Rules reference
Advancement in Werewolf: The Apocalypse 5th Edition
How progression works and how to track it. Werewolf: The Apocalypse 5th Edition is a tabletop RPG where you play as Garou, werewolves fighting against the corruption of the Wyrm. As warriors of Gaia, you balance your human side with your wolf nature, tracking Renown, wielding Gifts, and maintaining your connection to the spirit world.
Key points
Advancement is about tracking change over time and keeping it transparent to the table.
Copyable facts
- 5 Auspices: Ahroun, Galliard, Philodox, Ragabash, Theurge
- Tribe system: Cultural affiliations like Black Furies, Silver Fangs, Hart Wardens, Ghost Council, Galestalkers
- Renown system: Glory (combat), Honor (tradition), Wisdom (spirit)
- 5 Forms: Homid, Glabro, Crinos, Hispo, Lupus
- Gift system: Auspice and Tribe-based powers
- Rage mechanics: Fuels transformations and combat
Advancement workflow
- Record XP gains (and why) after each session.
- Spend XP intentionally toward concept.
- Keep history so changes are auditable.
Examples
Example: Avoid XP drift
Record XP gains/spends right after sessions and keep a short history so the table can audit decisions later.
Example: Buy toward concept
Spend to reinforce what you want to do in scenes, not to chase every niche option.
Common mistakes (smallest fix)
- Mistake: XP drift (nobody remembers what changed). Fix: Record gains/spends right after sessions and keep a short history.
- Mistake: Buying upgrades that don’t show up in play. Fix: Spend toward your concept and the scenes you actually get.
Werewolf FAQ
What are Auspices in Werewolf 5e?
How does Renown work in Werewolf 5e?
What are Tribes in Werewolf 5e?
How does Rage work?
What are the five forms?