W20 - Wyld West Expansion Pack
W20 - Wyld West Expansion Pack
W20 - Wyld West Expansion Pack
Special Thanks
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This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fictional and intended
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Introduction 4
What This Book Is
How to Use This Book
Chapter One:
The Savage West
Wolves and Lupus
Umbral War
Wild Beasts: The Western Fera
How It Ends
Character Creation
New Abilities
4
5
7
7
7
8
10
12
12
14
Firearms 14
Travel
15
Chapter Two:
The Tribes
17
Black Furies
17
Bone Gnawers
18
Children of Gaia
19
Fianna 19
Get of Fenris
20
Iron Riders
20
Red Talons
21
Shadow Lords
21
Silent Striders
22
Silver Fangs
23
Stargazers 24
Uktena 24
Wendigo 25
Chapter Three:
The Storm Umbra
The Penumbra
Umbral Storms
The Broken Lands
27
27
27
28
29
34
Rites 35
Rites of the Frontier
Rites of the Pure Ones
Totems of the West
35
36
37
Chapter Four:
Antagonists 39
Storm-Born 40
Wyldlings 42
Weaver Spirits
42
Wyrmspawn 42
Mockeries 42
Black Spiral Dancers
44
Banes 44
46
47
48
49
50
51
Inspirations
There is a multitude of depictions of the American West.
So many over the years, that running the perfect Wild West
game will be more about finding the selection of inspirations
that suit you than trying to draw on them all. You may favor
inspiration from romanticized Westerns such as The Magnificent Seven, and those might suit the more idealistic among
the Garou. At its heart, though, Werewolf: The Wild West
drew more from the bitter histories and tragic fictions that
play down the romanticization and emphasize the bloody,
heartbreaking struggles of the time.
Consider nonfiction works such as Black Elk Speaks; several
historians particularly relevant for the period are Richard
White, Ned Blackhawk, Patricia Limerick, Anthony Mora,
and William Cronon. Its hard to flip through a book even as
light as David Darys Seeking Pleasure in the Old West without
getting ideas for details to include in a session.
On the fiction side, Weird West books such as the works
of Joe R. Lansdale and Robert E. Howards The Horror
of the Mound sit nicely alongside classics such as Cormac
McCarthys Blood Meridian and Larry McMurtys Lonesome
Dove. There are almost countless movies that could inform
a Werewolf game, but the World of Darkness is more aptly
summed up in the anti-romantic works such as The Wild Bunch,
Sergio Leones works, and Unforgiven, to say nothing of more
supernatural works like Ravenous.
Long story short, the West has captured a lot of imaginations
for a long while, especially when some of the myths have been
peeled away. Heres to it capturing your own.
Introduction
Umbral War
Step sideways in the Savage West and you can tell somethings different. The Penumbra isnt like it was in the Old
Country, nor does it resemble the pristine spirit lands the
Uktena and Wendigo remember from a hundred years ago.
Clouds scud across the overcast sky, obscuring Lunas light
and reflecting in strange hues. The silence becomes thick in
some places, and in others, the rumble of distant thunder
echoes from unguessable directions. The Storm Eater has cast
a long shadow over the land that once bound it.
As the Industrial Revolution makes its way into the frontier,
the forces of Weaver, Wyld, and Wyrm are almost at stalemate
in some places. The Wylds old dominance of the land wanes
due to the usual pressures from the increased concentration
of human settlements, and by the Storm Eater. The Weaver
is weak in most sections of the Savage West, but towns linked
The Gauntlet
In most parts of the Savage West, the Gauntlet hovers around 5 or 6, rising up to 7 in the
largest towns or cities. The average Garou is
accustomed to stepping sideways without
much trouble. The Penumbra thus plays a large
role in tactics such as outflanking enemies,
appearing out of nowhere or making a quick
escape as long as the weather is calm, that
is. When an Umbral storm is tearing through
the area, stepping sideways isnt nearly the
advantage it would be otherwise.
The Storm-Eater
In all the millennia since the dawn of Creation, there was
never anything like the Storm Eater. It shaped the history of
the Savage West and it took decades for the Garou to as
much as learn its name.
In the dawn times of the Pure Lands, the three tribes waged
war on the great Banes that prowled the continents. Many
of these Wyrm-spirits were too powerful to destroy the
Garou could only weaken them. So the Uktena bound them
Wild Beasts:
The Western Fera
Most of the native Fera have been just as surprised by the
sudden changes of the Industrial Revolution and the Storm
Umbra as the Uktena and Wendigo have more so, really.
The local shifters kept unofficial truce with the Uktena and
Wendigo, but now more Garou are tearing their way across
the land, and the native werewolves are doing far too little to
stop them from the Fera viewpoint. It doesnt help that many
European Garou bloodlines have often been so long without
encountering the exclusively American Changing Breeds that
they sometimes mistake the unfamiliar shifters for mockeries
or Storm-Born. Some Fera have also been making the journey
from both Coasts, mostly the East, but sometimes the West.
Of the European Fera such as Ratkin and Corax, most come
here to meet their long-lost cousins, but the sight of others,
such as a Simba who followed the Triangle Trade in search
of lost Kin, isnt completely implausible.
The American West is clearly Nuwisha territory. Only
the rare werecoyote went wandering across the oceans, and
those who visited the East Coast kept an eye on the growing
settlements, but now it seems the trouble has come right to
home. Its vicious trouble, stirring up things that they havent
had to deal with for a while. There were always wars, murders,
and sickness among the locals, but now things are moving at
a scale that leaves the Nuwisha a little less amused. For many,
the first priority is learning how to best use all the strange
new devices that the white folks are bringing out West. Steam
engines and dynamite may have their uses
The Gurahl have strong roots in North America; every one of their tribes is represented.
Some of their European relatives strike
out to make contact, in many cases
guided by friendly Corax. Of the various Fera, they manage to have the
least hostile reunions between
native and newcomer. But
the Gurahl are still a territorial sort, and theyre
still known to shed
blood in disputes with
one another to say
nothing of what happens when stray Garou
well and truly rile their
tempers.
The Qualmi and
Pumonca are obviously the
strongest
Bastet
tribes
How It Ends
A Savage West chronicles endpoint is open-ended. If the
Storyteller and players want in on the grand quest to defeat
the Storm Eater, theres plenty of room to do just that.
Historically, the Storm Eater saga reaches its height in the
late 1880s. At this point, the spirit is at its largest and strongest,
roughly about the size of the Mohave Mountains. Precious
little can even affect it, and nothing in the Near Umbra seems
to have a prayer of stopping it. Now, the Uktena reach out
to the most calm and honorable of the newcomer septs to
propose a countermeasure.
The player characters may participate in the grand moot
here. With some preparation, they may even be the ones
bringing critical information about the Storm Eater from
either side. They may have discovered its old name and the
secrets of its binding if their pack is closer to the Uktena, or
they may have brought back defeated minions and torn lore
from its path if their pack with relations to European tribes.
10
uncertain whether or not the two are directly related, but the
Ghost Dance does draw attention from other areas as it gains
steam. Some human mages among the animistic Dreamspeaker
faction attempt to enter the dance and charge it with true magical
power. Other demented shamans do what they can to pervert
the concept and remake the land in the Corruptors image.
Any of these events may attract the player characters. The Two
Moons Pack may be the players own pack, perhaps renamed before
their quest or after their success (if they do succeed) to memorialize
the intra-tribal cooperation. If any of the player characters have
reached Rank 6, they might be among the thirteen volunteering
to sacrifice themselves to bind the Storm Eater. The caerns where
the rite is performed will certainly come under attack, so it may
be critical for the player characters to chase down enemies that
may be learning of the rite, intercepting messages and keeping the
word from getting out as long as possible. They may even bypass
the Rite of Still Skies entirely, drawn instead into the struggles
surrounding the Ghost Dance.
1858 U.S. and Mormons settle their differences. Gold is discovered in Colorado. Butterfields
stagecoach company begins first mail and passenger service to the West Coast from Missouri.
1859 Comstock Lode in Nevada discovered.
Oregon becomes a state.
1860-1861 Pony Express operates. Gold found
in Idaho.
1861 The War Between the States (the Civil
War) begins. Transcontinental telegraph erected.
Kansas becomes a state.
1862 Homestead Act grants 160 acres of public
land to settlers who reside there for five years
and make improvements to the land. Wendigo
support Sioux uprising in Minnesota.
1863 Construction to link Central Pacific
and Union Pacific Railroads begins; Kit Carson
defeats Navajos; expeditions against Sioux and
Cheyenne.
1864 Nevada becomes state; Montana becomes
territory. The U.S. Cavalry attacks a peaceful
Cheyenne village at Sand Creek, Colorado, murdering 200 men, women, and children; Cheyenne
retaliate. Bozeman Trail opens.
1865 Civil War ends. Reconstruction of the
defeated South begins, as does southern emigration westward. John Wilkes Booth assassinates
Lincoln.
1853 Washington Territory established. Gadsden Purchase gives U.S. land in Arizona and New
11
the Wyrm at one of his drill sites. In A.D. 1913, the board of
Premium Oil changes the companys name to Pentex.
Changing History
Or so runs the official history of the World of Darkness.
In a Werewolf: The Wild West chronicle, however, it might
not turn out that way. Your game might feature the same
unavoidable fate that hangs over the Apocalypse timeline
as hard as they may try, the Garou cant escape their destiny.
However, it might also diverge, giving the players actions
the weighty import that comes with knowing that the Savage
Wests ultimate fate rests on their successes or failures. Either
option is a memorable way to celebrate the setting.
Character
Creation
All breeds and tribes are open to characters from the Savage
West. Still, the era necessitates a few changes to Traits.
12
New Abilities
Or old Abilities, rather. The Old West had considerably
more horses than combustion vehicles and no computers at all.
In a Werewolf: The Wild West game, the Ride Skill replaces
Drive, and the Culture Skill replaces Computer.
Ride
You can saddle and ride a horse, and may be able to drive
wagons or coaches to boot. The more skilled you are, the
more animals and conveyances you might be familiar with.
Novice: You know to get up on the left.
Practiced: You can keep a wagon train running.
Competent: You can get most any animal directed
without even using your hands or voice.
Expert: Notorious bronco buster.
Master: They tell stories of you riding tornadoes.
Possessed by: Cowboys, Trailbusters, Show Riders, Express
Riders
Specialties: Bronco Busting, Racing, Long-Distance Riding
Culture
This Knowledge represents accumulated experience with all
kinds of people, from immigrant cultures from all portions of the
Old Country to the multitudinous nations of Native America. It
includes knowledge about how various peoples get along, where
the old rivalries are, and notable points of cultural history. Its
often complementary to Streetwise (which covers smaller power
structures), History (which tells the official story), and Etiquette
(which covers points of specific behavior).
Tenderfoot: Youve spent time around strangers.
Practitioner: You know a little about all the local
cultures.
Professional: Youre pretty well versed about whos
who in all the neighboring states.
Authority: Your knowledge crosses the length and
breadth of the West.
Expert: You know things about peoples most folks
have forgotten.
Possessed by: Trailblazers, Folklorists, Autodidacts, Spies,
Galliards, Uktena
Resources
As the Werewolf: The Wild West setting covers at least sixty
years, Resources are by necessity even more of an abstraction.
A dollar in 1890 wont buy what it could have in 1830. The
monthly stipend will vary in specifics, but the general class
of earnings remains consistent by level. As in modern days,
the wealth may run dry if the character spends profusely and
doesnt take action to maintain his accounts.
Small savings: Youre not penniless; you can rent
a room and might have a horse.
Middle class: You have some property, and a small
house that will offer shelter, if not too much by
way of luxury.
Large savings: You may have a good house, or a
nice place in town. You can eat out often.
Well off: You own a ranch or perhaps a country
manor in fair repair.
Fantastically rich: Youre a millionaire in a time
when a million dollars is largely a foreign concept.
13
Technology
of the West
60 years is a long time to cover. For purposes of conversion,
weve hit some of the highlights of the time period in basic
fashion, highlighting the most significant differences or details.
Firearms
Pistols: Samuel Colt designed the familiar revolver in
1836, adapting a prior flintlock revolver model. The main
distinction between pistols is the hammer action. Single-ac-
tion pistols can only release the hammer when the trigger is
pulled; the shooter must cock the hammer manually. Double-action pistols (which became widely available only toward
the later part of the time period) both cock the hammer and
release it with a trigger pull. Single-action pistols therefore
cant fire multiple shots in the same turn without fanning.
Fanning a pistol is its own action, gained as usual
through splitting dice pools or spending Rage. The fanning action is a Wits + Firearms roll, difficulty 8. Success
allows the player to take multiple shots with as many dice
as she has remaining, or by spending additional Rage. If
the fan roll fails, the character can fire only one shot this
Firearms Chart
Type
Colt Paterson .36
Remington Derringer
Army Model .44
Remington single-action
Colt Peacemaker
Remington Army Revolver
Hawken rifle (muzzle-loader)
Henry Repeater lever-action
Remington single-shot,
bolt-action
Winchester lever-action
6
7
6
Gatling gun
175
Shotgun
9
35
9
35
9
35
Special Weapons
9
225
Rounds
Concealment Year
5 (.36)
2 (.41)
6 (.44)
6 (.44)
C
V
C
V
1837
1865
1860
1860
6 (.45)
6 (.45)
C
C
1873
1875
1
12 (.44)
1 (.45)
N
N
N
1823
1860
1860
16 (.44)
1873
2 (12g)
1 (12g)
5 (12g)
L
L
L
1873
1866
1882
belt (.50) N
1862
Double-action pistol
Range: This is the practical range of the firearm in yards (or meters). A character may fire on a target at up to double that
listed range, although this is considered a long-range shot.
Rounds: This is the type of ammunition fired by a certain gun, and the maximum number of bullets that can be loaded.
Concealment: V = can be hidden in a vest; C = can be hidden inside a coat; L = can be hidden inside a longcoat; N =
cannot be hidden on ones person at all.
14
Trick Shots
The trick shot is a staple of Western film. Depending on how
adventurous or gritty you choose to make your game, it may
be quite genre-appropriate to allow for some fancy shooting
in a Werewolf: The Wild West game. Naturally, some trick
shots arent possible with some weapons; you cant snap off
a targeted shot with a Gatling gun.
Difficulty
+2
+4
+3
+1
+3
+2
Target
Hand
Eye
Head
Torso
Groin
Leg
Damage
no modifier
+3 dice
+2 dice
+1 die
+1 die
no modifier
Special Effect
Drop weapon
Blindness
Dazed
None
Stunned
Fall prone
Travel
Its true that most werewolves tend to travel by foot, or cross
great distances via Moon Bridges. Unfortunately, such options
arent always available, particularly if caern relations arent good
and they often arent or theres Kinfolk to move with you.
Stagecoach travel was common along the Eastern seaboard,
but expanded into the West mostly as an outgrowth of government mail contracts, which made the operations profitable
enough to take on other passengers and freight. They gained
popularity with the 1849 gold rush, and the increased demand
for mail that generated. They were still fast only by rough
compare to ships traveling through Panama, though; a trip
from St. Louis to California could take a little over three weeks.
Travel by passenger train sped things up greatly. The trains
of the 1880s tended to top out at about 25 mph (40 kph) for a
passenger train, 15 mph (25 kph) for a freight train. Depending
on the trains size, load, and local terrain, it would have to
stop every 30 to 50 miles to take on water and at least once
per 100 miles for more coal.
15
Black Furies
The Black Furies have come to the frontier in numbers
disproportionate to their Kin. They bear an oath to protect
and nurture the Wyld, which pulls them to the threat of the
Storm Umbra. Ideally, the Furies are more concerned with
their spiritual goals than with the conflict over territory and
Kin. In practice, the children of Pegasus are fallible and just as
vulnerable to their Rage as any other Garou. They may claim
theyre not the same as the Fianna or Get or Silver Fangs, but
theyre prone to making the same mistakes. Just not quite as
often, nor for the same reasons.
The tribes concern with both the health of the Wyld and
the well-being of women, whether settler or native, gives them
some possible common cause with the Pure Ones. The Furies
particularly admire matrilineal peoples such as the Hopi,
and take their sides whether asked to or not. Sadly, they also
find themselves in conflict with the Uktena and Wendigo at
times. More than once the Black Furies have stepped in to
save a settlement or family from Pure One resistance. They
also arent above instructing men from more patriarchal
nations such as the Sioux. The Uktena and particularly the
Wendigo have no tolerance for such meddling.
The Furies most frequently get along with the Children of
Gaia, who align with their thinking on abolition and womens
rights, and the Silent Striders, who focus more on watching
the Storm Umbra than trying to take territory of their own.
They have the least love for the Get of Fenris, Fianna, Shadow
17
Lords, and Silver Fangs, who are too often neglecting the
greater struggles of the Storm Umbra to aid their tribes and
their Kin against the native populace.
Beginning Gifts: Breath of the Wyld, Heightened Senses,
Mans Skin, Sense Wyrm, Song of the Seasons
Territory: Black Furies tend to claim wilderness territories
where they can, particularly those where there seems to be a
stronger Wyld presence. They clash most often with Red Talons
and Pure Ones over territorial disputes. When a Fury pack or
sept sets up near a city or town, their influence spreads quickly.
Pity the traveler who sets foot in Fury territory and starts talking
about how the women here dont seem to know their place.
Protectorate: The Black Furies are deeply invested in the
stronger Wyld of the Storm Umbra, and are dedicated to
driving out the Weaver and Wyrm energies that have caused so
much trouble locally. Its their hope that the Savage West could
remain a powerful bastion of the Wyld. Naturally, their oath to
protect the health and welfare of women is also fully in effect.
Many men have been drawn by the promise of a lawless West
where a man can take what he wants and do as he please, only
to find out that the law is the least of their worries.
Quote: Well, hell, aint you the big man, talking to a lady in such
a fashion. Oh, you gonna raise your hand to me now? This might
sound funny, but I was kinda hopin
youd do something like
that.
18
Bone Gnawers
Plenty of people set out to make their fortune on the frontier
because they had nothing else and nowhere to call home. And
the Bone Gnawers came with them. The children of Rat see
the Savage Frontier as a brand new vista of opportunities, a
land of greater freedoms, and sometimes even as a cause worth
fighting for. Drifting into the hardscrabble settlements and
off up into the mountains, they search out places where they
could live according to their own principles.
The Bone Gnawers identify with dirt-poor farmers, mountain men, slaves both former and present, migrant laborers,
all manner of folk who have next to nothing. They are particularly keen on the thought of abolition, identifying as they do
with both the ideal of freedom and the pain of oppression.
Without much of a gift for influencing politics on their own,
they find it expedient to make allegiances with like-minded
tribes such as the Black Furies and Children of Gaia. They
also sympathize with the Silent Striders, as fellow strangers
in a new land with little to call their own.
The Gnawers relations with the Pure Ones are difficult to
stereotype. Sometimes theyre allies, given the Bone Gnawers
general lack of factional loyalty to the other newcomer tribes.
Sometimes theyre rivals or enemies, most often when
the Gnawers side with settlers doing what they
can to get by, even if its at the expense of the
natives. Overall, the children of Rat
can sympathize with the growing plight of the Uktena
and Wendigos Kin, but
their own Kinfolk come
first.
Children of Gaia
The Children of Gaia look at the conflicts breaking out
between settlers and natives, between so-called Pure Ones
and so-called Wyrmcomers, and they dont like what they
see. Their goal of unity between the tribes couldnt seem
farther away. It particularly hurts because theyre drawn to
the romance of the American ideals equality, democracy,
and freedom unfortunately the reality grinds the romance
into the dust. Nevertheless, Unicorns tribe hasnt given up
on their dream yet, and they wont start now.
There are several immediate issues facing the Children of
Gaia, and already theyre spread too thin. The Storm Umbra
is pure chaos, more than any one tribe can wrangle alone. The
Uktena and Wendigo wont make peace with the newcomers,
and its hard to blame them given some of the outrages theyve
suffered. Even the human populace is afflicted with slavery,
forced relocation, massacres, and all manner of venial ills.
Many fear the loosing of the Storm Eater was the trigger that
heralds the Apocalypse.
The American Civil War hits the Children of Gaia hard.
Most of the tribe gets involved one way or another, and their
inability to actually stop the war from taking place is a sore
point exacerbated by the gruesome aftermath. Like many
other tribes, their engagement in the affairs of humans and
Kin distracts them from the early struggles in the Storm
Umbra. They come to the Storm Eaters party a bit late, but
they couldnt ignore their obligations to humanity. To their
dismay, this doesnt greatly help their cause with the Uktena
and Wendigo.
Fianna
The Fianna love a good fight almost as much as they love
their Kin. These traits have frequently led them into trouble,
and the Savage West is a particularly tragic example. Many
Fianna came out to the frontier specifically to follow or lead
their Kinfolk to better lands and a brighter future. When the
Uktena and Wendigo told them to turn around, they didnt
take the demand well. Fianna can even wind up fighting
Fianna, such as where English and Irish settlers come into
conflict over land. In all, Stags children are involved in some
of the bloodiest feuds and territory disputes in the West,
and it shows little sign of stopping. After all, thatd mean
abandoning their Kin.
Some Fianna, especially those who came West independent
of any family members, try harder to learn the rules of this
new land. They hunt down the lore of the Pure Ones, who
know many stories theyve never heard. They search for clues
to the fae of the New World, who dont share in the old pacts
with Stags tribe and dont see much to recommend forging
such. But its hard for even the most well meaning Fianna to
avoid being drawn into the rivalries of their tribe. Such is the
price of a passionate dedication to ones brothers and sisters.
The sad reality is that the Fianna, normally quick to call on
a historical precedent for an honorable course of action, are
generally ignorant of the last few thousand years of Uktena
and Wendigo history. Without that grounding, its awfully
easy to trust ones passions or absorb European prejudices.
Its those Fianna who pay more attention to the oldest stories
of the Garou, and who go hunting down the lore of the Pure
Ones, who eventually start joining the Black Furies, Children
19
Get of Fenris
In an ideal world, the Get of Fenris would be the vanguard
against the Storm Eater and its minions, setting aside all other
concerns but the great and glorious fight. The reality, like the
Fenrir themselves, is grimmer. The Get are constantly waging
bloody conflicts over territory, Kin, and spiritual resources. As
far as theyre concerned, if they can take it, then the forces of
the Wyrm could have done the same, and better them than
the Wyrms minions.
To be fair, the Get dont hold much truck with a number
of lesser evils. They dont care about gold or silver, or those
who value such things too highly. Plenty dont care about social class or race; they figure a strong Apache woman is more
worthy of respect than a weak white man. But their Rage is
powerful, theyre stubborn as hell about their ideology, and
theyll take their Kins side in just about any struggle, even if
an impartial observer would point out that the Fenrirs Kin
were the ones in the wrong. Too many tragedies in the Savage
West have started with a Get who wasnt able to back down.
The Get dont have many friends on the frontier. They
look down on the Uktena and Wendigo, who clearly werent
strong enough to keep the Wyrm at bay on their own. Theyre
contemptuous of the Furies, Bone Gnawers, and Children of
Gaia, who insist on protecting the weak and worthless among
humanity. They even get into scraps with the Silver Fangs,
Fianna, and Shadow Lords, who are often trying to advance
their own Kins fortunes over those of the Fenrir. But theyre
20
Iron Riders
For most of their years, they were known as the Warders
of Men. They were always interested in human progress, and
now with the Industrial Revolution they see it as a promise
finally fulfilled. Steam and electricity, gunpowder and coal
its a new age. To honor that age, the children of Cockroach
actually chose a new name for their tribe. Now theyre the Iron
Riders, following the railroads across the land and watching
the destiny of iron consume all before it.
The spiritual conflict of the Storm Umbra hasnt escaped
the Iron Riders. Those Riders whove come West are almost
of two minds about the whole mess. On the one hand, the
Storm Eaters a clear danger and it cant be good for the Wyld
to be manhandled so. On the other hand, theyre abettors of
a sort to the forces of the Weaver, who are exacerbating the
situation. Worse, they tend to get trapped in the mindset that
the Europeans are more civilized than the native nations
theyre displacing. Its common enough for the Iron Riders
to take the sides of bankers and industry barons, at least so
long as those innovators keep free of Wyrm-scent.
Despite their controversial ties to the Weaver, the Iron Riders
still have allies among the other tribes. Their generally humanist
line of thought gives them common cause with the Bone Gnawers
and Children of Gaia in particular, and to lesser extent the Black
Furies. Well-meaning Riders often reach out to the Uktena and
Wendigo, though those tribes dont think much of the newcomers patronizing attitude regarding progress. Their more urban
proclivities bring the Iron Riders into conflict more frequently
with those European vampires who have also drifted West, and
its fair to say theres no love lost between the two.
Beginning Gifts: Control Simple Machine, Diagnostics,
Persuasion, Trick Shot, Well-Oiled Running
Territory: The Iron Riders prefer civilization, even in
the form of small rail-towns, to the wilderness proper. The
larger and wealthier the town, the more attractive they find
it. Theyre particularly interested in establishing schools and
universities in order to help humanity reach its full potential.
Interestingly, the character of their territories isnt significantly
different from other large towns where they dont hold sway.
The Iron Riders often like just sitting back and watching
humans innovate, waiting to be surprised once again.
Protectorate: Its something of a clich for the Riders to
claim that all of humanity is their protectorate. In practice,
they pick favorites just like everyone else. Theyre interested in
the idea men, the builders, the investors, and philanthropists.
Of course, such people are sometimes susceptible to pride,
greed, and the various other vices that open ones heart to
the Wyrm. The Iron Riders do their damnedest to keep those
influences at bay. Nobody wants to imagine a world where the
cities become suppurating lesions of Wyrm-taint.
Quote: Exciting times, friend. Theres a new day coming whether
we want it to or not might as well hitch up our sleeves and get to
work shaping it.
Red Talons
The Red Talons look at the conflict between settler and native
with abject disgust. You see, they say, this is why humans are
worse than any other beast. The chaos of the Storm Umbra
appalls them, and is one more crime to lay at humanitys
collective doorstep. They have no love for the apes on either
side the natives have their plagues and their cruelties, same
as the newcomers but they work to cull the settlers more, if
for no other reason than the settlers are spreading faster and
killing more efficiently. The activities of the wolfers (p. 7)
whip Gryphons children into a murderous spirit that few can
match. The frontier is a dangerous place, and the Red Talons
are intent on making sure the humans fear it.
The Talons came to the New World through the Umbra, not
on any human ship. They managed to make peaceful contact
with the Pure Tribes, and sought out unclaimed territory far
from any human settlements. When the conflicts with the
European tribes broke out, some Red Talons created accidental alliances with the Uktena and Wendigo. No child of
Griffin would dedicate herself to defending the two-legged
Kin of even the Pure Ones, but they often shared common
targets. Aggressive settlers would go missing now and again.
It didnt slow down the expansion much, but the Red Talons
never were the tribe to abandon a losing struggle. Now that
the struggle is in full sway, the Red Talons are still more prone
to assist the Uktena and Wendigo, though theyll listen to the
lupus of most tribes.
Intriguingly, a few rumors run that the Red Talons have
always been in the Pure Lands. They followed moon pathways
or land bridges into the wilds of the Americas, and quietly
claimed the valleys where the humans never walked. If that
legend is true, its as yet unproven. No tribe can claim to have
met native Talons or if some could make that claim, theyre
deliberately keeping quiet.
Beginning Gifts: Beast Speech, Eye of the Hunter, Hidden
Killer, Scent of Running Water, Wolf at the Door
Territory: The Red Talons claim the wild places just as theyve
always done. They are particularly protective of the native wolf
population, having no desire to see the wolves become just as
persecuted as they were across the ocean. A Red Talon territory
is often surrounded by tall tales of horse-sized that devour men
entirely, bones and clothes and bullets and all. When the humans
organize wolf hunts to strike back, then the Talons become
morecreative about dealing with the problem.
Protectorate: The Talons defend the native wolf population,
and to some extent the entire wilderness itself. They furiously
resist the human efforts to make the New World more like
the Old. Even though they may not care for the native apes,
the Red Talons come to the aid of the Uktena and Wendigos
wolf Kin without being asked. Their lack of human Kin may
mean theyre the tribe most focused on the affairs of the spirit
world as opposed to the welfare of the human population at
least in a positive sense.
Quote: Their wagons brought sickness and spite. They never
made it through the pass.
Shadow Lords
Theres no two ways about it: The Shadow Lords arrived
in the Savage West with the intention of making the land
their own. Its not that they saw the Uktena and Wendigo
as lesser tribes compared to their fellow Europeans. Far from
it. They treat the Pure Tribes as they would any others as
rivals who need to submit to a superior power. The frontier
lands are too vast and too valuable to go without the guiding
hand of the Shadow Lords. The scattered territories and
newborn states of the West are rife with opportunity. The
power structures are still being built, and what better time to
place oneself at the top?
For these reasons, the Shadow Lords work to establish
themselves as a force of authority in the frontier. They pay lip
service to the rank of the Silver Fangs, but take every advantage
of being in a land where the Fangs have no ancestral holdings.
Some Lords establish temporal power over humans, bringing
21
22
Silent Striders
The other tribes cant put a date on when the Silent Striders
first started roaming the Savage West. They sometimes talk like
they saw the place before the Storm Eater got loose and started
tearing up the spirit world, but they dont actually admit to anything. Some Garou suspect the Striders got to the New World
well before the
others, but
never said
a word
about it.
Its
Silver Fangs
The Silver Fangs strode into the New World, reunited with
tribes most of their ancestors had never seen, and promptly
assumed that the so-called Pure Ones would fall right into
step. It didnt work out that way. The Uktena and Wendigo
figure things worked better without any of the settler tribes
there, and would gladly pack the Fangs back aboard ships
headed East along with all the other Europeans. It doesnt
help that America has largely turned its collective back on
the conceit of hereditary rule. Here kings are something that
matter only in fairy tales.
Not that this dissuades the children of Falcon. They carry
the ambition of unity, of bringing the wayward pups back
into the Garou Nation. This noble goal unfortunately runs
side by side with a personalized concept of manifest destiny.
The Fangs claim new territories in the West without really
thinking twice about it, and then their Rage gets stirred up
whenever the locals defy their entitlement. Everything would
work out so much better, they figure, if everyone else would
just accept the way its meant to be.
Naturally the Silver Fangs have the closest allies among
other European tribes the Shadow Lords, the Get and the
Fianna above all. The Fangs offer the most justification for
Garou of these tribes to claim territory for themselves and
their Kin. They try their damnedest to win over the Uktena
and Wendigo to their cause of unification, but the native
Garou usually see them as the very face of the Wyrmcomer.
Beginning Gifts: Eye of the Falcon, Falcons Grasp, Inspiration, Lambent Flame, Sense Wyrm
Territory: The Fangs figure theyre entitled to the best.
They favor natural territories that carry a sense of majesty
thundering waterfalls, grand cliffs overlooking the Pacific,
stately forests. They bother themselves with looking after
human settlements only where their Kin are fairly strong.
A Silver Fang-claimed town usually has plenty of pride and
respect for authority. When they find a town run by a single
family of paramount influence and resources, they typically
follow up by asking the pack Galliard if they recognize the
name as Fang Kin.
Protectorate: Where humans are concerned, the Silver
Fangs care mostly about those from their own bloodlines.
Their greater protectorate, the one they spend the lions
share of their energy on, is all of the Garou Nation. If its
werewolf business, they say, its therefore Silver Fang business.
Sometimes this is a positive thing, as there are more than a
few Fangs with a genuine sense of noblesse oblige. Sometimes
it manifests as outright tyranny. Its especially thorny where
the Uktena and Wendigo are concerned the clearest case of
the children of Falcon claiming responsibility to watch over
people who want none of it.
Quote: I wont lie. These are dark times, and a lot of folks are
at fault for that. But we need to pull together if theyre going to get
any better, and Im willing to lead the way.
23
Stargazers
The Stargazers are peculiar
in the Savage West as the only
tribe more likely to have come from
across the Pacific. Some of them are
recent converts, former Ronin,
lost cubs, or tribal defectors. Still,
the greater portion of Stargazers
in the American West came from
Asia. Some followed their Kin;
some followed premonitions. But
the greater portion of a double
handful is still a little better than
a handful. So few Stargazers have
come to the Savage West that for
the first half of the nineteenth
century, some septs dont believe
they ever showed up at all.
As the Storm Umbra grows further out of control, it draws more of
Chimeras children. Its imbalance
given spiritual form not the slow,
creeping imbalance that comes of
the Wyrms relentless erosion and
the Weavers methodical spinning
but the raging imbalance of a tempest.
The Stargazers hunt for the eye of the
hurricane. If they can find the calm
spot at the heart of the Storm Umbra,
or the single flaw in the Storm Eaters
design, then theyll have a magnificent
opportunity. Theyll be able to learn
more than ever about the balance of the
spirit world, and to strike at the heart of a
great peril. The Stargazers are still Garou,
after all. They still live for war it just
has to be the right one.
As is their way, the Stargazers make allies along ideological lines; their Kin arent
closely tied to the Kin of any other tribe,
and they dont have many old debts to repay.
They stay loosely connected to the Silent Striders,
Children of Gaia and Uktena most of all. The Black
Furies, Wendigo, and Red Talons all have interesting spiritual
insights, but all three are also prone to indulging their Rage
too much for the Stargazers comfort.
Beginning Gifts: Balance, Channeling, Falling Touch, Iron
Resolve, Sense Wyrm
Territory: The Stargazers claim precious little territory in
the Savage West. Theyre too few to hold many caerns, and
its not like them to stake a claim on any contested lands.
24
Uktena
No tribe has a better understanding of
the Storm Eaters danger than the Uktena.
They were the ones whose ancestors bound
the great Bane millennia ago. They know
firsthand what the Umbra was like before
the Weaver came in strength, and before the
idiot settlers started breaking open old seals
and releasing powerful Wyrm-spirits. Their
knowledge would be critical in setting the
newcomers on the right path if they werent
too bitter and wounded to trust easily, and if
the newcomers werent too stubborn to listen.
The Savage West-era Uktena arent as ethnically diverse as theyll later be, though they are
beginning to make steps in that direction. The great
majority of them are descended from native peoples.
Their magic is still diverse, though, encompassing the
tricks of an entire nation, supplanted by some stolen
from the intruder tribes. The Uktena may not respect the
European Garous judgment, but theyll gladly purloin secret
arts that speak of the Europeans power. For the first time in
many years, theyre also stealing tricks from the Wyrm and
Weaver themselves. Such fire is dangerous to handle, but the
Uktena are staring desperation in the face and they dont
like the look of it.
Naturally, the Uktena consider the Wendigo their only
true allies. They listen to emissaries from the Children of
Gaia and Stargazers, but dont put much stock in their pretty
words even if a child of Unicorn promises peace, the children of Falcon and Stag and Fenris and Thunder are damn
unlikely to uphold that promise. But theyve also noticed
that the Garou arent the only supernatural creatures that
have crossed the ocean with the Europeans. An Old World
vampire, changeling, or mage who goes to the frontier has
a significant chance of drawing the curiosity of the Uktena,
which may not work out so well for her.
Beginning Gifts: Sense Magic, Sense Wyrm, Shroud, Spirit
of the Lizard, Spirit Speech
Territory: Uktena territory used to be a lot more expansive.
They held many caerns across the southern region, inheriting
many of the Croatan lands when Middle Brother sacrificed
himself. These days the Uktena have to choose which territories to cede to the Wyrmcomers, and which ones to hold
on to no matter the cost. They hold most fiercely to lands
of strong magic, whether suffused with Gaias might or the
hiding places of bound Banes.
Protectorate: The Uktena watch over many of the native
peoples, and have Kin in many nations. In very broad strokes,
they have ties to mostly southern peoples; from the East Coast
tribes such as the Cherokee to the Southwest tribes such as the
Navajo and Hopi. They have some sympathy for those who
came to the New World in chains, and their descendants,
and sometimes absorb former slaves into their care. Most
important of all, they watch over the many sites where Banes
lie bound under the land. If only they could protect all these
things, instead of being forced to choose.
Quote: That klaive wont do you any good against the thing you
set free. Set it down over there. Itll be my fee for showing you how
to put that beast back down without losing your pelt.
Wendigo
The Savage West sees the Wendigo at the height of their fury.
The settlers are ripping fresh wounds across the lands, and the
Wendigo are still strong and numerous. They remember the
great Banes their ancestors bound into the land. If it had just
been human immigrants, they could have stemmed the tide
but the other tribes came with them. The Wendigo named
them Wyrmbringers, and theres no love lost between them.
The struggle of the Wendigo is a losing battle, one of the
grand tragedies of the Savage West. More than any other tribe,
they fight on two fronts when they cant afford to. They refuse
to cede any more land to the Wyrmbringers, but dont have
the strength to hold on and fight the Wyrm at the same time.
These dark days only strengthen their exclusive preference for
native Kin. Theyre powerfully tempted to fall to their Rage,
and some do. But its hard for any minion of the Wyrm that
comes from European stock to get a real hold on a Wendigos
soul. Theyre not that desperate yet.
The Wendigo dont have many other tribes to call allies.
Theyre still more numerous than most of the Wyrmbringer
tribes, but thats changing for the worse. They trust the Uktena
most of all, though not implicitly. Of the other tribes, they
hold the least grudges against the Red Talons, who can be
sometimes relied on to tear apart the European settlers themselves, the Stargazers, who are few and generally inoffensive,
and to some extent the Children of Gaia, who have yet to
personally go back on any promises. At the same time, they
particularly hate and resent the Silver Fangs, Get of Fenris and
Fianna, all of whom epitomize European arrogance. It takes
a truly dire threat to convince the Wendigo to work with the
Wyrmbringers on more than an individual basis.
Beginning Gifts: Beat of the Heart-Drum, Call the Breeze,
Camouflage, Ice Echo, Resist Pain
Territory: The Wendigo claim the northern portion of the
continent in particular, and used to leave the more southerly
reaches to Older Brother and Middle Brother. With the arrival
of the Wyrmcomers, theyve also moved to warmer climes to
join in the defense against the invaders. They excel in lands
where the weather is harsh and unforgiving, particularly as it
keeps down the competition from weaker Garou.
Protectorate: All of the land is the Wendigos protectorate.
They defer to the Uktena sometimes but thats about it.
Of course, they dont have near the numbers necessary to
protect the entire New World at the same time, and have to
pick and choose their battles. But they consider themselves to
have the right and responsibility to interfere wherever things
are going wrong. Of course, where humans are concerned
this attitude extends only to the native residents of the New
World. They pay more attention to nations who are willing to
stand up and fight, and those who have no Uktena relatives
to look after them.
Quote: You shouldnt have come here. And you shouldnt have
brought your family.
25
The Penumbra
The basic laws of the Penumbra still hold true in a Wild
West setting. The webs of the Weaver stretch out where
mechanization and industrialization take hold, and the
Wyld is stronger in places where humans never tread. The
Weavers hold is much more tenuous in most of the Savage
West, following railroads like snail tracks and building small
nests in the scattered towns. A notable difference is that the
Penumbra is host to unnaturally frequent storms, a mix of
Gaian and Wyld energies. These storms are kicked up by
conflict, magnified by Wyld energy, and then pursued by the
Storm Eater and its kin.
Certain Domains are more common in this setting, and
others are rarer. With the lessened power of the Weaver,
Umbral Storms
The storms tearing across the spirit world are sparked by
the conflict between encroaching Weaver and resisting Wyld.
Spirits from the Old Country follow human and Garou settlers
into a spiritscape that wasnt prepared for them. The release of
ancient bound Banes and one in particular has magnified
the problem. The result is an Umbral weather pattern unlike
27
Broken Lands
in Other Locales
The Broken Lands are emblematic of the Savage West,
but they arent exclusive to the setting. They could
appear in other areas where a naturally low Gauntlet
is battered further by an outside force comparable to
an Umbral Storm. They would fit in well with other
historical settings, or in very out-of-the-way places in
a modern-day chronicle. Its only in the Savage West
where they become anything like common.
28
The
Broken
Lands
Few things epitomize the
chaotic spirit world of the Savage
West like the Broken Lands.
These are sections of territory
where the raging Umbral
storms have temporarily worn
down the Gauntlet to 1. The Periphery is strong here, and in places
it seems as though the landscape itself
has been altered. Unlike other Umbral
locations such as Glens or Hellholes, the
Broken Lands are mobile. The winds of the
Storm Umbra can blow them from place to
place, like the shadow of a cloud falling
over the land. They can drift farther
into the Umbra, seeming to vanish,
only to reemerge elsewhere.
A Broken Land is something
right out of a tall tale. You hear tell
of people finding a fork in a trail
where there wasnt one before, or
a cave opening in a cliff that was
solid two days ago. Horses dont
want to go down that path, and
get real nervous the closer they
get. Sometimes the path leads to a
strange patch of wilderness where
the animals dont behave quite right
The Storm-Born
They came out of nowhere, and cant tell the story of their
origins. They may seem like ordinary animals or humans, but
then you see one of their tells eyes like obsidian, odd glyphlike brands that glow in moonlight, teeth that just dont look
like a living things should. Their natures are part flesh and
part spirit, but merged in a way unlike any possession. Most
Garou mistake them for mockeries, but those who discern
the difference call the newcomers Storm-Born, the children
of spirits and material beings born from Broken Lands.
The Storm-Born are the inheritors of the Storm Umbra
itself. Most are violent, haphazard as a tornado in their
tantrums. They seem to have peculiar taboos that they cant
violate, similar to a spirits ban, that vary from one individual
to the next. Theyre a variegated lot to say the least. They may
be inheritors of Wyrm, Weaver, Wyld or Gaian spirit nature,
but theyre a real danger to anyone around them, beholden
as they are to impulses and allegiances tied more to the storm
than anything else.
More on using the Storm-Born can be found in Chapter
Four, p. 40.
Storm Magic:
Gifts and Rites
The time between the modern age and the Savage Frontier
is an eye blink, relatively speaking. A mere century and a half
means little to ancient spirits such as Grandfather Thunder
or Wendigo. But because the physical world impacts the spirit
world, even an eye blink is enough time for things to change.
New Gifts arise and old fetishes fall out of favor as technology
and the Umbrascape shift.
Some Gifts from Werewolf: The Apocalypse are unavailable
at the time of the Werewolf: The Wild West setting they
have yet to be developed at all. Others might exist, but are
rare and of rather limited use. Absent Gifts have other Gifts
presented in this chapter to take their place.
Rare Gifts: City Running, Control Complex Machine,
Diagnostics, Signal Rider (telegraph lines only)
Unavailable Gifts: Cybersenses, Jam Technology, Plug and
Play, Tech Speak
Homid Gifts
Jam Gun (Level One) This simple trick lets the Garou
render a gun unusable with a simple gesture. It is taught by
certain Wyld-spirits.
System: The player spends one Gnosis and rolls Manipulation + Crafts (difficulty 5). The gun becomes unusable for
one turn per success.
Spirit Brand (Level Two) When horses react with fear
toward werewolves, and are tracked easily enough by their
enemies, its usually a lot easier to get around by running
in wolf form. Moving from town to town without horse nor
railroad still raises questions, though. This Gift strikes a bond
with an animal, usually a horse, to make it a more useful
and sturdy companion. By touching the animal, the Garou
can leave an invisible glyph on its skin that makes it not just
friendly to the Garou, but harder to track and easier to feed.
Horse, Unicorn or Pegasus-spirits teach this Gift.
System: The player spends a point of Gnosis and rolls
Intelligence + Animal Ken. The Garou strikes a bond with
the animal for one lunar month per success. Domesticated
animals so branded serve the Garou loyally, and can understand his commands, although they may lack the intelligence
to interpret them a horse might understand a command
to bring back his saddle blanket, but wouldnt recognize an
unfamiliar item. Wild animals affected by this Gift treat the
Garou with deference, but will not risk themselves for him.
In addition to goodwill, this Gift also confers a measure
of protection. Anyone meaning the animal harm is at +3
difficulty to track it, and the animal gains two extra dots of
29
Gift Names
Its not unknown for a Gift to change its formal name over the years, even matching human
colloquialism. The actual name of a Gift is a word in the tongue of the spirits. Names like
Scent of Running Water are inventions of the Garou to translate the Gifts effects, and as
such are subject to change as language does. Using different names for some Gifts is of course
also a way to reinforce the setting. The following is a list of sample Gifts that might have had
different names in the Savage West. Of course, there were plenty of surprisingly well-read
sorts on the frontier, so a mountain man who took books with him for company might well
understand a reference to Helios or Aeolus so really, the choice of using these terms is
pure preference.
Blink Run for Ground
Stamina for as long as the glyph lasts. Sadly, this Gift cant
be used to protect human or wolf Kin.
Weave of Steel (Level Four) This Gift allows the werewolf
to increase the tensile strength of any manmade structure of
material with a touch. A denim work shirt can stop a bullet,
a rotted trestle can support a train, and a steel chain can hold
back a mountain. Weaver-spirits teach this Gift.
System: The werewolf touches the object and concentrates
for a turn. The player spends one Gnosis and rolls Strength +
Crafts, (difficulty 7). The full effects of the Gift fall within the
Storytellers discretion to adjudicate, but the more successes
rolled, the more impressive the reinforcement. As a rule of
30
Metis Gift
Rattlers Bite (Level Three) This Gift lengthens the metis fangs when used, allowing her to inject a deadly venom into
a bite victim. Any venomous snake-spirit can teach this Gift.
Lupus Gift
Healing Sleep (Level Three) This werewolf is able to
fall into a deep, healing sleep akin to hibernation. Bear-spirits
teach this Gift.
System: The player spends a Gnosis point and rolls Stamina
+ Primal-Urge. With at least one success, the werewolf falls into
hibernation. While she rests she is unaware of her surroundings, awakening only if injured. If she sleeps uninterrupted
for a full day and night, she wakes with all her wounds healed,
even aggravated damage. This Gift cannot heal Battle Scars.
Ragabash Gifts
Spiders Song (Level One) This Gift is new in the time
of the Savage Frontier. Its form in this era is a simpler and
easier trick to learn, being limited to telegraph wires or poles
(which are treated as land lines). The Ragabash doesnt need
to know Morse code to understand a transmitted message.
Man With No Name (Level Two) This roamers Gift
lets the Ragabash move through town without leaving a mark
on the townsfolks memories. People forget her name and
appearance after she moves on. She becomes a figure of rumor
and hearsay, which may even make her seem larger than life.
A wind-spirit teaches this Gift.
System: The player rolls Charisma, Manipulation or Appearance + Enigmas (difficulty is the victims Intelligence +
Alertness; when used to affect a group, the highest Intelligence
+ Alertness sum among the group applies). The difficulty is
increased by one if the character has visible Battle Scars. Success indicates how much the group can remember about the
character once shes out of sight. One success means that the
people that the character meets have difficulty remembering
specifics about the characters appearance theyll remember
perceived gender, rough assumed age (within a decade or
so), and whether the character was an adult or a child, but
have difficulty remembering her exact name or appearance.
With three successes, they dont remember her name, where
she came from, or where she went. With five successes, they
dont remember her at all. An affected person may recall the
Garou by spending a Willpower point, but even that memory
fades after a day.
Ghost Town (Level Five) The Ragabash can take
advantage of the lonely spaces between towns. This Gift lets
him cause an entire settlement, landmark or the like appear
to be abandoned or even seem to disappear altogether. This
Gift is taught by a Mirage-spirit.
Ahroun Gift
Trick Shot (Level One) As the Glass Walker Gift
(Werewolf 20th, pg. 183).
31
Fianna Gift
Prospectors Luck (Level Three) This Gift
was originally taught by faeries, though the Fianna
learned how to coax the trick out of rock-spirits as
well. It allows the user to sense deposits of gold and
silver within a fairly large area.
System: The player spends a point of Willpower
and rolls Perception + Alertness (difficulty 7). The Gift
scans an area of half a mile radius per dot of the Gift
users Gnosis. The amount of information increases
per success: a single success indicates that valuable
minerals are or arent present in the area; two successes
reveals the type, if any; three gives the Garou a general
indication of actual location; five guides her right to the
most accessible deposit, if any exist. Fianna can attempt
this Gift, success or failure, only once in any given area.
32
System: The player rolls Perception + Science; the difficulty depends on the distance away from the area selected
for eavesdropping. The difficulty starts at 4 with a range of
20 miles (32 km), and increases by one for every additional
10 miles (16 km) beyond 20. Thus, 40 miles (64 km) would
be difficulty 6, and so on. The number of successes also reflects the amount of details the Garou can discern from the
Iron-spirits constant chatter.
Repel Metal (Level Three) The Iron Riders latched
onto the concept of magnetism right quick. This Gift lets the
werewolf repel ferrous metals with a gesture.
System: The player spends a Gnosis point and rolls Strength
+ Science (difficulty 7). He can repel objects weighing up to five
pounds (2.3 kg) per success; four successes would affect objects
up to 20 pounds (9 kg), for instance. Any suitably-sized object
made of ferrous metal that is within 30 feet (9m) of the Gift
user immediately flies 20 feet (6m) farther away from the Garou.
Non-ferrous metals such as silver are sadly immune. Anyone
holding an affected object can attempt to keep it in hand; this
requires a resisted Strength vs. Strength roll against the Gift user.
Gift of the Iron Horse (Level Four) The locomotive
transformed a nation, and the spirit of the railroad is immense
in these times. Iron Riders learned the trick of drawing on
that power when walking the locomotives tracks. Spirits of
the railroad naturally teach this Gift.
System: This Gifts effects are automatic once learned.
Whenever the Garou is touching railroad tracks, she gains
an extra die to all Physical Attributes and can run at double
speed without tiring. When on open ground, her abilities
return to normal.
Stargazers Gifts
Threads of the Weaver (Level One) This Gift permits the
user to sense the threads woven by the Weaver or any of its spirit
minions. By concentrating on his surroundings, the werewolf
can track Weaver-spirit activity more effectively by following the
trail of their webs. It can also be useful for determining where
the Storm Eater or its offspring have made their mark. This
Gift is taught by a Spider-spirit.
Uktena Gifts
Counting Coup (Level Four) As the Stargazer
Gift.
Eyes of the Thunderbird (Level Five) The great
Thunderbird was renowned for being able to shoot lightning
from his eyes with a glance. This Gift, which he or one of his
servants teaches, allows the Garou to do the same.
System: The player rolls Manipulation + Occult (difficulty
7) and spends a Gnosis point. The werewolf may shoot one
bolt of lightning per success. Each bolt strikes a single target
and does five dice of aggravated damage; no actual roll to hit
is necessary. The Gift user may launch all of the lightning
bolts in a flurry on the turn she uses this Gift, or she can
choose to hold one or more of them back. Releasing a stored
thunderbolt is an action.
Lightning fills the eyes of the Garou using this Gift; in order
to concentrate on the target, the Garou becomes effectively
blind to all else but the opponent. The Garou must release
each of the lightning bolts in the scene which the Gift is
invoked, no matter the target. Failure to do so means when
the scene ends, she takes five dice of aggravated damage for
each one that isnt discharged as the lightning grounds out
through her body.
33
Wendigo Gifts
Dust Storm (Level Two) By singing to the spirits of
the wind, the Wendigo summons a driving cloud of wind and
dust or ice and snow, or leaves and bark, depending on the
locale. This Gift is taught by any Wind-spirit.
System: The player makes a Gnosis roll to summon the
dust storm. The difficulty depends on the terrain.
Terrain
Desert
Plains
Town
Mountains
Woods
City
Difficulty
5
6
7
8
9
10
34
Once fully formed, the tornado lasts three turns plus one
turn per successes. It demolishes most anything it touches,
within reason. Any living being caught in the twister takes
five Health Levels of lethal damage, or more, before being
flung in a random direction (which may further compound
their injuries).
Storm-Eater Gifts
These powerful Gifts are peculiar to the Savage West, and
are taught by the spirits of Weaver and Wyld in constant
struggle with the Storm Eater or in its service. They pass
from use when the age of the Storm Umbra ends, though like
many things of the Umbra, they might not be lost forever.
Rites
Rites are more easily lost and forgotten than Gifts; a spirit
will remember the tricks its taught to the Garou before, but
it takes ritemasters to pass a rite on. Powerful ritualists can
forge new rites as well, if they can compel the spirits to agree
to new pacts. The following rites were more common to the
Savage West era, but have fallen into disuse for various reasons
by the modern day.
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36
Rattlesnake:
Totem of Wisdom
Background Cost: 8
Rattlesnake is a compassionate totem, but he has the
capacity for great wrath. Once someone has offended him,
Rattlesnakes fury lasts a good long while. Despite his fearsome
anger, though, Rattlesnake teaches caution and contemplation.
His packs are encouraged to consider situations before acting,
to give fair warning if someone is about to cross them, and to
leave any enemies too stupid to back down lying in the dust.
Traits: Rattlesnake teaches his children the Gift: Pulse of
the Invisible. He also grants them access to ancient memories
not their own; the pack gains the mechanical equivalent of
Ancestors 3. They may also entrance listeners by singing or
howling (Manipulation + Performance, difficulty 8); success
raises the difficulty of initiative and Perception rolls by 1 for
the remainder of the scene, to a maximum of +3 difficulty.
Uktena and Wendigo recognize and honor Rattlesnake and
his packs.
Ban: Rattlesnake asks that his followers spare any serpents
that cross their path. He also rejects any children who take
up arms against the Pure Ones.
37
Many of the Garous enemies are timeless. Others are products of their era, blown into being by the animistic zeitgeist and
scattered when the age passes. A good Werewolf: The Wild
West chronicle makes use of both. The Banes, Black Spiral
Dancers, fomori, and mortals that serve well in a modern
chronicle can serve well here; but so too can the following
packs of varmints and villains.
The Howler
Desert Winds
Desert Winds are spirit incarnations of their namesake,
Gaian with a touch of the Wyld. They arent by nature friends
to the Garou or to anybody, really. Theyre quick-tempered
things, appearing as a turbulent swirl in the air, sometimes
tinged with soot and coal dust in areas of industrial settlement.
Theyre reputed to know a hell of a lot about the patch of
desert they inhabit, right down to knowing each and every
person whos come through. Garou try to take advantage
of that recall and with the proper respect and chiminage, a
Desert Wind might share its knowledge of trails that it swept
clean a long time ago.
The Desert Winds are frequently prey to the Storm Eaters
forces, and some even become its minions. A corrupt Desert
Wind has a more roiling appearance, with bits of bone and
cobweb whirling about in it.
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Storm-Born
The weirdness of the Savage West manifests in the StormBorn, the peculiar half-spirit children of the Storm Umbra.
They have no real home in the material world, nor any in
the Umbra, and on some instinctual level they all know it. A
Storm-Born is resentful and frequently violent, with a temper
like a twister. Because theyre not quite like anything that
came before, the Garou find it hard to recognize them for
what they are. Theyre bogeymen of the frontier, things out
of tall tales with a darker aspect.
The Storm-Born are said to have perished at the conclusion
of the Rite of Still Skies. When the Storm Umbra quieted
again, the theory goes, they had trouble adapting to the new
environment and slowly died out. Some Theurges think it cant
have been as easy as that, though, and suspect the Storm-Born
are still present even into the age of Apocalypse.
Mechanically, the Storm-Born may be built as fomori. Use
the mechanics for fomori powers, and change the in-character
descriptions to suit your purposes. For example, Cancerous
Carapace usually resembles a diseased malformation, but the
same mechanics could represent a Storm-Born whose skin erupts
with obsidian shards. Like fomori, not all are of human stock
to begin with; some are hybrids of animal and spirit. Humanlike Storm-Born may also have wildly different Attributes and
Abilities despite a common ancestor or set of abilities.
Storm-Born share the following traits:
All Storm-Born, even those of human stock, are immune
to the Delirium.
Except in a rare few cases, Storm-Born do not smell of
Wyrm-taint.
Storm-Born have the equivalent of five dots in the Spirit
Heritage Background.
Storm-Born have Gnosis, and can use it to enter or exit
the Penumbra. They do not require a reflective surface.
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Devil Coyotes
The great spirit Coyote had a reputation for copulating
with just about anybody he could, be it human, beast, bird, or
fish. Devil Coyotes would seem to have been the products of
a more outrageous pairing. Shapeshifters in their own right,
they run in packs of tricksters who can turn deadly on a whim.
Attributes: Strength 3 (5*), Dexterity 6, Stamina 3, Perception
4, Intelligence 2, Wits 5
Abilities: Alertness 3, Brawl 2, Stealth 5
Powers: Gaseous Form (dust devil), Shapeshift (as the Charm),
Size Shift x2, Venomous Bite
Gnosis 4, Willpower 5
Attacks: Bite 8 dice, plus 5 (7*) aggravated damage from
venom
Health Levels: OK*, OK,* OK, OK, -1, -2, -5, Incapacitated
*When Size Shifted
Image: In its natural form, a Devil Coyote is about the
same size as a healthy coyote, but its eyes are strange colors
(most often purple, green, or blue) and its cry sounds like
an unsettling, coughing laugh. Its teeth are black, and when
excited its jaws drip a bluish froth.
Background: Like other Storm-Born, Devil Coyotes are
new to the world. Theyre notably successful creatures,
given that theyve managed to breed more of themselves.
A Devil Coyote can take the form of any physical object or
animal, or even turn into a dust devil. In conjunction with
its Size Shift power, it can even disguise itself as a human
or a small horse.
Storytelling Notes: Devil Coyotes arent specifically
malicious, but they have a kind of cruelty that comes from
not understanding that other creatures feel pain. They may
harass targets for the fun of it, only to turn vicious once one
of them is threatened. They have human intelligence, but if
they understand language, they dont let on.
A Devil Coyotes ban usually has to do with some sort of
forbidden hedonistic delight. They might fall asleep upon
tasting honey, flee the sight of a mortal coyote in heat, or turn
on one another when they hear a young girl sing.
Waking Sleepwalker
They wander constantly, day and night, never fully aware
of their surroundings. Unable to tell whats real and whats
unreal, they react to everything as if it were part of an ongoing
dream or nightmare. Some might mistake them for lunatics
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Wyldlings
The spirits of the Wyld play a more prominent role in the
Savage West than they do in the average twenty-first century
chronicle. They are stronger and more numerous across the
land, but at the same time theyre also preyed upon by the
Storm Eater and its ilk. Most septs have recent and immediate
experience with Wyldlings, both as something theyve fought
to preserve, and as a source of trouble theyve had to deal with.
Cyclones
Wyld Cyclones are an offshoot breed of Vortices, only
stronger and more common in the Savage West. They appear
as howling, twisting pools of ever-shifting energy and matter.
Though they spend most of their time in the Deep Umbra, a
Wyld Cyclone sometimes touches down in places where the
Storm Eater or its spawn are causing a ruckus. Like their Vortex
cousins, these spirits inflict unsoakable aggravated damage.
Willpower 8, Rage 10, Gnosis 10, Essence 60-120
Charms: Airt Sense, Break Reality, Cleanse the Blight,
Disorient, Materialize, Realm Sense, Re-form, Shapeshift,
Umbraquake
Weaver Spirits
There arent many Weaver-spirits in the Savage West, though
thats changing as the Industrial Revolution continues to make
its presence felt. Of the Weaver-spirits found in the Werewolf
core book, only Pattern Spiders and Hunter Spiders are
commonly seen (and the latters weaponry reaches up only
to the early twentieth century in form). The appearance of a
Structural Geomid is a remarkable event, signifying a major
offensive on the Weavers part. Corrupted Chaos Monitors
are thankfully rare, but some of the worst shock troopers in
the Storm Eaters horde. Atomic spirits and Stasis Vectors are
effectively undiscovered.
Wire Hoppers
These peculiar multi-legged Gafflings are a recent arrival
to the Weavers ranks. They cling exclusively to the wires of
telegraph poles, racing back and forth to carry information
relevant to the Weavers growth. They make useful tools for
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Wyrmspawn
Mockeries
The Fianna called them fomori, but in the Pure Lands, they
were mostly known as mockeries. The native people werent
any more innately virtuous than the Europeans, whatever
the Uktena and Wendigo might have said, but their nations
rarely had the kind of population density where mockeries
could hide their natures on a regular basis. The mockeries
were usually men or women already on the fringe, who became
lonely dangers of the wild. Now with the settlements going in
earnest, the mockeries have room for a population explosion.
Skin Walkers
The Skin Walkers are a specialized breed of mockery. Before
their possession, they were shamans and mystics among the
local peoples. Their anger at their mistreatment opened them
up to Bane possession, and they began to haunt the nights
outside both native and newcomer settlements.
The Skin Walkers main purpose is to make more like them,
using their Wyrm-fetishes to infect new victims with possessing Banes. Their victims suffer lapses in memory, becoming
more and more frequent, covering up murderous fugue states.
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 2, Manipulation 2, Appearance 2
Mental: Perception 4, Intelligence 3, Wits 4
Talents: Intimidation 3, Subterfuge 2
Skills: Animal Ken 4, Firearms 4, Stealth 3, Survival 4
Knowledges: Enigmas 3, Investigation 3, Linguistics, Medicine 2, Occult 4
Backgrounds: Resources 1
Powers: Corruption (as the Bane Charm), Eyes of the Wyrm,
Stone Seed*
Willpower 7
Image: The Skin Walkers resemble Native Americans of
unearthly pallor, with very dark eyes that flash a deep red in
dim light or darkness. Their sweat is oily, and their hands
and mouths are usually stained with blood. They have wicked
smiles, and never speak.
Stone Seed: This fomori power allows a Skin Walker to
bind a possessing Bane into a small stone and deliver it at range,
Texas Tarantulas
The innocuous name Texas Tarantulas sardonically falls
short of the truth. These enormous spider-mockeries can range
from three to seven feet from the ground to the top of their
cephalothorax. Their name comes from Texas-sized boasting,
not actual taxonomy theyve been spotted in all number of
territories, although they were first sighted around Nacogdoches
a few weeks after the first appearance of the Storm Eater itself.
Texas Tarantulas are ravenous; worse, theyre social, and
can run in packs. The following statistics depict one of the
smaller brutes, about three feet in height and five in length.
Attributes: Strength 3, Dexterity 5, Stamina 3, Charisma 1,
Manipulation 0, Appearance 0, Perception 4, Intelligence
1, Wits 2
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Banes
Most of the Banes listed in the Werewolf core book might
appear in the Savage West consider the Oolarath howling
across a bleak desert Umbrascape, or the Gray Masses infecting
a silver mine. In addition, several breeds of Bane exemplify
the corruption gathering in the Storm Umbra. The hybrid
Wyrm/Weaver spirit minions of the Storm Eater fall under
this category.
Debauchers
Debauchers are a breed of Bane that is particularly prone to
possessing mortals and driving them to act on sadistic urges.
They formerly contented themselves with preying on hunters
and warriors from the local tribes, but now they have a whole
new suite of prey. In their natural form, Debauchers look like
44
bloody skulls hung about with horns and feathers. They form
symbiotic relationships with Skin Walker mockeries (see above).
Willpower 7, Rage 8, Gnosis 8, Essence 23 (+10 per person
killed by a host)
Charms: Airt Sense, Materialize, Possession
Mind Eaters
These corrupted Weaver-spirits are far more intimidating in
the Umbra than in the physical world. They resemble horsesized arachnids with blackened hides and seeping wounds, but
when Materialized a Mind Eaters physical form is no bigger
than a tick. The Uktena theorize that a single Mind Eater
might actually break up into a swarm when manifesting, but
itd still have to lose a lot of mass in the process if there
were thousands or millions of manifested Banes in one place,
itd be unmistakable.
The Mind Eaters have a particular taste for xenophobia, and
are drawn to conflicts against savages, common enemies,
invaders, and so forth. Their influence creeps into towns
and camps where one faction is stirred up against the next, be
it external neighbors or just a not-so-beloved social class within
the settlement. They whisper thoughts of fury and vengeance,
whipping up their targets against the unrighteous. Once a
host is properly prepared, the Mind Eater burrows right into
the skull. Any lynch mob led by Mind Eater-ridden mockeries
gets a whole lot more dangerous.
Willpower 5, Rage 5, Gnosis 5, Power 35
Charms: Airt Sense, Incite Frenzy, Materialize (1 Strength,
3 Dexterity, 1 Stamina), Possession*
*A Mind Eaters possession is not necessarily permanent;
the Bane can leave or be driven out instead of fusing permanently with its host. The host body gains +2 Strength and +2
Stamina, as well as 3 Rage points (as a less powerful version
of the fomori power: Berserker) for as long as the Mind Eater
remains entrenched. After two days of continuous control,
the Mind Eater melds with its host permanently and becomes
a mockery.
Night Hunters
They are the stuff of nightmares, ancient Banes recently
released back into the world. Each one is found only in the
material world, permanently bound into a small fetish that
possesses its owner. Sometimes they splinter to hunt on their
own; sometimes they ride as a group. And Garou are their
favored prey.
The Night Hunters began their existence as spirits of powerful, ravenous greed. Each one was bound into a small stone
carving long ago. Each talisman is different in shape and bears
a different complicated glyph, but they all are pierced to be
worn on leather thongs. People who have a powerful bent
Find the Garou, pin them down, and spend all the millennia
of vengeance you owe them.
Ghost Walk: The Night Hunter may spend a Willpower
point and make a Gnosis roll (difficulty 5) to turn insubstantial for two turns per success, or until it decides to end the
effect. When Ghost Walking, the creature can pass through
solid objects and is immune to physical damage. The Night
Hunter cannot attack while insubstantial. If riding a manifested steed, the Night Hunter can pass along the effects of
the Ghost Walk to its mount.
Night Hunter (Bane)
Willpower 9, Rage 8, Gnosis 8, Essence 50
Charms: Airt Sense, Healing, Materialize, Open Moon
Bridge, Possession, Re-form, Shapeshift
Night Hunter (Steed)
Willpower 6, Rage 7, Gnosis 6, Essence 20
Charms: Airt Sense, Materialize, Open Moon Bridge, Reform, Shapeshift
Wyrm-Winds
Wyrm-Winds are corrupted air elementals and wind-spirits,
resembling powerful dust devils when materialized. They
are usually heralded by huge dust or sand storms when they
come whirling into the physical world. Their Umbral form
is more like a thunderhead shaped like a crumbling skull.
These children of the Storm Eater are particularly dire given
their penchant for creating Blights where they touch down
for a while.
Willpower 8, Rage 10, Gnosis 4, Essence 22-55
Charms: Airt Sense, Blighted Touch, Corruption, Create
Wind, Materialize, Re-form, Updraft
The Enlightened
Society of the
Weeping Moon
Humans are by nature joiners. The nineteenth century
is littered with fraternal orders, many of which claim some
form of esoteric enlightenment or another for those whom
the brethren accept, and swear to keep the orders secrets. The
social advantages of these orders are quite the selling point:
join up and you now have a pledge of brotherhood with other
well-connected folk of like mindset, offering both clout and
prestige. But those pledges lead to deep trouble when the
like mindset in question is the manifold corruption of the
Enlightened Society of the Weeping Moon. Like other secret
societies of the time, it proclaims to work for the betterment
of all its brothers (and some sisters; its a forward-looking
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46
The fully initiated learn that the true goal of the Society is
to raise up humanity. Supernatural monsters are everywhere,
passing as humans and preying on them to boot. The Weeping
Moons aim to use their occult prowess to cast down those
monsters and return humanity to the true mastery of the earth.
But its a lie. In fact, the final revelation of the Weeping
Moon was crafted by none other than Pseulak, the Urge-Wyrm
of Lies, and the Societys mystical powers are granted by
Pseulak and the Defiler Wyrm itself. Even the most altruistic
of members has been ensnared by the Wyrm, and does its
bidding in the name of progress.
Common Themes
Subtlety. The Society is playing a long game, one that
requires a clear faade of utter respectability. They are the very
opposite of the brutal, savage horror of a Black Spiral Dancer
massacre or the unmistakable danger of an Umbral storm. It
takes cunning to beat them at their own game.
Intelligence. Weeping Moons are aware theyre not as strong
and hardy as many of their enemies. They manipulate events so
that theyre always engaging enemies on their own terms. They
strike through untraceable assassins or complicated legal tactics.
They lobby to have all the local powers on their side. They dont
always think of everything, to be sure but they didnt get where
they are by not covering their asses.
Ritual. Theres a certain sort of tradition to ritual. Its a
rational, respectable way of going about things. Even those
cornfield orgies gain a sense of propriety if theyre performed
with the appropriate incantations and numbers and arrangements. Proper Weeping Moons may seem rightfully eccentric,
with their queer old books or odd taxidermies or unusual
collections, but their eccentricities should come across as the
result of a strangely ordered mind rather than the product
of chaos.
Respectability. The Weeping Moons are creatures of high
society. They fight on battlegrounds such as private clubs, grand
balls, and smoke-filled back rooms. Tearing them apart would
throw the whole town into chaos, and not in a favorable way.
A packs Allies, Contacts, and Kinfolk are invaluable in the
fight against the Enlightened Society in fact, theyre damn
near necessary just to break even.
Sincerity. The members of the Society run the gamut
from petty to megalomaniacal, but the thing is that they do
believe theyre working towards progress. Unlike the more
nihilistic servants of the Wyrm, the Weeping Moons aim for
a new era of glory and prosperity. They may be self-sacrificing
fanatics for a cause, but theyre erudite fanatics whose cause
sounds honestly attractive to the average person. Its just
that the new age they envision would be more hellish than
advertised even for them.
Society Ranks
Like any fraternal order worth its salt, the Enlightened Society of the Weeping Moon has a number of various offices,
titles, and ranks to fan the flames of its members ambition.
The number of offices varies tremendously; one chapter may
have a simple treasurer and master-at-arms, whereas another
appoints a Magister of Pluto to keep its books and a Magister
of Mars to enforce discipline. The following ranks are the most
universal tiers within the Weeping Moons.
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48
even possess the authority to start their own chapters if they see
fit. They are the pastors, emissaries, recruiters, palm-crossers
and lodge masters of the Society. Most Weeping Moons are
Revealers. The most senior Revealer of any given chapter is
probably that chapters founder, or Malviosin. They may or
may not know any truths about the supernatural, or have any
talent with Saturnal but they believe.
Initiates/Acolytes/
Novices/Vestals
The lowest rank within the Society is not really within the
Society at all. The Initiates, whatever name they may be called
in the local chapter, are not full-fledged members. They may
be potential recruits or sympathetic allies. The politician who
doesnt dare tie himself formally to a secret society of this
nature but curries their favor, the religious man who wants
to see progress but would never accept the creed of Luna, the
xenophobic sheriff who hates the Societys enemies but could
never accept its more exotic members as brothers, the band of
angry townsfolk hungry for change and waiting for a spark
these are all potential Initiates. They may attend the occasional
Society affair, but for the most part, they are unaffiliated.
The Weeping
Moon Threat
By and large, the Enlightened Society of the Weeping
Moon is a human threat. Its members are mortals, without
the advantage of true magic. A full-fledged lodge could hardly
expect to overcome even the smallest Garou sept by force
alone. But thats why they dont rely on force. Their other
advantages are considerable.
Influence: The Society moves in social circles and is
well-connected among local settlements. They have the advantage of excelling in an arena where werewolves are naturally
49
Saturnal
(Weeping Moon
Hedge Magic)
Saturnal is a ritual form of lesser magic, something like
Garou rites. Pseulak, the hidden patron of the Society, grants
power to these rituals. The full secrets of Saturnal are revealed
only to the Horned and Nascent Moons.
Manes
(Horned Moon Saturnal)
The more powerful of the two branches of Saturnal magic, the
Crescent Moon Path grants a portion of control over the spirit
world. Manes Saturnal is a mixture of ancient fertility rites and
Wyrm-tainted sacrifices, usually conducted in open skies under
the moon. Manes rituals tend to involve agricultural items (sheaves
of wheat, scythes, sickles, ox or horse blood) and orgiastic sexual
50
Anima
(Nascent Moon Saturnal)
The Anima path delves into the minds of others, particularly
the secrets they hold close. It is less powerful than Manes,
but also less reliant on the sexual aspects of that branch. The
Anima path can affect only ordinary mortals supernatural
beings such as mages, shapeshifters and vampires are beyond
its reach. Of course, practitioners are well aware of what it
means to have an Anima power fail abjectly in such a fashion
System: Unless stated otherwise, the difficulty to use Anima
powers is equal to the appropriate power level + 4. If aware she
is being influenced, the subject may spend a Willpower point
to ignore the effects of a single use of an Anima Saturnal power.
Soul Reading: By simply looking at a target, the
practitioner can learn various peculiarities about
that persons mental state. Roll Perception +
Empathy; each success garners one aspect of the
subjects being. This may be Nature, Demeanor,
mood, presence or absence of mental illness, and
so on.
Verse of Man: The practitioner may invoke this
power to gain comprehension of any language.
Roll Intelligence + Linguistics; translating written
passages instead of spoken language is at +2 difficulty. The practitioner doesnt gain the ability to
speak or write the language, but may understand
anything said or written. The powers effects last
for a scene.
Silver-Tongued Devil: This useful power twists
the practitioners words in the minds of listeners,
encouraging them to hear what they want to instead
of whats being said. For instance, a statement
like We have to capture that Morningkill outlaw
because I have need of him might become We
have to capture that Morningkill outlaw, and
theres a choice reward or We have to capture
that Morningkill outlaw, for I fear he lusts for your
daughters in the minds of listeners. Roll Charisma
+ Empathy; the difficulty is the highest Willpower
in the audience. Success indicates that all present
hear a pleasing interpretation of the speakers
words, and all Social rolls for the rest of the scene
are at -2 difficulty.
The Darkest Plum: This power burrows into the
depths of the soul and drags the very darkest secrets
out into light. Roll Manipulation + Subterfuge.
Success brings the practitioner the answer to What
is the one thing that my target most wants me not
to know? in exacting detail. The subject never
Successes
1
2
3
4
5
Proximity
Within the county
Within the state
Within a large country
In the same hemisphere
Anywhere on Earth
Honored Astromancer
You dont make it to the Circle of Stars without being a
ruthless individual with a drive for self-betterment and a full
suite of Saturnal rites. The Honored Astromancer has a small
army of muscle to back him up, and a personal knowledge
of the occult that makes him a more aware foe than most.
Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma 5,
Manipulation 5, Appearance 3, Perception 3, Intelligence
5, Wits 4
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Society Literature
The Enlightened Society of the Weeping Moon
has its foundation in a number of occult texts.
These works are excellent objects to drop into
an investigation, and may even resurface in a
century or so. Most of these books are more often hand-copied than printed, making it all the
trickier to recognize who owns such formative
literature or even that it exists at all.
The Yellow Truths The seminal work of the
Society, The Yellow Truths contains basic tenets
of the Weeping Moon, a hierarchy of morality,
and the various responsibilities and oaths of
membership. It is the organizations Bible, given
out to every Revealer and a few Initiates.
The Goddard Rubric Supposedly translated
from a sheaf of ancient scrolls by Aloysius Goddard
in A.D. 1796, this book describes an ancient sect devoted to shepherding the children of Seth through
a series of calamities brought about by the monsters
that secretly prey on humanity. The Rubric is popular
with idealistic Weeping Moons who truly believe in
the necessity of shaping the world to their purposes.
Abilities: Alertness 3, Athletics 3, Culture 4, Empathy 3, Enigmas 3, Etiquette 5, Expression 3, Firearms 4, Intimidation
4, Investigation 3, Leadership 4, Law 4, Linguistics 2,
Melee 2, Occult 5, Performance 2, Politics 4, Stealth 3,
Subterfuge 3, Survival 2,
Special Abilities: Saturnal (Manes or Anima) 5
Willpower 8
Distinguished Malviosin
The heads of Society lodges are some of the wiliest snakes
around ambitious enough to reach for greater station, while
cunning enough to keep an eye on jealous brethren from the
lower rungs. This particular Malviosin is a dapper manipulator,
exceptional at navigating social circles but also quite shrewd
at playing the game of intelligence and intrigue.
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma 4,
Manipulation 4, Appearance 2, Perception 3, Intelligence
5, Wits 3
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Abilities: Alertness 3, Culture 4, Dodge 2, Empathy 3, Etiquette 4, Expression 3, Firearms 3, Law 2, Linguistics 2,
Melee 1, Occult 4, Performance 2, Science 1, Stealth 1,
Subterfuge 3, Survival 1,
Special Abilities: Saturnal (Manes or Anima) 3
Willpower 7
Horned Moon
Revealer of Mysteries
The average Revealer of Mysteries may be anywhere from
a weedy solicitor to a hardened soldier. But the most dangerous of them are those with some small art in Saturnal. The
Horned Moons are particularly troublesome not for their
personal prowess, but because theyre capable of turning
spirits against their foes.
Attributes: Strength 2, Dexterity 2, Stamina 2, Charisma 3,
Manipulation 4, Appearance 2, Perception 3, Intelligence
4, Wits 3
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Talents
Name:
Player:
Chronicle:
Breed:
Auspice:
Tribe:
Physical
Strength___________ O O O O O
Dexterity__________ O O O O O
Stamina___________ O O O O O
Talents
Alertness__________ O O O O O
Athletics__________ O O O O O
Brawl____________ O O O O O
Empathy__________ O O O O O
Expression_________ O O O O O
Intimidation_________ O O O O O
Leadership_________ O O O O O
Primal-Urge________ O O O O O
Streetwise__________ O O O O O
Subterfuge_________ O O O O O
Pack Name:
Pack Totem:
Concept:
Attributes
Social
Mental
Charisma__________ O O O O O
Manipulation________ O O O O O
Appearance_________ O O O O O
Perception__________ O O O O O
Intelligence_________ O O O O O
Wits_____________ O O O O O
Abilities
Skills
Knowledges
Animal Ken_________ O O O O O
Crafts____________ O O O O O
Etiquette___________ O O O O O
Firearms__________ O O O O O
Larceny___________ O O O O O
Melee____________ O O O O O
Performance________ O O O O O
Ride_____________ O O O O O
Stealth____________ O O O O O
Survival___________ O O O O O
Academics_________ O O O O O
Culture___________ O O O O O
Enigmas__________ O O O O O
Investigation________ O O O O O
Law_____________ O O O O O
Medicine__________ O O O O O
Occult____________ O O O O O
Rituals___________ O O O O O
Science___________ O O O O O
Technology_________ O O O O O
Advantages
Gifts
Gifts
_______________ O O O O O
_______________ O O O O O
_______________ O O O O O
_______________ O O O O O
_______________ O O O O O
_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
_____________________
Renown
Rage
Health
Glory
OOOOOOOOOO
OOOOOOOOOO
oooooooooo
OOOOOOOOOO
Gnosis
oooooooooo
Honor
oooooooooo
Wisdom
OOOOOOOOOO
oooooooooo
Rank
OOOOOOOOOO
oooooooooo
Willpower
OOOOOOOOOO
oooooooooo
Bruised
Hurt
Injured
Wounded
Mauled
Crippled
Incapacitated
-1
-1
-2
-2
-5
Experience
q q q q q
Homid
No
Change
Glabro
Crinos
____
_____
Manipulation(-2):__
Appearance(-1):___
____
____
Stamina(+3):_____
Manipulation(-3):__
Lupus
____
____
Stamina(+3):_____
Manipulation(-3):__
_____
____
Stamina(+2):_____
Manipulation(-3):__
Strength(+2):
Strength(+4):
Strength(+3):
Strength(+1):
Stamina(+2):
Dexterity(+1):
Dexterity(+2):
Dexterity(+2):
Apearance 0
Difficulty: 6
Hispo
Difficulty: 7
Difficulty: 6
-2 Perception Diff.
Difficulty: 7
Difficulty: 6
INCITE DELIRIUM
IN HUMANS
Other Traits
Fetishes
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
________________ O O O O O
Battle Scars:_______________
Rites
______________________
______________________
______________________
______________________
Metis Deformity:_____________
______________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
____________________
Combat
Weapon/Attack
Roll
Difficulty Damage
Range
Rate
Clip
Brawling Chart
Maneuver Roll
Dex + Brawl
Bite
Dex + Brawl
Tackle
Dex + Brawl
Claw
Dex + Brawl
Grapple
Dex + Brawl
Kick
Dex + Brawl
Punch
A=Aggravated Damage
Diff Damage
5 Strength + 1/A
7 Strength/B
6 Strength + 2/A
6
Strength/B
7
Strength + 1/B
6
Strength/B
B=Bashing Damage
Armor:_________________