Manhattan.
Cormac grew up a wolf near the Chattanooga, TN Hive. Shortly after his first change, he was captured by Black Spiral Dancers and forced through the Black Spiral. It was there that he met Kevin Hawking, and the two form the original core of the Corrupted Fangs.
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