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
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.
Name |
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
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.
Ragabash Theurge Philodox Galliard Ahroun |
1
2 3 4 5 |
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
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:
Homid Metis Lupus |
1
3 5 |
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
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
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
Ragabash Theurge Philodox Galliard Ahroun |
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
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.
Breed |
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.
Auspice |
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?)
Tribe |
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