Supplement by Jason J Carter
Version 5.0 by Steven Bronsert
Editing and contributions by the Camarilla Rules Team and the Storytellers of
the Camarilla
Introduction
This supplement details The Camarilla's rules for Garou and other shifters
in the World of Darkness. These rules are for the Camarilla's Sanctioned games
(Garou Venue), and are intended for use with White Wolf Game Studio's Laws of
the Wild Revised and Laws of the Wild Changing Breeds 1 and 2.
How to Use These Rules
These rules are intended for use by the members of The Camarilla, A World of
Darkness Fan Association during Sanctioned games. Permission for use by any
organization or individual not a current member in good standing is strictly
denied. Permission is given to members in good standing to photocopy these rules
for distribution to other members in good standing only.
These rules, when used for Sanctioned play, are to be applied without change,
deviation, alteration or addition by any member. This is to enforce a homogenous
set of rules throughout the organization, insuring that wherever a member goes,
they may play with a minimum of problems.
These prohibitions apply only to members' Player Characters. Storytellers are
allowed and encouraged to use their judgment in the World of Darkness to develop
richer stories and enrich the flavor of the game. If a Chapter, Domain or Regional
Storyteller judges that the flow of the story would be enhanced by minor exceptions
to the rules (on an individual basis only), this creative license is allowed.
Storytellers found to be abusing this occasional liberty are subject to review
and possible disciplinary action. These licenses are not to be for such things
as the allowing of players to play rare character types or circumvent other
required approvals; they are to help the flow while running the game.
Disclaimer
The new game systems and ideas presented herein are © 2001 and the property
of the Camarilla: A Vampire Fan Association. Reprinted material © White
Wolf Game Studios. Terms trademarked by White Wolf Game Studios are used with
permission, and any mention of these terms or titles should not be considered
a challenge to the copyright ownership of those terms or titles.
Character Creation
GAROU CHARACTER CREATION PROCESS (1.1)
The character creation process for Garou characters is based upon Laws of the
Wild Revised. Bete character creation is based upon Laws of the Wild Changing
Breeds 1 and 2. Following is a step by step aid to the creation process listed
in the respective books, as modified for the Camarilla's Sanctioned games.
STEP ONE: CHARACTER CONCEPT
Character concepts that include being a former or current member in a Silver Pack or that include high levels of leadership in the character's Tribe or species require High Approval.
Garou Venue
· Low Approval: Black Furies, Bone Gnawers, Children of Gaia, Fianna,
Get of Fenris, Glass Walkers, Shadow Lords, Silent Striders, Silver Fangs, Uktena
(Mid Approval in Australia, High Approval in UK), Wendigo (Top Approval in Australia,
High Approval in UK), Mortals with or without the Kinfolk Merit (although Kinfolk
of Mid to Top Approval Tribes and Changing Breeds are the same level of Approval
as that Tribe or Changing Breed).
· Mid Approval: Lupus, Red Talons, Mortals with Psychic Numina
· High Approval: Bastet, Corax, Gurahl, Nuwisha, Stargazers and Mortals
with Sorcery Numina.
· Top Approval: Mokole and other changing breeds not mentioned.
Cub Characters
Cubs have no starting Gifts, but automatically gain them free after their Rite of Passage at no cost. Should you elect to create a Garou Cub (Rank 0) character, you are not required to select a Tribe. If you don't you will be able to select your Tribe after your Rite of Passage, although you cannot choose a Tribe that restricts a Background you possess or requires one you do not possess. Cubs without Tribes have no Advantage or Drawback until after their Rite of Passage and may not purchase any Tribal Gifts nor the Pure Breed Background.
STEP TWO: PRIORITIZE ATTRIBUTES
As Laws of the Wild Revised or Laws of the Wild Changing Breeds 1 and 2.
STEP THREE: SELECT ADVANTAGES
As Laws of the Wild Revised or Laws of the Wild Changing Breeds 1 and 2, except that any character may be created with up to the Minimum Renown needed for their Maximum Starting Rank. For Example: Billy is MC 9 and can start with an Athro, but his local game is mostly Cliath and Fostern. In order to not dominate the game at start, he decides to enter with a Fostern who is almost ready to challenge for Adren. He and ST work together and decide that he will enter play only 2 Renown shy of reaching Adren. He still has to Challenge for Adren just like normal, and still gains all normal benefits of his MC.
STEP FOUR: LAST TOUCHES
As Laws of the Wild Revised or Laws of the Wild Changing Breeds 1 and 2 with
the following cost for purchasing items with Free Traits. A character may gain
two Free Traits by taking a Derangement at character creation. If he does so,
he may only gain Free Traits from 3 Negative Traits. Bastet, Corax, Gurahl,
Mokole, and Nuwisha characters get 5 Free Traits in addition to those gained
from Negative Traits and Flaws.
Cost Item
1 Ability, Attribute, or Background Trait
2 Gnosis or Rage Trait
3 Willpower Trait
3 Basic Breed, Auspice, or Tribe Gift
Merit Traits Merit
STEP FIVE: SPARK OF LIFE
As Laws of the Wild Revised or Laws of the Wild Changing Breeds 1 and 2.
STEP SIX (ADDED): CAMARILLA MEMBERSHIP CLASS ENHANCEMENTS
Each character begins play with five experience points per Member Class of the player. Maximum Starting Rank of a character is based on the players Member Class, as noted on the chart below. Characters cannot enter play knowing Gifts from other Tribes, nor Advanced Gifts that are not from their Breed, Auspice, or Tribe without High Approval. Players in the United Kingdom should refer to the UK Prestige Rules for starting rank and experience.
| Member Class | Maximum Starting Rank |
| 1 to 3 | Cliath (Rank 1) |
| 4 to 5 | Fostern (Rank 2) |
| 6 to 8 | Adren (Rank 3) |
| 9 to 11 | Athro (Rank 4) |
| 12 to 15 | Elder (Rank 5) |
Tribes, Breeds, Traits, Merits, Flaws, Gifts, and Rites
The Tribes and Breeds (2.1)
The Tribes (2.11)
Black Furies
May only gain one Willpower Trait a week during downtime using the Tribal Advantage.
Bone Gnawers
Rather then being available once per session, the Bone Gnawer Advantage gives
as many actions as Contacts equal to their Rank over the course of a month.
This is separate from the Contacts Background. Note that the Starting Gifts
for Bone Gnawers are Cooking, Resist Toxins, and Tagalong.
Children of Gaia
While the Social Traits from their Advantage cannot be permanently lost, they
are still unavailable to bid or expend once lost in a challenge or expended.
While determining the effects of the Delirium from seeing Crinos Children of
Gaia, double the Mortal's Willpower as noted in supplement section 3.31 before
adding three.
Fianna
In addition to the free Ability Traits, each Fianna Garou may have two abilities
with a maximum of 6 instead of 5. One of these abilities may be either Brawl
or Melee. The second is a focus of either Expression or Performance.
Get of Fenris
The starting gifts for Get of Fenris are Razor Claws, Resist Pain, and Visage
of Fenris.
Glass Walkers
Glass Walkers Kinfolk dedicated to increasing their maximum number of Influences
increase it by three Influence levels, not the normal one Influence level.
Shadow Lords
To clarify, before the first test is thrown, the Shadow Lord can spend one Gnosis
to gain Rank Bonus Social Traits for that challenge. This works regardless of
the Pure Breed of the opponent.
Silent Striders
After successfully exercising his Advantage, a Silent Strider negates the the
first surprise he is subjected to during the remainder of the scene.
Silver Fangs
The Silver Fang advantage is that they may expend a Social Trait to retest a
Social Challenge. Ignore the list of Derangements on page 56-57 under the Disadvantage.
Instead take any Derangement listed on pages 212-214 of Laws of the Wild Revised.
Uktena
The Uktena Advantage is that they do not need to spend Mental Traits to gain
vivid clarity when peeking across the Gauntlet.
Wendigo
Traits granted by the Wheel of Seasons allow the Wendigo to exceed his Trait
Maximums. The Physical Traits granted during the Winter by the Wheel of Seasons
are not restricted to soaking damage.
The Breeds (2.12)
Metis
Chitinous Skin: This disfigurement also give the character the Physical Negative
Trait of Decrepit.
Weak Immune System: Rather then having no Bruised Health Levels, characters
with this disfigurement have one less Healthy Wound Level.
Abilities, Backgrounds, Merits and Flaws (2.2)
Abilities (2.21)
Rituals
The number of Rituals Traits required before a character may learn rites are
1 trait for Minor or Basic Rites, 2 Traits for Intermediate Rites, and 3 Traits
for Advanced Rites.
Backgrounds (2.22)
Ancestors
A Storyteller or Narrator may disallow any Ability if it is inappropriate that
any Ancestor would have it. For example, choosing Quantum Mechanics or Revenant
Lore. To clarify, a character cannot use Ancestors to gain traits of an ability
the character has even if he has expended some or all the traits of that ability.
Kinfolk
Kinfolk takes the place of Retainers for Garou, which Garou cannot purchase
due to the effects of The Curse. For determining the statistics of a Kinfolk,
use the same guidelines as those for Retainers in Prime Chapter 2.
Mentor
Mentors can teach the same level of Rites as they can teach Gifts. Mentors cannot
teach Tribal Gifts. Learning a Gift form a mentor includes all the disadvantages
of learning Gifts form another Garou (See Learning Gifts (2.31)).
Pure Breed
The Bonus Traits granted by Pure Breed are not automatically added to all Social
Challenges with Garou. The challenge must be one where the Garou's noble bearing
can be seen (or is known), and where such a patrician demeanor would affect
the outcome of the challenge. This includes challenges for stare downs, Etiquette
and Leadership Ability challenges, and Gifts such as Calm, Curse of Hatred,
Mastery, Obedience, Paralyzing Stare, Roll Over, Staredown and Visage of Fenris.
Because of the greater weight of accounting placed upon the descendants of the
Garou Nation's heroes, whenever a character with Pure Breed loses temporary
Renown Traits, he will never lose less than half his Pure Breed Total, rounding
up. For example, a character with Pure Breed 3 will lose 2 Honor for "not
protecting a helpless human" rather than 1 Honor.
Rites
The cost of rites through this background is 1 Trait for a Basic Rite, 2 Traits
for an Intermediate Rite, and 3 Traits for an Advanced Rite. One Trait of Rite
will also purchase 2 Minor Rites. A character must posses the required level
of the Rituals Ability to purchase a Rite using the Rites Background.
Merits and Flaws (2.23)
Silver Tolerance: Instead of allowing you to "soak damage" from silver weapons, a win or tie on a Simple Test (retest with the Survival) allows the character to treat the attack as though it had not come from a silver source.
Supernatural Companion: Treat this as the Supernatural Ally in Prime Section 2.3, except that the companion uses Kinfolk Background Traits instead of Retainer Background Traits..
Wolf Years: This Flaws is worth 1 Trait in Sanctioned Play.
Gifts and Rites (2.3)
Learning Gifts (2.31)
As noted in Laws of the Wild Revised, Spirits do not automatically teach gifts
to Garou just because they want them. Storyteller approval is therefore required
before a Garou can learn any gift form a spirit.
Tribal Gifts are a sacred birthright of the Tribes and are not lightly taught to outsiders, no matter how cherished. Spirits will not teach Basic or Intermediate Tribal Gifts unless an Athro or Elder of the Tribe vouches for the Garou. They will not teach Advanced Gifts unless an Elder of the Tribe vouches for the Garou. The spirits will then require the Garou to swear to never use the Gift against members of the spirit's patron tribe nor to teach the Gift to another Garou. Failing in this oath is a great way to gain Notoriety and lose lots of both Honor and Wisdom Renown.
To learn a gift from another Garou takes protracted periods of time during
which the two Garou must have ready access to each other for training sessions.
The period is generally one lunar month for Basic Gifts, two lunar months for
Intermediate Gifts, and three lunar months for Advanced Gifts. The storyteller
should also exact some manner of penalty during play against the Garou to reflect
the difficulty of the training process based on the gift being learned. For
example, the Garou learning Silver Claws may always begin game down two Gnosis
Traits and with two Aggravated Wounds during the duration of the of the training.
Teaching your Tribal Gifts to non-members is a fast route to Notoriety and loss
of both Honor and Wisdom Renown.
Specific Gifts (2.32)
Some gifts require a challenge, but are unclear as to who the challenge is against. Unless specifically stated otherwise, the challenge is against the target of the Gift. If there is not a target, then the Challenge is a Static Challenge against 7 Traits.
Many Gifts allow the Garou to expend additional Traits to increase the effectiveness of the Gift. A Garou may only spend three such Traits to enhance the effect of such gifts. This does not apply to Gifts that have a specific list of Traits spent versus effect or duration gained.
Bloody Feast (Intermediate Wendigo): Gain one Ferocious or Tough Trait per level of damage inflicted instead of one for each two levels.
Coupe de Grace (Intermediate Black Fury): This gift will not add more then two levels of damage to an attack.
Create Element (Basic Metis): Flames created as weapons inflict one Aggravated Wound per Gnosis expended (maximum of three) and requires the Garou to win a Mental Challenge against his opponent's Physical Traits.
Exorcism (Intermediate Theurge): Spirits bound into objects cannot be the target of Exorcism if the object is in the possession of someone else. Spirits bound into people or animals cannot be the target of Exorcism unless the target is restrained or trapped during the current and prior turn. Therefore, a fetish in the hands of an opponent or a loose Foromi are not legal targets of this gift. Ignore the need to gain more successes then the binder gained. Foromi who have their Banes successfully removed with this gift will die.
Fetish Doll (Advanced Uktena): The Garou can only have one Fetish Doll created at a time. The challenge to injure the target is a Willpower Challenge, not a Static Mental Challenge against the target's Willpower. Additionally, this gift allows 10 challenges, not 10 levels of damage, before the doll is automatically destroyed.
Geas (Advanced Philodox): Use of this gift requires a Willpower Challenge, not a Social Challenge against the Target's Willpower.
Gift of the Porcupine (Intermediate Metis): Anyone striking you with bare flesh (i.e. without using a weapon) suffers one Lethal Wound, not the same damage they inflict on you. Note that you cannot bite or claw while tackling, grappling or immobilizing an opponent and inflicting the level of aggravated damage.
Gorge (Intermediate Red Talon): The Garou does not need to designate only one Trait type when he purchases the gift. Instead, he can only store one type of Trait with this gift at a time. This gift can only be taken once.
Halo of the Sun (Advanced Child of Gaia): This gift causes attacks to inflict one additional level of aggravated damage, not two, which does not stack with damage from Kiss of Helios.
Howl of the Banshee (Basic Fianna): To clarify, the user makes a Static Social Challenge against 7 Traits. If successful, everyone within 10 feet must win a Static Social Challenge against your Social Traits or flee as noted.
Inspiration (Basic Ahroun): Comrades gain either a Willpower Trait that must be expended that scene or a free retest (not an automatic success) on one Willpower Challenge. A character cannot benefit from Inspiration more then once in a Scene.
Invoke the Spirits of the Storm (Advanced Wendigo): Lightning bolts cause three levels of Aggravated damage, not ten.
Jam Technology (Basic Homid): Successful use of this Gift prevents the use of items of the target complexity (in Traits) and lower. Therefore if you test against 6 Traits you block use of all electronic devices but no mechanical devices.
Kiss of Helios (Advanced Ahroun): This gift causes attacks to inflict one additional level of aggravated damage, not two, which does not stack with damage from Halo of the Sun.
Name the Spirit (Basic Theurge/Intermediate Lupus): When learned by Garou other than Theurges, this is an Intermediate Gift.
Open Wounds (Intermediate Shadow Lord): The Physical Challenge is a Static Challenge against the target's Physical Traits. A character can only be affected by this gift once per scene.
Reshape Object (Intermediate Homid): Weapons created by this gift will only inflict Aggravated Damage for five minutes after creation, regardless of how long it stays reshaped.
Resist Pain (Basic Philodox/Child of Gaia/Get of Fenris/Wendigo): This Gift allows you to ignore the effects of being Bruised, Wounded, or Incapacitated.
Scream of Gaia (Intermediate Get of Fenris): Characters affected by this may make a Static Physical Challenge with difficulty of the users Rage to reduce the damage in half (round down).
Shadows by the Firelight (Intermediate Galliard): This gift causes the participants to act out the story as described, much like actors on a stage. The participants do not cause real harm to one another, nor do they actually employ gifts or use Traits of any type. While affected by this gift, the participants can do nothing except act out their parts and resist the effect of actions taken against them by non-participants.
Seizing the Edge (Basic Shadow Lord): This gift may be used once per session. The trait category that receives the bonus must be set during the character's first action each turn, where it remains until his action the next turn..
Spirit of the Fray (Basic Ahroun): Traits granted by this gift count for determining Initiative only. If Trait-Based Initiative is not being used, characters with Spirit of the Fray perform their first action of the turn before other characters can act. This includes the resolution of the effects of that challenge. Characters with Spirit of the Fray resolve who goes first amongst themselves in the same manner as other characters would.
Strength of the Dominator (Intermediate Shadow Lord): To use this gift, you must defeat your opponent in a Social Challenge instead of winning a Static Social Challenge.
Strength of Purpose (Basic Philodox): You only regain one Willpower Trait with this Gift, and it may only be attempted once per Session.
True Fear (Basic Ahroun): Use of this Gift requires a Willpower Challenge, not a Physical Challenge against your opponent's Willpower.
Wall of Granite (Advanced Philodox): The ten levels of Bashing and Lethal Damage the wall absorbs is per scene, not per turn or round.
Whelp Body (Intermediate Ragabash): There is no limit to the number of times a specific individual can be affected by this gift, but he may not lose more then a total of 6 Physical Traits to this gift. Traits lost and later repurchased with experience points no longer count towards the maximum number of Traits that can be lost.
Wither Limb (Intermediate Metis): To use this gift, you must defeat your opponent
in a Willpower Challenge instead of winning a Static Willpower Challenge versus
the target's Physical Traits.
Rites (2.33)
The following Rites need not be purchased with Experience Points, and can simply be learned with Storyteller approval: Gathering for the Departed, Rite of the Winter Wolf, Baptism of Fire, Stone of Scorn, The Hunt, Rite of the Winter Winds and Rite of Reawakening. All other Rites must be purchased with the Rites Background or Experience Points.
Rite of Accomplishment (Basic Rite of Renown): This rite is used to turn Temporary Renown into Permanent Renown as noted on page 179 of Laws of the Wild Revised, rather then gaining a rank. Other then that, use the rules on page 160-161 for performing the rite.
Rite of Summoning (Basic Mystic): While this rite can be used to summon totem avatar, Incarna, and Celestines avatars, Social Traits cannot be spent to speed up or control their reaction to being summoned. The speed and reaction of such spirits are up to the storyteller or Spirit Guide.
Systems and the Umbra
Systems (3.1)
Gnosis, Rage, and Willpower Challenges (3.11)
These challenges are performed like any other, except that no Traits are risked
and no Negative Traits can be called. In the case of a tie (both players throw
the same hand sign), compare the total number of Traits of the appropriate Trait
pool (Gnosis, Rage or Willpower), just as you would with an Attribute Trait
category.
Unlike standard Attribute Trait challenges, Static Challenges of this variety allow the player to win in the case of a true tie (same hand sign thrown, and same number of Traits as the difficulty).
Initiating a Gnosis or Rage Challenge is considered the same as spending a
Trait for the purposes of not being able to spend both types in the same Turn.
This does not protect the character from such challenges that they do not initiate
(such as when forced to test for frenzy).
Garou and Wins All Ties Powers (3.12)
In Physical Challenges where a Garou's opponent has an ability based on strength
or speed that allows them to Win All Ties instead of comparing Traits, the opponent
instead gains 10 Bonus Physical Traits for comparison of ties and overbidding.
The Many Forms (3.2)
Shifting Forms (3.21)
Only one challenge is required to shift from one form to another. The Garou
selects the desired form and engages in a Static Physical Challenge using his
base Physical Traits only (no bonus Traits from Gifts or Forms). Traits are
not lost if this challenge fails. If successful, he transitions to that form
from his current form at a rate of one form a turn.
Additionally, a character can change into his Breed Form instantly without
a challenge or use of Rage or Primal-Urge.
Form-Based Traits (3.22)
Form-Based Attribute Traits are replenished whenever the Garou's normal Attribute
Traits of that category are replenished. Characters do not lose Appearance-Based
and/or Manipulation-Based Traits when in Crinos, Hispo, or Lupus forms. The
Customizing Forms optional rule is not used in Sanctioned Play.
Crinos Form (3.23)
Metis Garou in Crinos do regenerate and are allergic to silver.
Hispo Form (3.24)
Bite and claw attacks in Hispo Form do aggravated damage.
Rank and Renown (3.3)
Characters can accumulate any number of Temporary Renown Traits, but they may
only convert one Renown Trait into Permanent Renown each month. This can be
increased to two Renown Traits with High Approval, or three Renown Traits with
Top Approval.
Rank-Based Limits (3.31)
All Garou have a maximum of 5 Traits of an Ability. A Garou of any rank may
learn any Rite, but use of a rite not allowed by his rank is an dishonorable
and unwise act (-1 Temporary Honor and Wisdom Renown) unless the Garou is being
directly supervised by a Sept's Master of the Rite. It is possible that a Garou
will have a permanent Trait value that exceeds the maximum allowed by his current
Rank. If this happens, the Garou may not use any Traits that exceed his maximum
for bidding, expending, or comparisons in Ties. The Traits are held in reserve
until the Garou gains a rank that allows access to that number of Traits.
For example, an Ahroun Cub starts with 5 Rage Traits, but has a Rage maximum
of 3. He therefore acts in every way as if he had only 3 Rage Traits until he
becomes a Fostern. Similarly, a Garou who became an Athro and purchased 16 Physical
Traits would act as if he only had 14 Physical Traits if he lost enough Renown
to be reduced to the rank of Adren.
Renown Loss (3.32)
It is possible for a Garou to lose enough Renown to go down in Rank. A Garou
risks Renown loss if he uses Rites and Gifts above what is allowed by his new
rank. If characters outside the Garou's Sept wish to strip or add Renown, they
should undertake the appropriate in character actions and then contact that
character's Storyteller.
Other Garou Traits (3.4)
The Delirium and The Curse (3.41)
When using the Delirium Chart, double the Willpower of the Mortal before applying
it to the chart. NPC Mortals that do not have combat and/or occult training
should have that number reduced by one. Use this same value compared to a Garou's
current Rage for determining when The Curse affects interactions with humans
and wolves.
States of the Body (3.42)
Rage Healing: To clarify, a Garou who is reduced to Incapacitated or Mortally
Wounded by an attack may attempt to stay active by spending a Rage Trait. If
he then wins a Rage Challenge against 8 Traits (Retest with Survival), he returns
to his first Wounded Health Level, gains a Battle Scar, and must immediately
test for Frenzy (see page 185). Rage Healing may not be used if the attack that
reduced the Garou in Incapacitated or Mortally Wounded cannot be soaked (such
as attacks made with silver).
Regeneration: Garou not in their Breed Form (Metis in all forms) regenerate Bashing and Lethal Damage at an astonishing rate. At the beginning of each Turn, they recover one level of Bashing Damage. If they have not taken Bashing Damage, they must win or tie a Simple Test to recover one level of Lethal Damage, although they automatically win if at rest. Homid and Lupus Garou in breed form heal one level of Bashing or Lethal damage a per day of rest, or at the normal human rates while active. All Garou heal Aggravated Damage at a rate of level per day of rest, regardless of the form they are in.
Battle Scars: Each time a Garou is reduced to Mortally Wounded, he gains a
Battle Scar. The first three Battle Scars a Garou receives are Superficial Scars.
The fourth and fifth Battle Scars are Deep Scars. For all battle scars exceeding
the fifth, the storyteller should select one of the other Battle Scars as appropriate
to the attack that caused the Battle Scar.
Caerns (3.5)
Each Domain or Independent Chapter may have one Caern of power level one to
three without need of any additional Approval. High Approval is required for
a Domain or Independent Chapter to have a power level 4 Caern and/or a second
Caern. Top Approval is required for a Domain or Independent Chapter to have
a power level 5 Caern and/or a three or more Caerns.
Spirits (3.6)
The Triat, Celestines, and the Incarnae (3.61)
Spirits of this level are immensely powerful. Far more powerful then any Garou
or even pack of Garou. They do not lose challenges unless they are willing to
do so. The Triat are never seen in a manifest form, while the Celestines are
merely rarely encountered (High Approval is required for direct interaction
with the Celestines). The Incarnae are easier to find, but they have little
patience for those whom would waste their time on unimportant matters. Storytellers
should have them punish those who dare to bring them trivial questions or attempt
to use them to avoid performing their own task.
Jagglings and Gafflings (3.62)
The Trait maximums for Jagglings and Gafflings are 10 Traits of Willpower, Rage,
or Gnosis, although Gafflings very rarely near the maximum. Spirits do not lose
Willpower, Rage, or Gnosis Traits as a result of challenges. The following rules
also apply when running challenges for the various types of Spirits.
Willpower: Use the rules on page 238 for unopposed actions by Spirits. When engaged in Physical Challenges with others, including when they attack but not when just resisting other attacks, Spirits use twice their Willpower in comparison to other's Physical Traits.
Rage: When defending against attacks, but not counterattacking, Spirits use twice their Rage in Physical Challenges. When Spirits attack others, they do damage equal to their Rage divided by 3 (Round down, minimum of 1) levels of Aggravated damage.
Gnosis: Spirits use twice their Gnosis when engaged in Mental and Social Challenges.
Spirit Charms (3.621)
Armor: Use of Armor allow a Spirit to ignore a number of wound levels equal
to half it's Gnosis during the remainder of the scene. This can only be done
once per scene.
Blast: This charm does Rage divided by 3 (Round up) levels of Aggravated damage with a successful Physical Challenge.
Freeze: Anyone in the area of effect may make a Static Physical Challenge against
twice the Spirits Rage to avoid the damage from this Charm.
Pack Totems (3.63)
Top Approval is required for any new totem affiliations not listed in Laws of
the Wild Revised. It is strongly suggested to base any new affiliations on Werewolf
tabletop material. Additional Traits, Abilities, or Rage received from a Totem
do not count towards the Garou's Trait Maximums. Ability Traits granted by a
Totem are per Scene, not per turn. Willpower Traits granted by Totems are an
independent pool of Traits that refreshes at a rate of one Trait per week.
Uktena Totem
Children of Uktena ignore the first Health level of damage they suffer each
scene while in the Umbra to reflect their automatic level of soak against all
damage. Each story is consider to be a month for the purposes of the additional
Experience granted to Uktena's children.
Wendigo Totem
Count the five Rage Traits per story granted by Wendigo as an independent pool
of Rage that refreshes at a rate of one per week.
Pack totems are Jaggling spirits. A base totem (see LotWR page 90) cost the
number of Background Traits equal to the Background Cost of the Totem (see LotWR
pages 243-248). Ignore the charts in the books and use the following for purchasing
improvements to the base totem.
Totem Improvement Table
| Cost | Totem Improvement |
| 1 | Two Traits divided between Rage, Gnosis, and Willpower |
| 1 | Per Additional Trait of Essence |
| 1 | Per Ability Trait |
| 1 | Totem can speak to pack without Spirit Speach |
| 1 | Totem can always find pack members |
| 2 | Per additional Charm possessed |
| 2 | Totem is nearly always with pack members |
| 2 | Totem is respected by other spirits |
| 3 | Per extra Pack Member who can use Totems power in same turn |
| 4 | Totem allows pack members to communicate at great distances |
| 5 | Totem is feared by Agents of the Wyrm |
| 5 | Totem can materialize without cost |
Fetishes and Talens (3.7)
All level five Fetishes require High Approval. Non-standard fetishes, those without rules in Laws of the Wild: Revised or the Garou Supplement, require Top Approval for the mechanics of the fetish. The approving storyteller will set any other approval limitations when he approves the fetish.
Fang Dagger (Level 3, Gnosis 6)
Extra damage inflicted when activated is no more than 2 levels.
Klaives and Grand Klaives
Klaives and Grand Klaives not made of silver are extremely uncommon and require
High Approval. Non-fetish Klaives use the rules for Short Sword, while a non-fetish
Grand Klaive uses the rules for a Broadsword.
General Bete Rules (4.1)
Forms: The Changing Breeds use all the same rules for forms as Garou in Laws
of the Wild: Revised, including test to change forms, except where their rules
note specific changes.. The difficulty to change forms is the same as the equivalent
Garou forms in Laws of the Wild: Revised.
Regeneration: Use the rules in Garou Section 3.42 for Rage Healing and Regeneration.
Note that some breeds have different metal allergies then Garou that determines
when they can not Rage Heal.
Laws of the Wild Changing Breeds 1 (4.2)
Nuwisha (4.21)
Starting play as or becoming a member of the Umbral Danse is High Approval.
A Nuwisha must be a member of the Umbral Danse to learn any Umbral Danse Gift
or Rite.
Rage, Gnosis, and Willpower
Gnosis: Latrani Nuwisha start with 5 Gnosis, not 3 Gnosis.
Willpower: All Nuwisha start with 4 Willpower, not 3 Willpower.
Merits and Flaws
Umbra Affinity: The Three Trait version of this Merit is High Approval.
Gifts
Backfire (Advanced Nuwisha): Powers that change that type of damage that would be inflicted by an attack instead inflict unmodified damage on the Nuwisha while his attacker takes the damage the Nuwisha should have taken. For example, Prowess causes an attacker's punch to do lethal damage instead of bashing. Successful use of Backfire would result in the Nuwisha taking a Bashing Wound while the attacker takes a Lethal Wound.
Dance of Abandon (Intermediate Nuwisha): To use the gift, the Nuwisha must succeed in a normal Social Challenge, not a Social Challenge against his opponent's Willpower.
Ghost Dance (Advanced Nuwisha): This power is not used in Sanctioned Play.
Happy Thoughts (Intermediate Nuwisha): Touching the target when activating this gift requires a Physical Challenge.
Song of Kokopelli (Basic Nuwisha): The effects of this gift are negated if the subject is attacked.
Swollen Tongue (Basic Nuwisha): Touching the target when activating this gift requires a Physical Challenge.
Trickster's Skin (Advanced Nuwisha): This gift requires a Mental Challenge
against the target, not a Static Mental Challenge against half the target's
Mental Traits.
Rites
Rite of Dansing: This is an Umbral Danse Rite and must be purchased by all Umbral Danse characters.
Rite of Dream Danse: This is an Umbral Danse Rite.
Sing Back the Dead (Top Approval): Top Approval is required each time this
rite is used.
Totem
A Nuwisha may have up to 8 Traits in the Totem Background and can only gain bonus Traits from one Totem. Note that Nuwisha do not get Totem spirits like Garou Packs, just bonus Traits from following a Totem. A Nuwisha gains only the benefits of his current Totem. Those of past Totems are lost.
Oghma (High Approval): For the purposes of the Willpower Traits granted by Oghma, a story is one month. These Willpower Traits are temporary Traits and do not count during the resolution of Challenges
Ptah (High Approval)
Xochipilli: The bonus Health Levels gained are for the scene the Nuwisha is
attempting his outrageous stunt. The free retest to soak only counts in challenges
where the Nuwisha is not attempting to harm or otherwise affect his opponent.
Fetishes
The Ball of Death (High Approval)
Mirror of Ti Malice (High Approval)
Corax (4.22)
Rage, Gnosis, and Willpower
Gnosis: All Corax start with 6 Gnosis, not 4 Gnosis.
Willpower: All Corax begin
with 3 Willpower, not 2 Willpower.
Gifts
Dark Truths (Intermediate Corax): This gift is not used in Sanctioned Play.
Razor Feathers (Basic Corax): This gift may be used in Corvid or Rara Avis forms.
Vulture's Feast (Intermediate Corax): The Negative Trait caused by this gift
is removed after 1 month.
Rites
Rite of Battle Blessing (Top Approval): Use of this Gift requires Top Approval.
Rite of the Fetish Egg: Use of this gift requires High Approval.
Rite of Memory Theft (High Approval)
Fetishes
Helios' Mirror (High Approval)
Bastet (4.23)
Rage, Gnosis, and Willpower
Bastet start with one more Trait of Gnosis then the same breed of Garou. See the following Charts for Starting Rage and Willpower for Bastets.
Starting Rage and Willpower
| Tribe | Rage | Willpower |
| Bagheera | 2 | 4 |
| Balam | 4 | 3 |
| Bubasti | 1 | 5 |
| Ceilican | 3 | 3 |
| Khan | 5 | 2 |
| Pumonca | 3 | 4 |
| Qualmi | 2 | 5 |
| Simba | 5 | 2 |
| Swara | 2 | 4 |
Backgrounds
Den Realm (High Approval)
Secrets (Variable Approval): The approval level for Secrets is equal to that of the Storyteller who overseas the area the secret covers. For example, knowledge of the local vampire prince's dark secret would be Low or Mid Approval, while knowledge of a Justicar's haven would be Top Approval.
Trinkets: Non-Fetish Trinkets should use the rules for Wonders in Laws of Ascension
and the Camarilla Mage Supplement to determine the value of the Trinket.
Gifts
Swiping Gifts and learning Sorcery are both High Approval.
Command Attention (Basic General): No more then 4 Social Traits can be gained by use of this Gift.
Dragonroar (Intermediate Khan): This gift inflicts two Aggravated Wounds the first turn and one on the second and third turns.
Feed the Gods (Advanced Balam): This gift is not used in Sanctioned Play.
Judgment of Pestilence (Advanced Feline): Willpower is used to retest any of the Simple Test of this Gift.
Ojas Surge (Basic Bagheera): The Traits must be divided evenly among the character's Attribute categories as possible and last for the remainder of the scene.
Paws of the Raging Spirit Tiger (Intermediate Khan): This gift only functions to allow Bastet in the Realm to strike into the Umbra.
Spirit Touch (Intermediate Metis): This gift is not used in Sanctioned Play.
Sweet Hunter's Smile (Basic Homid): This gift cannot be reactivated until the Traits gained are lost.
Withering Stare (Advanced General): When using this Gift, the Bastet spends
on Rage Trait each turn to inflict one Aggravated Wound to the subject.
Rites
Rite of Nine Lives (Top Approval)
Laws of the Wild Changing Breeds 2 (4.3)
Gurahl (4.31)
Rage, Gnosis, and Willpower
Rage: The effects of spending Rage to gain Extra Physical Traits or Extra Health
Levels last for the remainder of the scene. Gurahl use the Rage Healing rules
in Section 3.42, not the Remaining Active rule in Laws of the Wild Changing
Breeds 2, page 53.
Forms, Traits, Systems
Crinos Form: There are no rank-based advantages for Crinos form.
Merits and Flaws
Rip Van Winkle (High Approval)
Umbra Affinity (High Approval)
Gifts
Aversion Therapy (Advanced Kojubat): To use this Gift engage the target in a Willpower Challenge, not a Static Mental Challenge against the target's Willpower.
Gaia's Breath (Advanced Gurahl): Use of this Gift requires Top Approval.
Image of the Sky Bear (Advanced Kieh): The seven actions to heal wounds allows the Gurhal to touch and heal one wound level for no cost as an action.
Quell the Mob Rage (Intermediate Rishi): To use this Gift requires a Static Social Challenge, not a Static Social Challenge against the target's Willpower.
Spirit Healing (Intermediate Kieh): This gift replenishes Essence, not Power.
Threaten (Basic Uzmati): To use this Gift engage the target in a Willpower Challenge, not a Static Social Challenge against the target's Willpower.
Waken (Intermediate Rishi): To use this Gift engage the target in a Static
Willpower Challenge, not a Static Mental Challenge against the target's Willpower.
Rites
Rite of the Changing Moon: High Approval is needed before a Gurahl may use this Rite to change his Auspice.
Rite of Freed Spirit: If this rite fails and the Gurahl becomes inhabited by the Bane, he becomes an NPC.
Rite of Fighting the Death Bear: Top Approval is required each time this rite
is used.
Fetishes
Mother Tongues (High Approval)
Soul Brush (High Approval)
Mokole (4.32)
Forms, Traits, Systems
Archid Traits: A Mokole receives a number or Archid Traits equal to his starting Gnosis plus any Gnosis Traits purchased with Free Traits. Gnosis purchased with experience points do not add Archid Traits.
Suchid Movement: Movement changes listed under the Varna on pages 121-122 are
for Suchid Form only.
Gold Tolerence: This Merit operate identically to Silver Tolerence following
the rules in Laws of the Wild Revised and Chapter 2 of the Garou Supplement.
Step Sideways: This Merit is High Approval.
Gifts
Awe (Basic Eclipsed Sun): As the Homid Gift Staredown in Laws of the Wild Revised.
Become Log (Basic Shrouded Sun, Intermediate Midnight Sun): When other than a Shrouded Sun learns this gift, it is learned as an Intermediate Gift.
Calm the Flock (Advanced Decorated Sun): As the Homid Gift Part the Veil in Laws of the Wild Revised.
Combat Healing (Intermediate Rising Sun/Setting Sun): Once activated the Mokole does not need to test to heal damage during combat.
Grasp the Beyond (Intermediate Shrouded Sun, Advanced General): When other than a Shrouded Sun learns this gift, it is learned as an Advanced Gift.
Strength of the Dominator (Intermediate Noonday Sun, Advanced Decorated Sun): When other than a Noonday Sun learns this gift, it is learned as an Advanced Gift.
Walking Between Worlds (Intermediate General, Basic Decorated Sun/Eclipsed
Sun/Shrouded Sun): When other than a Decorated Sun/Eclipsed Sun or Shrouded
Sun learns this gift, it is learned as an Intermediate Gift.
Garou Appendix (Living Chapter)
Stargazers (5.1)
Tribal Statistics (5.11)
Tribal Totem: Chimera
Advantage: The Stargazer gains the free Mental trait of "Calm" that
can exceed trait maximums, as well as a free level of the Enigmas ability not
to exceed ability maximums.
Drawback: If the Stargazer fails an Enigmas Challenge or a riddle contest (not
just failing to answer a random overheard riddle, but a riddle placed directly
to him) he become distracted with his failure for the remainder of the scene.
The Stargazer is one Trait down on all Perception or Awareness challenges and
is five traits down for purposes of determining Initiative (order of challenges)
in the first action of any combat scene.
Background Restrictions: Stargazers may not begin the game with the Fetish,
Influences, or Resources Backgrounds.
Beginning Gifts: Balance, Sense Wyrm, Surface Attunement
Starting Willpower: 5
Stargazer Gifts (5.12)
Stargazer Gifts are High Approval for Garou who are not Stargazers.
Basic Gifts
Balance: Once purchased this Gift is always active. The stargazer is able to walk across any ledge, rope, etc., no matter how thin or slippery, so long as it will hold her weight. The Stargazer has 3 bonus Traits for the purposes of ties in challenges when climbing or saving herself from falling.
Inner Strength: Once per session, the Garou can meditate for five minutes and make a Static Mental Challenge (Retest: Meditation) against 7 Traits. If successful, he may convert up to three temporary Rage Traits to temporary Willpower Traits.
Resist Temptation: Spend a Gnosis and make a Static Mental Challenge vs. 7, (Retest: Meditation) if successful the Stargazer receives three Bonus Traits in Social or Mental Challenges to defend against social and mental manipulation or domination, including the effects of gifts, disciplines and other powers. The traits gained in this manner last till the end of the scene.
Sense Wyrm: As the Metis gift.
Surface Attunement: If the stargazer succeeds in a static physical challenge against 7 traits, (Retest Athletics) he may pass effortlessly over mud, water, grease, oil, snow, ice, quicksand, or gifts that mimic these effects, without falling through or leaving a trace. This gift lasts for a scene.
Intermediate Gifts
Avoid Fate: With this gift the stargazer can dodge the wheels of fate for a moment. Though a preternatural connection between herself and the universe, she avoids certain disaster. Once per scene the stargazer may spend a gnosis to retest any challenge. The challenge cannot be further retested by any party.
Clarity: With a static Mental Challenge vs. 7 traits (Retest: Investigation), the Stargazer can see though obscurement such as fog, smoke or even complete darkness. The Stargazer may also attempt to see though magical obscurement, disguise, and illusions (such as Curse of Aeolus, Chimerstry, Obfuscate, or Obtenebration.) by defeating the power's creator in a Mental Challenge (retest as dictated by the power being challenged).
Merciful Blow: Instead of inflicting damage, the garou may select stunning his opponent as his victory condition for any brawling or melee challenge. If successful, the Stargazer spends a Gnosis Trait and one to three Mental Traits to stun his opponent. One Trait renders the target unable to act until the end of the next turn, two Traits for 10 minutes, and three Traits for the remainder of the scene. Any attack upon a stunned opponent negates the effects of the gift.
Preternatural Awareness: By spending a Gnosis and making a static Mental Challenge vs. 7 traits, (retest Dodge), the Garou attunes all her senses to her surroundings, thereby becoming preternaturally aware of her opponent's doings and allowing her to anticipate them somewhat. For the rest of the scene, the Stargazer gains a free retest in every combat challenge where an opponent is attempting to harm her while she does not attempt to harm her opponent.
Advanced Gifts
Circular Attack: The Garou can battle multiple opponents, not only avoiding their attacks but actually channeling them into other foes (or causing a foe to strike himself if the Garou is only fighting one foe). To activate his power, the Garou must spend a Willpower Trait and make a Static Mental Challenge (retest: Dodge) against 7 Traits plus the number of foes attacking him. If the Garou then succeeds in a mob challenge where multiple foes are physically attacking him, he can direct the assailants' attacks into each other in addition to inflicting his own victory condition. A single victory condition can only be applied to one assailant, and each assailant can only suffer the results of one victory condition. The Narrator should ensure that each of the attackers declares a victory condition before hand, one that is reasonable given the mob's intent toward the Garou.
Wisdom of the Seer: As the Mokole Noonday Sun Gift (Laws of the Wild: Changing Breeds 2, page 165), except the Garou must look into the night sky.
Additional Fetishes (5.2)
Blanket of Peaceful Dreams (Level 2, Gnosis 7)
This handsome blanket protects the sleeper from bad dreams and invasion of his
dreams. Any creature attempting to influence or harm a sleeper ensconced within
the Blanket must win a Static Willpower Challenge against the blanket's Gnosis.
A failure means that the attacker cannot affect the sleeper for the rest of
the night. The blanket also lulls nightmares into submission, allowing peaceful
sleep.
Stone of Wealth (Level 3, Gnosis 8)
This fetish appears to be nothing more than a very old "worry" stone.
When rubbed (activated), it brings the user wealth. Wealth does not always mean
money, which is Wyrm-tainted, nor does the summoned wealth necessarily come
instantly. Instead, the stone provides the resources a Garou needs to complete
her tasks. These resources usually appear in the form of funds or marketable
items. The Storyteller is the final arbitrator as to how the fetish's power
manifests. Each time the stone is used in a single session, the next test using
the Stone during that session is against an additional 2 Traits.
Gaia's Poultice (Level 2, Gnosis 8)
Gaia's Poultice is an herb-filled bandage. This wrapping, when activated, automatically
heals 1 level of damage (any type) from an open wound on which it is placed.
This fetish takes 1 hour to recharge between uses.
Gnostic Bag (Level 4, Gnosis 9)
The Gnostic Bag appears as nothing more than a small leather pouch with fringes,
odd paintings and Garou pictograms on it. The pouch literally holds Gnosis.
To activate it, the user reaches into the bag, "grabs" a Gnosis and
eats it. The bag holds 9 Gnosis Traits. These can be recharged if the owner
expends temporary Gnosis from his pool into the bag. Taking or leaving a Gnosis
in this way is an action unto itself, so it the bag is not easily usable in
combat.
Heart of the Spirit (Level 5, Gnosis 10)
This fetish is a small, heart-shaped piece of rose quartz. The Heart of the
Spirit allows the character attuned to it to store up to 10 Traits worth of
Gnosis, Rage or Willpower (one type at a time). Storage of these Traits is accomplished
by activating the fetish and spending the Traits from the user's own pool. These
Traits may be called upon by activating the fetish. This allows the Garou to
draw on one Trait from the Heart of the Spirit each Turn for the remainder of
the scene.
Key to the Umbra (Level 2, Gnosis 8)
This small key, when activated, reduces the difficulty of passing through the
Gauntlet by 2. If a character spends 3 Gnosis Traits, she can take one other
willing character with her when using the Key, though she must be touching them
skin to skin for the fetish to work.
Kinship Doll (Level 2, Gnosis 8)
This fetish appears to be nothing more than a crude handmade doll. However,
when a Garou holds and activates it, the doll announces the location and condition
of any one Kinfolk whose name is spoken by the user.
Loon's Refund (Level 3, Gnosis 8)
This fetish is an ATM card with mystic Garou symbols covering both sides. It
is a universal card that can be used at any ATM machine to get up to 500 American
Dollars (or the local equivalent outside of America). In order to use it, the
fetish's owner simply needs to succeed in activating it (and has to remember
to get the receipt!). If the wielder of the Refund uses it more than once per
session, he must make a Simple Test or the fetish is destroyed by the Weaver
spirits.
Moon Watch (Level 1, Gnosis 4)
The Moon Watch acts like a normal wristwatch that also shows accurately the
phases of the moon, except that it never needs to be wound or set. Furthermore,
the when it is activated, the Watch displays the auspice of any one Garou in
the vicinity.
Wise Bag (Level 3, Gnosis 4)
A Wise Bag is a bag of tokens, bones or other small items. When the fetish is
activated, the owner can reach inside and gain on small "fact" about
people in his surrounding area (e.g., breed, tribe, species, vampire, mage,
ghoul, kinfolk, etc.) This bag cannot detect the Wyrm, but can relate knowledge
of a previously unknown Negative Trait possessed by a nearby target if the fetish
owner can defeat the target in a Mental Challenge. If any one of the pieces
inside the Wise Bag ever goes missing for more than 24 hours, the bag becomes
spiritually dead and no longer functions.
Rat's Tooth Necklace (Level 1, Gnosis 4)
When activated, the Rat's Tooth Necklace gives the user the temporary Physical
Trait: Nimble, the temporary Mental Trait: Cunning and the temporary Negative
Mental Trait: Impatient. Whoever wears the Necklace openly gains the respect
and admiration of most Bone Gnawers, who constantly try to barter for it, if
not steal it outright.
Sands of Sleep (Level 1, Gnosis 3)
When this fetish is activated and the sand is scattered in an area, all those
in the area must spend a Willpower Trait immediately or fall asleep. Even if
a character spends a Willpower Trait, she gains the Negative Physical Trait:
Lethargic for the duration of the scene. Those in frenzy either fall asleep
(if they don't spend a Willpower Trait) or come out of frenzy (although they
will not be Lethargic at that point). The sleep lasts until some loud noise
or other outside stimulus wakes the sleepers, some kind of impending threat
is presented to them, or until they have gotten a good eight hours of sleep.
Sands of Sleep works only once per scene.
Baneskin (Level 3, Gnosis 7)
This tiny piece of spirit, carefully wrapped in leather, causes all malevolent
spirits, especially Banes, to react to the wearer as if she were a Wyrm-creature
and a trusted soul. Baneskin does not need to be activated, but its effects
can be seen through with close scrutiny by suspicious spirits who win a Gnosis
Challenge against the fetish's Gnosis.
Tear of Renewal (Level 3, Gnosis 6)
These milky-white, tear-shaped stones grant a Garou Gnosis. By activating the
Tear, the Garou gains three Gnosis Traits, up to his maximum. The fetish can
only be used this way 7 times before the spirit within dies and the Tear becomes
useless.
Elk Tooth Necklace (Level 2, Gnosis 5)
This necklace of teeth allows the wearer to run and jump twice as far and twice
as fast. When activated in combat, its bonuses are not cumulative with those
of other Gifts.
Additional Talons (5.3)
Basket of Bones (Gnosis 8)
This basket is woven from plant fibers and the bones of fallen agents of the
Wyrm. Decorated with beads, it has a handle carved from ash wood. Any one item
of the Wyrm, be it a gob of toxic waste or an evil fetish, instantly burns to
powder when placed in the Basket. The Basket itself turns to ash after 3 uses.
The item must fit completely within the Basket for it to work. You cannot, for
example, jam this talen on a fomor's head and hope for the best.
Clear Water (Gnosis 4)
This talen contains a purifying spirit in a flask of water. When the spirit
is poured into a polluted body of water, up to and including bodies as large
as rivers and lakes, the water is instantly cleaned of Wyrm-taint. When consumed
, the talen acts like the Gift: Resist Toxin.
Nightshade (Gnosis 5)
This talen is distilled from the very essence of night. One fluid ounce of this
liquid, when quaffed, turns the imbiber's body into shadow for the next two
scenes, rendering him virtually invisible in dark areas and allowing him access
through the smallest of openings. Any form of heightened senses will reveal
that the shadow is out of place with a successful Mental Challenge, but it is
otherwise undetectable. Nightshade grants the equivalent of a Basic power of
concealment for the purpose of cross-venue power comparisons.
Pine Dagger (Gnosis 6)
This talen destroys the Materialized form of a spirit upon contact. When struck,
the spirit must win a Willpower Challenge against 6 Traits or be banished back
to the Umbra. This dagger is made from the heartwood of a downed pine tree.