Every success on attack rolls translates to a lethal wound.<br/><br/>When you're within 3 lethal wounds of death, you suffer wound penalties unless you're in Gauru form or have iron stamina.  The wound penalty for the 3rd to last health box is -1, -2 for the second to last, and -3 for your last health box.<br/><br/>When your last health box is filled, if you take no extra damage, then you roll resolve + composure to see if you enter death rage.  If you take more lethal damage than you have health, you return to human form and convert the excess to aggravated damage.  While your last health box is filled with lethal damage, you take 1 aggravated damage per round  on your turn as you bleed to death unconcious.<br/><br/>However, at the first turn you get, if you have at least 1 essence, then that essence is automatically spent to heal the last health box and return you to conciousness.  Many werewolves who are not filled with pride feign death at this point, unless fighting other werewolves, in which case they usually surrender.  (if fighting The Pure, surrender may not be an option.)<br/><br/><br/>Most Spirits lose interest and leave werewolves that have returned to human form, although some will attempt to attack the pack's locus after defeating them and others will kidnap the defeated werewolves and take them to dark corners of the spirit world to do unspeakable things to them.