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ToC [1] MES Apocalypse Core Addendum (July 2015) Some materials are © copyright and trademarked by CCP, hf, 2015. All rights reserved. JULY 2015 RELEASE Table of Contents THE GOLDEN RULES ............................................................................................................................................................... 7 LOCAL VENUES .................................................................................................................................................................. 7 DATABASE & APPLICATION TYPES ...................................................................................................................................... 7 APPLICATIONS OUTSIDE THE ADDENDUM ......................................................................................................................... 7 SANCTIONED MATERIALS ...................................................................................................................................................... 8 SANCTIONED BOOKS ......................................................................................................................................................... 8 CHARACTER CREATION .......................................................................................................................................................... 9 CONCEPTS ......................................................................................................................................................................... 9 CHARACTER SHEET SYSTEMS ............................................................................................................................................. 9 STARTING “FREEBIE” XP ................................................................................................................................................. 9 STARTING EXPERIENCE ................................................................................................................................................ 10 EARNING EXPERIENCE.................................................................................................................................................. 10 GOOD DEATH EXPERIENCE ........................................................................................................................................... 10 EXPERIENCE FLOOR...................................................................................................................................................... 10 CHARACTER SANCTIONING AND RECORDS ................................................................................................................... 10 GENERAL PC APPROVAL LEVELS ....................................................................................................................................... 10 STARTING RANKS ......................................................................................................................................................... 11 CUBS............................................................................................................................................................................ 11 CHARACTER TRAITS ......................................................................................................................................................... 11 NATURE AND DEMEANOR............................................................................................................................................ 11 ATTRIBUTE TRAITS ....................................................................................................................................................... 11 BREEDS ............................................................................................................................................................................ 11 METIS .......................................................................................................................................................................... 11 LUPUS.......................................................................................................................................................................... 11 TRIBES ............................................................................................................................................................................. 12 SILICON SENTINELS ...................................................................................................................................................... 12 TRIBAL ADVANTAGES/DISADVANTAGES........................................................................................................................... 12 BLACK FURIES .............................................................................................................................................................. 12 BONE GNAWERS .......................................................................................................................................................... 12

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ToC [1] MES Apocalypse Core Addendum (July 2015)

Some materials are © copyright and trademarked by CCP, hf, 2015. All rights reserved.

JULY 2015 RELEASE

Table of Contents THE GOLDEN RULES ............................................................................................................................................................... 7

LOCAL VENUES .................................................................................................................................................................. 7

DATABASE & APPLICATION TYPES ...................................................................................................................................... 7

APPLICATIONS OUTSIDE THE ADDENDUM ......................................................................................................................... 7

SANCTIONED MATERIALS ...................................................................................................................................................... 8

SANCTIONED BOOKS ......................................................................................................................................................... 8

CHARACTER CREATION .......................................................................................................................................................... 9

CONCEPTS ......................................................................................................................................................................... 9

CHARACTER SHEET SYSTEMS ............................................................................................................................................. 9

STARTING “FREEBIE” XP ................................................................................................................................................. 9

STARTING EXPERIENCE ................................................................................................................................................ 10

EARNING EXPERIENCE .................................................................................................................................................. 10

GOOD DEATH EXPERIENCE ........................................................................................................................................... 10

EXPERIENCE FLOOR...................................................................................................................................................... 10

CHARACTER SANCTIONING AND RECORDS ................................................................................................................... 10

GENERAL PC APPROVAL LEVELS ....................................................................................................................................... 10

STARTING RANKS ......................................................................................................................................................... 11

CUBS............................................................................................................................................................................ 11

CHARACTER TRAITS ......................................................................................................................................................... 11

NATURE AND DEMEANOR............................................................................................................................................ 11

ATTRIBUTE TRAITS ....................................................................................................................................................... 11

BREEDS ............................................................................................................................................................................ 11

METIS .......................................................................................................................................................................... 11

LUPUS .......................................................................................................................................................................... 11

TRIBES ............................................................................................................................................................................. 12

SILICON SENTINELS ...................................................................................................................................................... 12

TRIBAL ADVANTAGES/DISADVANTAGES........................................................................................................................... 12

BLACK FURIES .............................................................................................................................................................. 12

BONE GNAWERS .......................................................................................................................................................... 12

ToC [2] MES Apocalypse Core Addendum (July 2015)

FIANNA ........................................................................................................................................................................ 12

GET OF FENRIS ............................................................................................................................................................. 12

SHADOW LORDS .......................................................................................................................................................... 12

SILENT STRIDERS .......................................................................................................................................................... 12

SILVER FANGS .............................................................................................................................................................. 13

STARGAZERS ................................................................................................................................................................ 13

ABILITIES ......................................................................................................................................................................... 13

BACKGROUNDS ............................................................................................................................................................... 13

CLOUT (SHADOW LORDS) ............................................................................................................................................ 14

FAME ........................................................................................................................................................................... 14

INFLUENCE BACKGROUND ........................................................................................................................................... 14

INFLUENCE SYSTEM ..................................................................................................................................................... 14

MENTOR ...................................................................................................................................................................... 15

PURE BREED ................................................................................................................................................................ 15

SPIRIT AFFINITY ............................................................................................................................................................ 15

SPIRIT NETWORK ......................................................................................................................................................... 15

TOTEM BACKGROUND ................................................................................................................................................. 16

MERITS AND FLAWS ........................................................................................................................................................ 16

GENERAL MERITS/FLAWS............................................................................................................................................. 16

TRIBAL/CHARACTER SPECIFIC MERITS AND FLAWS....................................................................................................... 17

TRIBE-SPECIFIC CONTENT ................................................................................................................................................ 17

BLACK FURIES CAMPS .................................................................................................................................................. 18

BONE GNAWERS CAMPS .............................................................................................................................................. 18

CHILDREN OF GAIA CAMPS .......................................................................................................................................... 18

FIANNA CAMPS ............................................................................................................................................................ 18

GET OF FENRIS CAMPS ................................................................................................................................................. 18

RED TALONS CAMPS .................................................................................................................................................... 18

SHADOW LORDS CAMPS .............................................................................................................................................. 19

SILENT STRIDERS CAMPS .............................................................................................................................................. 19

SILICON SENTINEL CAMPS ............................................................................................................................................ 19

SILVER FANGS CAMPS/HOUSES .................................................................................................................................... 19

UKTENA CAMPS ........................................................................................................................................................... 19

WENDIGO CAMPS ........................................................................................................................................................ 19

GIFTS ................................................................................................................................................................................... 20

GENERAL GIFT INFORMATION ......................................................................................................................................... 20

ToC [3] MES Apocalypse Core Addendum (July 2015)

GAROU CAMP GIFTS ........................................................................................................................................................ 20

BONE GNAWER CAMP GIFTS ........................................................................................................................................ 20

CHILDREN OF GAIA CAMP GIFTS .................................................................................................................................. 21

FIANNA CAMP GIFTS .................................................................................................................................................... 21

GET OF FENRIS CAMP GIFTS ......................................................................................................................................... 22

SILENT STRIDERS CAMP GIFTS ...................................................................................................................................... 23

SILICON SENTINEL (GLASS WALKER) CAMP GIFTS ......................................................................................................... 23

SILVER FANGS CAMP/HOUSE/LODGE GIFTS ................................................................................................................. 23

STARGAZER CAMP GIFTS .............................................................................................................................................. 24

UKTENA CAMP GIFTS ................................................................................................................................................... 24

WENDIGO CAMP GIFTS ................................................................................................................................................ 25

GAROU GIFT LIST ............................................................................................................................................................. 25

HOMID GIFTS ................................................................................................................................................................... 25

BASIC ........................................................................................................................................................................... 25

INTERMEDIATE ............................................................................................................................................................ 26

ADVANCED .................................................................................................................................................................. 26

METIS GIFTS .................................................................................................................................................................... 26

BASIC ........................................................................................................................................................................... 26

INTERMEDIATE ............................................................................................................................................................ 26

ADVANCED .................................................................................................................................................................. 27

LUPUS GIFTS .................................................................................................................................................................... 27

BASIC ........................................................................................................................................................................... 27

INTERMEDIATE ............................................................................................................................................................ 27

ADVANCED .................................................................................................................................................................. 27

RAGABASH GIFTS ............................................................................................................................................................. 28

BASIC ........................................................................................................................................................................... 28

INTERMEDIATE ............................................................................................................................................................ 28

ADVANCED .................................................................................................................................................................. 29

THEURGE GIFTS ............................................................................................................................................................... 29

BASIC ........................................................................................................................................................................... 29

INTERMEDIATE ............................................................................................................................................................ 30

ADVANCED .................................................................................................................................................................. 31

PHILODOX GIFTS .............................................................................................................................................................. 31

BASIC ........................................................................................................................................................................... 31

INTERMEDIATE ............................................................................................................................................................ 31

ToC [4] MES Apocalypse Core Addendum (July 2015)

ADVANCED .................................................................................................................................................................. 32

GALLIARD GIFTS ............................................................................................................................................................... 32

BASIC ........................................................................................................................................................................... 32

INTERMEDIATE ............................................................................................................................................................ 33

ADVANCED .................................................................................................................................................................. 33

AHROUN GIFTS ................................................................................................................................................................ 34

BASIC ........................................................................................................................................................................... 34

INTERMEDIATE ............................................................................................................................................................ 34

ADVANCED .................................................................................................................................................................. 35

BLACK FURIES GIFTS ........................................................................................................................................................ 35

BASIC ........................................................................................................................................................................... 35

INTERMEDIATE ............................................................................................................................................................ 35

ADVANCED .................................................................................................................................................................. 35

BONE GNAWERS GIFTS .................................................................................................................................................... 36

BASIC ........................................................................................................................................................................... 36

INTERMEDIATE ............................................................................................................................................................ 36

CHILDREN OF GAIA GIFTS................................................................................................................................................. 37

BASIC ........................................................................................................................................................................... 37

INTERMEDIATE ............................................................................................................................................................ 37

FIANNA GIFTS .................................................................................................................................................................. 37

BASIC ........................................................................................................................................................................... 37

INTERMEDIATE ............................................................................................................................................................ 38

ADVANCED .................................................................................................................................................................. 38

GET OF FENRIS GIFTS ....................................................................................................................................................... 39

BASIC ........................................................................................................................................................................... 39

INTERMEDIATE ............................................................................................................................................................ 39

ADVANCED .................................................................................................................................................................. 39

RED TALONS GIFTS........................................................................................................................................................... 40

BASIC ........................................................................................................................................................................... 40

INTERMEDIATE ............................................................................................................................................................ 40

ADVANCED .................................................................................................................................................................. 40

SHADOW LORDS GIFTS .................................................................................................................................................... 40

BASIC ........................................................................................................................................................................... 40

INTERMEDIATE ............................................................................................................................................................ 41

ADVANCED .................................................................................................................................................................. 41

ToC [5] MES Apocalypse Core Addendum (July 2015)

SILENT STRIDERS GIFTS .................................................................................................................................................... 41

BASIC ........................................................................................................................................................................... 41

INTERMEDIATE ............................................................................................................................................................ 42

SILICON SENTINELS (GLASS WALKERS) GIFTS .................................................................................................................... 42

BASIC ........................................................................................................................................................................... 42

INTERMEDIATE ............................................................................................................................................................ 43

ADVANCED .................................................................................................................................................................. 43

SILVER FANGS GIFTS ........................................................................................................................................................ 43

BASIC ........................................................................................................................................................................... 43

INTERMEDIATE ............................................................................................................................................................ 44

STARGAZER GIFTS ............................................................................................................................................................ 44

BASIC ........................................................................................................................................................................... 44

INTERMEDIATE ............................................................................................................................................................ 44

ADVANCED .................................................................................................................................................................. 45

UKTENA GIFTS ................................................................................................................................................................. 45

BASIC ........................................................................................................................................................................... 45

INTERMEDIATE ............................................................................................................................................................ 45

ADVANCED .................................................................................................................................................................. 45

WENDIGO GIFTS .............................................................................................................................................................. 45

BASIC ........................................................................................................................................................................... 45

INTERMEDIATE ............................................................................................................................................................ 46

ADVANCED .................................................................................................................................................................. 46

RITES ................................................................................................................................................................................... 46

GENERAL RITES ................................................................................................................................................................ 46

RITES BY RANK ............................................................................................................................................................. 46

LEARNING RITES .......................................................................................................................................................... 46

ADDITIONAL AVAILABLE GAROU RITES............................................................................................................................. 47

ACCORD RITES ............................................................................................................................................................. 47

MYSTIC RITES ............................................................................................................................................................... 48

PUNISHMENT RITES ..................................................................................................................................................... 48

GAROU RITES ERRATA...................................................................................................................................................... 49

RENOWN ............................................................................................................................................................................. 51

RENOWN GAINS .............................................................................................................................................................. 51

RANK CHALLENGES .......................................................................................................................................................... 51

THE SILVER RECORD......................................................................................................................................................... 51

ToC [6] MES Apocalypse Core Addendum (July 2015)

MECHANICS AND COMBAT RULES ....................................................................................................................................... 52

MECHANICS ..................................................................................................................................................................... 52

TURNS/ACTIONS .......................................................................................................................................................... 52

TAKING ACTIONS ......................................................................................................................................................... 52

PERMANENT TRAITS .................................................................................................................................................... 52

“ATTACKS” ................................................................................................................................................................... 52

CHALLENGES ................................................................................................................................................................ 52

INITIATIVE .................................................................................................................................................................... 54

MISCELLANEOUS MECHANICS ...................................................................................................................................... 54

RETESTS ....................................................................................................................................................................... 54

MOVEMENT ................................................................................................................................................................. 55

RAGE ........................................................................................................................................................................... 55

SHIFTING FORMS ......................................................................................................................................................... 56

WEAPONS AND ARMOR ................................................................................................................................................... 57

WEAPON ABILITIES ...................................................................................................................................................... 57

WEAPONS .................................................................................................................................................................... 57

COMBAT .......................................................................................................................................................................... 57

RAGE ACTIONS ............................................................................................................................................................. 57

GRAPPLING .................................................................................................................................................................. 57

STACKING EFFECTS IN COMBAT ................................................................................................................................... 58

FRENZY ........................................................................................................................................................................ 58

REGENERATIVE HEALING ............................................................................................................................................. 59

SPECIAL ABILITIES AND MANUEVERS ............................................................................................................................... 60

KAILINDO ..................................................................................................................................................................... 60

ISKAKKU....................................................................................................................................................................... 64

KLAVISKAR ................................................................................................................................................................... 65

ToC [7] MES Apocalypse Core Addendum (July 2015)

MES APOCALYPSE ADDENDUM This is the addenda of rules and settings information compiled for use in the Werewolf the Apocalypse setting, as run by the Mind’s Eye Society Live-Action Roleplaying club. For more information about the MES club and our various LARPs, please go to our portal site: http://portal.mindseyesociety.org/

THE GOLDEN RULES ● When there is a query relating to the rules, and the interpretation and application thereof, the presiding ST's decision is always considered to be correct. If a player disagrees with that ST’s decision, the player should not argue during the scene. The player should wait until the game session has finished, and then raise their concerns to the ST. Alternatively, that player may lodge an after-game appeal with the appropriate ST chain. ● The World of Darkness setting deals with adult topics. These topics include (but are not limited to) death, abduction, abuse and insanity. While characters can and do commit awful acts, this is never an excuse to place a player in a situation where they are uncomfortable out-of-character. It is the responsibility of the player to notify the presiding ST if they become uncomfortable, and it is the responsibility of the Storyteller to be on watch for players who have reached their emotional tolerance. Players should alert a Storyteller, and step out of any potentially triggering scenes. Storytellers should be sure to ask if players in traumatic scenes (e.g., sexual violence, human sacrifice, etc.) are comfortable participating, and offer options such as “fade to black” for those who choose not to participate in such roleplay. ● If you know that an action or mechanics interpretation is not the intent of a written rule; departs drastically from common sense; or is possible only due to a technicality, vague wording, or other loophole, don't do it. Don't be the player that spoils the game for everyone. ● An ST with jurisdiction over a specific game may deny the entry of any character they deem inappropriate. Further, any ST in the direct chain of a character may prohibit the play of that character at a specific game, for the same reasoning.

LOCAL VENUES All Garou games must create and adhere to an approved Venue Settings Sheet. Septs and Territories made entirely of NPCs are not limited in this fashion. Venue Settings Sheets are approved by the Regional Storyteller by submitting a High Approval Application for your VSS to the database.

DATABASE & APPLICATION TYPES The MES utilizes a system of applications for the purpose of recordkeeping and to ensure demographics. These applications come in two forms: Approval applications, and Notification applications. If an item is listed as ‘Approval,’ then it may not enter play until the highest level Storyteller for that application has officially agreed that the item is appropriate for the game. If the item is listed as ‘Notification,’ then the item may enter play when the Low Approval (VSS) Storyteller agrees, but all Storytellers in the character’s ST Chain must still be notified of the item (by application). Notification applications reflect the club’s need to track certain items. If an item is listed as “High Notification,” it must be put into the database as if it were a High Approval application. However, once the item is approved in the database by the character’s immediate (VSS) storyteller, that item may enter play. The application itself continues to be passed up the chain to the regional level. Storytellers in the chain beyond the VSS Storyteller are ‘notified’ by seeing the application as it crosses their desk. Those Storytellers can work with the local Storyteller to create guidelines or expectations; however, they are not expected to question the applicant or ‘approve’ the item. The final Storyteller in the item’s approval chain (in this case, the RST) will register the item with a final confirmation. All items which require approval or notification beyond that of the Venue Storyteller (Low Approval) must be entered into the MES Database. The database is the system by which such items are put into play; no item is considered approved in any fashion until it has been properly registered in the database, and the appropriate Storytellers have been alerted to its existence. The MES Database can be found at the MES Portal: http://legacy.mindseyesociety.org/approvals_new/

APPLICATIONS OUTSIDE THE ADDENDUM It has long been thought that any item or application is possible with highest level of approval, even if it falls outside of the boundaries of or goes against the approved materials or rules in the addendum. That the National Venue STs can permit things to occur because theirs is

ToC [8] MES Apocalypse Core Addendum (July 2015)

the final say-so as to what can or cannot happen. In this chronicle we have seen and generated a few applications like this, and usually for items to add extra incentive for charity auctions. While we see the merit in keeping this door open, we also see that it allows for a perception of and a potential for favoritism and unfairness and creates a lack of transparency to all levels of Storytellers - that the National STs may allow others to play by different, unstated rules at their own discretion. Having reviewed the applications that currently fall outside of the parameters of the addendum, we are Grandfathering these approved items, however, moving forward we will no longer accept or create applications for items that fall outside of the approved items of the addendum for PCs. Anything that is outside of the addendum for non PCs a Storyteller can apply for Top Approval to use. As the chronicle develops the addendum may change to reflect the growing story and things that may have not been available before can become available or vice versa.

SANCTIONED MATERIALS The Mind’s Eye Society Apocalypse chronicle uses the published Laws of the Wild, Revised and revised edition books and materials, within a custom setting. Rules: Optional Rules are not used, unless otherwise specified in this document. Taking an item of any kind from a supplement or sourcebook other than the books listed below in Sanctioned Books is not allowed. Setting: The MES Apocalypse Chronicle makes use of the original White Wolf printed source material as its roleplay setting, defaulting to Revised when the various versions (W20, Revised, Non-Revised, and MET: WtA) conflict. Addendum: The addendum is to be used in addition to the Sanctioned books. If there is no rules clarification in the addendum for an item it is unaltered and considered Low Approval. If there are only Table Top mechanics for an item from a Sanctioned book (not everything in the sanctioned materials has been converted) it is not used. Further information on the MES setting, as well as the in-play history of the MES chronicle, can be found on the MES Portal site: http://www.mindseyesociety.org/games/genres/werewolf-the-apocalypse/

SANCTIONED BOOKS The following books are Sanctioned for use of mechanics in this Chronicle:

Laws of the Wild, Revised

Werewolf the Apocalypse: 20th Anniversary Edition (Source Material and Converted Mechanics only)

Changing Breeds: 20th Anniversary Edition (Source Material and Converted Mechanics only)

Book of Auspices (Source Material and Converted Mechanics only)

Umbra, Revised (Source Material and Converted Mechanics only)

W20 Umbra, the Velvet Shadow (Source Material only)

MET Book of the Wyrm

Book of the Wyld (NPCs and STs Only)

Book of the Weaver (NPCS and STs Only)

Tribebooks (Revised, All)

MET Hengeyokai (pgs. 96-99, the portions relative to Stargazers)

Laws of the Wild: Changing Breeds 1-4 (MET, Revised)

Laws of the Night, Revised (Vampire NPC mechanics only)

Laws of the Night: Camarilla Guide

Laws of the Night: Sabbat Guide

Laws of the Night: Anarch Guide

Laws of the Night: Storyteller’s Guide

Clanbooks (Revised, All)

Laws of Ascension, Revised.

Laws of Ascension, Revised Companion

Tradition Books (Revised, All) Dark Epics

o Abilities pgs. 48-53 o Backgrounds pgs. 53-56 o Influences pgs. 5670 o Retests pg. 70 o Movement in Combat pg. 71 o Two-Weapon Combat pg. 71 o Combat in darkness pg. 71 o Noticing Powers in Effect pg. 72 o Harano pg. 76 o Weapons and Armor pg. 81-90

ToC [9] MES Apocalypse Core Addendum (July 2015)

o Crossover Rules: Werewolves pg. 94-95 o Power Interactions Table pg. 94

CHARACTER CREATION

CONCEPTS 1. Each player is allowed two characters with full MC and XP benefits at any one time. a. A player’s characters must be created in such a way that they will never interact with each other, even indirectly. It is the responsibility of the member to prevent their characters from becoming aware of each other. Players are required to ensure that their character never benefits from the actions of another of their characters. 2. In the event of a character death, a player is required to create the new character in such a way that it is instantly and easily recognizable that the new character is not the same as the old. 3. Characters may be updated within the first three months they are in play to account for new players or encountering a new system. The approval level for this update is the maximum approval level of the character. Tribe, Auspice and Rank may not be changed in this update. This update may only be performed once per character. 4. Any historical figure or character taken from White Wolf materials or from any work of fiction, without direct, written consent from the author, may not be recognizably used as the basis for a character. 5. For a character to have a positive interaction with a Wyrm Creature in their background is High Approval. No character may have been a member of the Black Spiral Dancers in their background. 6. Background interactions with other Supernatural types are High Approval. 7. Membership for a PC in the Beast Courts (background or current) Not Sanctioned 8. Ties to members of the Ahadi or Emerald Courts Top Approval

CHARACTER SHEET SYSTEMS

STARTING “FREEBIE” XP Characters gain 5 freebie traits, plus up to a maximum of 7 freebie traits gained from flaws, plus an additional max of 5 freebie traits gained from negative traits (+1 trait per) or a single derangement (+2 traits for one derangement) . Use this chart for purchasing items with Freebie Traits: ● Attribute: 1 ● Ability: 1 ● Ability Specialization: 1 ● Background/Influence: 1 ● Rage: 2 ● Gnosis: 2 ● Willpower: 2 ● Basic Gift: 3 ● Merit: Variable Freebie Traits may not be used to purchase Out of Breed/Auspice/Tribe Gifts.

ToC [10] MES Apocalypse Core Addendum (July 2015)

Freebie Traits may not be used to buy Rage/Gnosis/Willpower above 5 (or 6 for Black Furies (Willpower) and Red Talons (Rage)).

STARTING EXPERIENCE 1. PCs begin play with experience points equal to their Member Class x 5XP. These experience points and starting freebie points may not be spent on any Gifts or Rites that are outside their Tribe, Breed or Auspice. a. When a player gains a Membership Class, all of his characters may apply an additional Five Experience Traits per MC gained. If a player loses one or more MC, the Experience Traits granted to the character for the player’s lost MC(s) must be reaccounted for. These Traits are not removed from the character sheet. Instead, an Experience Trait “debt” is applied which must be paid off before the character can spend Experience Traits on anything else.

EARNING EXPERIENCE 1. The maximum number of Experience Traits that a player can earn in a month is six (6). Experience Traits gained for MC are an

exception, as are the Experience Traits granted from the Character Creation Document. 2. VSTs may claim up to one game’s attendance experience award per month for their own PC provided that they spend at least one game a month Storytelling for their VSS. 3. Archetype Achievements • Archetype Achievements are now custom created and approved at Low Approval. VSTs can work with players to design Archetypes consisting of ten Ability levels spread between no less than four different Abilities. Existing Archetype Awards are Grandfathered. • A PC may never benefit from the XP reward of more than two Archetypes. The max XP refund for archetypes is 6 XP (3xp per Archetype). • Prerequisites for archetypes may stack.

GOOD DEATH EXPERIENCE With the Experience Floor in place Good Death Experience is no longer used. Previous awards are Grandfathered.

EXPERIENCE FLOOR At the beginning of each month, if a PC did not earn at least 3 XP the previous month from attending games and submitting downtimes, their earned XP for the previous month is set to 3. If XP is backdated for that month, this is recalculated. New PCs start with 3XP per month of chronicle, starting with June, 2013. These starting XP traits are treated like all other Experience Points used at creation.

CHARACTER SANCTIONING AND RECORDS 1. All characters must be approved by the player’s Low Approval Storyteller. A copy should be kept up to date and on file with that Storyteller. Low Approval Storytellers register their characters with their Mid Approval Storyteller. 2. A complete character record should include a character sheet, the character’s Experience Trait Log, and records/verification of any special approvals made on the character. 3. An Experience Trait Log will detail how starting Traits (including Free Traits) were spent at character creation and how Experience Traits earned after were spent. It will also list games attended and the Experience Traits gained for each game. Dates should be noted for each entry in the log. If there is uncertainty over a discrepancy between what is on the player’s character sheet and the copy kept in the Storyteller’s records, the copy in the Storyteller’s records will be considered accurate.

GENERAL PC APPROVAL LEVELS Low Approval: Black Furies (Female Only), Bone Gnawers, Children of Gaia, Fianna, Get of Fenris, Kinfolk (Human, Male Black Fury), Red Talons (Lupus or Metis Only), Shadow Lords, Silent Striders, Silicon Sentinels, Silver Fangs, Uktena, Wendigo; Homid, Lupus, Metis; Ragabash, Theurge, Philodox, Galliard, Ahroun

ToC [11] MES Apocalypse Core Addendum (July 2015)

High Approval: Bastet (Pumonca, Qualmi), Corax, Metis Black Fury (Male), Nuwisha, Ratkin (non-Freak Factor), Lupus Silicon Sentinels, Stargazers ● All other character types are not currently available for play, though existing PC approvals are Grandfathered. ● A player may only have one Fera PC at a time.

STARTING RANKS ● MC 1 - 5: Rank 1 or lower ● MC 6 - 8: Rank 2 or lower ● MC 9+: Rank 3. No approval or notification required. At character creation all characters start with the minimum amount of Renown necessary to attain that Rank.

CUBS Should you elect to create a Cub (Rank 0), you are not required to select a Tribe, but do not have the option then of buying Tribe Gifts until your Tribe is discovered after your Rite of Passage. Cubs start character creation with three Willpower Traits, no Tribal Advantage or Disadvantage, and no starting free Gifts. Gifts can be purchased with XP. Once their Rite of Passage is complete they receive the three starting Gifts (one Breed, Auspice, and Tribe) as well as gaining their Tribal Advantage and Disadvantage.

CHARACTER TRAITS

NATURE AND DEMEANOR ● Nature and Demeanor Archetypes may be chosen from those listed in any sanctioned materials.

ATTRIBUTE TRAITS ● Attribute Traits can be taken out of any sanctioned materials.

BREEDS

METIS ● Chitinous Skin: This Disfigurement does not give the character an additional health level. ● Weak Immune System: Rather than having no Bruised health levels, a character with this Disfigurement has one less Healthy health level. ● Birthmarks (Stargazers): This deformity gives the metis a one trait penalty to all Social challenges. ● Third Eye (Stargazers): This deformity gives the metis a one trait penalty to all Social challenges when visible. If hidden, the irritation gives the metis a one trait penalty to all Mental challenges.

LUPUS Lupus PCs are restricted from using Character Creation Points to purchase the following Abilities and Backgrounds: Academics, Computer, Drive, Etiquette, Finance, Firearms, Influences, Law, Linguistics, Occult, Politics, Resources, Science, Security, Streetwise, and Subterfuge to demonstrate the Lupus‟ unfamiliarity with Homid Society. Experience Points may be spent after Creation Points are used to purchase these Abilities/Backgrounds.

ToC [12] MES Apocalypse Core Addendum (July 2015)

TRIBES

SILICON SENTINELS

Silicon Sentinels are made with the same Tribal Totem, Tribal Advantage, Disadvantage, Background Restrictions, and starting Willpower

and starting Gift list as Glass Walkers. Silicon Sentinels have access to Glass Walker Gifts, Rites, Talens and Fetishes, and all materials

for Glass Walkers, in addition to new materials specifically for Silicon Sentinels. Garou who are not Silicon Sentinels (including Garou still

identifying as Glass Walkers) do not have access to any materials listed for Silicon Sentinels.

TRIBAL ADVANTAGES/DISADVANTAGES

BLACK FURIES ● Advantage: Black Furies begin play with an extra Willpower Trait and may purchase their Willpower one higher than normal Rank Caps.

BONE GNAWERS ● Advantage: Changes to a level of Contacts per rank, useable once per session, and this is a secondary Contacts pool from any they may already possess. ● Page 41 of LotWR is used to determine Bone Gnawers starting Gifts.

FIANNA ● Advantage: At character creation, members of the Fianna Tribe are given three free Ability Traits that can be used to buy any combination of the Abilities Brawl, Craft, Expression, Melee, or Performance. Abilities purchased with this Tribal Advantage have their Ability Trait Maximum for that Ability increased from 5 to 6.

● Disadvantage: Any time a Fianna would spend a Willpower Trait to control a Frenzy or take reprieve from Harano they must spend an additional Willpower Trait to do so. Fianna are also down 2 Traits in comparison of ties on all Willpower challenges regarding Frenzy or Harano.

GET OF FENRIS ● Page 47 of LotWR is used to determine Get of Fenris starting Gifts.

SHADOW LORDS ● Advantage Replace With: Once per scene, a Shadow Lord may spend a Mental Trait in order to gain Social traits equal to their Rank for the comparison on Ties and Overbids for a single Social challenge.

SILENT STRIDERS ● Advantage Once per session, a Silent Strider may perform one of the following: 1) Reverse the scene by one Action (not a full Round); 2) Have or locate a necessary mundane item necessary for the scene; or 3) May call for a single challenge they did not initiate to be redone. No traits or retests are expended on the original test and the Strider may change their victory condition if they desire. If the Strider initiated the challenge, use of this may only back up the scene to the point right AFTER he initiated the challenge. This advantage may be invoked at any time before the results of the challenge are applied ● Backgrounds: ○ Ancestors: Silent Striders can buy the first level of the Ancestors background before or after creation at Low Approval. Silent Striders who do this or who have done this need to send an email to the Silent Strider Tribe Lead ([email protected]) with the player name, character name, the VSS the character is on, the VST’s name of that VSS and that VST’s email address within 30 days of this addendum release. ○ Umbral Maps Background (CB1, page 83) for Silent Striders:

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■ Level 1 - 3: Low Approval ■ Level 4 - 5: High Approval

SILVER FANGS ● Disadvantage Choose a derangement from any of the sanctioned material so long as it is appropriate to the venue.

STARGAZERS ● Advantage: The Stargazer gains the free Mental trait of "Calm" that can exceed trait maximums, as well as a free level of the Enigmas ability; in addition, their Ability cap for Enigmas is increased to 6. ● Disadvantage: If the Stargazer fails an Enigmas Challenge or a riddle contest (not just failing to answer a random overheard riddle, but a riddle placed directly to him) he becomes distracted with his failure for the remainder of the scene. The Stargazer is 1 Trait down on all Perception or Awareness challenges and is 5 traits for purposes of determining Initiative (order of challenges) in the first action of any combat scene. ● Starting Gifts: Balance, Sense Wyrm and Falling Touch

ABILITIES Crafts Ability Items created with Crafts Level 6 are High Notification, and may only be created once every 6 months. Items created with Crafts Level 7 are Top Notification, and may only be created once a year. Etiquette Ability Once per scene, Galliards gain a free use of the Etiquette ability to cover any faux-pas or know the correct custom and tradition. Linguistics Ability Linguistics is a single Ability, which allows a character to know languages other than her native tongue. One Trait gives the character one (1) additional language, two Traits gives two (2), three Traits gives four (4), four Traits gives eight (8), and five Traits gives the character sixteen (16) additional languages. These levels are not cumulative. Lores Garou Characters receive the first level of Garou Lore and the first level of their Tribe Lore (if any) for free upon character creation. Fera characters receive the first level of Fera Lore and the first level of their Breed Type Lore (ex. Corax or Bastet, etc.) for free at character creation. Kinfolk characters receive the first level of Garou OR Fera Lore (depending on kin type) and the first level of Tribal OR Breed type Lore (depending on type) for free at character creation. Characters also receive a number of free traits in Lores equal to the max Rank allowed by their Member Class. These free Lores cannot be spent for Lores specific to a non-Garou genre or for Lores above 3. (So even if you play a Cub but are allowed to be Adren you get 3 freebies). For more information on Lores, see the Lores section. Specialty Fighting Styles Specialty Fighting Styles and Maneuvers are outlined in the Apocalypse Combat Primer. Klaviscar: Requires Garou Lore x3, High Approval. Klaviscar as an ability, costs 1xp per ability, and each maneuver costs 1 xp to learn. Klaviscar is the only ability retest allowable when using Klaviscar maneuvers. Iskakku: Requires Child of Gaia Lore x 3, High Approval. Iskakku is an ability, costs 1xp per ability, and each maneuver costs 1 xp to learn. Iskakku is the only ability retest allowable when using Iskakku maneuvers. Kailindo: Requires Stargazer Lore x 3, High Approval. Kailindo is an ability, costs 1 xp per ability, and each maneuver costs 1 xp to learn. Kailindo is the only ability retest allowable when using Kailindo maneuvers. No character may ever have more than one "Fighting Style" Learning Times for the ability are at VST discretion after the initial approval for the ability.

BACKGROUNDS If a character gains a Background during play (keeping it more than a month), Experience Traits must be spent to pay for it. If a character loses a Background (or levels of) during play, those lost levels are held in reserve in case the character should later re-acquire or develop more levels of that Background during play. Influences do not follow this restriction.

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The Ancestors, Pure Breed and Rites Backgrounds may only be purchased with Freebie traits during character creation (not Experience Points).

CLOUT (SHADOW LORDS) This Background is not sanctioned for play.

FAME Fame maximum range for modifying other backgrounds is changed as follows: Fame 1: Bordering Domains (within same state) Fame 2: State/Territory/Province Fame 3: Multi-State/Region/Multi-Province: High Approval Fame 4: Nation: Top Approval Fame 5: International: Top Approval If you are physically present at a game that is within your level of Fame's reach, you may use your influences freely without expending Fame.

INFLUENCE BACKGROUND Characters without permanent Rage and Silicon Sentinels pay 1 XP per level of Influence Background, up to five. Garou (including unshifted Garou) pay 3 XP per level of Influence Background, up to five, unless otherwise noted. After level 5, rules in Dark Epics regarding meta-actions must be used to progress any further. No single influence may exceed ten levels. ● Garou suffer significant penalties from their rage when interacting with influences. All Garou are limited to a total number of levels equal to their permanent Social and Mental Traits plus their total kinfolk dedicated to influence. ● Silicon Sentinels and Kinfolk use the normal limits (Physical + Social + Mental + Total Kinfolk dedicated to Influence). ● Influence rules and level descriptions are as written in Dark Epics (levels 15 and actions allowed) and the Laws of the Night: Camarilla Guide (levels 610). ● Influence Levels above 5 Mid Approval Influence Levels above 7 High Approval ● Each Influence category within a Region should not have more than one character with level 10, two characters with level 9, and three characters with level 8.

INFLUENCE SYSTEM Influence rules from the previously listed sources are used as written with the following changes. ● Characters receive double their level in actions for each category of influence they possess. ● Growth to a new level of influence requires a number of banked growth actions equal to your next level squared. (e.g. to go from 4 to 5 would cost 25 banked growth.) ● You may not bank more growth total than what you need for your next level. ● You may neither grow nor lose more than 1 level per month per category. Levels bought with experience do not count to this limit. ● All Table Actions cost their listed level in actions to perform. ● Table actions represent a guideline for what is possible with a given level of influence and should be used as flexible examples as to what can be accomplished.

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● When making contact with another person's influence for the purpose of a trace the contact lasts for a number of months equal to the number of successful actions. (Eg. If you put out a 4 point watch looking for people using finance influence to acquire funds you would be able to complete a trace on that influence up to 4 months later.) (Eg.2. If you encountered a block of 5 actions on an endeavor you were performing you would be able to trace the block for up to 5 months afterwards.) ● Similar limits are imposed for use of the Follow and Attack actions. (Eg. If you successfully traced an influence with 3 actions you could attempt an attack or follow any time during the next three months, after which you would need to attempt a new trace. ● The follow action allows you to refresh the duration of your contact. (e.g. I have already successfully watched and traced my opponent. My trace had 3 actions. At the end of the third month I use 3 more actions to Follow. If they are successful then I may attack him any time in the next three months.) ● Transfer of actions between influence categories owned by the same character is allowed without other restriction. Local storytellers are encouraged to customize the cost of transfers from one influence to another but the cost cannot be lower than 2 to 1. (e.g. In Portland the city has a very close connection between Occult and university forces allowing for a 2 to 1 trade between those two areas, but there are few if any Underworld sources so all transfers to or from Underworld influence are at a 6 to 1 cost.) ● The results of a trace provide enough information for the character to successfully identify the owner of the influence. ● Contacts, Allies and Mentor may not perform Meta actions. Allies and Mentor may perform Table actions up to their Level. ● Muleing: Actions must be submitted by the player themselves and cannot be submitted by a designated agent.

MENTOR Mentors will not teach Gifts, however they will teach you Rites of the same level as the Gifts listed.

PURE BREED Pure Breed Lvl 4 High Approval (Low Approval for NPCs) Pure Breed Lvl 5 Top Approval (High Notification for NPCs) Pure Breed loses its mechanical effects if you are not a member of the Tribe you have Pure Breed with. Whenever a character with Pure Breed loses temporary Renown Traits, he will lose additional traits equal to half his Pure Breed total, rounded up (e.g., Pure Breed 1-2, lose an additional 1 Renown, Pure Breed 3-4, lose an additional 2 Renown, and Pure Breed 5, lose an additional 3 Renown).

SPIRIT AFFINITY (1 - 5) Spirit Affinity represents a general affinity with the Gaian denizens of the Umbra. For each level of Spirit Affinity a Garou possesses, he receives a +1 in dealings with Spirits. Additionally, for each level of Spirit Affinity possessed, a Garou may select one Spirit type (specific spirit, not Brood) to specialize in, conferring an additional +1 on social challenges with such Spirits. Should chronicle or character events change the association with that spirit, the specialization may be changed with Low approval. Approval Levels: 1-2: Low 3-4: High 5: Reserved for National Use/Award Spirit Affinity Specialization: Any Celestines: Top Conversion: Your level of Spirit Affinity is equal to the level of your highest current affinity. This approval is grandfathered. Spirit Affinity costs experience points to purchase as per backgrounds.

SPIRIT NETWORK In order to make the game more immersive and in order to empower Theurges to keep a close watch over their Sept and packmates, we are reintroducing the Spirit Network Background from “The Book of Auspices”. You can find more information about this Background on pages 57 and 58 of the Book of Auspices. The background is altered as follows: * Prerequisites: Theurge only, must possess Spirit Speech.

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● Level One: Low Approval: You have a few spirits on the lookout for useful or interesting information within your Sept. ● Level Two: Low Approval: Several spirits are willing to share what they have seen with you within your area. ● Level Three: High Approval: You have unseen eyes in countless different locations in the area at any time within your region. ● Level Four: Top Approval: Spirits far and wide seek you out with strange information to give you about the Garou Nation’s offenders (Notoriety 3 or more). ● Level Five: Top Approval: Unless the Gauntlet is very high, very little escapes the notice of your watcher spirits. You know the greatest offenders and the greatest allies of the broods.

TOTEM BACKGROUND Garou characters have their maximum Totem Background increased to 8 instead of 5.

MERITS AND FLAWS Possessing over 7 points in Merits – No longer sanctioned for play. Current PCs are Grandfathered. As an individual character’s story progresses, certain Merits and Flaws may become less appropriate. At High Notification Mer its or Flaws may be traded with an equal value of other Merits or Flaws as a result of story.

GENERAL MERITS/FLAWS The below Merits and Flaws are general to all character types in this venue. Acute Sense (1pt Merit): You have a particularly sharp sense (specify which one). In all tests with that sense, you are +2 Traits on challenge resolution. You may have multiple Acute Senses, but you may only take this Merit once for each sense. Ability Aptitude (1pt Merit): You have a natural affinity for a particular (but not combat related) Ability. You are two Traits up for comparison of Ties and Overbids on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). This bonus only applies to a single Ability (for those that require a specific focus such as Performance or Science). Ambidextrous (1pt Merit): You are equally skilled at using either hand. You do not suffer the normal two Trait penalty for performing actions with your off hand. In addition, you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat. Catlike Balance (1pt Merit): You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well developed that you can walk with ease even on a narrow ledge or wire. You are +2 Traits on resolution of challenges where your balance is a deciding factor. Common Sense (1pt Merit): You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that runs counter to common sense, the Storyteller or Narrator can make suggestions about the action. This Merit is excellent for new players who are not familiar with the intricacies of the game. Daredevil (3pt Merit): Not only do you take outrageous risks, you survive them. Whenever you take a risky (some would say foolhardy) course of action one with a Static difficulty of at least eight Traits or a potentially harmful outcome you get one free retest on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed (Narrator’s discretion). Eidetic Memory (2pt Merit): Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollections.” Enchanting Voice (2pt Merit): Your voice is naturally resonant and commanding. You are two Traits up in comparison of ties and Overbids in Challenges retested by Performance. Those who purchased this Merit are given the option to lose this Merit and receive a refund of their points for the Merit within 90 days of addendum release. Favor (1 or 3pt Merit): Approval level is the same as the NPC. Hard of Hearing (1pt Flaw): You have some difficulty hearing. You suffer a two Trait penalty on all tests of hearing. Obviously, you cannot have this Flaw and the Merit: Acute Sense: Hearing.

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Iron Will (3pt Merit): This Merit gives the character a free retest when attempting to resist mind influencing powers. This Merit does not work against powers that influence emotions. Natural Leader (1pt Merit): Natural magnetism and leadership capabilities spring from your actions and words. Others want to follow you, and you easily take charge. You are two Traits up for comparison of ties and Overbids in Challenges retested by Leadership. You must have at least six Social Traits to take this Merit. Those who purchased this Merit are given the option to lose this Merit and receive a refund of their points for the Merit within 90 days of addendum release. Natural Linguist (2pt Merit): You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You are three Traits up on all challenges using Linguistics as retest. You also know twice the number of languages that your level of the Linguistics Ability would normally allow. Oracular Ability (3pt Merit): The signs and portents of everyday life are clear to you, offering up the course of the future. Once per session, you may attempt to read a particular omen by making a Static Mental Challenge with a difficulty of eight or more Tra its (Narrator’s discretion). If you succeed, you receive some insight into the current situation, allowing you to claim one retest at some point during the night as you draw on the visions that you interpreted. Pack Mentality (2pt Flaw): This Flaw gives no bonus for working with your pack. Quiet Heart (4pt Merit): This Merit gives the character a free retest when attempting to resist emotion-influencing powers or frenzy. Short (1pt Flaw): You have trouble seeing over things, interacting with tall people and escaping notice due to your proportions. You can only take two steps in an action instead of three, due to your small size. You also have trouble reaching countertops and manipulating objects designed for normal people (like cars). You should wear a tag to note your condition if your stature is greater than the character you portray. Speech Impediment (1pt Flaw): A stammer, Tourette’s Syndrome or other speech deficiency makes communication difficult for you. Roleplay your deficiency, and suffer a two-Trait penalty on all verbal communication. You cannot have this Flaw with the Merit: Enchanting Voice. Supernatural Companion: Not Sanctioned. True Faith: Not Sanctioned. Vengeful (2pt Flaw): You want to even a score with some group from your past. You plan ways to get your revenge constantly, and if presented with an opportunity for vengeance, you must spend a Willpower Trait to take some other action for the scene. Wolf Years (1pt Flaw): This is a 1 point Flaw.

TRIBAL/CHARACTER SPECIFIC MERITS AND FLAWS Caern Child (Black Fury) (5pt Merit): High Approval, cannot travel more than 1,000 miles from home caern. Gift of Wepauwet (Silent Striders): Top Approval Homid Ancestor (Red Talon) (2pt Merit): High Approval Kinfolk: Gnosis (Kinfolk) (3-5pt Merit): This is changed to the following (3-5) Merit: 3 points allows for 1 Gnosis, 4 for 2, and 5 for 3 Gnosis. Naïve (Child of Gaia) (1pt Flaw): You suffer a 2 trait penalty on any challenge to sense or detect malicious intent, whether it be the Gift: Sense Wyrm, use of the Empathy Ability, or defending against deception from the Subterfuge Ability. Notable Heritage (Silver Fangs): Top Approval. Supporter (Child of Gaia) (2pt Merit): Once per session, you may inspire fellows with your speech, writing or leadership, giving any ally that is working towards your same goals, and present for the performance one Trait up on one challenge of their choice that they have to make during the same scene or following scene. The effects of this Merit do not stack with other uses of this Merit. Winter Garou (Red Talon) (4pt Merit): Top Approval

TRIBE-SPECIFIC CONTENT All items and materials (Gifts, Rites, Merits, Flaws, Abilities, Camps, Backgrounds, etc.) from Tribebooks are only available to members of their respective Tribe unless otherwise specified.

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A Tribal Leadership position requires an approval level equal to the area over which they have authority. Each Camp is different in its methods of membership and durations, and as such the following rules are in effect in regard to Leaving/Switching Camp membership: ● Joining a Camp: Low Approval unless otherwise listed ● Leaving a Camp: Low Approval ● Joining a New Camp, having learned none of the Gifts or Rites from the previous Camp: Low Approval ● Joining a New Camp, having learned any of the Gifts or Rites from the previous Camp: Top Approval Note: While some Camps are more transitional, not all are. This is a broad spectrum to allow for all those facets. If your particular tribe is more transitional the justification for changes in camps will be far less strenuous than if your tribe frowns on such activities. To learn more on different camps feelings on such, it would be wise to contact your Tribe Lead.

BLACK FURIES CAMPS ● Temple of Artemis: High Approval if Crone, Top otherwise

BONE GNAWERS CAMPS ● Maneaters: Reserved for use by National Staff ● Rat Finks: High Approval ● Circle of Shadows: Top Approval Also requires Elder Rank ● The Swarm: High Approval

CHILDREN OF GAIA CAMPS The Children of Gaia do not formally have camps anymore, but there are still some who secretly hold membership. Those who maintain membership in a camp do so in strictest secrecy for any being found out shall have disobeyed the orders of their Tribal Leadership. Imminent Strike defies this edict and still meets as a Camp.

FIANNA CAMPS ● Mother’s Fundamentalists (current or past membership): Not Sanctioned ● Children of Dire: High Approval for Homids, Not Sanctioned for Metis. ● Songkeepers: Low Approval for Fianna, Mid Approval for other Tribes.

GET OF FENRIS CAMPS ● The Swords of Heimdall: Reserved for use by National Staff ● The Valkyria of Freya: Not Sanctioned for Males or Metis. ● Ymir’s Sweat: Top Approval ● Loki’s Smile: High Approval, Top Notification ● The Glorious Fist of Wotan: Top Approval for Metis, not available for Homids

RED TALONS CAMPS ● Winter Packs: Top Approval

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● Dying Cubs: High Approval ● Lodge of the Predator Kings: Not Sanctioned for Metis

SHADOW LORDS CAMPS ● The Masks (Secret Society): Reserved for use by National Staff ● Society of Nidhogg (Secret Society): Reserved for use by National Staff ● Bringers of the Light: Top Approval ● Judges of Doom: High Approval for non-Philodox

SILENT STRIDERS CAMPS ● Bitter Hex: Reserved for use by National Staff ● Eaters of the Dead: Reserved for use by National Staff

SILICON SENTINEL CAMPS ● Mechanical Awakening: NPC Only, Top Approval ● Wise Guys: High Approval ● Cyber Dogs: High Approval

SILVER FANGS CAMPS/HOUSES Houses: Only 7 of the Original 13 Silver Fang Houses Remain: Wyrmfoe, Crescent Moon, The Gleaming Eye, Wise Heart, Blood Red Crest, Unbreakable Hearth, and Austere Howl. To play a House not listed is Not Sanctioned at this time. ● Blood Red Crest: High Approval, Top Notification ● Wise Heart: High Approval, Top Notification Camps: ● The Gray Raptors: High Approval, Adren Rank or Higher ● Masters of the Seal: High Approval, Adren Rank or Higher ● The Ivory Priesthood: High Approval, Adren Rank or Higher, Theurge only

UKTENA CAMPS ● Bane Tenders: Reserved for use by National Staff ● Society of the Bitter Frost: Reserved for use by National Staff ● Path Dancers: Reserved for Use by the National Staff - Existing Path Dancer PC/NPCs receive Camp benefits as determined by the National Storyteller.

WENDIGO CAMPS ● Secret Hoop: Top Approval ● The Ghost Dance

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○ The Ghost Dance does not gain any additional Gifts beyond what is already in the Tribebook, however, they may purchase Influences at 2 per level instead of 3 per level. Any Wendigo that had purchased Gifts from the Uktena Camp: The Ghost Dance, lose those Gifts and are immediately refunded the points used to purchase them.

GIFTS

GENERAL GIFT INFORMATION Out of Tribe/Breed/Auspice Gifts: Basic Gifts: High Approval Intermediate Gifts: Top Approval Advanced Gifts: Not currently sanctioned. Any Gift that allows for spending additional traits to extend duration, or grant additional effects, is capped at 5 traits maximum expendable. Unless specified, Trait Bonuses and/or Penalties do not apply to Temper (Rage, Gnosis, and Willpower) Challenges. Some Gifts require a challenge, but are unclear as to who is being challenged. Unless specifically stated otherwise, the challenge is against the target of the Gift. If there is not a target, then it is a Static Challenge against six Traits for a Basic Gift, seven traits for an Intermediate, and 10 traits for an Advanced Gift. Out of Tribe/Breed/Auspice Gifts: Gifts found exclusively in Tribebooks are not available to be learned Out of Tribe/Breed/Auspice. Current Gifts are not grandfathered, but are instead removed and XP is refunded for their purchase. Only a single Armor/Health Level giving Gift may give benefits at a time, with that providing the most significant benefit taking precedence.

GAROU CAMP GIFTS Any Gift listed as a Camp, House, or Lodge Gift may not be purchased by any Garou not of that Camp, House, Lodge, unless it is also available to the character as a Tribe/Auspice/Breed. Camp Gifts listed here are in addition to any Gifts listed in the Revised Tribebook for that Tribe.

BONE GNAWER CAMP GIFTS ● Rat Finks

○ Open Seal (Basic): As the Ragabash Gift. ○ Heightened Senses (Basic): As the Lupus Gift. ○ Mindblock (Intermediate): As the Silver Fangs Gift.

● Frankenweilers

○ Glib Tongue (Basic): As the Fianna Gift. ○ Perfect Recall (Basic): As the Galliard Gift. ○ Shadows by the Firelight (Intermediate): As the Galliard Gift.

● The Hood

○ Truth of Gaia (Basic): As the Philodox Gift. ○ Blending (Basic): As the Uktena Gift. ○ Taking the Forgotten (Basic Ragabash)

● Deserters

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○ Airt Perception: (Basic) As the Theurge Gift. ○ Umbral Tether (Basic): As the Theurge Gift. ○ Scent of Beyond (Intermediate): As the Philodox Gift.

● Road Warders

○ Sense Wyrm (Basic): As the Metis Gift. ○ Beast Life (Intermediate): As the Lupus Gift. ○ Pathfinder (Intermediate): As the Ragabash Gift.

● Hillfolk

○ Camouflage (Basic): As the Wendigo Gift. ○ Wolf at the Door (Basic): As the Red Talons Gift. ○ Attunement - Wilderness (Intermediate): As the Silent Striders Gift.

● The Swarm

○ Razor Claws (Basic): As the Ahroun Gift. ○ Silence the Weaver (Intermediate): As the Lupus Gift. ○ Open Wounds (Intermediate Shadowlord)

CHILDREN OF GAIA CAMP GIFTS ● Imminent Strike

o Strength of Purpose (Basic): As Philodox Gift. o Spirit of the Fray (Basic): As Ahroun Gift. o Wrath of Gaia (Intermediate): As the Silver Fangs Gift.

FIANNA CAMP GIFTS ● Brotherhood of Herne:

o Sense of the Prey (Basic): As the Ragabash Gift. o Open Moon Bridge (Intermediate): As the Ragabash Gift. o Totem Gift (Advanced): As the Metis Gift.

● Children of Dire:

o Breath of the Wyld (Basic): As the Black Furies Gift. o Wyld Resurgence (Basic): As the Black Furies Gift. o Trackless Waste (Intermediate): As the Red Talon Gift.

● Grandchildren of Fionn:

o Sense Wyrm (Basic): As the Metis Gift. o Razor Claws (Basic): As the Ahroun Gift. o Wrath of Gaia (Intermediate): As the Silver Fangs Gift.

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● Songkeepers:

o Speech of the World (Basic): As the Homid Gift. o Wisdom of the Ancient Ways (Intermediate): As the Philodox Gift. o Fabric of the Mind (Advanced): As the Galliard Gift.

● The Whispering Rovers:

o Heightened Senses (Basic): As the Lupus Gift. o Scent of Beyond (Intermediate): As the Philodox Gift. o Pathfinder (Intermediate): As the Ragabash Gift.

● Tuatha De Fionn:

o Sense the Unnatural (Basic): As the Lupus Gift. o Name the Fae (Intermediate): As the Lupus Gift: Name the Spirit, but it only functions on determining the type and power level of Fae creatures and Changelings. o Geas (Advanced): As the Philodox Gift.

GET OF FENRIS CAMP GIFTS ● Valkyria of Freya

o Strength of Purpose (Basic): As the Philodox Gift. o Stoking the Soul's Fire (Basic): As the Black Fury Gift, but not restricted to Maiden Furys.

● The Hand of Tyr

o Interrogator (Basic): As the Shadow Lords Gift. o Howls in the Night (Basic): As the Galliard Gift. The Hand of Tyr can use this Gift to also affect those he deems as corrupt with this Gift.

● Mjolnir's Thunder

o Primal Anger (Basic): As the Metis Gift. o Wrath of Gaia (Intermediate): As the Silver Fangs Gift.

● Fangs of Garm

o Glib Tongue (Basic): As the Fianna Gift. o Command the Gathering (Basic): As the Philodox Gift.

● The Glorious Fist of Wotan

o Offering of the Slain (Basic): As the Red Talons Gift. o True Fear (Basic): As the Ahroun Gift.

● Loki's Smile

o Liar’s Face (Basic): As the Ragabash Gift. o Two Tongues (Basic): As the Fianna Gift o Seeds of Doubt (Intermediate): As the Shadow Lords Gift.

● Ymir’s Sweat

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o Attunement - Wilds (Intermediate): As the Silent Strider Gift. o Blood of the North (Intermediate): As the Wendigo Gift.

SILENT STRIDERS CAMP GIFTS ● The Dispossessed

○ Persuasion (Basic): As the Homid Gift. ○ Pathfinder (Intermediate): As the Ragabash Gift.

● Harbingers

○ Sight from Beyond (Basic): As the Theurge Gift. ● Seekers

○ Open Seal (Basic): As the Ragabash Gift. ○ Grasp the Beyond (Intermediate): As the Theurge Gift.

● Swords of Night

○ Master of Fire (Basic): As the Homid Gift. ○ Song of the Earth Mother (Basic): As the Shadow Lords Gift.

● Wayfarers

○ Persuasion (Basic): As the Homid Gift. ○ Truth of Gaia (Basic): As the Philodox Gift.

SILICON SENTINEL (GLASS WALKER) CAMP GIFTS All Gifts from prior incarnations of the Glass Walker Tribe (Warders, Tetrasomians, and Iron Riders) are Top Approval.

SILVER FANGS CAMP/HOUSE/LODGE GIFTS ● Gleaming Eye House gains access to the following Gifts as House Gifts::

○ Glib Tongue (Basic Silver Fangs House Gleaming Eye LotWR): As the Fianna Gift. ○ Watchful Eyes (Basic Silver Fangs House Gleaming Eye TBR:BF): As the Black Furies Gift.

● Ivory Priesthood gains access to the following Gifts as Camp Gifts:

○ Ghost Speech (Basic): See below. ○ Ghost Paths (Basic): See below. ○ Walking Between Worlds (Intermediate): See below.

● Grey Raptors gain access to the following Gifts as Camp Gifts:

○ Raptor Wings (Intermediate): See below. ○ Monitor the Transgressor (Intermediate): As the Intermediate Ragabash Gift: Usual Suspects ○ Kiss of Helios (Advanced): As the Ahroun Gift.

● Masters of the Seal gain access to the following Gifts as Camp Gifts:

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○ Open Seal (Basic): As the Ragabash Gift. ○ Intrusion (Intermediate): As the Glass Walkers Gift. ○ Invisibility (Intermediate): As the Uktena Gift.

STARGAZER CAMP GIFTS ● Ouroborans

○ Sense Weaver (Basic): As the Metis Gift: Sense Wyrm, but only works on Weaver Taint. ○ Wyrm Taint (Intermediate): As the Shadow Lords: Bringer of Light Gift.

● The Heavenly Successors of the Demon-Eater

○ Eyes of the Cat (Intermediate): As the Metis Gift. ● The Zephyr

○ Fatal Flaw (Basic): As the Shadow Lords Gift. ○ Resist Pain (Basic): As the Philodox Gift. ○ Sense Silver (Basic): As the Ahroun Gift.

● Trance Runners

○ Messengers Fortitude (Basic): As the Silent Striders Gift.

UKTENA CAMP GIFTS ● Children of Wyld:

○ Create Element (Basic) As the Metis Gift. ○ Wyld Resurgence (Basic): As the Black Furies Gift. ○ Beast Life (Intermediate): As the Lupus Gift.

● Earth Guides:

○ Speech of the World (Basic): As the Homid Gift. ○ Attunement - Urban (Intermediate): As the Bone Gnawers Gift. ○ Assimilation (Advanced): As the Homid Gift.

● Ghost Dancers:

○ Strength of Purpose (Basic): As the Philodox Gift. ○ Shadows by the Firelight (Intermediate): As the Galliard Gift. ○ Totem Gift (Advanced): As the Metis Gift, Ghost Dancers can call on Turtle as the Totem of this Totem Gift)

● Raiders:

○ Taking the Forgotten (Basic): As the Ragabash Gift. ○ Grasp the Beyond (Intermediate): As the Theurge Gift. ○ Thieving Talons of the Magpie (Advanced): As the Ragabash Gift.

● Scouts:

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○ Camoflauge (Basic): As the Wendigo Gift. ○ Heightened Senses (Basic): As the Lupus Gift. ○ Pathfinder (Intermediate): As the Ragabash Gift.

● Skywalkers:

○ Call to Duty (Basic): As the Philodox Gift. ○ Inner Light (Basic): As the Stargazers Gift. ○ Grasp the Beyond (Intermediate): As the Theurge Gift.

● Web Walkers:

○ Control Simple Machine (Basic): As the Glass Walkers Gift. ○ Signal Rider (Intermediate): As the Glass Walkers Gift. ○ Attunement - Urban (Intermediate): As the Bone Gnawers Gift.

WENDIGO CAMP GIFTS ● The Warpath

○ Razor Claws (Basic): As the Ahroun Gift. ○ Fury of the Bitter Wind (Basic): As the Bone Gnawer Gift: Cornered Rat’s Ferocity. ○ Lash of Rage (Intermediate): As the Metis Gift.

● The Sacred Hoop

○ Glib Tongue (Basic): As the Fianna Gift. ○ Cold Voice of Reason (Basic): As the Shadow Lords Gift. ○ Resist Temptation (Basic): As the Stargazers Gift.

GAROU GIFT LIST

HOMID GIFTS

BASIC ● Apecraft’s Blessings (Basic Homid W20): Succeed in a Static Mental Challenge (retest Crafts, difficulty 6) and spend up to three Mental Traits. Each Mental Trait spent is a bonus Trait for comparison of Ties and Overbids on your next challenge using a tool made by human hands (so not Fetishes or Talens).

● City Running (Basic Homid W20): In addition to the climbing movement speed listed, the character is given a free retest on challenges to navigate and traverse through cities as listed, and all Athletics challenges are reduced in difficulty by two. Thematically, characters with this Gift hopping roof-top to roof-top or making astonishing feats of Athletics while this Gift is active are appropriate.

● Jam Technology (Basic Homid LotWR): This Gift cannot affect Fetishes or Talens.

● Mark of the Wolf (Basic Homid W20): Target a non-Garou, non-Fera character you have interacted with during the scene, and then best them in a Social Challenge (retest Primal-Urge) to use this Gift. This Gift lasts for one day, plus an additional day for every Social Trait spent.

● Speech of the World (Basic Homid W20): Succeed in a Static Mental Challenge (retest Linguistics, difficulty determined by the Storyteller according to the obscurity of the language) to use this Gift.

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INTERMEDIATE

● Body Shift (Intermediate Homid W20): This Gift is removed from play. All characters who had purchased this Gift are immediately refunded points spent on this Gift.

● Bury the Wolf (Intermediate Homid W20): As listed, but the Gift lasts as long as the character chooses.

● Calm the Savage Beast (Intermediate Homid W20): Spend a Willpower Trait and defeat the target in a Social Challenge (retest Primal-Urge). If successful, the target is removed from frenzy. Spend a second Willpower Trait to affect non-Garou. This does not function on Thrall of the Wyrm.

● Cowing the Bullet (Intermediate Homid W20): Spend a Gnosis Trait. For the remainder of the scene all incoming damage from non-silver, crafted weapons is reduced by one.

● Reshape Object (Intermediate Homid LotWR): This Gift can also be retested with an appropriate Craft Ability. Crafted items must use the same statistics as the items in Dark Epics.

ADVANCED

● Beyond Human (Advanced Homid W20: As listed, but each Rage or Gnosis spent increases Social Traits by three for the remainder of the scene.

METIS GIFTS

BASIC

● Form Mastery (Basic Metis W20): As the Merit: Metamorph. Those characters who have this Gift as part of their in-Tribe/Auspice/Breed Gifts who have the Merit: Metamorph receive a refund of the points used for the Merit when purchasing this Gift.

● Primal Anger (Basic Metis LotWR): The Health levels used to fuel this Gift cannot be Health levels gained from wearing armor or using a supernatural power.

● Rat Head (Basic Metis W20): Spend a Gnosis Trait and succeed in a Static Physical Challenge (retest Athletics, difficulty 6). This Gift lasts for the scene.

● Sense Silver (Basic Metis LotWR): As the Ahroun Gift.

● Shed (Basic Metis W20): To use this Gift succeed in a Static Physical Challenge (retest Primal-Urge, difficulty 6), and the grapple or binding is lost.

INTERMEDIATE

● Chameleon (Intermediate Metis W20): This Gift allows the user a free retest on all Stealth challenges where sight is used to detect her, however, once an individual has detected her the Gift user loses the benefits of this Gift against that individual.

● Gift of the Porcupine (Intermediate Metis LotWR): Anyone who strikes you with a Brawl or Grapple attack suffers two Aggravated levels of damage.

● Lash of Rage (Intermediate Metis W20): Spend a Rage Trait to activate this Gift, and then up to five additional Rage Traits. Then engage the target in a Physical Challenge (retest Primal-Urge). If successful, the target suffers an aggravated level of damage for each additional Rage Trait spent. This Gift can only be used on any given target once per scene, but can be used on other targets in the same scene. However, every target after the first inflicts the damage to the Gift-user and the target if successful. The rest of this Gift works as listed.

● Rattler’s Bite (Intermediate Metis W20): Spend a Rage Trait before making a challenge to bite an opponent. If the bite is successful, the target takes an additional two aggravated levels of damage.

● Shell (Intermediate Metis W20): As listed, however, the Gift-user cannot initiate any Empathy, Primal-Urge, or Rage tests, nor can they spend Rage Traits.

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ADVANCED

● Madness (Advanced Metis LotWR): The user of the Gift can also freely choose and alternate between up to three Derangements to afflict the target during the duration of this Gift.

● Protean Form (Advanced Metis W20): To use this Gift the Gift user must succeeding a standard challenge to shift forms (difficulty 8 Traits). In place of shifting forms, the Gift user must logically bestow one of the following benefits: +4 Physical Traits, +1 Damage on a certain category of attacks, or 5 additional paces of ground-based as she twists and mutates her body. These Traits are maintained through the scene and even while shifting into other forms.

LUPUS GIFTS

BASIC

● Axis Mundi (Basic Lupus W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 159.

● Eye of the Eagle (Basic Lupus W20): The character must succeed in a Static Mental Challenge (retest Awareness, difficulty 6), and spend up to five Mental Traits. Each Mental Trait spent increases the clear visual range of the character by a mile.

● Hare’s Leap (Basic Lupus LotWR): Make a Static Physical Challenge (difficulty 6 Traits, retest Athletics). Success allows you to jump vertically up to a number of steps equal to half your current physical traits., or up to a number of steps equal to your current physical traits horizontally for your next jump. Using Hare’s Leap requires an action.

● Predator’s Arsenal (Basic Lupus W20): There is no ability to discern something amiss with Garou taking precautions.

● Prey Mind (Basic Lupus W20): Make a Static Mental Challenge (retest Primal-Urge, difficulty 7 in wilderness, 9 in urban environments) and spend up to three Mental Traits. Each Mental Trait spent is a bonus Trait for comparison of Ties and Overbids to the challenges listed.

INTERMEDIATE

● Gnaw (Intermediate Lupus LotWR): The additional damage from this Gift is Aggravated damage, not Lethal damage.

● Monkey Tail (Intermediate Lupus W20): This Gift is always active. The presiding Storyteller decides the difficulty and retest of any challenges using the tail.

● Scream of Gaia (Intermediate Lupus LotWR): As the Get of Fenris Gift.

● Silence the Weaver (Intermediate Lupus W20): Spend one Rage Trait and up to five Physical Traits, and engage in a Static Social Challenge (retest Primal-Urge, difficulty 8). Non-Fetish electronics are destroyed within a radius of (20 x Physical Traits spent) yards or meters in a flash of sparks.

● Strength of Gaia (Intermediate Lupus W20): Spend one Rage Trait. For the rest of the scene the Lupus form of the character receives the additional Physical Traits Brawny x2, and Ferocious x2.

● Terror of the Dire Wolf (Intermediate Lupus W20): Spend a Rage Trait (only one, event to affect multiple targets) and succeed in a Social Challenge (retest Primal-Urge) against each target to be affected. If successful, any non-Garou, non-Fera, creature witnessing the Werewolf succumbs to the Delirium, and are treated as three Willpower Traits lower for the purposes of the effects of Delirium. This Gift can be used in any form, but in Homid and Glabro form the targets of this Gift are considered two-Traits up to resist and at their normal Willpower for the Delirium effects. Creatures with special powers or effects that resist Delirium still benefit from those powers normally.

ADVANCED ● Elemental Gift (Advanced Lupus): This Gift summons a Rank 4 Spirit, constructed by the Storyteller. ● Song of the Great Beast (Advanced Lupus LotWR): Use of this Gift requires a Static Gnosis Challenge (difficulty equals the current Gauntlet Rating, retest Primal Urge), not a Social Challenge.

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RAGABASH GIFTS

BASIC

● Hush (Basic Ragabash BoA): Mechanics: The character using this Gift must defeat the target in a Mental Challenge (retest Subterfuge) and spend up to five Mental Traits. Pack mates of the character using this Gift have a two Trait penalty to resist this Gift If successful the target is prevented from communicating verbally (although other forms of communication, such as sign language and writing, are still possible) for a number of minutes equal to the Mental Traits spent.

● Infectious Laughter (Basic Ragabash W20): The mechanics required to use this Gift are an opposed Social Challenge (retest Expression) against each person to be affected by this Gift.

● Liar’s Face (Basic Ragabash W20): Spend a Willpower Trait and succeed in a Static Social Challenge (retest Subterfuge, difficulty 6). If successful, human listeners will believe everything the Ragabash says is a lie. Supernatural creatures who have permanent Willpower Traits equal to or lower than the Ragabash are also affected.

● Pulse of the Prey (Basic Ragabash LotWR): As Basic Ragabash Gift: Sense of the Prey.

● Scent of Running Water (Basic Ragabash LotWR): You produce no scent while this Gift is active.

● Sense of the Prey (Basic Ragabash LotWR): This Gift only works on targets that are currently within the boundaries of the VSS your character is in at the time of using this Gift. You must have been in a scene with the target at some point previously, been aware of its presence in that scene, and have a general idea of what the target looks like to use this Gift. This Gift conveys no additional speed benefits in getting to the target, nor does the awareness bestowed by this Gift give the user any information beyond an idea of the general direction of the target which becomes more accurate the closer the user gets to the target.

● Slip of the Tongue (Basic Ragabash BoA): Mechanics: The Gift user must engage the target in a conversation related to the suspected crime or action. The Gift user must then defeat the target in a Social Challenge (retest Empathy/Subterfuge), and spend up to five Social Traits. One Social Trait allows a subtle slip only noticeable to the already suspicious, while five results in the spilling of damning information no judge could discount.

● Spider’s Song (Basic Ragabash W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 161.

● Trickster Beacon (Basic Ragabash BoA): Mechanics: The character using this Gift spends a Gnosis Trait and touches the target, and then must defeat the target in a Mental Challenge (retest Enigmas). The target is then marked by the Gift for a day, and is spiritually afflicted as described in the Book of Auspices (pg. 33). The Gift user can spend additional Gnosis at a rate of one for one to increase the affliction another day. If the Gift user tries to use this Gift on the same target more than once a season or uses it more than once in the same month, they must engage in a Simple Test after the use. Failing the Simple Test afflicts the Gift user instead of the target.

INTERMEDIATE

● Gremlins (Intermediate Ragabash LotWR): This Gift only requires the target item of this power be within line of sight, not to be touched by the user. This Gift can affect Fetishes, however, it cannot permanently destroy them. Affecting a Fetish with this Gift requires a Social Challenge (difficulty is twice the Fetish’s Gnosis Rating), and makes the Fetish inert for the scene.

● Impunity (Intermediate Ragabash BoA): Mechanics: By succeeding in a Static Social Challenge (difficulty 8 Traits, retest Subterfuge) any characters that wish to punish or attack the speaker for the rest of scene must defeat the Gift-user in a Willpower Challenge. Each use of this Gift within the same session makes the Gift user suffer a one Trait penalty on resolution of the Willpower challenges of those challenging the Gift-user using this Gift.

● Liar’s Craft (Intermediate Ragabash W20): Tell the lie and then engage in a Mental Challenge (retest Subterfuge, only one Subterfuge need be spent by the user to negate or retest the group of individuals being targeted) against each individual you’re trying to convince. If successful, the listeners will believe the lie told for the remainder of the scene. After the scene ends, those affected will only disbelieve what is evidently false, making plausible lies particularly insidious. Those using Truth of Gaia while affected by this Gift will also see what the Gift-user is saying as true.

● Madness Season (Intermediate Ragabash BoA): Mechanics: Spend a Gnosis Trait and defeat the target in a Social Challenge (retest Empathy). Success renders the target to a gibbering and helpless state for a number of turns equal to the Gift user’s permanent Gnosis Traits. If the target is attacked while afflicted they are able to defend themselves normally or attempt to flee. This Gift can only be used on a particular target once per scene.

● Monkey Tail (Intermediate Ragabash W20): As the Lupus Gift.

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● Open Moon Bridge (Intermediate Ragabash LotWR): This Gift can be activated without a pathstone, but the destination must be a Caern pathstone the character has visited before.

● Pathfinder (Intermediate Ragabash W20): Succeed in a Static Mental Challenge (retest Survival for Wilderness or Outdoors, retest Streetwise for Urban environments, difficulty 8), and spend up to five Mental Traits. Each Mental Trait spent reduces travel time by approximately 10 percent. For a number of days equal to the Mental Traits spent, each Mental Trait spent also increases the difficulty of any challenges to track the werewolf or her pack by one.

● The Usual Suspects (Intermediate Ragabash BoA): Mechanics: To add a new target to the individuals being tracked requires that the Gift user is able to see the target or have a strong scent trail of the target and make a Static Mental Challenge (difficulty 8 Traits, retest Awareness). To learn the whereabouts of a person being tracked with this Gift requires the Gift user to focus for up to five turns, spend a Gnosis Trait, and win a Static Mental Challenge (difficulty 8 Traits, retest Awareness). Each turn spent focusing on the target, the more accurate the understanding of where the target is as detailed by successes in the Book of Auspices. The presiding Storyteller of the character targeted by this Gift must be notified of the Gift’s use when it is used or when the character is removed from the list of Garou being tracked.

● Umbral Dodge (Intermediate Ragabash W20): Spend one Gnosis Trait reflexively when attacked. The attacker is considered two Traits up for the purposes of their attack, however, if they fail they are placed into the Penumbra (or the real world if the combat takes place in the Umbra already), and are restricted as if they had just Stepped Sideways.

● Whelp Body (Intermediate Ragabash LotWR): These lost Traits are not refunded in XP. Those afflicted with this Gift know who used it on them.

ADVANCED

● Turn the Moon (Advanced Ragabash BoA): The Gift user spends a Willpower point and defeats the target in a Social Challenge (retest Primal-Urge). Success causes the Gift to last for a day and works as described in the Book of Auspices (page 34). If the Gift user fails to use this Gift successfully, the Gift user cannot attempt to use this Gift again on that target for 30 days. The base minimum Rage is equal to the starting Rage at character creation for that Auspice.

● Weakest Link (Advanced Ragabash BoA): Using this Gift requires the expenditure of a Willpower Trait and defeating one of the pack members in a Mental Challenge (retest Awareness), and spending up to five mental Traits. Each Mental Trait spent allows the Gift user to reveal information on two pack members. Each Mental Trait spent also reveals more detailed information about the pack members and the pack itself, as described in Book of Auspices, page 34.

THEURGE GIFTS

BASIC

● Airt Perception (Basic Theurge BoA): As written on page 56 of the Book of Auspices.

● Battle Mandala (Basic Theurge W20): Spend one Gnosis Trait and up to five Mental Traits and succeed in a Static Mental Challenge (retest Occult, difficulty 6). The battle mandala encompasses a radius of (50 x number of Mental Traits spent) feet, (or 15 meters per Mental Trait spent). For every three Essence drained by this Gift, the Theurge can give a temporary Rage, Gnosis, Willpower Trait or a single healed level of damage to any character standing in the area of the Battle Mandala. This temper Trait cannot exceed cap. The Gift-user cannot receive this Essence drain benefit more times per turn than their Rank. Ally Spirits will not willingly allow themselves to be drained by this Gift. Forcing or summoning ally Spirits into will earn their animosity and Notoriety. Spirits affected by a Battle Mandala know whose Battle Mandala it is, and make them a priority to attack. This works otherwise as listed.

● Call to Duty (Basic Theurge LotWR): As the Philodox Gift.

● Command Spirit (Basic Theurge LotWR): This challenge is of the Gift-user’s Willpower versus the Spirit’s Willpower (retest Leadership).

● Mother’s Touch (Basic Theurge LotWR): Replace With: Spend a Gnosis Trait to activate this Gift. Thereafter during the scene the character can touch a character and spend Mental Traits to heal levels of damage (one damage healed per Mental Trait spent). No more than four Mental Traits can be spent per activation of this Gift. This Gift can be activated multiple times per scene by spending another Gnosis Trait.

● Name the Spirit (Basic Theurge LotWR): For Theurges with this Gift only: When naming the Spirit this Gift also tells you the Spirit’s Rank, Name (if it has one), current Essence, Brood, and Triatic affiliations (Wyrm, Weaver, Wyld or any combination of the three). At Storyteller discretion some Charms or powers may prevent knowing the Spirit’s true Triatic Affiliation or name.

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● Sense Chiminage (Basic Theurge BoA): Mechanics: By succeeding in a Static Mental Challenge (difficulty 7 Traits, retest Occult), the Gift user learns the target’s state of debt among the spirits as well as Spirit Notoriety ratings to all broods. The Gift user can spend a Gnosis Trait and learn the name of one spirit that target most recently wronged.

● Sense Weaver (Basic Theurge): As the Gift Sense Wyrm, detecting Weaver instead.

● Spirit Knife (Basic Theurge BoA): As written on page 57 of the Book of Auspices. Weapons enhanced with this Gift also drain additional Essence from the Spirit in relation to the Rank of the Gift-user for each hit. (1 additional Essence for Rank 1 and 2, 2 additional Essence for Rank 3 and 4, 3 additional Essence for Rank 5). Every three Essence drained gives the Gift-user gains one temporary Rage, Gnosis, or Willpower (not to exceed cap) or a single healed level of damage. This Essence drain (not the weapon damage) is not stopped, mitigated, or nullified by Charms. This Gift does not function if the weapon is wielded by anyone other than the Gift-user.

● Spirit Snare (Basic Theurge W20): The player spend a Gnosis Trait and must best the targeted spirit within 30 feet in a Mental Challenge (retest Occult). Success lowers the Spirit’s Rage, Gnosis, and Willpower by 2 Traits for the scene. A spirit cannot be affected by more than one Spirit Snare at a time or more than once per scene.

● The Spirits’ Displeasure (Basic Theurge BoA): Mechanics: The Gift user must defeat the victim in a Social Challenge (retest Occult). If successful, at some point during an important but not life-threatening challenge during the current session (Storyteller’s discretion as to which challenge, so the Spirit-Keeper may want to make sure STs are aware when a character has been victim to this Gift) the victim of this Gift will fail the challenge. No retests applicable.

● Umbral Tether (Basic Theurge W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 164.

INTERMEDIATE

● Blurring the Mirror (Intermediate Theurge W20): As Werewolf: 20th Anniversary Edition, page 165. This Gift also prevents those affected from spending a Gnosis Trait to automatically Step Sideways.

● Castigate (Intermediate Theurge BoA): Mechanics: The Gift user must spend a Gnosis Trait to activate the Gift and then up to five additional Gnosis Traits to power it. The Gift user then spends entire round verbally stating the target’s offenses against the spirit worlds to the target, and then must defeat the target in a Social Challenge (retest Intimidation). Each additional Gnosis Trait spent removes one temporary Renown of the Gift user’s choice to a minimum of zero temporary Renown (it cannot result in a reduction of permanent Renown). This Gift also blocks use of one Gift of the Gift user’s choice from the target for the remainder of the session. Th is Gift can only be used once per session per target, but the removal of Renown can only occur once per month per target.

● Evocation of Ceremony (Intermediate Theurge BoA): Mechanics: The user of this Gift is considered up four Traits on all challenges to inspire, unify, or cow an audience through ritualism.

● Exorcism (Intermediate Theurge LotWR):

o In order to Disable a Fetish not in your possession Contested Social Challenge, Success disables Fetish for the remainder of the scene.

o In order to permanently Exorcise a Fetish Must be in your possession, Static Social Difficulty 3 times the level of the Fetish.

o In order to Exorcise the Bane from a Fomori Contested Social Challenge. Success causes the victim to fall unconscious. Any damage done to the victim will allow the bane to reassert its possession and the Fomori to awaken. If the victim is unconscious and a second exorcism attempt is successful, the bane is permanently exorcised from the fomori and the host body dies unless the Theurge succeeds on a Static Mental challenge difficulty 12, and has a way to immediately heal the host within the following round. Failure on the challenge, or failure to heal at least 2 health levels worth of aggravated damage, causes the host to die immediately.

● Placation (Intermediate Theurge BoA): Mechanics: This user of this Gift learns what she must offer to placate offended spirits. A Garou with this Gift may spend two Gnosis Traits and a sincere apology to negate minor or moderate offenses (as determined by the presiding Storyteller), mechanically erasing a level of earned Spirit Notoriety for every two Gnosis Traits spent. Major and severe spiritual offenses may only be resolved in methods determined appropriate by the presiding Storyteller, and may include Geas or even greater sacrifices.

● Prophecy (Intermediate Theurge BoA): Mechanics: As per the Book of Auspices, page 58.

● Spirit Ward (Intermediate Theurge LotWR): As the Intermediate Homid Gift.

● Umbral Camouflage (Intermediate Theurge W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 165.

● Web Walker (Intermediate Theurge W20): Spend one Gnosis Trait and succeed in a Static Social Challenge (retest Science, difficulty determined by the presiding Storyteller). Success works as listed.

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ADVANCED

● Feral Lobotomy (Advanced Theurge LotWR): The Challenge to use this Gift is an opposed Mental Challenge. The number of Mental Traits permanently destroyed with successful use is one plus an additional Mental Trait per two additional Gnosis Traits spent. For each Mental Trait destroyed, the target also receives a permanent Bestial and Feral negative Social Trait. No more than five Mental Traits can be destroyed from a target ever (not including if the character was affected by this Gift in their background). These lost Traits are not refunded in XP.

● Healing the Soul (Advanced Theurge BoA): Mechanics: As per the Book of Auspices, page 58. In regards to Harano, this Gift can be used to grant the character a month-long reprieve from the effects of the Harano. With presiding Storyteller approval and several months of successive use, a character may rehabilitate from Harano.

● Poisoned Legacy (Advanced Theurge BoA): Mechanics: The Gift user spends a point of Gnosis and a point of Willpower, and then must beat the target in a Social Challenge (retest Occult). If successful the Gift user may then spend up to five additional Gnosis Traits. Each additional Gnosis Trait spent gives the target a level of the Cursed Flaw. Alternatively, the Gift user may spend three permanent Gnosis Traits and the target instead gains the Dark Fate Flaw. These Flaws can be bought off as normal, with presiding Storyteller approval and adequate roleplay.

● The Malleable Spirit (Advanced Theurge LotWR): This Gift cannot affect level 5 or 6 Spirits. At Storyteller discretion, level 4 Spirits may not be affected by this Gift. To change a Spirit’s Tempers requires the Theurge to spend a Mental Trait per level of Temper raised or lowered. Disregard the text about successes.

● Ultimate Argument of Logic (Advanced Theurge W20): This Gift requires a successful Social Challenge (retest Expression) against the target to implement.

PHILODOX GIFTS

BASIC

● Call to Duty (Basic Philodox LotWR): This Gift can only summon non-Triat (Wyrm, Weaver, Wyld) spirits to aid you.

● Command the Gathering (Basic Philodox W20): Spend one Willpower Trait and succeed in a Static Social Challenge (retest Leadership, difficulty 6). Those who spend the Willpower to interrupt or leave are free to do so for the scene. The rest of the effects work as listed.

● Fangs of Judgement (Basic Philodox W20): This Gift deals one extra level of damage corresponding to the damage of the attack to creatures of the listed type.

● Moon Lore (Basic Philodox BoA): Mechanics: By succeeding in a Static Mental Challenge (difficulty 6 Traits, retest Occult) the Gift user learns the moon phase at the time of the victim’s birth. By spending a Mental Trait the Gift user can also learn if it was a waxing or waning moon.

● Omen of Truth (Basic Philodox BoA): Mechanics: By spending a Gnosis Trait and succeeding in a Static Mental Challenge (difficulty determined by the presiding Storyteller for what the character is trying to discern, retest Enigmas) the Gift user gains an omen of understanding over the situation being reviewed. The longer the Gift user meditates the more clear the image may be (length of mediation and clarity of the vision as determined by the presiding Storyteller).

● Persuasion (Basic Philodox LotWR): As the Homid Gift.

● Resist Pain (Basic Philodox LotWR): This Gift allows you to ignore the wound penalties for the Bruised, Wounded, and Incapacitated wound levels.

● Strength of Purpose (Basic Philodox LotWR): The Garou may gain Willpower equal to Mental Traits spent on activation. A Garou may only gain a number of Willpower equal to their Rank, per day, via this power.

INTERMEDIATE

● Dividing Heart (Intermediate Philodox BoA): Mechanics: By spending a Willpower Trait and up to five Mental Traits the Gift user can grant another Garou a “buffer” of Willpower Traits equal to the number of Mental Traits spent. These Willpower Traits are used exclusively in comparison of Ties and Overbids in frenzy challenges. These bonus Traits last for a scene, and can only be gifted to a Garou once per scene.

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● Mental Speech (Intermediate Philodox LotWR): As the Metis Gift.

● Reality’s Path (Intermediate Philodox BoA): Mechanics: The Gift user must defeat the target in a Mental Challenge (retest Investigation), and spends up to three Mental Traits. One Mental Trait reveals if what the subject is saying is true or untrue. Two Traits will reveal if what the subject is saying is an unintentional untruth. Three Mental Traits will show if the subject was deliberately misled in the information he has.

● Roll Over (Intermediate Philodox LotWR): This power is an opposed Social Challenge against the target.

● Scent of the Oathbreaker (Intermediate Philodox W20): The difficulty to track the Oathbreaker by scent is reduced to Static Mental Challenge (retest Survival, difficulty 4).

● Sense Balance (Intermediate Philodox W20): Spend a Gnosis Trait and succeeding in a Static Mental Challenge (retest Awareness, difficulty 8) to activate this Gift.

● Take the True Form (Intermediate Philodox W20): Spend a Gnosis Trait and up to five Social Traits. Defeat the target in a Social Challenge (retest Primal-Urge) and the target must revert to its Breed form and remain in it for a number of turns equal to the Social Traits spent.

● Wither Limb (Intermediate Metis LotWR): This Gift is a Willpower Challenge (not a Static Willpower Challenge against the target’s Physical Traits).

ADVANCED

● Geas (Advanced Philodox LotWR): To target an individual with this power is an opposed Social Challenge versus the target. To target multiple individuals with Geas, spend a Gnosis Trait per target and engage in an opposed Social Challenge versus the individual with the highest Social Traits in the group. The defender against this power is at a one Trait bonus per person the user targeted for comparison of Ties and Overbids.

● Soul’s Guilt (Advanced Philodox BoA): Mechanics: This Gift is primarily presiding Storyteller’s discretion. It requires a Gnosis Trait and up to five Mental Traits spent, as well as besting the target in a Mental Challenge (retest Empathy). Each Mental Trait spent indicates the clarity of the Garou’s impression.

● Wall of Granite (Advanced Philodox LotWR): While Wall of Granite is active, the user of this Gift ignores all incoming Bashing damage, and negates the first two health levels of damage from any other attack (not below one damage). Any damage not automatically negated first damages the health levels of the Wall of Granite, not the user. A Wall of Granite has a number of health levels equal to the current Gnosis Rating of the Gift user. Once all of the health levels of Wall of Granite are destroyed, the Gift ends and cannot be used again during that scene.

GALLIARD GIFTS

BASIC

● Call of the Wyrm (Basic Galliard LotWR): This is an opposed Social Challenge.

● Command the Gathering (Basic Galliard W20): As the Philodox Gift.

● Distractions (Basic Galliard LotWR): This is an opposed Social Challenge.

● Heightened Senses (Basic Galliard LotWR): As the Lupus Gift.

● Howls in the Night (Basic Galliard W20): Spend a Gnosis Trait and up to five Social Traits, and succeed in a Static Social Challenge (retest Intimidation, difficulty 7 Traits). Success denies sleep for a number of hours equal to the number of Social Traits spent, and imposes a one Trait penalty to all challenges the following day. Successive nights of use of this Gift are cumulative.

● Perfect Recall (Basic Galliard W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 169.

● Persuasion (Basic Galliard LotWR): As the Homid Gift.

● Unified Force (Basic Galliard BoA): Mechanics: The Gift user spends a Gnosis Trait to activate this Gift for the scene. While this Gift is active the entirety of the pack of the Gift user act on the same initiative as the highest initiative of the pack members. At least three pack members must be present for the Gift to be activated, and if any of the pack members frenzy the Gift ends.

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INTERMEDIATE

● Book of Years (Intermediate Galliard BoA): Mechanics: As per the Philodox Gift: Wisdom of the Ancient Ways. The flavor of this Gift follows the Book of Auspices, page 101.

● Gift of Dreams (Intermediate Galliard W20): To craft the dream requires a Static Mental Challenge (retest Expression, difficulty 8). The inception of the dream requires a Gnosis Trait to be spent and breathing it into the target’s mouth while they sleep. ● Shadows by the Firelight (Intermediate Galliard LotWR): The user of this Gift can target no more than his permanent Gnosis Traits in targets per use of this Gift. To affect an unwilling group, the user must engage in a Social Challenge against the individual in the group with the highest Social Traits, who is given an additional Trait for comparison of ties for each other unwilling target of this power. Targets of this Gift who suffer damage while under the effects of this Gift make a Social Challenge against the user to break free of the Gift's control during the same action that they took damage, and are given an additional Trait for comparison of ties for each level of damage they suffered. The targets of this Gift are allowed to spend a Willpower Trait to retest any challenge to break free. Should a target break free of control of this Gift they are able to act freely again on the following turn. Actors given roles that involve dying will instead fall down and asleep at the time of their "death" for the remainder of the Gift, waking up immediately when the Gift expires. This includes given commands to take suicidal actions. The actor will instead collapse immediately and fall asleep. No unwilling person or persons can be affected by this Gift more than once per scene.

● Song of Heroes (Intermediate Galliard W20): At the end of the tale the player spends two Gnosis Traits and engages in a Static Social Challenge (difficulty 8, retest Performance). Success gives three additional Abilities of the characters’ choice to those Garou and Kinfolk who listened to the performance. These Abilities last until the end of the session, and once they are spent they are gone.

● Song of the Siren (Intermediate Galliard W20): Spend one Gnosis Trait and up to five Social Traits, and succeed in a Static Social Challenge (retest Performance, difficulty 8). Packmates automatically resist this Gift. This Gift lasts for a number of turns equal to the Social Traits spent. During that time, up to as many targets as you have Performance Ability in the scene who can hear you sing or howl, must defeat you in a Social Challenge (retest Performance) to take any action other than listening to your song or howl. If the targets of this Gift fail the Social Challenge, they must spend a Willpower Trait per turn to act normally. If those affected by this Gift win the Social Challenge to resist the Gift, they are immune to its effects for the remainder of the evening. This Gift can be used once per scene.

● View of the Battlefield (Intermediate Galliard BoA): Mechanics: The Gift user spends a Gnosis Trait and must succeed in a Static Mental Challenge (difficulty of the challenge equal to the size of the battle, a room is only 5 Traits, a building being 8, while an entire forest may be 10, retest Awareness). If successful, the character views the entire battlefield as if from above (and can look through ceilings and the like to view the combatants below). This Gift lasts for the entire scene, and while it is active the Gift user is unable to be flanked or surprised – and gives the Gift user a “sixth-sense” in regard to her pack mate’s well-being. Immediately the Gift user is aware if any of his allies are in immediate danger. Even if the vision of the Gift user would be obscured he is still instinctively aware of the location and condition of his packmates.

ADVANCED

● Fabric of the Mind (Advanced Galliard LotWR): To use this Gift, spend any number of Gnosis Traits and make a Static Mental Challenge (difficulty 10 Traits, retest with Performance), and risk up to five Mental Traits. With success, for each Mental Trait risked a dream creature, being, or item is brought into reality. The conjured dreams exist outside of combat for five minutes per Gnosis Trait spent, or inside combat for one round per Gnosis Trait spent. Sentient imaginations cannot know information or specifics that you do not know, and are unable to act independently without your direction. Imaginations use your permanent Mental Traits for all challenges, and have corresponding Ability levels to what you have. Each Imagination can attack foes and act once per round. They deal damage according to what they are dreamt into existence with. Each conjured dream can deal up to three aggravated damage, four lethal damage, or five bashing damage per round. Damage from these imaginations is real in every way, and persists even after the Gift ends. Imagined items can be fantastical in their capabilities, and are limited only by the Storyteller's discretion, however, the onus of the capabilities of the Imaginations is on the player's ability to completely describe the dreams, where they come from, and all of their intricacies. During the duration of this Gift, these Imaginations are considered real. Intermediate Stargazer Gift: Clarity does not negate the damage or existence of Imaginations. Sense the Unnatural and Sense Magic detect a magic type the same of that of the Gift user.

● Legend’s Insight (Advanced Galliard BoA): Only characters with the Ancestor’s Background may learn this Gift. The Gift user must engage in a Static Social Challenge (difficulty 12 – level of Ancestors Background, retest Occult). If successful the Gift user can pick a number of Abilities per level of the Ancestors Background the character has. Each Ability picked receives three level of that Ability to use during the scene. Modern Abilities (Computer, Drive, Firearms, Security, Science, etc.) are not able to be picked.

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AHROUN GIFTS

BASIC

● Empathy of Hatred (Basic Ahroun BoA): Mechanics: As per Book of Auspices, page 122.

● Falling Touch (Basic Ahroun LotWR): The effects of this Gift end if the target is attacked. Successive uses of this Gift on the same target are less effective. Each time within the same scene that a character was affected by an opponent’s use of this Gift (you cannot have friendlies use it on you at the beginning of a scene to make you immune) lowers the duration of the Gift by one action (down to zero actions lost).

● Inspiration (Basic Ahroun LotWR): Each person affected by this Gift gains either an temporary Willpower Trait to spend or a free retest on their next Willpower Challenge for use in the same scene Inspiration was used. A character cannot benefit from Inspiration more than once in a scene.

● Pack Tactics (Basic Ahroun W20): Once per scene the Gift user can spend a Willpower Trait and during the same scene the Gift user’s pack gains a pool of Traits used for comparison of Ties and Overbids equal to the Gift user’s Leadership Ability. These Traits can be drawn from the pool by any of the pack members at any time during the scene, during any endeavor that all of the present pack members are engaged on. An individual character cannot pull more Traits from the pool than their Rank per scene. A character cannot benefit from more than one use of this Gift per scene. The Traits remain on the Garou that have them until the end of the scene or until they finish that endeavor together, whichever comes first. This Gift may only be used when at least three of the pack members are present, and all of the Traits are lost automatically if any of the pack members frenzy.

● Renewed Vigor (Basic Ahroun BoA): Mechanics: To use this Gift, the Gift user must have spent at least three Rage Traits in that turn, and killed an enemy. The Gift user then spends a Willpower Trait and all of her pack mates and a number of allies equal to the Garou’s Leadership Ability regain a number of temporary Rage equal to the Gift user’s Leadership Ability. This Gift can only be used once per scene.

● Shield of Rage (Basic Ahroun W20): Spend one Willpower Trait to activate this Gift. For the remainder of the scene all attacks made by Spirits against the Gift user treat their Rage as two less for determining their Physical Traits and their Rank as one less for calculating their damage.

● Spirit of the Fray (Basic Ahroun LotWR): The Traits gained from this Gift are only applicable in determining Initiative and only for Physical actions.

● Spiritual Wrath (Basic Ahroun BoA): Mechanics: Targets of this Gift are limited as per Book of Auspices, page 122. This Gift is activated with the expenditure of a Gnosis Trait and is made as part of a claw or bite attack. While active, the Gift user deals an additional level of aggravated damage of those vulnerable to this Gift, and ignores supernatural powers of armor or damage resistance (Fortitude, Charm: Armor, etc.)

● Spur Claws (Basic Ahroun W20): Victims of this Gift suffer a Two Trait penalty on all challenges until taking the time to remove the claws.

● True Fear (Basic Ahroun LotWR): This is an opposed Social Challenge (retest with Intimidation).

INTERMEDIATE

● Body Shift (Intermediate Ahroun W20): This Gift is removed from play. All characters who had purchased this Gift are immediately refunded points spent on this Gift.

● Clenched Jaw (Intermediate Ahroun LotWR): Spend a Rage trait after a successful bite attack. All biting attacks deal an additional level of Aggravated damage. While clenched, the victim is considered grappled, you are three Traits up to maintain the grapple. You may attempt a normal physical challenge at +2 traits to attempt to deal bite damage on each of your actions. If the victim manages to defeat your grapple, the strength of your clench deals the victim a level of lethal damage on the way out.

● Combat Healing (Intermediate Ahroun W20): Instead of following the standard Regenerative Healing rules this Gift instead permanently bestows the following benefits in all forms: At the beginning of the Everyman round the Gift-user now automatically heals two Bashing damage or two Lethal damage. Instead of healing Bashing or Lethal damage, the character can instead Win or Tie a Simple Test to heal an aggravated level of damage. This is reflexive, does not require an Action, and persists until the character dies.

● Full Moon’s Light (Intermediate Ahroun W20): Spend a Gnosis Trait and succeed in a Static Mental Challenge (difficulty equal to the highest Mental Traits of those who wish to harm you, retest Awareness.) The range of this Gift is the scene you’re in.

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● Heart of Fury (Intermediate Ahroun LotWR): After succeeding in a Static Willpower Challenge, you gain a one trait for comparison of Ties and Overbids in challenges to resist Frenzy, plus an additional Trait per Mental Trait you spend.

● Purity of Spirit (Intermediate Ahroun BoA): Mechanics: As per Book of Auspices, page 122. This Gift can be activated reflexively while being attacked. In place of automatic successes, the Gift user can treat a number of health levels of damage equal to the Gnosis spent of Silver damage as if they were not silver. The activation of this Gift lasts a number of rounds equal to the Gnosis Traits spent. This Gift is incompatible with Luna’s Armor as described in the Book of Auspices. This Gift can only be activated once per scene.

● Touch of Rage (Intermediate Ahroun BoA): Mechanics: As per Book of Auspices, page 123.

● Wind Claws (Intermediate Ahroun W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 172.

ADVANCED

● Aegis (Advanced Ahroun BoA): Mechanics: The player spends a Willpower Trait and for the duration of the round the player halves all incoming damage (except Silver).

● Strength of Will (Advanced Ahroun LotWR): Successful activation of this Gift also makes the Garou completely immune to fear, Fox Frenzy, and effects utilizing the Intimidation Ability as a retest. You also receive a free retest against any powers that attempt to control or sway you emotionally (Presence, Head Games, etc.).

BLACK FURIES GIFTS

BASIC

● Form Mastery (Basic Black Furies W20): As the Metis Gift.

● Kneel (Basic Black Furies W20): Defeat the target in a Social Challenge (retest Intimidation) and spend up to five Social Traits. Success causes the target to fall to their knees for a number of rounds equal to the number of Social Traits spent unless they spend a Gnosis Trait to end this Gift’s effects. Kneeling characters may defend themselves normally, but are otherwise unable to initiate hostile actions.

● Man’s Skin (Basic Black Furies W20): Succeed in a Static Social Challenge (retest Subterfuge, difficulty 6 Traits). The Gift lasts until the user desires otherwise.

● Pulse of the Prey (Basic Black Furies LotWR): As Basic Ragabash Gift: Sense of the Prey.

● Wyld Resurgence (Basic Black Furies W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 173.

INTERMEDIATE ● Blizzard of Arrows (Intermediate Black Fury Amazons of Diana TBR: BF): Maximum number of targets is 5+ users levels in Archery. Arrows fired must be mundane arrows.

● Coupe de Grace (Intermediate Black Fury LotWR): This Gift will not add more than three levels of damage to an attack, and is single target only.

● Heart Claw (Intermediate Black Furies W20): After making a successful claw attack, spend a Willpower Trait. The claw burrows into the enemy inflicting two Lethal wounds at the beginning of every Everyman round. Any healing that would heal two Lethal wounds or more stops the claw, as does taking a full round action to remove the claw. Removing the claw is a Static Mental Challenge (retest Medicine, difficulty 4 plus the number of rounds the claw has burrowed), and deals a Lethal damage upon extraction. Otherwise, the claw does not stop until the target is dead. No more than one claw can affect a target at a time.

● Visceral Agony (Intermediate Black Fury LotWR): Ignore the wound penalty examples given. Refer to MET wound penalties instead.

● Wings of Pegasus (Intermediate Black Furies W20): Flight maneuvering difficulties and challenges are set by the presiding Storyteller.

ADVANCED

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● Gorgon’s Gaze (Advanced Black Furies W20): This Gift requires a successful Social Challenge (retest Occult), against the victim, and up to five Social Traits spent. Humans (not kinfolk, Kinain, Mages, ghouls, etc.) can be permanently frozen in stone if five Social Traits are spent.

BONE GNAWERS GIFTS

BASIC

● Between the Cracks (Basic Bone Gnawers W20): Spend a Willpower Trait to activate this Gift, and up to five Mental Traits to increase the secludedness of the destination.

● Cornered Rat’s Ferocity (Basic Bone Gnawers W20): Spend one Rage Trait to activate this Gift. The Gift user immediately goes into a Berserk frenzy (the Gift prevents the possibility of Thrall of the Wyrm) and is considered three Traits up on all Brawl-based Physical Challenges.

● Guise of the Hound (Basic Bone Gnawers W20): Spend a Gnosis Trait to enact this Gift. It lasts for a scene.

● Kitchen Chemistry (Basic Bone Gnawers TBR:BG): The Traits spent as listed in the Gift are Mental Traits spent when the Gift is activated.

● Odious Aroma (Basic Bone Gnawers LotWR): Packmates of the Gift-user can still smell the awful aroma, but are not mechanically affected unless the Gift-user desires them to be.

● Resist Toxin (Basic Bone Gnawers LotWR): This Gift lasts for a scene.

● Scent of Sweet Honey (Basic Bone Gnawers W20): The Garou can lay down a scent upon an object or creature that insects and all manner of vermin find irresistible. This gift costs one Gnosis to use. An object affected by this is swarmed during the scene. A character target suffers a two Trait penalty to all actions for an hour or a scene, during which time the scent will not wash off, and temporarily picks up the negative traits: Clumsy, Repugnant, and Witless as the swarming insects bite, crawl on and generally distract him.

● Tagalong (Basic Bone Gnawers LotWR): You may only Tagalong to one Totem at a time. The Storyteller may choose to disallow the Gift's use if the Totem has some special animosity toward the Garou.

● Trash is Treasure (Basic Bone Gnawers W20): Spend a Gnosis to activate this Gift. The item is repaired for the scene, or permanently if a Willpower Trait is also spent.

INTERMEDIATE

● Blink (Intermediate Bone Gnawers W20): The character spends a Gnosis Trait and succeeds in a Static Social Challenge (retest Stealth, difficulty 6). The character can reappear in any shaded area he can see within 20 paces.

● Call the Rust (Intermediate Bone Gnawers W20): Spend a Gnosis Trait and engage in a Static Social Challenge (retest Crafts, difficulty 8) to use this Gift. All metal objects within a number of paces of the Bone Gnawer equal to his permanent Gnosis rating begin to corrode. Metal weapons lose a Trait per round, and metal armors lose a Health level per round until falling apart into uselessness. After five rounds vehicles and most other objects fall apart into piles of rusted scrap metal. Other equipment deteriorates at a rate as determined by the presiding Storyteller. This Gift does not work on Silver.

● Friend in Need (Intermediate Bone Gnawers LotWR): You cannot transfer the Gift: Friend in Need through the use of this Gift.

● Gift of the Skunk (Intermediate Bone Gnawers W20): To spray a target, during the Everyman round, defeat them in a Physical Challenge (retest Athletics) at a maximum range of 10 feet. The target and anyone within 10 paces other than the Gift-user must spend a Willpower Trait to avoid retching during the first round the Gift is used. The target is at a 4 Social Trait penalty until bathed in methods that remove skunk spray. These penalties are not cumulative on successive use. Players of "skunked" characters must notify players of characters entering the scene of their aroma.

● Gift of the Termite (Intermediate Bone Gnawers W20): Spend one Gnosis Trait and up to five Mental Traits, and then succeed in a Static Mental Challenge (retest Crafts, difficulty equal to the size of material being rotted). Each Mental Trait spent rots larger quantities of paper or wood as listed under successes.

● Laugh of the Hyena (Intermediate Bone Gnawers TBR:BG): In addition to the bonus Traits, this Gift provides a free retest on any Challenge to command, cajole, force or demand the character to do something they do not want to do. It requires the Gift user to obvious cackle like a hyena whenever calling upon this Gift.

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● Shadow of the Rat (Intermediate Bone Gnawers TBR:BG): Replace With: At any time the character with this Gift can spend a Gnosis Trait to refresh all Physical Traits.

CHILDREN OF GAIA GIFTS

BASIC

● Brother’s Scent (Basic Children of Gaia W20): Spend a Gnosis Trait and succeed in a Static Social Challenge (retest Empathy, difficulty 6), to enact this Gift. Those on the look-out for out of place individuals must defeat the Gift user in a Social challenge to take note of him. So long as the character using this Gift does not take actions that would bring attention to himself, he does not stand out as out of place. As the book describes, the character is not invisible, simply unremarkable and commonplace. Supernaturals on the look-out for unwelcomed guests who would otherwise be subject to this power can spend a Willpower Trait to take note of the character being present and interact with them as normal.

● Calm (Children of Gaia): Rage Traits removed by this Gift are instantly restored to the target of this Gift if they are attacked within the scene of having succumbed to this Gift.

● Calm the Savage Beast (Basic Children of Gaia W20): As the Homid Gift. Any Children of Gaia who bought this Gift as an Intermediate are immediately refunded their points and can then choose to repurchase this Gift as a Basic Gift.

● Grandmother’s Touch (Basic Children of Gaia TBR: CoG): Replace With: As per Mother’s Touch, only the character can spend up to five Mental Traits per activation of the Gift. If the character has Mother’s Touch and Grandmother’s Touch, the character can spend up to seven Mental Traits per activation of the Gift.

● Jam Weapon (Basic Children of Gaia TBR: CoG): This Gift effects a chosen target, not necessarily the nearest, though they must still be within line of sight. This gift lasts for one turn, plus an additional turn per Social Trait spent at activation.

● Luna’s Armor (Basic Children of Gaia LotWR): This Gift can only be used once per scene.

● Para Bellum (Basic Children of Gaia W20): Spending one Rage Trait activates this Gift, and causes the Gift user to gain two Physical Traits against the initiating opponent (as described in the Gift) for the remainder of the scene.

● Unicorn’s Arsenal (Basic Children of Gaia W20): Spend one Gnosis Trait to activate this Gift. Those wounded by one using this Gift have a two Trait penalty on all Physical Challenges until the wound has healed. This Gift does not stack, its effects are not cumulative.

INTERMEDIATE

● Serenity (Intermediate Children of Gaia W20): Spend a Gnosis Trait and up to five Social Traits, and defeat the opponent in a Social Challenge (retest Empathy). Success prevents the target from frenzying, initiating Rage challenges, or spending Rage for a number of turns equal to the Social Traits spent.

FIANNA GIFTS

BASIC

● Fire in the Belly (Basic Fianna TBR: Fianna): The difficulty for the Willpower challenge is the Gift user's current Rage.

● Flame Dance (Basic Fianna W20): This Gift is considered always active. The Gift-user is considered to be three Traits up on all attempts to Dodge in any round in which she has spent Rage.

● Form Mastery (Basic Fianna W20): As the Metis Gift.

● Glib Tongue (Basic Fianna LotWR): Replace With: This Gift causes listeners to hear your words as presented artfully and persuasively. Spend one Gnosis and make a Static Social Challenge (difficulty 8 Traits, retest Expression) to activate this Gift for a number of turns equal to your permanent Social Traits. You are considered two Traits up on all non-harmful Social Challenges, and as a result are able to more easily convince people of your perspective or cause. You also gain a free retest in any Empathy, Expression, Leadership, or Subterfuge challenge while this Gift is active, as you are able to easily navigate modes of conversation and speech.

● Howl of the Banshee (Basic Fianna LotWR): The Gift-user's packmates are immune to his or her uses of this power.

ToC [38] MES Apocalypse Core Addendum (July 2015)

● Howl of the Unseen (Basic Fianna TBR: Fianna): Successful use of this Gift lasts for a scene.

● Reverie (Basic Fianna TBR: Fianna): Not Auspice specific. The challenge to use this Gift is an Opposed Social vs. Mental Challenge.

● Two Tongues (Basic Fianna W20): Spend a Willpower Trait to activate this Gift for the scene. Disregard the rule regarding detecting the alternate conversation.

INTERMEDIATE

● Balor's Gaze (Intermediate Fianna LotWR): The difficulty of the Willpower challenge for the victim is equal to the Rage of the Garou employing this Gift. Tormented victims of this Gift suffer a 5 Trait penalty on all challenges while afflicted. Targets who are already at the Wounded health level are treated as Incapacitated while under the effects of this Gift. Victims with the Gift: Resist Pain, are instead at a 3 Trait penalty on all challenges while afflicted, and are not treated as Incapacitated if already at the Wounded health level while afflicted by this Gift. Spending a Willpower Trait to resist the effects of Wound Penalties grants the same protection as Resist Pain during the turn it is spent.

● Faerie Kin (Intermediate Fianna LotWR): Requires Fae Lore 3 and Fianna Lore 3 to learn or a spirit quest to the Arcadia Gateway to obtain. Changelings summoned with this Gift use the Faerie Kin template for statistics. See the Faerie Kin Guide for use of this Gift.

● Fog of War (Intermediate Fianna TBR: Fianna): Not Auspice Specific. Replace With: To employ this Gift the user spends one Gnosis Trait and chooses a number of targets not exceeding her permanent Gnosis Rating. She then engages in a Social Challenge against the targets (the user of the Gift need only bid one Trait for all of the targets, and Throws against them all simultaneously; Performance is the retest, but the user of the Gift need only spend one Performance ability to retest all targets). Each target successfully afflicted by this Gift has a Two Trait penalty on all challenges and must retest any successful challenge for the remainder of the scene (or until the Fianna is killed or knocked to Incapacitated) as a result of the illusory distractions summoned by the user of the Gift. Victims of this Gift with the Intermediate Stargazer Gift: Clarity can use that power as normal to try and not be affected by Fog of War. Faeries and Changelings are immune to the effects of this power. Successful use of the Gifts: Sense the Unnatural or Sense Magic automatically permit a contested Mental Challenge (retest Subterfuge) to recognize the effects of this Gift as an illusion, but do not end the effects of the Gift. Illusions detected by these Gifts read as both Gaian and Fae.

● Ley Lines (Intermediate Fianna W20): After spending a Gnosis Trait to activate this Gift and succeeding in a Static Gnosis Challenge (difficulty 5), the Gift user clears his trail and ability to be tracked from any trail left before the activation of the Gift.

● Phantasm (Intermediate Fianna LotWR): Replace With: To use Phantasm, spend a point of Gnosis and the illusion springs into life for the remainder of the scene, and is perceivable by anyone. To affect an area with a Phantasm you must also spend an additional point of Gnosis for each 10foot area to be covered by the illusion. While active, you may make a Social Challenge to cause the illusion to attack a single target as your Everyman action. If the challenge is successful the target takes a maximum of 3 points of aggravated damage, 4 points of lethal damage, or 5 points of bashing damage. The type of damage inflicted by Phantasm depends on your illusion’s mode of attack. An illusory pistol would cause lethal damage while balefire summoned by an illusory Wyrm-tainted Elemental would cause aggravated damage. If a character has a valid reason to disbelieve the illusion (ST discretion, and as Phantasm is meant to be a subtle and devious power STs are encouraged to allow disbelief in overtly wild or blunt uses of Phantasm, with disbelievers gaining bonus Traits the more outlandish the illusion is), they may attempt a Mental Challenge against the illusionist’s Social Traits (retest Awareness for the disbeliever, Expression for the Gift user). Success on this challenge allows the disbeliever to see through the illusion (or hear through it, smell through it, etc.). However, even a character who consciously realizes that your creation is illusory will be unable to disbelieve it completely enough to avoid taking damage. Damage and effects caused by Phantasm fades at the end of the scene, however, characters killed by or with Phantasm damage remain deceased. Wounds and wound penalties caused by illusory damage are subject to Gifts and powers, and may be healed or regenerated normally. This power cannot be used to create non-damaging combat effects like staking or grappling, however it can create sensory deprivation or sensory altering effects like blindness, deafness, etc. Characters with the Intermediate Stargazer Gift: Clarity can use that Gift as per normal to attempt to negate all effects of this Gift. Faeries and Changelings are immune to the effects of this power. Successful use of the Gifts: Sense the Unnatural or Sense Magic automatically permit a test to recognize the effect as an illusion. Illusions detected by these Gifts read as both Gaian and Fae.

● Song of the Siren (Intermediate Fianna W20): As the Galliard Gift.

ADVANCED

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● Fog on the Moor (Advanced Fianna W20): Spend a Willpower Trait and succeed in a Static Gnosis Challenge (difficulty 7) to activate this Gift for a scene. If the gift-user takes a number of attack actions greater than their permanent Gnosis, the Gift ends.

● Gift of the Spriggan (Advanced Fianna LotWR): Each increment of size increase or decrease beyond the first costs a Gnosis Trait. No more than three additional Gnosis Traits can be spent to increase or decrease. Each size increase grants three Strength-related Physical Traits. Each size decrease grants a one Trait bonus for comparison of Ties and Overbids in all stealth challenges.

GET OF FENRIS GIFTS

BASIC

● Fangs of the North (Basic Get of Fenris W20): Spend a Gnosis Trait and succeed in a Static Mental Challenge (retest Survival, difficulty 6 Traits). After activation for the remainder of the scene your bite and claws attack result in the target having a Two Trait penalty on all Physical Challenges until the wounds are healed. These penalties are not cumulative with successive use. Supernatural healing requires twice any expenditures to heal these wounds. Natural healing takes four times as long to heal these wounds. These are considered cold-effects.

● Lightning Reflexes (Basic Get of Fenris W20): This Gift allows the user to spend a Willpower Trait reflexively to negate a Surprise retest against them.

● Master of Fire (Basic Get of Fenris LotWR): As the Homid Gift.

● Troll Skin (Basic Get of Fenris TBR: GoF): This Gift cannot be activated more than once per scene.

INTERMEDIATE

● Body Shift (Intermediate Get of Fenris W20): This Gift is removed from play. All characters who had purchased this Gift are immediately refunded points spent on this Gift.

● Glory-Scars (Intermediate Get of Fenris TBR: GoF): This Gift lasts for one scene, and does not refresh any Abilities.

● Heart of the Mountain (Intermediate Get of Fenris W20): In place of soaking one level of damage, this Gift removes one level of damage from all non-silver attacks.

● Might of Thor (Intermediate Get of Fenris LotWR): Replace With: Upon learning this Gift, once per scene the Gift user can perform a feat of incredible strength (flipping a city bus, hefting a large automobile, pulling prison bars down, punching through a few feet concrete or steel etc.) that does not cause direct damage to another character. By spending a Rage Trait and a Gnosis Trait, for the remainder of the scene the Gift user can perform these feats of incredible strength at will, and gains Brawny x2 and Ferocious x2 and an additional level of damage in all Brawl, Melee, and Throwing challenges.

● Redirect Pain (Intermediate Get of Fenris W20): To inflict this Gift, the character spends on Rage Trait and makes a Physical Challenge against the target (retest Primal-Urge). While affected, the target of this Gift suffers any Wound Penalties (up to Incapacitated) the Gift-user would suffer (regardless of whether or not the Gift-user actually suffers them). Those with the Gift Resist Pain are not affected by this Gift unless the Gift user is Wounded or lower in Health Levels.

● Scream of Gaia (Intermediate Get of Fenris LotWR): Replace With: Spend one Gnosis Trait to enact this Gift. Those within 10 paces of the Gift user must succeed in a Static Physical Challenge (retest Athletics, difficulty equal to the Gift user’s Physical Traits) or be knocked down for one action and suffer three levels of Lethal damage. Packmates of the Gift user are unaffected by this Gift. You cannot make a contested challenge in the same action that you use this Gift.

● Venom Blood (Intermediate Get of Fenris LotWR): Venom Blood can be placed on weapons by taking an action to coat them. The weapon then deals one additional level of damage that is aggravated when it hits the target. The coat of Venom Blood must be reapplied after each hit. Blood powering this Gift must immediately come from the Gift user, and cannot be stored or accumulated for extended use. Arrows, bolts, and bullets are too small and travel too fast to be successfully coated.

ADVANCED

● Endurance of Heimdall (Advanced Get of Fenris W20): Spend two Gnosis Traits to activate this Gift and gain three Healthy Health Levels, and a free retest on all Survival challenges for the remainder of the scene. This Gift can only be used once per scene.

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● Fenris' Bite (Advanced Get of Fenris LotWR): Replace With: Whenever the Gift-user bites a foe, the Gift user may spend one (and only one) Rage Trait to deal an additional level of aggravated damage. The Gift-user then engages in two Simple Tests. If successful, the Gift-user may choose a limb of the victim to sever (right arm, left arm, right leg, left leg are common, decapitation is not possible). The victim of this bite loses the ability to use that limb permanently unless able to regenerate the damage (it takes one week for a Garou or Vampire to regenerate a limb). Each leg lost reduces the victim's movement speed by half.

● Strength of the Ancestors (Advanced Get of Fenris TBR: GoF): Replace Mechanics With: Spend a Rage Trait and up to 5 Levels of Ancestors Background, followed by a Static Social Challenge (difficulty 10 minus the number of Ancestors Background spent). If successful, each Ancestors Background spent gives the Fenrir an additional Physical Trait (chosen by the player) for the remainder of the scene. If the Social Challenge fails the Ancestors Background and Rage Trait are still lost.

RED TALONS GIFTS

BASIC

● Howls in the Night (Basic Red Talons W20): As the Galliard Gift.

● Pulse of the Prey (Basic Ragabash LotWR): As Basic Ragabash Gift: Sense of the Prey.

● Shadows of the Impergium (Basic Red Talons W20): This Gift allows the Delirium to occur in Hispo form as well as Crinos form. Those affected by the Delirium of the Gift user’s Crinos or Hispo form resolves the Delirium as if they had a Willpower Rating four lower than it actually is. This Gift is always active but can be temporarily suppressed at will.

INTERMEDIATE

● Render Down (Intermediate Red Talons W20): Spend a Rage Trait and up to five Physical Traits. Each Physical Trait spent breaks down twenty pounds of target material to base components.

● Stoking Fury’s Furnace (Intermediate Red Talons LotWR): As the Ahroun Gift.

ADVANCED

● Scabwalker Curse (Advanced Red Talons W20): Spend one Gnosis Trait and up to five Social Traits, and then engage in a Social Challenge (retest Survival) against the target. This Gift lasts for a number of days equal to the Social Traits spent. The Gift works otherwise as listed.

SHADOW LORDS GIFTS

BASIC

● Aura of Confidence (Basic Shadow Lords LotWR): This Gift grants win on ties when defending against supernatural challenges to find flaws in your thoughts, read your aura, or otherwise intrude on your mind, as well.

● Clap of Thunder (Basic Shadow Lords LotWR): The difficulty of the Willpower challenge is the Gift user’s permanent Willpower.

● Cold Voice of Reason (Basic Shadow Lords TBR: SL): This is an opposed Social Challenge.

● Hidden Secrets (Basic Shadow Lords Children of Crow TBR: SL): This is an opposed Mental Challenge.

● Howls in the Night (Basic Shadow Lords W20): As the Galliard Gift.

● Interrogator (Basic Shadow Lords TBR:SL): This Gift is an opposed Social Challenge against the target. The once per month per target limit applies only if the Gift is successful.

● Paranoia (Basic Shadow Lords - Lords of the Summit TBR: SL): Static Difficulty of this Gift is 7. Each Mental Trait spent can give one of the following:

o exact location of enemies (which will blow any infiltrator or traitor's cover as well)

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o creature type of enemies

o primary weapons of enemies (whichever ones they intend on using)

o details of any plans targeting Gift user

● Seizing the Edge (Basic Shadow Lords LotWR): The traits gained by activation may only be changed categories at the top of each everyman action.

● Shadow Weaving (Basic Shadow Lords W20): Spend one Gnosis Trait and succeed in a Static Physical Challenge (retest Occult, difficulty 6). The Gift works thematically as written, mechanically giving the Shadow Lord two Traits for comparison of Ties and Overbids to all Stealth and Intimidation challenges.

● Song of the Earth Mother (Basic Shadow Lords TBR: SL): As the Shadow Lords: Children of Bat Camp Gift: This Gift gives the precise location of Wyrm-tainted presences in the area.

● Whisper Catching (Basic Shadow Lords TBR: SL): Conversation need only be private, not necessarily whispered. "Private" is at ST discretion but should also include any conversation from which the user has been purposefully excluded. This Gift may not catch words communicated telepathically via mind links or Totem links.

INTERMEDIATE

● Direct the Storm (Intermediate Shadow Lords LotWR): This Gift is an opposed Willpower Challenge.

● Durance (Intermediate Shadow Lords W20): As Werewolf the Apocalypse: 20th Anniversary Edition, pages 190 – 191.

● Icy Chill of Despair (Intermediate Shadow Lords TBR: SL): No initial challenge is required. Anyone trying to act against the user as described must succeed in an opposed Social Challenge (retest Intimidation) or spend one Willpower per round of malicious action. The person attempting to breach the power to act normally is considered the defender.

● Seeds of Doubt (Intermediate Shadow Lords TBR: SL): This Gift is a contested Social Challenge, retest Subterfuge. Lie *cannot* be disbelieved for at least one scene. Ex: Passport taker would assume user had been pick-pocketed or had dropped it of user could not produce passport again.

● Shadow Cutting (Intermediate Shadow Lords TBR: SL): The Gift-user attacks the target’s shadow, the target may not choose to counterattack and if they attempt to dodge they suffer a two trait penalty to the challenge. This Gift requires line of sight.

● Strength of the Dominator (Intermediate Shadow Lords LotWR): This is an opposed Social challenge against the target.

● Under the Gun (Intermediate Shadow Lords W20): Spend a Gnosis Trait and up to five Social Traits, and defeat the target in a Social Challenge (retest Firearms). For one round per Social Trait spent all missile attacks against the target are three traits up for comparison of Ties and Overbids.

● Wyrm Taint (Intermediate Shadow Lords Bringers of the Light TBR: SL): Static Difficulty is 10 Traits.

ADVANCED ● Obedience (Advanced Shadow Lords LotWR): You may test against up to 5+ your level of intimidation ability number of targets. After tests, you may choose a total of 5 targets to be under your sway. Gift lasts 1 scene/hour, and if the Shadow Lord gives a command that is virtually suicide, the victims may make a Static willpower challenge vs. 8 to break free from Obedience. ● Wounding Lies (Advanced Shadow Lords TBR: SL): This is an opposed Social Challenge, retest with Intimidation.

SILENT STRIDERS GIFTS

BASIC

● Axis Mundi (Basic Silent Striders W20): As the Lupus Gift.

● Flame Dance (Basic Silent Striders W20): As the Fianna Gift.

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● Sense the Unnatural (Basic Silent Striders LotWR): As the Lupus Gift.

● Silence (Basic Silent Striders LotWR): Replace With: Spend a Gnosis Trait and for the remainder of the scene or until the Gift-user wills it to stop, the character (as well as any weapons or items on her person) emits no sound.

● Speech of the World (Basic Silent Striders W20): As the Homid Gift.

● Speed of Thought (Basic Silent Striders LotWR): The following benefits are only gained by Silent Striders with this Gift: In addition to the benefits in the book, while this Gift is active you do not suffer a one-Trait penalty for moving more than one step and taking an action, and can stand up from prone at no cost in movement. In addition, while in combat for every two steps taken during the round the character gains a Quick Physical Trait (not to exceed the character’s Rank in Quick Traits) that lasts until the character fails to take at least two steps during a round or until combat ends.

● Spirit of the Fray (Basic Silent Striders LotWR): As the Ahroun Gift.

● Visions of Duat (Basic Silent Striders W20): The player spends one Gnosis Trait and engages in a Static Mental Challenge (retest Occult, difficulty 6). Success allows the character to see into the Dark Umbra to see, hear, and speak to ghosts as well as to detect haunted areas. In addition, once learned, Gifts and Rites that target Spirits can now also affect Wraiths. If the Garou fails the Static Mental Test, her eyes shine as a beacon as listed. This Gift functions otherwise as listed. Characters with the Merits: Medium and/or Ghost Sight can have their points for those Merits refunded on learning this Gift.

INTERMEDIATE

● Black Mark (Intermediate Silent Striders W20): This effect lasts for one hour per level of damage inflicted, and as a result of being constantly haunted the character at a Two Trait penalty to all challenges

● Mark of the Death-Wolf (Intermediate Silent Striders W20): Spend one Gnosis Trait and up to five Mental Traits on making the Mark, and then succeed in a Mental Challenge (retest Occult, difficulty 8). Success turns the area badly haunted for a week per Mental Trait spent, or until the Mark is destroyed.

● Pathfinder (Intermediate Silent Striders W20): As the Ragabash Gift.

● Speed Beyond Thought (Intermediate Silent Striders LotWR): The following benefits are only gained by Silent Striders with this Gift: Replace With: Spend one Gnosis to activate this Gift. For one hour or scene, the Gift user goes first in any round for any action, regardless of Initiative (this does not change the Gift-user’s Initiative and so is not shared with Unified Force). If multiple characters in a scene have this Gift active, they determine Initiative between them as per normal. Outside of combat while this Gift is active and the character is running the he or she may elect to be invisible, simply moving too fast for the mundane eye or electronics based on sight to detect. Those with supernaturally enhanced sight (Gifts, Disciplines, Spheres that enhance seeing, but not Merit: Acute Senses) can test to see the Strider, but the Strider has three bonus Traits for this challenge. Inside of combat in while this Gift is active and the character moves at least three paces in a turn the Strider with this Gift is treated as if an invisible attacker for the remainder of the turn. The above test to see the character is the same in combat. Inside combat, the user gains two additional steps per action. Finally, while active, once per round whenever the character spends a Rage Trait to counterattack, instead of attacking, the Gift-user can take their full combat movement. If this movement puts them out of range of attack (more than two paces away for Melee or Brawl attacks) then the attack fails as the character is considered to have Dodged. This can also negate ranged attacks if the character is able to perceive the point of origin of the attack, and get out of Line of Sight with this movement.

SILICON SENTINELS (GLASS WALKERS) GIFTS

BASIC

● Hands Full of Thunder (Basic Glass Walkers W20): Spend one Gnosis Trait. For the remainder of the scene no guns used by the Gift holder will run out of ammunition. Nor can they be jammed or made unable to function by supernatural means or otherwise. This Gift will not work with Silver or Fetish/Talen ammunition. Once a gun using Silver or Fetish/Talen ammunition runs out of that ammunition in the clip/magazine all further ammunition fired is regular ammunition.

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● Image of the Saints (Basic Glass Walkers Wise Guys TBR: GW): This is a Static Mental Challenge difficulty equal to the target’s Mental Traits. This Gift will show you the target's Nature, if applicable. Against Garou, it shows their Pack totem (or other signif icant allegiance), while other supernaturals are detected by an associated saint in addition to their Nature.

● Mind Partition (Basic Glass Walkers Random Interrupts TBR: GW): This gift cannot be used in combat.

● Pennies From Heaven (Basic Glass Walkers TBR: GW): Spend 1 Trait for each increase in value ($0.01>$0.05>$0.10>$0.25>$1>$5> $10>$20>$50>$100: foreign currencies use equivalents). Difficulty for the Challenge is 7 Traits. This Gift is not limited by the standard number of Traits that can be spent into powering the effects of any Gift.

● Persuasion (Basic Glass Walkers LotWR): As the Homid Gift.

● Plug and Play (Basic Glass Walkers W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 182.

● Power Surge (Basic Glass Walkers LotWR): Replace "successes" with Social Traits spent.

● Sense Weaver (Basic Silicon Sentinels): As Sense Wyrm, but affecting Weaver.

● Skyscraper Vision (Basic Glass Walkers TBR:GW): Instead of a Gnosis Challenge, spend a Gnosis Trait and make a Mental Challenge (difficulty 8 Traits, retest Awareness) to activate this power.

● Tommy's New Trick (Basic Glass Walkers Wise Guys TBR: GW): Replace With: Spend a Gnosis Trait. For the remainder of the scene you can spend a Willpower Trait to retest any failed Firearms challenge utilizing the Spray capability. No bullets will be left at the scene, and no one will be hit except your targeted opponents.

● Trick Shot (Basic Glass Walkers LotWR): The number of Traits granted by this Gift are equal to the users Rank, not Glory Renown. Trick Shot cannot cause a target to lose their ability to move or take an action.

INTERMEDIATE

● Double Tap (Intermediate Silicon Sentinels): As the Basic Black Fury Gift: Flurry of Arrows. This Gift can only be used with Pistols or Heavy Pistols. The second shot occurs during the same Everyman Action. Trick Shot cannot be used while this Gift is active. This extra shot does not count against the weapons Rate.

● Electroshock (Intermediate Glass Walkers TBR:GW): Spend a number of Rage Traits. Each Trait inflicts two levels of electrical aggravated damage on a chosen opponent. You may divide this among three opponents, provided they are either being touched by you (make a Physical Challenge against unwilling targets) or they are touching something conductive (water, metal or each other). This power has no effect on nonconductive materials, and cannot target an opponent protected by them. You cannot spend more Rage than half your permanent rating on this gift. No single target may take more than 5 Aggravated wounds from the use of this Gift. Using this Gift is a contested Physical challenge against each target, retest Science. This cannot be paired with any other attack.

● Signal Rider (Intermediate Glass Walkers W20): Riding online conferencing software requires a Static Mental Challenge (retest Computers, difficulty 8).

ADVANCED

● Family Debt (Advanced Glass Walkers Wise Guys TBR: GW): Top Approval.

SILVER FANGS GIFTS

BASIC

● Ghost Paths (Basic Silver Fangs Ivory Priesthood W20): As the Ragabash Gift: The Usual Suspects, but applies only to ghosts instead.

● Ghost Speech (Basic Silver Fangs Ivory Priesthood W20): As the Silent Striders Gift: Visions of Duat.

● Hand Blade (Basic Silver Fangs TBR:SF): As the Silver Fangs House Wyrmfoe Gift: This Gift grants 3 traits for the comparison of Ties and Overbids and deals 3 aggravated damage. You may not use this gift in conjunction with Klaviscar maneuvers. Gifts that specifically increase claw damage do not increase the damage done with this gift (for example, Razor Claws). However, if the Silver Fang has Silver Claws activated, the hand blade deals silver damage, likewise with Luna’s Avenger. Gifts that increase damage done by natural attacks (such as Kiss of Helios) stack with this Gift.

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● Inspiration (Basic Silver Fangs LotWR): As the Ahroun Gift.

● Sense Silver (Basic Silver Fangs LotWR): As the Ahroun Gift.

● Unity of the Pack (Basic Silver Fangs W20): Whenever the Silver Fang is present, all members of her pack (including herself) gain two extra Traits in all challenges in which all present pack members are participating. The Silver Fang cannot benefit from this Gift when alone.

INTERMEDIATE

● Burning Blade (Intermediate Silver Fangs W20): As the Silver Fangs House Blood Red Crest Gift. This Gift’s duration is a number of rounds equal to the Gift user’s permanent Gnosis Rating. Throwing the weapon immediately ends the effect.

● Monitor the Transgressor (Intermediate Silver Fangs Grey Raptors W20): As the Intermediate Ragabash Gift: The Usual Suspects.

● Raptor Wings (Intermediate Silver Fangs Grey Raptors CB1): This Gift allows the Raptor to spend a Gnosis Trait to shift into a form that is mechanically the same as Corax’s Rara Avis form, save that the coloring is always a uniform grey and it cannot fly.

● Sidestep Death (Intermediate Silver Fangs W20): After tests are resolved and damaged is declared, the Gift-user may spend three Willpower Traits to evade the attack, so long as it would inflict enough damage to place the Gift-user’s Health Levels to Wounded or below. There is no times per scene limit to this Gift.

● Walking Between Worlds (Intermediate Silver Fangs Ivory Priesthood): This Gift requires the user to spend three Gnosis Traits and make a Stepping Sideways challenge while in a tomb, graveyard, or mausoleum. The Gift user cannot spend a Gnosis Trait to automatically step over. Success allows the user to step into the Shadow Lands (Storytellers reference pages 31 and 32 of Umbra for guidance). To exit the Shadow Lands requires the Gift to be activated again at the same spot it was activated before. For 30 days following return from the Dark Umbra, the character suffers the effects of the Flaws Smell of the Grave and Eerie Presence from Laws of the Night, Revised.

● Wrath of Gaia (Intermediate Silver Fangs LotWR): This Gift may only affect a maximum number of targets equal to the gift users permanent Willpower. This Gift targets the closest enemies first.

STARGAZER GIFTS

BASIC

● Iron Resolve (Basic Stargazers W20): When the Stargazer spends a Willpower Trait to retest a Mental or Social Challenge, the Stargazer gains three additional Traits for comparison of ties in that retest.

● Inner Light (Basic Stargazers W20): The difficulty of Stepping Sideways for the Gift user is lowered by two, and the user is always treated as if staring into a reflective surface while Stepping Sideways.

● Resist Temptation (Basic Stargazers W20): Spend one Gnosis Trait and succeed in a Static Social Challenge (retest Rituals, difficulty 6). If successful, the Gift user has a free retest in all challenges to supernaturally coerce, manipulate, intimidate, or control her for the remainder of the scene. Mundane attempts to do the same fail entirely.

INTERMEDIATE

● Mindblock (Intermediate Stargazers LotWR): As the Silver Fangs Gift.

● Preternatural Awareness (Intermediate Stargazers Hengeyokai): Replace With: The Stargazer becomes so attuned to her surroundings that she can anticipate the actions of her opponents. Once this Gift is learned the character can no longer be surprised, suffers no penalties for fighting while unable to see her opponent, and can now spend Mental Traits instead of Rage Traits to counter-attack any Brawl or Melee attacks as per the Combat Primer. In addition, if the character spends a Gnosis Trait, and up to five Mental Traits and makes a Static Mental Challenge (difficulty 7) to invoke this Gift she gains some idea as to what any opponents are planning as per the Basic Shadow Lord Gift: Paranoia.

● Sense Balance (Intermediate Stargazers W20): As the Philodox Gift.

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ADVANCED

● Harmonious Unity of the Emerald Mother (Advanced Stargazers W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 196.

UKTENA GIFTS

BASIC

● Coils of the Serpent (Basic Uktena TBR: Uktena): Tentacles summoned with this Gift use the Gift user’s Physical Traits (no Traits from forms, Gifts, Totems, etc.) plus the Gift user’s level of Occult to test to Grapple.

● Fetish Fetch (Basic Uktena W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 197 - 198.

● Sense Wyrm (Basic Uktena LotWR): As the Metis Gift.

● Shadows at Dawn (Basic Uktena TBR: Uktena): As the Basic Uktena Gift: Indian Giver.

● Spirit of the Lizard (Basic Uktena W20): Staying attached while engaging in strenuous activity (including combat) requires a Static Physical Challenge (retest Athletics, difficulty 6).

INTERMEDIATE

● Chains of Mist (Intermediate Uktena W20): The Uktena may target a number of spirits equal to his permanent Gnosis Traits within 200 feet of him, and must defeat them each in a Physical Challenge (retest Enigmas) to chain them. Once chained the Uktena can spend two Gnosis Traits per turn to lower each of their Rage, Gnosis, and Willpower ratings by one. Spirits can become unchained by besting the Uktena in a Physical Challenge, or by moving out of the 200 feet range of the chains. These chains do not prohibit the Spirit ’s movement or ability to take actions.

● Durance (Intermediate Uktena W20): As the Shadow Lords Gift.

● Rending the Craft (Intermediate Uktena W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 198.

● Scrying (Intermediate Uktena LotWR): As the Intermediate Philodox Gift: Scent of Beyond.

ADVANCED ● Fetish Doll (Advanced Uktena LotWR): The Garou can only have one Fetish Doll created at a time. The challenge to injure the target is a Static Mental Challenge at a difficulty equal to the target’s Mental Traits.

WENDIGO GIFTS

BASIC

● Beat of the Heart-Drum (Basic Wendigo W20): Tracking a target requires a Gnosis expenditure and an opposed Mental Challenge (retest Awareness).

● Camouflage (Basic Wendigo LotWR): This Gift works no matter what environment the user is in.

● Claws of Frozen Death (Basic Wendigo W20): As the Get of Fenris Gift: Fangs of the North.

● Cutting Wind (Basic Wendigo LotWR): Those caught in the wind suffer a two-Trait penalty for the duration of the Gift, rather than 2 Traits in the first turn and one Trait in the second. To use this Gift to knock down opponents, the Gift-user must defeat the target in a Physical Challenge (retest Athletics). Success knocks the target away fifteen feet, and requires an action for the target to stand back up. Multiple targets can be knocked down at once, but the user must bid a Trait and test against each character individually. Targets that would be knocked off of a height may attempt to make a Static Physical Challenge (difficulty set by presiding Storyteller, retest Athletics) to hang on to the edge. This Gift can only be activated during the Everyman action.

ToC [46] MES Apocalypse Core Addendum (July 2015)

● Devouring Rime (Basic Wendigo TBR: Wendigo): Replace With: When activating this Gift the user touches the target (which may require a Physical Challenge), and spends a Gnosis and up to 5 Mental Traits. This Gift lasts for one round and an additional round for each Mental Trait spent. While this Gift is in effect the movement of the target is halved (round down, minimum one step), and each turn for a number of turns equal to the Mental Traits the Gift-user spent, the victim gains a cumulative one-Trait penalty for the comparison of Ties and Overbids to all Physical actions. A victim can spend a Rage Trait (or activate a similar action-giving power) to negate gaining a one-Trait penalty in that round. Once the duration of the Gift ends, the accumulated Trait penalties fade at a rate of one per round as the victim thaws. The Gift-user can only use this Gift on an individual victim once per scene.

● True Fear (Basic Wendigo LotWR): As the Ahroun Gift.

INTERMEDIATE

● Blood of the North (Intermediate Wendigo W20): The character ignores all penalties due to cold or chilling effects, and reduces the first five levels of damage from any cold-based attack. All Survival tests while done in cold environments gain a free retest.

● Bloody Feast (Intermediate Wendigo LotWR): This Gift is a Static Gnosis Challenge. Gain one Ferocious or Tough Trait per level of damage inflicted, instead of one per two levels.

● Hero’s Stand (Intermediate Wendigo LotWR): As the Get of Fenris Gift.

● Icicle-Hide (Intermediate Wendigo TBR: Wendigo): In addition to making the character immune to all cold-based damage, this Gift ignores the first level of damage from any non-fire based attack - not just Bashing. Fire-based attacks do regular damage.

● Invoke the Spirits of the Storm (Intermediate Wendigo LotWR): Lightning bolts cause five levels of aggravated damage, not 10.

● Scream of Gaia (Intermediate Wendigo LotWR): As the Get of Fenris Gift.

● Sky Running (Intermediate Wendigo W20): As Werewolf the Apocalypse: 20th Anniversary Edition, page 201.

ADVANCED ● Shelter of Needles (Advanced Wendigo TBR: Wendigo): This is an Advanced Gift.

RITES Any Rite listed as a Camp Rite may not be purchased by any Garou not of that camp. If the Camp Rite is also available through another Tribe/Auspice/Breed, they may attempt its access that way, but they may not learn the Camp Rite.

GENERAL RITES

RITES BY RANK ● Rank 0 Characters may learn and perform Minor Rites ● Rank 1 and Rank 2 Characters may learn and perform Minor and Basic Rites ● Rank 3 and Rank 4 Characters may learn and perform Minor, Basic, and Intermediate Rites ● Rank 5 Characters may learn and perform Minor, Basic, Intermediate and Advanced Rites

LEARNING RITES A character may learn a Rite at no experience cost, with an appropriate teacher and by spending the following amount of time. Seasonal Rites may also be learned in this way, and at no experience cost. ● Minor Rites 2 per week

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● Basic Rites 1 per week ● Intermediate Rites 1 per 2 weeks ● Advanced Rites 1 per month Additional Rites may be learned without waiting the time above, but must still have the appropriate teachers, and cost the following experience rates. Previously purchased Rites are refunded, and the characters XP log must reflect the time learned of the free Rites for auditing purposes. ● Minor 1xp ● Basic 2xp ● Intermediate 4xp ● Advanced 6xp In order to perform Rites, characters must have the Rituals ability at the following levels. ● Minor No need of Rituals Ability ● Basic at least 1 level of Rituals Ability ● Intermediate at least 3 levels of Rituals Ability ● Advanced at least 5 levels of Rituals Ability Challenges must be issued in person and with a Master of Challenge present to mediate to be considered honorable and valid. Dishonorable Challenges result in a loss of 4 Temporary Honor Renown, and may have their results overturned or nullified by any Philodox of Rank equal to the lowest Rank Garou involved in the Challenge - in addition to whatever other punishments may result. Black Furies: The rites in the Black Furies Tribebook do not use the listed test, but instead use the standard test and difficulty for Rites of their type.

ADDITIONAL AVAILABLE GAROU RITES

ACCORD RITES Rite of Renunciation Laws of the Wild Revised – Basic (High Notification) In addition to functioning as per Laws of the Wild, Revised – this Rite can abandon a Garou’s Tribe instead of Auspice when successfully used to that end. This process functions the same as for changing Auspice, however, the Garou affected by this Rite will be considered reviled by that Spirit's brood (no mechanics). In addition, the one affected by this Gift is reduced to the Rank of Cub, instead of Cliath – and must undergo their Rite of Passage again to find a new Totem Spirit. As the Garou is now known to have abandoned her previous Tribe, the new Rite of Passage will be much more intense and difficult – and may result in serious harm or damage as the Tribe Spirit that is being appealed to demands the supplicant to prove their worth to the Tribe. As an additional clarification on the use of this Rite when used for changing Tribe or changing Auspice – when the Rite is complete the character loses whatever Tribal Advantage he/she had from her previous Tribe – but retains the previous Tribe’s Tribal Disadvantage. Whether leaving a Tribe or an Auspice, the character retains all of the previous Gifts and Rites she once had. However, to use any of these Gifts or Rites is a grave insult to the Rite and the Spirits. Using previous Tribal Gifts or Rites yields one point of Spirit Notoriety. In addition, whether it is an Auspice Gift, Tribal Gift or Tribal Rite from the previous Tribe or Auspice, the Gift user immediately loses four temporary Honor and four temporary Wisdom for each use. The Spirits of the previous Tribe or Auspice also report this to the Garou’s home Sept Theurges and Ragabash. Double this effect (2 Notoriety gained, 7 temporary Honor and 7 temporary Wisdom lost) if the Gift or Rite is one that is now higher than what the new Rank of the character can use. Gifts from the previous Auspice or Tribe that are “always active” go dormant and inactive after this Rite is performed. They can be reactivated at any time by the character simply willing them on. The starting Tempers of the previous Tribe (Willpower) or previous Auspice (Rage) are not lost by this transition. While you may keep your Pure Breed, it loses any mechanical benefit as soon as you are no longer a member of that Tribe. When changing Tribes, you will not be able to join your new Tribe if any of your Backgrounds are not permitted by that Tribe’s Background Restriction or Tribal Disadvantage (as listed in Laws of the Wild, Revised) or Abilities (in the case of Red Talons as per the addendum). The Tribal Totems simply will not accept you among them.

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Fetishes and Talens that are Tribe-specific (i.e. any Tribebook Fetish, or Fetish restricted to specific Tribes) or Auspice-specific refuse to activate for the character once she is no longer of that Tribe or Auspice. The points spent on these Fetishes and/or Talens is immediately refunded. This Rite can only be used once on any character (once total, not once per Auspice or Tribe). Rite of Klaviskar: Intermediate High Approval. The ritemaster marks out a circle called a klaivaskeriste on the ground of any dimension he desires. Fifteen meters is traditional, and anything less than ten paces is often considered a killing ground. Any available ahroun are stationed around the edge of the circle to subdue either of the participants if they should frenzy. The ritemaster then takes the two challengers to the center of the field. Ranks, titles and the lineage of both the combatants and their klaives is recounted for the assembled. By ancient compact the challenged will determine the nature of the duel (Submission, First Strike, First Blood, Incapacity or Death). The Challenger determines the stakes they are fighting for (which in some cases may be the same as the nature). Both are stated publicly and the ritemaster must deem it a fair and honorable challenge. The ritemaster will determine if taunting or gift usage is allowed during the duel. The combatants and their klaives are then anointed with clear water, and the circle is cleared for the duel to begin. Only the two combatants may participate in the fight. Should anything attempt to interfere with the events in the circle, the ritemaster is immediately alerted by the spirits, with details of both the source and nature of the interference. Should either combatant dishonor the rite the duel is immediately decided in the opponent’s favor, with the offender losing a permanent renown from each category. Should it be discovered that the ritemaster dishonored the rite, they would suffer a similar fate.

MYSTIC RITES Rite of the Cup Basic This rite allows two or more entities to exchange or otherwise transfer gnosis. The rite requires at least one Garou. Other participants can be garou or spirits. Each Garou participant spends a mental trait. A ritual cup is prepared, which can be any kind of container, from a styrofoam coffee cup to a crystal goblet to a beer stein. The container is filled with water. At this point the ritemaster decides who the gnosis will go to. Once the rite begins the gnosis cannot be removed or redirected. The gnosis travels through the water to the appropriate individual and the rite ends. Gnosis may be stored by performing this rite with the assistance of an invested, bound spirit who agrees to hold the gnosis, which is accessed again by another use of the rite. There is no limit to the amount of gnosis that can be transferred, but a garou or an invested spirit cannot hold more than his gnosis pool allows.

PUNISHMENT RITES In order to use a punishment rite, the target of the rite must be present. Punishment Rites no longer require a contested Social Challenge between the accused and the individual performing the Rite. During the Challenge to succeed in the Punishment Rite, the Rite will fail as a result of the innocence of the accused at Storyteller discretion. Honor's Sanction: Basic Garou sometimes break the Litany, or perform acts that are beyond the guidelines of good sense and decency. But being partly human they are capable of recognizing that fact. Garou society honors those who accept responsibility for their actions but knows that without punishment there can be no forgiveness. Depending on the severity of the crime some offenders are offered the chance to atone for their mistakes publicly. Fighting a judgement will often lead to a Stone of Scorn or even worse punishments. The offender stands in front of the Sept or pack, generally at a well-attended gathering and speaks his crimes before the assembled. Being especially sincere and remorseful is a mark of true understanding. When he is finished each of the listeners will be given the option to slap the offender across the face. The type of slap is generally an indicator of how the listener feels about forgiving the subject. Damaging the offender seriously is frowned upon but exceptions are sometimes made for those personally wronged by the offender. When all listeners have finished the subject bows his head and lets out a mournful howl. The offender is stripped of all temporary renown and is not able to request a rite of accomplishment during that cycle of the moon. Rite of Silver Death: Book of Auspices Intermediate Only the Rite of Gaia's Vengeful teeth is a worse punishment than the rite of silver death. The werewolves reserve it for those who kill their own kind without provocation or lawful challenge but rather through cold, calculated murder in order to achieve some aim or goal. A lesser crime might warrant a Hunt, where the offender may at least redeem herself by dying well; but in Silver Death there is no redemption, only further shame and humiliation. Before the assembled werewolves (at least 2 others) and spirits, the ritemaster recites the crimes of the offender. As he does so, all strength drains from the offender's body, so that she may do nothing but cower as one of the garou raises the klaive for the deathblow. The normal Rituals test is all that is necessary to rob the offender of all strength. The Doomed one cannot step sideways or move from her spot. A willpower test versus the ritemaster is necessary to stand bravely at the end; a failure costs 2 temporary Glory and 4 Temporary Honor (as the doomed one broke at the end and groveled most pathetically.)

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Stolen Wolf: Intermediate This rite is usually enacted for crimes against other garou or kinfolk. The ritual strips a garou of all her rage. She thus loses the wolf and can no longer shapeshift, frenzy, gain rage, or spend it. Typically, this punishment lasts for a set amount of time depending on the crime's severity. When the rite expires, the garou is once again able to tap her rage. The ritemaster cuts off a piece of the victim's fur and seals it in a box or shell. This item is buried and cannot be reopened for a period determined by the caster. Preparing the receptacle takes many days and the target may not be willing to surrender the wolf. Tears of Luna: Players Guide to Garou Intermediate The tears of luna are said to be a foolproof way of determining the guilt of a suspected criminal. If there is ever any doubt about the guilt of the author of a serious crime such as a deliberate violation of the Litany or rape or murder, this rite is invoked. The suspected offender is first subject to markings on his body made by the ritemaster. Generally this mark can be the shape of the offenders auspice glyph carved with silver and painted a silvery color. The offender is then splashed with ice-cold water, and exiled for one phase of the moon, staring with his own auspice. From that day to the next moon the offender believes that all rain that falls on him is liquid silver. The rain actually causes him harm, and he is unable to heal these wounds. The wounds themselves are illusory. If the offender is innocent, the does not take any real damage. If guilty he suffers aggravated damage. Assuming he survives, the violator nonetheless suffers terribly. After this rite is invoked the criminal cannot replenish his Gnosis. The drops of rain hitting him feels like shards of silver driving into his skin. The "Silver" does one point of aggravated damage per rainfall. The suspected offender can spend willpower to ignore the illusion for the duration of one scene, but he cannot heal any of the wounds caused by the silver rain until the trial is over. It always seems to rain more when this rite is invoked. Wisdom's Lament: Intermediate The spirits themselves often handle the loss of temporary renown but some actions are particularly hateful to a tribe, pack or Sept. When a Garou has violated the edicts of his elders or trampled the ban of his totem so severely that normal punishment is not enough they may call for the Rite of Wisdom's Lament. The ritemaster and at least 2 other garou begin a dirge like howl at the edge of the bawn and walk slowly in homid form, eyes downcast until they reach the offender. Those who run from the ritemaster quickly find themselves the subject of The Hunt. When they arrive the participants spit upon the offender's shadow and then drag him back to the rest of the sept over rough ground. Attempting to shift to a form that regenerates is seen as an admission of guilt. The offender arrives bloody and battered where his crime is recounted for the assembled. Garou subject to this rite are often branded, tattooed or otherwise marked in a semi-permanent way to show their guilt. Offenders also generally lose 1 permanent renown of the type selected by the ritemaster and any temp renown they held in that category. Lone Wolf: Advanced No greater punishment can be meted out that to ostracize a garou from the Sept. This rite strips the garou of all her privileges and all her ties to sept, tribe and lineage. The Lone Wolf or Ronin must leave Garou society permanently. No Longer welcome at any gathering, she walks her road alone. These single Garou, separated from the protection of the pack and tribe, often meet a violent end. Many Garou choose death over banishment. A Ronin may even remain with her pack, if the pack allows it. Ronin Garou do not benefit from pack totems, personal totems, Tribal advantages or pure breed. They may learn gifts but no Gaian spirit will teach them so they must learn them from other Garou or willing non-gaian spirits. Only the vilest crimes ever warrant the enactment of this rite. A council of elders must decide whether the severity of the crimes require this form of punishment. Once this rite is chosen, the ritemaster ceremoniously removes all the Garou's belongings, revokes her name, leads her to the edge of the Caern and turns his back on her. No howl of mourning sounds, no tears are shed; the Garou simply no longer exists in the minds of the Sept. Ronin Garou lose all temporary renown. The ritemaster gains 2 wisdom but loses 2 honor for performing this task. Ronin may not gain renown, but are still counted as their previous rank for purposes of trait caps. Rite of Silver Cleansing: Advanced (Top Approval to know and per use.) This powerful rite causes its target to step sideways directly to Erebus the next time he enters the Umbra. Once there, Brood members automatically treat him as one of the Unfortunates. The Rite of Silver Cleansing is an ancient rite given to the Garou by Charyss herself. This rite grants the subject a final opportunity to purify himself before Gaia. All participants in the rite must know the target. To complete the rite, the ritemaster must make a Static Gnosis Test against a difficulty of the target's Gnosis. The rite works only against Garou. If the rite master performs this rite out of malice, then she may find herself in Erebus instead.

GAROU RITES ERRATA

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● Ancestor Veneration (Stargazers): The caster of this ritual is considered to have one phantom trait of the Ancestors background that lasts for the session. ● Banishment of the Self (Stargazers): This is an Intermediate Ritual, not Advanced.

● Bearing the Caern (Black Furies): Top Approval to use. ● Birth the Fire Warrior (Black Furies): Fire Warriors have the normal human + armor health levels rather than spirit essence damage levels. ● Bonding Rite (Glass Walkers, Dies Ultimae): The effects of the rite last for the rest of the session. ● Curse of the Household (Black Furies): The Flaws granted cannot be higher than Low Approval. ● Descent Into the Underworld (Silent Striders): High Approval per use. ● End Time Rite (Children of Gaia): High Approval to Learn, Top Approval to use. ● Rite of Accomplishment (LotWR): This Rite is also used to convert 10 temporary Renown into one permanent Renown. Any excess temporary Renown in the converted category is lost when the Rite is cast. When being performed by a Galliard, the Garou who receives the permanent Renown award is also granted an additional two temp Honor for following proper tradition by seeking out a tale singer, this temp renown award is applied immediately after the temp-to-perm conversion has occurred. ● Rite of the Black Ball (Bone Gnawers): Advanced Rite, requires Top Approval to cast the rite. ● Rite of Conquest (Get of Fenris): The player still must spend Experience Points for the Gift “learned”, but doesn’t require having anyone teach it to him, subject to normal approval requirements. ● Rite of Defiance (Red Talons): In addition to being High Approval to learn for other Tribes, the Tribe does not frown down upon it being taught to others. ● Rite of the Dormant Wisdom (Silent Striders, Eaters of the Dead): Reserved for use by National Staff. ● Rite of Feeding the Land (Red Talons, Dying Cubs): Corruption of the Heart points are obtained when using this Rite as Spirit Guardians ignore all subsequent Wyrm creature attacks. ● Rite of Gaia’s Rebirth (Red Talons): Top Approval to learn. Each usage of the Rite requires notification from the ST to the Highest level of authority over the scene (i.e., if with home Region, then Regional; outside of Region, National). ● Rite of the Hero’s Sleep (Fianna): Top approval to learn, Top Approval to use. ● Rite of the Hurricane (Shadow Lords): Requires Top Approval to cast. ● Rite of the Jackdaw (Silent Striders): Basic Rite. ● Rite of the Loyal Pack (Silver Fangs): Social Challenge is vs. 9 traits. ● Rite of the Questing Stone (LotWR): To use this Rite requires having a personal belonging of the target. Once a personal belonging has been used for this Rite a different belonging must be acquired to use this Rite again. ● Rite of Rebalancing (Stargazers): Top Approval for the PC undergoing the ritual to become a Stargazer. The Tribal Advantage and Disadvantage change to those of the Stargazers, as well as Background restrictions. The character is not refunded the XP for their Gifts or Rites of their previous Tribe, but loses 3 temporary Honor and Wisdom for using Basic Gifts/Rites of the previous Tribe and 6 temporary Honor and Wisdom for using Intermediate Gifts/Rites of the previous Tribe for each use. ● Rite of the Winter Pack (Red Talons): Not Sanctioned for PCs. ● Ritual of Acceptance (Black Furies): Treat the same as Rite of Rebalancing (Stargazers) save that it requires High Approval.

● Ritual of Life (Silent Striders, Seekers): Top Approval to learn and use. ● Tea Ceremony (Stargazers): The benefit of this Rite is a +1 bonus to Empathy challenges for comparison of Ties and Overbids. ● Walking with the Dead (Silver Fangs): Ivory Priesthood Only ● Vigor of the Departed (Stargazers): Basic Rite: Social Challenge difficulty 8 traits, retest with Rituals. The user gains one free retest on all frenzy challenges till the beginning of their next lunar phase.

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RENOWN We use Werewolf 20th: Anniversary Edition pages 245 through 253 for mechanics of how Renown works, with the exception that uniformly for our chronicle Renown for deeds is awarded at the end of each session. Renown can then be converted at any time after - during sessions or even downtime (though Renown gained during downtime scenes is given at the end of the downtime. As described, if a character’s deeds are heroic enough she can convert her 10 temporary Renown into one permanent Renown without the Rite of Accomplishment. Fera must obtain the same approvals as Garou for obtaining new Rank. There is no cap to the total of permanent Renown that can be had in any category. Rank 6: Reserved for Use by National Staff. A Philodox performing Punishment Rites may remove additional temporary Renown equal to their own Rank. Philodox as Truthcatchers can remove permanent or temporary Renown as part of resolving the dispute. They can remove any amount up to the base amount required for the characters current Rank.

RENOWN GAINS Systems that reward a set amount of Renown each month or automatically bestow enough temporary Renown of the player’s choice to convert to a permanent Renown are not used. Temporary Renown must be earned during play, and can be earned during sessions or downtime. W20 pages 246 - 250 and W20:Changing Breeds 219 - 222 offer Renown suggestions for Garou and Fera, but it must be stressed that these lists are not exhaustive and STs are allowed to use their judgement and discretion in Renown awards. Typically, Temporary Renown awards should not exceed 7 in a category short of truly epic events, but characters can only convert ten temporary Renown to a permanent Renown once per month.

RANK CHALLENGES CHALLENGE APPROVALS Approvals for Rank must be approved prior to beginning the challenge for that Rank. This approval needs to contain a clear outline of the challenge as well as pass/fail criteria. Once approved the challenge can begin and carry out as normal. VSTs and their assistants should run Rank challenges for their players' Characters, and may call upon Tribeleads and ARSTs for assistance and insight when available. Athro: High Approval (Additionally, Athro may only be judged by Philodox that are themselves Athro or higher.) Elder: High Approval (Additionally the results of an Elder challenge must be told on a National list by a Galliard, before the Rank is considered valid.) PCs may challenge for Rank no less than 180 days after they have successfully completed a previous Challenge for Rank. Characters entering play (Cubs, new PC's) do not have a minimum amount of time to wait before they can go through their Rite of Passage/Rank Challenge, but must meet all other requirements required of the desired rank. W20 pages 251 through 253 offers suggestions for Rank Challenges. Some Tribes’ Rank Challenges would be more or less challenging than seen here. Consult with your Tribe Lead for Athro, and Elder Rank Challenge advice.

THE SILVER RECORD The Silver Record can refer to either the collective of all Garou Stories (silver record), or a particularly legendary record of some of the greatest tales of the Nation (Silver Record). Adding to the silver record requires only that the tale be told over a Regional or National list, forum, or a wiki. Stories added to the silver record give those the stories are about an additional 2 temporary Renown of their player’s choice (provided they were positive stories of the character’s deeds. The Galliard telling the tale also receives an additional two temporary Renown of their choice. The Rite to enter tales into the Silver Record has been lost with the death of those who knew it in the Ratkin Wars and the Battle of Anthelios.

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MECHANICS AND COMBAT RULES

MECHANICS

TURNS/ACTIONS Action – After everyone involved in the combat has an opportunity to act in a Round (on their Initiative) an Action is completed. The 1st

Action is called the “Everyman Action”. If players want to have their characters spend Rage Traits to make additional actions (attacks and/or for additional movement) they can do so after Everyman Action is completed. Additional Actions are referred to as “1st Rage Action”, 2nd Rage Action” etc. Turn/Round – All references to a Turn or Round are interchangeable. After all Challenges and Actions are finished (including any Rage Actions), a turn is completed. A turn lasts approximately 4 seconds.

TAKING ACTIONS On your Initiative you may do each and every one of the following:

● Activate one power or item that does not require a Contested Challenge (only on normal Everyman Action).

● Take up to the number of steps allowed by your current form (roughly one yard per step).

● Attempt one Contested Challenge.

● Perform a task that does not require a Challenge.

● Spend Rage Traits (Rage may be spent during the Everyman Action and also may be spent to take Rage actions after the Everyman Action, only if you do not spend Gnosis Traits or initiate a Gnosis Challenge.

● Spend Gnosis Traits (May only be spent during the Everyman Action, and only if you do not spend Rage Traits or initiate a Rage Challenge.

● Spend Willpower Traits (May be spent at any time).

PERMANENT TRAITS Traits granted by Tribal Advantages may exceed caps for Attributes, Abilities, Rage, Gnosis and Willpower. Traits granted by Totems may exceed caps for Attributes, Abilities, and Backgrounds. These Traits may be bid and lost as normal and count toward your totals for the comparison of ties and overbids. Rage, Gnosis, and Willpower Tempers granted by Totems are for expenditure only, and do not count for comparison of ties and overbids in challenges unless specifically stated.

“ATTACKS” Powers, abilities, or other effects that put a penalty or disadvantage on a target count as an attack for the purposes of disrupting powers, abilities, and effects that change or end as a result of the target or user being attacked.

CHALLENGES On your Initiative, you may attempt to actively participate in a Challenge, whether that Challenge is Contested, Simple, or Static. If another character requires you to make a Challenge during their action, it doesn’t count towards your limit of one Contested Challenge as long as you are only passively defending. It is possible to passively defend from several Challenges. Contested Challenges A character can be targeted by five Physical Challenges, one Social Challenge, and one Mental Challenge in the Everyman Action. A character can be targeted by 5 Physical challenges during each Rage Action. Only Physical Challenges may be initiated in Rage Actions. (i.e. No Willpower, Gnosis, Mental or Social Challenges. etc) If a power does not specify, for purposes of targeting: (Gnosis = Social Challenge) and (Willpower = Mental Challenge). It is not considered initiating a Willpower or Gnosis Challenge, if you are required to do so to overcome a power to do your Physical Action. (i.e. You must beat an opponent in a Willpower Challenge to overcome their Wrath of

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Gaia, before you can do the Physical Challenge. This attempt to overcome their Wrath of Gaia can be done in Rage actions, because the kind of action you are performing is not determined by your opponent’s defensive power, but is determined by what action you are attempting to accomplish.) An ST has final call on whether a challenge is legitimate or an attempt to protect someone by abusing the rules. If this abuse occurs, the target is treated as if they have not been targeted yet. When you attempt a Contested Challenge, you are directly challenging another player’s character in a way that allows them to resist. For a Contested Challenge, you must declare your target, bid an initial Trait (in this case a Physical Trait), and then define the Challenge you intend (Your Action and your Victory Condition). The action would be “Punch Joey in the face” and your Victory Condition would be to deal damage.” Your opponent, Joey, who decided he can take the punch will then bid a Trait of his own (in this case, a Stamina-based Physical Trait) and he will also declare his Action (taking the blow without moving) and his Victory Condition (take no damage). Once you’ve both bid your Traits, declared your Actions and Victory Conditions, you throw RPS to see who is successful. The winner’s Victory Condition happens, and the loser’s Victory Condition does not happen. If you tie the RPS, you must compare Traits. The character with the most Traits wins. If you both have equal Traits neither Victory Condition occurs (usually to the advantage of the defender), and both are considered to have failed the Challenge. If the final result of the Challenge, after all applicable retests are resolved, is a failed Challenge, the character or characters that lost then lose any Traits that were bid in the Challenge. Mass Challenges Powers or Items that affect an entire area are not considered to be targeting an individual. In such a case where there is a Challenge against more than one defender, only one initial Trait is required to be bid by the aggressor. The defenders bid normally. Challenges to resolve the action may be thrown all at once or individually, ST discretion. Contested Mental / Social Challenges

● The person who is being affected by a Mental or Social Challenge may spend a Willpower Trait to get a retest. The character that is employing the power cannot spend a Willpower Trait to retest the use of their own power.

● If you target another character with a Mental or Social Challenge and fail you must wait at least five real-time minutes (out of combat) or 5 rounds (in combat) before repeating the same Challenge. If your Challenge is successful but the target resists in some other way this time limitation doesn’t apply. Interaction for Powers of Investigation and Stealth A hidden subject may normally be challenged by an investigator, with appropriate supernatural senses, only once per scene. Any additional tests must be approved by the presiding ST, and normally only if something has changed in the scene to draw attention to the hidden subject. Any power which grants enhanced senses and pinpoints a target may attempt to pierce concealment. Powers which reveal the presence of something but does not pinpoint may not. All challenges to discover a hidden subject are changed to a contested mental challenge. All ability retests are changed to an appropriate Investigation or Stealth ability. Willpower may not be used as a retest for either party. Gifts that would normally prevent any contested test to see or be seen instead use this guide when opposing each other. Each participant adds a bonus to the challenge based on the level of the power, if any (None = 0, Basic = 1, Intermediate = 3, Advanced = 5). A hidden subject will not be discovered on a tie, unless they have drawn attention to themselves, determined by the presiding ST. Bidding Traits When bidding traits in a Challenge of any sort, the initial Trait you bid determines the type of Challenge you are attempting, as well as what powers, merits, retests, etc. you may use during the Challenge. If you bid more than one Trait in a Challenge, only the first Trait bid matters for these purposes.

Comparing Traits: When comparing Traits, players declare their total maximum number of Traits. A player may still declare fewer Traits than she actually possesses in the category if she desires. Relenting The fact that your target isn’t resisting does not allow you to take another Contested Challenge. Multiple Tests When a character’s declared attack would require multiple Challenges, it doesn’t necessarily take multiple Actions. For example, a Wyrm minion may need to make a Willpower Challenge to defeat someone’s Wrath of Gaia before they can punch them. Even though this attack will require two Challenges (one Willpower Challenge to defeat his Wrath of Gaia, and one Physical Challenge to perform the punch) doing so will only require one Action and can be done on Rage Actions. Powers that require you to touch your opponent before using them often involve two Challenges; one to touch your opponent, and one to activate the power. These do not take multiple Actions to perform, unless you are attempting to get more than one benefit. For example, if you try to touch someone in order to use Falling Touch you could attempt both the touch and the Gift as a single attack that requires only one Challenge. If instead you try to grapple someone and Falling Touch it would require two Actions, one to Grapple and one to use the gift. To explain this another way. When an attack requires multiple Challenges its type is determined by the Challenge that causes an effect. Example: it may require a Willpower Challenge to hit a character using Icy Chill of Despair but the Challenge’s type isn’t determined by your target’s defensive power. It’s determined by what you’re trying to accomplish. Attempting to punch someone who is using Icy Chill of Despair will require a Willpower Challenge but the type of Challenge is still Physical, since the effect will be coming from the punch and not the Willpower test.

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Miscellaneous Challenges On your Initiative, during the Everyman Action you may perform one task that doesn’t require a Contested Challenge, and one activation of a power or item, so long as you can spend everything that is necessary. Powers and items sometimes require Rage, Gnosis or Willpower Challenges or to fuel them while mundane tasks often require a free hand. Full Turn Challenges If a power says it takes a full turn (or more) to perform, it may not be sped up and occurs at the end of the turn. (i.e. after all Everyman and Rage Actions have been completed) When using a power that requires your full turn, you cannot take Rage Actions, you cannot move, talk, or complete any tasks that require the use of your hands, unless those things are required by the power your character is activating. If you choose to do any of the previous list of prohibited actions, the power you were attempting to activate fails to do so and any expenditures are wasted. Resisting the actions of others does not cause automatic failure of your Full Turn Action.

INITIATIVE Challenges happen in Initiative order. Your Initiative is based on the Trait category that corresponds to the type of Challenge you’re performing. When determining who goes first, compare a character’s base Traits + their current form. Attribute Traits (not Bonus Traits) granted by Totems also count toward your initiative. With the exception of Spirit of the Fray, Traits gained from powers, specialties, merits, maneuvers or weapons do not add to the Initiative total. If two characters have the same number of Traits, their Challenges happen simultaneously, and the ST must choose which one resolves first. It does not matter if your Challenge is a Contested or Static; only the number of Traits being bid in that Challenge matter. For purposes of Initiative only: a Rage Challenge is based off of Physical Traits, a Gnosis Challenge is based off Social Traits, and a Willpower Challenge is based off of Mental Traits. If you do not require a challenge during the Action, your Initiative is based on your Physical Traits. The player who has the highest Initiative goes first, followed by the next highest and so on. Remember – on your turn you may do all of the following: perform one contested Challenge, activate one power or item that does not require a Contested Challenge (as long as you have the resources), move your steps based on form, and perform one task that doesn’t require a Challenge. Or move twice your steps based on form if you are not performing a Contested Challenge. Initiative Exceptions Some powers, items, or maneuvers say they can be used (or activated) “Immediately” or “At any time”. These can be used anytime you wish (even before your Initiative). Others have specific qualifiers telling you when they can be used like “When performing another Challenge”. If it isn’t immediate and doesn’t specify when it happens, resolve it on your Initiative. A Counterattack is another exception to the Initiative rules. This doesn’t allow you to take extra Challenges out of turn but does give an option of opposing a Physical attack against you by attempting a Counterattack of your own (see Counterattack below). Holding your Initiative There will be times when your character will not want to act right away. You may choose to lower yourself in the Initiative order for the turn. Once the Initiative order reaches zero the round ends and anyone who hasn’t used their Action yet forfeits their Action.

MISCELLANEOUS MECHANICS Rounding Unless specifically detailed otherwise if required to round, always round down.

RETESTS Retest Categories

● Ability/Essence

● Power

● Item

● Rite

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● Merit

● Tribal In a given Challenge you may call on one retest from each applicable category. Miscellaneous Retests Unlike other categories of retests, you may use any number of miscellaneous retests as long as they’re applicable. For example, a single Challenge may benefit from both an Overbid and a Willpower retest. ● Darkness/Invisible Opponents: The Darkness retest isn’t resolved like a normal retest. If you attempt a Physical Challenge against a target that you can’t see, you suffer a two Trait penalty to resolve the test. If you win the Challenge you must make one more test (a Darkness retest). You may expend one level of the Blindfighting Ability to negate this forced retest. If both you and your target are equally affected by the darkness, you may use your opponents forced retest to cancel your own. You cannot target characters you cannot see with Mental or Social Challenges unless specified otherwise.

● Overbid: To use the Overbid retest you must bid an additional Trait and inform your opponent and the presiding ST you are intending to attempt an Overbid. If you have twice as many Traits (for the Challenge) as your opponent (or more) you may retest. If you do not your attempt to Overbid fails, and the bid Trait is lost. You may also attempt to Overbid the Static Test’s difficulty rating (as it is given in Traits). You may not Overbid a Simple Test.

● Willpower: You may spend a Willpower Trait to retest any time you’re targeted with a Mental or Social Challenge. Only the defender (the one subject to the power’s use) may use Willpower to retest. You may not use Willpower to retest a Static or Simple Test.

● Surprise: If you physically attack your opponent and he doesn’t respond in a reasonable amount of time he is considered to be surprised. Some effects also allow someone to be surprised while already in combat (Examples include Bridge Walker, attacking from invisibility, and attacking with a ranged weapon when the target is unable to sense you before your first shot also called “sniping”). If you’ve surprised your opponent you get a free retest to affect him (a miscellaneous retest). You can only utilize the Surprise retest one time per target per combat without a specific power saying otherwise.

MOVEMENT On your Initiative, you may take steps allowed by your form. If you aren’t attempting a Contested Challenge you may take double the amount of steps allowed by your form. If you move (or intend to move) more than one step, you are down one Trait in all Physical Challenges during that Action. Standing up from a prone position uses up 3 steps of movement during your Action. If a character chooses not to stand up, they may only crawl one step, regardless of form. It takes two steps of movement and a non-Contested Challenge to retrieve a dropped item that hasn’t been picked up by someone else. Homid – 3 steps Glabro – 3 steps Crinos – 4 steps Hispo – 5 steps Lupus – 6 steps Fera use the same movement as the Garou in relation to their form-equivalent movement speed. Corax Corvid-form flight speed is equivalent to Lupus speed. Ratkin Rodens-form speed is equivalent to Lupus speed. Movement Powers Instead of taking steps, you may instead use a power that allows you to move (Ex: Bridge Walker, Gate to the Moon). Any movement effect (Gifts, Fetishes etc) that says it doubles movement instead grants two additional steps on each action in combat and doubles movement out of combat (but not to exit combat), unless otherwise listed.

RAGE Rage is gained in multiple ways. Here are a few examples, but the ST may grant Rage at their discretion.

● First damage taken while in a combat. (Not your packmate slapping you around to try to get your Rage back.)

● Losing in a particular stressful, humiliating, or spectacular fashion.

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● Looking at the Moon/Sun for the first time that night/day. Shifters and Garou whose Disadvantage includes allergic to Silver (permanently, meaning not you, Nuwisha - go put some pants on) regain Rage on seeing the Moon, as described in Laws of the Wild, Revised (page 109). Once per day, Shifters whose Fera Disadvantage includes allergic to Gold can regain three Rage Traits by closing their eyes and facing the Sun for one action.

● While in Frenzy, 1 Rage is regained at the start of each Everyman Action. Rage and Gnosis You cannot spend Rage Traits and Gnosis Traits or make Rage and Gnosis Challenges in the same turn. Being involuntarily put into a Static or Contested Rage or Gnosis Challenge does not prevent you from spending Rage or Gnosis during that turn. (e.g.: Being forced by an opponent’s power to make a Rage Challenge to resist its effects does not prevent you from spending Gnosis that turn.)

SHIFTING FORMS Shifting forms only requires a challenge under stressful conditions. The Garou selects the desired form and engages in a Static Physical Challenge using his base Physical Traits only (no bonus Traits from Gifts or forms). Traits are not lost if this challenge fails. If successful, he transitions to that form from his current form at a rate of one form per turn. Treat the different Fera forms as their Garou equivalent in the Static Challenge difficulty. Fera with only three forms can take one action and make two Static Tests (tests only required under duress) difficulty 7, retest Primal-Urge to bypass their Crinos-equivalent form and shift directly into their Lupus-equivalent form. The Nuwishas' Coyote's Many Skins Fera Advantage works by allowing a Nuwisha to bypass one form in the shifting order by taking an action and succeeding in a Static Challenge (test only required under duress) difficulty 4, retest Primal-Urge. Additionally, a character can change into his breed form instantly without a challenge or the use of Rage or Primal-Urge Traits. Form-based Attribute Traits are replenished when the Garou's normal Attribute Traits of that category are replenished. The Customizing Forms Optional Rule is not used. Crinos Form Metis in their breed form (Crinos) regenerate and are allergic to silver. Base Claw Damage: 2 Aggravated Base Bite Damage: 1 Aggravated Hispo Form Base Claw Damage: 1 Aggravated Base Bite Damage: 2 Aggravated Lupus Form Base Claw Damage: 1 Lethal Base Bite Damage: 1 Lethal Bubasti, Ceilican, Corax, Kitsune, Nuwisha, Ratkin, and Qualmi do 1 base aggravated damage with bite or claws in their Crinos-equivalent and Hispo-equivalent (provided they have one) forms, but otherwise follow the chart above. All other Bastet, Gurahl, Mokole, and Khara do two base aggravated damage with bite or claws in their Crinos and Hispo-equivalent form, but otherwise follow the chart above. Rokea do three base aggravated damage with a bite in their Crinos-equivalent and Hispo-equivalent forms, but otherwise follow the chart under Shifting Forms. All other Fera use the same form damage as the Garou. Losing the Wolf At the beginning of the turn (after any Rage is gained), if you have no remaining current Rage and no remaining current Willpower, you have “Lost the Wolf”. If this happens you immediately shift to your breed form, and may not shift forms until you regain at least 1 temporary Rage Trait or 1 temporary Willpower Trait. Form-shifting Gifts and powers (i.e.: The Thousand Forms, Gift of the Spriggan, etc.), still continue to function, however, they do so in the character’s Breed form. Any additional Traits from Glabro, Crinos (not including Metis), Hispo, or Lupus (not including Lupus) are lost.

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WEAPONS AND ARMOR All weapons and armor use the stats listed in Dark Epics.

WEAPON ABILITIES Fully-Automatic: The “close range” of Fully Automatic is within five paces of the gun user (presiding Storyteller measures the paces). It remains single target only. Staking: Only available to use on Vampires. No effect on other creatures. Silver: As page 190, Laws of the Wild Revised. Disregard page 109's reference to Silver and Gnosis. Moon Silver (Top Approval): Moon Silver grants an additional Gnosis to the one carrying it, rather than draining Gnosis. Only one Gnosis can be gained from carrying Moon Silver at a time. Moon Silver weapons do an additional level of aggravated damage to those allergic to silver. As Moon Silver is an Umbral metal it has to be spiritually awakened and the Spirit negotiated with like any other in order to function.

WEAPONS Shotgun: Shotguns can only benefit from Mass Trauma or Spray (depending on the type of ammunition, slug or shot) not both.

COMBAT No Mass Combat Ignore the rules for Mass Combat in Laws of the Wild, Revised. Challenges are resolved individually.

RAGE ACTIONS At the end of the Everyman Action, after everyone has resolved all normal Challenges, you may choose to act in “Rage” Actions, by spending Rage Traits to take additional Actions (if you have not spent Gnosis Traits or made a Gnosis Challenge during the Everyman Action). A character cannot spend more Rage in a single round than half of their base Physical Traits. Rage Actions follow the same rules of Initiative as above, with some exceptions. When you take a Rage Action you may move up to the steps granted by your form and perform one Contested Physical Challenge (or double steps if you don’t make a Contested Challenge). You may not initiate Mental, Social, Gnosis or Willpower Challenges during a Rage Action (you may only make Physical Challenges). Once all Challenges are completed in the 1st Rage Action, you may choose to spend another Rage for an additional action (if you have the Rage left). This would start the 2nd Rage Action. Once you stop spending Rage to take further Actions you may not start again in further Rage Actions, though you may spend Rage to counterattack as normal. Remember you cannot spend more Rage then ½ your base Physical Traits in a turn. Continue “Rage” Actions until no one has a further Rage Action to take. Counterattack When a character is physically attacked, instead of passively defending themselves, they may choose to attack back in a Contested Challenge. The Challenge is ran normally, and whoever wins the Challenge succeeds in their attack. This may only be done if the defender has not used their Contested Challenge yet, or if they have a Rage Traits to spend. If the defender had not taken their Initiative yet, it is considered that their Contested Challenge has now been used. Any other non-Contested Challenges they wish to perform are completed on their Initiative. If a character is attacked more than once, he may choose to Counterattack each time, provided he has the Rage Traits and chooses to spend 1 Rage Trait for each additional Counterattack. This is an exception to the rule that extra Actions are used during “Rage Actions”. Any Counterattacks taken with a Rage Action still follow the Rage Action rules of not activating powers, Fetishes (including Talens) or initiating Mental or Social Challenges. Note: When counterattacking, you may only attack the person who is attacking you and your Victory Condition can only affect your attacker. You cannot for example Counterattack with a gun and choose the “Spray” option.

GRAPPLING Instead of doing damage with a physical attack, you can choose to grapple your opponent. By making a Physical Challenge, you grab hold of your victim. If successful, the victim becomes incapable of physically attacking anyone but you, and may not move away from you until

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the grapple is broken. Your grapple is broken if you let go, move away, take a Physical Challenge targeting anyone but the character you’re grappling, or if your victim beats you in any Physical Challenge. Dragging Opponents If you have more Physical Traits than the character you are grappling, you may move one step per Action (1 step Everyman, 1 step on 1st

Rage Action, etc.) and drag him with you. If you are in a war-form (Crinos or Hispo) you may drag him two steps per Action. If you have both, you may drag your victim a total of three steps per Action. (Movement powers, items etc do not increase the distance you can drag your opponent).

STACKING EFFECTS IN COMBAT When using multiple powers that increase damage or add special effects to an attack things can get confusing. The following will explain how this is done. Additional Damage Powers or effects that cause additional damage can be stacked without restriction. For example, you may combine the effects of Razor Claws and Fatal Flaw to inflict two additional points of damage. Note that some powers have their own restrictions. For example, Silver Claws inflicts an additional point of damage but only with claws, and only against a target vulnerable to silver. It will stack with Razor Claws, but only against a valid target.(i.e. a target that takes special damage from silver such as a Garou). Attack Modification Some powers modify an attack without increasing its damage (or in addition to increasing its damage). For example, once you’ve activated Silver Claws your claw attacks are aggravated damage, regardless of what form you are in as long as in that form you have claws. (i.e. lupus, which normally does lethal with its claws). You may stack multiple effects that modify an attack but you cannot benefit from two different effects that modify an attack in the same way. For example, you can stack a power that converts your hand to hand into aggravated damage and a power that causes the next person you hit to continue to bleed, but combining two powers that convert your hand to hand into aggravated damage has no additional effect. Damage Reduction Powers that reduce damage cannot reduce that damage lower than one. Powers that specifically remove all damage (Aegis, Strength of the Pine, etc.) function as normal. Special Attacks Some powers replace the normal attack rules with special mechanics. For example, Falling Touch causes a negative effect when you touch an opponent. You may not combine a special attack with a normal attack unless the power in questions specifically says it can. For example, you may not punch someone for damage and use Falling Touch at the same time. Powers, abilities, or other effects that put a penalty or disadvantage on a target count as an attack for the purposes of disrupting powers, abilities, and effects that change or end as a result of the target or user being attacked.

FRENZY Since this is a Static Test, you must have more Willpower then your Rage to win on a tie. A Willpower Trait may be spent for a retest. If you fail, you enter Frenzy (either a Berserk or Fox Frenzy, whichever fits the situation more appropriately, presiding ST’s discretion). Any Fera with permanent Rage can Rage Heal and Frenzy. If a Fera has no listed mechanics for their Frenzy, use the same Frenzy as the Garou. Rules of Frenzy

● You suffer no wound penalties, and do not have to bid a Social or Mental Trait in defense.

● You may not relent to any Social or Mental Challenges, and must retest all such challenges with any available Abilities and Willpower.

● You regain a Rage Trait at the beginning of each turn, as long as the source of your Frenzy is still present.

● You may not activate Gifts or Fetishes, and may not Step Sideways. (Though current Gifts and Fetishes still function if appropriate, presiding ST’s discretion).

● You may spend a Willpower Trait to control yourself for one turn.

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● If you are not in control, you may only claw or bite (Berserk Frenzy) or run (Fox Frenzy). You may not counterattack. You must spend all available Rage for extra Actions.

● At the beginning of the 2nd turn (or later) of Frenzy you may spend a Willpower Trait and forsake all Actions for the turn to remove yourself from Frenzy. If you take any Action before the next turn, the Willpower Trait is wasted.

● At the beginning of the 2nd turn (or later), if the reason for the Frenzy is no longer present, you may test to come out of Frenzy at the end of the turn. Berserk Frenzy When your character enters a Berserk Frenzy you automatically shift to either Crinos or Hispo (player’s choice). If your permanent Gnosis is greater or equal to your permanent Rage, you may choose not to attack a packmate, and if the source of your Frenzy is within reach (i.e. you can reach them by moving the number of steps you are allowed for your current form or less) you will attack it first. If your permanent Gnosis Rating is less than your permanent Rage Rating, you will attack the nearest living thing to you. Packmates beware. Thrall of the Wyrm You enter a Berserk Frenzy with some differences. You may no longer spend Willpower Traits to control yourself or come out of frenzy, and your packmates are not protected from you no matter how high your Willpower or Gnosis Ratings are. No Gift, power, or otherwise unstated mechanic can prematurely end Thrall of the Wyrm. Those who have Fallen to Thrall must be beaten to unconsciousness to end the Thrall. Witnesses who observe you and possess Garou Lore of 2 (or greater) will recognize that you have entered this state. Unless otherwise listed in the appropriate Changing Breeds book to the Fera, Fera do not enter Thrall of the Wyrm.

REGENERATIVE HEALING While outside of combat, non-Metis heal 1 Bashing or Lethal at the beginning of each turn when outside their breed form. Metis heal this damage in every form. While in combat, shifters regenerate one Bashing Level of damage at the beginning of each Everyman Action before any Actions are taken. At this time if a character has Lethal damage they can attempt a Simple Test. If they Win (not Tie) the Simple Test, the character heals one level of Lethal damage instead of one level of Bashing damage. This is not considered an Action or a Contested Challenge. It takes 1 day to regenerate aggravated damage, regardless of form. Once per scene a Garou who has been reduced to Incapacitated may immediately make an attempt to stay active as listed on page 189 of Laws of the Wyld, Revised. Also, the character may make a Static Test of your Rage (current or permanent, whichever is greater) vs. a varying amount based on the phase of the Moon. Subtract 1 from the difficulty if the character is in Crinos or if the Moon matches the character’s Auspice (not both). Primal-Urge may be used as a retest.

● New Moon – 8 Traits

● Crescent Moon – 7 Traits

● Half Moon – 6 Traits

● Gibbous Moon – 5 Traits

● Full Moon – 4 Traits If successful, the character may choose to “Rage Heal” or “Death Rage”. Soaking Any and all references to “soaking” refer to being able to bid a Stamina-based Trait with a Victory Condition of not being physically damaged. Soaking is retested with the Survival Ability. Rage Heal All Health Levels below the 1st Wounded are healed. The character immediately enters a Berserk Frenzy and gains a Battle Scar that may not be able to be healed. (Storyteller’s discretion). Death Rage All current health levels on the character are healed (i.e. not Health Levels gained from armor Gifts, armor-granting Fetishes/Talens, or real armor etc). The character immediately enters a Berserk Frenzy. No Gift, power, or otherwise unstated mechanic can prematurely end Death Rage. (There is no test for Thrall of the Wyrm. They are after all going to try to go out as a big damn hero.) If the character has not already died by the end of the frenzy (or the scene, whichever comes first), all previous wounds reappear as the character dies. Any further healing (magical or otherwise) or other attempt to save the characters life fail.

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Gurahl use the Rage Healing rules for all shifters as noted above (not the Remaining Active rule in Changing Breeds 2, page 53). Battle Scars Any Aggravated damage if not healed within an hour of taking the damage can leave a Battle Scar. At the end of that hour, check your character’s Health Levels. If your last Bruised level is an Aggravated wound, then you will receive a Superficial Scar. If your last Wounded level is an Aggravated wound, then you will receive a Deep Scar instead. When you cheat death there is always a price. If you successfully Rage Healed, the Storyteller will select one of the Battle Scars on the chart (page 191-192 LotwR) to inflict upon the character, as appropriate to the attack that caused the scar, and it may not be able to be healed (even by Gifts and powers, ST’s discretion).

SPECIAL ABILITIES AND MANUEVERS Special abilities such as Kailindo, Klaviscar, and Iskakku are rare and unique. Each has their own set of rules, requirements and approvals. No character may ever have more than one “Fighting Style”.

KAILINDO This is a form of Garou martial arts practiced by the Stargazer Tribe. Because of the level of mastery this art requires it is seldom taught outside of the tribe. Special: To use any Maneuvers requires the Kailindo Ability and Stargazer Lore x3. Learning times for this ability are at VST discretion, though it is suggested at least one month between ability purchases. No teacher may teach more levels of Kailindo then they possess. Each Maneuver costs 1xp to master. No more than two maneuvers may be purchased a month. This represents the great deal of time and discipline it takes to master. Approval Level: High Approval Kailindo masters are masters not only of the physical aspects of martial arts but are adept at using the fluidity of their shapeshifting to increase their abilities. Whenever a Maneuver is used that requires a change of form, the difficulty of the test to change form is reduced by 1 for each rank in Kailindo to a minimum test vs. 3 Traits. This shift is part of the maneuver, and does not take an additional Challenge. In addition, while performing a Kailindo Maneuver that requires a shift thru multiple forms, the Kani may ignore the rules for only shifting one form per turn, though they may only do this once per turn. As normal, you may choose not to make a shifting test by spending a Rage or Primal-Urge to shift automatically (or use other powers or items that allow fast shifting). An appropriate trait must be bid for any Maneuver that requires a Challenge. All maneuvers are retested using the ability Kailindo. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how often they may be used. You may not attempt a Maneuver you do not possess. No Maneuver may be used more than once in a turn. The default damage of Kailindo maneuvers is Lethal, though the user may choose to deal bashing. On non-grapple Maneuvers, the Kani may deal aggravated damage if the form permits. When inflicting damage with a maneuver, if in Crinos, you may deal two base damage with your hands and feet (regardless if you are using claws or not). Kailindo Brawl Maneuvers Binding Wind: By catching his opponent’s wrist at just the right moment, the Kani immobilizes his foe by forcing the opponent down and around. This initiates a grapple. Damage: None Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed. Effect: Target is grappled and knocked prone, and subject to the grapple rules, however the Kani gains a two Trait bonus to maintain the grapple. If the opponent breaks the grapple, The Kani is not negatively affected when the grapple breaks. Neither the Kani nor their opponent may use Rage for additional Actions while this grapple is in effect. Example: Fred may choose to punch Maria in the nose to break the grapple. If Fred succeeds, the grapple breaks, but Maria takes no damage from the punch, and does not lose a Trait. Deceptive Wind: By leaping towards her opponent the Kani first feints a kick to the front, but instead passes her opponent and strikes from the side or the back while passing.

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Damage: Normal Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed. Effect: The opponent is considered surprised, allowing the Kani to get a surprise retest. You may use this on the target once per scene, though it may be used on multiple targets in the same scene. Falling Tempest: The Kani attempts to catch the opponent’s throat with her limbs while launching herself directly towards the target, driving him to the ground and choking. Damage: 1 Stamina-based Trait per turn. Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed. Effect: Target is grappled, and subject to the grapple rules, however the Kani gains a two Trait bonus to maintain the grapple, and if the opponent breaks the grapple, The Kani is not negatively affected when the grapple breaks. In addition, both subjects are considered prone. Neither the Kani nor their opponent may use Rage for additional Actions while this grapple is in effect. At the beginning of the turn, if the opponent is still grappled, they lose 1 Stamina-based Physical Trait. When the last Stamina-based Trait is lost, if the hold is maintained, the damage becomes one Lethal per turn. Otherwise, they are rendered unconscious and revert to their breed form. The character will remain unconscious for the next five turns, unless attacked or deliberately woken up. Fading Breeze: The Kani changes from a smaller to a larger form as she slowly retreats while hurling a punch kick or slash towards the opponent. Damage: Normal Test: Contested Physical Shift: Yes, Final form must be Hispo or Crinos. Effect: Gain a two Trait bonus on the attack. You may use this on the target once per scene, though it may be used on multiple targets in the same scene. Forceful Wind: The Kani makes a running leap towards the target, and attempts to knock him to the ground or backwards with a kick to the head or torso. Damage: Normal Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed, but must take at least 3 steps. Effect: The Kani may choose to knock the opponent prone or backwards (Homid two-steps, Glabro four-steps, Crinos six-steps). If an opponent is knocked back into a solid surface before completing the full amount of steps, they take half the distance remaining in damage, round up (type based on surface hit). Growing Tempest: By grabbing and grappling her opponent while changing into a strong form, the Kani can use her increasing strength to crush him while changing. Damage: Normal and see below Test: Contested Physical Shift: Must begin in a smaller form and end in Glabro, Crinos, or Hispo. Effect: This initiates a grapple. As an exception to the grapple rules, you may deal damage on the initial grapple. If the Kani chooses to take an Action to maintain this grapple for damage, they deal an additional level of damage. Hurricane: The Kani changes into Crinos as she is about to throw an opponent, adding the foothold and force of the battle-form to their attack. Damage: None Test: Contested Physical, target must already be grappled.

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Shift: Must begin in a different form and end in Crinos. Effect: Opponent is thrown 3 paces away and is knocked prone. Little Cyclone: The Kani drops to a spinning crouch with her leg extended, attempting to sweep the legs from underneath her opponent(s). Damage: 1 level (regardless of form) Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed. Effect: Your opponent(s) are knocked prone. May affect up to 4 opponents with this one attack (each Challenge handled separately). The Kani must decide who they are targeting at the beginning of the attack, and is at a cumulative -1 on each other attack beyond the first. Mountaintop: The Kani roots himself to the spot by sinking his centre and sending his energy downward. Damage: None Test: None Shift: May be in any form. No shift is needed. Effect: For the rest of the turn the Kani cannot be moved or knocked down. Even the Gift: Falling Touch fails against you. In addition, the Kani gains an additional two Traits in defensive Physical Challenges. If the Kani chooses to initiate a Challenge, any effects of this maneuver are lost, and the Maneuver is ended. Storm Dance: This maneuver is not an attack, but rather an intimidation technique used to dishearten opponents. The Kani launches into a flurry of maneuvers, coupled with postures of threatening body language. Damage: None Test: Contested Social, Retest with Kailindo (Intimidation for opponents) Shift: May be in any form. No shift is needed. Effect: Success gives the Kani 1 Trait against that opponent for the scene on any Physical or Intimidation-based Challenges (including staredowns). This Maneuver is not cumulative. Tornado Kick: The Kani spins around once like a tornado with incredible speed, adding momentum to the force of his kick. Damage: Normal +1 Test: Contested Physical Shift: Must begin in Homid-Crinos. No shift is needed. Effect: The damage of the attack is increased by one. Uncoiling Snake: The Kani throws a kick or punch, but shifts to a large form at the last moment, surprising an opponent with more reach on the blow. Damage: Normal Test: Contested Physical Shift: Must begin in a smaller form and end in Glabro or Crinos. Effect: The opponent is considered surprised, allowing the Kani to get a surprise retest. You may use this on the target once per scene, though it may be used on multiple targets in the same scene. Striking the Wind: The Kani takes a hit, but changes into a larger form and strikes with a counterattack. Damage: Normal Test: Contested Physical Shift: Must begin in a different form and end in Crinos.

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Effect: After the Kani is struck in close combat, whether they take damage or not, they may reflexively spend a Rage Trait in order to make a counter attack against their attacker. This attack is made immediately after, regardless of Initiative, and does not take into account (or count against) how many times their opponent has been attacked this Action. The Kani’s opponent may not use the Counterattack option on this attack. Subtle Draft: The Kani performs a charging tackle on her opponent while in lupus. As the opponent falls, the Kani changes into a larger form and gains the upper hand in the fight. Damage: None Test: Contested Physical Shift: Must begin in Lupus and end in Hispo or Crinos. Effect: Knocks target prone and off balance. The opponent must use six steps of movement to stand up. If the opponent does not have enough movement to stand, they may use their movement in the next Action to finish standing, until they meet the six steps (and are considered prone until then). Dodge Maneuvers: Catch the Wind: The Kani can catch or deflect missiles fired at her, from rocks to darts to arrows. Bullets and other high-speed projectiles may not be affected by this Maneuver. Damage: None Test: Static Physical Challenge with a one Trait penalty. Shift: May not be in Hispo or Lupus. No shift is needed. Effect: Prevent Damage from any small ranged missile (non-Firearms) attack. This does not prevent any secondary effects (such as from an explosive). Must have a free hand and may only be used once per Action. Melting Wind: By changing to a smaller form while being held or grappled, the Kani can ease her way out of her opponent’s grip. Damage: None Test: None and see below Shift: Must start in a larger form, and final form must be Homid or Lupus Effect: Must currently be grappled. Automatically breaks a normal grapple. The Kani must still Challenge as normal if grappled by a Kailindo Maneuver (Falling Tempest, Growing Tempest and Binding Wind) or by the gift Clenched Jaw, but receives a two Trait bonus to do so. Moving Breeze: During a dodge, the Kani assumes a smaller form. Damage: None Test: None Shift: Must start in a larger form, and shift to Homid, Glabro, or Lupus. Effect: Grants a retest on a dodge attempt. This is considered an ability retest but does not expend any ability. Maneuver must be declared when the decision is made to dodge, and the shift occurs regardless of success or use of the retest. Rollaway: Whenever the Kani is toppled or brought to the ground, she can switch to a 4-legged form and instantly regain their footing. Damage: None Test: None Shift: Must start in a bipedal form and end in Hispo or Lupus Effect: Instantly recover from being knocked Prone (and does not lose any movement). Sudden Flurry: By changing to a larger form while being held, the Kani takes advantage of the situation by throwing her opponent to the ground. Damage: None

ToC [64] MES Apocalypse Core Addendum (July 2015)

Test: Standard Shift: Must start in a different form, and end in Crinos or Hispo. Effect: Must currently be grappled. If the Kani successfully breaks the grapple, in addition to the normal attack, the holder is thrown away by 3 steps. If the opponent is using the Maneuver Falling Tempest or Binding Wind, they are not damaged, but are still thrown. Whirlwind: This defensive technique involves weaving one’s arms before oneself like swirling winds. Damage: None Test: Standard Shift: Must begin in Homid-Crinos. No shift is needed. Effect: Grants an extra retest on all attempts to physically defend themselves so long as all the Kani does is defense this turn. This retest is in addition to any other retests that may be used.

ISKAKKU This is a form of fighting with a quarterstaff that is practiced almost exclusively by the Child of Gaia tribe. Because of the level of mastery this art requires it is seldom taught outside of the tribe. The quarter staff (or Bo, if you prefer) is one of the simplest yet profound weapons known. It is nothing more than a pole with no sharp edges or points, yet its use relies on all the fundamental techniques for all major weapons. Additionally, although the staff incorporates these techniques, it does not inherit their deadly force. In this sense, it is the perfect weapon for the Children of Gaia as it allows for a widely varied range of fighting options but focuses on the immobilization and disabling of opponents. Special: To use any Maneuvers requires the Iskakku Ability and Child of Gaia Lore x3. Learning times for this ability are at VST discretion, though it is suggested at least one month between ability purchases. No teacher may teach more levels of Iskakku then they possess. Each Maneuver costs 1xp to master. No more than two maneuvers may be purchased a month. This represents the great deal of time and discipline it takes to master. Approval Level: High Approval. An appropriate Trait must be bid for any Maneuver that requires a Challenge. All maneuvers require the user to be wielding a staff, and are retested using the ability Iskakku. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how often they may be used. No Maneuver may be used more than once in a turn. Each maneuver has a requirement in ranks of the Iskakku ability before it may be attempted. One Trait: Attack and Block- This Maneuver is considered always active once purchased. You may use Iskakku as well as Melee to retest when using a staff in combat. Maneuvers must still be retested with Iskakku. In addition, you may attempt to defensively parry any brawl or melee attack. (i.e. Your Victory Condition can always be to take no wounds (thus the dodge or parry any melee attack) and you can retest the Challenge by spending a level of Iskakku or a level of Melee.) Two Traits: Tammabukku Istu Kur (Dragon Emerges from Mountain) – You strike from surprise dealing a painful blow to the face. Damage: Normal +1 Test: Contested Physical Effect: The damage on the attack is increased by one. Tabalu Kur (Take Away the Land) – By Sweeping your staff, you can knock your opponent to the ground. Damage: Normal -1 Test: Opposed Physical Effect: Opponent is knocked prone, and stunned. They lose their next Action.

ToC [65] MES Apocalypse Core Addendum (July 2015)

Three Traits: Mahasu Qatu (Hand Smite) – You may dislocate your attacker’s wrist rendering it useless. Damage: Normal Test: Contested Physical Effect: The hand may not be used until healed. Any object held by the hand is released. It takes two steps of movement and a non-Contested Challenge to retrieve a dropped item that hasn’t been picked up by someone else. Isten Kima Ummanate (One as an Army) – The staff can be wielded in such a way that both ends may be used to attack in quick succession. Damage: Normal -1 Test: Contested Physical – must Challenge and bid a Trait against each target. Effect: May attack two separate targets with your staff using 1 action. You may not combine this Maneuver with another. Four Traits: Sepu Istu An (Foot from Heaven) - In order to use this Maneuver, you must be at least three steps away from your target before moving. You use your staff to vault yourself through the air, landing and delivering a powerful kick that knocks your opponent prone. Damage: Normal +1 Test: Contested Physical Effect: The damage on the attack is increased by one, and the opponent is knocked prone. It takes three steps of movement to stand up from the prone position. Sepsu Sepu (Powerful Foot) – A more advanced form of Isten Kima Ummanate, you may make three attacks. In addition, you may now use your staff or your feet with the attacks. Damage: Normal -1 Test: Contested Physical – must Challenge and bid a Trait against each target. Effect: May attack three separate targets with your staff or your feet, using 1 Action. This can only be done on the Everyman round. Your feet do not benefit from any powers that increase damage to Claw attacks. You may not combine this Maneuver with another. Five Traits: Adannu Lukur Daku (Appointed Time of the Enemy’s Demise) – Your Mastery of Iskakku has taught you the true art of peacefully neutralizing your enemy. Through a well-timed blow to the head, you can render your enemies unconscious. Damage: None Test: Contested Physical Effect: When an opponent fails an attack against you due to a successful dodge or parry on your part, you may strike the opponent on the back of the head with your staff. You must choose to do this as your next Contested Challenge, and it must be done in the same round. If successful, your opponent is knocked unconscious and reverts to breed form. The character will remain unconscious for five turns, unless attacked or deliberately woken up.

KLAVISKAR The ancient art of dueling takes on an entirely new aspect in Garou society. Many Challenges are resolved through gamesmanship, puzzles, quests or other methods. But the most serious contests and the bitterest feuds are almost always settled with Klaives. Ownership of a Klaive is a sacred responsibility and it is considered a mark of the seriousness with which you take the fight for Gaia. Failure to respect the Klaive or the spirits within it is often grounds for honor duels or removal of the Klaive by the Elders. Challenging someone to Klaviskar is tantamount to a death threat as almost all Klaive duels end in death. It is therefore considered dishonorable (but not unheard of) to Challenge someone to Klaviskar when they do not own a Klaive.

ToC [66] MES Apocalypse Core Addendum (July 2015)

Special: To use any Maneuvers requires the Klaive Dueling Ability and Garou Lore x3. Learning times for this ability are at VST discretion, though it is suggested at least one month between ability purchases. No teacher may teach more levels of Klaive Dueling then they possess. Each Maneuver costs 1xp to master. No more than two maneuvers may be purchased a month. This represents the great deal of time and discipline it takes to master. Approval Level: High Approval Klaviskar was taken to new heights in the courts of the Silver fang Kings and the ritual itself has gained not only many followers but has developed into a specialized fighting style all its own. An appropriate Trait must be bid for any Maneuver that requires a Challenge. All maneuvers require the user to be wielding a Klaive, and are retested using the ability Klaive Dueling. Opponents may retest with an appropriate defensive ability. Some Maneuvers have restrictions on how and when they may be used. You may not attempt a Maneuver you do not possess. No single Maneuver may be used more than once in a turn. One need not be in a Klaive Duel to use these maneuvers against enemies; they simply must be wielding a Klaive Alternate rules for Klaive dueling – When two people are involved specifically in a Klaive Duel, the ST is encouraged to use these alternate rules for combat. For ease of use, it is recommended that each combatant have a set of cards with the various Maneuvers he has access to. Every combatant, even those without Klaive Dueling, has access to the basic Maneuvers. Each player chooses the Maneuver card that they wish to perform. Before cards are revealed, the individual with the higher Initiative may choose whether he wants his Actions to resolve first or to hold and react to his opponent. The chosen Maneuvers are then revealed. The Challenges are resolved in order, and all other non-Contested Challenges that are normally allowed during an Action may still occur. Either combatant may attempt to change their Contested Challenge once per turn by spending a Willpower Trait and succeeding in a Static Mental Test at a difficulty of their opponent’s Mental Traits. Basic Maneuvers: Attack – You make a normal attack against your opponent. Dodge/Soak – You choose to not take an Action against your opponent, and only defend yourself. Gift/item – You activate a Gift/item against your opponent. Run – Discretion is the better part of valor, and you move far away from your opponent. (up to twice the number of steps allowed for your form since you are not taking a Contested Challenge this Action.) Special Maneuvers: Bind: The duelist attempts to entrap his opponent’s blade with his own. Damage: None Test: Contested Physical Effect: If successful your opponent cannot make further attacks with the entrapped weapon until you either attack with your Klaive or release the bind. You gain a two Trait bonus to maintain the bind and are not negatively affected if the grapple breaks. You may attempt a Disarm or Prise D’Argent Maneuver while the Bind is in effect. Blind: Garou bleed profusely from any wound inflicted by a Klaive. Some sneaky duelists attempt to take advantage of this to blind their opponents. A single swipe to the forehead can send blood pouring into the opponent’s eyes for the rest of the fight. Damage: minus one level Test: Contested Physical Effect: All Physical Challenges made by your opponent are at one Trait penalty until the damage is healed. This Maneuver is not cumulative. Disarm: The duelist attempts to twist his opponent’s weapon out of their hands. Damage: None Test: Contested Physical Effect: Opponent loses their weapon and it lands 3 steps away. The Bind Maneuver must be successfully performed before this maneuver. It takes two steps of movement to pick up a dropped weapon.

ToC [67] MES Apocalypse Core Addendum (July 2015)

Feint: The duelist pretends to be attacking in one direction, and then dodges any attempt to block, aiming to hit elsewhere on his opponent’s body. Damage: None Test: Contested Mental Effect: Grants a surprise retest on your next physical attack against your opponent. Fleche: The maneuver sees the duelist lose all subtlety in an all-out attack on his opponent, launching himself like an arrow, blade first. After the strike, the duelist comes to a halt some distance behind his opponent, and is vulnerable for a deadly few seconds while he is regaining his balance. Damage: an additional two levels Test: Contested Physical Effect: Take your normal movement, and you must end within two steps behind your opponent. You must take an Action to refocus before you can attack again. (i.e. you must give up an action regaining your balance before you can attack again. This can be a Rage Action.) Probe: A probe is a quick jab to test the opponent’s defenses and speed of reaction. Damage: minus two levels Test: Contested Physical Effect: Opponent must bid his maximum Traits on any ties. Parry: The parry is a simple move to block the opponent’s blade with the duelist’s own. Damage: None Test: Contested Physical Effect: Allows the character to parry his opponents attack. If successful, they may make a free immediate Riposte Maneuver (if possessed). In addition, the character is treated as two higher on their Initiative until the end of the next turn. Riposte: The duelist makes a swift attack at his exposed opponent. Damage: Normal Test: Contested Physical Effect: This attack is resolved immediately regardless of what current Action it occurs. This maneuver may only be used directly after a Parry Maneuver. This Maneuver may be resisted with the Parry Maneuver. Prise d’ Argent: Literally “pressing of the silver,” this maneuver, much favored by Silver Fang duelists, uses the opponent’s blade as a guide for an attack. The duelist slides his Klaive along his opponent’s blade and drives it into her body. This Maneuver can only be done on the next Action, after a successful Riposte or Bind Maneuver has been performed. Damage: Normal Test: Contested Physical Effect: The duelist receives two Trait bonus on the attempt. Silver Shield: The duelist uses his speed and the bulk of the Klaive to create a “shield of silver” in front of him as he swings the blade in a defensive pattern. Damage: None Test: None Effect: Until another Challenge is taken grants the user two Traits to defensive Physical Challenges. (i.e. when he bids a Dexterity-based to dodge and evade or a Stamina-based Trait to resist damage) Swinging Slash: The duelist commits his whole effort into a single, massive swipe at his opponent, exposing himself, but hoping to do enough damage to make that irrelevant.

ToC [68] MES Apocalypse Core Addendum (July 2015)

Damage: an additional two levels Test: Contested Physical Effect: All other Physical Challenges the user makes this turn are at two Trait penalty. Stop Hit: A duelist who has the Initiative advantage can choose to defer their attack until after their opponent acts. If the opponent attempts to attack, the duelist steps inside his guard and deliver a fast, accurate, and deadly blow that stops him in his tracks, using their own forward momentum to make the blow more deadly. This risky gambit opens the user to his opponents attack if they don’t succeed in stopping them. Damage: one additional level Test: Contested Physical Effect: In order to use this Maneuver, you must be higher in the Initiative then your opponent and chosen to hold your Initiative. Should your opponent declare an attack against you this Action you may interrupt his attack by making one of your own (this attack is resolved first). Your opponent cannot attempt to parry, or counterattack (if they have no other way to resist the attack, they relent.) Whether the attack succeeds or fails, if your opponent is not disabled (unable to fight back such as incapacitated or dead) afterwards, you must relent to his attack.