Werewolf the Apocalypse information source

Ahroun Gifts

A list of all Ahroun Auspice Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Ahroun Gifts of a specific rank, see the Werewolf Gifts section.

Razor Claws

Rank 1 Ahroun Gift / Rank 1 Get of Fenris Gift

By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

System: The player spends on Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attack do an additional die of damage.

Source: Core book revised.

Inspiration / Grim Resolve

Rank 1 Ahroun Gift / Rank 1 Silent Strider (Camp: Harbingers) Gift  / Rank 1 Silver Fang Gift

Other werewolves look to the Ahroun for leadership in combat. The Gift of Inspiration is one reason. The Garou with this Gift lends new resolve and righteous anger to his brethren. Either a lion- or wolf-spirit teaches this Gift.

System: The player spends one Gnosis point. All comrades (but not the Gift’s user) receive one automatic success on any Willpower rolls made during the scene.

Source: Core book revised / Tribebook: Silent Striders (revised) / 20th Anniversary Edition

Falling Touch

Rank 1 Ahroun Gift / Rank 1 Stargazer Gift

This Gift allows the Garou to send her foe sprawling with but a touch. Any aerial spirit can teach this Gift.

System: The Garou’s player rolls Dexterity + Medicine (difficulty of the opponent’s Stamina + Athletics). Even one success send the victim to the ground. Doing so counts as an action; activating this Gift and striking a foe with intent to harm are two separate things.

Source: Core book revised.

Spur Claws

Rank 1 Ahroun Gift

Some Garou take the bee as a role model for their cause. The bee is so devoted to her queen that she attacks her enemies with no care to the inevitable fact that she will die in the attack. For those Garou who feel similarly, bee-spirits may teach them how to turn their claws into stingers that stick in their opponents. Such poison as they excrete won’t kill their opponents but neither will it kill the werewolf in question.

System: The player spends one Rage. The next successful claw attack the character makes will bury her claws into the victim, where they stay stuck after they rip from the Ahroun’s fingertips. Until the victim takes the time to pull them out (which takes a full turn) they will suffer +2 difficulty on all actions. However, the Garou’s claws take a full turn to regenerate and can’t be used in that time.

Source: Players’ Guide to Garou (revised)

Empathy of Hatred

Rank 1 Ahroun Gift

Using this Gift, an Ahroun can tell at a glance how strongly a given individual is ruled by anger — both at the moment and over the course of their life. An Epiphling of Rage teaches this Gift.

System: No roll is needed; the effect is automatic. By spending an action focusing on a person, the Ahroun can learn the permanent and temporary Rage that said person possesses. This is most useful for spirits and other shapechangers, of course, although some fomori may possess Rage as well. The Shadow Lord Gift: Aura of Confidence blocks the perception granted by this Gift completely.

Source: Book of Auspices

Pack Tactics

Rank 1 Ahroun Gift

While the Ahroun’s role as the overall leader of Garou is questionable, there is no doubt at all who should take control of the pack during a battle. By taking the lead and coordinating pack actions, the Ahroun gifts all of her packmates with great competence in the heat of battle. A wolf-spirit teaches this Gift.

System: The player spends a Willpower point before initiating a Pack Tactics maneuver (Werewolf, page 212), and divides a pool of extra dice equal to her Leadership score among everyone performing the maneuver. The dice should be divided as evenly as possible, although the player may choose where to distribute extra dice (or in case of the Ahroun’s Leadership score granting fewer dice than the number of packmates involved).

Source: Book of Auspices

True Fear

Rank 2 Ahroun Gift / Rank 2 Shadow Lord (Judges of Doom & Lords of the Summit) Gift / Rank 2 Wendigo Gift

The Ahroun can display the true extent of her power, scaring one chosen foe into quiescence for a number of turns. Spirits of fear teach this Gift.

System: The player rolls Strength + Intimidation (difficulty of the target’s Willpower). Each success she achieves cows the enemy for one turn; the victim cannot attack at this time. He may defend himself if attacked and otherwise act normally, although his action will likely be guided by fear.

Source: Core book revised / Shadow Lord Tribebook (revised) / Wendigo Tribebook (revised)

Sense Silver

Rank 2 Ahroun Gift / Rank 2 Silver Fang Gift

As consummate warriors, Ahroun must be prepared for every eventuality — including silver weaponry. This Gift, taught by Lunes, allows the Ahroun to detect the presence of silver.

System: The Garou rolls Perception + Primal-Urge (difficulty 7). If successful, she can detect the presence of any nearby silver. Three successes allow him to pinpoint the silver’s location.

Source: Core book revised / 20th Anniversary Edition

Renewed Vigor

Rank 2 Ahroun Gift

By slaying a Wyrm beast (or other enemy, shameful though inter-tribal conflicts may be) in a particularly spectacular fashion, the Ahroun can inspire all allies who have her in their line of sight to fight harder through her example. A hawk-spirit teaches this Gift.

System: To activate this Gift, the Ahroun must have spent at least three Rage points in that turn, and must have killed an enemy with a stroke that brought it at least three health levels below Incapacitated. The Ahroun spends a point of Willpower, and all her Garou allies gain a number of points of temporary Rage equal to her Charisma Rating. Using this Gift does not require a separate action in combat aside from the action used to kill the enemy.

Source: Book of Auspices

Spiritual Wrath

Rank 2 Ahroun Gift

Garou are by nature beings half of corporeal flesh and half of spirit ephemera, living in two worlds simultaneously. By calling upon this Gift, an Ahroun manifests her spiritual nature more strongly than physical for a brief period, allowing her claws to cut through defenses they could never normally pierce. This Gift has no effect on creatures that are half spirit already like other Garou, fomori and changelings. But any being entirely of one world, such as Banes, vampires, ghosts or animals, is vulnerable to its sting. Any spirit of war can teach this Gift.

System: The player spends a point of Gnosis; the difficulty to soak the damage from a single claw attack the Ahroun makes in that turn is raised to 9. Note that the usual rule of being unable to spend Rage and Gnosis in the same turn still applies.

Source: Book of Auspices

Shield of Rage

Rank 2 Ahroun Gift

Such is the Rage burning within an Ahroun’s heart that all lesser furies quail before it. A wolverine-spirit teaches this Gift.

System: The player spends one Willpower point. For the rest of the scene, all spirits’ Rage scores are considered two less than their real values for the purpose of rolling damage against the Ahroun.

Source: 20th Anniversary Edition

Spirit of the Fray

Rank 2 Ahroun Gift

This Gift allows the Ahroun to attack with lightning speed, striking before any foe. A cat-spirit teaches this Gift.

System: Once the character learns this Gift, its effects are permanent. The Ahroun may add 10 to all his initiative rolls, which will nearly always ensure that he strikes first. If he chooses, the Ahroun may spend a Gnosis point to add another 10 to his initiative roll. Remember, though, that doing so prevents him from spending Rage to gain extra actions; werewolves can’t use Rage and Gnosis in the same turn.

Source: Core book revised.

Silver Claws

Rank 3 Ahroun Gift / Rank 3 Silver Fang Gift

The Ahroun can establish her battlefield primacy against other werebeasts by transforming her own claws into silver. A Lune teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The transformation lasts for the scene or until the Ahroun decides to end the Gift. Silver claws still do aggravated damage to all targets, and they are naturally unsoakable to the Garou and most other werebeasts. While the Ahroun manifests the calws, she suffers searing agonies. Each turn, she gains an automatic Rage point. Furthermore, all non-combat difficulties increase by one because of the distraction. When her Rage points exceed her Willpower, she must check for frenzy.

Source: Core book revised.

Spirit Savage

Rank 3 Ahroun Gift

In the spirit world, a warrior often finds himself dealing with hostile spirits much more often than he’d like. This Gift allows the Ahroun to brutally savage a spirit with a bite, impeding the spirit’s ability to attack or defend itself. Spirits find this Gift horrifying, and are unwilling to aid any warrior who uses it unjustly (such as against any Gaian spirit). It’s taught by wolverine-spirits, who care little for the opinion of their fellows.

System: The Garou must successfully bite his spirit opponent and spend a Rage pint. The player then rolls Strength + Brawl, difficulty 4; if the successes equal or exceed the spirit’s Willpower, the spirit’s Rage is effectively reduced by one point, plus one point for every extra success, for the rest of the scene. This Gift can be used only once per scene against any given spirit, and it cannot reduce a spirit to zero Rage.

For example, Tanya Riverjumper ignores the foul stench and clamps down on a Hogling. She gains six successes; three more than the Hogling’s Willpower. The Hogling loses four Rage for the rest of the scene; it now has only four dice to attack and defends itself, and it’s probably terrified to boot.

Source: Umbra

Purity of Spirit

Rank 3 Ahroun Gift

Many Galliards relate stories describing the werewolves’ weakness to silver as a kind of chiminage — the price Luna extracts from her children for the gift of Rage. Using this Gift, the werewolf can, at great cost, briefly shield himself against silver’s damaging power with his own spiritual energies. A Lune teaches this Gift.

System: The Garou spends a number of Gnosis points and immediately receives this many automatic successes to soak damage from silver, even if she has no dice to roll. The effects lasts for a number of turns equal to the Gnosis spent, not including the remainder of the turn in which it was activated.

The Gift does not take an action to activate, and indeed can be activated immediately if the Garou has been struck by surprise with a silver bullet or blade to help ameliorate the damage… as long as the user hasn’t spent any Rage that turn of course. This Gift cannot be active at the same time as Luna’s Armor; whichever is activated last cancels the prior Gift.

Source: Book of Auspices

Combat Healing

Rank 3 Ahroun Gift

The Ahroun are famous for their ability to fight — it’s their purpose in life. This Gift allows a Garou to heal wounds during combat without hesitation or even a moment’s pause. While other Garou are licking their wounds, the Ahroun with this Gift keeps fighting. Wolverine-spirits teach this Gift, although they usually have to be bested in combat first.

System: The player spends two Rage points to activate this Gift. The Garou no longer need pause for a turn to heal a Health Level or roll Stamina to heal during combat. Every round, the Ahroun heals one nonaggravated Health Level, regardless of her actions.

Source: Player’s Guide Second Edition.

Wind Claws

Rank 3 Ahroun Gift

The Ahroun’s claws and fangs pass through the flimsy protections of their enemies as though they were but air and hope. An air elemental teaches this Gift.

System: The player spends one Rage point. For the rest of the turn, all of the Ahroun’s natural attacks completely ignore any armor (mundane or magical) that targets might be wearing; the targets forfeit all soak dice from such protection

Source: 20th Anniversary Edition

Heart of Fury

Rank 3 Ahroun Gift

The Garou can steel himself against anger, suppressing his Rage and creating a mental dam against the explosive frenzies of his kind. This anger will catch up with him eventually, though, so he must vent it before it breaks free. A boar-spirit teaches this Gift.

System: The player rolls Willpower (difficulty of the character’s permanent Rage rating). Every two successes add one to the character’s frenzy difficulties for the scene, making it harder to frenzy. When the scene ends, however, past slights and injuries come rushing back to haunt the Garou, refilling the Garou’s heart and soul. He must spend one Willpower point or make a frenzy check immediately at the regular difficulty.

Source: Core book revised.

Shatter Bone

Rank 3 Ahroun Gift

Victims with twisted arms or crushed legs are much easier prey. The Ahroun with this Gift can destroy bone with a single punch, regardless of the damage inflicted by the blow. A hyena-spirit teaches this Gift

System: Before striking an opponent, the Ahroun must spend a Willpower point and a Rage point. The Garou must target a specific limb, which increases the attack’s difficulty. The player must score at least three successes. Also, he must spend the Willpower and Rage even if the blow does not connect or he scores fewer than three successes. The Successful use of this Gift crushes whatever bone structure lies beneath the targeted flesh and causes a number of Health Levels of damage equal to the number of successes in the attack roll -3. Broken arms and legs subsequently handicap an opponent in any combat. Broken ribs hinder movement and can possibly puncture a lung. A fractured skull renders the victim unconscious in most cases. A broken spine causes paralysis. This attack is unsoakable but doe not cause aggravated wounds.











Special Effect
Stamina roll (difficulty 8) to remain conscious

Dexterity roll to hold items; target cannot use broken limb to attack.

Dexterity roll to remain standing; target cannot run or attack with broken limb.

Stamina roll (difficulty 6) to avoid puncturing a lung.

Must attack target from rear; target remains paralyzed until this wound heals.

Source: Player’s Guide Second Edition.

Clenched Jaw

Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift (Camp: Mjolnir’s Thunder) / Rank 4 Red Talon (Kucha Ekundu) Gift

The werewolf with this Gift can bite down with such power that her grip won’t loosen until she chooses to do so; even in death, her jaws bite down. A wolf- or hyena-spirit teaches this Gift.

System: After making a successful bite attack, the player may invoke this Gift by spending a Rage point. For each successive turn she opts to maintain her grip, she makes a bite attack roll (difficulty 3). While foes can make a resisted Strength roll to break the grip (suffering an additional health level of damage in the process of tearing free), the Garou may add half her Willpower to her dice pool.

Source: Core book revised / 20th Anniversary Edition

Stoking Fury’s Furnace

Rank 4 Ahroun Gift

No auspice is as closely tied to their Rage as the Ahroun, who is the master of directing his fury. This Gift — taught by a wolverine-spirit — allows him to channel his Rage even more effectively.

System: The Garou regains one Rage point in any turn that he takes damage, and he does not have to check for frenzy from that specific stimulus (other stimuli induce frenzy checks as normal). In addition, the Garou can spend one Rage point — and only one — per turn without losing any temporary Rage. However, if he spends multiple Rage in any turn, they are marked off as usual.

Source: Core book revised.

Full Moon’s Light

Rank 4 Ahroun Gift

The full moon is Luna’s warrior phase, when she searches out her enemies. The Ahroun can call upon her determination in finding her foes, illuminating any who oppose her. Lunes teach this Gift.

System: The player spends one Gnosis point. For the remainder of the scene, anyone within one mile who is working against the Ahroun or her pack emits a soft glow, as though illuminated by moonlight. This Gift can be used to confound powers of stealth or even invisibility, but only if the target is actively attempting to harm, compete with, or otherwise foil the Ahroun or her pack.

Source: 20th Anniversary Edition

Touch of Rage

Rank 4 Ahroun Gift

Using this Gift, an Ahroun can channel a portion of her Rage to another, be the beneficiary Garou, human or animal. In the former case, the effect is fairly mundane, lending an ally strength in combat; in the latter, it grants an awesome and destructive quality to beings that do not normally possess such.

On a social level, this Gift can be a potent source of inspiration (and instigation) as well — while Rage is an intensely visceral and difficult-to-control quality, it also bestows the ability to feel righteous anger at corruption and injustice — a faculty many humans have lost in the quiet apathy of the World of Darkness. A fury-spirit teaches this Gift.

System: The Ahroun spends one Willpower, or two if bestowing Rage on a mortal. He then expends a number of temporary Rage points, and the target gains them and may spend them normally. Once any points above the target’s normal maximum Rage (zero for humans) are spent, they are gone for good barring a second use of this Gift.

This Gift cannot grant Rage to mages, ghosts or other kinds of supernatural beings that do not already possess Rage. Spirits already have a Rage Trait, but can receive the temporary points to use to gain extra actions in combat as Garou do.

Source: Book of Auspices

Body Shift

Rank 4 Homid Gift / Rank 4 Ahroun Gift / Rank 4 Get of Fenris Gift

Garou raised in the shifting maze of human society are well-prepared for the endless adaptations Gaia demands of her protectors. An ancestor-spirit teaches this Gift.

System: The Garou can use her shapeshifting to alter her physical Attributes: a dot of Dexterity can be shifted to Strength or Stamina, and so forth. The player rolls Stamina + Primal-Urge (difficulty 9). For each two successes, one physical Attribute dot can be shifted for the rest of the scene.

Source: 20th Anniversary

Shared Strength

Rank 5 Ahroun Gift

No matter how strong you are, you can’t be everywhere. Sooner or later, if you live long enough, every Ahroun will experience the heartbreak of seeing a packmate die in combat, and knowing that they simply couldn’t be there to help. Elders have seen this more than any, so it is not unusual that they would learn a Gift like this. This Gift allows an Ahroun to donate his capacities to one of his packmates for a single turn, imbuing them with their strength, speed and skill. However, they pay a high price for this help, losing their own strength for the same amount of time. This Gift is taught by a wolf-spirit.

System: The player spends two Gnosis and states a period of time for the Gift to remain active. This could be “the next turn”, “an hour”, “the rest of the scene” or even “until the day I die”. If the Ahroun dies, the Gift ceases to work immediately, so “until the Final Battle” won’t work unless you survive to see it. For that amount of time, one Garou of the Ahroun’s choice and within their line of sight immediately is treated as possessing the Ahroun’s Physical Attributes, Brawl, Dodge and Melee abilities (if the target has higher abilities, they retain their own high scores). However, the Ahroun is treated as having a mere one dot in all Physical attributes, in all forms, as long as the Gift is active and no dots in Brawl, Melee and Dodge. The target and Ahroun cannot spend experience points to raise any of the shared Traits until the Gift ends.

Source: Players’ Guide to Garou (revised)

Kiss of Helios

Rank 5 Ahroun Gift

The Ahroun can invoke the sun’s power to become completely immune to the damaging effects of fire. Additionally, the Ahroun may ignite any portion of his body and keep it burning for extended periods. Most commonly the Garou will light his mane during rituals, but he can also ignite his claws or mouth without ill effect. A fire elemental or a sun-spirit teaches this Gift.

System: The player spends one Gnosis. For the rest of the scene, the Ahroun cannot be harmed by any natural forms of fire, up to and including molten lava. Artificial fires (napalm, gas fires, etc.) do one-quarter damage, and they are treated as bashing damage. The Garou does two additional dice of aggravated damage if he attacks with blazing fists, claws or fangs. The effects last for one scene.

Source: Core book revised.

Strength of Will

Rank 5 Ahroun Gift

The Ahroun with this Gift could lead his pack to the gates of Hell itself if that were what it took. A wolf-spirit or an Incarna avatar teaches this Gift.

System: The Garou’s player spends a point of Willpower and rolls Charisma + Leadership (difficulty 8). Each success grants all the Garou’s allies within 100 feet an extra point of Willpower. These extra points last for the rest of the scene, and they can be spent as usual. This Gift can even raise an ally’s Willpower above its maximum or even above 10. This Gift may be used only once per scene.

Source: Core book revised.


Rank 5 Ahroun Gift

This Gift grants a Garou a mystical aegis protecting her from attacks. This is not a literal shield; rather, strikes simply fail to hit vital areas, bullets defects of a belt buckle and circumstance otherwise conspires to prevent blows from landing solidly on the warrior while this ability is in effect. A wind-spirit teaches this Gift.

System: The player spends a point of Willpower, and the difficulty of all attack rolls made against her for the duration of the scene are increased by two. Any attack roll that scores only one success (after dodge, if applicable) against the Garou is considered to be a graze, and inflicts only bashing damage.

Source: Book of Auspices

Unstoppable Warrior

Rank 6 Ahroun Gift

A Garou who uses this potent Gift can regenerate aggravated damage. This works against all attacks except those from silver weapons. Each turn, roll Stamina + Primal-Urge against a difficulty 8; if successful, then spend one point of Rage per Health Level healed (much like a vampiric Blood Pool).

Source: Rage Across the Amazon

One on One

Rank 6 Ahroun Gift

The World of Darkness is a complex place, filled with intrigue, misdirection and all manner of supernatural evasion. Ahroun, however, are simpler beings, and this Gift allows them to extend their direct methods where they might not otherwise reach. The Garou says a brief prayer to Luna and the other innumerable spirits of blood, terror and vengeance in the Garou pantheon. She is then transported instantly to a single foe of her choice, whom she may engage in one-to-one combat to the death under Luna’s own aegis. The foe cannot flee (though tactical withdrawal with the specific intent of continuing the fight this scene is acceptable), nor can she receive aid from outsiders. The invoker is bound by the same restrictions, of course.

Luna herself teaches this Gift, and not through an avatar — the petitioner must journey to Luna’s court in the Aetherial Realm and convince the capricious goddess that her reasons for needing this power are just.

System: This Gift cuts through all supernatural forms of warding, concealment, contingency spells and similar precautions without any roll. For the remainder of the scene, both affected parties can receive no aid from other sources, and can only use powers that are directly physical in nature. A vampire’s unearthly strength and speed or a faerie’s ability to strike at enemies with the spirit of holly would remain potent, but a member of either race would be stripped of his supernatural mind-clouding and unearthly presence. Likewise, a Namebreaker might throw lightning or increase his own strength, but not teleport away or turn incorporeal to avoid the Garou’s strikes utterly.

This Gift involves the direct interference of the Celestine Luna in mortal affairs, and the Storyteller should remember that a thinking being is determining the Gift’s exact effects, not a defined supernatural spell. The Storyteller should make judgement calls on the Gift’s effects keeping it within its intended spirit of providing a fair, open a physical fight. A Garou asking to be transported to a vampire in torpor, for example, might find the Leech awake and ready to fight…

The Garou must expend a point of permanent Gnosis to activate this Gift. Once the fight is done, normal rules of reality reassert themselves — which might be bad if the Garou has been sent to Malfeas or some other hellish domain.

Source: Book of Auspices