A werewolf is born supernatural, with the soul of an ancient predator. Her own preternaturally primal nature grants her an inherent bond with the mystical that only absolute neglect and self-indulgence can suppress. The power of the werewolf’s spirit half is called Rage, and it compels werewolves in all aspects of their existence. Gaining dots in this advantage indicates a character’s rising potency among her own kind and spirits, and it increases the power she can bring to bear through Gifts and Rites. She also becomes a formidable warrior, better able to fuse the strengths of spirit and flesh within her own form.

Newly created characters start with one dot of Rage, though more dots can be purchased at character creation for three Merit dots each. After play begins, Rage can be increased only by spending experience points. The purchase of additional dots at character creation needs to be rationalized before play begins. Perhaps the character undergoes a First Change of such ferocity that he has an unusually primal heart for his years. Perhaps he’s recognized for particular wisdom or potential. Perhaps he belongs to an esteemed lineage. Or maybe some time has passed between the character’s First Change and the beginning of the chronicle, and he has already parleyed with the otherworld.

As a character’s Rage rises, she has more power at her disposal and is able to perform more supernatural feats at the same time or in quick succession. That is, the total number of Gnosis points that she can spend in any turn increases, allowing her to use more effective Gifts.

Finally, Rage is paramount to a werewolf’s capacity to resist the effects of some Gifts and strange powers. The more dots she has, the more dice her player gets to make contested rolls against these tricks.

The Dangers of Rage

All werewolves have some difficulty relating with ordinary humans; their innate predatory nature disturbs and unsettles humans around them. As a werewolf draws on more of her primal nature by increasing her Rage, this unsettling predatory aura increases in strength. All werewolves suffer a penalty to Social rolls made to sway humans who are not Kinfolk, relatives of the Garou, as shown on the accompanying chart. The only exception to this penalty is Intimidation rolls: the frightening presence of the werewolf makes it difficult to coerce or soothe a human, but doesn’t hurt attempts to bully or frighten any. This Social penalty does not apply to other supernatural creatures; however, it does apply to Gifts that rely on Social rolls other than Intimidation.

Furthermore, a character’s ability to resist frenzy becomes harder as her Rage grows. As the Rage inside her builds, the feral beast inside always wants to escape, causing her to have penalties to resist frenzy as her this advantage grows.

In addition, as a werewolf’s Rage increases, the power of her spirit half begins to exceed the heritage of flesh. A character with Rage of 6 or more becomes subject to Gnosis bleed in the physical world. After the character has spent the stated amount of time in the physical world, she loses a point of Gnosis. A character who loses all her Gnosis in such a fashion reverts to her breed form and falls into a deep sleep, unable to wake until she gains another point of Gnosis. If taken to a caern, a comatose character with zero Gnosis will regain a point of Gnosis after twenty-four hours of rest in the aura of the caern’s heart, at which point she wakes and may regain Gnosis in the usual fashion.

Rage Max Gnosis/Per Turn Attribute/Skill Maximum Frenzy/Social Penalty Gnosis Bleed
1 10/1 5 -0
2 11/2 5 -0
3 12/3 5 -1
4 13/4 5 -1
5 15/5 5 -2
6 20/6 6 -2 1/day
7 25/7 7 -3 1/12 hours
8 30/8 8 -4 1/10 hours
9 50/10 9 -4 1/8 hours
10 75/15 10 -5 1/4 hours