Werewolf the Apocalypse information source

spiritbear

Razor Claws

Rank 1 Ahroun Gift / Rank 1 Get of Fenris Gift

By raking his claws over stone or another hard surface, the Ahroun hones them to razor sharpness. Either a cat- or bear-spirit teaches this Gift.

System: The player spends on Rage point, and the Ahroun must take a full turn to sharpen her claws. For the remainder of the scene, her claw attack do an additional die of damage.

Source: Core book revised.


Resist Pain

Rank 1 Philodox Gift / Rank 1 Children of Gaia Gift / Rank 1 Get of Fenris Gift / Rank 1 Wendigo Gift

Through force of will, the Philodox is able to ignore the pain of his wounds and continue acting normally. A bear-spirit teaches this Gift.

System: The player spends one Willpower point; his character may ignore all wound penalties for the rest of the scene.

Source: Core book revised.


Mother’s Touch

Rank 1 Theurge Gift / Rank 1 Children of Gaia Gift / Rank 1 Black Furies Gift / Rank 1 Glass Walker Gift, Camp: Wise Guys / Rank 1 Bunyip Gift

Camp: Order of Our Merciful Mother (Black Furies)

The Garou is able to heal the wounds of any living creature, aggravated or otherwise, simply by laying hands over the afflicted area. The Garou may not heal herself, spirits or the undead with this Gift. A bear- or unicorn-spirit teaches this Gift.

System: The player spends on Gnosis point and rolls Intelligence + Medicine (difficulty of the wounded individual’s Rage, or 6 for non-Garou). Each success heals one health level. The Theurge may heal even Battle Scars in this manner if the Theurge uses the Gift in the same scene in which the scar was obtained and she spends a second Gnosis point. There is no limit to how many times this Gift may be used on a person, but each use requires the expenditure of one Gnosis.

(Glass Walker): Wise Guys using this Gift often recite Luke 17:19 when using it. “And he said unto him, Arise, go thy way: thy faith hath made thee whole.”

Source: Core book revised / 20th Anniversary Edition / Glass Walker Tribebook


Fast Track

Rank 1 Uktena Gift

Camp: Scouts

This Gift strengthens the Garou’s stamina and allows her to travel much more quickly than would normally be possible. Using the Gift allows the Garou to determine the path of least resistance, so she can move from one place to another with great speed and less interference. While not a replacement for a Moon Bridge, Fast Track lets the Garou continue traveling long past the time she would normally become exhausted. She can effectively make a forced march that covers three times the distance she would normally cover in the same amount of time and arrive no more tired than usual. This Gift is taught by a bear-spirit.

System: The player must roll Stamina + Athletics (difficulty 7) and spend a point of Gnosis. A single success allows the Garou to make a forced quick-march by trotting at a ground-covering pace that does not exhaust her. This Gift is not meant to make the Garou a speed-demon, and cannot be used to escape pursuit or pursue fleeing foes by running faster. It can be used for those purposes if it is a matter of outlasting pursuers or pursued.

Source: Uktena Tribebook


Para Bellum

Rank 2 Children of Gaia Gift

Though the Children love life, spring, and all that is good of Gaia, they aren’t pacifists; they always stand ready to protect their Mother. The werewolf’s Rage bursts forth in a torrent when another breaks the peace she so cherishes. A bear-spirit teaches this Gift.

System: This Gift may only be used at the beginning of a battle that was not initiated by the Garou, her pack, or her allies. The player spends one point of Rage; for the rest of the scene, the character enjoys one additional dot of Strength and Dexterity when attacking the enemy who fired the first shot of the battle, or any character that has inflicted an injury on a member of the Child’s pack during the scene.

Source: 20th Anniversary Edition


Wearing the Bear Shirt

Rank 2 Get of Fenris Gift

Fear is for cowards; Rage is for warriors. The Fenrir who learns this Gift hardens himself against fear, even on an instinctual level. This Gift is taught by a bear-spirit.

System: No roll is required; once this Gift is learned, the effects are automatic. The Fenrir who learns this Gift never enters fox frenzy; instead, he enters a berserk frenzy, regardless of the stimuli. In addition, the player can make a Willpower roll to resist any Gifts or other supernatural powers that incite fear, even if a resistance roll is normally not allowed.

Source: Tribebook: Get of Fenris (Revised) 


Mother’s Rage

Rank 3 Red Talon Gift

A she-wolf is most dangerous when protecting her cubs, and will fight against enemies from which she would normally flee if her family is at stake. The Red Talon with this Gift is able to harness that Rage and use it in battle, although only when defending something of value. A bear- or wolf-spirit teaches this Gift.

System: This Gift can only be used in defense of something or someone else – Kinfolk, a wounded packmate, a caern, etc. If the Red Talon is attacking a foe, she may not activate Mother’s Rage. To use this Gift, the player spend two Rage points. The Garou enters of kind of frenzy, but stays within the vicinity of her charge. She will attack anything that gets too close, within the usual guidelines of frenzy (i.e., if her Rage is equal to or lower than her Gnosis, she will not attack packmates).  While in this state, the Talon takes no wound penalties. All difficulties to soak are reduced by two, and she gains an extra dot of Strength. Additionally, she regains one Rage point each turn while the Gift is in effect, making it impossible for her to run out of Rage (and therefore impossible to lose to the wolf). All these benefits disappear when the Red Talon’s carge is out of danger or at the end of the scene, whichever comes first.

Source: Red Talons (revised)


Gaze of the Hunter

Rank 3 Red Talon Gift

The Garou stares into the eyes of an intended victim, and communicates to them the ancient bond between predator and prey — beginning the sacred hunt. This Gift is taught by the spirit of any predatory mammal — wolf, mountain lion, bear, etc.

System: The Garou spends on Gnosis point and rolls Manipulation + Intimidation (difficulty 6 for animals or the human [or other sentient] target’s Willpower — whichever is higher). If the Gaze is successful, the target (human or animal) understands the link and will act accordingly: Wild animals will run into the open, allowing the hunter to eventually catch and kill them. Humans and domesticated animals — for whom this is a terrifying experience — may run or cower, terrified. No victim will begin a fight, although if the Red Talon pursues and catches the prey, a battle might result. The Gift does not work on other Garou, but will be effective against most creatures the Garou sets out to hunt.

Source: Tribebook: Red Talons


Adaptation

Rank 3 Silent Strider Gift

The Garou takes no damage from poison or disease, and he may exist in any environment, regardless of pressure, temperature or atmospheric condition. This Gift does not protect the Garou from hazardous situations (like falling), only hazardous environments. A bear-spirit teaches this Gift.

System: The player spends one Gnosis point and rolls Stamina + Survival (difficulty 7). Each success extends the Gift’s effects by one hour.

Source: Core book revised.


Whiteout

Rank 3 Wendigo Gift

This Gift allows a Garou to transform the area around her into a blinding whiteout, rendering it utterly featureless and dangerously disorienting. Any characters within the reach of the spell are enclosed within a frightening, snowy blizzard-filled dome, which deadens all scents, mutes all sounds with the roar of wind, and blinds all types of vision. The Gifted character’s senses are untouched by these effects, although she remains within the whiteout. Similarly, other Wendigo are unaffected by the power of this Gift. A bear-spirit teaches this Gift.

System: The player spends a point of Gnosis, and rolls Manipulation + Survival. The diameter of the dome covered by the whiteout varies, depending on the total successes of this roll, multiplied by five feet. For example, if the player rolls 9 successes, the area of the whiteout is a circle 45 feet wide. All non-Wendigo characters within this area lose one point of Willpower and one die from all Perception-based pools for the rest of the scene; when they emerge the Perception penalty disappears but the Willpower point is gone until it is regained in the usual fashion.

Source: Wendigo Tribebook (revised)


Berserker’s Song

Rank 4 Get of Fenris Gift

The Get can sing himself into a controlled frenzy. He can ignore wounds, shift to Crinos immediately, and he is immune to many mental Gifts or Charms. In this state, unlike a normal frenzy, the Get can pull out of the frenzy at any time. An angry wolverine-spirit or bear-spirit teaches this Gift to the Get.

System: The Garou spends two Rage points and begins singing his particular song of Rage (many young Get prefer “death metal”). The number of successes on a Stamina + Expression (or Performance) roll (difficulty 6) equals the number of rounds the frenzy lasts. She can drop the frenzy earlier by spending a Willpower point.

Source: Player’s Guide Second Edition.


Beast Life

Rank 4 Lupus Gift / Rank 4 Children of Gaia Gift

The werewolf with this Gift can communicate with other wild animals and attract (or even command) them. Domesticated animals will speak with the werewolf, but they have given themselves to the ways of humans and must be persuaded to obey the Garou. Any animal spirit may teach this Gift, although Lion and Bear are most often sought as teachers.

Children of Gaia: Children of Gaia who use this Gift never do so if the animals attracted would come to harm, unless the very heart of a caern is threatened.

System: The player spends on Gnosis point and rolls Charisma + Animal Ken (difficulty 7). The character gains the ability to communicate with all animals automatically. One success can attract specific types of animals within a 10-mile radius, and those that can reach the werewolf in a reasonable amount of time will do so. Each additional success adds 10 miles (two successes indicate a 20-mile radius). All wild animals become friendly to the character. They follow any reasonable request the character makes, and many unreasonable ones as well. A character who uses this Gift to force an animal to sacrifice itself had best pay homage to its spirit or risk angering Gaia. The effect lasts for one scene, but the time may be extended by spending one Gnosis point per extra scene desired.

Source: Core book revised.


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