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Werewolf House Rules


Requesting Renown:

Characters can only gain 1 full point in each category per month.

Players are responsible for putting in their own renown requests, in the month that the action has happened. You cannot 'save' a renown request from July and put it in August because you're already over the 1 full point cap. 
* If you forget, that renown is lost. Please put those requests in as quickly as possible so you do not miss out.

Challenging for Rank:

Garou wishing to challenge for rank should challenge someone of a higher rank in the appropriate auspice, or they may challenge the Master of Challenge. If this challenge is to a PC, the challenge should be cleared with the STs as appropriate before it is offered IC.

Necessary time active in order to challenge for Rank:
  • Cliath to Fostern: Minimum of 2 month
  • Fostern to Adren: Minimum of 6 months
  • Adren to Athro: Minimum of 12 months
  • Athro to Elder: Minimum of 18 months

Renown and Rank:

We are using the Renown Sample Awards from the book. (If you think you have done something worthy of renown but do not see a matching listing in the book, please feel free to ask the STs. We will happily suggest something for you to put in if it is worthy.)

However as you gain rank, you are expected to do more and as such the amount of renown you earn for your actions is less. 

You will put in your renown requests as normal, using the suggested renown from STs for scenes or building your request from the Sample Awards in the book, then apply the modifier below yourself before actually submitting the request.
  • Fostern will receive 75% of their requested renown award rounded down.
  • Adren will receive 50% of their requested renown award rounded down.
  • Athro will receive 30% of their requested renown award rounded down.
Some renown rewards will still be honored for the full amount! Some of those rewards are not on the sample renown list in the book but will be suggested by the STs at the time it happens.
* Examples of these might be the renown for leading a group of Garou into battle and bringing back everyone alive.


Level 1 & 2 Gifts

You will NOT need a scene for level 1 & 2 gifts that are in tribe, breed, and auspice. However! If you are new to Werewolf, or have never had a gift scene before, and would like to request a scene. You may do so through the Scene Request Channel on Discord.

In order to earn a level 1 or 2 gift IC, you must submit the following to the ST team in your Experience Request.

Gift Name:
Gift Level:
Book the Gift is from:
XP Cost of Gift:

Out of Tribe Gifts

Requires: Rank 1 – Tribal Lore 2; Rank 2 – Tribal Lore 3; Rank 3 – Tribal Lore 4; and an ST run scene.

Out of Auspice Gifts

Allowed, however you will take a renown hit at the time of learning if you're neglecting fulfilling the role of your own Auspice. Requires ST.

Out of Breed Gifts

Allowed; Requires ST


These need to be learned IC. Each rank of Rites takes a week per level to learn it properly and be able to perform it effectively.

Intelligence + Rites (Difficulty 10 - Intelligence) (This CANNOT be lower than difficulty 5)), and Willpower may be spent on learning the rite.

Example: Susan has Intelligence 2. Her difficulty to learn Rites is now 10-2=8

You must post the following to your Experience Request Thread:

Rite Name:
Rite Level:
Book the Rite is from:
(NPC/PC) learned from:
Date learned:
Roll: (Please copy and paste the roll directly from the Discord room)

Fetishes and YOU

So, you're an enterprising theurge and you'd like to make some fetishes right?
These rules can be found in Hammer and Klaive (Werewolf Revised) -- Some of this will involve conferring with your ST on exactly what will be needed for the fetish. These rules are used so that making a fetish is not reduced to a mere dice roll -- fetishes are sacred treasures of the Garou nation and those who make them are looked upon favorably.

An optional first step is Research -- where your PC looks into how other successful fetishes have been made or their effects (i.e. a klaive does agg to all targets because of the war spirits bound within etc.)

Quote:Doing research on a fetish makes later phases of fetish creation easier. Players must firmly present the specifics of the fetish they seek to design to the Storyteller — no one can do research if they don't
know what they're researching. With the Storyteller's permission, players roll Charisma plus either their Mentor or Kinfolk Background against difficulty 8, or roll Charisma plus Allies or Contacts against Difficulty 9. Every success reduces the target difficulty of the actual Rite of the Fetish by 1. A botch indicates misleading research and the first success on the Rite of the Fetish roll is ignored. This also requires roleplaying and time, assume a week of research for each point of Background—Getting together information from a large family will take longer than just asking your siblings to see what
they can dig up. If speed is required, players can elect to roll fewer dice and take less time with their research.

Again, this step is optional, you don't have to spend weeks doing this research but it can help if you have the connections.

Gnosis and Level

Get with your ST regarding what Gnosis and Level your proposed fetish will have (The rules are too lengthy and wordy to put here in full. But follow along with your ST in Hammer and Klaive and you will be fine. Basically, compare what you want the fetish to do with what other fetishes with a similar power level do to determine the most appropriate level and gnosis rating)

Assembling Fetish Meterials

Finding an appropriate object is mostly a matter of shopping around and having an appraiser's eye. Roll Wits + an Ability appropriate to the object being searched for. As an example, looking for a good
sword would come under the Melee ability, while a good flute would fall to Performance. The difficulty of the roll depends on the rarity of the object: Something you can find in an average mall would be 5, something you find in specialty shops would be a 7, and something truly exotic would be a 9. These do not reflect so much the difficulty in finding any such object, all that requires is a lot of hard work and
research. Rather, this reflects the difficulty of finding a good example of the object; the rarer the item, the more likely you'll have to settle for what you find. Finding a good quality item is essential — If the Wits roll gets less successes than the Level of the Fetish, then few spirits will ever bother negotiating to enter it

Finding someone to make an item for you is more a matter of knowing those in the field rather than the field itself. Rolling Allies, Contacts and Kinfolk is the easiest way to do this, with a difficulty depending upon the size of the field. Of course, if the character knows someone in the field directly, success should be automatic. Some Storytellers may also allow players trying to find pre-made fetishes to also make one of these Background rolls to enlist the help of those they know. ("Dear Suzy, how's my favorite little sister? Hey, you wouldn't be able to check out some music shops in Portland and search for a...") Every two successes on this roll reduces the difficulty of the other roll by 1.

Finally, making an object yourself is a straight Wits + Crafts roll, with a difficulty set by the Storyteller depending on the complexity of the object. Storytellers may also give bonuses based upon other
associated Abilities. For example, a Garou with Melee 5 is going to have an easier time crafting a good sword than an untrained klutz — he knows precisely the length and balance that suits his hand, and can
work accordingly.

Preparing the Object

There is not necessarily a system for this specifically, as traditions vary among tribes and breeds but essentially you purify the object by exposing it to the elements in a way that the garou feels prepares it to accept the spirit.

Preparing yourself

This phase of creating a fetish can be handled entirely within the rules for the Rite of Cleansing. Storytellers may choose to give a bonus for particularly successful Cleansing Rites, reducing the difficulty on
the Rite of the Fetish by 1 for every success rolled over the level of the fetish being created. Creative variations on this Rite should also be rewarded by dropping the difficulty on the Rite of Cleansing by 1. Whoever performs this rite (and it need not be the fetish creator in most cases) must know the Rite of Cleansing, this part is not contained within the Rite of the Fetish.

Contacting the spirit

There is no bonus for a good success on the rite of summoning however rolling one success will increase the rite of the fetish difficulty by 2 and rolling two successes will increase the rite of the fetish difficulty by 1. This is because you start out having already offended the spirit.

Finally we come to 

The Rite of the Fetish

There are a few final modifiers for the final contested roll

You can:
  • Persuade, praise or cajole the spirit (With a difficulty equal to the spirit's willpower. You must achieve a number of successes equal to the Fetish Level for this to be effective)
  • Give the spirit a permanent point of Gnosis to lower the difficulty by 2
  • Offer a taboo (i.e. "this blade shall never be held except by an ahroun") - this gives a difficulty reduction of 1 to 3 depending on the taboo.
  • Direct threats (This can be difficult, and failure ends the rite immediately)

The final rite goes as follows:

The ritualist rolls Wits + Rituals, but this time with a difficulty of the spirit's Willpower. (Any modifiers based upon the quality of the object or any other preparation are counted for this extended roll.) 

In return, the spirit rolls Gnosis with a
difficulty of the ritualist's Charisma + the level of the fetish. (It's much harder for a spirit to turn down a chance to be in a grand, incredible fetish than in a standard run-of-the-mill one.)

The ritualist needs to gain a number of successes more than the spirit equal to the Level of the fetish being made. (So a Level 4 fetish will require the ritualist to roll four more successes than the spirit.) The spirit needs to get a number of successes more than the ritualist equal to the ritualist's Charisma. (At which point, the spirit presumably gets bored with the proceedings.)

What makes this more complicated is that every roll beyond the first in the extended test must be earned by the ritualist by trying another tactic in the negotiation. Any of the tactics discussed above (such
as Gnosis bribes, taboos, threats, and so forth) are legitimate, as are any clever tricks the player might think of.

Finally, the ritualist can choose to 'double up' on tactics in order to reduce the difficulty. Instead of just employing a taboo, they could offer two taboos. The first taboo earns the ritualist another roll, the second one drops the difficulty of that and all future rolls. This continues until either the ritualist gains the needed advantage of successes (whereupon the fetish is created) the spirit does the same (in which case the spirit becomes bored and leaves) or the negotiations stall, with the ritualist unable to think of a way to continue. (In which case, again, the spirit leaves.)

Having a Mate, Trueborn Kinfolk and You

So this has come up a few times along with a few contradictions within the same core rulebook so this post is in a question and answer format.

How can one tell that a kinfolk is going to change?

They turn into a big furry rage machine with claws tearing stuff up. Seriously, there is no way to tell if a kinfolk is trueborn or not until they either change or don't. The book contradicts itself on this matter and it has even changed from Revised to W20. The STs have decided this will be best (As a note if a kinfolk mates with a garou and then changes into a garou, that does not make a metis. Just an uncomfortable conversation.

What happens if me and my mate get busy?

Well you are both going to have to make stamina rolls. The difficulty ranges from 3 (No protection and screwing like rabbits) to 10 (It would literally take the 1 in 1000 chance of things going wrong for it to actually happen). If you reach 5 successes between the two of'll get a nice surprise.

With that being said, since we have no intention of forcing you to roleplay a pregnant kinfolk (Or female character etc. whatever) for nine IRL months, we are handwaving it time-wise for pregnancy so that it takes 15 weeks. You'll be given your schedule so you know how far along your character is and can roleplay accordingly. If one or both of you is a mad lad who took the Black Fury merit "Unusually Fertile" guess what you get pregnant at 2 successes.

What happens if one of us botches?

If the male botches you made him pull a groin muscle you're goin at it too hard!
If the female botches she gets food poisoning at the exact moment she thinks she should get morning sickness (i.e. false positive) 

Pure Breed and You!

Pure bread is a mark of a hero, even if the Garou is a Black Spiral Dancer you will be hard pressed to resist them! Keep in mind the respect-demanding RP impact of Pure Breed (They smell like the garou heroes of old) as well as the mechanical impact.

Mechanically, Dots in Pure Breed add that many dice to your social rolls against another garou (Or another garou's social rolls against you).

Pure Breed does not have any impact on your training and physical ability, so pure breed never adds dice to physical rolls.

In White Wolf's Canon, a Silver Fang with 5 dots in pure breed actually betrayed the nation and his tribe had difficulty rising up to excise him because of his pure breeding. That's how powerful it is in an RP sense.

From W20:

Quote:Garou take great stock in ancestry, and the werewolf
who is descended from renowned forbears has a definite
advantage in Garou society. This Background represents
your lineage, markings, bearing and other features of birth.
Other Garou revere werewolves with high ranks in Pure
Breed as heroes of yore come to life — and such werewolves
are expected to act the part. The higher your Pure Breed
score is, the more likely you are to impress elder councils
or receive hospitality from foreign tribes.
Pure Breed is a nebulous combination of bloodline and
spiritual inheritance. A character with high Pure Breed
looks and carries himself like an archetypal member of
his tribe — however, if he does not join that tribe, any
benefits of Pure Breed are removed by the tribe’s totem.
Many werewolves with Pure Breed can trace their ancestry
directly, while others resemble distant ancestors who
cannot be connected without a degree of genealogical
exactitude that is lost to the Garou.
Some tribes place more value on good breeding than
others, but Pure Breed is almost universally respected.
It’s a mystical trait, and werewolves can tell instinctively
whose blood is particularly pure. Of course, Garou expect
those of pure blood to live up to the standards set by their
noble ancestors. They frown on those who can’t or won’t
accept the challenge.


Because the thrall invites the Defiler Wyrm into the heart of the Garou, it causes them to either rage as a homid or a lupus born garou. There is a 50% chance the Metis will fall to either the Homid or Lupus thrall instead. The Metis thrall is removed (And ffs White Wolf, should never have been a thing)

Also the sourcebook Rage Across the Heavens is banned.

Ancestors and you!

Based on a discussion with the STs, Ancestors now works for the entire scene due to the inherent difficulty of the roll (And not being overly likely to get a bunch of dots added)


  Harano is often compared to depression, but that’s not unlike comparing a werewolf to a wolf. The two are similar, but several degrees apart. Harano directly affects the spirit of its victim. Harano is not intelligent; its not a spirit or entity (although some Garou would swear that it is.) It is a condition that progresses, ironically enough, by the victim’s inaction. From a mechanics point of view, Harano can start out as a moderate to sever depression. If the Garou does not seek treatment in this stage of the illness, she becomes darkly introspective. They develop an obsession with the seeming hopeless situation of Gaia. The victim falls further into despair, inadvertently fueling their own waking nightmares. The Garou then becomes delusional as the condition progresses, alternately cursing at and weeping for events that haven’t even happened. In the later stages of Harano, the physical body starts to suffer as the Garou forgets to sleep, eat or even bathe. Eventually, if the Garou doesn’t take their own life first, they’ll literally waste away to the point that their physical body fails.

Harano is not a glorious death.

    Pack and septmates will do all that they can to help the afflicted individual recover. Despite the careful ministrations of well meaning friends, the battle of Harano is one that must be fought and won internally. Suffering from Harano is one of he worst fates that a Garou could face.

From a story perspective, Harano is so much more than an illness or “condition.” It is the hopeless cry of the Garou who have been abused for far too long. As a nation that has been at war for millennia, the Garou grow weary. Their collective spirits long for a reprieve from the endless battles and relief from the eternal winter that has made their hearts grow cold. The world that the modern werewolf has been born to is a mockery of the glory that Gaia originally bestowed upon Her favored people. Those who came before were careless with their charge, and the modern werewolf is left with the unenviable task of somehow picking up the pieces.

Its no wonder that some go mad in the process

    Nevertheless, the Garou continue forward, despite the overwhelming odds against them. Some claim that they do this out of habit, or their sense of obligation to Gaia. While that’s true in part, the reason they refuse to lay down their arms is because there is still hope, however insignificant it may seem. As long as Gaia blesses the Nation with those who breed true, there could be a better tomorrow.

The trouble begins when a werewolf loses sight of this fact. Rather than embracing the progress of the cause, a werewolf hand on to the losses of the past. Rage turns into sorrow, sorrow gives way to hopelessness, and death becomes the most attractive escape. The seed of Harano is planted in the spirit of every Garou. Anyone can fall prey to its deceptive lure. Harano is feared, perhaps even more than the Wyrm because of its predictably destructive power.

    A story involving a character with Harano will be dark and morbid. Every individual involved will understand what the afflicted werewolf is going through because they fight the same internal struggle on a daily basis. It is only the slender thread of hope that prevents the entire Garou Nation from collapsing.

As Harano is a progressive condition, it does not simply just HAPPEN and is preventable. For each GREAT loss a character suffers (loss of a great battle, death of a spouse, parent, sibling, pack mate, a caern falling, watching a great Legend of your Tribe fall, losing an ancestral Fetish…..) the Garou must make a Willpower Roll at difficulty 8 (diff 7 for those with the ‘Harano Prone’ Flaw). Only on a BOTCH will the Garou start to feel the effects of Harano. With this in mind we will be playing Harano on a metered system. Much like Damage, each character will have three 'Harano Boxes'. For each BOTCHED Harano check, one Harano Box will be filled. When a character has all three ‘Harano Boxes’ filled they will fall to the full effects of Harano. A character may clear one ‘Harano Box’ via Rite of Cleansing once per a month.

    A character suffering from Harano must make a Willpower roll each scene (difficulty 7). Failure indicates that the werewolf falls deep into their oppressive misery. All their dice pools are halved; they just don’t have the spirit to make any real effort. A character may spend a single point of Willpower to partially overcome the effects of Harano for a scene.

    Overcoming Harano is no easy task, but it can be done. After a character achieves a significant success of some sort, they can make a Willpower roll (difficulty 10). Failure indicates that the character does not break free from the affliction, and their life does not improve. A botch increases the difficulty of Harano rolls by 1 until the character gets significant rest -- at least eight hours of sleep. Success indicates that the character pushes back the despair. The character gains one permanent point of Willpower from surviving the terrible ordeal. However, they face the constant threat of regression. A character who’s Harano has receded must make a Willpower roll (Difficulty 5) each new moon, when Luna has withdrawn herself. Failure means the character falls back into the grip of Harano. A character that succumbs to Harano twice faces the prospect of a lifelong battle with this disease. They may recover and regress many times but never again earns a Willpower point for recovery.


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