Name:Balduino 'Buddy' Gomes Concept:Inspector Bark Auspice:Elodoth: Half Moon
Player:Kosh Virtue:Hope Tribe:Bone Shadows
Chronicle: Vice:Gluttony Lodge:

Attributes
Power Intelligence Strength Presence
Finesse Wits Dexterity Manipulation
Resistance Resolve Stamina Composure

Skills Other Traits
Mental
(-3 unskilled)
Academics
Computer
Crafts
Investigation
Medicine
Occult
Politics
Science

Physical
(-1 unskilled)
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry

Social
(-1 unskilled)
AnimalKen
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Merits
Striking Looks
Iron Stomach
Language (First Tongue)
Rituals
Fetish: Buddy's Bell
Animal Magnetism
Contacts (Local Dogs)
Barfly
Danger Sense

Flaws
Tourist Syndrome
A Dog's Life

Renown
Purity
Glory
Honor
Wisdom
Cunning


Size:5
Defense:3
InitiativeMod:6
Speed:4
Armor:
Health
(+2 Dalu Form, +4 Gaura Form, +3 Urshul Form)

Willpower

PrimalUrge

Essence

Harmony
10
9
8
7
6
5
4
3
2
1

Weapon/Attack DiceMod. Range Rate Clip
Additional Information
[Note]
URHAN state:
Dexterity +2, Stamina +1, Size –1, Initiative
+2, Speed +5, +4 to perception rolls, inflict lethal damage
with bite attack (The attack can be made without first having to
grapple an opponent)

Dalu (Near human)
Limited Lunancy. +4 willpower to observation of Lunacy.
+1 STR, +1 Stamina, Maipulation -1, Size+1, Health+2,
Speed +1, +2 to perception rolls.

[AUSPICE]
Spirit Envoy. An Elodoth automatically
gains two dice to any Empathy, Expression, Persuasion
or Politics roll made to negotiate with spirits. This
bonus does not apply to rolls made to threaten or bully
spirits. The Elodoth is expected to offer the proper words
and appeasement, demonstrating his ability to perceive
the issue from the spirit’s side as well.

[Skill Specalities]
Larceny (Bad Dog!: Sneaky Stealing)
Expression (Puppy Dog Eyes)
Socialize (Whose A Good Boy?!: Human Acceptance)
Investigation (Enigmas)
Investigation (Sniffing Out Clues)

[Merits]
Ephemeral Reckoning (••••)
Effect: Whether through hours of study or an
innate knack, your character has more insight than
most into the Shadow. Something inside her picksup on
spiritual resonance without her consciously
noticing.
At the two-dot level, your character can make a
reflexive Intelligence + Occult roll once per scene to
determine the resonance of a given area. Dramatic
failure indicates misleading information, failure offers
nothing, success gives the main resonance of an area
and an exceptional success shows the subtle layers of
resonance before her.
At the four-dot level, she can make a similar
reflexive roll to pick up on the resonance of a source
of Essence that she has found. Only one roll of either
kind can be made per scene, though with the fourdot
version of this Merit she may try again if the first
roll is a failure (see “Successive Attempts,” the World
of Darkness Rulebook, p. 132).

Fighting Style:
Tooth and Claw (••)
Effect: Your character has spent a long time in
her Urshul and Urhan forms, becoming acquainted
with the body and senses available in her inhuman
forms. Rather than training, instinct has spurred her
to practice hunting and killing prey. Very few people
expect a werewolf to be fully adept with the flexibility
offered by her lupine shapes, expecting her to rely
on natural strength and speed the same as in Gauru
form. Your character bucks that trend, having tested
all her body’s forms to their limit.
Dots purchased in this Merit allow access to special
combat maneuvers that must be bought sequen
tially. Your character can’t have “Slip Through” until
she has “Hunter’s Eye.” The maneuvers and their
effects, most of which are based on the Brawl Skill,
are described below. These maneuvers can only be
used by a werewolf in Urshul or Urhan form.

Hunter’s Eye (•): Your character’s eyes are
naturally drawn to signs of weakness, which normally
indicate the easiest prey in a group. Your opponent’s
Defense is counted as one lower for the duration of the
scene if you spend at least one turn observing him.

Slip Through (••): Your character is used to
darting around an attacker, confusing him by attacking
from many angles at once. Make a normal attack
roll, penalized by the opponent’s Defense. This attack
does not strike the foe or do any damage; but if you
roll even one success, your opponent is distracted as
he works out where you will attack from next. Your
opponent does not apply his Defense against the next
attack he suffers.

Pack Affinity (•••)
Effect: Either because packmembers have spent
so long in each other’s company or through a powerful
totem bond, packmembers have a better understanding
of one another. They will find themselves
finishing each other’s sentences, or all sharing the
minor aches and pains of one member. Some packs
even share a form of primitive communication,
through a combination of these shared feelings and
body language.
For one point, each packmate who possesses this
Merit gains an unconscious awareness of the others’
general states of mind. All Social rolls among
packmates have a +1 bonus as long as one of them
possesses this Merit.
For three points, each packmate who possesses
this Merit can communicate with others who also
possess this Merit without using words. A combination
of body language and the general low-level empathy
between packmates allows them to send simple
messages of up to three words maximum without
anyone else being able to eavesdrop. These messages
are normally of the form of “Danger,” “They hurt
Jack” and so on.
Drawback: Characters with the three-dot form
of this Merit suffer the highest wound penalty of all
of their packmates, whether they themselves are injured
or not. There’s a price to pay for such close ties.

*** Animal Magnetism
Effect: Your character is a focal point for everyone
in the room. Through a combination of pheromones
and body language, she has an edge of danger
that’s hard to resist. Her primal, powerful nature
hides just under the surface, and when she wants to,
she can let it out. Your character lowers the penalty
from her Primal Urge by two when making a Presence
or Manipulation roll to distract or seduce someone
who would normally be attracted to her gender.
Drawback: Being the center of attention is not
always a good thing. People who are attracted to you
will keep flirting or trying to strike up conversations
when you’re alone, and everyone who isn’t attracted
to you will likely resent you. You suffer a –1 modifier
to rolls made to deal with people who aren’t attracted
to your gender.

** Danger Sense
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for
your character to detect an impending ambush. This kind of roll is typically
made prior to the first turn of a surprise attack.

*Barfly
Effect: No matter what town or city your character
is in, he can find his way into the best nightspots with a
few quick words and a timely bribe. There isnÕt a velvet
rope made that can keep him out of a restaurant or club.

*Contacts (Local Dogs)
Manipulation + Persuasion/Socialize

**** Striking Looks
Effect: Your character is exceptionally attractive by
modern standards; heads turn and conversations stop when
she enters a room. For four dots, your characterÕs looks are angelic;
she gets a +2 modifier to all Presence or Manipulation rolls when
she attempts to use her looks to entertain, persuade, distract
or deceive others.

Drawback: The more attractive your character is, the
harder it is for her to avoid notice in public. Witnesses to
any criminal acts are much more likely to remember your
characterÕs appearance, and easily recognize her in a lineup.
Your character is also likely to receive a great degree of
unwanted attention in social situations.

** Iron Stomach
Effect: Your character can eat almost anything, under
almost any conditions. Greasy bacon and runny eggs
on a raging hangover? No problem. The green meat in
the fridge? No problem. Milk two weeks past its expiration
date? No problem. He could be dropped in the middle
of the forest and could live off bugs and roots as long as
necessary in order to survive Ñ and with no ill effects.
Add two dice to appropriate Survival rolls. Add three to
Stamina to resist deprivation (see p. 175).

*Language (First Tongue)
Full (rather than partial) fluency with the First Tongue;
the First Tongue has no common written form, but the character
will be able to “read” symbols etched by a spirit.

[FETISHES]
Peeper Jar (••••)
The Peeper Jar is an eyeball, most likely human
(though any mammal’s eye will do), sitting in a Mason
jar filled with brine. A werewolf can place this jar
anywhere, activating it at the time of the drop. For
the next 12 hours, he can spend a Willpower point
and close one eye, and see through the eyeball in the
jar. The eyeball actually moves around, jerking left
or right depending on which direction the werewolf
“looks.” He can have full 360-degree vision, provided
the view from the jar isn’t somehow blocked. A paranoia-
spirit gives life to this fetish.
Action: Instant

Milewalker’s Cloth (•••••)
Some werewolves, such as the titular Milewalker,
claim no one territory and remain itinerant. This old
fetish is a set of two cloths that look like white, gauzy
bandages. A werewolf wraps both of his bare feet in
these cloths. Once the fetish is activated, the Forsaken
disappears from the physical world, but doesn’t go to
the Shadow, either. Some speculate the fetish allows
the werewolf to walk between worlds, perhaps along
the razor’s edge of the Gauntlet, while others say he
must be going somewhere else entirely. All the werewolf
can see in this place-between-worlds are roads
and paths previously traveled. These paths are lit up
with brightness according to their frequency used (I-95
would shine as brightly as day, while a deer trail used
by only a few hunters might appear as faintly luminescent
as a dying flashlight). She sees no humans, spirits
or other werewolves. Provided she treks upon these
previously traveled roads, her travel time is cut significantly.
What would normally take her one hour now
takes her 10 minutes (therefore, a six-hour trip would
only last one hour). The fetish lasts until her journey is
complete, and she reaches her destination (i.e., wherever
she stops for more than an hour). This fetish is
bound with a road-spirit.
Action: Instant

(••••)Scar-Blessing Of The Wounded Forest
A ceremonial claw-like scar across his nose/snout given to him by
the wounded spirit of the Talahassee Woodlands itself. It releases
tiny near-invisibles green motes of light when activated, and Buddy
must intentionally allow himself to sneeze to activate it and continue
to do so when using it. It's empowered by a young leaf-spirit thats
been unnaturally burned.
Dice Pool: Harmony (See Action)
Action: Extended (the character needs a number of
successes equal to the damage the Gauntlet has suffered x
2; each roll represents 15 minutes of effort)
The following roll results take precedent over those
for standard fetish activation provided on p. 204.
Dramatic Failure: The attempt fails utterly and the
Gauntlet becomes immune to Gauntlet Scar in this area
for one lunar month.
Failure: No successes are gathered at this time.
Success: Successes are accumulated, and if the required
number is tallied, the character repairs the Gauntlet
to its previous rating.
Exceptional Success: Several successes are gathered
at one time. If five or more than the total required are
gathered, the Gauntlet is restored and becomes incredibly
stable. Any efforts to change it suffer a –4 penalty for one
month.

****Buddy's Bell
A Bone Bell on Buddy's collar, fashioned from a decent-sized bone
and imbued with a cricket-spirit, forces any ephemeral
spirit or ghost in the material world within 20 feet of the
Uratha to become visible to all viewers when the werewolf
jingles it. Spirits in possession of physical hosts or objects
appear superimposed on their hosts’ physical features. A
spirit’s Resistance is rolled as a dice pool in a reflexive and
contested action. If successes rolled for the spirit match or
exceed those achieved in the fetish’s activation roll, the
spirit is unaffected. If multiple ghosts or spirits are within
range and in the material world, a contested roll is made
for each, with successes achieved compared to those of the
fetish user.
Action: Instant, Roll Harmony
Disadvantage: Buddy's Bell, unless activated, doesn't make any sounds. This can be noticed as a peculiarity with a proper Perception or Investigation style check.

[GIFTS]

Ward Versus Humans (••)
Cost: 1 Willpower
Dice Pool: Presence + Intimidation + Wisdom
Action: Extended (5 successes per square mile required;
one hour per roll)
The werewolf marks the extent of her territory (a
maximum area equal to one square mile per point of the
character’s Primal Urge) by urinating on objects along its
boundaries. For a human being to enter the warded area
requires a successful Resolve + Composure roll. A human
who fails the Resolve + Composure roll but is somehow
forced to enter the territory seeks to flee it at top speed as
soon as possible, or if impossible to do so collapses into a
quivering heap unable to do more than rock quietly back
and forth.
This Gift does not work in areas normally teeming
with humans, such as a few city blocks. The very mass of
people in the area is more than the power can contend
with. Uratha who use the Gift in such a place need to
localize the area affected to a building, back alley or parking
lot that isn’t intensely populated or active. The warded
area can keep people at bay thereafter. This Gift does not
keep other supernatural beings, such as mages or ghouls,
at bay. It does work on wolf-blooded, however. The ward
persists for one lunar cycle.

Wolf-Blood’s Lure (•)
Cost: None
Dice Pool: This power requires no roll.
Action: Reflexive
When activated, this Gift grants the character the
ability to communicate with wolves and dogs, regardless
of what form he’s in. In addition, a bonus die is gained
on all Social rolls made involving wolves or other canids.
The Gift’s effects last from moonrise to moonset, or from
moonset to moonrise.

Anybeast (••)
The boundary between spirit and flesh is no less threatened
in portions of the land where wolves don’t roam. This
Gift allows a werewolf to temporarily camouflage itself in
the skin of another carnivorous beast. Urhan form might
come to resemble a hyena, while a werewolf might use the
skin of a grizzly bear to disguise his Urshul form.
Cost: 1 Essence
Dice Pool: This power requires no roll.
Action: Instant
This Gift can affect the character’s Dalu, Gauru,
Urshul and Urhan forms, within reason. The animal form
to be mimicked must have the same general size and build
for the werewolf to duplicate it in Urshul or Urhan form.
A werewolf couldn’t appear to be a bear in Urhan form, as
a bear is simply too large, and taking the form of an eagle
or wolverine is outright impossible. Traits don’t change,
nor do modifiers to attacks or actions. The character
retains the capabilities of his own form.
The Gift effects last even if the character shapeshifts
into Dalu or Gauru form, although disguise is no longer
a possibility. Instead, the werewolf appears to be a hybrid
of human and the appropriate carnivore. A werewolf
mimicking a tiger in Urshul form might appear to be a
monstrous tiger-man if he takes Gauru form before the
Gift effect ends.
The Gift lasts for the duration of the scene, or until
the character chooses to end its effects.

Sense Malice (•)
Hatred has its own scent. The werewolf using this Gift
is particularly sensitive to the malice that lurks in other
people’s hearts, and he can smell a soul tainted with hatred,
anger or envy as easily as a predator can catch the smell of
prey. This Gift is frequently used on the hunt as a means of
locating a potential threat to a werewolf’s family or territory,
but it also has uses as a warning against potential danger.
This Gift does not detect the presence of all negative
emotions, only those that are powerful enough to have a
grip on the mind of a subject. A man who is irritated that
he’s been turned down by a girl doesn’t register. A man
angry that his girlfriend left him might be barely noticeable,
while a man who caught his wife cheating on him
with his best friend certainly qualifies. A mass murderer
or serial killer might not register to this Gift unless he
actively experiences a flood of negative emotion. This
Gift works only on targets that a werewolf is close enough
to scent normally (usually within the same room). This
Gift doesn’t require physical scent, and powerful odors do
not obscure the ability to detect malice. This power does
not usually tell the user what has actually happened to a
subject or why he is incensed, simply that he is.
If the subject’s Vice is Wrath or Envy, a +1 bonus is
gained on the activation roll. The Gift user automatically
senses the presence of anger or hatred in spirits that are
the literal embodiments of such negative emotions (no roll
is required). If a person or object is possessed by a spirit of
anger, hatred or malice, a normal activation roll is required,
but it gains a +3 bonus. At the Storyteller’s discretion, the
strength of the emotion experienced may merit an additional
bonus or penalty die, although not more than one.
Cost: None
Dice Pool: Intelligence + Empathy + Wisdom versus
subject’s Composure + Primal Urge
Action: Contested; resistance is reflexive
Roll Results
Dramatic Failure: The character receives misleading
information. She might sense intense anger in a subject
who is only mildly annoyed, or she might be convinced
that a would-be murderer is utterly without malice.
Failure: An equal number or the most successes
are rolled for the subject. The character distinguishes no
information, though she is aware of her failure.
Success: The most successes are rolled for the Gift
user. She senses the presence of unusually strong aggression,
hatred or anger. She can identify which specific
person is the source of the emotion.
Exceptional success: The most successes — five or
more — are rolled for the Gift user. She intuitively understands
the source of emotion and can determine the cause
to some degree, though not with complete accuracy. She
might perceive, “My mate betrayed me,” but not, “My wife
cheated on me with the beat cop on our street.”

[Rites]
Spirit Lamps of Autumn (••••)
Dice Pool: Harmony
Action: Extended (20 successes; each roll represents
five minutes’ effort)
Dramatic Failure: All successes gathered are
lost. The rite’s failure demoralizes the werewolves
in attendance; all participants suffer a –1 penalty to
Composure checks for the remainder of the night.
The rite cannot be performed again that night.
Failure: No successes are gained.
Success: Successes are accumulated. If the
required total is gathered, the rite is a success. All
participants in the rite gain six discretionary dice,
which may be used toward any action related to direct
dealings with spirits in the next lunar month.
Exceptional Success: Successes are accumulated. If
25 successes are accumulated, the number of discretionary
dice awarded to each participant is increased to nine.

Darkest Nigh t of Winter (••••)
Bone-Fires of Summer (••••)
Blood Communion of Spring (•••)
[See "The Rage" pg 133]


Rite of Dedication (•)
A werewolf’s body is suffused with Essence, allowing
it to contravene the “laws” of the physical world in
ways science deems impossible. It involves
cutting the recipient with a claw and smearing his blood
on the item in question, drawing a circular pattern. At the
culmination of the rite, the item absorbs the blood,
leaving no stain. The ritual takes a few minutes for every
item to be dedicated.
Dice Pool: Harmony
Action: Extended (10 successes; each roll represents
one turn)
Roll Results
Dramatic Failure: The rite fails, and all accumulated
successes are lost.
Failure: No successes are added to the roll for the
current period.
Success: The target may have up to one item bound
to him per Primal Urge dot that he has. He may later
choose to “release” a dedicated item in order to dedicate
another one. The target need not have all items dedicated
to him at once. For example, this ritual could bind two
new items to a character who already has two items dedicated
to him, as long as his Primal Urge is at least 4.

Banish Spirit (••)
This rite returns a wayward spirit from the physical
world to the spirit world.
Performing the Rite: The targeted spirit must be
bound with the Bind Spirit rite or by physically preventing
its host from moving more than a meter or two in
any direction. The ritualist approaches the bound spirit
and performs a brief snarl of exile and refusal, complete
with similar gestures. The ritualist then slowly circles the
bound spirit counterclockwise, and sprinkles it with salt
water from each of the four cardinal directions.
The key of the ritual is the five-time repetition of the
First Tongue phrase, “I banish you from this realm,” Galer
za da sar. The ritualist doesn’t have to repeat the phrase
five times in a row. He may sprinkle it throughout the
performance, but the ritual isn’t complete until the phrase
is said for a fifth time.
Dice Pool: Harmony versus the subject’s Resistance
Action: Contested and extended (10 successes; each
roll requires a minute’s time)
The first competitor to accumulate the required successes
wins, either to be banished to the spirit world or to
refuse to go. If the spirit wins, no attempt to banish it can
be made again by any werewolf for 24 hours.
Roll Results
Dramatic Failure: The rite or resistance fails outright
and all accumulated successes are lost. Either the werewolf
cannot attempt to use this rite against the given spirit for a lunar
month, or the spirit leaves for the spirit wilds immediately.
Failure: No successes are accumulated at this stage of
the contest.
Success: Successes are accumulated toward the total
required. If the total reaches 10+ successes, the spirit
is banished from the physical world and appears in the
Shadow Realm.
Exceptional Success: Tremendous progress is made or
resistance is shown.

Banish Human (•)
This simple, quick ritual forces a living human or animal
out of the spirit world and back into the physical. While the
Banish Human ritual got a lot of use before the Sundering
— when a human might easily enter the spirit world — the
Gauntlet serves as a hard barrier today. This rite doesn’t see a
great deal of use in the modern world, as humans rarely
venture into the spirit world (deliberately or accidentally).
Dice Pool: Harmony (versus subject’s Resolve)
Action: Instant or contested; resistance is reflexive
If the human subject of the ritual is capable of performing
magic to keep himself in the spirit world, Resolve
can be rolled for him to contest the werewolf’s effort. If
the human cannot perform magic, the rite involves an
instant action alone.
Roll Results
Dramatic Failure: The rite fails, and cannot be used
again against the target for the duration of the scene.
Failure: If the human’s successes equal or exceed those
rolled for the ritualist, the subject remains where he is. If the
subject is incapable of magic and no successes are rolled for
the werewolf, the human also remains in the spirit world.
Success: A banished human returns instantly to the
physical world in the nearest equivalent location. If he is
currently in a place with no earthly analogue (pg. 260),
he’s returned to a random location that’s significant to
him (such as his home or birthplace).
Exceptional Success: The subject cannot return to
the spirit world for a number of days equal to the werewolf’s
Harmony dots.
Suggested Modifiers
–3 Target has supernatural powers (such as a ghoul or
mage). The modifier applies to the roll made for the
ritualist.

Blessing of the Spirit Hunt (••)
Performing the Rite: The ritemaster cuts either herself
or her subject with a claw, and uses the blood to mark
a glyph on the forehead and on the back of each hand. As
she does so, she intones a blessing in the name of Father
Wolf and the Firstborn. The bloodstained glyphs remain
visible for the duration of the rite’s blessing, which may
strike fear into any spirits who recognize them.
Cost: 1 Essence
Dice Pool: Harmony
Action: Instant
Roll Results
Dramatic Failure: The rite fails, and the Essence
point is lost. The ritemaster cannot attempt to invoke this
rite again until the next night.
Failure: The rite fails, and the Essence point is lost.
Success: Either the ritemaster or the subject may pay
the Essence point to invoke the blessing. The recipient of
the rite’s blessing can physically touch or strike ephemeral
spirits as if they were solid, as long as he is using his natural
weaponry. The blessing does not affect weapons. This
rite can be performed only on werewolf subjects; it cannot
be used to bless a human, vampire or other supernatural
being. The ritemaster may use this rite on herself.
The blessings of this rite are not necessary for werewolves
to affect spirits while in the spirit world; a werewolf
in the Shadow has transformed his flesh into spirit matter,
and is in the same state of being as the spirits that surround
him. The blessing lasts for one scene.
Exceptional Success: The blessing lasts until the
next sunrise or sunset.

Hallow Touchstone (••)
Werewolves can certainly hunt and fight well enough
on their own, but access to Essence to fuel their spiritual
powers can often mean the difference between life and
death. The ability to access the energy of the Shadow without
having to brave its many hazards is invaluable; even
more so is the ability to carry a portion of a locus’ power on
one’s person. By properly cleansing and preparing an object
that correlates to a locus via this rite, a ritemaster can create
a touchstone that bears a measure of the locus’ energy.
When a pack must abandon their territory, often one of
the final steps they take is to drink deeply of their locus’ Essence,
then use this rite to drain the last of the energy, thus
denying their enemies that strength.
Performing the Rite: The ritemaster must first procure
an appropriate physical vessel for the touchstone, something
that is either a part of the locus’ physical form or a reflection
thereof. This might be a shard of broken glass from the
window of a warehouse, a piece of bark from an ancient tree,
or a sliver of bone from a burial ground — anything appropriate
and symbolic. The ritemaster seats herself at the heart of
the locus’ area of influence and begins the ritual chanting and
gestures. The rite takes about an hour to perform.
Dice Pool: Harmony
Action: Extended (40 successes; each roll represents
five minutes)
Roll Results
Dramatic Failure: All successes are lost. The chosen
object cannot be made into a touchstone, and the ritemaster
must procure another before attempting the rite anew.
Failure: No successes are added.
Success: Successes are added. If the required successes
are gathered, the touchstone is successfully hallowed. The
werewolf may transfer up to three points of Essence from
the locus’ reserve into the touchstone. Any werewolf who
carries the touchstone may drink up the touchstone’s power
for himself as a reflexive action, although this hasty measure
loses much of the efficiency. The werewolf gains a point of
Essence, and the touchstone loses its spiritual power. If the
werewolf instead uses a standard action, he may withdraw a
point of Essence without losing any excess.
A touchstone can hold Essence only temporarily.
The touchstone bleeds off one point of Essence per day,
making it mainly useful for a planned raid into difficult
territory or a direct evacuation.
Exceptional Success: Considerable successes are
gathered. If 45+ are accumulated, the touchstone stores up
to five Essence.

Rite of Dormancy (••)
The Rite of Dormancy allows a pack to leave a locus
they’ve claimed for a short time without worrying that it
might be discovered or stolen by a rival pack or by other
creatures that haunt the night. The rite causes a locus to
“sleep,” greatly reducing its flow of Essence and making it
much harder to find. This rite compels the intercession of
spirits that represent a long sleep, such as bear-spirits or others
in their sleepy late autumn incarnation. The rite is best
performed only on loci that the pack can control; although it
could technically be used to temporarily shut down loci outside
their territory, the local spirits who use the locus are likely
to reactivate it almost immediately after the pack leaves.
Performing the Rite: The ritualist begins by invoking
the appropriate spirits, who congregate around the
locus’ spirit reflection. He chants in the First Tongue in a
low, monotone growl and anoints the locus’ physical form
with the juice of crushed evergreen needles, pure water or
some other substance meant to obscure scent.
Dice Pool: Harmony
Action: Extended (10 successes per dot of locus rating;
each roll represents one minute)
Roll Results
Dramatic Failure: All successes are lost, and the
locus remains active. The rite cannot be attempted again
for 24 hours.
Failure: No successes are added.
Success: Some successes are gained. If the required
number is accumulated, the locus goes dormant for a period
of no more than one lunar month. When a locus is dormant,
any attempt to find it mystically suffers a –4 penalty.
The locus cannot be tapped for Essence while it’s dormant
nor does it grant its ambient Essence bonus to anyone
within its area of influence. A werewolf or spirit who finds
the dormant locus can revive it with an offering of one Essence
point, in a sense “priming the pump.”
Exceptional Success: Considerable successes are
gained. If five or more successes are gathered than needed,
the duration of the locus’ dormancy can be extended by
an additional lunar month.

Rite of Healing (•••)
As astounding as a werewolf’s supernatural recuperative
powers are, they’re not infallible. Some wounds, such as those
inflicted by silver, simply inflict too much damage to be regenerated
at any speed. The Rite of Healing is the Uratha’s answer
to this need. With it, the ritemaster can increase a subject’s
regenerative powers until they can overcome even the most
severe wounds. This rite is certainly potent, but it’s hardly an
ironclad guarantee. The most grievously wounded werewolves
might not survive the time required to complete the rite.
Performing the Rite: The ritemaster must gather any
subjects to be healed around herself, evenly spaced about
her like the points of a compass or spokes of a wheel. As she
chants or sings an invocation to ancestor-spirits and spirits
of strength and mercy, she ritually cleans the wounds of each
subject in turn. Some ritemasters wash the wounds in pure
water, while others lick the wounds clean. Unlike many other
rites, the Rite of Healing doesn’t involve howls. It’s a quiet,
intense ceremony usually performed between packmates.
Cost: 2 Essence per Health point healed
Dice Pool: Harmony
Action: Extended (5 to 25 successes; each roll represents
fifteen minutes)
Roll Results
Dramatic Failure: The rite fails, and the ritemaster
may not attempt to heal the given recipients again until
after the next night’s moonrise.
Failure: The rite fails; the ritemaster may try again.
Success: The ritemaster may heal up to five Health
points lost to aggravated damage; each Health point
regained costs two Essence, and requires five successes.
Either the ritualist or the subject being healed may pay
the Essence cost, or they may split it between them; the
Essence is spent before the ritemaster begins the rite, in
order to charge the rite with the added power needed.
The amount of Essence spent determines the length of
the ritual as well as its potency; thus, if the ritemaster spent
four Essence in order to heal two Health points, the rite
would be completed once she accumulated ten successes. The
healing may be distributed among multiple recipients, including
the ritemaster, as long as all are within arm’s reach.
If the subject to be healed is unconscious, the ritemaster
may choose to tap into the subject’s own Essence pool
to pay the cost for healing. In effect, she jump-starts his
healing process by ritually encouraging his body to heal
itself. The ritemaster cannot force conscious targets to
spend their own Essence, however.
This rite can be used on any given subject, including
the ritemaster, only once per day. The Rite of Healing
cannot heal subjects other than werewolves, as it specifically
accelerates the power of werewolf regeneration.
Exceptional Success: No additional effect beyond the
several successes gained.
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Auspice: choose 1 free Skill Specialty • Tribe • Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized werewolf • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Harmony = 7 • Primal Urge starts at 1 dot • Essence=Harmony