The following Traits allow the Garou to perform miraculous feats beyond human capacity. These Traits are not represented as adjectives- they are a pool from which the character may draw. These Traits can be represented by cards- a card is torn up when a Trait is used.
Willpower
Once a Willpower point has been used, it is gone until the end of the story. At that time, the character regains all Willpower used during the course of the story. It is possible that a Narrator may choose to give a character Willpower during the course of a story as a reward for exceptional role-playing. Such a reward would be given for playing a Nature appropriately, acting out a Derangement in an appropriate fashion or any other reason the Narrator deems suit-able. This should not, however, be a common occurrence.
Rage
Rage Traits are not described as adjectives. Each character has a Rage rating. Rage Cards can be used to represent a character's rage: a Rage Card is torn up when a Rage Trait is used.
USING RAGE
Changing Forms - Changing forms is easier with the use of Rage. By expending a Rage Trait, you are able to change into another form immediately. Otherwise, changing into another form takes a number of seconds equal to the number of Social Traits you possess; you may, however, take your natural form automatically without spending Rage.
Extra Action - Rage can give the character the ability to perform extra feats during a challenge. This means that a character can challenge several players to different tests at the same time with no penalty. The number of players challenged depends on the number of Rage Traits spent.
Extra Attacks - A werewolf can also use Rage to attack with greater frequency and ferocity. A Garou who has just won a Physical Challenge (attacking someone) can immediately expend a Rage Trait and do a second test to attempt to inflict a second wound on a foe. This test occurs before a new challenge can begin.
Furthermore, the Garou who expended Rage cannot be wounded as a result of this second test, unless, of course, his opponent has also spent Rage (or Celerity, in the case of vampires).
For example, if a character is being attacked by two opponents at the same time, the defending character can spend a Rage Trait to acquire an extra action. Thus, he will be able to defend himself against both opponents in a challenge while suffering no penalty.
Remaining Active: When a character becomes Incapacitated from losing a challenge, she may use a Rage Trait to bring herself up one Health Level so that she may continue to fight. Once a character loses all of her Rage, she is no longer able to change forms. She has "lost the wolf" within and will revert to her natural form, whether that is Lupus or Homid.
Regaining Rage
Confrontation: At the beginning of any new conflict in which a challenge is involved, the character regains a Rage Trait. Only one Rage Trait is regained during the confrontation, regardless of the number of challenges.
Wounds: The first time a Garou is wounded in an evening, he regains a Rage Trait. This is only done once per day.
Humiliation: The character may regain a Rage Trait during a particularly humiliating situation. Awarding this Trait is the Narrator's option.
Gnosis
Beginning Gnosis is determined by breed, because the birth of a Garou establishes his initial connection to Gaia. You may gain extra Gnosis Traits by spending experience and becoming more spiritually aware in a role-playing sense- either through meditation or guidance.
Gnosis Traits are used in Gifts and rites, and one Gnosis Trait can be spent to immediately step sideways into the Umbra (see "Spirit", Stepping Sideways).
Garou have both Gnosis Traits and a Gnosis Pool. The Gnosis Pool determines how many Gnosis Traits a Garou can store within herself. Gnosis Traits can be bid and spent in Static Challenges just like other Traits.
Garou regain their spent Gnosis Traits in the following ways:
Meditation: You must have the Meditation Ability to do this. A Garou may spend a Mental Trait and get a Gnosis Trait if she has ten minutes to meditate alone. Of course, this must be a relevant Mental Trait.
Fetish: A Garou may gain Gnosis from a fetish, such as a Tear of Renewal (see "Fetishes").
Spirits: A Garou may gain Gnosis through an Engling spirit. Either by summoning the Engling or running across it in the Umbra, the Garou must convince the Engling to give itself up for the benefit of the Garou. If it agrees, the Engling will give itself up to the Garou, and, in death, it will recharge all the Gnosis Pools of the Garou participating. The Spirit Keeper has the option of complicating this process.
Rites: A Garou may gain Gnosis through the Rite of the Cup (see Spirit Rites, below), although this Gnosis is actually shared Gnosis, and it must come from another Garou or a spirit. In the Umbra, a Gnosis Trait may be spent to change the reality of the Umbra in some fashion- you may use one to step through an Umbral wall, hide your Umbral form briefly or provide some light in darkness. Unless a Gift specifies otherwise, you may not spend Rage and Gnosis during the same challenge.
Garou Society, Rank and Reknown
The Sept of the Caern of the White Owl
Source Material taken from Werewolf: The Apocalypse Third Edition; Copyrighted by White Wolf Publishing and Gaming Studios, Incorporated.