Werewolf the Apocalypse information source

Croatan Gifts

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

Wyld Resurgence

Rank 1 Black Furies Gift / Rank 1 Croatan Gift

Bent to Gaia’s service, the creative, living essence of the Wyld roars through the Fury’s body, shining beneath her skin as a rippling wave of prismatic energy which focuses on and shines out through her wounds. This surge supercharges the werewolf’s regenerative powers, quickly mending even the most grievous of wounds. A servant of Pegasus teaches this Gift.

System: The Fury spends a turn in concentration and the player spends one Gnosis point. The werewolf immediately heals either three levels of bashing damage or two levels of lethal damage. With the expenditure of a Willpower point in addition to the Gnosis point, one level of aggravated damage may be healed instead. Damage caused by silver weapons cannot be healed with this Gift.

Source: 20th Anniversary Edition

Turtle Body

Rank 1 Croatan Gift

The Garou can call upon one of the powers of Turtle and greatly slow his metabolism. He must remain inactive, but can exist without breathing for hours at a time. In addition, uncontrolled bleeding halts. Extremes of heat or cold can be ignored. Ingested or injected poisons slow their passage through the body, and do not take full effect for hours, allowing someone to fetch an antidote before that time. This Gift is taught by a turtle-spirit.

System: The player must spend a Gnosis point and make a Gnosis roll, difficulty 6, to enter the torpor-like trance. The trance lasts for one hour per success, although the Garou may choose to awaken early after a given amount of time has passed.

Source: Past Lives

Wyld Sight

Rank 1 Croatan Gift

The Garou can see Wyld energy in all its manifestations, thus allowing him to prevent it from growing too powerful or to defend himself against it. For instance, the Garou can see the mystic swirling of the Umbral wind that presages a tornado in the physical realm or feel the shaking of the Umbral earth before a real earthquake. A Garou using Wyld Sight in the physical world can also sense Wyld spirits in the nearby Penumbra, although the user must enter the Umbra to get more details. This Gift is taught by a Wyld-spirit.

System: The Player rolls Perception + Enigmas (difficulty 6). If successful, the Garou understands the nature of the Wyld manifestation and realizes what form of Wyld-spirit is causing it. Use the following table to determine how early a Garou can predict a Wyld event:

Successes                          Time Before the Event

One                                         10 minutes
Two                                        30 minutes
Three                                      One hour
Four                                        Three hours
Five+                                      One day

Source: Wendigo Tribebook


Rank 1 Croatan Gift

The Garou can turn raw, unprocessed food into a cooked meal without need of fire. In addition, the meal tastes first class. This Gift is taught by earth-spirits allied to Corn Maiden.

System: The player must make a Gnosis roll, difficulty 7; the more successes, the more elaborate the final meal. This Gift cannot add any food that isn’t already present – it cannot spice food if the Garou has no spices handy, for instance – but it can turn unripe corn on the cob into cakes, or a fish that hasn’t been cleaned into a neatly scaled, gutted, boned, and cooked meal.

Source: Croatan Song


Rank 1 Galliard Gift / Rank 1 Croatan Gift

By invoking the power of waking dreams, the Garou can place any chosen characters into silent communion. A Chimerling teaches this Gift.

System: The player spends one Willpower point per sentient being chosen and makes a Manipulation + Expression roll (difficulty of the victim’s Willpower) if the being is unwilling. All those included in the dream may interact normally through the Mindspeak, although they can inflict no damage through it. Their real bodies can still act, although all dice pools decrease by two. The Mindspeak ends when all the participants want it to, or on the turn the Galliard fails the roll against an unwilling member. The beings affected must be within line of sight.

Source: Core book revised / 20th Anniversary Edition

Master of Fire

Rank 1 Homid Gift / Rank 1 Croatan  Gift / Rank 1 Get of Fenris Gift

Once humans tamed fire to keep them warm and to drive off the wild beasts, they were humanity’s ancient pact with the spirits of fire. The spirits of flame agree to hold back their hunger when the werewolf touches them. An ancestor spirit or a fire-spirit grants this Gift.

System: This Gift allows a werewolf to heal fire damage as if it were bashing. This requires the expenditure of a Gnosis point; the effects last for a scene.

Source: Core book revised / 20th Anniversary Edition

Turtle Shell

Rank 2 Croatan Gift

By calling upon Turtle, the Croatan can seal himself in a mystic protective shield that resembles a turtle’s shell. The shell is opaque from the outside, but those on the inside can see through it. The werewolf can opt to bring others into the shell with him, if his power is sufficient. This Gift is taught by a turtle-spirit.

System: The player spends one Gnosis point and rolls Stamina + Survival, difficulty 7. Each success gives the shell two soak dice and two effective health levels; the radius enclosed in the protective “bubble” is two yards per success. A Crinos form werewolf requires about a two yard radius, so with two successes two werewolves in Crinos form (or three humans or Homid-form Garou, or so on, at the Storyteller’s discretion) could be protected.

The shell lasts for one scene or until broken, either by the Croatan’s will or by taking damage — whichever comes first. When dismissed or broken the shell shatters into pieces that then dissolve like so much mist.

Source: Wendigo Tribebook

Shell Game

Rank 2 Croatan Gift

Croatan Kinfolk nations used to use all sorts of things as mediums of exchange; colorful seashells were the most popular. With this Gift, a Garou can transform a shell into another method of exchange: dollars, coins, English pounds, Japanese yen, whatever. This Gift is taught by a trickster-spirit.

System: The player must spend a Gnosis point and make a Manipulation + Barter (modern games can use Streetwise instead) roll, difficulty 7. The number of successes determines the value of the resulting money. Using the dollar as an example, one success might create a five dollar bill, three successes a handful of twenties, and five successes could conjure up $1000 in hundreds. The shell cannot be changed into precious metal (gold or silver), or gems/jewelry, only an exact facsimile of actual money (including traveler’s checks and money orders). Once this gift wears off (and it so in an hour’s time), the money turns back into a pretty shell.

Source: Croatan Song

Safe Cave

Rank 2 Croatan Gift

The Garou can cause the earth to split before him, creating a hole into a small cave that can hold up to five more Crinos-sized people. The hole can be sealed once within the cave, so that no one outside can discern its presence without supernatural means. Any burrowing or earth-spirit can teach this Gift.

System: The player must spend a Gnosis point and make a Charisma + Survival roll, difficulty 7, to open the cave. The decision of whether or not to seal the cave must be made within three turns; the Garou can’t just open and close the cave once it’s been created. The cave lasts for a variable amount of time; once the duration expires, anyone in the cave pops out as the cave disappears.

Successes                              Duration

One                                         One minute
Two                                        Ten minutes
Three                                      One hour
Four                                        Six hours
Five+                                      Twelve hours

The cave dwellers are safe from physical attack, but some Gifts (such as Hand of the Earth Lords) can still affect them, as can any concentrated burrowing effort that can dig down into the cave and break its seal.

Source: Past Lives

Strength of Purpose

Rank 2 Philodox Gift / Rank 2 Croatan Gift / Rank 2 Get of Fenris Gift (Camp: Fangs of Garm)

Some Garou feel so strongly about their place in the pack, the tribe and the world that they can draw on this resolve in times of need. The Philodox can pull new resolve from his deepest reserves. A wolf-spirit teaches this Gift.

System: Once per scene, the player may roll Stamina + Rituals (difficulty 7). For every two successes, the Philodox recovers one point of Willpower up to her maximum.

Source: Core book revised / 20th Anniversary Edition

Gift of Plenty

Rank 3 Croatan Gift

Fertility spirits beholden to the Corn Maiden teach this Gift, by which a single chosen object can be multiplied into many duplicate objects. In this way, a warrior can make several arrows from one prototype arrow or more bullets from a single bullet. Any object with spiritual power (such as a fetish) cannot be duplicated. Anything else, from $20 bills to food can be multiplied using this Gift.

System: The player spends one Gnosis point and rolls Charisma + Crafts, difficulty 7. The number of successes determines the number of objects (including the original) that result; two successes will create one extra duplicate item, four successes will create three, and so on. Duplicating precious metals or rare ritual components requires an expenditure of two Gnosis points; rare gems or materials such as plutonium, three Gnosis points.

The newly created objects will last for only 24 hours before vanishing. The effects of using the item remain however so any food that was eaten is still digested, damage caused by created weapons still must be healed, and items bought with the money still exist, and so on.

Source: Past Lives

Call Earth Spirit

Rank 3 Croatan Gift

This Gift is another of those that draws on the ancient alliance with Turtle, summoning an earth-spirit to rampage forth and crush things or people at the werewolf’s bidding. The Garou must have some earth at hand to invoke the earth-spirit, although a handful of earth or a smallish rock will suffice. This Gift is taught by an earth elemental.

System: The player spends one Gnosis and rolls Manipulation + Occult, difficulty 8. On a success the spirit is summoned and cuts a path of destruction in a straight line for up to 30 yards, inflicting 10 dice of lethal damage to anything in its path. Botching the summoning calls forth an earth-spirit that is hostile to its summoner.

Source: Wendigo Tribebook


Rank 3 Metis Gift / Rank 3 Croatan Gift

Consider the state of a metis cub. He is outcast from birth, knows this from the moment he can talk, and is trapped within a body that reacts powerfully to his slightest emotional twinge. Once you appreciate this state, it becomes easy to understand how this Gift was first learned. Shell places an emotional and instinctual barrier around the metis. A turtle-spirit teaches this Gift.

System: While active, the metis cannot use Rage nor achieve any successes on Rage rolls, nor will mind-altering Gifts or magic affect him. However, he can also not attempt any rolls using Empathy or Primal-Urge, and suffers a -1 penalty on all initiative rolls.

Updated System from 20th Anniversary Edition: The player rolls Willpower (difficulty of the character’s own Rage). Success insulates the metis for a scene behind a mystical and psychological barrier, immunizing him against mind-altering magic of all kinds for the rest of the scene. However, he cannot gain any successes on Empathy, Primal-Urge or Rage rolls, nor can he spend Rage points.

Source: Players’ Guide to Garou (revised) / 20th Anniversary Edition

Stronger on Stone

Rank 4 Croatan Gift

Just as the Uktena were mighty in the waters and the Wendigo drew power from the winds, the Croatan were at their strongest when standing on the earth itself. This Gift allows a werewolf to mimic that strength the closer the Garou’s tie to earth, the stronger he gets.

System: The player spends a Gnosis point and one Rage point. The character receives a number of bonus dice that he can add to strength or Stamina (or divide between them) for the remainder of the scene, depending on where he stands. On dead wood, concrete or other artificial flooring, the bonus is one die. On living plant matter (such as thick grass or a tree root), the bonus is two dice. On bare earth, the bonus is three dice; on naked stone, four dice. If the character is separated from the ground (such as in an airplane or on a bridge over water), the Gift has no effect.

Source: Past Lives


Rank 4 Croatan Gift

Since Turtle went into his coma-like sleep, many secrets of earth powers once known are now forgotten — such as the Umbral tunnels beneath the Umbrascape. The Croatan did not always rely on Luna’s moon paths when traveling the Umbra. This Gift allowed them to use the secret tunnels under the earth, known to many earth-burrowing spirits and totems, such as Mole, Badger and Groundhog (who taught them the Gift). In such a way, the Croatan could travel long distances in the safety of the Umbral underground.

This Gift is all but lost to werewolves in the 20th century, but this is almost a blessing; in the modern era, Ratkin occupy many of these tunnels, making them hostile territory for any Garou.

System: The player spends one Gnosis point; the Garou is made aware of the nearest entrance into one of these tunnels. Such an entrance may not be close at hand; the werewolf might have to go on a day’s journey just to reach the nearest opening, depending on the local population of burrowing spirits. Once inside the tunnel, he can reach his destination safely. When he gets to a multiple branching tunnel, he’ll know the proper way — otherwise one could get lost for years!

In all other respects, this Gift is much like traveling a moon path, save that the potentially hostile encounters that may be found along the way take the form of Ratkin and other subterranean denizens, rather than spirits.

Source: Past Lives

Hand of the Earth Lords

Rank 4 Uktena Gift / Rank 4 Croatan Gift

By drawing on the land’s energies, the Uktena can move any one object weighing up to 1000 pounds telekinetically. An air elemental and an earth elemental must teach this Gift in concert.

System: The player spends one Gnosis point and rolls Dexterity + Occult (difficulty 7). The Uktena must maintain concentration in order to move the object, which travels at roughly 20 mph. The effect lasts for one turn per success.

Source: Core book revised / Wendigo Tribebook


Rank 5 Bone Gnawers Gift / Rank 5 Croatan Gift

This Gift confers temporary immunity to many environmental factors. The Garou has no need of food, water or sleep, and she does not suffer from temperature extremes. She is also immune to natural diseases and poisons. Wyrm toxins will still affect her, but at half their normal potency.

System: The player spends one Gnosis and rolls Stamina + Survival (difficulty 7). The effects last for one day per success. By spending a second Gnosis point, the Bone Gnawer can gain three extra points of Stamina, and he suffers no wound penalties, but the Gift will expire prematurely after 10 rounds of full combat. The Garou must sleep for at least eight hours when the Gift wears off, and he awakens ravenously hungry.

Source: Core book revised / 20th Anniversary Edition

Katanka-Sonnak’s Spear

Rank 5 Croatan Gift

Some cultures that the Croatan took as Kin were sun-worshippers. The Croatan in turn established strong ties with Helios and the Planetary Incarna of the sun, Katanka-Sonnak. This Gift springs from this alliance; by invoking the power of the sun, the Garou can call a shaft of fire from the sky to impale an enemy and immolate him in continuously burning flames. An avatar of Katanka-Sonnak teaches this Gift.

System: The player spends a point of Gnosis and rolls Dexterity + Occult to strike the target; no range penalties apply, although the Garou must be able to see her target. If the strike is accurate then the victim takes 10 dice of fire damage each turn; this damage is aggravated, although supernatural creatures can soak it with the appropriate power (vampires with Fortitude, shapeshifters with Stamina, etc.). The fire cannot be doused with ordinary water; it will burn for 10 turns unless quenched by a water-spirit, somehow dispelled, or until the victim takes no damage on a particular turn.

Source: Past Lives

Resolute Vow

Rank 5 Croatan Gift

The Croatan’s legendary stubbornness and strength of purpose was often a hindrance, but they often drew great power from it as well. A Garou with this Gift can persevere against all odds, pursuing a goal of vengeance or a spiritual quest to its end when even great heroes would turn back. Croatan ancestor-spirits teach this Gift.

System: As the Garou ritually declares his purpose or quest to all within earshot he spends a permanent Gnosis point. From that point on, the Garou has no choice but to follow his quest to the bitter end. However, any Willpower rolls made in pursuit of that quest always gain six extra dice (even if this takes his dice pool over 10) and the Garou also gains six extra Willpower points to spend while on his quest (unused points disappear at the quest’s completion).

If the Garou chooses to give up her quest before it is completed, she loses any remaining bonus Willpower points and loses one permanent Willpower point for each of the bonus Willpower points that she spent after activating this Gift. The Garou may never regain permanently lost Willpower points. For instance, if the Garou gives up her quest after spending three of her bonus Willpower points, she may never have a Willpower rating higher than 7.

Note that the quest does not have to succeed, but it must come to a definite resolution for the Garou not to lose permanent Willpower.

Source: Wendigo Tribebook

Umbral Burrowing

Rank 5 Croatan Gift

This Gift allows a Croatian to dig his own Umbral tunnel which he can travel through just as in the gift Underearth. The tunnel must connect two points and, as it is unoccupied, is always safe to travel. The spirits of burrowing animals teach this Gift.

System: The Garou spends three Gnosis points and starts digging. A successful Perception + Occult roll is necessary to make certain that the tunnel comes out in the right place. The process of digging is, of course, slower than normal Umbral travel and takes about twice as long as walking a moon path would. The Garou does not need to eat or rest as he digs and the tunnel will remain a permanent part of the Umbra. It isn’t necessary to know the Underearth Gift to use Umbral Burrowing, but the werewolf without knowledge of Underearth cannot necessarily travel tunnels not of his own make without getting lost.

Source: Past Lives

Wall of Granite

Rank 5 Philodox Gift / Rank 5 Croatan Gift

Philodox have a stronger relationship with the elementals of the earth than do other werewolves, for just as the earth upholds those upon it, the Philodox uphold their people’s ways. While in contact with earth or rock, the Philodox can invoke a wall to protect himself. This wall will move with the Garou, defending him from all angles. Earth elementals teach this gift.

System: The Garou spends on Gnosis point. The wall’s dimensions are three yards high, two yards long and one yard thick. It has a soak pool of 10 dice, and 15 health levels must be inflicted to penetrate it at any point. The wall lasts for one scene or until released into the earth by the Garou.

Source: Core book revised / 20th Anniversary Edition