Rules reference
Attributes in Werewolf: The Apocalypse 5th Edition
What attributes mean and how to use them at the table. 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
Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.
- 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
If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.
Pick 1–2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.
- Mistake: Spreading points evenly. Fix: Pick 1–2 strengths that match your concept and accept a weakness.
- Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.