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This page is for mechanical material for Werewolf players.

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Gifts

Off-Site Link to Wyrmfoe or Google click down below!

List of all Gifts related to Garou and/or Fera

Alternative Link of all Gifts related to Garou

At Character Creation, each Player can choose one Gift from their Breed, Auspice, and Tribe list of a gifts, which rounds out to a minimum of 3 Gifts.


How to gain more Gifts

Taught by a Spirit

A Werewolf can learn from a Spirit that they petitioned or have their local Theurge petition for them using their summoning powers. The latter is considered more traditional while the former requires the Gift of Spirit Speech as Spirits do not communicate by conventional means of Human or Wolf speech.

Chiminage is the ritual payment that follows the interaction with Spirits. For example, a Spirit of Cat might demand that the Werewolf petitioning it to follow it through a dangerous obstacle course in order to learn a Gift of its nature.

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Taught by a Mentor

A Werewolve can learn from or teach other Garou Gifts, however the process is neither fast or easy.

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System

You can purchase more Gifts of an equal or lower Rank using Experience gained through play. Once learned, Gifts cannot be forgotten. They become an innate part of a Garou, though it may require a supernatural resource to activate, like Rage or Gnosis for example.


Breeds

HOMID: The Human born

Born human and raised by human parents, you were not aware of your heritage until you experience First Change ― though you've felt the effects of Rage burning within you before that. It's likely that you were completely unaware of the Werewolves in you family tree.

Unless you were extremely lucky, most humans who are found having their First Change experience the tragedy of Rage. People that are brought into the Garou Nation are called Callow.

Others who grew up in the Garou Nation are known as Kenning.

Initial Gnosis: 1 Permanent Dot
Beginning Gifts Available:

  • Apecraft's Blessings
  • City Running
  • Master of Fire
  • Persuasion
  • Smell of Man


LUPUS: The Wolf born

You were born a wolf and spent your first two years among wolves. Your First Change didn't come until you were almost fully grown. You haven't the sophistication or understanding of the human world of a Homid, but your instincts and connection to the wild is much stronger as a Lupus.

Initial Gnosis: 5 Permanent Dots
Beginning Gifts Available:

  • Hare's Leap
  • Heightened Senses
  • Predator's Arsenal
  • Prey Mind
  • Sense Prey


METIS: The Crinos born

Your parents are both Garou. They broke the Litany in a moment of animal passion and you're the twisted result. Raised in a Sept among other Werewolves, you know Garou culture better than most Homids or Lupus. Your parents' crime left you malformed and sterile/infertile, a visible reminder of their crime.

You were born already in Crinos and your First Change allowed you to finally change into a Homid or Lupus.

Initial Gnosis: 3 Permanent Dots
Beginning Gifts Available:

  • Create Element
  • Primal Anger
  • Rat Head
  • Sense Wyrm
  • Shed


Auspices

The Power of Luna

Each Garou is blessed by the Moon's phases. The different Auspices are decided by the Moon phase of the Garou's birth date. And each phase of the Moon, as the Garou lives, affects their Rage, either by increasing the chances to Rage or even decreasing it. The affinity of each Auspice is also affected by the way the Moon waxes or wanes.

In the case of: Waxing or Waning Moons

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AHROUN: the Full Moon

Warriors and protectors who bring destruction to the Wyrm wherever it dwells and breeds.

Initial Rage: 5 Permanent Dots
Beginning Renown: 2 Glory, 1 Honor; Permanent Dots
Beginning Gifts Available:

  • Falling Touch
  • Inspiration
  • Pack Tactics
  • Razor Claws
  • Spur Claws


GALLIARD: the Gibbous Moon

Lore-keepers and tale-singers who tell the deeds of Garou past to inspire the present.

Initial Rage: 4 Permanent Dots
Beginning Renown: 2 Glory, 1 Wisdom; Permanent Dots
Beginning Gifts Available:

  • Beast Speech
  • Call of the Wyld
  • Heightened Senses
  • Mindspeak
  • Perfect Recall


PHILODOX: the Half Moon

Judges and lawmakers who balance the dual nature of man and wolf.

Initial Rage: 3 Permanent Dots
Beginning Renown: 3 Honor; Permanent Dots
Beginning Gifts Available:

  • Fangs of Judgement
  • Persuasion
  • Resist Pain
  • Scent of the True Form
  • Truth of Gaia


THEURGE: the Crescent Moon

Seers and shamans who clearly understand spirits and their ways.

Initial Rage: 2 Permanent Dots
Beginning Renown: 3 Wisdom; Permanent Dots
Beginning Gifts Available:

  • Mother's Touch
  • Sense Wyrm
  • Spirit Binding
  • Spirit Speech
  • Umbral Tether


RAGABASH: the New Moon

Questioners and tricksters who stalk the Wyrm with guild and cunning.

Initial Rage: 1 Permanent Dot
Beginning Renown: 3 Dots of any Renown combination; Permanent Dots
Beginning Gifts Available:

  • Blur of the Milky Eye
  • Liar's Face
  • Open Seal
  • Scent of Running Water
  • Spider's Song


Shapeshifter Forms

HOMID: The Human form

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GLABRO: The Wolf-Man form

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CRINOS: The War form

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HISPO: The Dire Wolf form

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LUPUS: The Wolf form

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Backgrounds

*Note: There are some Tribes that have Restrictions on select Backgrounds due to their Tribe's culture based on importance, or the availability of the Background geographically or spiritually.

Example: Glass Walkers are restricted from the Background: Ancestors.

Backrounds in Werewolf are mechanical Advantages that can boost a Player Character's social ability, resource availability, spirituality, and many more things.


Allies

Your friends and confidantes among humans and wolves. Closer than a Contact, however the Ally might as a favor in return for the services and you would be obligated to reciprocate in kind. Having an Ally is a two-way street of services and resources.

Allies must be maintained in order to continue the relationship. Typically, that requires having a good rapport with your Allies.

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Ancestors

The ability to channel the knowledge and skills of those Garou who have gone before. Somewhere in your Lineage, there was an Ancestor that you can call on to channel said knowledge and skills. An Ancestor is similar to Allies or Contacts in that you can call on them for help, but do not require maintenance of the relationship though an Ancestor can refuse your request for help.

System: Each dot invested in Ancestors allows the Player to have an easier time contacting an Ancestor.

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Contacts

A network of poeople throughout human, or even wolf, society that you can tap for information or assistance. Contacts can be very useful for tasks that are uncommon for you or the Pack to handle but the relationship is not as close as an Ally.

Contacts must be maintained in order to continue the relationship. Typically, that requires having a good rapport with your Contacts.

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Fate

A prophecy surrounding you and your Pack that you will fulfill.

System: Fate is a cumulative Background. Each dot invested in it from the Pack determines the importance of the prophecy that will be fulfilled. Fate dots can be gained during play, however it is usually a story beat that emphasize the Pack's intended duty as a huge priority.

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Fetish

You have an item of some sort with a Spirit bound within it, giving the item supernatural powers. Some items might resemble the abilities of Gifts. Some Fetishes might require the expenditure of a supernatural resource like Gnosis or Rage, or even Willpower.

Fetishes must be maintained in order to continue the using the item. The Spirit bound within it might have a specific requirement, a demand for Chiminage, from the user.

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Kinfolk

A network of poeople throughout human, or even wolf, society that you can tap for information or assistance.

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Mentor

A Garou of higher Rank who has taken an interestest in your progress and offers advice. Mentors can offer insight and access to resources and Gifts that wouldn't be availabe for a much younger Werewolf.

Mentors must be maintained in order to continue the relationship. They are similar to Allies but maintain a higher position in the field of interest that you are being mentored in.

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Lineage

You have the blood of a Garou hero in your veins, and others can see it within you. Lineage can also be granted by a Tribe Totem Spirit as Lineage also shows the spiritual affinity of a Garou. Some Tribes with significant amounts of Lineage will manifest in distinct looks.

System: Based on your distinct Lineage, Garou are more inclined to listen to your words or have better social interactions in general.

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Resources

Your personal wealth, possessions, and income.

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Rites

You know a number of Rites which are rituals that are empowered with spirit magic. There are many major Rites but also minor ones.

System: Each Rite has their own mechanical requirements which, when done correctly, can grant the Player advantages during gameplay.

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Spirit Heritage

You have the touch of a particular type of Spirit on you, and they treat you as their own. Similar to Lineage, Spirit Heritage is the spiritual equivalent, however Spirit Heritage can only be attained if a Spirit has previously blessed your family or was your parent.

System:

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Totem

The Pack's Totem is a unique Spirit that patrons this particular group of Garou. The Totem is typically aligned with the purpose and strengths of the Pack's similar goals and strenghths. This Background is pooled amongst the Pack to create it.

System: Each dot invested into Totem allows the Spirit to gain abilities. The more dots invested, the more powerful, capable, and versatile the Spirit becomes, especially in regards of spiritual connection. Typically, the Theurge has the strongest spiritual connection with their Pack's Totem. However, anyone with high dots in Totem will have a stronger connection to that Spirit.


Merits & Flaws

Click here for Master List of all Merits & Flaws!

Merits and Flaws are considered an optional ruling to playing Werewolf the Apocalypse, but they're a popular option due to the variety it brings for player agency and roleplay value. Both Merits and Flaws can bought with Freebie Points at Character Creation or they can be earned or lost through play based on the Player's character development.

Merits are positive advantages that boost your character's physical, mental, social, or supernatural abilities.

Flaws are disadvantages traits that negatively impact your character's physical, mental, social, or supernatural abilities.

Garou and Kinfolk each have different pools of Freebie Points to purchase Merits and Flaws.


Rage & Frenzy

TOTEM: Cockroach


Gnosis

TOTEM: Susanoo-no-Mikoto


Renown & Rank

Social Structure of the Garou

Renown

Renown is a set of Traits that dictate the Rank of a Werewolf within Garou society. Each Auspice has different amounts of Renown to reflect their standing, based on deed and actions. A Werewolf can gain lots of Experience throughout the Game, but if they don't perform the duties expected of their Auspice, their Renown won't increase. When a Werewolf gains enough Renown, their Rank increases which lets them learn more Gifts and many other benefits.

Renown is divided into 3 Major Traits: Glory, Honor, and Wisdom. Each Trait has a permanent Dots and temporary Points. You earn temporary Points in each trait by embodying the creed and behavior the of respective trait, and those Points eventually become Dots. In-game, a Galliard must perform the Rite of Accomplishment to recognize a Werewolf's actions for the temporary Points to become a permanent Dot.


Glory

Creed of Glory
I shall be valorous
I shall be dependable
I shall be generous
I shall protect the weak
I shall slay the Wyrm

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Honor

Code of Honor
I shall be respectful
I shall be loyal
I shall be just
I shall live by my word
I shall accept all fair challenges

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Wisdom

Creed of Wisdom
I shall be calm
I shall be prudent
I shall be merciful
I shall think before I act and listen before I think

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Losing Renown

It's normal enough to lose temporary Renown as it is just as easy to gain more. Behavior dictates whether or not a Garou gains or loses Renown, so unacceptable behavior like cowardice or even reckless attacks can cause Renown loss. Sometimes, some actions will award Glory but can lose Wisdom if an action permits great risk yet great reward. It's very rare to lose permanent Renown as a penalty but when it does happen, it is a sign of great shame or punishment for a serious offense. If a Garou were to drop down a Rank because of it, they lose the benefits of their previous Rank, though everything will return once the lost Renown is regained.

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Click here for the List of Renown Awards & Losses!

List of all Activities and Behaviors that may award temporary Renown or cause Renown losses


Rank

Rank is determined differently by each Auspice. As an entry requirement, each Auspice has different amounts of Renown in order to increase their social standing and gain other mechanical benefits. At Rank 3 or Adren, Werewolves have a more difficult time Frenzying or losing themselves to Rage. In order to gain a higher Rank among the Garou, the Werewolf must petition a higher ranked Garou of the same Auspice to grant them a quest to prove their worth, and then recognize their new Rank after accomplishing said quest.

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RANK REQUIREMENTS USING RENOWN

Ahroun

Ahroun Ranks Glory Honor Wisdom
1. Cliath 2 Dots 1 Dot 0
2. Fostern 4 Dots 1 Dot 1 Dot
3. Adren 6 Dots 3 Dots 1 Dot
4. Athro 9 Dots 4 Dots 2 Dots
5. Elder 10 Dots 9 Dots 4 Dots
6. Legend Special Condition

Galliard

Galliard Ranks Glory Honor Wisdom
1. Cliath 2 Dots 0 1 Dot
2. Fostern 4 Dots 0 2 Dots
3. Adren 4 Dots 2 Dots 4 Dots
4. Athro 7 Dots 2 Dots 6 Dots
5. Elder 9 Dots 5 Dots 9 Dots
6. Legend Special Condition

Philodox

Philodox Ranks Glory Honor Wisdom
1. Cliath 0 3 Dots 0
2. Fostern 1 Dot 4 Dots 1 Dot
3. Adren 2 Dots 6 Dots 2 Dots
4. Athro 3 Dots 8 Dots 4 Dots
5. Elder 4 Dots 10 Dots 9 Dots
6. Legend Special Condition

Theurge

Theurge Ranks Glory Honor Wisdom
1. Cliath 0 0 3 Dots
2. Fostern 1 Dot 0 5 Dots
3. Adren 2 Dots 1 Dot 7 Dots
4. Athro 4 Dots 3 Dots 9 Dots
5. Elder 4 Dots 9 Dots 10 Dots
6. Legend Special Condition

Ragabash

Ragabash Ranks Any Combination of Renown
1. Cliath 3 Permanent Dots
2. Fostern 7 Permanent Dots
3. Adren 13 Permanent Dots
4. Athro 19 Permanent Dots
5. Elder 25 Permanent Dots
6. Legend Special Condition


Experience

At the end of every Session, the Storyteller will hand out Experience based on the Player's actions. The following is a checklist to act as a guideline. Credit by Sass

EXPERIENCE CHECK LIST
This is the general guideline for how the Storyteller has out Experience. This is for the sake of transparency and fairness of Players who are curious about how the Experience system works. There are lots of to earn extra EXP which requires really putting in the effort for Roleplay and Game strategy.

1 EXP for Showing up (Attendance)

Being here on time and ready is rewarded, along with letting ST know in advance when you'll be late. We all have lives and that can be worked around.

1 EXP for Active Participation & Progressing the Overall Story (Plot)

This is for over all story, not your personal one. The ST will try to have your character's personal plots tied into the main plot to make this easier, but if you spend the whole session being self absorbed or sitting in a corner you will not earn this EXP point. This is a collaborative storytelling game. Let's all work together to make our story a great one to tell!

1 EXP for Staying in Character & Portraying them Well (Roleplay)

The ST has read your backstories and asked for morals and flaws. If ST thinks you're meta gaming or acting outside of how your character would act you will not earn this point of EXP.

1 EXP for Progressing Personal Plot (Plot)

This is for your personal story, separate form the over arching storyline. The ST will keep in mind of the personal story beats that interweave into the main plot to ensure that everyone feels that their character's story also matters. Not every session will be awarded with this EXP point. It all depends on the story.

1 EXP for doing something Cool by the ST's Standards & Deserves a Reward

(Rule of Cool)
This will likely not be handed out every night. Pulling something really awesome or hard off sometimes deserves an extra reward. The ST will decide if you deserve the 1 extra "You impressed ST with that move" EXP point.

1 EXP for a Truly Heroic Act (Heroism)

This isn't for basic heroics like saving a mortal woman from mortal muggers or the like. You really have to had put yourself out there and be truly selfless with a real chance of dying or did die. Things like standing up to an Elder to defend a friend or love one, running into a burning building to save someone, or drawing the fire of enemies with white sulfurous rounds so your allies could escape kind of heroics. If you survive your heroic ordeal you gain an extra 1 EXP.
If you die you get to use your total EXP from your last Character to make a new one instead of the base you'll get so you'll be balanced with everyone else.

1 EXP for Winning the Group Vote on Best Roleplayer of the Night (Group Vote)

You earned this by working hard as your character and really putting the effort into the role-play. We should work to inspire each other in the game and that's what the group vote is about.

5 EXP for Finishing an Arc (End of an Arc)

You earned this by working hard as your character and really putting the effort into the role-play. We should work to inspire each other in the game and that's what the group vote is about.

Experience can be spent with the Storyteller's appoval. The Cost is how many Experience Points it takes to purchase that Trait as an upgrade.

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EXPERIENCE CHART

TRAIT COST
Increase Attribute by 1 Dot Current Rating x 4
Increase Ability by 1 Dot Current Rating x 2
New Ability 3 Experience Points
New Gift Level of Gift x 3
New Gift from other Breed Level of Gift x 5
New Gift from other Auspice Level of Gift x 5
New Gift from other Tribe Level of Gift x 5
Increase Rage by 1 Dot Current Rating of Rage
Increase Gnosis by 1 Dot Current Rating x 2
Increase Willpower by 1 Dot Current Rating

Silent Striders

TOTEM: Owl


Silver Fangs

TOTEM: Falcon


Stargazers

TOTEM: Chimera


Uktena

TOTEM: Uktena


Wendigo

TOTEM: Wendigo