RAGE - The Werewolf: The Apocalypse Collectible Trading Card Game
Limited Edition
(308 cards, and 13 past lives) (96C, 106U, 106R, 13UR)
Long Card Info List
V1.3 3/6/96
Rage, Werewolf: The Apocalypse, and White Wolf are trademarks of White Wolf,
Inc. (c) 1995 White Wolf, Inc. All rights reserved. All card text (c) 1995
White Wolf, Inc.
List compiled and organized by: Richard Uyeyama (ruyeyama@best.com)
Contributors: Richard Uyeyama
Mark Knapp
Albert S. Wang
CHARACTER_CARDS: (by Renown) (81 characters, 13 Past Lives) (39C, 26U, 16R)
Black Furies:
C 1 Amari Howls-From-Soul Galliard L: 1 1 1 C: 1 1 2
Amari's packmates gain +1 Rage during pack attacks.
(Drew Tucker)
C 3 Volcheka Ibarruri Ahroun L: 2 2 2 C: 4 2 3
No Wendigo will voluntarily initiate or join an attack against
Volcheka.
(Matt Haley & Tom Simmons)
C 4 Susan Anthony Philodox H: 2 5 2 C: 5 5 4
While Susan is in your pack, you may start the game with one Kinfolk
Ally in play.
(James Daley [Daly])
U 6 Mari Cabrah Theurge H: 1 6 3 C: 6 6 6
Mari has +1 Rage when she is on the attacking side of a combat.
(Joshua Gabriel Timbrook)
U 7 Sister Judith Paws-of-Light Theurge M: 3 8 6
While Sister Judith is part of your pack, you may choose one member
of your pack to regenerate his highest damage card injury (instead of
his lowest) during the Regeneration Phase.
(Jeff Miracloa [Miracola])
R 9 Julisha of the Thousand Masks Ragabash H: 2 8 3 C: 8 8 8
Every kill Julisha makes after her first is worth +1 victory Renown.
(Mike Dringenburg)
UR * Leukippes - Play Past Life on any Black Furiy [Fury].
Abilities: Plays combat cards at +3 Rage against male characters and
Wyrm creatures. Her pack's frenzies cannot be cancelled. +3 Health.
Weakness: Will not take any actions if a male character is in her
pack.
(Dennis Calero)
Bone Gnawers:
C 1 Dharma Bum Galliard H: 1 2 1 C: 1 2 2
Front: Dharma's rapping and howling cause all opponents fighting him
in combat to lose 2 Gnosis.
Back: Dharma's rapping and howling cause all opponents to suffer -2
Gnosis while in combat with him..
(Jason Felix & Lawrence Snelly)
C 2 Banana Split Ahroun M: 3 1 3
Once per game after a round's combat cards have been played, Banana
Split can cancel both his card and one opponent's card by
interrupting with a bad joke. "Two Garou walk into a bar..."
(Joshua Gabriel Timbrook)
C 4 Crick Rumwrangler Philodox L: 1 6 2 C: 3 6 4
Crick has gained notoriety for battling the Wyrm in the Amazon
jungle.
(John Bridges)
U 5 Scratches-at-Fleas Ahroun L: 2 3 3 C: 7 3 5
Part dingo, Scratches-at-Fleas is at home in the city or the Outback.
(Larry MacDougall [MacDougal])
U 6 Buggerhead Ragabash L: 2 6 3 C: 5 6 5
While in play, Buggerhead allows you to discard and redraw any 1 sept
card at the end of your normal Redraw Phase.
(Stuart P. Beel)
R 8 Mother Larissa Theurge H: 2 9 3 C: 5 9 6
Larissa is a resourceful old biddy. You may draw 2 extra combat
cards whenever she is the target of an attack. Discard or redraw to
your normal combat hand size after combat.
(Brian LeBlanc)
UR * Jack Debiltongue - Play Past Life on any Bonegnawer [Bone Gnawer].
Abilities: Can pack attack the highest-Renown target in play. Up to
10 Renown of pack can join him. Draw 1 additional card for every
member of the pack. This attack can be done during Jack's alpha
action.
Weakness: None.
(John Van Fleet)
Children of Gaia:
C 1 Diem Ragabash H: 1 2 1 C: 1 2 2
Once per game, Diem can interrupt the vote on one moot and delay it
until next turn. Voting begins next Moot Phase.
(Lawrence Allen Williams)
C 3 Tim Rowantree Ahroun H: 1 2 3 C: 3 2 4
If Tim's pack gets a caern, Tim gains +2 Rage and +1 Health.
(Richard Kane Ferguson)
C 5 Questor Treetalker Galliard L: 1 6 2 C: 4 6 5
When Questor declares an attack against an opponent in the Hunting
Grounds, his howls can call one other packmate to join the attack.
(Alan Pollack)
U 6 Cernonous Theurge M: 5 7 7
Cernonous is considered -1 Renown for moot voting due to his metis
disfigurement.
(Stuart P. Beel)
U 7 True Silverheels Ahroun H: 2 5 4 C: 6 5 8
True may begin the game armed with a Klaive equipment card.
(William O'Connor)
R 9 Pearl River Theurge H: 2 10 2 C: 6 10 7
Pearl is considered +2 Renown for moot voting.
(John Matson)
UR * Kelly Still Waters - Play Past Life on any Children of Gaia.
Abilities: Kelly can end any combat after the second round. This can
be done once per turn.
Weakness: Plays combat cards at -2 Rage. Kelly cannot frenzy.
(Scott Hamptom)
Fianna:
C 1 Wind-Across-the-Hills Ragabash H: 1 2 1 C: 1 2 2
Wind-Across-the-Hills is considered Renown zero for purposes of
joining pack attacks or defenses.
(Richard Kane Ferguson)
C 3 Morgan the Unworthy Philodox M: 4 6 3
Born mad as a hatter, Morgan has embraced the half moon of his birth
sign. Every time Morgan uses a Gift or Rite, decide randomly whether
it works or is discarded (equal chance for each).
(John Cobb)
C 4 No'iri'n Ni' Dhonaill Ahroun H: 2 3 2 C: 5 3 4
No'iri'n can use Lupus Gifts as well as Homid.
(Ken Meyer Jr.)
U 5 Goll Mac Mourna Galliard H: 2 4 2 C: 6 4 5
No spirits can declare an attack on Goll.
(Richard Kane Ferguson)
U 7 Son-of-Moonlight Theurge L: 2 8 2 C: 7 8 6
After any combat in which a Wolf-Spirit was slain, Son-of-Moonlight
may interrupt play and attack whoever killed the wolf.
(Mike Danza)
R 10 Bron Mac Fionn Galliard H: 2 9 4 C: 8 9 10
Once per game, Bron can stop any moot in progress. The moot card is
immediately discarded.
(Mike Drigenburg [Dringenburg])
UR * Oisin Mac Gaelach - Play Past Life on any Fianna.
Abilities: Any Faerie Kin in play become Oisin's allies for the
remainder of the game. Oisin can recruit any number of faerie kin.
Faerie kin gain +3 Rage while Oisin is in play. Can use ANY Galliard
Gift of ANY Gnosis.
Weakness: After 5 turns of being in play, Oisin and his host Garou
are discarded along with any faeries in play.
(William O'Connor)
Get of Fenris:
C 1 Fang Jumper Ragabash H: 1 2 1 C: 1 2 2
If Fang Jumper's pack alpha is Get of Fenris, Fang Jumper may join
the alpha in pack defense at any time.
(Jeff Rebner & Lawrence Snelly)
C 4 Bladetooth Theurge L: 1 6 2 C: 3 6 4
Bladetooth is an outcast from the Get. Bladetooth cannot participate
in any pack action with the Get.
(Ron States)
C 4 Scar Throat Leech-Killer Galliard L: 2 4 2 C: 4 4 4
Any vampires whom Scar Throat kills are worth 2 additional victory
points.
(Brian LeBlanc)
U 7 Carla Grimsson Philodox H: 3 8 3 C: 6 8 8
If a moot called by Carla's pack does not pass, she shifts to Crinos
and must be alpha for that turn's Combat Phase.
(Mark Jackson)
U 7 Gere-Hunts-The-Hunters Ahroun H: 2 4 5 C: 8 4 10
Gere's pelt has a scar fetish, which gives him strong health. Any
Garou who kills Gere can wear his pelt and gain +2 Health, but will
suffer -4 Renown.
(Ron Spencer)
R 10 Golgol Fangs-First Ahroun H: 3 7 5 C: 10 7 10
Golgol draws 1 extra combat card for any attack or defense he
assists.
(Matt Haley, Tom Simmons & Larry Snelly)
UR * Gunnar Draugrbane - Play Past Life on any Get of Fenris.
Abilities: Can change into Crinos form whenever and as often as you
choose. +4 Rage, +5 Health.
Weakness: Gunnar cannot use any Gifts.
(Chris Moeller)
Glass Walkers:
C 2 Syntax Ragabash H: 1 3 1 C: 1 3 3
Syntax is an expert Monkeywrencher. All Pentex enemies she or her
pack faces in combat are considered -2 Rage.
(Lawrence Allen Williams)
C 4 Virus-to-Wyrm Ahroun H: 2 4 2 C: 5 4 3
Virus is +2 Rage when combating Wyrm opponents, but is still
considered Rage 2 for changing to Crinos form.
(Quinton Hoover)
C 6 Simon Gentle Philodox H: 2 8 2 C: 4 8 6
Simon's suave and charming personality hides deep insecurities.
(Lawrence Allen Williams)
U 6 Teeth-of-Titanium Ahroun L: 2 4 2 C: 7 4 8
As much machine as animal, Teeth-of-Titanium rarely shows emotion and
cannot frenzy.
(Lee M. Fields(f)/Brian Dugan(b))
U 7 Song-Chiang Galliard H: 2 8 3 C: 6 8 8
Song Chiang lives by his word. If his player reneges on a
deal-making promise, Song leaves the pack and is discarded.
(Stuart P. Beel)
R 8 Roger Daly Theurge H: 1 9 2 C: 5 9 7
Roger can destroy the guns and techno-equipment of any opponent
facing him. Opponents must discard such equipment cards before
combat begins.
(Lawrence Allen Williams)
UR * Lone Wolf Lupo - Play Past Life on any Glass Walker.
Abilities: You can search through your deck and equip Lone Wolf with
any non-fetish equipment, which then cannot be disarmed or destroyed.
All Glass Walkers will vote in Lupo's favor during moots.
Weakness: Lupus characters play combat cards at +2 Rage against Lone
Wolf Lupo.
(Kevin Murphy)
Red Talons:
C 2 Eater-of-Bears Ragabash L: 1 2 1 C: 3 2 3
Eater-of-Bears has +2 Rage whenever she fights a character in Homid
form or a human ally.
(James Daley [Daly])
C 3 Stands-Like-Mountain Philodox L: 1 3 2 C: 4 3 4
Stands-Like-Mountain tolerates humans more than her Red Talon
tribemates do.
(Lawrence Allen Williams)
C 4 Spotlight Ahroun L: 3 2 3 C: 6 2 4
Spotlight's hatred of humans has turned him into a ruthless killing
machine.
(William O'Connor)
U 4 Growls-at-Moon Galliard L: 1 5 1 C: 3 5 4
Territorial of her pack's grounds, Growls-at-Moon can automatically
pack defend when any nonalpha packmate is attacked.
(John Bridges)
U 7 Old Storm-Chaser Theurge L: [2 9 3] C: 5 9 7
When in play, Old Storm-Chaser increases your sept hand size by 1.
(E. Allen Smith)
R 10 Mamu Ahroun L: 4 4 6 C: 10 4 10
When Mamu is killed, he immediately frenzies, but draws only 3
additional combat cards for the death frenzy. Combat continues as
Mamu tries to take his killers with him to the grave.
(SCAR)
UR * Old Wolf of the Woods - Play Past Life on any Red Talon.
Abilities: Can use ANY Lupus Gift of ANY Gnosis. Play combat cards
at +3 Rage when fighting Homids or Kinfolk.
Weakness: Cannot use any equipment.
(John K. Schneider)
Shadow Lords:
C 2 Ivan Korda Philodox H: 1 3 1 C: 2 3 3
Ivan is a master of blackmail. For any moot that Ivan's pack calls,
Ivan can cause one other character in play to have -2 Renown for
voting.
(Steve Casper)
C 3 Edgewalker Theurge H: 1 5 1 C: 2 5 2
Edgewalker is ever wary of Grandfather Thunder's dark omens.
(Drew Tucker [Ron States])
C 4 Carleson Ruah Ragabash H: 1 4 1 C: 4 4 4
Carleson can interrupt another alpha's action to allow his pack's
alpha to act first, as long as Carleson's alpha attacks a Wyrm
creature.
(Drew Tucker)
U 5 Roar of Storms Galliard L: 1 6 2 C: 5 6 5
Roar of Storms can vote as any auspice for moots.
(Richard Thomas)
U 6 Zachary Ellison Philodox H: 2 7 2 C: 6 7 6
Zachary cannot be in any pack unless a Shadow Lord is the
highest-Renown character in the pack. Discard Zachary if he is
forced into such a pack.
(Stuart P. Beel)
R 9 Anna Kliminski Ahroun H: 3 8 4 C: 9 8 8
Anna may begin the game armed with a Klaive equipment card.
(Brian LeBlanc)
UR * Alexandru ThunderRage - Play Past Life on any Shadow Lord.
Abilities: When Alpha, Alexandru has +4 Renown during the Combat
Phase (does not count towards victory points). Alexandru can select
Alphas for other packs once per game, per pack.
Weakness: None.
(Mark Chiarello)
Silent Striders:
C 1 Passer Theurge M: 1 3 2
Passer has just begun serving his tribe as a scout against the Wyrm.
He is worth zero Renown for victory points.
(Anson Maddox)
C 4 Tanzut (K) Philodox L: 1 4 2 C: 3 4 5
Kailindo.
(John Bridges)
C 5 Natasha Moon Chaser Ragabash H: 1 7 2 C: 5 7 5
Once per game, a player can speak the name /Baba Yaga/ and Natasha
will forfeit a declared attack in paranoid pursuit of the Hag.
(Jason Felix & Lawrence Snelly)
U 6 Grek Twice-Tongue Philodox M: 3 6 7
Despite his metis breed, Grek is considered +1 Renown for moot
voting.
(SCAR)
U 7 Nephthys Mu'at Galliard H: 3 8 [3] C: 6 8 6
Nephthys knows Garou society. She allows you to inspect either side
of any Garou character card in play.
(D. Alexander Gregory)
R 9 Walks-with-Might Ahroun L: 5 7 5 C: 8 7 10
Walks-with-Might may escape from any combat after the fourth round.
(Steve Casper)
UR * Shu Horus - Play Past Life on any Silent Strider.
Abilities: Can automatically step into the Unbra. Once per game, Shu
Horus can bring his entire pack into the Umbra for 1 full turn. +1
Health.
Weakness: Vampires attack Shu Horus at +3 Rage. Vampires attacking
Shu Horus automatically frenzy.
(Paul Lee)
Silver Fangs:
C 2 Roshen One-Arm Ragabash H: 2 2 2 C: 3 2 3
Roshen wields his lost Crinos arm like a club. The fetish arm-club
is considered equipment. If the arm is stolen, Roshen loses 1 Rage.
(John Cobb)
C 3 Sings-for-the-Beast Galliard M: 2 4 4
Fleeing her past in Russia, Sings-for-the-Beast is unfamiliar with
Garou of the West.
(John Cobb)
C 4 Sofya Softkiller Ahroun H: 1 2 2 C: 4 2 5
Purebred and proud, Sofya is known for her arrogance.
(Richard Kane Ferguson)
U 6 Greyfist Philodox H: 2 7 2 C: 5 7 6
Proud and strong, Greyfist is less affected by Harano than most. If
a Harano Gloom card is played on Greyfist, he may discard it at the
beginning of his next turn.
(Mike Danza)
U 7 Lord Albrecht Ahroun H: 3 6 4 C: 8 6 8
Any Wyrm creatures of Renown value 4 or greater that are killed by
Albrecht or in pack combat involving Albrecht are worth +1 Renown for
victory points.
(Joshua Gabriel Timbrook)
R 10 Grimfang Theurge H: 2 10 3 C: 7 10 7
Grimfang is considered +3 Renown for moot voting.
(Brian LeBlanc)
UR * Yuri Tvarivich - Play Past Life on any Silver Fangs.
Abilities: +8 Renown for any moot votes. +1 Health.
Weakness: None.
(Tony Harris)
Stargazers:
C 2 Howard Koar Galliard H: 1 2 1 C: 2 2 3
When Howard takes damage that turns him into Crinos but does not kill
him, he immediately frenzies.
(Drew Tucker)
C 2 Rainpuddle Theurge L: 1 4 1 C: 1 4 3
Rainpuddle's attacks can affect anything in the Umbra.
(Richard Kane Ferguson)
C 5 Gesar Ragabash H: 2 8 2 C: 4 8 5
If Gesar is your alpha, he is considered Renown 2 for the purposes of
taking his alpha action.
(Jeff Miracola)
U 5 Thunder Tiger (K) Ahroun L: 3 3 3 C: 5 3 6
Kailindo.
(John Bridges)
U 8 Antonine Teardrop Philodox H: 2 9 3 C: 7 9 7
If Antonine equips with a Klaive, it can never be stolen or discarded
- as long as he lives.
(Mike Danza)
R 8 Morihei High-Mountain (K) Galliard H: 3 9 3 C: 7 9 8
Kailindo.
(Alex Sheikman & Lawrence Snelly)
UR * Klaital Stargazer - Play Past Life on any Stargazer.
Abilities: Can use ANY Gifts of ANY Gnosis. Once per turn, he can
make any 1 Garou forfeit any 1 action.
Weakness: When imbued with Klaital Stargazer, the Garou cannot
participate in any pack actions.
(Jamie Tokelsum)
Uktena:
C 2 Jacky Gecko Galliard H: 1 2 1 C: 2 2 2
Jacky can start the game equipped with either the .38 Special or the
9mm Semi-Auto pistol equipment cards.
(John Bridges)
C 3 Jubati Ragabash H: 1 3 1 C: 3 3 3
When battling Pentex enemies, Jubati can draw 1 extra combat card.
(Johm [John] Cobb)
C 3 Running Creek Ahroun H: 2 1 2 C: 3 1 3
Any aggravated damage Running Creek takes can be regenerated.
(Alex Sheikman & Lawrence Snelly)
U 5 Anna "Eyes of the Sun" Pelfrey Galliard L: 1 7 2 C: 3 7 5
Anna has +1 Renown for moot votes.
(Jesper Myrfors)
U 9 Lamurun Philodox L: 4 9 4 C: 8 9 10
Lamurun can discard any card from his victory pile and draw any 1
card from his sept discard pile into his sept hand.
(Quintin [Quinton] Hoover)
R 9 Guides-to-Truth Theurge L: 3 10 5 C: 8 10 9
Twice per game, Guides-to-Truth allows you to look at an opponent's
sept or combat hand.
(Jeff Miracola)
UR * Old Red Eagle - Play Past Life on any Uktena.
Abilities: Each pack member can regenerate an extra damage card
during the Regeneration Phase. +4 Gnosis.
Weakness: -3 Health (never less than 1).
(Jeff Miracola)
Wendigo:
C 2 Eyes-of-Frost Theurge H: 1 3 2 C: 1 3 3
Eyes-of-Frost can banish a Pack Totem card, but then cannot use Gifts
for the rest of the game.
(John Bridges)
C 3 Evan Heals-the-Past Philodox H: 1 4 2 C: 3 4 3
Evan has only recently joined the Garou, but has quickly
distinguished himself as an arbitrator and peacemaker.
(Tony Diterlizzi)
C 4 Thomas Kachina Ahroun H: 1 1 2 C: 3 1 4
Thomas can automatically pack attack or defend with his twin sister
Allison. If Allison is in another player's pack, Allison joins at
that player's option.
(E. Allen Smith)
U 4 Allison Kachina Ahroun H: 1 2 2 C: 4 2 3
Allison can automatically pack attack or defend with her twin brother
Thomas. If Thomas is in another player's pack, Thomas joins at that
player's option.
(E. Allen Smith)
U 7 Charging Bull Ragabash H: 3 6 4 C: 8 6 7
No character of higher Renown than Charging Bull can refuse his
challenges.
(Richard Kane Ferguson)
R 9 Blood-on-the-Wind Galliard L: 3 9 4 C: 8 9 8
All Wendigo in the same pack as Blood-on-the-Wind gain +1 Rage.
(John Matson)
UR * Shogeka Hunter Moon - Play Past Life on any Wendigo.
Abilities: Her frenzies cannot be cancelled. During moots, all
Wendigo and Uktena in play will vote as she does. +3 Health
Weakness: Will never vote in favor of tribal alliances. You must
select Shogeka as your alpha.
(Brian LeBlanc)
Other:
R 4 Shakar (Bastet, Bagheera) (none) H: 1 5 1 C: 3 5 5
Shakar is of the Bagheera (panther) tribe of the Bastet (werecats).
He can use Theurge and Philodox Gifts.
(Lawrence Allen Williams)
R 6 Allamande (Ratkin, Knife Skulker) (none) M: 6 5 5
Allamande is a Knife Skulker of the Ratkin (wererats) and is a master
of stealth. When Allamande is alpha, his challenges cannot be
refused.
(??? Anson [Anson Maddox?])
R 8 Aurgra (Gurahl) (breed: Ursine) Philodox U: 3 6 6 C: 6 6 10
Aurgra is a Gurahl (werebear). She can use Gifts of any auspice
except Theurge.
(Brian LeBlanc)
SEPT_CARDS: (177 sept cards total) (42C, 60U, 75R)
Allies: (by Renown) (13 allies) (3c, 1u, 9r)
R 0 Kinfolk - Environmental Activist H: 0 0 1 Req: any Garou
The Environmental Activist can remove 1 member of your pack from the
Hunting Grounds per turn.
(Omaha Perez)
R 0 Kinfolk - Veterinarian H: 0 0 1 Req: Lupus
During your Regeneration Phase, the Veterinarian can cure 1
additional damage card (including an aggravated wound) from 1
character.
(John Bridges)
R 1 Kinfolk - Small-Town Cop H: 3 0 2 Req: Homid.
Once per turn, just before alphas are selected, the Cop can select
any 1 character in Homid form to put in jail on false charges. That
character is removed from play until the beginning of the next
Regeneration Phase. The Cop is considered to be armed with a .38
pistol. No equipment card is needed.
(John Bridges)
R 1 Kinfolk - TV Reporter H: 0 0 1 Req: Homid
Your pack gains 2 votes during all moots while the TV Reporter is in
play, due to his ability to sway public opinion around events.
(Lawrence Allen Williams)
C 2 Wolf Kinfolk L: 2 2 2 Req: Lupus.
The wolf Kinfolk is ferocious and loyal.
(John Matson)
C 2 Wolf-Spirit S: 2 3 2 Req: Gn 4; Philodox, Lupus, Red Talons
The Garou can call to duty the spirit of a wolf. The wolf may take
no action during the turn it is summoned.
(James Daly [Mike Danza])
R 3 Faerie Kin S: 1 6 3 Req: Gnosis 3; Fianna
Summons a faerie spirit. A pack can only have one faerie ally at a
time. The faerie can use Gifts from any breed or auspice.
(Lawrence Snelly)
R 4 Kinfolk - Soldier of Fortune H: 7 0 2 Req: any Garou
The Soldier of Fortune is considered to be armed with a shotgun. No
equipment card is needed. If the Soldier of Fortune is disarmed, his
Rage becomes 3.
(Matt Haley & Tom Simmons)
R 4 "Wyrm Slayer", Ronin Garou G: 5 2 4 (Regen) Req: Ahr or Phil
The Ronin Wyrm Slayer cannot vote in moots. Only 1 Wyrm Slayer can
be played per game. Wyrm Slayer cannot refuse a challenge.
(William O'Connor)
C 5 Gaffling Pest S: 2 3 3 Req: Theurge or Philodox
The Gaffling is a minor spirit which is easily summoned and
controlled. The Gaffling can use Gifts of any breed.
(Erin Dixon)
U 6 Flame Spirit S: 1 5 3 Req: Theurge or Uktena
The Flame Spirit can burn itself out in one damage 3 attack
(aggravated). The spirit may only be affected by Umbral attacks and
Gifts.
(William O'Connor)
R 6 Song of the Great Beast Bison: 8 1 5 Req: Gn 7; Lupus or Wendigo
Summons a legendary white bison. The bison cannot take any actions
until next turn.
(Richard Kane Ferguson)
R 7 Gangrel Ally V: 6 2 6 (Regen) Req: BGnawers, GWalkers
The Gangrel is a vampire who, for whatever reason, has developed a
friendship with 1 particular Garou. The Gangrel can only act every
other turn. The Gangrel cannot act during the turn he is brought
into play.
(Lawrence Snelly)
Enemies: (by Renown) (15 enemies) (4c, 3u, 8r)
R 0 Uktena Wyrmfoe BaneS: 6 5 6
A Bane enters the Hunting Grounds. No Uktena can attack anything
except the Bane until the Bane is killed.
(SCAR)
C 4 Fomori F: 2 0 4
All fomori in [the] Hunting Grounds automatically combine for pack
defense.
(Richard Thomas)
C 4 Fomori F: 3 0 3
All fomori in [the] Hunting Grounds automatically combine for pack
defense.
(Stuart P. Beel)
U 4 Pentex Forestry Team P: 2 0 3
The Pentex Forestry Team will automatically destroy 1 caern in play
each Regeneration Phase. If there is more than 1 caern in play,
decide randomly which caern is destroyed. The Forestry Team can play
2 combat cards per round.
(SCAR)
C 5 Hogling E: 5 4 5
A Hogling (Smog Elemental) infests the area. Hoglings can use any
metis Gifts and are unaffected by nonfetish equipment attacks.
(SCAR)
R 5 Silhouette P: 5 2 8
Silhouette is a deadly assassin for Pentex. Attacks from Silhouette
cannot be blocked, dodged or evaded. Silhouette attacks the
character with the highest Renown for 2 combat rounds at the end of
each Combat Phase. Only 1 Silhouette can be played per game.
(Lawrence Allen Williams)
R 6 The Piper H: 3 6 4
When the Piper is in play, all Garou act at -1 Rage and -1 Gnosis.
Any Garou who has less than 1 Rage or Gnosis cannot act until the
Piper is removed from play.
(Jason Felix & Lawrence Snelly)
R 6 Progenitor Mage H: 7 9 5
A mage has entered the area and will directly attack the character
with the highest Gnosis for 3 rounds at the end of each Combat Phase.
The mage can use any Gifts. Furthermore, the mage is not affected by
anyone else's Gifts.
(Lawrence Snelly)
U 6 Pumpkin Man B: 5 5 5
Characters attacking the Pumpkin Man can retreat only after all of
their combat action cards have been played. The Pumpkin Man can use
any Theurge or Philodox Gifts.
(John Matson)
U 7 Black Spiral Dancer M: 6 6 6 (Regenerates)
A lone Black Spiral Dancer has stumbled into the Hunting Grounds. He
can use metis, Ragabash or Ahroun Gifts.
(Ron Spencer)
C 7 Furmling E: 3 2 3
An elemental of balefire infests the area. All damage from a
Furmling is aggravated.
(SCAR)
R 8 Deranged Mokole' Mokole': 7 2 8
Deranged and corrupted, the Mokole' (Werecrocodile) now serves the
Wyrm. Any Rage 1 damage cards from the Mokole' are aggravated
damage.
(Brian LeBlanc)
R 9 Elder Vampire V: 7 8 9
This ancient creature exists upon the blood of the living and spreads
a network of deceit and destruction. The Elder Vampire is not
affected by Rage 1 damage cards and can use any Philodox or Shadow
Lord Gifts.
(John Matson)
R 9 Samuel Haight H: 8 8 9 (Regenerates)
Samuel Haight, the Skindancer, is in the area. Only 1 Samuel Haight
can be played per game. Samuel can use Gifts from any breed or
auspice.
(Richard Thomas)
R 14 Pentex Refinery P: 4 6 15
A Pentex Refinery has set up shop in the area, infesting the region
with Wyrm taint. Until razed, the refinery prevents any shapechanger
(Garou or otherwise) from regenerating, although Gifts like Mother's
Touch still function as normal.
(Stuart P. Beel)
Equipment: (by Gnosis) (25 equipment cards) (2c, 4u, 19r)
C - .38 Special (Req: Homid form to use)
Only usable by characters in Homid form. Allows the character to use
up to Rage 3 combat cards.
(Ron States)
U - 9mm Semi-Auto pistol (Req: Homid form to use)
Only usable by characters in Homid form. Allows the character to use
up to Rage 5 combat cards.
(Chris McDonough)
C - Flak Jacket (Req: Homid form to use)
The Flak Jacket stops any one attack of up to 4 damage. The owner
chooses when the Flak Jacket is used. Discard the Flak Jacket if it
is used or if the owner changes to Crinos form. A character cannot
have more than 1 Flak Jacket at a time.
(John Bridges)
R - Portable Computer (Req: Glass Walkers)
Can only be used by a Glass Walker. A portable computer gives its
user +2 Gnosis. The owner can discard the computer at any time to
look at an opponent's hand.
(Alex Sheikman & Lawrence Snelly)
R - Shotgun (Req: Homid form to use)
Only usable by characters in Homid form. Allows the character to use
up to Rage 7 combat cards.
(Ron Spencer)
R - Silver Ammo (Req: firearm, thus Homid form, to use)
Play with any damage card from a firearm attack. Damage is
aggravated. The character does not have to equip with Silver Ammo in
order to use this card.
(Jeff Miracola)
U 2 Bane Arrow Fetish
The Bane Arrow does 3 damage to any Wyrm creature (any enemy card)
you are in combat with. This does not count as a combat action and
can be played in addition to any combat cards. Once used, the Bane
Arrow becomes a damage card faced by the character.
(Richard Thomas)
R 2 Luna's Links Fetish
This delicate necklace, forged from an unknown metal, allows the
Garou to use Gifts from any auspice.
(Alex Sheikman & Lawrence Snelly)
R 2 Mokole' Hide Fetish
The owner of this fetish gains +2 Health. A character cannot have
more than 1 Mokole' Hide at a time.
(James Daly)
R 2 Moon Sign Fetish
A character equipped with this fetish can force any 1 Garou to revert
to his/her breed form. The Moon Sign is played in place of a combat
card during a combat round. Discard the Moon Sign after use.
(Ron States)
U 2 Naturae Boon Fetish
Naturae Boon reduces the Gnosis cost of any Gifts the owner uses by
2.
(Ron States)
U 3 Elder Stone Fetish
The owner of this stone gains an additional 3 votes during any moot.
The owner can discard this stone during a moot and gain an additional
10 votes. A character cannot have more than 1 Elder Stone at a time.
(John Matson)
R 3 Klaive Fetish
[Damage cards played by a character equipped with a Klaive are
aggravated.] A character equipped with a Klaive loses 1 point of
Gnosis for as long as he/she is so equipped.
(Quinton Hoover)
R 3 Sands of Sleep Fetish
The owner can play this card on any opponent in combat, immediately
removing the character from combat. A target affected by the Sands
of Sleep cannot take any actions for 2 full turns. If attacked, the
target immediately wakes up. Discard Sands of Sleep upon use.
(Mike Danza)
R 3 War Paint of Wahya Ohni Fetish
When applied, the Garou heals twice as quickly. Remove 1 additional
damage card from the owner of this fetish during the Regeneration
Phase.
(Kathleen Ryan)
R 3 Wyrm Skin Fetish
Enemies in the Hunting Grounds fight at -2 Rage when in combat
against the owner of this fetish.
(Tony Diterlizzi)
R 4 Fang Necklace of Fenris Fetish
The Garou can freely change forms. The owner gains 2 Rage. Only 1
Fang Necklace of Fenris can be played per game.
(Omaha Perez)
R 4 Feather of the Phoenix Fetish
Spirits cannot attack the owner of this fetish.
(Kathleen Ryan)
R 4 Grand Klaive Fetish
All damage done by the Grand Klaive is aggravated. When in Crinos
form, the owner acts at +1 Rage. The owner of a Grand Klaive acts at
-1 Gnosis.
(Kathleen Ryan)
R 5 Fang Dagger Fetish
The Fang Dagger allows its user to play 2 damage cards per round of
combat.
(Brian LeBlanc)
R 5 Flower of Aphrodite Fetish
No one may challenge or attack the owner of this fetish. The Flower
of Aphrodite is discarded the moment its owner attacks anything.
(Lawrence Snelly)
R 5 Spear of Deceit Fetish
The Spear of Deceit allows its owner to end any fight in which he/she
is engaged, provided at least two rounds of combat have been fought.
(Richard Thomas)
R 6 Bones of Shakir Hind Fetish
The owner can command any 1 enemy in the Hunting Grounds to fight in
his/her place. However, the owner gains no Renown for any kills
made. Any Garou can attack the owner as if he/she were in the
Hunting Grounds. Only 1 Bones of Shakir Hind can be played per game.
(Ken Meyer Jr.)
R 6 Bottlecap of Shakey Mac Fetish
Once per turn, the owner can select 1 spirit in play and use it as an
ally for the remainder of the turn. Only 1 Bottlecap of Shakey Mac
can be played per game.
(John Matson)
R 6 Incarna Sigil Fetish
The owner of this fetish can freely interact with anything in the
Umbra. This includes using Gifts, attacking, or swapping equipment.
(Jeff Miracola)
Gifts: (by Gnosis) (58 gifts) (13c, 30u, 15r)
U 1. Aura of Confidence Req: Shadow Lords
The Shadow Lord gives himself a spiritual aura of prestige. His
Renown is increased by 1. This Renown increase does not affect the
character's victory point worth. [A character cannot benefit from
more than 1 Aura of Confidence at any time.]
(Mike Danza)
U 1. Camouflage Req: Wendigo
The Wendigo can avoid combat with any Homid-form characters.
(John Bridges)
U 1 Razor Claws Req: Ahroun, GoFenris; Only in Crinos form
The character's next claw attack that connects does +2 damage. Place
the Razor Claws card with the combat card for the purpose of
recording damage.
(Tony Diterlizzi)
C 2. Persuasion Req: Homid, Glass Walkers
The Garou gains +1 Renown during any moots. This Gift is permanent
until cancelled. [A character cannot benefit from more than 1
Persuasion at any time.]
(Mike Dringenburg)
U 2 Shroud Req: Uktena
The Uktena summons an all-encompassing darkness which enshrouds any 1
target. This immediately ends any current combat involving the
target. No other attacks can be initiated against the target until
after the next Regeneration Phase.
(Drew Tucker)
U 3. Awe Req: Silver Fangs
The Silver Fang's regal manner increases his/her Renown by 1, except
during moots, where his/her Renown is considered to be 2 higher. The
character's Renown for victory points is unchanged by this Gift. [A
character cannot benefit from more than one Awe at any time.]
(Alex Sheikman & Lawrence Snelly)
U 3 Beastmind Req: Red Talons
The target of this Gift is reduced to the mind of an animal for one
turn. The victim cannot use any equipment during this time.
(Mark Haley, Tom Simmons & Larry Snelly)
U 3 Command Spirit Req: Theurge, Uktena
The user may take control of any 1 summoned spirit in play for 1 full
turn. The Gift user's Gnosis must exceed the spirit's.
(Larry MacDougal)
R 3 Coup de Grace Req: Black Furies
During the first round of combat, the Black Fury can only play a
Block or Dodge. Any round thereafter, Coup de Grace can add 4 damage
to any 1 attack card played by the Black Fury.
(Brian LeBlanc)
U 3 Curse of Hatred Req: Metis
The Garou looks into his opponent's eyes and focuses his hatred -
disheartening his foe. The target plays his/her next combat card at
-2 Rage.
(James Daly)
C 3 Exorcism Req: Theurge
The Theurge may remove from play any spirit whose summoning Gnosis is
less than the Theurge's own Gnosis score.
(Jason Felix & Lawrence Snelly)
R 3 Glib Tongue Req: Fianna
This Gift gives the user +5 Renown for the current moot.
(Lawrence Allen Williams)
R 3 Knife Wind Req: Wendigo
The Wendigo can direct a harsh gust of arctic wind at any target.
The victim takes 1 damage (use this card as a damage card). The
Wendigo gains victory points for any creature killed.
(Mike Danza)
U 3 Messenger's Fortitude Req: Silent Striders
The Silent Strider may outrun any one opponent or pack before combat
begins. The Strider loses 1 Renown until he engages in combat with
at least 1 of the attackers he escaped from.
(Jeff Holt)
C 3 Mindspeak Req: Galliard
The user can communicate telepathically with 1 other member of
his/her pack. The user and his/her fellow pack member can join in
pack tactics (attack or defense) for the current turn. Draw 1
additional combat card if these Garou enter combat.
(Michelle Prahler)
U 3. Odor of Skunk Req: Metis, Bone Gnawers
No creature (except spirits and Wyrm creatures) will initiate an
attack on the Gift user until the Gift is cancelled.
(John Cobb)
C 3 Serenity Req: Children of Gaia, Philodox
This Gift will cancel a frenzy.
(E. Allen Smith)
R 3 Silver Claws Req: Ahroun, Silver Fangs
The target of this Gift gains claws of silver. The character's next
claw strike that connects does aggravated damage. Place the Silver
Claws card with the combat card for the purposes of recording damage.
(Jesper Myrfors)
U 3 Spirit of the Fray Req: Ahroun
The Garou can use this Gift on himself right before combat begins.
For the duration of the battle, the Ahroun strikes first, playing and
resolving his combat card before any others involved in the combat.
(Jeff Miracola)
C 3 Sticky Paws Req: Ragabash
The Gift user can steal any 1 piece of equipment from another
character. The user must still meet the requirements of the stolen
item before it can be used. If the original owner defeats the new
owner, he/she can recover his/her property.
(Lawrence Allen Williams)
C 4 Battle Song Req: Galliard
The Galliard's pack can play combat cards at +2 Rage for the current
turn.
(Richard Kane Ferguson)
C 4 Burrow Req: Metis
The user can burrow into the ground to escape combat. The metis
cannot be attacked or called out until he/she comes out. [The] Metis
cannot take any actions during this time. The metis comes out at the
beginning of your next Regeneration Phase.
(Lee M. Fields)
U 4 Catfeet Req: Lupus, Ragabash
The character can only use Catfeet on himself. For the duration of
the current combat, he is agile enough to dodge all strikes except
those which specifically ignore dodges. The character can only play
combat cards of Rage 1 while this Gift is in effect.
(Aileen Miles)
C 4 Gift of the Porcupine Req: Metis, Bone Gnawers
The user's fur becomes sharp and bristled. The next opponent who
hits the character will take 2 damage. Transfer this card to the
opponent to record damage.
(John Cobb)
U 4 Jam Technology Req: Homid, Glass Walkers
The character can disable any 1 item. The chosen item is immediately
discarded. Equipment cards which require Gnosis (fetishes) are
unaffected by this Gift.
(Shaggy Dixon)
U 4. Luna's Armor Req: CoGaia, Shadow Lords, Silver Fangs
The target of this Gift has +2 Health until this Gift is dispelled.
No character can be affected by more than 1 Luna's Armor at any one
time.
(Matt Haley, Tom Simmons, & Larry Snelly)
C 4 Mother's Touch Req: Theurge, Children of Gaia
Heals the lowest damage card from the target of this Gift, up to a
damage 4 card.
(Jeff Miracola)
C 4 Staredown Req: Homid, Philodox, Silver Fangs
The Garou using this Gift can intimidate any opponent he is facing,
immediately ending combat.
(William O'Connor)
U 4 True Fear Req: Ahroun, Red Talons, Shadow Lords
The Garou can seize his/her opponent with gripping fear. For the
next round of combat, the affected Garou cannot play any combat
cards.
(Larry MacDougal)
R 5 Balor's Gaze Req: Fianna
The eyes of the user glow a horrifyingly baleful red. For the
current combat, any opponents with less Rage than the user are
crippled with wracking pains and can take no actions.
(Quinton Hoover)
C 5. Blissful Ignorance Req: Ragabash, Bone Gnawers, Uktena
The user can make him/herself invisible as long as he/she takes no
actions. The character cannot be attacked, participate in moots, or
have Gifts used upon him/her. The character still regenerates as
normal.
(Jeff Holt)
U 5 Distractions Req: Galliard, Stargazers
The Garou can interrupt any combat action with this Gift. The victim
is distracted and cannot take his intended action. The victim's card
is immediately discarded. Only 1 Distraction can be played per
target, per combat.
(Jeff Holt)
U 5 Geas Req: Philodox, Fianna
The Garou can make any other Garou immediately enter combat with
anything in the Hunting Grounds. The combat must last at least 3
rounds before the Geas victim can withdraw. Geas will end any combat
in which the target is currently engaged.
(Richard Kane Ferguson)
U 5. Heart of Fury Req: Ahroun, Children of Gaia
The target of this Gift cannot frenzy. If used on a Garou in frenzy,
that frenzy is immediately cancelled.
(Richard Thomas)
C 5. Insightful Eyes Req: Philodox, Stargazers
The character may only use this on himself. Until this Gift is
cancelled, his attacks cannot be dodged.
(E. Allen Smith)
C 5 Lesser Banishment Req: Theurge, Uktena
Cancels any Gift that requires Gnosis of 5 or less to use. Remove
the target Gift from play.
(Mark Jackson)
U 5 Merciful Blow Req: Stargazers [& Rage not less than opp.]
The user cuffs any 1 opponent he/she is in combat with. This is
played as an attack. It does no damage, but removes the victim from
the current combat. This Gift will fail if the victim has a higher
Rage than the user.
(Quinton Hoover)
U 5. Might of Thor Req: Get of Fenris
The Garou gains +2 Rage in Crinos form. No character can be affected
by more than 1 Might of Thor at any one time.
(Brian LeBlanc)
U 5 Moon Bridge Escape Req: Ragabash, Silent Striders
The Gift user may give any one willing character or pack passage over
a Moon Bridge. Characters are immediately removed from play until
your next Redraw Phase.
(Brian LeBlanc)
U 5 Scream of Gaia Req: Get of Fenris, Red Talons
The Garou screams at his enemies, knocking them back with the force
of the shout. No damage is done, but all opponents in combat with
the user who have less Gnosis than the user cannot play combat cards
during the next round of combat.
(Omaha Perez)
U 5 Song of Rage Req: Galliard [& higher Gn. than other]
The user may send any Garou with a lower Gnosis than his/her own into
frenzy.
(John Cobb)
R 5. Survivor Req: Bone Gnawers
The Bone Gnawer using this Gift receives the aid of the Bear Totem to
withstand the call of death. The character must suffer 1 additional
damage card beyond those normally required to kill him/her before
he/she will actually die.
(D. Alexander Gregory)
U 5 Trackless Waste Req: Red Talons
The Garou can interrupt any declared attack to cause the target of
this Gift to become hopelessly lost. Combat is aborted and
attacker(s) cannot declare any other attacks for the rest of the
turn.
(SCAR)
U 6 Eye of the Cobra Req: Galliard, Children of Gaia
The Garou can pull 1 character from any pack into his own for 1 full
turn. The charmed Garou and user function as a pack for the purposes
of attacking and defending, although no additional pack cards are
drawn. This Gift can be played any time before alphas are chosen.
(Jason Felix & Lawrence Snelly)
R 6 Fenris' Bite Req: Get of Fenris [& non-Homid form]
The Garou must be in Crinos or Lupus form. The user's next nonweapon
attack will be a powerful bite which will maim his/her opponent. In
addition to normal damage, the victim's Rage is decreased by 5 (but
never less than 1) until the damage from that attack is healed.
(Drew Tucker)
U 6. Icy Chill of Despair Req: Shadow Lords
The Garou appears to become larger, looming, shadowy and terrible.
No creature of lower Renown than the user will initiate an attack
against the user.
(John Cobb)
R 7. Alias Req: Glass Walkers
The caster can use spirits to create a duplicate of himself. This
duplicate can function and fight just as well as the original.
However, it can be affected by anything that would normally affect a
spirit. A character may not have more than 1 alias of himself.
(Anson Maddox)
R 7 Body Wrack Req: Black Furies
The victim of this Gift is enfeebled by wracking pains shooting
through his/her entire body. The character may not take any actions
during the next combat round and takes 1 damage from the intense
pain.
(John Cobb)
R 7 Master of the Pack Req: Silver Fangs
The user forms a temporary pack. He can recruit 1 Garou in play for
each point of Renown that he has. The pack can only act against
enemies in the Hunting Grounds. The player draws +2 combat cards.
The Silver Fang leading the pack gains victory points. A character
cannot play more than 1 Master of the Pack per game.
(James Daly)
U 7 Remove Gaia's Blessing Req: Theurge, Uktena, Children of Gaia
Cancels any Gift that requires Gnosis of 7 or less to use. Remove
the target Gift from play.
(Richard Kane Ferguson)
U 7 Take the True Form Req: Philodox, Children of Gaia
The Garou can force any other shapechanger to revert to his breed
form.
(James Daly)
U 7. Whelp Body Req: Ragabash
Reduces your target's Rage by 3 for the rest of the game. The
target's Rage can never be lower than 1 as a result of this Gift.
(Brian LeBlanc)
R 8 Circular Attack Req: Stargazers
Any attacks directed at the user can either be redirected at any
other character involved in the same combat (though an attacker
cannot be made to damage him/herself) or simply dodged. This card
can be played to interrupt and counter 1 round of attacks.
(Brian Dugan)
U 8. Roll Over Req: Philodox, Silver Fangs
The target of this Gift cannot attack you or your pack until one of
your pack members initiates an attack upon the target.
(Richard Kane Ferguson)
R 8 Spirit Drain Req: Theurge
The Theurge drains all energy from any 1 spirit in play. The Theurge
regains full Health and the spirit is discarded. The Theurge's
Gnosis must exceed the spirit's Gnosis.
(John Cobb)
R 8. Wisdom of the Seer Req: Stargazers
The player may look at another player's sept hand once per turn until
this Gift is cancelled.
(Drew Tucker)
R 9 Gaia's Vengeance Req: Red Talons, Philodox, Lupus
This gift is only usable by a character who is engaged in combat with
an opponent from the Hunting Grounds. Gaia's Vengeance does 10
points of damage to any one target as Gaia Herself brings down rains
of stones, avalanches, creates earthquakes and animates vegetation to
attack the victim.
(Brian LeBlanc)
R 10 Greater Banishment Req: Theurge
Cancels any Gift. Remove the target Gift from play.
(William O'Connor)
Rites: (by Renown) (8 rites) (4c, 3u, 1r)
R - Rite of Investiture
Play at the end of a Moot Phase during which one of your Garou
successfully called a moot [called a successful moot]. You may
select any one ally and make him a full member of your pack. As
such, that ally can now take any action (including voting for moots)
that any other pack member may take.
(Richard Thomas)
C 1 Rite of Glory
Play this card on 1 of your characters before alphas are chosen.
This character immediately enters the Hunting Grounds. If that
character survives the current Combat Phase, then he returns and
gains +1 Rage and +1 Renown.
(Andrew Kudelka)
C 1 Rite of Wisdom
Play this card on any 1 of your characters at the beginning of the
current Moot Phase. At least 1 issue must be voted on. This
character must always vote first. If the character is on the winning
side of all votes, he/she gains +1 Gnosis and +1 Renown.
(John Bridges)
C 2 Gathering for the Departed
This Rite is enacted to honor the recently deceased. It must be
called immediately after the death of any Garou from your pack. The
departed Garou's heroics are sung and howled in praise. You gain 1
victory point.
(Richard Kane Ferguson)
U 3 Satire Song Req: Galliard (& higher Renown than victim)
The Galliard invoking this Rite must have a higher Renown then [than]
his chosen victim. The Galliard performs a song of shame, reducing
the target's Renown by 1. Only 1 Satire Song can be placed on a
character.
(Ken Meyer Jr.)
U 4 Stone of Scorn
Play this card immediately on any character who declines a challenge.
That character loses all voting rights until he/she engages in
battle.
(E. Allen Smith)
C 4 Victory Party [no Requirements other than Renown 4]
Play this Rite immediately after a pack defeats an enemy in the
Hunting Grounds of Renown 8 or more. This card is worth +2 victory
points.
(Brian LeBlanc)
U 6 Rite of Wounding
Play this card immediately after any Garou declines a challenge.
That Garou cannot regenerate until he/she engages in battle. The
Rite of Wounding can be removed as a result of a successful moot
vote.
(Andrew Kudelka)
Events: (37 events total) (8c,14u,15r)
Events (generic): (19 generic events) (3c, 1u, 15r)
R Alaskan Wolf Hunt
Humans are exterminating native wolves. [The] Red Talons are caught
in the hunt. All Red Talon characters must go into the Hunting
Grounds until the next Regeneration Phase. Only 1 Alaskan Wolf Hunt
may be played per game.
(Drew Tucker)
R Drunken Revelry
All Fianna lose 1 Gnosis for the rest of the game. No more than 3
Drunken Revelries can be in effect at any time.
(Tony Diterlizzi)
U Entrapment
Play this card on any Garou. That Garou can now attack 1 ally
directly. This card is worth 2 victory points once the Garou has
slain an ally.
(Alex Sheikman & Lawrence Snelly)
R Garbage Food Poisoning
All Bone Gnawers lose 1 Health for the rest of the game. No more
than 3 Garbage Food Poisoning events may be in effect at any time.
Bone Gnawers killed when this card is played are worth no victory
points.
(John Cobb)
R Harano Gloom
Choose 1 Silver Fang. The character will not initiate combat or join
in pack attacks while suffering from Harano Gloom. If the character
is attacked, Harano Gloom is discarded. A character may not be
affected by more than 1 Harano Gloom per game.
(Quinton Hoover)
R Inbred Disorder
Choose 1 Silver Fang. The character suffers from a slight mental
abnormality. He/she acts at -2 Gnosis for the rest of the game. A
character may not be affected by more than 1 Inbred Disorder.
(John Cobb)
R Journey Onward
Choose another player. The player must select 1 Stargazer from
his/her pack to discard. The discarded character is worth no victory
points. Only 1 Journey Onward can be played on each pack.
(Richard Kane Ferguson)
R Journey to the East
Play this card on any Garou you control. The Garou goes East to
learn the art of Kailindo. He/she is removed from play for 2 full
turns, but can still regenerate during this time. When he/she
returns, he/she will know Kailindo. Keep this card with the
character.
(Jason Felix & Lawrence Snelly)
R Leadership Challenge
Any pack with 2 or more Shadow Lords must choose to discard 1 of
their 2 highest-Renown Shadow Lords. The discarded character is
worth no victory points. Only 1 Leadership Challenge can be played
per game.
(John Bridges)
R Lost Calling
The Wendigo have lost their focus. Wendigo cannot frenzy for the
remainder of the game.
(Alex Sheikman & Lawrence Snelly)
R Lunar Eclipse
Remove any Lunar Phase from play. No Lunar Phase may be played while
Lunar Eclipse is in play. Remove all auspice Gifts in play. No
auspice gifts may be played while Lunar Eclipse is in play. Discard
Lunar Eclipse after the next Redraw Phase.
(John Matson)
R Matriarch Mourning
The Black Furies have lost 1 of their elders. All Black Furies can
take no actions for the next 2 turns. Only 1 Matriarch Mourning can
be played per game.
(Mark Jackson)
R Peace of Nature
All Children of Gaia play combat cards at -1 Rage for the rest of the
game. If any Children of Gaia character goes into frenzy, that
player may select any 1 Peace of Nature card in play to be discarded.
(Quinton Hoover)
R Ragnarok
The Get of Fenris believe that the Final Battle is upon them. All
Get of Fenris go to the Hunting Grounds until the next Regeneration
Phase. Only 1 Ragnarok can be played per game.
(Richard Kane Ferguson)
C Reclaiming the Stolen
Play this card on any Garou who has had an item stolen from him/her.
If that Garou can defeat the new owner or otherwise reclaim his/her
stolen property, this card is worth 2 victory points.
(Jeff Holt)
C Scourging the Wyrm
Select 1 Garou and 1 Wyrm creature in the Hunting Grounds (any enemy
card). If that Garou can singlehandedly slay the enemy within 1
turn, then that enemy is worth +2 victory points.
(Bryan [Brian] LeBlanc)
R Scouting Mission
Choose 1 pack containing a Silent Strider. The player controlling
the pack must choose 1 Silent Strider to send into the Hunting
Grounds until the next Regeneration Phase. If the character returns
alive, his pack gains 3 victory points. Only 1 Scouting Mission can
be played per game.
(Quinton Hoover)
C Umbral Quest
Play this card on any Garou you control. The Garou will immediately
enter the Umbra, the spirit world. That Garou is in the Umbra (and
the Hunting Grounds) for 2 turns. If he/she returns without having
taken any damage, then this card is worth 3 victory points.
(John Bridges)
R Wyrm Taint
Evidence surfaces implicating the Glass Walker tribe in dealings with
the Wyrm. All Glass Walkers act at -1 Renown during moots.
(James Daley [Daly])
Events (moons): (5 moons) (5c, 0u, 0r)
C New Moon (Ragabash)
Play at the beginning of any turn or to cancel and supersede any
Crescent Moon just played. No one may frenzy and all Ragabash gain 1
Gnosis while New Moon is in effect. Discard this card when a new
Lunar Phase is played.
(Larry McDougal [MacDougal])
C Crescent Moon (Theurge)
Play at the beginning of any turn or to cancel and supersede any New
or Half Moon just played. Al spirits gain 1 Rage and all Theurges
gain 1 Gnosis while Crescent Moon is in effect. Discard this card
when a new Lunar Phase is played.
(Ron States)
C Half Moon (Philodox)
Play at the beginning of any turn or to cancel and supersede any
Crescent or Gibbous Moon just played. All Rites cost -1 Renown and
all Philodox gain 1 Gnosis while Half Moon is in effect. Discard
this card when a new Lunar Phase is played.
(Jeff Miracola)
C Gibbous Moon (Galliard)
Play at the beginning of any turn or to cancel and supersede any Half
or Full Moon just played. All Garou play damage cards at +1 Rage
when fighting enemies in the Hunting Grounds and all Galliards gain 1
Gnosis while Gibbous Moon is in effect. Discard this card when a new
Lunar Phase is played.
(Jesper Myrfors)
C Full Moon (Ahroun)
Play at the beginning of any turn or to cancel and supersede any
Gibbous Moon just played. Any Garou can freely enter Crinos form,
and all Ahroun gain 1 Gnosis while Full Moon is in effect. Discard
this card when a new Lunar Phase is played.
(Chris McDonough)
Events (pack totems): (13 pack totems) (0c, 13u, 0r)
U Pegasus - Black Furies
Each pack member gains 1 Gnosis. A pack may not have more than 1
Pack Totem at any time.
(Aileem [Aileen] E. Miles)
U Rat - Bone Gnawers
Each pack member gains 1 Health. A pack may not have more than 1
Pack Totem at any time.
(Richard Kane Ferguson)
U Unicorn - Children of Gaia
One pack member may regenerate 1 additional damage card during your
Regeneration Phase. A pack may not have more than 1 Pack Totem at
any time.
(Jeff Miracola)
U Stag - Fianna
No faerie spirits can attack any member of the pack. You may draw 2
additional cards whenever you attack any enemy in the Hunting
Grounds. A pack may not have more than 1 Pack Totem at any time.
(Aileen E. Miles)
U Fenris - Get of Fenris
All pack members gain 1 Rage when in Crinos form. A pack may not
have more than 1 Pack Totem at any time.
(Mike Danza)
U Cockroach - Glass Walkers
Twice per game you may look at the top 5 cards of any player's sept
or combat deck. You may then choose to reshuffle that deck. A pack
may not have more than 1 Pack Totem at any time.
(John Cobb)
U Griffin - Red Talons
Any pack member may freely shift into Crinos form. All pack members
act at -1 Gnosis. A pack may not have more than 1 Pack Totem at any
time.
(Andrew Kudelka)
U Grandfather Thunder - Shadow Lords
All opponents play cards at -1 Rage when fighting any member of your
pack. A pack may not have more than 1 Pack Totem at any time.
(Ken Meyer Jr.)
U Owl - Silent Striders
You may look at 1 opponent's hand (combat or sept) once every other
turn. A pack may not have more than 1 Pack Totem at any time.
(Lawrence Snelly)
U Falcon - Silver Fangs
Each pack member gains 1 Renown during moots. A pack may not have
more than 1 Pack Totem at any time.
(Matt Milberger)
U Chimera - Stargazers
Increases your sept hand size by 1. A pack may not have more than 1
Pack Totem at any time.
(John Matson)
U Uktena - Uktena
No spirit may attack pack members. A pack may not have more than 1
Pack Totem at any time.
(John Cobb)
U Wendigo - Wendigo
Increase your combat hand by 1. A pack may not have more than 1 Pack
Totem at any time.
(John Matson)
Actions: (3 actions) (1c, 2u, 0r)
C Shapeshift
This card can be played at any time by a character in your pack. The
character playing this card immediately changes from breed form to
Crinos form or from Crinos form to breed form.
(Tony Harris)
U Sneak Attack
The character can circumvent the normal combat protocol and engage
any character, ally or enemy in play. If played during the Combat
Phase of a turn, Sneak Attack can interrupt the normal alpha attack
cycle, but cannot interrupt a combat that has already begun.
(Drew Tucker)
U Taunt (Req: Ragabash)
A Ragabash can play this card on any Garou who has just refused a
challenge. That Garou immediately accepts the challenge and enters
frenzy.
(Richard Kane Ferguson)
Moots: (by Renown) (18 moot cards) (7c, 3u, 8r)
R 1. Legendary Leadership
Play immediately after a successful moot vote. If a moot you played
passed, you gain a number of victory points equal to that moot's
Renown cost.
(S.C.A.R. [SCAR])
U 1. Quoting the Litany (Req: Philodox)
Play this card during any moot to give a Philodox you control double
his Renown for 1 vote only.
(D. Alexander Gregory)
C 1 Rite of Passage
For the next Combat Phase, only Garou of 1 or 2 Renown may be
selected as pack alphas. If a pack does not have a character of that
Renown level, then it has no alpha this turn.
(John Bridges)
C 1. Saving Face
Play on a Garou who called a moot that did not pass. That Garou must
act as pack alpha during the upcoming Combat Phase.
(Bryan [Brian] LeBlanc)
R 2. Praise the Malformed Req: Ragabash
Play any time during the Moot Phase, but before the moots are voted
on. All metis in play must vote as you choose.
(Richard Thomas)
C 2 Ritual Challenge
Name 2 Garou. On a successful vote, these Garou immediately enter
combat for 3 rounds. Combat proceeds as normal, except that pack
tactics and actions cannot be used.
(James Daley [Daly])
C 2 Silver Record
Select 1 pack in play. A successful vote includes 1 of this pack's
exploits in the legendary Silver Record. If the vote passes, this
card is worth 2 victory points to the chosen pack. A pack may not
benefit from more than 1 Silver Record per turn.
(John Bridges)
R 3 Calling a Champion (Req: Ahroun)
You may select a Garou, who must act as alpha for the upcoming combat
turn. Only Ahroun can vote during this moot.
(Richard Kane Ferguson)
R 3 Justice Under Gaia
On a successful vote, no equipment can be used during the next Combat
Phase.
(Bryan [Brian] LeBlanc)
C 4 Jackal's Curse Req: Ragabash
The Ragabash calling this vote selects any 1 kill from a pack's
victory pile. On a successful vote, that kill is discarded and no
longer worth any victory points. Only Ragabash may vote on this
issue. A pack may only have 1 Jackal's Curse played against it per
game.
(John Matson)
C 4 Tribal Alliance
Name 2 tribes. A successful vote indicates that these 2 tribes have
a temporary alliance. This alliance lasts until it is voted out
during a Moot Phase. During the alliance, these two tribes will not
attack one another.
(Alex Sheikman & Lawrence Snelly)
R 5 Close the Bawn Req: Homid
A successful vote banishes all spirit allies. Discard any spirit
allies in play. Only Homids can vote on this moot.
(Richard Thomas)
R 5 Impergium Req: Lupus
If this vote is successful, discard all human Kinfolk allies in play.
Only Lupus can vote on this moot.
(Stuart P. Beel [John Matson])
U 6 Caern Building
This Rite takes the form of a moot, because only through cooperation
can a caern be built. Select a player to own the caern. This player
gains 4 victory points if the moot passes. For the remainder of the
game, any creatures in the Hunting Grounds will be at +2 Rage when
fighting members of the controlling player's pack.
(Alex Sheikman & Lawrence Snelly)
R 6 Skindancer
Choose 1 Garou. Successful vote means that the Garou is revealed as
being a Skindancer (thus of the Wyrm and considered an enemy card)
and is removed from his pack and placed in the Hunting Grounds. If
the vote fails, the character calling the vote loses his/her voting
ability for the remainder of the game.
(Mike Danza)
U 6 The Stolen Wolf
Select a Garou. Only members of that Garou's auspice may vote. If
passed, the victim reverts to his breed form. He cannot change form
until he frenzies. If the vote fails, the victim frenzies and
immediately attacks the character who called the vote. Each player
draws combat cards and combat proceeds as normal.
(Lawrence Allen Williams)
R 6 Tribal War
Choose 2 tribes. Characters from this tribe [these tribes] must
attack each other before any other opponents in the game can be
attacked. If representatives of both tribes are in a player's pack,
then 1 must be discarded (no victory points are gained).
(Stuart P. Beel)
C 6 Winter Wolf
A successful vote removes any Garou of Renown 6 or higher from play.
This Garou is placed in its owner's victory points [pile] and is
worth its Renown in victory points.
(E. Allen Smithl [Smith])
COMBAT_CARDS: (50 combat cards total) (15C, 20U, 15R)
Combat Events: (9 combat events) (1c, 6u, 2r)
C Attacking the Wyrm
Play when your alpha declares an attack on any Wyrm creature in the
Hunting Grounds (any enemy card). Choose any or all of the members
of your pack to join the attack. Draw 1 additional combat card per
pack member who joins your alpha in the attack.
(Richard Thomas)
U Bum Rush
Play at the beginning of any combat round before combat action cards
are exchanged. Each member of the character's pack comes forward to
join the combat for the upcoming round only. At the end of the
combat round, the pack withdraws from combat, leaving only the
original character.
(Stuart P. Beel)
U Frenzy
Play this card on a character you control, either before the first
round of a combat (including right after a challenge has been
accepted) or between rounds of a combat. The Garou immediately
enters frenzy.
(Alex Sheikman & Lawrence Snelly)
U Hunting Party
Play when your character is declaring an attack. For attacks against
non-Alpha characters, Hunting Party must be played before the
challenge is accepted or declined. Select members of your pack to
join the attack. You can have a total of 15 Renown of characters in
the attack (including the original character). Draw 1 additional
combat card per additional pack member.
(Alex Sheikman & Lawrence Snelly)
U No Escape
Play when [the] attacker announces that he will not continue combat.
Your defending Garou has trapped him, and combat will continue until
you choose to end it.
(Jason Felix & Lawrence Snelly)
U Pack Defense
Play before one of your defending characters begins combat. You may
pull members from your pack into the combat, up to 15 Renown worth of
characters (including the original character). You may draw 1
additional combat card per additional pack member.
(Richard Kane Ferguson)
U Shieldmate
Play when one of your characters is attacked. One packmate joins
your character in combat as a shieldmate. You choose whether your
opponent's damage cards are played on the defender or his shieldmate.
(Richard Thomas)
R Surprise Ally
Play before the first round of a combat (including right after a
challenge has been accepted) or between rounds of a combat. You may
draw in one additional pack member for a pack attack. Draw 1
additional combat card. Surprise Ally can only be used during
combats in which your character is the attacker.
(Lawrence Allen Williams)
R Taking the Death Blow
Play when one of your characters receives a mortal wound. Select
another member of your pack to take the wound instead. Combat can
continue, but with the new pack member in place of the old.
(Jeff Miracola)
Combat Actions: (by Rage) (41 combat actions) (14c, 14u, 13r)
R Gnosis 3 Umbral Escape
Play this card as the character's manuever [maneuver] during a round
of combat. The character immediately steps sideways into the Umbra
before damage is dealt. The character remains in the Umbra until
your next Regeneration Phase.
(Jeff Miracola)
C 1 Block
Reduces the damage of any one attack by up to 4 points.
(Stuart P. Beel)
C 1 Dodge
Avoids one attack. Choose one damage card played this round on the
character who has dodged and discard it.
(John Cobb)
U 1 Run Like Hell
When played on one of your pack, he/she immediately flees, exiting
combat. Character cannot participate in moot voting until he/she has
engaged in combat with the foe (or foes) he/she ran from. This
effect takes place after your opponent's combat card is resolved.
(Stuart P. Beel)
C 1 Flesh Wound Damage 1
Sometimes a Flesh Wound is all it takes to finish off an opponent.
(Omaha Perez)
C 1 Glancing Blow Damage 1
This indirect shot barely connects.
(James Daly)
C 1 Grazing Wound Damage 1
This light swipe barely connects.
(Ron States)
C 1 Off-balance Attack Damage 2
The character playing this card plays damage cards at -1 Rage for the
next round of combat.
(Richard Kane Ferguson)
C 1 Stinging Wound Damage 2
If your opponent is damaged by this attack, he may play combat cards
during the next round at +1 Rage.
(Ron States)
R 2 Evasion
Avoids (dodges) all attacks during the current combat round.
(Richard Thomas)
R 2 Surprise Attack Damage 1
If this card is played during the first round of combat, your
opponent will inflict no damage this round.
(Alex Sheikman & Lawrence Snelly)
C 2 Solid Blow Damage 2
A well-placed blow to the opponent's chin.
(Stuart P. Beel)
C 2 Swipe Damage 2
A tough, scraping blow that rarely fails to draw blood.
(William O'Connor)
C 2 Bite Damage 3 (Req: non-Homid form)
Only playable by character in Crinos or Lupus form.
(Mike Chaney)
R 2 Lucky Blow Damage 3
Your opponent takes a turn for the worse.
(Bryan [Brian] LeBlanc)
C 2 Overextended Attack Damage 4
Your character may not play a combat card next round. If your
character is the attacker, he/she may not withdraw before the next
round.
(John Cobb)
U 3 Disarm Damage 0
Choose one piece of your opponent's equipment. That piece of
equipment cannot be used for the remainder of the Combat Phase.
(Alex Sheikman & Lawrence Snelly)
U 3 Careful Strike Damage 1
This attack cannot be dodged.
(Jason Felix & Lawrence Snelly)
R 3 Evade and Strike Damage 1 Req: Kailindo
You can dodge all attacks this round, except those that normally
ignore dodges.
(Bryan [Brian] LeBlanc)
U 3 Nerve Cluster Damage 1 Req: Kailindo
A vital nerve is struck. For the rest of this combat, your opponent
is considered to have a Rage of 1 for the purpose of playing combat
cards.
(Jeff Holt)
U 3 Telling Blow Damage 1
If the damage from this card immediately kills your opponent, place
Telling Blow in your victory pile for an additional 3 victory points.
(John Cobb)
C 3 Kneecapper Damage 2
Your opponent acts at -1 Rage for the next round of combat.
(Bryan [Brian] LeBlanc)
U 3 Organ Puncture Damage 2
A character damaged by the Organ Puncture cannot initiate combat
until this wound is healed. He can, however, defend if attacked.
(Bryan [Brian] LeBlanc)
C 3 Body Blow Damage 3
This well-placed blow will give all but the mightiest warriors pause
for thought.
(Drew Tucker)
U 3 Rend and Tear Damage 3
Your character gives his victim a heapin' helpin' of visceral agony.
(John Matson)
U 4 Block and Strike
You can block up to 2 points of damage from any one attack. You may
play any damage-dealing combat card simultaneously with Block and
Strike.
(Stuart P. Beel)
U 4 Feint Damage 0
You can immediately play any combat card in response to your
opponent's card. If you Feint is a bluff and your opponent's card is
not, you may not play another card.
(Lawrence Allen Williams)
R 4 Critical Blow Damage 2
This attack cannot be blocked or healed until the end of the turn.
(Omaha Perez)
U 4 Eyes Gouged Damage 2
A victim damaged by this attack is temporarily blinded. The victim
must attack with a random draw from his combat hand during the next
combat round.
(Ron Spencer)
R 4 Forceful Wind Damage 2 Req: Kailindo
Combat immediately ends after both sides have dealt damage.
(Mike Danza)
U 4 Fur Gnarl Damage 2
If the victim is in Crinos form, this damage is aggravated.
(John Cobb)
R 5 Fast Strike Damage 2
This card deals damage before your opponent's combat card takes
effect. The special effect of Fast Strike is ignored if the
character cannot meet the Rage requirements of this card.
(Ron States)
U 5 Head Wound Damage 2
A victim damaged by this attack cannot play any combat cards for the
next round of combat.
(Jeff Miracola)
R 5 Disembowelment Damage 3
Your victim plays combat cards at -1 Rage until this wound is healed.
(Stuart P. Beel)
U 5 Dry Gulch Damage 4
Your opponent is struck firmly in the throat.
(S.C.A.R [SCAR])
C 6 Broken Limb Damage 3
If damaged by this attack, the victim plays all of his/her combat
cards at -2 Rage for the duration of the combat.
(John Cobb)
U 6 Vital Blow Damage 4
You strike your opponent in the, er, um, sensitive area. For the
next round of combat, your opponent is considered to have a Rage of 1
for the purpose of playing combat cards.
(Ron Spencer)
R 7 Massive Wound Damage 5
Usually only one combatant walks away from a Massive Wound - the one
who dealt it.
(William O'Connor)
R 8 Mangle Damage 6 Req: Crinos form
Opponent can take no actions (other than regenerate) until this wound
is healed.
(Stuart P. Beel)
R 9 Spine Crushed Damage 7 (Req: Crinos form)
Only usable in Crinos form.
(John Cobb)
R 10 Entrail Rend Damage 8
Almost nobody can receive an Entrail Rend and walk away from it.
(Chris McDonough [Brian LeBlanc?])