Werewolf the Apocalypse information source

Rank 2 White Howler Gifts

A list of all Rank 2 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 all ranks, see All White Howler Gifts.

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


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