Werewolf the Apocalypse information source

Rank 4 White Howler Gifts

A list of all Rank 4 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.

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


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