Werewolf the Apocalypse information source

Rank 3 Silver Fang Gifts

A list of all Rank 3 Silver Fang tribe Gifts for Werewolf: the Apocalypse, compiled from all source books, using the revised edition of books when available. For Silver Fang Gifts of all ranks, see All Silver Fang Gifts.

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.


Burning Blade

Rank 3 Silver Fang Gift

Camp: Blood Red Crest

This Gift causes a Garou’s weapon, be it a sword, klaive or axe, to burn with a deadly fire that burns her enemy even as it bites into their flesh. A firebird spirit teaches this Gift.

System: The player rolls Gnosis (difficulty 7) to activate the Gift. The weapon now does two extra dice of fire damage (which is to say, aggravated). Flammable objects will catch fire if struck by the blade. The fire burns for a number of turns equal to the number of successes rolled.

Source: Tribebook: Silver Fangs (revised)


Half Moon Mnemonics

Rank 3 Silver Fang Gift

Camp: Moon Lodge (Waning Cycle)

This Gift allows a Garou to remember a moment with perfect clarity, fixing it forever within their mind. They may recall that moment at any time, and examine the memory from any angle they wish. The memory does not dim with age, and the recall is always perfect and total. A sea spirit teaches this Gift. The werewolf must seek an Umbral sea and meditate on the sound of its wave, until she can hear the sea spirit calling to her. She must then focus on those instructions while at the same time keeping total awareness of the moment to learn this Gift. Thus, she makes the wisdom and reflection of the Half Moon part of herself.

System: The player must spend one point of Gnosis to store a memory and then rolls Wits + Alertness (difficulty 6) to fix it in the characters mind. The roll is at difficulty 5 for a Philodox. The character can store one memory for every point of permanent Gnosis she has. To recall the memory, the player must make an Intelligence + Occult roll (difficulty 7, 6 if the character is a Philodox, 5 if the character is a Philodox and staring into water). A botch means the memory vanishes, leaving a permanent hole in the character’s memory. The character may dump memories at any time, leaving her only a normal fallible recollection of the event.

Source: Tribebook: Silver Fangs (revised)


Half Moon’s Diplomacy

Rank 3 Silver Fang Gift

Camp: Moon Lodge (Waxing Cycle)

Sometimes the first step to resolving a dispute is to prevent yourself saying anything to make the situation worse. This Gift allows a werewolf to try to calm an explosive moment by preventing everyone present from saying anything inflammatory, thus bringing them all the Half Moon’s wisdom. To learn this Gift, the werewolf must follow a harrier-spirit for an hour, matching her flight path from the ground, until she tries and consents to share this Gift.

System: The player spends a point of Gnosis and rolls Manipulation + Empathy (difficulty 7). If the roll succeeds, anyone involved in the debate must concentrate for a turn by staying silent and then roll Willpower (difficulty 8) to say anything that they know is likely to make things worse. The effect lasts for one minute per success rolled. If a Philodox uses this Gift, then the initial roll is at difficulty 6 and the participants in the debate must make a Willpower roll (difficulty 9) to inflame the argument.

Source: Tribebook: Silver Fangs (revised)


Honor Pact

Rank 3 Silver Fang Gift

Camp: Sun Lodge

This is another of Helios’ Gifts that allows diplomacy between even the most intransigent of opponents. For the Gift to work, though, all parties involved in the negotiation must agree to its use willingly, even if they consider their position fixed and room for debate to be minimal. Participants must show their willingness by spilling their own blood and mingling it with that of the other participants, usually by slicing open their palms and shaking hands. Helios does not consider those creatures without blood or with toxic or damaging blood worthy of his Gift and they cannot participate. Each participant then swears an oath to both Falcon and Helios to work with her fellow participants to find a solution. This forges spiritual bonds between all involved, preventing them from acting against one anther’s interests and hopefully allowing a conclusion to the negotiations that suits and benefits all.

On occasions, a pack with a Sun Lodge member will use this Gift to prevent minions of the Defiler Wyrm turning one packmate against another. Helios allows a Child of Kamak to teach this Gift.

System: Each participant must spend three Gnosis, while the player of the user of the Gift spends four Gnosis. All players (and the Storyteller, if a Storyteller character is participating) make a Charisma + Rituals roll (difficulty 7). If the rolls succeed, all Social rolls between the group are at -2 difficulty. The players should also roleplay the lack of antagonism and care for each others interests with the guidance of the Storyteller, who has the final say on what this entails.

The effects of the Gift are permanent, unless one of the participants breaks faith. Servants of Falcon and Helios immediately set upon the character that does so, burning and tearing at her for five health levels of aggravated damage. If the character survives, she is marked as an oath breaker, as per the Stone of Scorn rite (Werewolf, p. 162). Repeated arguments or petty fights between the participants will erode the Gift’s effects over time, at the Storyteller’s discretion. The only way to strengthen an eroded Pact is to perform the whole process again.

Any servant of the Defiler Wyrm who tries to corrupt or turn those under the Honor Pact is at +3 difficulty to any roll related to the action.

Source: Tribebook: Silver Fangs (revised)


Talons of Falcon

Rank 3 Silver Fang Gift

Falcon’s talons are sharp, allowing him to grasp and impale his prey, before it even realizes that he has swooped. He grants these same talons to the most worthy of his children, so that they may impale their foes upon their claws. This Gift turns a werewolf’s claws into wickedly sharp impaling weapons, able to slice through skin and muscle and deep into the entrails of the Fang’s foe. A falcon spirit of the Great Flock imparts the secret of this Gift.

System: The player spends a point of Gnosis and makes a Dexterity + Brawl roll to attack, as normal. The attack does Strength +3 aggravated damage and any attempts to use supernatural healing of any description on the wound are at +1 difficulty. Garou using this Gift often screech like a falcon that has just won its prey as they attack, and many opponents have fallen into fox frenzy when confronted with such a fearsome strike.

Source: Tribebook: Silver Fangs (revised)


Dominance Blow

Rank 3 Silver Fang Gift

Smart Garou know to pay the Silver Fangs their due. Stupid ones openly challenge them, and force the Silver Fangs to assert their dominance. This Gift allows a Silver Fang to easily knock down would-be rebels by connecting physical dominance with rightful leadership. When this Gift is working, might does make right. Lupus Silver Fangs are fond of this Gift, which resembles wolf understandings of alpha standing. A wolf-spirit teaches this Gift

System: The player spends one point of Rage, and rolls Charisma + Brawl, difficulty 7. If the rolls succeeds, then every blow the Silver Fang strikes against a specific target grants the Silver Fang an additional die in all Social rolls against that target, allowing him to browbeat or intimidate the target more easily. The blow need not be full force to grant the bonus, which lasts for one day.

Source: Players’ Guide to Garou (revised)


Wrath of Gaia

Rank 3 Silver Fang Gift

The Garou shows himself in full, terrible, glory as Gaia’s chosen warrior. His splendor overwhelms minions of the Wyrm, driving them before him in terror unless they can master their instinctive fear of this predator. An avatar of Gaia herself teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. Any minions of the Wyrm who look upon the Garou for the next scene must roll Willpower (difficulty 7) and equal or exceed the player’s successes. Otherwise, they flee in terror.

Source: Core book revised.


Claim of Authority

Rank 3 Silver Fang Gift

There are times when a Silver Fang cannot be present at important moots or meetings, and must send another Garou in her place. To make sure that any advantages to be gained aren’t neglected, a Silver Fang with this Gift can grant her messenger some of her own natural authority. It is taught by an ancestor-spirit.

System: The Silver Fang spends on one point of Gnosis and one point of Willpower before selecting a Garou as her representative. For a week thereafter, the representative is considered to possess the same level of Pure Breed as the Silver Fang, so long as she notes the name of the Silver Fang she speaks for. This Gift may not be used on an unwilling target.

Source: Players’ Guide to Garou (revised)


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