Werewolf the Apocalypse information source


Last Ditch

Rank 1 Glass Walker Gift

Camp: Dies Ultimae

When the chips are down and your back’s to the wall, risks need to be taken. This Gift makes those last choices a little less risky by allowing for some instinctual co-ordination to be taken. A bee or ant-spirit teaches this Gift

System: The Soldier looks toward an ally and spends one point of Gnosis before rolling Intelligence + Primal Urge (difficulty 7). The ally does not need to spend Gnosis or roll, but must also know the Gift. As long as one success is rolled, the players of each character may formulate a detailed plan out of character, which both characters instinctually grasp simply from making eye contact.  Each character adds two bonus dice to his or her next roll, but for the rest of the scene after that they lose two dice from all actions.

Source: Tribebook: Glass Walkers (Revised)

Budget Approval Process

Rank 1 Glass Walkers Gift

Camp: Corporate Wolves

As any underpaid and underprivileged office worker will tell you, getting any budget approved involves knowing whom to ask. Those types would find this Gift a blessing, as would many other types. This Gift lets you find the weak point of any social group, which person can be leaned on to get results. It is taught by either an ant- or bee-spirit

System: The player spends one Willpower and rolls Perception + Etiquette (difficulty 5). If successful, the Garou automatically knows which member of a group it would be best to approach to get results in her efforts. The number of success determines how large a group can be scanned. Working out which punk to hit in a street gang to make the rest run would only require one success, working out which guy needs to bribing to bring down an entire corporation would require at least five. The Storyteller also is fully within his rights to suggest that no one person holds all the cards in a group and that the Gift simply won’t work.

Source: Tribebook: Glass Walkers (Revised)

Bonds that Tie Us

Rank 3 Philodox Gift

The Philodox is mediator and judge, but is also investigator. The Gift assists a Philodox with such matters by revealing any emotions and opinions that exist between two people. Many Garou detest this Gift, since it is indiscriminate, revealing any emotion that may exist. It is taught by an ant-spirit.

System: The player spends one Rage as the Philodox taps deep into his own wellspring of emotion, connecting those emotions to those of his target. After this, the Philodox whispers the name of a person with whom the target has a relationship, and the Philodox will immediately feel every emotion toward that person that the target has. These emotions aren’t real (at least to the Philodox), but they certainly feel it, and it is wise to avoid the person to whom those emotions are directed for as long as the effect lasts (one scene). A Garou or other supernatural that does not wish to cooperate with the Gift may roll their Willpower (difficulty of the Philodox’s rage) with a success preventing use of this Gift.

Source: Players’ Guide to Garou (revised)