Nagah Traits And Creation Chart


As non-mammalian shapeshifters, Nagah have significant physical (and spiritual) differences from many of the other Changing Breeds.

Nagah are partly amphibious and can hold their breath twice as long as Garou. Nagah in Kali Dahaka form (see below) possess gills and can breathe water as easily as air.

In all forms, a Nagah has keen eyesight and color vision. Their senses of taste and smell become increasingly acute as they shift from Balaram to Vasuki form.

For each form removed from Balaram, reduce the difficulty of Perception rolls involving taste and smell by –1 (to a minimum difficulty of 3). In Kali Dahaka form, the Nagah also gains the benefits of the lupus Gift: Scent of Sight. Wereserpents also have somewhat poor hearing.

In Kali Dahaka form, Nagah gain a +3 difficulty to all hearing-based Perception rolls. In Vasuki form, Nagah are deaf to all airborne sounds.

All Nagah begin with Willpower 4.


Nagah regain one point of Rage for each hour spent underwater or partially submerged. However, their cold-blooded nature means that their capacity for Rage increases slowly. Nagah pay double the freebie point cost (2 per point) and experience point cost (current rating x 2) to increase their Rage.

For each point a Nagah’s Rage exceeds his Willpower, he loses one die on all Social dice pools. Humans can feel the presence of this cruel and ruthless creature, and avoid prolonged contact. Nagah are subject to frenzy (but not the Thrall of the Wyrm), but require six successes on a Rage roll to lose control.

Umbra and Totems

Weresnakes do not have easy access to the Umbra. A Nagah can only step sideways in the immediate presence of the Ananta to which it and its nest-mates are dedicated. If a Nagah carries the Ananta within himself (see Ananta, p. 211)he can attempt to step sideways anywhere, leading his other nest-mates across the Gauntlet with him. Any Nagah can step sideways in the Serpent Waters — aquatic Glens where the Umbra bleeds into the physical world. Nagah have neither individual nor pack Totems.

However, Nagah who belong to the same nest share a powerful spiritual bond. Nagah can lead their nest-mates into the Umbra as though they were a pack. This bond also allows them to use Pack Tactics (W20, p. 300) as though they had a totem.


In any form other than Balaram, a Nagah can inject a chosen victim with supernaturally potent venom. A Nagah can deliver this poison when her bite inflicts at least one health level of damage. Her poison causes an additional seven health levels of aggravated damage that the victim soaks separately from the bite. Her venom cannot
affect spirits (even materialized spirits) or other Nagah.

A Nagah can store three doses of venom in her poison glands, and each dose takes 24 hours to replenish itself.

In Azhi Dahaka form, Nagah can attempt to spit venom into a target, poisoning and perhaps blinding him. Spitting venom uses up the equivalent of two doses of poison.

Roll Dexterity + Athletics, difficulty 7 (difficulty 9 when targeting the eyes). If the attack hits, the victim has until the Nagah’s next turn to wash it off. If he cannot, the venom inflicts seven levels of aggravated damage as normal. If the attack hits the eyes, the venom also blinds the victim for a number of rounds equal to (10 – victim’s Stamina; minimum 3 rounds).

Creation Chart

Step One: Character Concept

Choose concept, breed and auspice.

Step Two: Select Attributes

Prioritize the three categories: Physical, Social, Mental (7/5/3).
Note that each Attribute starts with one dot before you add any.

Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.

Step Three: Select Abilities

Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents, Skills, Knowledges.

No Ability may be higher than 3 at this stage.

Step Four: Select Advantages

Choose Backgrounds (determined by breed),
Gifts (three, one each from breed, auspice, and general nagah),

Step Five: Finishing Touches

Record Rage (by auspice), Gnosis (by breed),
Willpower (4), and Rank (1).
Spend freebie points (15)


Ananta: The spirit realm which is owned by the Nagah and their pack/nest.

Ancestors: The ability to channel the knowledge and skills of those Garou who have gone before.

Contacts: A network of people throughout human society that you can tap for information.

Fetish: You have an item of some sort with a spirit bound within it, giving it supernatural powers.

Kinfolk: Relatives who you are in touch with, human and wolf, who are immune to the Delirium.

Mentor: A Garou of higher Rank who has taken an interest in your progress and offers advice.

Pure Breed: You have the blood of a Garou hero in your veins, and others can see it within you.

Resources: Your personal wealth, possessions, and income.

Rites: You know a number of rites, rituals empowered with spirit magic.

**Secrets:* The character possesses information that would be considered desirable — or damaging — by someone else.

Spirit Heritage: You have the touch of a particular type of spirit on you, and they treat you as their own.

Freebie Points

Trait Cost
Attributes 5 per dot
Abilities 2 per dot
Backgrounds 1 per dot
Gifts 7 per Gift1
Rage 1 per dot
Gnosis 2 per dot
Willpower 1 per dot
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License