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By Phil Brucato, Richard E. Dansky, Robert Hatch and Ian ° Credits Authors: Phil Brucato, Richaed E. Dansky, Robert Hatch and lan Lemke Additional Concepts and Design: Andrew Bates, Brian Glass, Fed Yelk and Aaron Voss Additional Material: Ethan Skemp and Justin Achill Developers: Ethan Skemp and Justin Achill Ealitor: Aileen E. Miles Art Director: Lawrence Snelly Layout & Typesetting: Lawrence Snelly Screen Layout: Katie McCaskill Interior Art: Andrew Bates, Steve Bryant, James Daly, Scott Fischer, Darren Frydendall, Dave Fooden, JeffParker and Ron Spencer. Front Cover Art: Ron Spencer Back Cover Art: Ron Spencer Screen Cover Art: Glenn Fabry Front & Back Cover Design: Matt Milberger & Lawrence ©1997 White Wolf Publishing, Inc. All right ofthe publisher is expressly forbidden, except f Mage the Ascension are re ‘Werewolf the Apocalypse h the Oblivi Ine. CUMSTON 6400 cise. USA eserved. Reproduction without the written permission he purposes of reviews, and blank character sheets, which, ‘may be reproduced for personal use only. Whice Wolf, Vampire the Masquerade, Vampire the Dark Agesand ered tradematks of White Wolf Publishing, Inc. All rights reserved. Aion, . Changeling the Dreaming, Werewolf: The Wild West, Cle of Eestasy, The Inquisition, Ascension’s Right Hand, Lei Sorcerer, Freak Legion, Buried Secrets and Frontier Secrets are Allrights reserved. Al characters, names, placesand text here “The mention of or reference tony company or product in these pages isnot a challenge tothe trademark ‘or copyright concerned. themes. All mystical and supernatural elements are fictio intended for entertainment purposes only. Reader diseret Check out White Wolf online at hetp:l/www.white-wolf.com; alt.games.whitewolf and rec.games.frp.storyteller PRINTED IN CANADA Werewolt Adams" Fountain, for living with the bears in The Hole when utopia comes Michelle “My Baby Daddy” Prabler, for bringing musical Ebonics to the lunch discussion. Ash “Prince Blondie” Arnett, for adding a touch of Bryan Ferry to karaoke night. Allison “You Didn't Tell Me It Would Be Like This” Sturms, for joining the monkey hous— er, ESD. Chris This In A Bon Jovi Video" MeDonough, for shietripping hints and tips Cynthia“Unseclie” Summers, for dealing withthe less-Glam ‘ourous aspect of Changeling — the editing! Lord and Lackey, World of Darkness lemarks of White Wolf Publishing, Inc red by White Wolf Publishing, atecop he Wild West Contents Introduction: How to Use this Book Chapter One: Garou Ways of the Savage West Chapter Two: The Changing Breeds Chapter Three: Antagonists Appendix: Odds and Ends Well, So you've bought ch teller Screen, and you're wonder come back to the Savage West. Glad to see you again. what all’s in the accompany ing book — that is, this Frontier Secrets thing. The answer is quite abit, some that's suitable for players and some that isn’ First, a word or two by way of explanation: as its, we couldn't fi everything we wanted t erewolfs The Wild West isa big book, but big le. That's where a chunk ofthe material in this book comes from it's leftovers, although tasty ones. Nothing absolutely necessary to a Some of the other chronicle, but a passe of worthwhile ideas that might help a game out. So ‘material is strictly not the players’ business unless the Storytell ronicle like out-of-character knowledge. Con ood thar we didn't want to pur in the main rulebo wane their players ro kn There ar a few more expans Eater, what happened to the Garou, and how Darke Sa sid aes eed oF So, how's your appetite? Sull hungry for some leftovers? Care to try 2 hearty meal of horror and action, a heaping helping isa loaded plate, thar’ for sure But there's always room for secon. Introduction: How oes Book ng! Well, dive right in. The main rulebook Gifts Circumstances of birth may influence a werewolf affinity born Garou are taught Passage — in fact, the C entirely on. who's calling up those spirits feel like teaching him. Although the Gifts listed in the main rulebook re the ones ‘most commonly taught in the Savage West, the Storyteller may offer her players a wider range of choices if she’s so inclined. Alternately, she can use these following Gifts as actors and what either surprises to spring on her troupe, or as the abjects of visionqueses. Whatever works Chapter One: Garou Ways = Homid * Shape Smoke (Level One) — When on the times it's better not to let anyone know wher camping. The tiniest wisp of smoke can give away a location 4 andean bringno end of trouble. Using this Gift, the Garoucan completely disperse or shape into pattems the smoke or steam fiom a small campfire toa train. This Gift is taught by an Aie- spice System: The player spends one Gnosis point and rll Manipulation + Stealth againsta variable difficulty (4toshape ‘a campfie's smoke, 7 to dispes the smoke from a raging inferno, etc). a train’s steam, 9 to dissipate of the Savage West + Shed (Level One) —Thisallows che metis to escape from grabs and holds by releasing a layer of fur. This Gif is raughe by a Snake-spirit. System: Ifthe metis is successfully grabbed of pinned, the player can roll Dexterity + Primal-Unge difficulty 7. Ifsuccess: ful,themetisslipsfromtheopponent’s. grap, and the opponent is left with only a handful of fur. The metis can also use this to help him squeeze through tight places, using his fur asa slick surface to «ease passage. (reducing the difficulty of such actions). Haisless metis cannot possess this Gift Lupus * Cousin's Cot (Level One) — Garou with his Gift can blend in with thelenaturalsuroundings exer than other of their kind, The Gift caught by a Wolfepi, allows the werewolf o appear a the appropriate type and teed of wel System: This Gift only works in Lupus form. The player rolls Manipulation * Survival (difficulty 7). Only one success is required, but additional successes will handicap special senses or Gifts (Scent ofthe True Form, vampiric senses, ec.) from detecting the ruse. Ifthe mn shifts to match the i Garou using this Gift in a ci ft succeeds, the werewol?s Lupus f ofthe area cown usually resemble large dogs, a very unappealing concept to most Ragabash + Foo’s Gold (Level One) —The G worthless objects (beads, che ou makes relatively metal, cod liver il) or items of inferior craftsmanship (blankets, rfl appear to be highly vvaluableand desirable. This docsn't cause a blind lust in others Werewolt: to possess the objects, but does make them ely disposed toward whatever d This is taught by a Magpie-spnit. System: The player must make a Wits + Subterfs roll (dificulty 7). The Gif affects all targets presen though individuals may make Willpower rlls (difficulty 8) ro cts. Altemately, particularly savvy characters may roll Perception + Subterfuge (difficulty 7) to pierce the ifs lasts the deception. The number of successes determines duration; one success only lasts a couple turns th centre scene, while five makes the effect permanent. Philodox * Strength of Vision (Level One) — A Philodox can apply his will toa goal and then ignore all distractions fom it. This Gift is taught by a Boar sprit. System: By spendinga Willpower point, thecharactercan, ignore interruptions, distractions and upsets as she pursues some goal. Any information thatthe character needs to recall sible. The effect toachieve her purpose is immediately act lasts f Ahroun * Tron Claws (Level Two) — The Garou's claws trans form to sharp iron talons, making her the bane of the fae whether nunnehi or Kithain, who live in the Savage West. This Gift is taughe by an earth elemental System: The Garou spends a Rage point and touches her claws to an iron object. For the remainder of the scene, her claw attacks then do an additional die of damage. The irom talons inflict aggravated damage on any target which has a susceptibility to iron. What's more, the character can more hatare toxic, spiny or otherwise d fous to the couch; if the Garou would take clawing such an opponent, she gains an extra three dice to readily claw enemies ger soak this incidental damage. These dice are used only to soak damage thats a direc result of attacking such an opponent if the cactus-skinned mockery smacks the werewolf with a fst, the werewolf must soak as usual he Wild West ‘+ Heightened Senses (Level One) — Lupus Gite * Dispel the Golden Waste (Level Four) — This rare and radical solution to the Gold Rush remainsadeeply-kepe secret Te summons up the spirits of gold from their resting places, whirls them into a dust cloud, and whisks the gold away Teavingthe area worthless for prospectors. Where does the gold 0! Most Furies simply shrug. Who cares? I's only valued by selfish men. Some speculate chat the spirits deposit the loot in some hidden Fury den. The tribe certainly has ready cash when its needed. System: The player makes a Gnosis rol, difficulty 8. Success creates a whitlwvind of gold dust which sweeps the vicinity fre of gold and pyrite. Any shaped ‘The Gift can and will work in “civilized” areas like banks, although asealed vault prevents the dust from leaving. In open spaces, aie currents carry the gold far away; the Fury cannot \s the Level One gold turns ro dust. redirect the dust to suit her own needs. The gok’s eventual destination remains a mystery only the Storyteller can solve. Bone Gnawers + Scent of Sweet Honey (Level One) — The werewolfcan cause his target to exude sickeningly sweet smell and become slightly sticky tothe touch. This attracts all manner of vermin, and the target swifly becomes coated with and surrounded by swarms of gnats, flies, bees, ete. The swarm causes impaired anoying stings and bites, maddening vision for the target ing noises, total inability to function 50 ally, and other feniences, The exact game effect of the swarm is up to oryteler. This Gift is taught by certain Plane-spirit, but Insect-spirits can also teach it. ‘System: The player spends one Gnosis point and rolls Wit + Subterfuge (difficulty 6). The effects last for one hour p success, and the smell will not wash off during this time. Children of Gaia ‘* Nature's Bounty (Level One) — Even in the heart of a trackless waste, the Garou with this Gift ean find sustenance. Gaia provides the werewolf with food and water throughout her journey: at least, enough to survive. The werewolf finds herself drawn to trickles of fresh water or tiny, hidden oases of plant life. The Cactus- (Garou repay Gata by leaving portions of food behind wh isnot in need. that teaches this Gift insists the ‘System: Every success the player receiveson a Perception + ‘Survival roll (difficulty 8) provides barely enough food and water for one person for one day. Multiple successes can provide for multiple people * Fertile Lands (Level Two) — The werewolf employing this Gift calls on Gaia to make even the harshest, most barren soil fertile. This Gift is taught by a Naturae in service to Gaia, oint per month to ensute that the land is capable ofsustainingnew crops. The Gif fertilizes onc half-acreof land persuecesson the Willpower oll. Once ten Gnosis pointshave been spent, the land is considered permanently though overfarming ornaturalcondicions may leach the from the soil as usual Fianna + Firewater Kiss (Level One) — This Gift allows the werewolf to induce a heady, euphoric feeling into another nind. This state of mind clouds judgment, impairs wand reduces inhibitions, much like a heavy drinking binge. In son is may make an opponent easier to handle, but used improperly it can make a hostile situation leven more di System: The player must spend a Gnosis point and roll Manipulation + Medicine (dlificulty of che targee’s Wille power). The number of successes indicates the strength and duration of the effect. Every two successes add one to the target's difficulties, up to a maximum of a 10 dificuly. The effects range from lightheadedness for a minute (two suc- cesses, + t0 all difficulties) ro a drunken stupor for an entire scene (six successes, +3 to all difficulties). The temporarily shake off the effects for a round by spending a Willpower point. Ifthe subject spends number of Willpower points greater dian the number of successes rolled, the cffects are negated. This power can’t be used more than once fon the same target in the same day Get of Fenris + Resist Pain (Level One) — As the Level One Philoxiox fe + Fertile Lands (Level Two) — As the Children of Gaia fe '* Mark of the Enemy (Level Three) — The ‘a spirit-glyph on an opponent that can only be seen by other Getof Fens, This mark ispermanent, brandingthe individual as an enemy of Fenris who should be watched or destroyed, get can ‘System: The character must touch his target and the player must make a Gnosis ol, difficulty 7, to successfully brand the foe with the Mark of the Enemy, Thismark isnever left without ‘good reason, and falsely accusing a person is a grave breach of Honor, ifnot eause for death, Iron Riders ‘+ Well-Oiled Running (Level One) — On the trail, all ical devices suffer from exposure to the clements. Pistols jam from sandy grit, wagon wheels wear out from rough terrain and the occasion: ‘extreme heat of cold. This Gift allows the Garou to protecther tools of the trade from nature and the elements, manner of mechs train breaks down from ‘System: By spending a Gnosis point and rolling Stamina + Crafts (difficulty 7), the Garou can protect any mechanical device, The device is unaffected by natural corrosion or ad- verse weather for a number of days equal to the number of successes rolled. Note tharthispower does not prevent damage from anything but the natural elements. * Iron Claws (Level Two) — As the Level Two Ahroun Git. Red Talons * Scent of Running Water (Level One) — As the Level (One Ragabash Gift. Shadow Lords * Brand of Suspicion (Level One) —TheGaroubrandsan wangible mark of suspicion on a target. The subject herself feels no change, but all others in her vicinity fel subtle yet powerful misivings, even if they were favorably disposed tovardherpreviousl. The taye'sactions and wordsare taken with the most negative inference possible; even inaction is seenassuspicious.fothersaefocusedon the Garouor another individual, the pct iF she is brought to theirattention. This Giftistaughe by an Ancestor- spire System: The Garou must concentrate for one turn; the playerspends a Gnosis point androlls Manipulation + Suber fuge (dfculty ofthe targe’s Willpower). Success bestows an incangible aura on the target, generating mistrust in those around her. Those who look into the Umbra will see the target's brand, but mast make an Intelligence + Enigmas rll (Ciffeulty) to properly discern ts meaning ifthe target Joes not cata reflection in the Umbra, che brand will stil floa, ‘racklingsin espace shestands). Note that Unbral spirits ate similarly lery ofthe brand, mosifing the targe’s use of Gifts by #2 difcuty. The elects las fora scene Silent Striders ‘= Faceless Stranger (Level One) — The werewol the eyes of onlookers, mentally convin there is nothing noteworthy about her. This Gift is taught by Lunes and Shadow spirits. attention will lock onto the System: The player spends a point of Gnosis. For the duration ofthe scene, any neutral observers take no notice of rou, and subconsciously avoid her, ignore her and even forget any of her distinguishing features once she has passed. This power has no effect on characters who ate already hostile toward the Garou, or who have been specifically instructed to Took out for her. Silver Fangs + Dramatic Entrance (Level One) — The Garou may we this Gift immediatly upon entering a soene or place sciket « commanding pose, and some envionmental cect (ominous thunder, astunned silence, «chilling wind and the 10 OO000 aa EsDall like) usually accompanies her. This Gift is taught by Faleon- spirits System: The player must spend a Gnosis point. The Garou smuscactivate this Gift the moment she arrivesupon thescene. ‘The Silver Fang is considered to have an Appearance Trait of three higher than her actual score, but only until she speaks. ‘This Appearance rating is not necessarily physical atractive- itis more often than not an awesome aura of majesty and * Lambent Flame (Level One) — The Garou creates a nimbus of fiery silver light surrounding her body. This Gift is taught by a Lune. System: Activating this Gift requires a Willpower point, and the flame burns for the duration of the scene. The light illuminates a 100-foot radius, and the Garou glows so brightly that difficulties of hand-to-hand attacks against her are in- creased by one. The difficulties of misileattacks are reducedby ‘one, however, as the Garou shines like a beacon. Stargazers * Sense Wyrm (Level One) — Gite Uktena + Feast Upon Snake's Wisdom (Level Two) —Unlikethe Wyrm, Snake is both wise and helpful. The Uktena may call upon the spirit of Snake to tell her one piece of nonmagical information. This may be where to find water in the desert, how lost porcan be found or who a ceremonial ratle belongs to. Any single piece of information (barring something that could only be known through reading someone else's mind) can be discovered by the Garou. The Gift cannot be used to identify someone who has committed a crime (such as theft or murder); that would involve reading thac person's mind. It could, however, be used to obtain circumstantial evidence, such as identifying the owner of a knife used in a murder. Because Snake reveals her Gifts only to those who are both resourceful and respecful,a wise Garoudoesnorattempe touse hher Gift more often than oncea week. The Gift istaught by the spirit of Snake. ‘As the Level One Metis System: The player rolls Perception + Enigmas with a difficulty based on the likelihood of anyone else knowing the information sought. Well-known facts (the Cheyenne use the areaasa winter camp) mightcallforadificultyof nomore than 4,ohile particularly obscure knowledge (exactly where within the painted desert does a particular prairie dog have its Laie?) might have a difficulty of 9 or 10, Most information will fll between a difficulty of 6 and 8. Those who abuse this Gift too ‘often should receive wildly incorrect answers, regardless of roll ‘Flick ofthe Fish’s Tail (Level Two) — The Ukte breathe underwater and swim as fast as he can run in Hispo form. The Gif is taught by any Fish spit: ‘Werewolt: The Wild West 0 - —] OO PSL ©, ¢ The Garou spends a week to construct the doll ‘The player spends a point of Gnosis and rolls Perception + Crafts (dificulty8). To bring luck to the carpet, the playerrolls Manipulation + Occult (difficulty 7 or the recipient's Gnosis, whichev should be recorded by the Storyteller, for each grants one automatic suecess on asingledieroll ofthe Garou'schoice later in the story or allows all the successes to affect one die rol in thescene in which the kachina doll is activated (not counting damage rolls). For example, if Song-of-the-Morning gets three successes con het Manipulation + Occult roll, she may use one of those successes to affect a difficult climbing roll she needs to make during the session; later in the story, she is confronted by a deadly foe and chooses to utilize another success inher attempt toslash him with her claws. Ifshestill has successes remaining, shemay use them in successive turns or save them for later. Al, cory; those that ate is less) Each success (to1maximum of IOsuccesses) successes must be used within a single unused simply fade away. Conversely, ifshewishestouseall her successes at once, she may add them toasingle rollin the same scene in which she called forth kachina’s power. ‘Wheneverall the successes are used, the luck isgone andthe dol crumbles todust. Another doll must be made Gift again. No more than one kachina doll made by the Garou may be in existence at any given time, nor can extra dolls be constructed duringthe time the ick hasbeen invoked, butnot same ingredients yet spent. Making another doll requires the: ll week of uninterrupted time Each failure rolled when constructing the dol removes one success from the possible 10, while a borch creates a doll that functionsin reverse, automatically causinga I resulton one die (orawhole bunch of them ifthe quick luck method isinvoked) ceach time the doll’ luck is called upon. The Storyteller may choose to make either roll forthe player so that the player will never be sure just how much luck she has tocall on —or ifshe thas activated a curse instead! Wendigo « Butfalo Hide (Level One) — A warrior isn't worth much if hedies before he can fight. This Gift, bestowed with a chant, allows a Wendigo to withsand the treacherous weapons of distant cowards. Once the 0 sides jon, the warrior son his and rakes a System: Ifthe player makes a successful Stamina + Primal- Urge roll difficulty 6), the Garou gains two extra soak dice against missile weapon attacks. Bullets, arrows and hatchets muy strike the wolf sticking in his hide, but he'llfel them less than he might have otherwise, This bonus does not apply against hand-to-hand attacks, magical damage or other nasty phenomena (explosions storms, bigrocks, etc.). ThisGiftlats ‘one scene and can be used on others ‘Hawk's Guidance (Level One) —In theendless stretches ‘of the Great Plains, the Wendigo quickly learned how to find Ee the path home. By chanting to the spirit of the Hawk, a Garou ‘may divine the best direction for his travels. The Gift bestows oming instinet," not an actual picture of the terrain; nevertheless, it's an effective spirit ai. System: The player rolls Wits + Primal-Urge (difficulty 6) ch to follow. This may not be the quickest or rmostdirectroute, butitwill be thesafest. The Garou sinstincts ‘guide him from th fuidance dissipates if the Gift is used again before the trip is, tofind the best ‘This Giftlasts until the journey ends; its * Burning Tumbleweeds (Level Three) — By summoning Fire-spirts into the dry bushes of the plains, a Wendigo can make rolling flaming bombs, This Gift comes from Coyote, who used it for one of his more deadly pranks. System: The player spends a point of Rage and rolls Ma- nipulation + Survival (difficulty 6). For each success, one tumbleweed bursts into flames which last until the bush is consumed. The Gift also summons a stiff breeze. Once lit, the tumbleweeds can be blown by the wind to wherever they'll do the most damage; each rolling fireball is roughly equivalent to a small bonfire for purposes of damage (Werewolf: The Wild West, bbe eutnbleweeds to ignite; this Gift doesn’t ereate them from serach ‘ Trackless Waste (Level Three) — As the Level Three Red Talon Gif. Totems Yes ies a couple of spare totems, Totem of Respect Thunderbird Background Cost: 6 Thundi true storm. He is courage incarnate g.219). Before the Gift will work, however, there must bird isthe fury of the heavens, the wisdom of the and his roar tests the mettle of those who seck his favor. His favorite people are the Wendigo and Pumonea, although some honored Shadow Lords have gained his blessing, Traits: Thunderbird teaches his children Intimidation 1 and Survival 1. They can call on an extra five points of Willpower per story. The Pumonca and Wendigo will both treat a pack chosen by Thunderbird with some respect. Inthe most desperate emergencies, Thunderbird may strike a foe of the pack with lightning. Hedislikeshavingto intercede inthis way, however, and will demand repayment in the form of a Ban: Thunderbird doesn't like cowardice, and asks his children not to flee from any fight where they aren't clearly ‘overmatched. He also demands that his children oppose the forces of decay (mockeries, vampires, Banes and the like) and the Storm Eater wherever they may find them. ‘Werewolt: The Wild West ODOOOSS Totems of Wisdom Raven Background Cost: 6 Background Cost: 5 ‘on the leavings of other predators, and is an cof Raven usualy have All pack members gain an e int. The Corax also look favorably « Ban: Raven asks ofhis children that they not carry wealth, instead trusting in him to provide. ere ) i X - ‘ = N \ Sl) LAWN NSE! RSS err i WN bay \ NY Wy , le a ME Ad, oe y R : a) i 4 ae SS i 3 Bist ek swe 7 Illa, yeradamn fol f you chink us werewolves are che frst ones with right to these lands, No, Iain’ talkin rewolves went to war with thi they've done it again. Chapter Two: The Changing Breeds ve, The War of Rage ‘Tales varyasto what touched of the frst great war between the Changers, the Warof Rage. Many say itwas the pride ofthe Silver Fangs; that the Fangs, flush with pride from being the chosenamong Garou, claimed dominion over the other Chang- ing Breeds as well. Others say the first blows were traded over territory, overselect bands of human Kinfolk—some Galliards even sy the first hattle hegan with a domestic dispute involv ing an errant lover Butas with humans it doesn't take very just cause to start ‘a war. Some werewolves joined the fight with thoughts of Glory; others set their envious eyes on their rivals’ caems. ‘Their tempers fueled into white-hot Rage, the Garou charged intobattleagainst the othershapeshifters. Andnot oneChang ing Breed, had they the strength of Bear, he cunning of Cat or thewisdomofRaven, wasable tohold back the chosen warriors of the earth. This War of Rage ended bitterly, with many Changing Breeds dead forever and the survivors forced into hiding. Many more shapeshifers fll to the Wyrm's temptations asa direct result of the War of Rage. The Garou had staked their claim as the preeminent warriors of Gaia — even if they'd sacrificed their honor to do so. For many of the shapeshifters, these wounds never healed. But chings grew to be a bit different in the Pure Lands. The ‘werewolves that traveled othe Americas longagohad decided there was plenty of land forall, and they made peace with che other changers ofthe land. Although both sidessull bore scars, they were content to live quietly beside one another. ‘That peace was broken with the arrival of the colonists. Fianna strode among the mountains of the New World and reacted with violence when the Pumonca told them to leave. ‘The Shadow Lords met the Nuisha on the plains and were appalled when the werecoyotes offered nothing even vaguely resembling respect. Andjust like that, the second War of Rage rupted. Where the first War ‘only a matter of decades. The Silver Fangs seized caerns from jpstart"shapeshiftes and brought in more oftheir European allies via Moon Bridges. Blood flowed in the valleysand on the ted for centuries, the second took plains once more. Beforelong, the Bastet were all but gone, the ‘Nuwisha had left the physical world for the Umbra en masse and the Corax fled tothe northern reaches where the Wendlgo still kept the Wyrmeomets at bay. Once again, the werewolves are left with the blood oftheir ‘cousins on their hands. While many regret the poor decisions of ther forebears, they’ hard pressed to make amends. Most of the other Changing Breeds have died lonely and broken in ddank holes. Those precious few that remain refuse to talk with thenewcomers;thet oopainful. And to make matters worse, the Uktena and Wendigo, fiends to the vanished shapeshifters of the Americas, have seen the reopened wounds are ‘Werewolf: The Wild West second War of Rage asa sign that they cannot live side by side with the newcomers. Now many of the Pure Ones seek ven seance, and the killing begins once more Today Nocall werewolfcob are taught he tales their Changing relives Some ubes fel gene shame at their ancestors seston, snd avoid ieatoning the War of Rage: Peter cramps of thee are the Fanna, Bone Gnavers and Iron Ride al of whos pre wo aon the prose nhs chan dieling on old embarasments Other ees maintain tha postion over their iva the Silver Fangs and Shadow Lords ae two ofthe wort offenders. Even v,some tribes, sich athe Silent Srdes Children of Gain and Starz, maken pnt i inc nly ial cals othe Were Rage ee staining thelr ul that such mistakes should’ t be peated But notall ofthe Changes are dead. Gaia gave them many gifs make them song, seit and hardy, and they ill haunt the wild places of the frontier where not even Uktena ot Wendin set fot Some eat vengeance on any Garou who sal emain ers just avoid any trespassers. But a handful, a very fx { Shapeshifter Characters 4 ‘Naturally, pega eaier cer recente Tonge the Store willing Although the nate Changing Bec esc the heavy-handed beliger Seen | Goemminded shaper nd am open-minded pack hte lenses peak opti it's entirely posible fora player who sewolves, there’s no reason why an | Admittedly, thefollowingare verybare-bonesrules \ for shapeshafters. Storycellers who plan co make 2 } habit of allowing Nuwisha, Corax or Purnoneca cha ters into their games are encouraged to seek outa ) copy of The Werewolf Players Guide, which has (expanded information on these and many more of the | Changing Breeds. Wha'smore, the Changing Breed _\ | books (auch as Bastet and Nuwisha) are invaluable / aids for anyone who wants the fll story of these persecuted creatures ‘And as alvays, if you want more detal in your chronicle, you'te welcome tojust go ahead and make itup! So what if you've got the only Nuwsha whose Gifts allow him to take the shape ofa doesn't have tobe “official” tobe enjoyable ong as the players understand that the ( Storyteller’ decision stands, Rules ae thereto clin 2. nate arguments, tha’ all — if you don't have any arguments, you won't need any rules caguaro? As always eke Corax: You didn't he thisfrom me, No sou, but don’ ll anyon than a sun you can’t rely on looking for him, but we couldn't f hgh an low, bu we didn't look high enon itbchind the sky or some such, apace where we couldn't someone, he'll back to the ravens sharin’ their sec upset, bad things happen to the folks th rs such blabbermouths, you'd think they wouldn't ining nthe fen Bus nope, that ain't the way i p while all the n ucthey'vedone us all Sun's doorstep, sohe'd see sve gt chopped Tin’ hs bell or whan anot, ain't. And Gaia Peling put out, they sat down ouside everythingwas, andhow ub ino Abu and Ragatash nodded anal smiled over the ‘cept for one. The Sun. thing ifn huff over the fa ws. Sohe dil ‘Now this had th itmight have, With ot prety dark ight quick. Luna ied to REC that sortofstuf. Now Helios was listening, ‘cause he expected them tobe wan’ and cryin’ over how much they missed him. So when he heard the Corax talking about how nice things were instead, he blew seven sors o! gaskets and opened his door to see what in Sam Hilthey were alkingabout. Ofcourse, all he saw was himself, but, not beng 0 bright (fran, that), he mistook it for another Sum that somone had hired to replace him. He got kinda gum at that point The Conax noticed this, and told him that they could help him get hisold spo backfe came back with ‘em. Helios agreed, but he got abit oo eager following them back and bumed the lot of ‘em black. The rest, as they say, is Litany. Or some such ‘Now hat story comes from the Tlingit Corax, the ones who lve wp inde eritores. The Scots ones, they tll it abit diferent, and h, and the Norwegians up Minnesota way, and — hell deg. There aren't chat many actual Conax around, you! nage t0 be everyuhere. t's carnoying as heck, iis. ‘Oh, andone other thing: ‘was so grateful to them for ther folks —thathe gave the Coras their Gi dan answer, ether, which just meant that sneaky to keep His children His. But that's anot Description “There are some secrets that need tobe kept hi couldn't prove it tothe Corax. The descendan ol Macey ftla gate ell po thn and beyond the grave — to uncover what, This need 6s ducoveristzes es fab though. It isa sacred duty, for while ‘eyes, their visions do no good if they them. It falls tothe Corax to system, to shine Helin igh illuminate the horrors breedis And if they can pick up: it, the Corax won't compl: Ifthe Corax have an 2c they arent sharing it with a ‘nereravens rend oshow up imethinginterestingis shout tohsppet'This seeming oinipcsence give the pres sion that there are a Tot more Corax out there than there actualy ae. While Corncare incurable goss they prefer tokeep their reacions with their llow wererivens to convewation length, Afterall, wo Cox traveling together would find themselves sn competition fr the sme secrets, and working together just int as much fan at discovering something all by your lone- some. This is why there are no Corax packs (or flocks, or anything eae) except in tines of drt emergency. Homever, tl Cora na cevein ony constant conmact with occ of their kind, just to keep the information flowing, Ifa Corax Werewolt: The Wild West drops out of touch for more than a few days, odds are one ofher fellow birds is going to come looking for her. Like the Garou, the Corax came to the New World in two waves. The first came across with their Kinfolk at the same time the Pure Ones crossed the land bridge into the Americas, ‘These Corax settled along the coast in the Pacific Northwest, from Alaska down to northern California Even these days, its rare for a Corax with Indian blood inhi to be fgund fa from the Pacific The other wereravens came with the fopean immigra- tion, forced to the Americas by fami evictions and it Kin travel in the moving somewhere 0. These days you'll find ators, newspapermen and ips. Oncor twoare supposedly fer the cities of gold that the themselves for, but even the other as over-enthusiastic. 1gwith the Garou aboutas well asanyone Silver Fangs recognize the value of good ever the wereravens at outthe Second War nds between Scotsand Tlingit Corax beingalot than those between, say, Wendigo and Shadow Lords ition it organization the Corax have is back in the Old out west it's every bird for himself. Corax are always at Garou council fites, and they prefer the status of guests at others festivities — that way they don’t get jown in the details of setting the blamed thing up. 3t youdo have among che Corax isa way of transmitting ation that's fas, efficient, and set up to run parallel so that even if one messenger goes down, word always gets through. [Fone Corax uncovers something important, within couple of days three others of his kind will have that information, and the exponential expansion goes on from there. Furthermore, the wereravens have a series of informa- tiondrops in the Storm Umbra; even the Nuwishaknow better than to disturb these. (Corax Parliaments are extremely rare events, existing pri- ‘marily 50 the wereravens can talk around important issues. At the end of the evening, somehow everyone knows what the consensus is and actson it without whatever matter prompted the Parliament beingmentioned assuch. Parliaments and their immediate aftermath are the only times you'l se large bers of Corax in one place at the same time. ‘Young Corax sometimes run together in gangs mislabeled “murders” by a Silver Fang who couldn't keep his crows and ravens straight. The name stuck, and the Corax have bigger fish to fry than correcting a Garou semantic error. Besides, ‘most “murders fall apart in a year or two anyhow. other pleasantries. Such Corax second wave of settlers there RO ee ld Traits Allofthe Corax are Raven'sspecial children, and he adopts them without being asked. Asa result, all Corax ate auromati- cally allied to Raven and don't need to purchase the Totems Background. However, Raven's a litte more indulgent with these children than he is with Garou who follow him; Corax are not bound by Raven's Ban, and often amass huge fortunes asa result. While Garou and Corax agree on the types of Renown they value, Corax hold Wisdom in higher esteem than do the werewolves. All Wisdom awards for Corax are doubled, and wereravens seek Wisdom assiduously while sometimes forget ting to follow up on Glory of Honer. Corax start with 3 Willpower, 6 Gnosis and a single point ‘of Rage. There are no metis Corax, as the process of becoming Corax isindependent ofa child (orbird’s) actual birth. Instead, through a rite enacted in the Umbra, aspirit-egg gets bound {nto the future Corax (often the child ofa Corax, but never the child of pwo). Eventually, this egg hatches, the young Corax undergoes First Change and all of the local Corax rush to the side of the fledgling to defend her from any Umbral predators who might have heard her “birth pangs.” Breeds The rite for creatinga new Corax takes a lotout of a would: be parent — three Permanent Gnosis, to be precise — so it’s born. Thereis literally \goftwoCorax, which means thattherearenometiswereravens. (Nuwisha claim that there are no Corax metis because the birds can’e stop talking long enough to climb into bed, but that's ust vicious rumor.) ‘As a result, there are only two breeds of Corax: homid and corvid. However, there's no real division along breed lines among the Corax. Who can afford to limit one’s sources of information, afterall? Forms Corax have three forms, one of which they try to avoid spending time in as much as possible. While wereravens are equally athome in skin or feathers, it’s when thetwo get mixed that things get embarrassing ¢ Homid: A Corax’ human form lookslikeanormalhuman, ‘hough most Corax tend tobe thin and sharp-boned. Most also have jet black hair and dark eyes, and among European Corax pale skin is common, * Crinos, also called Rara Avis as a Corax in-joke (Bird- Main): An unwieldy combination of man and bird, the Crinos form isnothing towrite home about unless you'r into amusing letters. While the form is still recognizably humanoid, the bones of the human face have half-fused inco a beak, hair has ‘mostly become feathers, and arms have become sparsely feath cred wings. In this form, a Corax’ hands and feet become wicked claws, which explains why some wereravens resort 0 sor Chapter Two: The Changing Breeds CCrinos for defense purposes. Indeed, defense and intimidation are the only things for which Corax use this form. While in Crinos, Corax do Strength +1 aggravated damage with theirhandsandfeet. They inspire the Delirium, butat two levels less than usual on the Delirium Chart. Furthermore, Corax in Crinos are capable o light despite the fac that they maintain their Homid body mass. This sort of fight is so awkward-looking that most Corax disdain it enttely © Corvid (Raven): A raven with 2 wingspan of a full four anda half feet, Corvid form is the one Conax preter fr flight. (Of course, in this form they also prefer flight to combat, for jbvious reasons, Corax in Corvid form attack with their beaks (Strength +1 aggravated damage). Form Statistics Crinos Corvia Ser Stet Sta: #1 Star +0 Dex: +1 0: App: +0 Man: -2 Mans 3 Pet: 3 to diff. Per: -4 co dif. Dift.6 Dilt.6 Gifts (Corax have their own Gifts, taught to them by th mistaken thanks. There are particularly paranoid Garou who claim chat the damn ravens have uncovered the secrets of all of the Garou Gifts as well, and Corax have been seen using. plenty of Gifts equivalent to those of the Garou. It'scold hard fact, however, that the wolves have never been able touncover the ravens’ secrets, and that the Corax Gifts are known to Corax alone. All Corax start out with three Gifts, Corax Gifts directed toward uncovering and passing along information — and gerting out alive with the latest news. ‘© Enemy Ways (Level One) — The Cor danger sense, and can glean hints as to the inthe area System: The player rolls Perception + Stealth. Usually a (Corax who uses this Gift successfully can pick out the number and type of his opponents; with extreme successes, sometimes ‘more can be learned, ** Morse (Level One) — The wereraven can go the tele- graph one better; with this Gift, she can tap out a Morse code ‘message on any surface and have the nearest C the receiving Corax might not the sort of risk you've got to take. has a sort of ature of enemies orax hear the message clear as day. Of cou know Morse code, but tha mi PRY ‘System: The player spends one Gnosis and rolls Wits + Empathy, difficulty 8). * Voice of the Mimic (Level One) —This Giftallows the CCorax to imitate any sound or voice she has heard. System: The Gift requites a Perception + Expression toll with the difficulty based on the complexity ofthe sound. * Word Beyond (Level One) — While in the Umbra, the Corax can create a marker out of available materials for any other Corax who come by. System: The number of successes on a Wits + Expression roll (dificult 6) indicates the complexity of the message that can be encrypted into the marker. Another Corax can decrypt the message with a Perception + Enigmas rol (difficulty 7) * Omens and Signs (Level Two) — Corax can find symbolic portentsin theirsurroundings without even trying — bu this Gift helps. The world is full of omens, afterall, but a CCorax with this Gift knows where to look for them, oundings, the ty6). However, Corax have System: To find an omen in the Corax’s player rolls Wits + Ocul (iff to be careful not to abuse this Gift. Otherwise, they start to mistake false omens for true —proof positivethat the Universe doesn't like to give away all ofits secrets. * Dark Truths (Level Three) — This Gift allows the Corax touncoveraseeret truth orcharacterflaw of an observed subject. System: To utilize Dark Truths, the player spends a Gnosis point and rolls Perception + Enigmas (dificuly 7). With 0 the Corax acquires knowledge of one of is targets deep dark secrets. While this Gift doesn’t turn loose the sort of secrets that are useful in combat, it does pry loose all sorts of interesting blackmail material. © Dead Talk (Level Three) — The Corax ean hol a brief ‘conversation with a corpse no more than 24 hours dead. System: The player spends a Gnosis point and rolls ercep- tion + Cecul (difficulty 8). The corpse's willingness to talk is determined by the number of successes, but no matter how many successes the Corax achieves all he'll get isthe body's mechanistic response to his questions. Odds are, the corpse's ‘thost is long gone. ‘Art Sense (Level Four) — As the spirit Charm (see Werewolf: The Wild West pg. 205), but Corax using Aire Sense must spend one Gnosis point and roll Perception + (Occult (dificulry7) tourlizeit. The understanding of the ways of the Umbra granted by this Gift halves travel time through the spirit world. '* Gauntlet Runner (Level Four) — Raven taught his children afew tricks for getting around in the sprit world as ‘wellas in the physical. The Corax can weaken the Gauntlet in Eee System: A roll of Wits + Enigmas (difficulty 8) reduces the (Gauntlerby one for every two successes. The area affected can beup totwenty feet on aside, but no mat CCorax is on her roll, she must still use a reflective surface to center the Umbra + Thieving Talons (Level Five) — Identical to the Level Five Ragabash Gift, Thieving Talons was taught to the Garou by the Corax. Of course, you don't find too many Garou admitting that these days Rites ‘The Coraxhavea numberof to those of the Garou (particularly the rte of Talisman Dedi- cation). Others are unique to the raven folk. ‘= Rite of the Sun's Bright Ray (Level Two, Mystic) — ‘This rite will bring light into a dark area, even underground. ‘The whole areaissuddenly lit with abrightgolden glow, which affects vampires as does sunlight. The light remains for one hhoue per success on a Gnosis toll (difficulty 7). + Rite ofthe Fetish Egg (Level Two, Mystic) —Thisisthe rite used to ereare new Cora. * Rite of Memory Theft (Level Four, Punishment) — ‘This rte allows a group of Corax to plunder the memory of chow successful the another Corax, usually one found guilty ofdangerous stupidity ‘The Corax enacting the rte gain the benefit of the victim's knowledge, while the vietim becomes as ignorant asa fledg- ling Quote: Glad t0 see you decided to take my advice and not ride off after Daher sors heh forinen er ing oyu the ve crossing, How di kno abo tha” Let's aya dang bid told me. Oh, and he's siting atthe table nthe comer ou wane tony him a drink ‘an area — although this can sometimes be a bad idea, a it can let certain Umbral critters loose on this side, The Gift is taught by a Raven-spirt, 20 Werewolt: The Wild West va ee 44 | aie, xii : q i — et PER O20, 2 OO 8 Pe See eae es Stereotypes ‘ European Garou: Well, they're certainly intent on digging up all ofthe land'ssecrets, What they don'c understand isthat there ar times you don’t actually have to uncovér something: lots of times you're better off ust knowing what's buried where. ‘© Uktena: They'r€ greedy for the land's secrets, and reedier for ours. Stil they mean well, and they always listen ro what we have © * Wendligo: Speaking of whom, the Wendigo are real big on acting and not real big on planning. That's why they're losing. Weld be happy to share what we'know with ‘em, but they don’t see the nee to ask, Mate fol they J + Pumonca: Catan birds oh my Keep sheath dance ands fyou need tora tha Pmones leave sigs and messages instead. Too many predatory instincts wrapped upsin the pumi-folk, and they're too close with what they've learned. Try the Iynxes instead, + Nuwisha: They share"our jsting soul, but tha's as far as it aes. A Nuwisha will trick you to teach you a lesion; [lricka Nuwisha to find ourwhache knows. Andat the endf the day,se'ltelfeach otherliow we rickedone another and go our separate ways bit wiser say, Some other folks would do wise to follow theie example, mind you. Chapter Two: The Changing Breeds sor Nuwisha: that she will forgive chem and smile ull on them once more, Maybe ie'happen; maybe it won't. Evenifshe forgives them, maybe chey'l get pi deo all BoE tl. The Children of fear ee ane Description Coyote Even the earth itself needs to laugh now and again, and Cait ghar the che of the Nua, They aval Legendry rl es beget fis te ke, Ak che Neoas leigh Uist oen, ected rae Sincrthabegning te Nui aos piersl inca tty Changing Breeds Tey fel acd My ae toi ais ee iene TH ic the others’ mistakes and laugh at them; Petes ine pas al SRE anh spats Patter son eres ha ston tt pin I form packs, and such things aren't celipieh etatyony Tae is dala gic xbeston edicts trey beer Coyotesetngs thei is tate eg ole Splines tec hay fee ea. a way, the werecoyotes learn the practices and beliefs of their cous- ins, and covertly use their own abilities against Gaia's en- When the Wendigo, Uktena and Croatan sprea thecontinent, they took most of the Nuwisha’s caerns as their own, There was no conflict, there was rnorargument. The Nuwisha sim- Wolf wasn’t the frst wo avel othe stars and nto the Middle Lands, oh no. When the Wall rose between flesh and spirit, che Garou were trapped onthe side of lsh and dr, just ke everyone ele No, thefistonetonasehisway back into the Mie Lands from Pe, the earth was Cayo, Whe the other animals watched, he burrowed is way under the Wall, and e eft a foe big encugh or th- ers 10 stick thir heads through. Cat sniffed rou the hole, be she did’ c wane w get diy, so she paced away in disdain. Wolf, though, stuck his ead though and sated ging. He worked att wn he sipped under che Wall, andthenhe called forhschildrentocomeand sechowitwas done. Burwhen Bey gover there, they novied that Coyote’ chien haaslppedthrough fs, endthey'daheady / peed om everything wo say, “We gon here fine For as long as we've known them, Coyotes chien have been ke that. They danced between this world and that, stealing things here and playing pranks thee. They never tookthigs to seriously, which got them no rouble Yousee; the Nuwisha sed be favored by Luma, same us; they understood all er fces and dew power Jromberbiessng. Butone tne Coyote playeda real big Amank om her. Some say he sole her clothes whe she suas bathing nthe ocean; others say he dese up like her sister in order to get into her tent and slep with hr. Whateveritwas,coffendedher, andshe waned her face aucy {ram him ae his cide. They began singing to her to reclaim, er favor, but didn't do any good. Now the only rcon they know the secrets of she No-Moon — which has just made them worse tvcksters than before haven't seen a Nisha for along time —some say they've lef this word w play in the Heavens. But you sil hear ome out there sometimes, sounding like a coyote but just aie differen. They out the moon, singing her paises into the heavens in the hopes 5 (GDS, "lame to the Garou, Somme Uktenagnimblethatthecoy- oteshad grown tied mantaningthecaemsthemselvesand prefered to lt the Garou play at groundskecpers When the second War of Rage came, the Silver Fangs accused the Nuwisha of conspiring with the Wyrm, They claimed thatthe coyoteshadnevertaken the bate againstthe oe Wyrm very seriously, an argument the Nuwisha refused to ddignify with an answer. Damning the Nuwisha for their si lence, the European Garou went to war. Rather than fight, hhowever, the Nuwisha sadly bid their Garou friends farewell and danced away forever into the Storm Umbra. Only a few Tothisday, most of the Nusisha still spend their daysin the spirit world, searching for new alles or tricks to use in the war against the Wyrm. When they do return, i's only to breed, raise cubs or to train the wisest of their two hundred oF s0 cearchbound kin in the ways of the Umbral Danse. As a result of this secretive teaching, the weree the Umbra than any ofthe other: fonce were the ones to teach sideways, they have long sing passing on such informatio The only subgroup of together for any length of forthe Storm Umbra, Only the Nuwisha g ‘The most remarkafle thing about the Nuwisha is that they are one andail without Rage. They can'tuse Rage to gain extra actions or instantly shapeshift — but at the same time, they don’t frenzy unless someone uses a frenzy-inducing Cift or poweron them. Asaresult silver isjust like any other metal to them; they can soak damage from Klaives, and don't take «damage or lose Gnosis from picking up a dollar at the wrong time, ‘Nuwisha rise in Rank much as the Garou do, but although they see the value of Glory and Wisdom, they don't consider ‘Honor quite so important. To the werecoyotes, Humor is far ‘more important: Humor Renown can only be earned by teach- ingothers the error oftheir waysby showing them, through the unique Nuwisha perspective, how they have been stumbling towards the Wyrm. Apar from tha, the Nuwisha gain Ranks do Ragakash. ‘Nuwisha ean purchase any Background save Pure Breed, and their beginning Willpower is 4. Most follow a personal totem (Coyote or another ofhisfaces),butdon't care fr packs ‘or pack totems Breeds ‘The Nuwisha are randy folks, and have never been all that discriminating about their partners. In fact, just about the only persona Nuwisha won't breed with isanotherNuwisha — they see too much of themselves in theirfellows, andany fool knows ‘one werecoyote’s hard enough to take. There are no metis ‘werecoyotes for this reason; even a Nuwisha-Garou coupling willonly prod Kinfolk. (And consider the wwisha cub....) Consequently, idorlatrani, and there's no real 1. Homid Nuwisha begin with, as with Garou, their forms; their more savage of looks just like any ‘more lean and wiry ss don't carry much far on them in any Near Man): The Tsitsu is much like the Glabro olves, save that it's a bit more human- jouble their bulk in this form. A Nuwisha ease in Tsitsu, buther voices likely that of her Homid form. jowledgingthe Nuwishain Manabocho ak in cis form, but the words slur pleasant discourse sound threatéhing. Like their bothers, the \werecoyotes inspire the Delirium in humans but at two levels less than the Garou on the Delirium Chart * Sendeh (Near Coyote): Sendeh could easily be mistaken forred wolves. andaNuwisha can hide amongst natural wolves in this form. The Sendeh’s weight isalmost identical to that of the Homid form. This form can no longer use human speech, bucean easily mimic a baby’s ry, a woman's scream ora man's bellow. The Sendeh can speak with both wolves and coyotes. * Latrani (Coyote): The Latranisindistinguishable froma coyote, The shapeshifter’s weight decreases and the entire form ismuch leaner. Even in this form, the Nuwisha inditeasy to speak with the wolves; they are afterall, bothers. Human speech, on the other hand, is out ofthe question. Form Statistics Tritt Manabocho Sendeh —_Latrani Sr +1 S42 Sus#2. Sen 40 Dex: +1 Dec#3 Dexit3 Dex 3 Star +2 Sta +3 Star43 Star 43 Man: -1 Man:-2 Man:3— Man:-3 ‘App: 0 Dit 7 Ditt.6 Dit 7 Difk.6 Gifts Nuwisha start with as many Gifts as do Garou; one Breed. Gift, one Ragabash Gift, and one Nuwisha Gift. Since the wwerecoyotes are Ragabash in all but name, they ean purchase Ragabash Giftsasif hey were New Moon Garou (although the Gift: Luna's Blessing does them no good, since they naturally hhave no vulnerability to silver). Their Breed Gifts are pretty ‘much similar tothe Garou’s;latrantNuwisha can use the rough ‘equivalent of Lupus Gifts without too much trouble. Storytell- cers may want to devise alternate Breed Gifts for Nuwisha, but this is really a matter of preference ‘Nuwisha Gifts proper ate celebrations ofthe werecoyores’ trickster nature. Their pranksaren'talwaysdeadly,and most of their Gifts are either defensive or dowaright humiliating. Some of their Gifts are taught only to Storm Dansers; these tricks are kept secret uneil times of great need, when they're wildly launted. Only those Nuwisha who've undergone the Rite of Dansing can learn the Gifts of the Storm Danse + Rabbit Run (Level One) — As the Silent Strider Gift Speed of Thought ‘Shed (Level One) — As the Metis Gift * Spirit Speech (Level One) — As the Theurge Gif. * Otter’s Breath (Level Two) — Asthe Uktena Gift: Flick of the Fish's Tal. * Odious Aroma (Level Two) — Git. * Giftof the Porcupine (Level Two) —Asthefourth evel Metis Gift * Sheep's Clothing (Level Three) — The Nuwisha can hide in plain sight by taking any given form of a different type ‘of shapeshifter (werewolf, Bastet or whatever). Thanks to this, Gift, the Nuwishadon’thave to bother with maintaining ‘own caerns — they can just use somebody else's. This Gift is \eby a Tricksterspiri. stem: The player rolls Wits + Primal-Urge and spends a point of Gnosis the form lasts for an entire scene. The \s the Bone Gnawer difficulty depends on the shift difficulty of the form (7 for Hispo, for instance), although an unfamiliar animal form (wolf, crow, panther, etc.) is always difficulty 8. The form ‘mimicked does not add the particular Trait bonuses, nor does itallow abilities ike light. Ifthe Nuwisha wishes toflyinraven form, he must have another Gift that allows this (such as Sky Running). Sheep's Clothing affects all senses and powers, including Scent of the True Form. * Blisters (Level Three) — By merely touching a target, the werecoyote can cause revolting blisters to erupt from the unfortunate'shide. Although theeffects ae basically harmless, the blisters do cause fur ofall out and make the target ualy as sin fora while. The Nuvwisha tend to use this trick exclusively against the overly vain. This Gift is taughe by a Toad-apiit System: The player rolls Manipulation + Medicine against difficulty equal tothe target's Rage (or 4 for creatures without Rage); the dificulty cannot be lower than 3. Ifthe coyote is successful, the resulting boils subtract one dot of the target's ‘Appearance per every two successes on the roll, but do no actual harm. The blisters las fortwo weeks, les the targe’s Gnosis in days. The inflicted party sufersalossof twodice from any Social Dice Pools during the time he is Bliste ‘© Trickster’s Skin (Level Four) — The effectively “swap skins” with her target; she takes on the likeness of her target, while her target assumes the Nuwisha's appearance. Nuwisha use this Gift primarily to flee packs which lacka good sense of humor. Such a pack invariably finds {itself hounding its own packmate in the interest of catching “that damn coyote", while the errant excuse to slip away before her trick is revealed. This Gift is taught by a Coyore- juwisha can packmate” finds an System: The player spendls one Gnosis and rolls Wits + ‘Subterfuge (difficulty ofthe target's Primal Urge +3). This Gift may be used ata distance. The effects ofthis Gift last for one # Tea Gifestar ig Mate (Level Five) — The target affected by this elling pretty fine all creatures ofthe target’ race and gender who catch this scent start craving immediace copulation with the target. The Nuwisha absolutely love the humor value of this tick, especially in sill, conservative towns. This Gifts taught by a Coyote sis System: The Nuwisha must sueceslly ouch her target, (cequiring an attack rollin combat) and the player must rll Wits * Empathy, difeulty 6. The effects are instantaneous, and cause all creatures ofthe same race and gender to respond ‘immediately, unless they succeed om a Willpower roll (df culty 9). Th host Danse (Level Five, Storm Danse) —Thisstage of the Storm Danse permits the Nuwisha to fightin the macerial world and the Penumbra simultaneously. The Nuwisha attack and then completely avoid damage. This Gifts taught by an avatar ofthe Trickster. effects last for the remainder ofthe scene. OOP OOG System: The Ghost Danse requires the continued expendi- ture of one Gnosis point per turn while engaged in combat, during which the Nuwisha cannot be harmed by any attacks shott ofthis Gift or the Gift: Sideways Attack Rites The Nuwisha use rites just as all the other shapeshifters do; in fact, the coyotes have borrowed many rites from other (Changing Breeds rather than design theirown. They're kind of lazy chat way The Nuwisha use variants of most of the rites in the Werewolf: The Wild West rulebook, although they don'tcare much for Frontier Rites, and the only Accon! Rite they use mastered many regulary isthe Rite of Cleansing. Th Punishment Rites, and have developed several of thei (hich usually involve shaming the sb die from embarrassment). They alsodon'tuse the Ri Building much; why bothec? ‘Werecoyotes aso use Dream Rite, rites that allow them 0 visionquest for information that wil prove usefl late. Many toe Dream Rites to similar ites to communicate with the Nuwisha who have let the physical world. A couple of exchsively Nu follow Rite of Dansing (Mystic) Level Two “This the rc stepon the path ofthe Storm Danser I requires the Nuwisha to devour peyote and fat fr thre fl days, Daring this time, the Nawisha mast ect all his pst experiences batting the Wyrm, traveling the Umbra, and teaching the other creature of Gaia the err ofthe way. sruntil he's ready 10 ofCaern nstruct their cubs; however, others use System: The playerspends oneness point per day, and at theendof thisrite must roll Enigmas + Manipulation, difficulty 7. Success indicates the Nuwisha has been accepted by the Trickster, and is now considered a Storm Danser. Rite of Caern Concealment (Caern) Level Four This ite requiresa meeting of atleast ten Nuwisha, and will hide the power of a caer from detection by any but the Nuwisha themselves. The Nusvsha have not used this rite in several decades, but the wisest still are taught it by the elders. Syste points be spent, and the ritemaster must score 15 net successes oon three Wits + Rituals rolls Quote: ‘Yah! Yah! Plod-foot mockeries, you couldn't catch a wingless duck, machlessmel Hey, uch xe! Who tha ber rather? (Oh, 3es-— you di! Oh ha wl probably tng fora fe days This rte requtesan total expenditure of 30Gnosis Chapter Two: The Changing Breeds Stereotypes + European Garou: Who are these ridiculous blind buffalo thar come stampeding overthe land, huffing smoke and puffing fie? My worst com: plaint about these neweomers is that you have to pull chee ails so hard before chey listen to you! ‘© Uktena: The thing that’s so fanny with you cousin, is that you keep felling us we're too clever for our own good. You're like a bear laughing aca turtles shoe rail ‘© Wendigo: Wah! Touchy! Cons ‘every righttobe angry,but too much ofthacisbid for the belly and makes you sleep poorly. Let me loan you my pipe to relax you. ‘© Pumonca: Well, sister, 1 you're hurting. But frankly, you're so proud ehiae you'd rather lee your wounds rot than lick ther. Wake up! “© Corax: Hey, brother wickster, why noteome and dance with us in the Middle Lands? You'd be pretty good at it'if it weren't for those silly crow fect! you have derstand that Ren Sy Site Sos RSA ES Pere eA || bas supe lovers, an she liked hem best of ll Her hlden looked like ther fachers, andthe most beaut of them were those sired by cats. They shared thety mother’s curiosity, but also her foolishness. They :

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