Defense: Traits: Your character's Defense is equal to his Dexterity or Wits, whichever is lower.
The object of any fight is to knock the other guy out without letting him do the same to you. At the same time that your character
throws punches and looks for a chance to land a knockout blow, he bobs, weaves and ducks, making himself as difficult a target as
possible for his opponent's counterblows. Your character's Defense trait is applied as a negative modifier to his opponent's rolls for
Brawl, Weaponry and thrown-weapon (Dexterity + Athletics) attacks. If he is assaulted by multiple attackers, his full Defense trait is
applied to one attacker and then his trait is reduced by one for each subsequent attack. Your character's Defense cannot normally be
used against Firearms (gun and bow-based) attacks, unless they're conducted within close-combat range; one to two yards. Defense does
not apply if your character is taken by surprise or is immobilized by some means. Example: Sims finds himself in a barroom brawl with three bikers. His Dexterity is 4 and his Wits is 2. Taking the lower of the
two Attributes, his Defense trait is 2. As the bikers wade in Sims does his best to avoid their swings. The first biker suffers a -2
modifier to his attack roll - Sims' full Defense - while the second biker incurs only a -1 modifier. The third attacker is unaffected,
as Sims has no Defense left to avoid the assailant's punch. Defense is not affected by any wound penalties that your character may
have incurred. As your character's Dexterity and Wits increase through the application of experience points (or through temporary
enhancement during the course of a story), his Defense may change as well. If you increase your character's Dexterity or Wits don't
forget to adjust his Defense accordingly.
Health: Traits: Stamina + Size
A character's Health trait reflects his body's capacity to cope with injury and remain functional. As your character suffers damage,
whether accidentally or in combat (see Chapter 7 for details), each point of damage inflicted lowers his Health by one. When your
character's Health points are reduced to three, he suffers a negative modifier to his dice pools. As his Health points continue to
decrease, this negative modifier increases as he is slowly overcome by shock and physical trauma. When all of your character's Health
points are marked off as aggravated damage, he is dead. Obviously, the larger and more robust a character is, the more damage he can
withstand before dying. Health is marked on your character sheet and has both a permanent and a temporary rating. Your character's
permanent rating is filled in on the dots of your character sheet. His temporary points are recorded in the corresponding boxes. Every
time your character loses a Health point to damage, mark off the kind of injury inflicted from left to right. When dots and filled
boxes are equal, your character is badly hurt or dying. Your character regains lost Health points at different rates based on the
type of damage inflicted. When points are recovered, the Health boxes on your character sheet are emptied from right to left. As your
character's Stamina increases through the use of experience points (or through temporary supernatural enhancements), his Health
increases as well. Don't forget to adjust your character's Health dots when his Stamina changes.
Initiative:Traits: Dexterity + Composure
Your character's Initiative trait reflects her reaction time and ability to think on her feet in a crisis, be it a barroom brawl, a
shootout or a desperate lunge to stop a child from wandering into a busy street. When the Storyteller calls for an Initiative roll,
you roll one die and add the result to your character's Initiative trait. The total determines the order in which your character
interacts with all other participants of the scene. Once you roll your character's Initiative the number does not usually change
through the course of the scene. She always acts after characters with a higher total, and before those with a lower total. Possible
exceptions are applied through use of the Fresh Start Merit or by delaying your character's action. In the event of a tie between two
characters, she with the highest Initiative trait goes first. If both Initiative traits are the same, roll a die for each with the
highest roll going first. Example: Diane's character has a Dexterity of 3 and a Composure of 2. Adding the two produces an Initiative trait of 5. During
play, Diane's character is approached by a mugger and a fight breaks out. Diane rolls a die and adds the result to her character's
Initiative trait. The roll is 7, so her character's Initiative total is 12. The Storyteller rolls a die for the mugger and gets a 4.
The mugger's Initiative trait is 4. Adding the two together produces an Initiative total of 8. Diane's character gets the first
action, and continues to do so in subsequent turns until the fight is over. As your character's Attributes change through the use of
experience points (or through temporary enhancement during the course of a story), her Initiative changes as well. If your character's
Dexterity or Composure increases during play, don't forget to adjust her Initiative as well.
Morality: Morality reflects a character's sense of compassion for his fellow human being and basic respect for
the rule of law. This isn't an absolute value. As people grow and change over time their perspectives on society and morality often
shift. Some individuals strive to become more compassionate and virtuous, while others, driven by desperation or embittered by dire
circumstances, reject their old convictions and adopt a more callous and selfish approach to existence. Your character's Morality is
not fixed. Depending on his actions it can increase or decrease during play. A starting character has a Morality of 7 - a basic
respect for the law and a realistic sense of compassion for other people. He believes in the need to uphold the law, and treats
others as he would expect to be treated himself. He has the potential to become more selfless and virtuous, or has a long way to fall
into the depths of human barbarity. The course he follows depends entirely on the choices he makes during the course of the chronicle.
Each Morality rating has a threshold of sinful behavior from your character must refrain in order to avoid degeneration to a lower
moral state.
Size: Base Value: 5 (adult human)
A character's Size is relative to his species (human) and age. The average adult human's Size is 5. A child's is 3. Size is one of the
two component values used to determine your character's Health dots (see above), reflecting her overall capacity to withstand damage.
Generally, your character's Size does not change unless she undergoes some strange supernatural transformation.
Speed:Traits: Strength + Dexterity + species factor (5 for adult humans, 3 for human children; see below for other examples) Your
character's Speed is the number of yards she can travel in a single turn. This trait is a combination of her Strength (lean muscle
mass), Dexterity (coordination and agility) and a species factor that reflects her age, physical configuration, Size and other
considerations. Other species such as horses and cheetahs have physical configurations that lend themselves to high travel rates.
Factor
Species
1
Turtle
3
Human toddler
5
Human adult
8
Wolf
10
Caribou
12
Horse
15
Cheetah
So, a being's Strength and Dexterity are added to the above number to determine its Speed. Your character's Speed represents the
number of yards she can move in a turn and still perform an action. She can move and perform an action in a turn, or perform an
action and move, but she cannot move, perform an action and move again all in the same turn. Alternatively, she can run at up to
double her Speed in a turn, but can usually take no other action. Also, when your character suffers an injury modifier based on her
current Health, her Speed is reduced as well. Example: Katie's character has a Strength of 2 and a Dexterity of 2. The character is a human adult, so her Speed is 9 (2+2+5),
meaning she can walk or jog nine yards or run 18 yards per turn. If the character is injured and has only three Health points
remaining, she incurs a -1 modifier to dice pools and Speed, reducing the trait to 8. If your character's Strength or Dexterity
changes through the use of experience points (or through temporary enhancement during the course of a story), her Speed changes as
well. If you change your character's Strength or Dexterity, don't forget to adjust her Speed.
Willpower: Traits: Resolve + Composure
Willpower measures your character's self-confidence, determination and emotional resilience. A character with a high Willpower is
focused, driven to achieve his goals, and capable of resisting his dark impulses. It would be tempting to call such a character
virtuous, but Willpower doesn't equate to altruism. A criminal mastermind or a serial killer could possess an iron will just as easily
as could a saint. The first two are ruthless in their ambitions, and determined to see them through. Willpower is rated on a scale
from 1 to 10 and has both permanent dots and temporary points. Your character's permanent score is filled in on the dots on your
character sheet. His temporary points are recorded in the corresponding boxes. When a temporary point is spent, just check off a box.
When dots and checked boxes are equal, your character is out of Willpower. When your character regains a Willpower point (see below),
a check is erased from one of the boxes on your sheet. Willpower is not rolled. Points are spent for various effects, mostly
representing sheer determination in overcoming obstacles in your character's path. They can also be spent to gain bonuses to resist
forces applied against your character. Characters with no Willpower points left are exhausted - physically, mentally and emotionally.
They've used up their reserves of determination and tend to be listless and depressed. Characters can regain Willpower in various
ways, but it isn't easy, so consider spending Willpower points carefully.
Note: Willpower is not to be confused with Resolve. Resolve is your character's ongoing focus. Think of it as his long-term purpose,
like a career plan. Willpower reflects your character's short-term highs and lows, his ability to dedicate himself in brief efforts to
overcome challenges. Resolve does contribute to your character's overall Willpower dots, though.
Primal Urge: A werewolf is born supernatural, with the soul of an ancient predator. Her own preternaturally
primal nature grants her an inherent bond with the mystical that only absolute neglect and self-indulgence can suppress. The power of
the werewolf's spirit half is called Primal Urge, and it compels werewolves in all aspects of their existence. Gaining dots in this
advantage indicates a character's rising potency among her own kind and spirits, and it increases the power she can bring to bear
through Gifts and rites. She also becomes a formidable warrior, better able to fuse the strengths of spirit and flesh within her own
form.
Newly created characters start with one dot of Primal Urge, though more dots can be purchased at character creation for three Merit
dots each. After play begins, Primal Urge can be increased only by spending experience points. The purchase of additional dots at
character creation needs to be rationalized before play begins. Perhaps the character undergoes a First Change of such ferocity that
he has an unusually primal heart for his years. Perhaps he's recognized for particular wisdom or potential. Perhaps he belongs to an
esteemed lineage. Or maybe some time has passed between the character's First Change and the beginning of the chronicle, and he has
already parleyed with the otherworld.
As a character's Primal Urge rises, she has more power at her disposal and is able to perform more supernatural feats at the same time
or in quick succession. That is, the total number of Essence points that she can have at any given time increases, and the number of
Essence points she can spend in a turn rises, allowing her to use more effective Gifts.
The higher a character's Primal Urge is, the higher her Attribute and Skill dots can go as well. Experience points must be spent to
increase Attribute and Skill dots. Note, however, that Primal Urge does not limit a character's possible Attribute dots when she's in
forms other than Hishu. When she's in Dalu, Gauru, Urshul or Urhan, her modified Attributes can rise above the cap normally applied by
Primal Urge. The limitation applies only to trait dots when a character is in Hishu form.
Furthermore, a character's ability to take on the Gauru form depends on her Primal Urge dots (Stamina in Hishu form + Primal Urge in
turns). Therefore, a werewolf with Stamina 3 in Hishu form and Primal Urge 4 who assumes Gauru form can remain in it up to seven turns.
Finally, Primal Urge is paramount to a werewolf's capacity to resist the effects of some Gifts and strange powers. The more dots she
has, the more dice her player gets to make contested rolls against these tricks.
Essence: Just as werewolves are possessed of potent fury, they have a reservoir of energy that connects them to
the spiritual rather than the physical. Essence is a trait that measures how a werewolf draws upon the spirit world to perform
miraculous Gifts and rites and to blend spirit stuff with his body to become the ultimate in Uratha existence. Essence is measured
strictly in points and is spent to perform feats, primarily to activate Gifts. Essence and Willpower can be spent in the same turn.
As always, no more than one Willpower can be spent per turn, while a number of Essence can be spent per turn based on a character's
Primal Urge. A werewolf can spend a point of Essence to:
-Activate a Gift
-Activate a fetish automatically as if the required Harmony roll was a success.
-Enter the spirit world without the need for a roll while in the presence of a locus.
-Change form automatically as a reflexive action, forgoing the normal Stamina + Survival + Primal Urge roll.
-Regenerate a lethal wound. Doing so is reflexive, replacing the automatic regeneration of a bashing wound that a werewolf would
normally do in a turn. (Your character can't automatically regenerate a bashing wound for free and a lethal wound with an Essence
expenditure in the same turn. The latter takes precedence.)
Spent Essence points can be recovered by a variety of means. Primal Urge determines the maximum number of points a character can
have. At the Storyteller's option, a werewolf may regain up to three spent Essence points between stories to represent time spent
replenishing his reserves during downtime. The Storyteller decides exactly how many points are regained, based on the character's
recent activities and victories. If he's suffered setbacks or has barely held his own against enemies or in regard to spirits or other
Uratha, he regains one point. If he's won some small victories in personal endeavors or against rivals, he regains two points. If
he's won resounding victories or performed acts that have placated or impressed spirits or other werewolves, he regains three
Essence. When a werewolf sees her auspice moon for the first time in a night, she regains one Essence. A character may draw Essence
from a locus, a place where the interplay between the physical and spirit is particularly powerful. Certain rites performed by a
solitary werewolf or members of a pack can restore exhausted Essence points. Among them is a ritual hunt made meaningful by a rite
that venerates Luna, Father Wolf, spirits or existence as Uratha itself, and rejuvenates participants' bond to the spirit world.
A werewolf who eats wolf or human flesh (including that of wolf-blooded humans, a vampire's ghouls or a mage's acolytes) regains one
point of Essence for every point of damage inflicted with the intention of devouring the victim's meat. This is a grave sin that can
lead to a loss of Harmony.
Renown: Wolves are social creatures that instinctively require hierarchy among their packs, and werewolves
inherit a portion of that instinct. The spirits of the Shadow recognize an order of rank and power, and werewolves are connected to
that structure. A werewolf might find himself compelled to increase his personal standing among werewolves and spirits alike, earning
the right to control more territory and learn greater Gifts. The measure of the recognition he craves is Renown. Renown represents a
werewolf's reputation among the People and among the denizens of the spirit world, but it isn't merely a measurement of social
standing. The trait is attained through ritual acknowledgment of one's deeds, and it's as visible as a brand to spirits. In fact,
when a werewolf enters the spirit world, her Renown becomes clearly visible to any observer as a series of bright, silvery brands.
The patterns and designs the brands take detail the type of Renown the character has earned, while the extent of the branding
quantifies the amount. Indeed, a werewolf with high Renown outranks many spirits, as if he were an Incarna himself. Renown does not
imply any other sort of fame or status, like the Merits of the same names. A powerful werewolf might be a hermit whose name is known
to no human, but he could be widely known among spirits and Uratha for a lifetime of sacrifice and courage. There are five categories
of Renown, each of which is tracked separately. Each type of Renown is tightly associated with an auspice and tribe, representing the
ideals to which those affiliations aspire. The Renown categories associated with your character's auspice and tribe are his primary
Renown types. At no point may a character have more dots in another Renown than he does in his highest primary Renown. An Elodoth
Hunter in Darkness with Honor *** and Purity ** can have up to three dots in any other Renown category, but cannot raise any other
to **** without first increasing his Honor or Purity to ****.
Purity (Rahu and Hunters in Darkness): Purity reflects the lost ideals of Pangaea and the virtue to make what
decisions are necessary, even if they would damn one who makes them. Although innocence is an illusory dream to the Forsaken, they
still attempt to purify themselves through sacrifice and devotion. Purity is the blessing of Luna unveiled, the moon that does not
turn her face. The Rahu bear Luna's greatest expectations of Purity, for only righteous discipline can harness their birthright of
fury. Without Purity, a Rahu is nothing but a rabid beast. The Hunters in Darkness value Purity most highly for their veneration of
the unblemished world and Uratha tradition. Spirits respect a werewolf with great Purity, for he has fought hard to overcome the taint
of his ancestors' deeds.
Glory (Cahalith and Blood Talons) - Though the Forsaken bear a burden of shame, they still take pride in what they are. The
werewolf who is renowned for Glory is a reminder to his people that not every struggle is in vain, nor is every task doomed to fail.
Glory is the blessing of Luna Remembering, of the moon pregnant with song and memory. The Cahalith is the keeper of Glory, for it's
her task to inspire her packmates with songs, howls and actions in the bleakest moments. Blood Talons revel in Glory, for performing
great deeds makes individual champions (and the People in general) the stuff of legend. Spirits honor a werewolf with great Glory, for
feats of bravery and determination impress them. Honor (Elodoth and Storm Lords) - Werewolves disguise themselves in human or wolf skin, but they cannot hide from what they
are. Honor is the measure of a werewolf's adherence to honesty and the laws of his people. It's the mark of one who respects his
superiors, is generous to his inferiors and is just to his enemies. Honor is the blessing of Luna Divided, the moon that bears light
and dark equally. The Elodoth, who walks the half moon's line, is closest to the demanding path of Honor. Storm Lords uphold Honor as
a measure of stature and standing among the Uratha, and they expect it to be respected by others as much as tribe members. Spirits
defer to Uratha with great Honor, for they respect a werewolf's dedication to obey the Oath rather than the dictates of convenience. Wisdom (Ithaeur and Bone Shadows) - Legend holds it was insight and understanding that led the first Uratha to put down Father
Wolf, so Wisdom is a quality the Forsaken cherish. Wisdom is not just a measure of knowledge, but using that knowledge to its best.
Wisdom is the blessing of Luna Contemplating, the moon that clutches a sliver of light to herself in the darkness. The Ithaeur aspires
to Wisdom, for the secrets of the spirit world will devour the seeker without knowledge and insight. Bone Shadows recognize the
importance of Wisdom for the paths it helps them pick among the many worlds. Spirits respect a werewolf with great Wisdom, for she
acts with understanding and seeks to learn their ways. Cunning (Irraka and Iron Masters) - Sometimes the path to victory cannot be attained through the paths of Purity, Glory, Honor
or Wisdom. Sometimes it takes Cunning, the ability to know when one must act counter to proper behavior for the good of the pack.
Cunning is the blessing of Luna Enshrouded, the moon that hides her face. The Irraka is charged with mastering the path of Cunning,
which is no small task. He must know when to use guile rather than instinct, stealth rather than brutality. Iron Masters recognize the
value of adaptation and adoption - and therefore Cunning - in survival. They know that if the Uratha don't keep up, ever-changing,
they will be left behind as another of the Shadow's spirit-memories. Spirits recognize the talents of a werewolf with great Cunning,
for only the truly accomplished can play the fool without actually practicing folly.
Wisdom: Once a person becomes Awakened, he risks losing equilibrium with the real world. His ability to
literally make his dreams come true, to wield raw power over others, is a terrible temptation. Many succumb to the allure of power and
use their magic for the most petty and banal of activities - telekinetically lifting the morning paper while magically brewing
coffee - or for their own aggrandizement or wealth, casually controlling others' minds or turning lead to gold. Those who do not earn
their way in the world, tempering hardship with lessons learned, risk falling from the path of Wisdom.
A mage's morality is not just a yardstick of his ethics or psychological stability before adversity. It's a measure of his ability to
withstand the allure of his own magic, to use it wisely and only when necessary, and to avoid inflicting harm on others, especially
those who have no awareness of or defense against magic. As an optional rule, Storytellers may allow those players applying the mage
template during character creation to trade dots of Wisdom for experience points. This trade-in reflects some hubristic behavior the
mage engaged in and learned from (accounting for the added experience points), but which also scarred her deeply (explaining the loss
in Wisdom). Players may sacrifice one dot of Wisdom for five experience points, dropping their characters' Wisdom scores to as low as
five (for a maximum of 10 extra experience points).
Note that reducing Wisdom in this way also reduces starting Mana points at character creation.
Gnosis: Once a character Awakens, he begins to understand reality in terms of its Supernal truths, seeing past
the lie of Fallen World assumptions and paradigms. Gnosis represents his degree of Supernal understanding, his connection to the
higher world and ability to channel its energies in the lower world. Gnosis allows a mage to work magic, although how he works magic
depends on his Arcana lore. A character's Awakening gives him one dot of Gnosis. Merit dots may be spent to increase it. The rate is
three Merit dots per one additional Gnosis. In other words, you may spend three of your seven Merit dots for Gnosis 2, or six of your
seven for Gnosis 3.