W20 - Wyld West Expansion Pack

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Credits

Special Thanks

Original Werewolf: The Wild West Authors: Justin Achilli,


Nancy Amboy, Mark Angeli, Andrew Bates, Phil Brucato, Tim
Byrd, Jackie Cassada, Ben Chessell, Richard Dansky, Ed Hall,
Robert Hatch, Harry Heckel, Heather Heckel, Ian Lemke, Ed
McKeogh, Steve Miller, James Moore, Derek Pearcy, Nicky
Rea, Ethan Skemp, John Wick, Fred Yelk
Developer/New Material: Ethan Skemp
Editor: Carol Darnell
Creative Director: Rich Thomas
Art Direction and Design: Mike Chaney
Cover Art: Brian Leblanc
Interior Art: Brian Leblanc, Andrew Robinson, Steve
Prescott, Michael Gaydos, Andrew Bates, Andrew Richie
Character Sheet Design: Chris MrGone Leland

Thanks to everyone who worked on the Wild West setting.


We knew six-guns and spirits would match well with the
Garou you helped prove it.
Rich Thomas for gentle patience, unflagging enthusiasm,
and always spelling it Wyld West whenever possible.
Justin Achilli for laying the brickwork for the Enlightened
Society of the Weeping Moon, a group clearly ahead of their time.
Holden Shearer for already sacking and pillaging the Wild
West magic without remorse.

2014 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden,
except for the purposes of reviews, and one printed copy may be reproduced for personal use only. Werewolf the Apocalypse
and Storyteller system are registered trademarks of CCP hf. all rights reserved.
This book uses the supernatural for settings, characters, and themes. All mystical and supernatural elements are fictional and intended
for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out Onyx Path online at http://www.theonyxpath.com

Werewolf 20th Anniversary Wyld West Expansion Pack

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

Technology of the West

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

Storm Magic:Gifts and Rites


Storm-Eater Gifts

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

The Enlightened Society of the Weeping Moon 45


The Societys Goals
Society Ranks
Roles of the Moon
The Weeping Moon Threat
Saturnal (Weeping Moon Hedge Magic)
Sample Weeping Moons

46
47
48
49
50
51

The World of Darkness has a long and fascinating history.


Some time ago, we were exploring that history through the
viewpoints of its supernatural inhabitants. What were the
various clans, tribes, and Traditions like long ago? How were
these older times different from the impending Apocalypse
of the modern age? Well, as it turned out, a few things might
have been better, but they were in no way idyllic. The stories
of a historical setting were just as compelling. Real-world
history side by side with the secret history of the supernatural
world produced brand new takes on the timeless experience
of what it is to be a vampire, a werewolf, a mage in any era.
Thus was born Werewolf: The Wild West.
What made us pick the American West for a Werewolf
setting? Was it just the thought of putting werewolves on
either side of the Cowboys and Indians divide? Well, no.
The Savage West summarizes and draws together a number of conflicts that are pivotal to Werewolf. It takes place
during the dawn of the Industrial Revolution, and heralds
the rise of the Weaver to tremendous new heights of power.
It emphasizes the struggles between tribes, the Rage that has
always been the Garou Nations greatest weakness. Of course,
it really wouldnt be a Werewolf chronicle if there werent a
spiritual crisis in the Umbra making things weirder and even

more horrific.Everything started really changing for the Garou


right here, right now.

What This Book Is


Note that this is a conversion guide, not a full-bore supplement about the West. Books and books could be filled
with all of the possibilities of a 60-year time frame in a big,
diverse setting, inspired by a shedload of Westerns. With the
limitations of our space in mind, weve focused on the most
directly Werewolf-specific information.
A Rules Update: The 20th anniversary rules have changed
and updated a number of rules. This book continues the
process, updating more material that appeared in the original
Werewolf: The Wild West. Youll find more Gifts, especially to
replace those core Gifts that dont make sense in this setting.
In addition, a healthy-sized bestiary of antagonists can aid and
abet all the Banes, Black Spiral Dancers, fomori (only here we
call em mockeries) and other varmints present in the core.
A Historical Setting: Even if you never picked up Werewolf: The Wild West its first time around, its our hope the
setting will still strike a chord. The lessons of the age the
vicious tribalism, the short-sighted struggles, the xenophobia,
and the dreams of destiny theyre still applicable today. Of

Werewolf 20th Anniversary Wyld West Expansion Pack

course, if youre running an existing chronicle in a modern-day


America, there are a lot of things here that could surface a
hundred and fifty years later.
A Thank You: Its not just the warnings that remain relevant. Werewolf would be nothing if people who care didnt
carry on its message; the Garou would be forgotten if people
still didnt enjoy telling their stories. Without you, this 20th
anniversary edition would never have come to pass: without
you, Werewolf wouldnt have taken off in the first place.
Thank you for letting us sketch this portion of the World of
Darkness for you, and thank you for bringing it to life.

How to Use This Book


While this book doesnt include everything from the Wild
West lines core, to say nothing of its entire run, it is intended
to be close enough to comprehensive that it covers all areas
of the game at least a little bit. The organization is as follows:
Chapter One: The Savage West summarizes the setting,
particularly the conflicts of the time and the threat of the
Storm Eater, a singular monstrosity that made the spirit world
just as chaotic as the rest. Youll also find character creation
information here, and a quick summary of useful information
regarding the technology of the time.
Chapter Two: The Tribes shows each of the Thirteen as
they were in the time of the Old West. Some of the modern
allegiances werent as strong then, in the every-pack-for-itself
environment of the frontier.
Chapter Three: The Storm Umbra focuses on the spirit
side of the setting. The Storm Eaters rampage made the
West a very different place on the other side of the Gauntlet.
Youll also find information on the Garous spiritual arsenal
of Gifts, rites and fetishes.

Chapter Four: Antagonists piles up a number of vicious


enemies peculiar to the setting. Find more Banes and mockeries, and more peculiar things, such as the Storm-Born and the
cultured evils of the Enlightened Society of the Weeping Moon.

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

The conflicts of the Savage West are sadly emblematic of


the constant troubles of the Garou Nation. Xenophobia, territory pressure, and blind ideology created a grand spiritual
war that could theoretically have been avoided. However, if
the Garou are a little wiser and more perceptive than their
human relatives are who suffer from all the same flaws, all
undercut by the curse of Rage. The Savage West is therefore
typical in many ways of other areas of conflict throughout the
ages made distinct by the presence of the Storm Umbra, a
phenomenon all its own.

Wolves and Lupus


The wolf population in the American West of the 1800s
is much larger than in modern times, though it used to be
even larger still. Most native nations had no active practice
of hunting wolves for the sake of the hunt, or out of a sense
of competition.
That changes as the settlers move out west, and the wolves
come under sustained attack. Ranchers are quick to blame
wolves for lost profits. Enough people are killing wolves for
bounties and pelts that theyve earned the name of wolfers.
In the latter part of the century, it becomes common practice

to shoot prey animals, lace the carcasses with strychnine, and


then come back the next day to collect the trophies.
About three out of every eight Uktena and Wendigo are
lupus during the Savage West period, with the numbers going
up or down by territory. The number is roughly one in four for
the newcomer tribes (discounting the Red Talons, of course).

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

Chapter One: The Savage West

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.

by telegraph and rail lines provide steady footholds for the


mad spiders. Even though largely outnumbered, the Weavers
forces do surprisingly well at resisting and overcoming their
rivals. For starters, the locals just arent used to them, and
the new wave of technology is granting new functions, and
thus new forms, to spirits that draw an increasing advantage
from unfamiliarity.
As much as the Uktena and Wendigo growl the name
Wyrmcomers, the forces of the Wyrm are far from homogenous. Certainly some of the Banes and mockeries followed
the settlers out west, and the Black Spiral Dancers never had
a foothold in the so-called Pure Lands until the other tribes
led them there. However, the Wyrm was always part of the
land, an inescapable facet of creation. Local Banes take on
different forms than their newly arrived brethren, usually
strange and chimerical things. No matter their form, they
still prey on the dark passions present in any mortal heart,
European or Native American, Pure One or Wyrmcomer. The
worst Banes of them all are entirely local. Once bound deep
beneath the land and held there by wards anchored by Uktena
and Wendigo caerns, several now run free as the newcomers
take those caerns for their own, and unknowingly disrupt the
old bindings. Theyre huge, ancient, and monstrous, and one
among them shapes the course of the age.

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

beneath the ground, under layers of wards tied to the bans of


these monstrous spirits. The Storm Eater was one of these,
a colossal Bane that had an appetite for devouring spirits of
the Wyld and a gift for cannibalizing their power. It lay in
its prison for countless centuries, unable to create any of its
Wyld-mocking spawn.
Then, sometime in the 1830s, it escaped. One caern after
another had fallen to the European Garou and their claims
of necessity. Then it was one too many. Nobody knows which
caern it was that weakened the seal to the point of breaking
nobody knows who was responsible for accidentally disrupting
the rites, fetishes, or pictograms that kept the bindings in place.
All anyone knows is that the Storm Eater tore loose, throwing
off the web of seals like it was a tent in a tornado, and it was
ravenous. It immediately fell to devouring Wyld-spirits as in the
old days, and halting only when a powerful Weaver-spirit came
to bind it once more. The two spirits are said to have fought for
a day and a night before the Storm Eater vanquished its rival
and, its wounds still bleeding Essence, tried to devour it as well.
Thats when the Storm Eater became something unlike
anything else seen before. It fused with the Weaver-spirit,
binding its wounds with corroded webbing and filling its
gut with Weaver essence. Part spinner and part corruptor, it
went hunting the Wyld once more to replenish its strength.
Those spirits it didnt devour it changed and it birthed
even more in its wake.
Now the Storm Eater rampages in the High Umbra,
occasionally dropping back into the Near to consume a particularly juicy bit of prey or to produce a few more minions.
Its offspring, themselves hybrids of Weaver and Wyrm spirit,
thunder thorough the Near Umbra and slide around the
Penumbra, constantly drawn to the lands where the Storm
Eater once lay buried. Like their parent, they hunt spirits of
the Wyld for prey, and lash out against anything pure and
clean enough to offend their Wyrmish sensibilities.
For the greater part of the nineteenth century A.D., the
Storm Eater runs unchecked largely because it is so much of
an unknown. It takes decades for the Garou to discover just
whats behind the strange progeny of Weaver and Wyrm that
plague the lands. Then it takes even more time to discover the
Storm Eaters story, and uncover its old bans and the secret
of its binding. Then, of course, theres the time and effort
necessary for the Garou to set aside their territorial feuds and
blood grudges and commit to the shared hunt. So runs the
Curse of Rage in every generation.

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.

Werewolf 20th Anniversary Wyld West Expansion Pack

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

in North America. Jaguars used to range all through Mexico


and even across what would eventually be the US border; a
number of Balam still abide in the southern reaches. There
are also rumors of old, old Bastet ancestor-spirits in the land,
the last remnants of the extinct Khara, and the Simba tied
to the American lion.
The Corax favor the northern climes where their raven Kin
dwell, but a few have always roamed farther south to keep a
watchful eye on the Uktena and Wendigo. The loosing of the
Storm Eater and the tide of progress are drawing even more
to come and see. Others have made the journey from the Old
World, following human Kin or simply their own curiosity.
Theyre cautious about revealing themselves, though, given
that the Garou are fighting each other even more than is usual.
Both the Ratkin and Ananasi are damn near ubiquitous.
The Ratkin have a greater presence in Europe and on the East
Coast, following the denser populations that both support
them and draw them to their sacred duties. The sicknesses
that decimate the native peoples satisfy a few wererats, but
others argue that the weaker targets are the ones less in need.
The Ananasi travel West in alarmingly large numbers, finding
their curious relatives and striking elaborate bargains along
the way. The Nagah have always had a presence in the West
as well, and the native wereserpents now find themselves
faced with more temptation to punish
the wicked than ever before.
Most of the others
are damned

Chapter One: The Savage West

rare. The Mokole are strongest in South America and the


American Southeast, and have had no desire to show themselves
to either Uktena or Wendigo. The African and Asian tribes of
Bastet, like the Ajaba, have had little reason to travel in numbers
to claim American territory. The peculiarities of the Kitsune
origin mean that there arent native werefoxes despite the local
fox populations; those few who find their way across the Pacific
find themselves in a strange land with no close relatives and
plenty of things to play with. The Rokea, of course, dont care
about the wide-open plains and deserts at all.

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.

The Rite of Still Skies


It all leads to a long quest into the Heavens for a rite that
can bind the Storm Eater. Historically, the ones that succeed
are the Two Moons Pack, a mixed pack of both native and
newcomer tribes. They return in December of 1889 with the
knowledge of the Rite of Still Skies, a modified version of the
forgotten Uktena rite that bound the Storm Eater in the first
place. The rite taught to them by no less than an Incarna
has the power to injure, weaken and bind the ungodly spirit,
but at a terrible cost.
The rite itself has to be performed simultaneously at 13
separate caerns. At each caern, one of the greatest heroes of
each tribe must lay down his or her life to empower the rite.
But within a month 13 Garou step forward, each one of the
sixth Rank, and each one well aware of the stakes.
At the same time, the prophet Wovoka starts the idea of a
ceremonial dance that would reunite the living with the dead,
restore the prosperity of the land, and drive the whites out of
the land forever. The Ghost Dance movement runs in alarming
parallel to the pressure to perform the Rite of Still Skies. Its

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.

The Final Battle


As the night of the Rite of Still Skies draws near, the Storm
Eater senses the gathering power. It descends into the Penumbra,
flanked by legions of its lesser children. Silent Strider messengers
race from caern to caern, warning of the oncoming dangers. The
Rite of Still Skies begins at the 13 septs when the moon rises on
the evening of December 28, 1890. Garou of every tribe stand
side-by-side against the forces attempting to overwhelm the caerns
and disrupt the rite. Nevertheless, when the rite reaches its peak,
and the spirits of 13 chosen heroes burn free, the erupting force
of the rite overcomes the Storm Eater. Its Weaver-aspect tears
from it, shredding into remnants of spiritual weaver-stuff. The
power derived from the Wyld drains away, leaving it shrunken
and feeble. Then the spirit-chains close in on it, pulling it back
below the earth and burying it in the darkness, miles below.
Exhausted but triumphant, the Garou are in no real shape
to predict the following days massacre at Wounded Knee.
The West is won and lost in the space of 48 hours. Heartsick
and much weakened, the Uktena and Wendigo swear peace
with the European tribes, who for their part stop any further
official expansion. The Savage West thus ends in a time of
comparative calm. With the binding of the Storm Eater, the
Garou are free to resume the war against the Wyrm in the
form theyre accustomed to.
Not long thereafter, the Enlightened Society of the Weeping
Moon suffers a major blow with the death of Lloyd Fairweather in A.D. 1891, and never recovers its members go their
separate ways, embezzling its resources and splintering their
followers. They are vanished from the earth by A.D. 1913.
Unfortunately as always, where one head of the Wyrm is
wounded, another flourishes. In A.D. 1892 Jeremiah Lasseter,
head of Premium Oil, makes contact with a bound servitor of

Werewolf 20th Anniversary Wyld West Expansion Pack

Savage West Timeline


1796 Laurent de Mer forms Enlightened Society
of the Weeping Moon in France.

Mexico. Levi Strauss produces first pair of denim


pants for California miners.

1797 Laurent de Mer exiled from France; flees


to America.

1854 Cholera epidemic rages along the Santa


Fe Trail; some native tribes almost wiped out by
the disease.

1827 Fort Leavenworth, Kansas, is established


to protect those using the Santa Fe and Oregon-California Trails.
1830s Storm Eater is released.
1836 Santa Anas forces overwhelm the Alamo;
all defenders choose death rather than surrender.
Texas and California declare independence from
Mexico.
1837 Samuel Morse files for patent on his
telegraph.
1838 Enlightened Society of the Weeping Moon
opens lodges in California and Oregon.
1840s Uktena and Wendigo Theurges begin to
sense disturbances across the Umbra.
1846 United States declares war against Mexico. Under pressure from veiled threats of war,
Britain cedes half of the Oregon Territory to the
United States.
1847 Mormons, led by Brigham Young, reach
the Great Salt Lake.
1848 Treaty of Guadalupe Hidalgo gives over
one million square miles of land, including all
or part of the future states of California, New
Mexico, Arizona, Utah, Nevada and Colorado, to
the United States. Gold is discovered at Sutters
Mill, California.
1849 Gold Rush to California begins. Lloyd
Fairweather assumes control of Enlightened
Society of the Weeping Moon.

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.

1850s Vampires become present in the West


in greater numbers, implying migration.

1866 In Liberty, Missouri, ex-Confederate


outlaws commit first peacetime bank robbery
in U.S., leading to birth of James-Younger gang.
Red Cloud leads war in Wyoming; Red Cloud
and Crazy Horse force abandonment of Bozeman
Trail and forts.

1853 Washington Territory established. Gadsden Purchase gives U.S. land in Arizona and New

1867 Nebraska becomes state. First major cattle


drive leaves Texas; arrives in Abilene, Kansas.

1850 California enters the Union as a Free


State. New Mexico and Utah become territories
(no mention is made of their free or slave status).

Chapter One: The Savage West

11

Savage West Timeline (Continued)


1868-69 Southern Plains War ends in Indian
defeat.
1869 Central Pacific and Union Pacific join
at Promontory Point, Utah. Ulysses S. Grant
becomes president.
1871 Indian Appropriation Act nullifies all
treaties.
1872 Modoc Indian War begins.
1872-74 Professional buffalo hunters decimate
bison herds, killing over four million.
1873 Barbed wire invented. Colt .45 released.
Enlightened Society of the Weeping Moon membership drive.
1874 Final defeat of Southern Plains tribes;
death of Cochise.1875 The U.S. Calvary forced
the Apache and Yavapai people to march from
the Verde Valley to a reservation in San Carlos.
1876 Chief Josephs Nez Perces ordered onto
reservation in Idaho. Colorado becomes state.

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

1883 Northern Pacific Railroad completed;


by now several railroads crisscross the West
including the Southern Pacific, Texas Pacific and
Atchison, Topeka and Santa Fe Railroads.
1885 Geronimos final raids.
1886 Surrender of Geronimo.
1889 The Two Moons pack brings the Rite of
Still Skies back from the Heavens.
1890 Bureau of Census officially declares the
frontier closed (defining the frontier as any
area where there are less than two settlers per
square mile; no such place is left). The sacrifice
of the Thirteen strips the Storm Eater of power
and binds it once more. Indian Wars effectively
end with the slaughter of 200 Sioux men, women,
and children at Wounded Knee, South Dakota.
1891 Lloyd Fairweather dies in curious printing
press accident.
1892 Jeremiah Lasseter, head of Premium Oil,
pledges his fealty to a servitor of the Wyrm.

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

Werewolf 20th Anniversary Wyld West Expansion Pack

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

Specialties: Religion, History, Taboo, Tribes, Specific Group


(Plains Tribes, Pacific Northwest, Scandinavian Settlers, etc.)

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.

Chapter One: The Savage West

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

Difficulty Damage Range


Pistol, Light
6
4
15
5
4
10
7
5
25
7
5
25
Pistol, Heavy
7
6
30
6
6
35
Rifle
7
9
175
6
7
150
7
9
200
6

Remington Twelve Gauge


Winchester single lever-action
Spencer M1882 pump-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

Werewolf 20th Anniversary Wyld West Expansion Pack

turn. Any shots taken via fanning have their difficulty


raised by 1.
Rifles: For game purposes, rifles vary mostly based on
their ammunition capacity and range. Muzzle-loaders (the
choice of the mountain man stereotype) were more prevalent
during the early part of the West, and repeating rifles entered
later. Most lever-action repeating rifles debuted in the 1860s.
Shotguns: Shotguns are generally single-barreled or double-barreled. Pump-action repeating shotguns debut towards
the later part of the era.
Gatling Gun: The Gatling gun is the
worlds first automatic weapon, typically mounted on
a tripod and beltfed. Richard
Gatling
w r o t e
that he
intended
for the
weapon to
re d u c e t h e
size of armies,
because of being a gun that
could do the
work of a hundred soldiers.
The weapon
certainly did
reduce the
size of armies,
at least from
one point of view.

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.

Chapter One: The Savage West

15

Garou culture is an old, old thing. The tribes of the Savage


Frontier are much as they were a few thousand years ago,
and for the most part an ocean or two away. However, the
nineteenth century is where the Industrial Revolution begins,
and the point when the world begins to change at a speed
the Garou could never have anticipated. The tribes of the
Wild West are still largely similar to their twenty-first century
incarnations. Its the context that strikes the most difference.
Technology is only starting to allow the humans to catch up
to the Garou. Tribal allegiances are different in the context
of native versus newcomer.
That conflict is the greatest driver in the setting. The battle
against the Storm Eater is what can unify the Garou but the
clash between settlers and the people theyre displacing shapes
the core of Garou politics. Tribes that side with the Uktena
and Wendigo become further marginalized or distrusted
where the Silver Fangs and those who stand with them are
concerned. Garou havent been pitted against Garou at this
extent for a long time, and it might never happen again until
the Apocalypse.

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

Chapter Two: The Tribes

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.

Werewolf 20th Anniversary Wyld West Expansion Pack

Beginning Gifts: Cooking, Desperate Strength, Resist


Toxin, Smell of Sweet Honey, Trash is Treasure
Territory: The Bone Gnawers populate settlements of any
size, as well as living like hermits off in the more desolate wilds.
Theyre perfectly at ease in shantytowns, mining camps, tiny
farming villages, and such places where a gentleman might
have cause to fear for his safety. They dont challenge the other
tribes for the best spots; they take the lands nobody else finds
that attractive, and then they dig in like ticks.
Protectorate: Rats tribe cares about the people thatd otherwise go forgotten. They watch over isolated families disowned
by their kin, Mexican peasants held under a landowners heel,
vagrants cheated out of their money by gamblers or bankers,
escaped or freed slaves, and all such folk. They tend to leave
the high-falutin spiritual struggles to other tribes, but even a
Bone Gnawer cant ignore the thunder of the Storm Umbra
forever.
Quote: Damn, twenty dollars? Thats a princely sum and no
mistake. But I aint taking your money. Id rather be hungry and
my own man than wear a pretty gold chain.

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.

Beginning Gifts: Brothers Scent, Jam Weapon, Mercy,


Mothers Touch, Resist Pain
Territory: The Children of Gaia teach that its best to go
where theyre needed. The tribe claims lands in cities and
deep wilderness alike. Theyre particularly drawn to small
towns, where a few strong personalities can influence the
settlements entire dynamic. More than a few Children have
wound up weary of the greater war and simply settled down
to look after a more manageable populace, creating towns
with an odd reputation among their neighbors.
Protectorate: Just about every human being falls under the
Children of Gaias self-appointed remit. There wont ever be
peace until the humans really want it, so the Children work
to spread the ideals of empathy and brotherhood. Of course,
their ability to protect the native nations is limited to some
degree by Uktena and Wendigo territoriality.
Quote: You say you dont want trouble here. The way you treat
your people tells me otherwise. A little bit of kindness and mercy
would have saved you the trouble of begging for the same.

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

Chapter Two: The Tribes

19

of Gaia, Silent Striders, and Stargazers in the calls for truce.


Its far from an easy path, but its all too necessary.
Beginning Gifts: Faerie Light, Hares Leap, Persuasion,
Resist Toxin, Two Tongues
Territory: Fianna arent terribly picky about the territory
they take whatever looks like a good place for their relatives
to set up store will do. All other things equal, they do prefer
forests to deserts and mountains to plains, both being a bit
more familiar to them, but theyll also follow a railroad being
laid through a bleak landscape if thats where their Kin are
going. Settlements with a strong Fianna influence usually
have more boisterous festivals or traditions of song, but can
also be prone to violent feuding.
Protectorate: Naturally, the Fiannas first and most important protectorate is their Kinfolk. Theyre willing to extend their
protection to other people who at least arent in opposition
to their Kins best interests. They have a general appreciation
for the underdogs lot, and are most prone to help keep an
eye on the Bone Gnawers protectorate as well.
Quote: Im a reasonable woman, as long as the circumstances
are reasonable. You turn on me and mine, you try to drive us out
of here and say you know better than we do, then were going to
have a problem.

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

steadfastly loyal to those few who actually earn their respect.


Getting the Get of Fenris on your side is winning half the
battle the rest is convincing those theyve warred against to
bury the hatchet and sign on as well.
Beginning Gifts: Lightning Reflexes, Master of Fire, Razor
Claws, Resist Pain, Visage of Fenris
Territory: The Get focus more on northern lands, both because
they find the climate more familiar and because their Kinfolk
tend to travel similar paths. Concentrations of Scandinavian
and German settlers usually feature Get not too far behind. The
Fenrir are some of the most viciously territorial Garou in the
Savage West. Towns where the Get hold sway tend to be faintly
xenophobic and leery of troublemakers the Fenrir arent in the
habit of letting people disrespect their lands and Kin.
Protectorate: The Fenrir arent just viciously protective of
their own Kin though they certainly are that. They take
their battle against the Wyrm very seriously, and extend their
attentions to anywhere that needs strong defenders. The
problem is that theyre prone to seizing caerns and territories
from other Garou that dont seem up to the task in the Gets
eyes. This has set them against Pure Ones and Europeans
alike at least the weaker ones.
Quote: Maybe the Umbra wouldnt be such a sack of flaming
horseshit around here if you people had done your jobs right in the
first place. Now shut the hell up and let us handle this.

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

Werewolf 20th Anniversary Wyld West Expansion Pack

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

Chapter Two: The Tribes

21

small towns or outlaw gangs under their control. Others hunt


for mystical power, bartering with the Uktena for powerful
secrets or stealing those secrets when the opportunitys
there. Still others, such as the infamous Judges of Doom, play
politics among the Garou of both sides. The upheaval in the
Storm Umbra is problematic, but not insurmountable. At
least, it shouldnt be insurmountable once everyone knows
their proper place and is ready to receive orders.
The Shadow Lords tend to fall more on the settlers side of
the conflict, though not out of admiration and kinship. They
stand with the Europeans to honor (or rather, exploit) old
alliances and they deal with the natives when they see another
opportunity for advancement. Theyre the tribe most likely to
break treaties, though they do so only when they feel it wont
damage their standing, and when the betrayed party seems to
have no real chance of regaining enough power to even the
scales. Like the Get of Fenris, they honestly claim to have the
best interests for the Garou Nation in mind and like the Get
they believe themselves to be the best for the Garou Nation.
Beginning Gifts: Aura of Confidence, Fatal Flaw, Seizing
the Edge, Shadow Weaving, Whisper Catching
Territory: The ideal Shadow Lord territories feed their masters
sense of pride. The Lords appreciate lands of rugged, intimidating beauty; they favor high mountains such as the Rockies
and Cascades, or forested valleys where thunderstorms tear
through. Where they lay claim to human settlements, they
find it useful

22

to encourage a sense of respect or fear. Locals may treat


visitors with fawning respect, just in case the strangers have
connections, or they may try to dominate the newcomers
just as their Shadow Lord neighbors dominate them.
Protectorate: The Shadow Lords dont stick out their necks
for just anyone. They guard (and dominate) their closest Kin,
but dont glorify blood for bloods sake. They keep an iron
grip on their territories, defending other Garous lands when
they stand to gain something from it. If a Wendigo sept cant
hold a caern, or a Silver Fang pack a territory, then perhaps
its for the best when the Shadow Lords step in and claim the
prize once the prior owners have failed.
Quote: Well, Id be glad to help you in your time of need. Its
the brotherly thing to do. But you want my help, youre gonna have
to follow my plan to the letter. You go off track and I leave you to
die in this mess.

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

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enough to make a paranoid sept leader wonder where the


Striders loyalties really are. They seem faithful enough in other
ways, fearlessly bringing word of oncoming calamity to native
and settler alike. Its just that silence that seems so damning.
Maybe the best argument that the Striders are new to these
lands is that they constantly go to see whats around the next
bend. They travel the southwest arroyos, the northern forests,
the high mountain valleys, all with the same quiet intensity
always looking for something. Theyre more comfortable
in the parched lands than most tribes are, even some of the
Uktena. They accept the weathering of the sun and the dust
of the gulch as badges of honor the mark of a werewolf who
can look beyond his own front porch.
Most Silent Striders stay as neutral as possible when it
comes to the conflicts between newcomer and native. If they
take sides, then one side wont listen to them, and that means
greater troubles. Of course, sometimes Garou dont listen
to them anyway, on account of seeing them as fence-sitting
skulks. The Striders make common cause with the Black Furies,
who are in the Savage West for similar ideological reasons,
and with the Uktena, who they honor as the local experts on
everything gone askew. If the Europeans wont listen to an
Uktena telling them of the troubles, they might just listen to
a Strider carrying the same message. Maybe.
Beginning Gifts: Heavens Guidance, Sense Wyrm, Silence,
Speed of Thought, Visions of Duat
Territory: The Silent Striders claim precious few caerns
and territories of their own. When they do take a place for
their own, its somewhere uncontested. The Striders are far
too few to start border wars over territories. They have a
peculiar affinity for haunted territories, whether the ghosts
are human or Garou. The Silent Striders may not actually
enjoy the company of ghosts, but when necessity demands
securing an empty caern, the Striders are some of the best
equipped to do so.
Protectorate: The Striders watch over those others who
spend a lot of time travelling or dont have a home to call
their own. Traveling sideshows, itinerant work gangs, circuit
judges: all are kindred souls to Owls tribe. They have particular
sympathy for Native Americans; those displaced from their
original territories, and may watch over such people from afar,
especially if there arent any Uktena or Wendigo to provide
similar protection.
Quote: I might not be from around here, but Ive seen more
than you can reckon. Trust me dont open that.

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.

Chapter Two: The Tribes

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

The number of frontier human settlements under


Stargazer protection could be counted on the
fingers of one hand, if any exist at all. Theyd
be sure to be strange, somewhat surreal
places where the locals have learned
to listen to their dreams, and
offer up advice in the form of
unfamiliar almost-riddles.
Protectorate: The children
of Chimera watch over people
who dream visionaries, seekers
after truth, mystics, artists, philosophers. They frequently relate best to the
Asian immigrant population, but also seek out
native seers who might have insights new to the
tribe. Those coming from the East Coast keep
a close eye on the occultists and mesmerists in
search of alternate ways of understanding the
world.
Quote: You call this the free frontier, but all I
see are men and women who are slaves to the same
fear and greed that takes root everywhere.

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

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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.

Chapter Two: The Tribes

25

The changes wrought on any land in any time are mirrored


in the Umbra. The spirit world reflects the zeitgeist, in a way.
This is true in the Savage West as well, where the conflict of
the encroaching frontier shows itself in the outlying strands
of the Weaver against the still-raging forces of the Wyld. But
the Storm Umbra is something more. It also shows the mark
of the Storm Eater and its spawn, and is home to a battle that
cant be explained by the conflicts of the West alone.

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,

Blights arent seen as often. Those that do arise are typically


attributed to the power of the Storm Eater. Webs are rare as
well, though one unfortunate side effect of that rarity is that
the Uktena and Wendigo in particular have less experience in
dealing with them. Webs also seem to draw the Storm Eater
like they were lightning rods. By the time the monstrous spirit
or its offspring finish rolling through a Web, its torn and
polluted into a new almost-Blight.
By contrast, Wyldlings are considerably more common
than they would be in the modern world. The Storm Umbra
tosses them about and even grows their influence, like a wind
spreading a prairie fire.
Trods are fewer, and the nunnehi fae who frequent them are
of breeds quite unknown to the European tribes. Hellholes are
thankfully very rare in the Savage West, though they may still
manifest near particularly vile mining operations or the like.

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

Chapter Three: The Storm Umbra

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.

anything seen before. The Uktena and Wendigo


remember a calmer time before the
Wyrmbringers came, but the
European Garou are ill-inclined
to believe that theyre the ones
responsible for such a drastic
change in climate. It doesnt
help that their own Galliards
cant recall in any tale a time
when storms such as this
raged across the Umbra.
Without a clear historical
precedent, its just as easy
(and rather more convenient for their goals) to
assume that the so-called
Pure Ones are blaming
them for the changes as an
attempt to keep them from
rightful prosperity.
The intensity of an Umbral
storm tears apart parts of the spirit
world the Garou take for granted. A
blowing Umbral storm can shatter a
moon bridge, scatter or tear apart
a Domain, even tear holes in the
local Gauntlet to create Broken
Lands. The chaos ravages the
Periphery as well, stirring up
nightmares in the local populace even when the Gauntlet
holds. Its common for disease,
violence, and strife to break out
where a powerful Umbral storm
has rolled through.

28

Travelers caught on the other side of the Gauntlet when


an Umbral storm hits are in for a world of trouble. To begin with, Umbral storms may be sources of environmental
damage: extreme heat or cold, pounding winds (from one
to five dice worth of bashing damage), even lightning bolts.
But even without direct damage, they wreak havoc on an
unprepared traveler.
While in an Umbral storm, Perception rolls have their
difficulty increased by 2, and Garou and other shapeshifters
capable of frenzy require one fewer success on a Rage roll
to do so. Calling on Gnosis is exceptionally risky each 1
on a Gnosis roll counts as two 1s for purposes of cancelling
out successes and botching. A botched Gnosis roll creates a
strange spiritual effect of the Storytellers choice: a fetish may
come alive in its wielders hand, a rip in the Penumbra may
let in something from the Far Umbra, or a nearby spirit may
change its very nature.

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

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jackrabbits hunt coyotes, spiders spin webs out of silver, vultures


eat the bones out of corpses without damaging the flesh. The sun
might not come up for days, or the moon may shine green or red.
But other Broken Lands are settled. The people who live in
a Broken Land, settler or native, dont even seem to know that
somethings out of the ordinary. In a small town, a piano player
plays tunes nobody ever heard in the West. A mob gathers to
lynch a rooster, but everyone refers to the luckless fowl as the
mayor. When a werewolf shifts, nobody reacts as though affected
by the Delirium they dont even notice at all. Its impossible
to predict just how the spirit has altered the rules of the flesh.
Some might mistake the Broken Lands for something akin
to the days of prehistory when the spirit world and the physical
world were one. Thats not the case. The old ballads describe
a harmonious relationship between the worlds. A Broken
Land is more like a bruise; the land suffers, abused and torn,
and the spirit spills out and floods the land, discoloring it.
A place battered by an Umbral Storm until the Gauntlet falls
eventually mends. For such a place to persist long enough to
become a Broken Land, it needs a wellspring of constant spiritual
force. This wellspring might be an abandoned caern, an ancient
fetish, a sleeping spirit, or the remnants of an old rite. Garou
who recognize a Broken Land may be able to heal it by cutting
off that wellspring somehow. But the residents arent likely to
take kindly to such action. Their connection to the spirit world
extends to an instinctive understanding that theres a power
nearby, and that its theirs. Rescuing innocents from a Broken
Land may be a tricky business, given that theyre likely to oppose
even werewolves in order to keep what they consider their own.

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

Chapter Three: The Storm Umbra

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

Liars Craft Bald-Faced Lie

Call Elemental Call the Four Brothers

Paws of the Newborn Cub Whelp


the Insolent

Circular Attack Rage at Shadows


Cornered Rats Ferocity Cornered Rat
Curse of Aeolus Murderers Fog
Cutting Wind Bitter Wind
Eye of the Cobra Come Hither
Fabric of the Mind Manifest the Vision
Geas Honor Bound
Harmonious Unity of the Emerald Mother As Gaia Intended
Head Games Heart Twister
Invisibility Walk Unseen
Kiss of Helios Sun Dance
Kalis Tongue Festering Wound

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

Sense Magic Sense Medicine


Speed Beyond Thought Windrunner
Surface Attunement Measured Step
Thieving Talons of the Magpie Thieving Talons, sometimes Broken Treaty
Thousand Forms Beast Witch
Uncaught Since the Primal Morn Run
Free
Visceral Agony Devil Talons
Visions of Duat Ghost Eyes
Wuxing Element Medicine
Wisdom of the Seer Wisdom from
the Heavens

thumb, objects gain the equivalent of one Health Level per


success, making them harder to destroy. Clothing so affected
grants a die of soak (counting as armor) for every success, but
these soak dice can be used only against lethal damage. The
clothes lack the rigidity to protect against bashing damage.
Against aggravated damage that takes the form of cutting or
piercing, the soak dice are reduced by half.

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.

Werewolf 20th Anniversary Wyld West Expansion Pack

System: The player spends a Rage point before making an


attack roll. If the bite succeeds, any remaining damage after
the soak roll is doubled. If the attack fails or causes no damage,
the Rage point is still lost.

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.

System: The player spends two Willpower points and makes


a Wits + Subterfuge roll (difficulty 8) to enact the characters
vision over the specified locale. The number of successes required depends on the size and activity of the town or place
affected; it would take a single success to mask a hermits shack
or empty mine, and five successes to cloak a bustling town of
moderate size. If the roll botches, the character is the only one
affected by the altered perception. The locales inhabitants
are unaware of any change, but travelers, newcomers or even
residents who have been away for a while perceive or remember
the place as abandoned. Even evidence such as maps might
not amend their memories. To penetrate the ruse takes active
investigation, in the form of a Perception + Investigation roll
(difficulty of the Ragabashs Wits + Subterfuge).
A ghost towns inhabitants and visitors cannot perceive
one another. If either party moves a physical object, the other
party can see the change, even if they have no explanation for
it. The Gifts effects last for one story.

Ahroun Gift
Trick Shot (Level One) As the Glass Walker Gift
(Werewolf 20th, pg. 183).

Black Furies Gifts


Song of the Seasons (Level One) An old trick, this
Gift has always helped Furies who walk far from civilization.
The Fury who calls on this Gift ignores the blazing heat of
the day or the bitter cold of the night. This Gift is taught by
a Weather-spirit.
System: The player spends a Gnosis point; the protection lasts
for one day. During that time the werewolf suffers no ill effects or
even discomfort from extremes of temperature, so long as those
extremes arent severe enough to be considered attacks. Temperature-related attacks (ice storms, bonfires, cold winds) can still affect
her, though the difficulty on related attack rolls increases by 1. This
Gift protects against temperatures only, not against other dangers
associated with climate such as tornadoes or lightning.
Dispel the Golden Waste (Level Four) The Furies developed this Gift as a way of getting rid of gold rush towns and
their attendant problems. If prospectors would come back as
long as there was gold, then the thing to do was to get rid of
the gold. This Gift calls on the spirits of gold to sweep away to
a new locale, taking their physical equivalent with them. The
golds ultimate destination is a tribal secret; the Furies claim
its someplace harmless and undiscoverable, but rumor says its
actually the holdings of the Furies themselves.
System: The player rolls Gnosis (difficulty 8). Success creates
a spirit whirlwind that converts all gold and pyrite, shaped
or natural, into dust and whisks it away. Once the gold dust
hits the open sky, air currents carry it to a destination outside
the Gift users control.

Chapter Three: The Storm Umbra

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.

Iron Riders Gifts


Well-Oiled Running (Level One) The frontiers rough
country, and hard on mechanical equipment. The Iron Riders
adopted this Gift to protect their favored belongings from
the dust, sun, and other such elemental hazards common to
the West. Elementals teach this Gift.
System: The player spends a Gnosis point and rolls Stamina
+ Crafts (difficulty 7) to affect a man-made object of the Garous
choice. This object can as small as a box of ammunition or
as large as a covered wagon. The device becomes immune
to natural corrosion or damage caused by adverse weather,
immersion in water or other such hazards for one day per
success. This Gift defends against natural elements only;
it can protect against a prairie fire but not a kerosene fire
or dynamite explosion, for instance.
Iron Coat (Level Two) This Gift, taught by
Iron-spirits or earth elementals, suits the Iron Riders
newly adopted identity to a T. The werewolf shifts his fur
into steel temporarily as defense against harm.
System: The player spends a Willpower point and rolls
Stamina + Science (difficulty 7). The Garous soak pool increases by one die, plus an additional die for each success; the
Gifts effects last for a scene or until the Garou decides to end
them. This Gift is less effective if the werewolf doesnt have a full
coat of fur; hairless metis and Garou in Homid form lose two dice
from the total, while Garou in Glabro form lose one. (This affects
only bonus dice from this Gift, not the Garous original soak pool.)
While this Gift is active, the werewolf suffers a +1 difficulty penalty
to all Dexterity rolls.
Pulse of the Railroad (Level Two) By placing her ear against
a railroad track, the Garou with this Gift can hear anything happening anywhere along that rail as if she were actually there. An
Iron-spirit teaches this Gift.

32

Werewolf 20th Anniversary Wyld West Expansion Pack

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.

Red Talons Gift


Dust Squall (Level Three) This Gift is largely unknown
outside a few bands of desert-dwelling Red Talons. It allows
the werewolf to conjure a dust devil to bedevil his prey. Its
taught by various spirits of the desert.
System: The player spends a Gnosis point and rolls Charisma
+ Primal-Urge, (difficulty 6). The dust devil harasses the Garous
opponents for one turn per success. The squalls attentions
add two to the difficulty of all dice rolls for the targets, and
make it all but impossible to see or communicate during its
effects (difficulty 10 for any appropriate rolls).

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.

System: The player rolls Perception + Enigmas (difficulty


of the local Gauntlet). The Garou gets a brief glimpse into
the Penumbra, but can perceive only the webs strung by
Weaver-spirits. A successful Wits + Enigmas roll (difficulty 8)
allows the werewolf to read the pattern of weaving, determining
roughly when the threads were laid, what sort of pattern is
developing, and what these changes may signify.
Counting Coup (Level Four) With a single touch, the
Garou can break an opponents will, compelling him to flee
or surrender. This Gift was learned from the native tribes, and
is taught by an Uktena or Wendigo Ancestor-spirit.
System: The player makes a normal Dexterity + Brawl (or
Melee) roll to touch the opponent, and spends one point of
Gnosis upon success. The Gifts effects cause no damage, but
if the attack roll successes exceed the targets current pool of
Willpower points, the target loses his fighting spirit (even
ending any frenzy he may be under). The affected combatant
will withdraw from the field or give in to the Gift user, as
long as he isnt attacked further by the Gift user or any of
the users allies.
An affected target cannot act against or defy the Gift users
will, not even by spending Willpower points, for the remainder
of the scene. Mindless foes are unaffected by the Gift, though
creatures of even animal intelligence can be affected.

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.

Chapter Three: The Storm Umbra

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

A summoned dust storm blankets an area of up to a mile


(1.6 km) radius for two turns per success. Everyone within the
storm can barely see or hear anything; all Perception-related
dice pools are halved. The storm has appropriate elemental
effects on the area, such as befouling machinery, extinguishing
small fires, or fanning the flames of large ones.
Burning Tumbleweeds (Level Three) This strange trick
has its origins with one of Coyotes pranks, and is taught by
his children. The werewolf conjures spirits of fire into the dry
tumbleweeds of the plains, making rolling, flaming bombs to
direct against his enemies. This Gift is particularly useful in
attacks on settlements, especially mining camps with plenty
of flammables and explosives.
System: This Gift requires the presence of tumbleweeds to
work (though it can also work in the Penumbra). The player
spends a point of Rage and rolls Manipulation + Survival
(difficulty 6). One tumbleweed becomes a rolling fireball
per success; the Gift also summons a stiff breeze. The wind
blows the burning tumbleweeds wherever the Garou chooses.
Counting Coup (Level Four) As the Stargazer Gift. The
Wendigo have all but stopped using this Gift, and at present
use it only against Uktena or, under the right circumstances,
others of their own tribe.
Tornado Rider (Level Five) One of the ultimate tricks
of the Wendigo, this Gift conjures up a mighty twister for
the Garou to ride as though it were a bronco. Thunderbird
himself teaches this Gift.
System: The player spends two Gnosis points and rolls
Willpower (difficulty 6). The twister begins taking shape on
the next turn, and makes landfall two turns after that. The
Gift user can choose to ride the tornado without injury. She
can suggest a general path for the twister upon invoking the
Gift, but cannot control it once its fully formed.

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.

Galliard Storm-Eater Gift


Song of the Storm (Level Five) The Galliard draws on
the energy of the Storm Umbra, singing forth Wyld energy to
work dramatic change on his environment or targets within
it. This Gift is taught by any powerful Wyld-spirit.
System: The player spends two Gnosis points and rolls Wits
+ Expression (difficulty of the local Gauntlet). One success is
enough to begin the process of change; more successes increase
the extent of the change and the precision in adhering to the
Galliards will. The Galliard can choose a general desire for
the changes wrought, but the specifics are completely beyond
her control. For example, a Galliard attempts to derail a train
coming through town to get at its shipment of silver bullets. One
success might transform the trains coal reserve into chunks
of ice, ensuring the train cant continue but not immediately
bringing it to a halt. Five successes might cause the ground
beneath the tracks to become a colossal living spider, hurling
the train from its back and attacking the guards aboard.
While the effects of this Gift are entirely at the Storytellers
discretion, remember that it is a Level Five Gift, and should
work in the Gift users favor. The Galliards player should rightly
anticipate just how random the Gifts outcomes may be, but
shouldnt feel discouraged from using such a hard-won prize.

Black Fury Storm-Eater Gift


Wyldstorm (Level Five) The Black Fury with this Gift
can pull a portion of the Storm Umbra across the Gauntlet,
unleashing a spiritual tempest. The resulting storm is brief
but unrelentingly strong, tearing apart almost anything in
the material world.
System: The Garou must be in the Penumbra to use this
Gift. The player rolls Manipulation + Enigmas, difficulty of
the areas Gauntlet, and spends one Rage and one Willpower.
Success summons a storm that manifests in a form of the
Storytellers choosing, though the Wyldstorm is unmistakably
anything but natural it may have red lightning blazing from

Werewolf 20th Anniversary Wyld West Expansion Pack

black clouds, icy shards falling in the desert, or winds full of


writhing centipedes. The number of successes affect the Wyldstorms length and severity: one success will conjure a storm
that lasts for about a minute and can tear apart a small mining
camp, while six or more successes brings down the equivalent
of a hurricane that may last for hours, even until sunrise.

Iron Rider Storm-Eater Gift


Quell the Storm (Level Five) Where Galliards shape
the Storm Umbra, and the Furies unleash it, the Iron Riders
can attempt to impose order upon it. This Gift can calm
Umbral storms, using the power of the Weaver to bind their
Wyld energy.
System: The player spends two Gnosis and rolls Gnosis,
(difficulty 8). The number of successes determines the Gifts
effects; one success can slow a strong Umbral wind down or
banish an Umbral breeze, while five successes can convert a
full-blown Umbral storm into dead calm.
The werewolf can also use this Gift to target Wyld-spirits.
The roll goes against a difficulty of the spirits Gnosis, and
the spirit loses five Essence per success. The werewolf cannot
use this Gift more than once against the same storm or spirit.

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.

The Trodden Track (Caern)


Level Three
The history of a caern is written in its heart. The Trodden
Track draws on the spirits to manifest visible and audible echoes
of the caerns past. The images of past glories and the sacrifices
of those who defended the caern inspire the participants,
strengthening their spiritual bond with the sacred site. Only
a Garou who knows the caern and its history intimately can
perform this rite, which is why the rite was lost to European
tribes who took over native caerns.
The rite begins with a map drawn of the caern and its
surroundings as they appeared when it was first consecrated.
The ritemaster places the map in the center of the caern and
burns it, symbolizing the passage of time. As the map turns to
ash, the other participating Garou growl deep in their throats,
a grinding chorus for the ritemasters litany. The ritemaster
recites the history of the caern and its greatest moments,

the sonorous speech melding with the growls to disorient


listeners, making them more open to the visions of the past.
The key visions always high points in the caerns history,
those that would inspire joy and pride appear hazily around
the participants, like reflections in a murky pool. As the rite
concludes, those present feel a surge of resolve, and can feel
their ancestors watching over them.
System: The Trodden Track requires an Intelligence +
Rituals roll, (difficulty of 8); each dot of Ancestors the ritemaster possesses reduces the difficulty by 1. Participants in
a successful rite gain an extra dot of Ancestors until the end
of the current moon. This bonus applies even to those with
a restricted Background for their tribe; the rite calls on ancestral protectors of the caern instead of their own ancestors.
Success also reduces the difficulty by one of the next caern
rite performed at the caern.

Rites of the Frontier


Rites of the Frontier are not a formal classification. Rather,
these are a loose group of rites brought over by settlers to make
the Savage Frontier a little more like their homelands. Not all
ritemasters of the European tribes know these rites theyre
notable in that they say something about the personality of
the Garou who learn and use them.
System: These rites use a Charisma + Rituals roll, frequently against a difficulty of 9 (given that the land often resists
such use).

Rite of New Territory


Level One
Disputes over territory boundaries are sadly common in the
Savage West. This rite was created to resolve those disputes
in a manner other than outright bloodshed. The Rite of New
Territory regulates and ritualizes a given factions claim to a
territory for their tribe, sept, or Kin. It isnt used to determine
the ownership of caerns or similarly important sites no
Garou would give up such a claim so easily but it does allow
a given factions Kin first pickings of a settlements choicer
lands, for instance.
The Rite of New Territory is basically a non-lethal duel; the
spirits are asked to serve as witnesses, and nothing else. As
the rite is usually enacted to determine Kinfolk privileges, it
is performed in Homid form and in full view of those Kin
so affected. Each of the competing parties (packs, tribes, or
septs) chooses a representative. The two representatives circle
each other as the Garou witnesses speak to the spirits and
state the stakes. The champions then exchange bare-knuckle
blows, and the first to fall must lead his group and his Kin
elsewhere. Of course, even with the human witnesses present
to encourage a fair display, sometimes the participants lose

Chapter Three: The Storm Umbra

35

control of their Rage. However, by and large, the Rite of New


Territory has saved more lives than its ended.
System: The participants determine initiative as usual,
though some are confident enough to let their opponents
take the first swing. Each participant in turn rolls a normal
Dexterity + Brawl attack for offense; the defender rolls Stamina
+ Brawl to resist (starting difficulty of 6). If the defender fails
or botches the roll, he falls to the ground and the contest ends.
The attention of the spirits deepens with each turn, and for
every turn that passes without a victor, the difficulty to resist
the blows is raised by one. Shifting out of Homid form, or
falling into frenzy, is an automatic forfeit.

Rite of the Homeland


Level Two
This rite, practiced almost exclusively by the newcomer
tribes, draws a spiritual tie between the ritemasters homeland to the land in which she now lives. The Garou enacting
the rite uses some natural item from her previous home as
a focus a seed, a stone, a handful of dirt or the like. Any
other participants in the rite must be of the same tribe as
the ritemaster. They stand in a circle, nose to tail, while the
ritemaster begins the ceremony.
The ritemaster buries the token in the center of the circle,
and the other participants then dance and howl about the
site for some hours. If the rite takes hold properly, then over
the length of a few days the encircled area changes subtly to
resemble a small plot of land in the ritemasters old home.
An oak resembling those of the Black Forest might sprout;
a mountain slope might grow a small covering of edelweiss;
rocks may push their way out of the soil to resemble a Mediterranean hill. The affected area is just a bit more out of touch
spiritually with its surroundings, unfortunately, but many
Garou consider the connection worth the cost.
System: The area affected cannot exceed the area enclosed
by the circle of participants. Within the affected area, the
Gauntlet increases by 1.

Rites of the Pure Ones


This is also not a formal classification of rites. These are
examples of rites known mainly or entirely by the Uktena and
Wendigo. In most ways, they resemble other rites known to all
Garou, though they are often a little more on the elaborate side.
System: These meticulous rites require a Manipulation +
Rituals roll, (difficulty 7). The complexity of a rite is usually
a matter of particular tradition, not a matter of grave danger.
That said, its certain the old rites that bound the Banes under
the land long ago shared this intricacy; better safe than sorry.

36

Seam Between Worlds


Level One
This rite was devised as a reaction to the oncoming wave
of colonization. It is used to inspire the native Garou to
resist their invaders, and to attempt to warn the Europeans
of the dishonor and danger of their actions. The rite must
be enacted within sight of an actual disputed boundary. The
ritemaster takes a branch from the oldest tree in the bawn
of the caern and wraps it in copper wire. She then uses this
talisman to draw a line in the dirt paralleling the frontier. All
participants step sideways, where they behold a vision of the
oncoming conflict. The encroaching frontier resembles a wall
of roiling storm clouds, eating away at the virgin Penumbra
and leaving behind a gnawed, hollow parody of itself, full
of the Weavers webs. The vision of the wall slowly pushes
forward as the participants watch. Any Garou who lets the
phantom wall wash over himself is unharmed, but he does
notice something off about himself like a healthy shine now
coated with an oily film.
System: The ritemaster makes a standard roll; all participants
must successfully cross the Gauntlet. Pure Ones participating in
the rite have their Rage replenished at its completion. Members
of other tribes gain no tangible benefit and suffer no tangible
disadvantage; it depends on the individual whether they feel
disgusted shame, sorrowful necessity, or unwholesome pride
in the spirit of progress.

Facing the Final Journey


Level Two
When a werewolf can sense that his death is at hand, he
may call for this rite. It reconciles him to his fate, calming his
fears and steeling his resolve. The rites master and recipient
work together to build a small hut from baked clay, with a
deep fire pit at its center. When the hut is completed, they
enter together and a volunteer seals the entrance with more
clay. They light a fire in the fire pit, and the recipient stands
straddling the flames. With a howl of mourning, the ritemaster
presents the recipient with a prepared draught of rattlesnake
venom, peyote, and spiritual Essence. The drink induces
trance in the recipient, who spends the rest of the rituals
long hours standing over the fire and slipping in and out of
the Periphery. Each element of the rite stresses a different
connection the fire is his Rage, the smoky air the breath
of Gaia and the potion her spirit. The ritemaster intones as
the rite progresses. She recounts the story of the recipients
life, speaking of past achievements and the great duty he has
served. The rite does not speak directly of the recipients
death, but rather emphasizes the worthiness of his life and
the honor in duty fulfilled. At the end of the rite, the subject
breaks out of the hut, shattering the clay in symbolic rebirth.

Werewolf 20th Anniversary Wyld West Expansion Pack

System: The ritemaster makes a roll as standard. Each success


grants the recipient a point in each of Willpower, Rage or
Gnosis. A botch indicates that the ritemaster has unwittingly
called up painful memories and old wounds; the subject loses
a temporary Willpower point for each 1 on the roll.

Totems of the West


Thunderbird:
Totem of Respect
Background Cost: 6
Thunderbird is the spirit of the uncorrupted storm. He is a
spirit given to fury, but also an honored protector. Hes closest
to the Wendigo, and is said to have ties to the Pumonca, but
some Shadow Lords have managed to gain his respect.
Traits: Thunderbirds packs gain a dot of Intimidation
and a dot of Survival. They can call on an extra five points of
Willpower per story. The Pumonca and Wendigo both respect
Thunderbird, and will extend a portion of that respect to his
packs. In the most desperate emergencies, Thunderbird may
strike a foe of the pack with lightning. He dislikes having to go
to such lengths for his children, however, and always demands
repayment in the form of some quest.
Ban: Thunderbird looks down on cowards. His children
are forbidden to flee from any fight where they arent clearly
outmatched. Thunderbird may also ask his packs to take the

fight to enemies of Gaia and the land, charging them with


the extermination of local mockeries, Banes, vampires or
children of the Storm Eater.

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.

Chapter Three: The Storm Umbra

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.

Willpower 7, Rage 6, Gnosis 8, Essence 21-80


Charms: Airt Sense, Cleanse the Blight*, Create Wind,
Disorient*, Re-form, Updraft
*For Desert Winds corrupted by the Storm Eater, replace
Cleanse the Blight and Disorient with Blighted Touch and
Incite Frenzy.

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.

A gruesome and powerful spirit of vengeance, the Howler


has tenuously served the Pure Tribes for many years, under
many guises. They call on the Howler to avenge outrages in
terrible fashion, in ways that would stain the Honor of a Garou. Various accounts describe it as a bear, a gigantic eagle,
a hairy man with the head of an antlered wolf, a cloud in
human shape, or a writhing mass of rattlesnakes. Its never
conjured as a spirit of outright war rather, its a hunter.
Its purpose is to ensure its victim knows true fear before the
Howler tears him apart.
The Howler meticulously stalks its prey over the course of
three nights. The first night, the target hears a faint, distant
howl, no more than a lonely wind. The second night, he hears
the howl much closer, as if it were just over the next rise or
on the outskirts of town. The third night, the howl thunders

Chapter Four: Antagonists

39

out of nowhere and wraps around the victim, as if the beast


were standing just out of arms reach. This final howl is the
signal that the Howler will attack within the hour.
Though the Howler can be stopped or denied its prey, no
rites or powers seem to be able to bind it or destroy it permanently. If its materialized form is destroyed in the physical
world, the Howler disappears deep into the Umbra, where
it waits for a full cycle of the moon before returning to hunt
its prey once more. Its said that a few potent Uktena and
Wendigo Theurges know the secret of calling off the Howler
or redirecting it against new prey but if true, its a sure thing
theres no way theyd tell any of the other tribes such a secret.
Willpower 8, Rage 10, Gnosis 5, Essence 60
Charms: Disorient, Forest Sense, Materialize, Re-Form
(special), Shapeshift

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.

40

Every Storm-Born has at least one ban, inherited from its


spirit half. They must obey the strictures of this ban, or else
theyll suffer some sort of grave penalty. Its most common
for a Storm-Born who violates its ban to sicken (-2 to all dice
pools), weaken (Physical Attributes are halved), or even die.

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

Werewolf 20th Anniversary Wyld West Expansion Pack

or prophets, but the Waking Sleepwalkers arent just lost in


their visions they can draw others into them, too. Somehow
born of both flesh and the dreamstuff of Epiphlings, they
redefine lucid dreaming wherever they walk.
Attributes: Strength 4, Dexterity 4, Stamina 6, Perception
4, Intelligence 2, Wits 5, Charisma 3, Manipulation 5,
Appearance 2
Abilities: Alertness 3, Athletics 2, Brawl 4 (Tendrils), Crafts
1, Enigmas 3, Expression 3, Firearms 1, Intimidation 3,
Medicine 1, Stealth 2, Survival 4
Powers: Animal Control, Cause Insanity, Echoes of Wrath,
Ectoplasmic Extrusion, Homogeneity
Gnosis 9, Willpower 4
Attacks: Tendril (8 dice, 6 damage)
Image: They look like ordinary folks, although clearly tired
and not all there. They shuffle a bit when they walk, and
never focus their eyes. But if you look deep into their pupils,
you see a kaleidoscopic dreamscape unfolding down in the
dark. When a Sleepwalkers agitated into defending herself,

translucent tendrils uncoil from her spine and lash out at


enemies, almost independently of her own mind.
Background: Waking Sleepwalkers are a breed of StormBorn tied to the spirits of dream. Their senses are permanently
attuned to the Periphery, making them at once remarkably capable at picking out the slightest change in their surroundings,
but also handicapped when it comes to determining whether
that change is real, spiritual, or imagined. They are generally
aware that theyre dreaming, which makes their capacity for
lucid dreaming all the more dangerous. A Sleepwalker can
alter the perceptions of others, twisting them around. They
can also defend themselves physically, with phantom limbs
drawn from the stuff of nightmares.
Storytelling Notes: A Waking Sleepwalker is a truly unpredictable sort of Storm-Born. Theyre often antagonistic,
perceiving many of the humans they meet and all of the
Garou as nightmares that have to be destroyed. A potent
Sleepwalker can empty an entire town without ever realizing
that he was dealing with living human beings, but some may
be less wrathful and more curious. They might even serve as

Chapter Four: Antagonists

41

dream-oracles for a pack that figures out a way to approach


them safely. A Sleepwalker might be alone, or more rarely,
there may be a small band of them, linked together by a shared
presence in the Periphery.
Feel free to alter their Traits and Powers as much as you
see fit. Theyre a diverse lot, and their strange knack for lucid
dreaming can produce almost any effect the subconscious
can stir up.

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

42

Iron Rider shamans, who interrogate Wire Hoppers to discover


information transmitted across the telegraph, or coerce them
to act as messengers for the tribe.
Willpower 2, Rage 1, Gnosis 3, Essence 6
Charms: Airt Sense, Solidify Reality

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,

Werewolf 20th Anniversary Wyld West Expansion Pack

usually by means of a blowgun. The mockery must successfully


hit his victim with a Firearms + Dexterity roll (difficulty 6) and
spend a Willpower point. The victim doesnt feel anything more
painful than a mosquito bite, and might not even realize shes
been attacked. The stone dissolves, and the Bane within (usually
a Debaucher; see above) may immediately make a Gnosis roll to
begin possession.

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

Abilities: Alertness 3, Athletics 3, Brawl 3, Stealth 3, Survival 2


Powers: Armored Skin, Claws and Fangs, Extra Limbs,
Paralytic Bite*
Willpower: 5
Health Levels: OK, OK, OK, OK, -1, -1, -1, -2, -2, -5,
Incapacitated
Image: Texas Tarantulas resemble arachnids only in the most
general way. Their exoskeleton is almost crablike, and they may
have anywhere from eight to 30 small eyes scattered asymmetrically around their head. Their long legs end in ugly claws.
Despite their size, they manage to blend into the surrounding
terrain by means of changing the color of their carapace.
Paralytic Bite: On a successful bite attack, the Tarantula
may inject the victim with venom. A living victim so affected
must succeed on a Stamina roll (difficulty 7) or suffer paralysis. Paralyzed victims have full command of their senses, but
no ability to react to stimuli. Garou in Crinos or Hispo form
have the mass and healing ability to resist more effectively.
They require two successful injections (with attendant failed
Stamina rolls) of venom before they succumb to the paralysis. One successful paralytic bite is enough to halve such a
Garous Dexterity for the duration of the scene or until
another successful bite.

Chapter Four: Antagonists

43

Black Spiral Dancers


The slur Wyrmcomers is accurate without question as
regards one tribe. The Black Spiral Dancers came to the frontier
as the other European tribes did following opportunity. Their
first wayfinders came out in the sixteenth century, traveling
with conquistadors and feeding on the conflicts that broke
out. Now theres cover for them to move in larger numbers.
Some Spiral packs bring their Kin with them; others simply
plan to take new Kin at the territory of their choosing.
For the most part the Dancers lie pretty low out in the
Savage West. They dont have the same advantage of numbers theyll possess a century later, they dont have much
by way of support networks, and they dont have the same
confidence of an imminent Apocalypse. The Storm Eater
and its minions are just about as hostile to the fallen tribe
as they are to the other Garou, and of course there arent
quite as many Banes out West yet. It isnt the time to
unleash the howling berserkers chained up in the depths
of the Hive. No, just as with the Enlightened Society of the
Weeping Moon, the more subtle corruptors are the ones
who prosper out West.
Most Gaian septs hear little of the Dancers work, drowned
out as it often is by the thunder of the Storm Umbra. Advance
scouts go slipping into towns to find the cruelest men and
women out to exploit the land and people for all theyre
worth. They leave temptation in the way of the proudest
settlers, and whisper to the most desperate of the Uktena
and Wendigo. They slowly gather their numbers and wait
for opportunities to open. In a few of the more out-of-theway places, where its too far for any stragglers to make it to
the next town for help, wagon trains and camps and even
tiny towns are overcome to the last. Indian attacks and
cavalry actions take the blame for something even worse.

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

Werewolf 20th Anniversary Wyld West Expansion Pack

towards greed see the stones differently: as precious jewels


or purest gold. The Night Hunter calls out to the avaricious,
singing a subconscious song of wealth and prosperity beyond
imagining. The talismans have been the stakes in deadly poker
games, the objects of knife fights and pistol duels, the spark
that touches off lynch mobs and riots. Once the dust settles
and the bodies cool, the person left standing and in possession
of a talisman becomes the new host for the Night Hunter.
During the day, the host seems perfectly ordinary. At night,
though, the Bane takes control. Once the sun sets, the Night
Hunter comes into its supernatural abilities. They use Moon
Bridges to join together and hunt as a group, seeking out
Garou for their revenge. Anyone unfortunate enough to see
the Night Hunters riding in the dark, Garou or not, isnt
likely to live to tell about it.
The Night Hunters carry firearms to help them in their
trade, from small derringers to cavalry rifles. They ride tireless
Bane horses that manifest after sundown. At present four of
these terrible Wyrmspawn have surfaced; if the Uktena stories
are correct, there are nine more waiting for their chance to
break loose and bring hell with them.
Night Hunter (Possessed)
Physical: Strength 3, Dexterity 5, Stamina 4
Social: Charisma 2, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 4, Wits 4
Talents: Alertness 2, Athletics 4, Dodge 4, Intimidation 4
Skills: Animal Ken 2, Firearms 4, Leadership 3, Melee 4, Ride
4, Stealth 3, Survival 5
Knowledges: Enigmas 3, Investigation 4, Law 4, Linguistics 3
(Spanish, French, German, at least one Native American),
Medicine 3, Occult 4
Backgrounds: Allies 3, Ancestors 5
Gifts/Powers: All Night Hunters have Immunity to the Delirium, Eyes of the Wyrm and Ghost Walk (see below). They
imbue their weapons with supernatural power; a bullet
from a Night Hunters gun does aggravated damage.
Gnosis 8, Willpower 9
Health Levels: OK, OK, OK, OK, -1, -1, -2, -2, - 5, Incapacitated
Image: The Night Hunters look like ordinary people,
dressed much as youd expect for the region, save that their
faces remain shrouded in perpetual darkness. A pair of green
eyes shining balefully from the dark hints at their malevolent
intelligence.
Roleplaying Hints: The preys out there somewhere. Rasp
out questions as best you can, particularly about any Indian
raids or cavalry actions that left people dead. Dont bother
imitating mortal humor dont smile, dont laugh. Pay your
respects to the Storm Eater and its kin, for theyve freed you.

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

Chapter Four: Antagonists

45

movement in some chapters). The dangerous truth, however,


is that its members swear themselves to the greater glory of
the Wyrm itself.
The Societas Erudita Lunae Lacrimandi is a secular organization with mystic overtones. Their rituals pay a misguided
form of homage to Luna, who manifests in the organizations
mythology as an aloof and unforgiving goddess. The Prophecy
of the Weeping Moon states that when the time is right, and
her way has been prepared by her followers, Luna herself will
descend to Earth and wash away the flawed aspects of creation
with her silvery tears.
This perversion of Luna worship to the ends of Wyrm
and Apocalypse is anathema to the Garou creed. But the
Enlightened Society is careful about preserving their secrets.
They move with exceeding subtlety, seeming to be an entirely
benevolent organization from the outside. Why, in some
towns all the upstanding citizens are part of the Society: folk
on the town council, bankers, selfless workers at the telegraph
and mail offices, railway barons and traders. They maintain
few public chapter houses, and those that are public are

46

well-protected by the members influence and contacts. Even


their blasphemous rituals frequently go undiscovered in part,
because the Society favors the same nights that the Garou do
for their lunar worship.

The Societys Goals


The Enlightened Society of the Weeping Moon proclaims
a philosophy of progress. Mysticism is the path to enlightenment, and enlightenment shows the way to guide the world
to a brighter future. This creed gathers them popularity as
progress sweeps ever westward. Its still rare to find a town or
city that has fallen largely under the Societys sway, but thats
largely by design. The Society always starts small and subtle,
and encourages its regional leaders to solidify their power in
one town before expanding to the next. They prefer a carrotand-stick approach to winning people over; the carrot is the
influence, power and pleasures available to members, while
the stick is blackmail garnered by their clever occult means.

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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.

Who Joins The Society?


On paper, the Enlightened Society is quite progressive. In
the words of the Most Enlightened Magister Fairweather,
the sect believes in keeping the Societys doors open to all,
whether man or woman, Christian or Jew, black, white, Indian
or Chinaman. Of course, this egalitarian outlook applies only
to those worthy of membership. They wont help a Native
American tribe unless they stand to gain some new Initiates
out of it, and they wont push a suffrage agenda unless it seems
like itd win them more converts than theyd lose.
As elsewhere, the most coveted members are the affluent
and connected. Bankers, rail barons, solicitors, judges, heirs
and heiresses the Society is quite willing to let people buy
their way into enlightenment. Having such brethren allows
for greater fund-raising activity, and the Weeping Moons can
find plenty to do with a filled coffer. Naturally, it also speaks
well for the public image to be able to boast that the most
respectable folk about town owe a portion of their success to
the Societys wisdom and auspices.
Theres room for the common person as well, though the
expected contributions are different. A Revealer can always
find use for more warm bodies, to fill out the various rites or
to gather up a posse when the time is necessary. But a notable
portion of the Weeping Moons come more from the fringes of
society. They may have been occultists or even heretics before,
migrant charlatans, or would-be oracles. Such members are
discouraged from openly proclaiming their ties, as they are
clearly less reputable in the public eye. Privately, they garner
great respect and curiosity, exotic as they may seem.
And it may be dclass to bring it up, but the Society also
has its uses for enforcers. Sometimes you have need of a
bounty hunter, some rabble-rousers, or a lynching posse on
the payroll, so to speak. Most of the orders muscle remains at
the Initiate level, where they can be disavowed if need be. The
best of the best (or rather, the worst of the worst) may make
it into the Revealer status, where they can put their talents
to use against the Weeping Moons more durable opposition.

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.

Chapter Four: Antagonists

47

Most Enlightened Magister,


the Grand Unveiler of Secrets
There have been only two men to hold the highest office
in the Society since its inception. The first was the founder
Laurent de Mer, who vanishes without a trace in 1849. His
successor, Lloyd Fairweather, reigns over the Enlightened
society for the duration of its existence. The Grand Unveilers
formal duties are to conduct the rituals at the grand quarterly
convocations, oversee regional plans for expansion, and direct
the improvement of the Society in the public opinion.
The informal duties are at the heart of the Societys occult
practices. The Grand Unveiler constantly works to increase
his own knowledge of things arcane and forgotten. He communes with Luna, which is to say Pseulak, for direction. He
communicates with the Blessed Brethren which is to say,
the Black Spiral Dancers and translates their blasphemous
revelations into a more refined expression of wisdom and
guidance. His occult knowledge makes him the most personally
dangerous of the Weeping Moons.

Tenders of the Lunar Lore


Below the Most Enlightened Magister stand the Tenders
of the Lunar Lore. These are the men and women chosen
to head up regional chapters of the Society referred to as
Collectives, each one spanning three or four states worth
of territory. The number of Tenders goes up as more states
join the Union; for the latter part of the nineteenth century,
there are ten Collectives and ten Tenders to oversee them.
Should anything happen to the Grand Unveiler of Secrets,
his replacement would be drawn from their Ranks. The two
most distinguished Tenders over the course of the Societys
history are Lucas Belmont of the Navajo Collective and Petula
Ryan-Keaton of the Dixie Collective. All members at this rank
must have fully mastered the Saturnal magics.

The Circle of Stars


Just below the Tenders stands the Circle of Stars. Each
member (formally called an Honored Astromancer) oversees
the Society activities within a given state. As with the Tenders,
the Circles numbers increase as more states join the Union
though during the Civil War, the Honored Astromancers
of seceding states retain their position and connections.
All members of the Circle of Stars are usually full-fledged
practitioners of the highest levels of Saturnal; without such
knowledge, a nominee requires great attainment in other areas.

Revealers of the Mysteries


The Revealers are those Weeping Moons who have been
fully initiated into the Societys mysteries. They have access to
the literature, they know the lore of the moon roles, and they

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.

Roles of the Moon


The entire lunar focus of the Society is actually based on a
garbled translation of Garou lore. The Weeping Moons have
a history of being advised by the Blessed Brethren, their term
for the strange shamans who stand outside the Society but
carry the prophecies of Luna. The Brethren, of course, are
Black Spiral Dancers of the more evangelistic sort. As a result,
Society members delve into old almanacs and charts to learn
the moon phase at the time of their birth. In an unintentional
parody of Garou auspices, each Weeping Moon must determine
which phase of the moon is his patron, and is educated
accordingly. They have no real idea that this practice is viewed
by Gaian Garou as blasphemy. After all, when a lodge comes
under attack by enraged werewolves, theres no real reason
to assume that the bloodshed is motivated by philosophical
differences when animal savagery explains things well enough.
The moon-roles are something like mundane astrology:
to the faithful, they seem more accurate than they actually
are. Humans dont become more violent when born under
a full moon, no matter what the expectations of the Harvest
Moon path may be. But in the Society, they expect the Harvest
Moons to be more violent, and social pressure may make it a
self-fulfilling prophecy. The faithful can read his fate in the
Path of the Moons and say why, thats me to a T, even though
a more objective observer would realize hes just rationalizing
and cherry-picking to avoid having to think too hard about it.
Of course, many Revealers arent above gaming the system.

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The Path of the Moons


We gather from the moons lucent bounty
A host of harvested boons:
The Absent Moon offers wisdom and insight both forgotten and unknown.
The Horned Moon offers the spirit ways and the paths of apportation.
The Balance Moon offers judgment and the triumph of intellect over emotion.
The Nascent Moon offers silver-tongued grace.
And the Harvest Moon offers strength and prowess.
These we pledge to use for the betterment of men.
These we pledge to use against those who occlude our goals.
These we pledge to use as the stars hang low in the sky and the coarse howls of devils are heard from the hills.
A brotherhood we are, for only by standing united against our opposition can we hope to attain prominence.
Hezekiahs Chapter from The Yellow Truths

Theyll tell a bull-necked brute that he was born under the


full moon even if that wasnt the case, just to flesh out the
Harvest Moon ranks with a proper worthy.
Absent Moons: The Absent Moons are the New Moons
of the Society. Their literature claims that the Absent Moons
role is to provide vision and insight. A number of Absent
Moons make fine leaders, or are at least expected to be. They
are sworn to find better ways to achieve their goals.
Horned Moons: As with their Theurge counterparts, the
Horned Moons are the children of the crescent moon, and
expected to take the path of the mystic. The truly successful
Horned Moons, those who have a natural gift for the occult,
receive great reverence from their fellows. The exceptionally
gifted learn the tricks of Manes Saturnal, the animistic path
of lunar hedge magic. Lloyd Fairweather is a Horned Moon,
and one thus skilled.
Balance Moons: The teachings say that the Balance Moons
are meant to be dispassionate and level. Theyre charged with
problems of logistics and administration. Many Malviosin were
born under the half moon, or at least identify that way. For all
their power, though, they still have to defer to the Horned and
Nascent Moons. Some are grateful for the chance to submit;
they may make their own fate in the mundane world, but be
a lowly worm in the culture of the lodge.
Nascent Moons: The gibbous moon-born parallel Galliard
lore in that theyre intended to give inspiration. They may be
politicians, firebrands, artists, snake oil salesmen, performers
its their job to spread the word and oil the cogs of society

as a whole. Theyre expected to have talents for recruiting


and boosting morale, arranging upper-class parties and ritual orgies alike. The Nascent Moons of true talent learn the
Anima aspect of the Saturnal hedge magic path the secrets
of reading another persons soul.
Harvest Moons: The full moon is redolent with violence,
or so says the Society creed. Those born under the Harvest
Moon are expected to be enforcers for the sect, with either raw
strength, or skill with a blade, pistol, or rifle. The rest of the
Society rightly sees them as a potential danger, if a necessary
one. Theirs are some of the most dangerous tasks, and pity the
poor fellow born with a weak arm and cloudy eye who finds
out that his brethren now expect him to stand and fight the
worst of the Weeping Moons foes.

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

Chapter Four: Antagonists

49

weak. When the local politicians, law enforcement, bankers


and gossipmongers are all listening to the Society, it becomes
very hard for the Garou to accomplish anything without
triggering riots and massacres.
Resources: Many of the Weeping Moons are exceptionally
rich. Its easy for the Society to win the loyalty of the wealthy:
they play up the importance of progress over charity, passion
over temperance, ambition over humility. A reasonably strong
chapter can do more than just bribe their way to their goals.
They can also hire a lot of muscle and, if the Revealers know
the truth about the Garou, they can buy a lot of silver, too.
Wyrm Connections: Its fair to say the Weeping Moons are
reasonably ignorant. Their system of lunar roles is an imperfect
hand-me-down from Black Spiral Dancer lore, most members
cant really perceive or interact with the spirit world, and the
majority doesnt even recognize the word Wyrm. But they
still have connections. Society operations have a penchant for
drawing Banes, even unwittingly. They have contacts who can
connect them with particularly brutal muscle, in the form of
mockeries. They know the Blessed Brethren are out there,
and some Revealers are on a first-name basis with a Dancer
or two. For ordinary mortals, they are the nexus point for
quite a bit of Wyrmish activities.
Magic: The most unexpected advantage that the Society
possesses is a specific collection of magic rites. These hedge
magic powers, granted by Pseulak, are remarkably potent for
tricks learnable by humans. While a Horned Moon or Nascent Moon sorcerer cant match the versatility or power of
an elder Theurge, they can direct a number of nasty surprises
against their targets.

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

activity. The premise is that the practitioners virility is what draws


the spirits down, though spirits tend to be far less impressed
with displays of sexual prowess than the summoner might like.
System: Unless stated otherwise, the difficulty to implement
Manes powers is equal to the individual powers level +2. An
additional +2 difficulty is imposed if the practitioner is not
committing a sexual act under the moon.

Summon Spirit: The practitioner can call forth a
spirit, though this power grants no control. The spirit
must remain in the summoners presence for 10 minutes, but otherwise behaves in whatever manner it is
accustomed. Roll Charisma + Occult (difficulty 8, or
6 if the practitioner knows a specific spirit and calls
on it). The number of successes determines the spirits
attitude when it arrives; one success indicates outright
hostility, while five means the spirit is in a fine humor
and may even linger after the ten minutes are up.

Command Spirit: The summoner may now
command a spirit in the immediate vicinity. Roll
Charisma + Intimidation, resisted by the spirits
Willpower. Success indicates that the spirit performs any one task, lasting up to a duration of
the remainder of the summons. The number of
successes indicates the level of cooperation. One
success means a grudging and slipshod job, while
five successes indicate complete subjugation and
the spirit performs to the best of its ability.

Beyond Deaths Door: The practitioner gains the ability
to command the spirits of the dead. Once learned, this
level of Manes allows the summoner to use Summon
Spirit and Command Spirit on wraiths as well as spirits.
Fortune: The practitioner learns to draw on spirits
to aid her own personal luck. Roll Wits + Enigmas
and spend three Willpower. If successful, the practitioner (or a single subject of her choice) gains three
dice to all dice pools for the remainder of the scene.
These three dice should be rolled separately, as ones
rolled on these dice do not cancel out successes.
This power may be used only once per scene.
Ravage: The summoner calls down an angry host
of spirits to expend their wrath on his subject. Roll
Manipulation + Occult and spend one Willpower.
The subject, which may be a creature, inanimate
object or even a section of land, suffers a number
of dice of damage equal to the number of successes
+5. To those who cant perceive spirit activity, its
as if the person, field of crops or whatever target
it may be just withers away without cause.

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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

even realizes that his secret has been stolen. Nascent


Moons with this power are experts at rooting out
traitors and spies, to say nothing of efficacious
blackmailers.
Revelation: A powerful form of divination, this
ability allows a Nascent Moon to find something or
someone by handling an object with a sympathetic
link. He can use a lock of hair or fingernail clipping
to find a person, or a key to a steamer trunk to find
the trunk itself. Roll Wits + Occult and spend a
Willpower point. The number of successes necessary is determined by the proximity to the target.

Successes
1
2
3
4
5

Proximity
Within the county
Within the state
Within a large country
In the same hemisphere
Anywhere on Earth

Sample Weeping Moons


Most Enlightened Magister
Lloyd Fairweather, the
Grand Unveiler of Secrets
The head of the Enlightened Society of the Weeping Moon
is a fellow of variable strength, depending on what year it
is he becomes stronger and stronger as the century nears
its close. Build him to suit your taste, though optimally he
should be able to challenge an entire pack even before you
take his various followers and resources into account. Most
notably, he is secretly a fomor (he has great disdain for the
word mockery) with no obvious physical flaws but powerful
mental abilities, such as the powers Mind Blast, Voice of the
Wyrm and Wrathful Invective. He also has full mastery of
both Saturnal paths.

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

Chapter Four: Antagonists

51

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

52

Trismegistus This is a magicians work,


a collection of notes on magic practices from
hermetics, alchemy, numerology, and astrology
to rude fertility rites. The Trismegistus is the
foundation for much of the Saturnal practices. Its
often-obscene content is typically concealed beneath a black leather cover with a distinctive sigil.
The Jeweler The more reputable members
of the Society condemn this work, while the upand-coming visionaries find it quite illuminating.
The Jeweler holds forth on rituals involving the
ashes of cremated human bodies, used in various
ways to propitiate the moon-goddess. The Circle
of Stars has condemned these practices as far too
disreputable for respectable magisters.
The Diaries of Zeerne This legitimately
powerful codex is another foundational work
in the practice of Manes Saturnal. The Diaries of
Zeerne detail rules and formulae for summoning
and controlling Banes. No printed works exist
each one is hand-copied, personalized, and
often encoded.

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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Abilities: Alertness 2, Athletics 1, Empathy 2, Expression


2, Intimidation 1, Subterfuge 3, Etiquette 2, Firearms 1,
Performance 2, Stealth 1, Survival 1, Culture 3, Enigmas
1, Investigation 2, Law 2, Linguistics 1, Occult 3, Politics 2
Special Abilities: Manes Saturnal 2
Willpower 6

Harvest Moon Bravo


Much of the Enlightened Societys muscle is composed of
ill-bred thugs without much to recommend them, not even
any great fighting skill. Such brutes linger as associates or

Initiates, never getting any further. But the Society keeps an


eye out for men with real potential, even (and especially) if that
potential is for being vicious as a rabid coyote and lethal as a
Pullman car full of rattlesnakes.
Attributes: Strength 4, Dexterity 3, Stamina 5, Charisma 2,
Manipulation 1, Appearance 2, Perception 3, Intelligence
2, Wits 3
Abilities: Alertness 4, Athletics 3, Brawl 4, Intimidation 4,
Larceny 2, Subterfuge 1, Firearms 3, Melee 4, Ride 3,
Stealth 3, Survival 3, Medicine 2, Occult 2
Willpower 5

Chapter Four: Antagonists

53

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

_______________ O O O O O _______________ O O O O O _______________ O O O O O


Backgrounds

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

+1 Die to Bite Damage

-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

Item:______________________ Level:___ Gnosis:___


Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________
Item:______________________ Level:___ Gnosis:___
Power:_____________________________________

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:_________________

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