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Enduring Twilight: Old World of Darkness

Werewolf 101

Lesson Four: Advantages

Advantages are below Abilities on the sheet - but they're hardly less important. Many of the starting point of the Advantages are determined by choices made earlier, during the Character Details section - particularly Breed, Auspice and Tribe.

Backgrounds are the little "extras" that aren't quite Abilities, certainly aren't Attributes, but help round out the character a bit more, defining how much income they have, who they know, and how much those people will do to help them out. Watch out though. Not all Backgrounds are available to all Tribes - for instance, Bone Gnawers cannot take Ancestors, Pure Breed or Resources. I've included a handy-dandy chart of the background's name, what it does, and who can't take it, based on tribe. You have 5 points to spread amongst these categories, and once again you don't have to have anything in all of them.
Note: In this chronicle Lupus born Garou are limited to only 1 dot in Backgrounds at this point, rather than 5. More can be bought later with freebies.


What It Does

Who Cannot  Take The Background

Allies Friends - human, wolf or garou - who can lend a hand when you need it. Red Talons (no human Allies), Shadow Lords, Stargazers
Ancestors Your distinguished ancestors - and how well you can communicate with them and channel their knowledge Bone Gnawers, Glass Walkers, Silent Striders
Contacts Who you know, primarily in human society, who can give you information or do small favors for you - often for a price. Get of Fenris, Red Talons, Wendigo
Fetish An item of some sort that has a spirit bound into it, and mystic powers of its own. (What did you think it was? Get your mind out of the gutter!) Stargazers
Influence Your "pull" within a sector of the mortal world, and your ability to make things happen in that area - or stop things in their tracks. (Note: this background is further divided into the areas of Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Politics, Street, Transportation, Underworld and University, and each 'influence' must be bought separately. ) Special: Some tribes aren't able to have any Influence - others are restricted to specific types. Use common sense and talk to a Storyteller if you're in doubt or confused.
Kinfolk Family - human or wolf - who are immune to Delirium, and will do what they can to help you out when you need it. Red Talons (no human Kinfolk)
Mentor An elder amongst the Garou who has taken an interest in you and offers advice and sometimes training. Glass Walkers, Shadow Lords
Pure Breed Your lineage and pedigree among the Garou. Bone Gnawers, Glass Walkers, Wendigo
Resources Money - whether as savings or regular income from a job. Bone Gnawers, Red Talons, Silent Striders, Stargazers
Rites The number and/or level of mystic Rites that you know.  
Totem If you're part of a pack, you must take this background to help 'build' the totem spirit that the pack follows. If you join a pack and don't have any points in this background, you will not get any benefits from the totem until you buy at least one dot in this background. (Don't worry, it can be bought later on if you aren't starting with a pack.)  

In addition, Silver Fangs are required to put a minimum of 3 dots into Pure Breed, which comes out of the 5 dots they start with.
While it is not required, it is recommended that Fianna take the Kinfolk background to one extent or another.

Rage is a measure of the primal Beast that exists within even the mildest mannered of the garou. It's a source of speed and power in battle - but it's a double-edged sword, bringing the risk of uncontrolled frenzies of violence and alienating the garou from human and wolf alike. The amount of starting Rage your character begins with varies according to the Auspice you chose earlier, so check against this chart and then fill in the number of dots that corresponds to your character's Auspice.


Important: use only the top row of dots for filling in at this point. You have both "temporary" and "permanent" ratings for Rage, Gnosis, Willpower and Renown in this game. What you're recording right now is your permanent Rage, the bottom row being used to keep track of how many temporary Rage you've used in game. Temporary Rage is usually equal to Permanent Rage until you start spending it - but Temporary Rage can exceed Permanent Rage on rare occasions. Usually when you regain Temporary Rage it only goes as high as your Permanent rating.

Gnosis is what connects the Garou to the spirit world, and is an expression of their half-spirit nature. It's what allows travel to the Umbra and is fuel for many Gifts. Garou with very low Gnosis find contact with spirits rare and difficult - but Garou with too much Gnosis sometimes find the barriers blurring, and find it difficult to tell the difference between this world and the spirit one.
Starting Gnosis varies by breed:


Don't worry though - more can be gotten when we reach the Freebies stage. Record the dot of Gnosis in the top row of circles.
Temporary Gnosis cannot exceed permanent Gnosis.

Willpower is the great equalizer. Pretty well every thinking being in the World of Darkness has it, and the Garou are no exception. It's the strength within every individual to withstand their own darker urges and can allow them to push themselves beyond accepted limits - sometimes to greatness. Starting Permanent Willpower is determined by the tribe you picked earlier on in the creation process - check the chart below and fill dots in the top row of circles beneath Willpower

Black Furies 3 Glass Walkers 3 Silver Fangs 3
Bone Gnawers 4 Red Talons 3 Stargazers 4
Children of Gaia 4 Shadow Lords 3 Uktena 3
Fianna 3 Silent Striders 3 Wendigo 4
Get of Fenris 3        

Renown measures your character's rise - and fall - in status within Garou culture and in the respect of the spirits. Garou with low Renown (like starting characters) are expected to treat those with higher Renown with respect and defer to their opinions, much as a low-ranked member of the armed forces is expected to listen to the orders of a higher ranking officer. Renown and rank is earned in-character, and those with higher Rank are generally more experienced and knowledgeable in battle and in the ways of the Garou.
Renown has both Permanent and Temporary scores. Temporary Renown often exceeds the Permanent rating, and can fluctuate wildly according to how well the Garou fulfills the ideals of the culture.
Renown is measured in three different ways - as Glory, Honor and Wisdom - which are somewhat self-explanatory. Glory represents the impressive physical accomplishments of the character - great bravery in battle, impressive feats of strength, etc. Honor represents the Garou's sense duty and history. Wisdom celebrates the mental strengths and virtues of the character, be they quick-wittedness, great skill or impressive knowledge - particularly of the spirit world.
Starting Renown is based upon the Auspice that was chosen earlier - consult the chart below, and fill in the appropriate dots of Permanent Renown

3 in any combination
3 Wisdom
3 Honor
2 Glory, 1 Wisdom
2 Glory, 1 Honor

Auspice also determines the type of Renown you need to gain in order to advance in rank - check page 182 of the revised Werewolf: the Apocalypse book for full details on it, and the expanded Renown chart on this site that shows all the things that can cause you to gain - or lose - Renown in this game.

Gifts are individual magical abilities that can give Garou a distinct advantage against humans, foes, and even each other. Every character starts with three Gifts: one for their Breed, one for their Auspice and one for their Tribe, which are selected from short lists.
Breed Gifts
Each Breed - Homid, Lupus or Metis - has their own set of Gifts that are common to those born of that heritage.


Beginning Gifts (pick one)

Homid Master of Fire, Persuasion, Smell of Man
Metis Create Element, Primal Anger, Sense Wyrm
Lupus Hare's Leap, Heightened Senses, Sense Prey

Auspice Gifts
Just like the Breeds, each Auspice has its own list of Gifts to choose from. Check your Auspice, then pick a Gift from that Auspice's list.


Beginning Gifts (pick one)

Ragabash Blur of the Milky Eye, Open Seal, Scent of Running Water
Theurge Mother's Touch, Sense Wyrm, Spirit Speech
Philodox Resist Pain, Scent of the True Form, Truth of Gaia
Galliard Beast Speech, Call of the Wyld, Mindspeak
Ahroun Falling Touch, Inspiration, Razor Claws

Tribal Gifts
This starting to get familiar? Good. Pick from the list offered for the Tribe you chose earlier (you did write it down - right?)


Beginning Gifts (pick one)

Black Furies Breath of the Wyld, Heightened Senses, Sense Wyrm
Bone Gnawers Cooking, Resist Toxin, Tagalong
Children of Gaia Mercy, Mother's Touch, Resist Pain
Fianna Faerie Light, Persuasion, Resist Toxin
Get of Fenris Razor Claws, Resist Pain, Visage of Fenris
Glass Walkers Control Simple Machine, Diagnostics, Trick Shot
Red Talons Beast Speech, Scent of Running Water, Wolf at the Door
Shadow Lords Aura of Confidence, Fatal Flaw, Seizing the Edge
Silent Striders Sense Wyrm, Silence, Speed of Thought
Silver Fangs Falcon's Grasp, Lambent Flame, Sense Wyrm
Stargazers Balance, Falling Touch, Sense Wyrm
Uktena Sense Magic, Shroud, Spirit Speech
Wendigo Call the Breeze, Camouflage, Resist Pain


Lesson Five: Finishing the Sheet