Werewolf the Apocalypse information source

White Howler Gifts

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

Desperate Strength

Rank 1 Bone Gnawer Gift / Rank 1 White Howler Gift

In times of great trauma, desperate people have displayed amazing feats of strength and endurance. With a burst of adrenaline, a mother can lift a truck off a pinned child, or a father may smash through a wall to save his family. Through strength of will, a Bone Gnawer may channel that same desperate energy. If another packmate has fallen or been captured, the Garou may use this hideous strength in a desperate effort to help his pack.

System: After rolling on the Feats of Strength table, the Garou can burn a point of Willpower and roll one die for each Health Level he has remaining. For each success he can take an extra level of aggravated damage to increase his number of successes by one; he does not need to trade all of his successes in this fashion.

Source: Tribebook Bone Gnawers (Revised) / 20th Anniversary Edition


Sense Wyrm

Rank 1 Metis Gift / Rank 1 Theurge / Rank 1 Black Furies / Rank 1 Silent Strider / Rank 1 Silver Fang / Rank 1 Stargazer / Rank 1 Uktena / Rank 1 White Howler

The werewolf can sense manifestations of the Wyrm in the nearby area. This Gift involves a mystical sense, not a visual or olfactory image, although werewolves using the Gift sometimes say things like, “This place stinks of the Wyrm” (with a few more colorful adjectives). Garou should remember that the Wyrm’s taint can cling to relatively blameless souls. Werewolves may sense an innocent person who happens to work in a Wyrm-controlled factory or who has eated tainted food. This power requires active concentration. Any spirit of Gaia may teach this Gift.

System: The player rolls Perception + Occult. The difficulty depends on the concentration and strength of the Wyrm’s influence. Sensing a single fomor in the next room would be difficulty 6, while detecting the stench of a Bane that was in the room an hour ago would be difficulty 8. Vampires register as Wyrm-tainted, save those with Humanity Traits of 7 or higher.

Source: Core book revised / 20th Anniversary


Primal Anger

Rank 1 Metis Gift / Rank 1 White Howler Gift

The metis learns to focus the anger within her heart and use it to increase her Rage. The anger takes a physical toll on the werewolf, and it is up to her to unleash it on her enemies. The spirits of ancient metis teach this Gift. Few members of other breeds have suffered enough shame and suffering to learn this Gift.

System: A character with this Gift may sacrifice a single health level, once per scene, and gain two extra points of Rage in exchange (even if doing so takes her above her permanent Rage rating). The health level is treated as aggravated damage for purposes of recovery.

Source: Core book revised / Past Lives


Visions of Dust / Death Sight

Rank 1 Silent Strider Gift / Rank 1 White Howler Gift
The White Howler version is called Death Sight

The werewolf’s eyes become cloudy and pale as she attunes her vision to the ashen landscape of the Underworld. An owl-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Perception + Occult (difficulty 7). For the rest of the scene, the character can see (and hear) ghosts and detect haunted areas with another Perception + Occult roll (difficulty corresponds to the severity of the haunting). This Gift bestows no power to touch or communicate with the dead, however — that usually requires the use of the Descent into the Underworld rite (see p. 213). A botch causes the Garou’s eyes to shine as beacons in the underworld, drawing the notice of broken, vengeful shades.

Source: 20th Anniversary Edition


Haunting Howl

Rank 1 White Howler Gift

One of the howl-Gifts peculiar to the tribe, this eerie cry often echoed across the desolate moors prior to a White Howler raid. In the years since the White Howlers’ fall, this cry has become more alien and forlorn.

System: The player rolls Charisma + Intimidation, difficulty 7. All enemies within earshot of the werewolf’s howl suffer a +1 difficulty to Willpower rolls for three turns per success. Willpower expenditures are unaffected. No foe can be affected by more than one use of this Gift per scene.

Source: Past Lives


Blood-Scent

Rank 1 White Howler Gift

Part of the White Howlers’ reputation as excellent trackers stemmed from Gifts such as this one. The Garou with this Gift finds it childishly easy to track down any human, beast or supernatural being whose blood he has tasted. the Howlers parlayed this Gift into the tactic of letting a wounded enemy escape, only to unerringly track him to his lair and the rest of his clan. Today, the Black Spiral Dancers continue this practice, although without the aid of the Blood-Scent Gift.

System: Once learned, this Gift’s effects are permanent. The Garou receives two additional dice on any roll made to track prey whose blood she has tasted. These dice also apply to the use of tracking Gifts such as Pulse of the Prey.

Source: Past Lives


Shining Sigils

Rank 1 White Howler Gift

When this Gift is active, glowing sigils representing the Garou’s tales of Renown appear upon their skin or pelt. The marks shine a luminescent woad-blue, although Honor, Glory, and Wisdom all gleam with their own subtle inflections of color. Temporary Renown appears as reinforcing details on the permanent Renown symbols. This gift is taught by a Lune spirit.

System: While this Gift is active, the Garou receives a pool of bonus dice equal to his rank that he can allocate towards any Social rolls (including intimidation) towards spirits or other Gaian Garou until the remainder of the scene.

Source: White Howler Tribebook


Howl of the Banshee

Rank 2 Fianna Gift / Rank 2 White Howler Gift

The werewolf emits a fearful howl that causes those who hear it to run in terror. A Banshee —  a mournful spirit of the dead — teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Intimidation. All who hear the howl must roll Willpower (difficulty 8; 6 for allies of the Fianna) or flee in terror for one turn per success on the Garou’s roll.

Source: Core book revised / 20th Anniversary Edition


Howls in the Night

Rank 2 Galliard Gift / Rank 2 Red Talon Gift / Rank 2 Shadow Lord Gift / Rank 2 White Howler Gift

The werewolf sends a full-throated howl shivering into the night sky, evoking primal terror in Gaia’s enemies. Creatures of the Wyrm who hear the howl find themselves troubled and unable to rest easily while their enemies are on the prowl. A wolf-spirit teaches this Gift.

System: The player spends a Gnosis point and rolls Charisma + Primal-Urge (difficulty 7). Creatures of the Wyrm who hear the howl will be jolted awake if asleep, and rendered unable to sleep for the next (successes x 3) hours.

Source: 20th Anniversary Edition


Call to Duty / Spectral Authority

Rank 2 Philodox Gift / Rank 2 Silent Strider (Camp: Wayfarers) Gift / Rank 2 White Howler Gift
The White Howler Version is called Spectral Authority

Any spirit the Philodox knows by name is a potential servitor. With this Gift, the werewolf can summon and command any spirit she knows by name. Only one command is possible at a time, and the spirit departs after fulfilling the one request. An Incarna avatar teaches this Gift.

System: Obviously, the Philodox must learn the spirit’s name, which usually requires personal acquaintance or use of the Gift: Name the Spirit. The Player rolls Charisma + Leadership (difficulty of the spirit’s Willpower). If the player spends two Gnosis points, the werewolf can summon all Gaian spirits within one mile to protect or assist her, even if she does not know their names.

Source: Core book revised / Tribebook: Silent Striders (revised) / White Howler Tribebook


Lion’s Bite

Rank 2 White Howler Gift

Lion’s children learned many things from their patron, including some hunting tactics more familiar to big cats than to wolves. The Garou with this Gift gains an unerring ability to bite down on the throat of his prey, choking it unconscious or to death, or even crushing its windpipe as lions do.

System: The player may spend a Rage point and roll Dexterity + Brawl (difficulty 7) to initiate a choking bite. If she gains one or two successes on the attack roll, the attack is treated as a bite; if she gains three or more, she successfully begins a choking bite. The target takes bite damage as usual, and will begin to suffocate unless he can beat the Garou in a resisted Strength test in successive turns. The Garou may maintain the hold from turn to turn; she does not inflict any more automatic bite damage, but the suffocation rules (Werewolf, pg. 188) continue to apply. A held victim may take actions other than trying to escape, but any such action is at +2 difficulty. Due to the supernatural power of this Gift, it can be used on creatures much greater in size than the Garou. A werewolf could theoretically use Lion’s Bite to strangle a Thunderwyrm, although the Storyteller may call for more successes on the attack roll to succeed against a foe of such size.

Newer System (the most recent version from the White Howler’s Tribebook): The effects of this Gift are permanent. After declaring the Lion’s Bite attack and making a successful Strength + Brawl roll, a Garou with this Gift does its normal bite damage the first turn. In addition, she establishes a choking hold on her target. Each successive round, the target may attempt to make a resisted Strength roll to attempt to break free of the hold. The target may attempt to take actions other than trying to break the hold, but any such action is +2 difficulty.  However, if the hold is not broken by the end of a number of rounds equal to twice the target’s Stamina rating, he is rendered unconscious. Once a target is unconscious, he takes a level of lethal damage from the hold each turn, and cannot regenerate this damage until the hold is released. When he reaches Incapacitated, he reverts to his breed form, and if the hold is continued, will die in a number of turns equal to his Stamina.

Source: Past Lives; White Howler Tribebook


Pain-Strength

Rank 2 White Howler Gift

The White Howlers were hardy enough to shrug off the effects of pain, but some learned the trick of letting their pain fuel them. The wounds of a White Howler actually gave him Strength, allowing him to achieve great feats Of might at the cost of his own blood.

System: When the character is first wounded, the Player may choose to Spend a Rage Point to activate this Gift. For the remainder of the scene, the character gains one dot of Strength for every die of wound penalties he suffers from. In addition, wound penalties do not affect his Strength score or damage pools (although they affect any Strength + Ability pools). Thus, a character at Wounded would lose two dice from most dice pools, but actually gain two dice to his Strength score. If the character would ignore wound penalties (due to frenzy or Resist Pain), he does not gain the bonus Strength.

Source: Past Lives


Territory / Predator’s Many Eyes

Rank 3 & 4 Red Talon Gift / Kucha Ekundu (Red Talon) / Rank 3 White Howler
Rank 4 in the Red Talon tribebook; rank 3 in the 20th Anniversary Edition

The Red Talon with this Gift doesn’t need to patrol his hunting ground to know what transpires there. With bit a moment of concentration, he may extend his senses to any area he has marked. This Gift is taught by a wolf spirit.

System: To use this Gift, the Red Talon must first mark one or more areas with his own urine. A Talon may have a number of marked locations equal to his Gnosis (and does not have to establish such a mark in every place that he urinates). Thereafter, the player may roll Perception + Primal-Urge (difficulty 7) to extend the Talon’s senses to that location. The character can sense the area as though standing in the same place he was in when he marked the area originally. The scent marks last for one week per dot of Gnosis the character possesses (for wilderness) or one day per dot of Gnosis (for urban environments).

Kucha Ekundu (African Red Talons): The Kucha Ekundu don’t regard themselves as “Lords of the Savannah,” especially given the strength of Africa’s other Fera, but they still wish to do their job as Garou. This Gift facilitates that job, allowing the werewolf to “mark” a predator and thereafter look through its eyes.

System: As the Red Talon Gift: Territory. The Red Talon needs not urinate on the animal it wishes to mark; the player must merely roll Charisma + Animal Ken (difficulty 7) while the predator is in sight. Using this Gift on other Fera is possible but requires the Fera’s consent. In all other respects, this Gift functions as Territory.

White Howlers: White Howlers can mark a land as their own by carving sigils in stone in the area. Stones marked in this way can be used over and over, by the Garou who carved them. The duration remains the same; the werewolf reactivates the gift by adding additional details to the stone in question.

Source: Red Talon Tribebook (revised) / 20th Anniversary Edition


Ley Lines

Rank 3 Fianna Gift / Rank 3 White Howler Gift

By manipulating ley lines — part of an energy web that crisscrosses the planet — the Fianna can disorient would-be trackers or hunters. The victims of this Gift find themselves following false trails, making wrong turns or walking in circles. The user’s trail simply disappears! The secrets of this Gift can be learned from an earth-spirit.

System: After spending a Gnosis point, the player rolls Wits + Occult (difficulty 7). Any attempt to track the Garou must follow a successful Perception + Occult roll (difficulty 8). This roll must exceed the Gift user’s successes before any tracking can take place.

Source: Player’s Guide Second Edition / 20th Anniversary Edition


Blooding Fury

Rank 3 White Howler Gift

The Fianna often wondered if the White Howlers were the masters of their Rage, or if Rage was the master of the White Howlers. This Gift only added to the Fianna’s trepidation. By wounding herself, the Garou is able to tap into a fresh reservoir of Rage, for good or for ill. This Gift is taught by a fire-spirit.

System: The Garou must injure herself with a claw or bite; the character takes one level of unsoakable aggravated damage, and regains all her temporary Rage. This Gift can be used only once per scene.

Source: Past Lives


Waking the Dead

Rank 3 White Howler Gift

This gift creates a shadowy representation of a fallen individual (human, Kin, or Garou) and gives the werewolf the ability to ask it a few questions. The shade created is not a ghost, and possesses no knowledge that was not known to the individual before their death. This Gift can only be used once on any given corpse.

System: The Garou spends two or more points of Gnosis and touches the dead body. A shadowy figure that resembles the fallen individual rises from the corpse, and will truthfully (to the best of its ability) answer one simple question for every point of Gnosis beyond the first that the Garou spent when activating the Gift. Its answers will be no longer than one sentence per question. After the last question has been asked (or at the end of the scene), the shade will disappear, and this Gift can never be used on that individual again. If the Gift is used on the undead, they will remember nothing after their first mortal death; vampires cannot answer questions about things that happened during their unlife, for example.

Source: White Howler Tribebook


Sense of the Deep

Rank 3 White Howler Gift

Up until the Fall, Lion’s tribe was convinced it was their duty to Gaia to hunt down Her enemies even beneath the surface of the earth. This Gift aided them in their endeavors to fight Wyrm-things in their own burrows. A werewolf with this Gift is at home in a subterranean environment, almost moreso than above ground.

System: This Gift’s effects are permanent once learned. While underground, the werewolf automatically knows which direction is north, and can instinctively retrace his path to the exit. (However, this direction sense can be tampered with by other supernatural powers, as happened in the Hive where the Fall took palace.) The character can also see in darkness underground without suffering any dice pool penalties or added difficulty; this works much as the Metis Gift: Eyes of the Cat, but only while the Garou is underground.

Source: Past Lives


Hero’s Stand / Last Stand

Rank 4 Get of Fenris Gift / Rank 4 Wendigo Gift / Rank 4 White Howler Gift

The Garou channels the strength of Gaia herself, becoming one with the earth upon which he stands. While he may not retreat or even move from that spot for the duration of the Gift, he gains many powers through Gaia’s might. An earth elemental teaches this Gift.

System: The player rolls Willpower (difficulty 8). Each success grants one extra die to all Physical dice pools. Also, the Garou may not be surprised, and all attacks are considered frontal. The Garou may not move until all foes have been defeated or have fled.

Source: Core book revised / 20th Anniversary Edition


Call Elemental

Rank 4 Uktena Gift / Rank 4 White Howler Gift

The Garou is able to call one of the four classic elementals to his aid (earth, air, fire or water). An elemental teaches this Gift.

System: The player spends one Gnosis point and rolls Gnosis (difficulty of the area’s Gauntlet). She must then roll Manipulation + Occult (difficulty 7) to make the elemental look favorably upon the Garou. The elemental vanishes at the end of the scene.

Source: Core book revised / 20th Anniversary Edition


Collapse the Barrow

Rank 4 White Howler Gift

In a land plagued with subterranean Wyrm-pits, the ability to destroy the structural integrity of an underground lair was priceless to the White Howlers. By using this gift, the werewolf is able to collapse an earthen or stone structure or tunnel in upon itself, thus making it much more difficult for it to be re-used for evil purposes.

System: The Garou spends a point of Gnosis, and touches the floor, ceiling, or walls of the targeted structure. The player makes a Strength + Occult roll, with a standard difficulty of 6 for an average excavation tunnel. The difficulty increases or decreases with the structural integrity and craftsmanship involved in creating the target; 7 for a stone cave or natural rock tunnel, but 4 for a quickly dug burrow; 5 for a hastily built rock hut, but 9 for a masterful stone broch tower.). For each success, a 5-foot section of the structure collapses.

This Gift does not cleanse the area, and simply collapsing a pit creates a festering magnet for banes and other Wyrm-creatures. Because of this, Collapse the Barrow is most often used on the way back out of a pit, after the inhabitants have been dealt with, and the area within has been ritually cleansed.

Source: White Howler Tribebook


Visions of Slaughter

Rank 4 White Howler Gift

This frightening curse derived from the White Howlers’ unusual practices of bonding with the ghosts of slain animals. By marking a person with his spit, blood or other bodily fluids, the werewolf can curse his victim to be haunted with visions of any animal or individual killed by his actions (or inaction), Even animals can be driven to distraction by visions of prey animals that are always within view, but cannot be touched. This Gift is of course of little use against the innocent, but against the soldiers, shapeshifters and vampires that werewolves most commonly face, it has terrible power.

System: The Garou must first bring the victim-to-be into contact with his saliva, blood, sweat or other bodily fluid; the player rolls Intelligence + Occult, difficulty of the target’s Willpower. The victim is haunted by bloody \visions of any reptile, bird or mammal dead by her hands for one day per success. The more deaths the \ victim has been responsible for, the more vivid and distracting the visions. Each day, the victim must make a Willpower roll at a difficulty set by the Storyteller to avoid losing a temporary point of Willpower. The difficulty ranges from 4 to 9, based on the amount of blood on the character’s hands; an all-but-innocent who has done little more than set mousetraps and accidentally run over an opossum would be a 4, while the average Garou might resist at difficulty 7, and a murderous vampire at difficulty 9. The amount of remorse the character would ordinarily feel has no bearing on the curse; a vampire who cares nothing for the people he’s drained to death will still be horribly distracted, as his victims appear far more real and far more frequently.

While the Gift is in effect, the victim cannot recover temporary Willpower. Once the victim’s temporary Willpower has been reduced to half of the permanent score, all rolls she makes (apart from soak or damage rolls) are at +1 difficulty until the Gift’s effects pass.

Source: Past Lives


Maddening Howl

Rank 4 White Howler Gift

This howl-Gift represents one of the White Howlers’ worst weapons, a terrible ululating wail that bends the minds of those who hear it to the breaking point. Only White Howlers are immune to the howl — even in modern-day settings.

System: The player spends one point of Rage and one point of Gnosis and rolls Charisma + Performance, difficulty 7; all non-White Howlers within earshot may roll Willpower, difficulty 7, to resist. If the player gains more successes than the victim, the victim is driven mad for the duration of the scene. Victims are treated as if they were affected by the “Catatonic Fear,” “Panic,” “Disbelief,” “Berserk,” or “Terror” effects on the Delirium chart (pg. 263). The Storyteller chooses the specific effect, although the Gift’s effects tend to be random rather than governed by the victim’s personality.

Source: Past Lives


Fog on the Moor

Rank 5 Fianna Gift / Rank 5 White Howler Gift

This Gift transforms the Fianna into a ghostly outline of himself, allowing him to pass through anything except silver as though he were incorporeal. He may communicate and strike opponents normally. He cannot be harmed by anything except silver; all incoming attacks pass through him. A fog-spirit teaches this Gift.

System: The player spends one Willpower point and rolls Gnosis (difficulty 7) to instantly transform the Garou into a ghostly form. Each success allows the Garou to stay in that form for one turn, though the Garou may change back at will. The character cannot regenerate while in this form.

Source: 20th Anniversary Edition


Gaia’s Vengeance

Rank 5 Red Talon Gift / Rank 5 White Howler Gift

The Garou calls to the spirits of the surrounding forest to attack intruders. The terrain responds as best it can: Rocks roll and smash, vines trip, and water sucks victims under. An avatar of Gaia herself teaches this Gift.

System: The player spends one Gnosis point and one Rage point then rolls Charisma + Primal-Urge (difficulty of the local Gauntlet). The exact effects depend on the terrain and are left to the Storyteller.

Source: Core book revised / 20th Anniversary Edition


Mad Strength

Rank 5 White Howler Gift

The greatest White Howlers were even more terrifying when they succumbed to their Rage. When he is driven to the breaking point, the werewolf’s strength is massively increased. Werewolves affected by this Gift undergo a bodily change when berserk; their thews bulge and twist disproportionately, giving them an almost monstrous appearance.

System: The character gains two extra dice of Strength and one extra die of Stamina whenever she enters a berserk frenzy (or Thrall of the Wyrm). Once learned, the Gift’s effects are permanent.

Source: Past Lives


Howl of Healing

Rank 5 White Howler Gift

The White Howler tribe is closely knit, sharing a bond rivaled by few others. This tie allows them to channel healing in a fashion others can only aspire to.

System: The werewolf howls. The player spends one Gnosis point and makes an Intelligence + Expression roll (difficulty 6). Everyone of the White Howler tribe (or their Kin) who can hear the howl heals one point of lethal, bashing, or aggravated damage. This howl cannot be amplified, communicated, or assisted through natural, artificial, or supernatural means, else it loses its effectiveness.

Source: White Howler Tribebook


White Fire

Rank 5 White Howler Gift

This forgotten Gift is the last link to the sacred bone-fires that the White Howlers kept before their Fall and conversion to Balefire. The werewolf can hurl a stream of blinding white fire from his hand, searing the flesh from the bones of his foes.

System: The player spends one Gnosis and rolls Dexterity + Occult (difficulty 6). The bone-fire inflicts six dice of aggravated damage, plus one die for every extra success on the attack roll. In addition, if the victim suffers more than three levels of damage after soak, she is blinded for the duration of the scene.

Source: Past Lives


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