Character setup:
Choose an Auspice. This is your class. You can't multiclass between auspices, but each camp has a prestige class.
Choose your tribe and breed. These give you bonuses, some at the beginning, others over time.
Every 4 levels (from 0) you raise up a rank (instead of XP you get Renown). This means you will hit level 5 at level 17, which seems about right. Each level gives you a Gifts slot, which can be used an auspice/tribe/breed up to your rank, or any other gift at one rank less.
Hit Points are equal to Stamina. You also have Vitality which takes most damage - use up Vitality and you start losing HP. Vitality starts at your maximum per level (dice size + stamina bonus). On even levels, you get Dx + stamina bonus. On odd levels, you roll again and choose the best of this roll or the one from the previous level. Werewolves regain Vitality at 5 per round and hit points at 1 per round.
Stat bonuses are doubled from those in Revised (so Crinos gives +8 Strength, +2 Dexterity and +6 Stamina), and these increase vitality and hit points accordingly.
I've removed Reflex saves as something barely relevant for Werewolf. I've added a damage bonus because it seems apt. All characters start with 3 feats as well as a given number of the Rage feat.
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Auspices
I really should use a table for this but can't be bothered. These are also probably not particularly balanced...
Ahroun
The Ahroun favours Strength and Stamina for their combat potential.
- Vitality dice: d10
- 2 Skill points per level + Int bonus
- Weapon proficiences: 6
- Saves: Fortitude major, Will minor
- Attack bonus: +1/level, starting level 1
- Damage bonus: +1 per level, starting level 2
- Defence bonus: +1 per 3 levels, starting level 3
- Starting Rage: 3
- No Rites.
Galliard
Galliards favour charisma, as the voice of the pack.
- Vitality dice: d8
- 6 Skill points per level + Int bonus
- Weapon proficiences: 4
- Saves: Fortitude major, Will minor
- Attack bonus: +3 per 4 levels, starting level 2
- Damage bonus: +1 per 2 levels, starting level 2
- Defence bonus: +1 per 3 levels, starting level 3
- Starting Rage: 2
- Rites: 2 at level 1, then 1 every four levels
Morale boost: Once per session, the Galliard can make a diff 10 Performance roll to give a bonus equal to the raises to one of her pack (outside combat).
Philodox
Philodoxes often favour Wisdom or Charisma
- Vitality dice: d8
- 6 Skill points per level + Int bonus
- Weapon proficiences: 4
- Saves: Fortitude minor, Will major
- Attack bonus: +3 per 4 levels, starting level 2
- Damage bonus: +1 per 3 levels, starting level 2
- Defence bonus: +1 per 3 levels, starting level 3
- Starting Rage: 2
- Rites: 3 at level 1, then 1 every three levels
Theurge
Crescent Moons tend to favour intelligence
- Vitality dice: d6
- 4 Skill points per level + Int bonus
- Weapon proficiences: 2
- Saves: Fortitude minor, Will major
- Attack bonus: +1 per 2 levels, starting level 2
- Damage bonus: +1 per 4 levels, starting level 2
- Defence bonus: +1 per 3 levels, starting level 3
- Starting Rage: 1
- Rites: 4 at level 1, then 1 every two levels
Theurges get a bonus to any Ritual rolls equal to their rank, and the same to any rolls interacting with the Umbra or Spirits.
Ragabash
Tricksters can favour any attribute.
- Vitality dice: d6
- 8 Skill points per level + Int bonus
- Weapon proficiences: 2
- Saves: Fortitude major, Will major
- Attack bonus: +1 per 2 levels, starting level 2
- Damage bonus: +1 per 4 levels, starting level 2
- Defence bonus: +1 per 2 levels, starting level 1
- Starting Rage: 1
- No rites
Ragabash get an extra Feat every time they gain a rank (including rank 1). They suffer no renown loss for insulting other garou.
Breeds
Homids, human born, are the default.
Metis are cursed. They have Gnosis as a class skill and gain two free points, but must take a deformity.
Lupus are very rare these days. The use up a starting Feat and reduce skills per level by 1. Gnosis is a class skill and you gain 2 free points.
Tribes
I don't have the patience to find bonuses for each tribe. It will along the line of adding some class skills (especially "background" skills like Resources), adding feats and maybe other bonuses along the way. Tribal bonuses should be reasonably strong but really they lead to camps.
Skills
- Academics
- Ancestors [+1 to skill per raise, once per session]
- Animal ken
- Athletics
- Blend [Hiding in plain sight]
- Bureaucracy
- Computers [Hacking is separate]
- Connected [This is effectively Contacts, but also covers Kinfolk; may use similar system to cultures]
- Cosmology
- Culture [Using simplified version of spycraft system]
- Drive
- Electronics
- Expression [Genuine]
- Fate [Once per session, roll Fate as a reroll]
- Gnosis [Does little directly, except step sideways and power fetishes]
- Hacking
- Impress
- Intimidate
- Investigation
- Larceny
- Medicine
- Performance [Created]
- Primal Urge
- Notice
- Resources [starting only, otherwise through events]
- Rituals
- Science
- Search
- Sneak
- Streetwise
- Subterfuge
- Survival
- Tactics
- Other....
Again I'm not going into detail on Feats, just a few.
Rage
Rage is a Feat, and it can be taken multiple times. Once per session, you can take an extra action immediately. For every rank, one Rage becomes once per combat. Will saving throws to resist Fight frenzy are reduced by 1 for each Rage taken.
Rites
Gain 3 points of rites
Extra Gift
Get an extra gift of your rank or less. This can be any Gift you are in a position to learn.
Ancestors
You are in touch with your ancestors. Ancestors becomes a class skill. Gain +2 to Ancestor rolls.
Fate
You have been touched by fate. Fate becomes a class skill. Gain +2 to Fate rolls
Pure Breed
Your blood runs true. Gain +3 on Impress, Intimidate and Subterfuge rolls vs Garou and their kinfolk.
And that's as far as I got.