Rage represents anger, the Beast within, supernatural passion (pp. 155-56).

What it does:

  • Any Rage roll with four or more successes may cause Frenzy.
  • Spend one point for each extra action per turn, up to Dexterity score.
  • Spend a point to assume any desired form instantly, without Stamina + Primal-Urge roll.
  • Spend a point to avoid a stun, when more health levels are lost than the Stamina score.
  • When health falls below incapacitated, roll Rage vs. diff. 8; each success heals a health level.
  • Beast Within: each point higher than Willpower deducts one die from all social rolls.
  • If all temporary Rage and Willpower are gone, you have Lost the Wolf (W:tA, p. 156).
  • Points or rolls may power certain Gifts.
  • May be rolled under various circumstances.
  • May be a target number for other characters' rolls for powers or actions.
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How to regain temporary points:

  • Regain all or some when gazing on the moon for the first time each night; varies with phase.
  • Regain one when frustrated by botching an important roll.
  • Regain one when in a humiliating or confrontational situation.
  • Roll a die to determine the Rage pool at the beginning of every story.
     
Gnosis represents spiritual strength, contact with spirit world, link to Gaia (pp. 156-57).

What it does:

  • Roll vs. Gauntlet rating to cross into the Umbra.
  • Roll vs. Gnosis of a Fetish to attune it before using it for the first time.
  • Roll vs. Gnosis of a Fetish or spend a point to activate it every time it is used.
  • Cannot normally be rolled or spent on the same turn a Rage roll is made or point is spent.
  • Silver objects deduct from effective score.
  • Points or rolls may power certain Gifts.
  • May be rolled under various circumstances.
  • May be a target number for other characters' rolls for powers or actions.
 

How to regain temporary points:

  • Regain all at a Sacred Hunt; there is usually one at every moot.
  • Bargain with a spirit for some of its points; the spirit will ask for something in return.
  • Meditate for one hour: roll Wits + Enigmas vs. diff. 8, and regain one point per success.
  • Between stories, roll Charisma + Enigmas vs. diff. 6, and regain one point per success.
     
Willpower represents strength of will, mental power, self control (pp. 157-59).

What it does:

  • Spend a point once per turn to add one success to any roll.
  • Spend a point to overcome a powerful urge, or to avoid entering Frenzy.
  • Points or rolls may power certain Gifts.
  • May be rolled under various circumstances.
  • May be a target number for other characters' rolls for powers or actions.
 

How to regain temporary points:

  • Regain all or some at the end of a story.
  • Regain a variable amount with an important success during the story.
  • Regain one to three by fulfilling an auspice role.
  • Regain one to three with an action especially appropriate to Nature or Demeanor.