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Choose:
• Concept
• Breed
• Auspice
• Tribe
Choose:
• Physical Traits: Strength, Dexterity, Stamina
• Social Traits: Charisma, Manipulation, Appearance
• Mental Traits: Perception, Intelligence, Wits
Choose:
• Talents
• Skills
• Knowledges
Choose:
• Backgrounds (5 — Restricted by Tribe)
• Gifts (3 — One each from Breed, Auspice and Tribe)
• Renown (By Auspice)
Tribal Restrictions
Tribe Background Restrictions
Black Furies None
Bone Gnawers Ancestors, Pure Breed, Resources
Children of Gaia None
Fianna None
Get of Fenris Contacts. (May buy Mentor, but Mentors will only advise not protect)
Glass Walkers Pure Breed, Ancestors
Shadow Lords Allies, Mentor
Silent Striders Ancestors, Resources
Silver Fang Must buy at least 3 points of Pure Breed
Uktena None
Wendigo Contacts and Resources
Optional: Choose Merits and Flaws. These are advantages and disadvantages that some Storytellers allow in
games. Buy Merits with freebie points. Use flaws to add to the freebie point pool, to a maximum of 7 points.
See also Breeds pp. 59-61 (Werewolf the Apocalypse – Revised – WW3801)
Breed Restrictions:
• Homid: None
• Metis: Every metis character must have one deformity, chosen during character creation. And while some
deformities may have minor benefits, the bad should always outweigh the good. Storytellers should encourage
players to choose defects that complement their character concept. Some possibilities for metis deformities are
included in the book.
• Lupus: Beginning lupus characters cannot take the following Skills and Knowledges. You may, however, use
freebie points to purchase them, perhaps as a result of your character's prelude. Similarly, you can use
experience points to add these Abilities as a result of "training" in the course of the chronicle (which is a chance
for Storytellers with a sharp sense of humor to have some devilish fun).
• Skills: Crafts, Drive, Etiquette, Firearms
• Knowledges: Computer, Law, Linguistics, Politics, Science
See also Auspices, pp. 62-67 (Werewolf the Apocalypse – Revised – WW3801)
Auspice Moon Description Initial Gifts Initial
Phase Rage Renown
Ragabash New Moon Tricksters and questioners, 1 Blur of the Milky Eye Three in any
they fight the Wyrm with Open Seal combination
guile and cleverness. Scent of Running Water
Theurge Crescent Seers and shamans, they 2 Mother's Touch 3 Wisdom
Moon speak to spirits and Sense Wyrm
understand their ways. Spirit Speech
Philodox Half Moon Judges and lawkeepers, they 3 Resist Pain 3 Honor
adjudicate challenges Scent of the True Form
between Garou and often Truth of Gaia
serve as final arbiters.
Galliard Gibbous Lorekeepers and Talesingers, 4 Beast Speech 2 Glory
Moon they remember Garou history Call of the Wyld 1 Wisdom
and teach it through their Mindspeak
impassioned tales.
Ahroun Full Moon Warriors and protectors, they 5 Falling Touch 2 Glory
fight like no other auspices Inspiration 1 Honor
and bring destruction to the Razor Claws
Wyrm wherever it dwells and
breeds.
See also Tribes, pp. 62, 68-91 (Werewolf the Apocalypse – Revised – WW3801)
Uktena The Uktena are the most mysterious 3 None Sense Magic
and mystical of the tribes. They have Shroud
charged themselves to guard the Spirit Speech
resting places of many powerful
Banes, and some fear that this
association taints the tribe. Once, the
tribe's human blood was entirely
Native American. In recent decades,
the Uktena have begun to breed with
other races.
Wendigo The Wendigo are the only Garou tribe 4 Contacts Call the Breeze
composed primarily of Native Resources Camouflage
American members, but a few have Resist Pain
bred outside their traditional lineages.
The Wendigo resent the other tribes'
presence in North America, and they
guard their caerns from all others.
See also Backgrounds, pp. 120-123 (Werewolf the Apocalypse – Revised – WW3801)
Breed, auspice and tribe above denote what Gifts you may choose to assign to your character.